by MARK WEST 1/18/11
One of the things you can do to ensure that students are grasping your content is to check for comprehension. Sometimes you need a brief or long review. This game is a long review with 30 questions, so this would be good as a chapter review.
Under "Questions" on the main game page page, there are 30 blue links. Click a link and it goes to a question page. The question page has a link to an answer page. The answer page has a link back to the main game page.
Pick a student and ask him or her to choose a question. If a student answers correctly, click a puzzle piece to reveal what's below. An incorrect answer means no puzzle piece is revealed for that question.
When you've finished, you can either click over the revealed picture (and the puzzle pieces will reappear) or you can restart the flip chart.
The question and answer pages are fully editable and can be replaced with your class specific content.
Please note: you'll also want to change out the picture file, too. Just drop in a picture and resize it with the marquis select tool. The jigsaw pieces are on the top layer, and new images alway go to the middle layer, so the picture will always be under the puzzle pieces unless you deliberately move them above the puzzle pieces.
Burleson, W., & Picard, R. (2004). Affective agents: Sustaining motivation to learn through failure and a state of “Stuck.” Proceedings of Workshop of Social and Emotional Intelligence in Learning Environments, in conjunction with the 7th International Conference on Intelligent Tutoring Systems Maceio, Alagoas, Brazil.
Chang, Y.K., Plass, J.L., & Homer, B.D. (2008). Development and validation of a behavioral measure of metacognitive processes (BMMP). Featured Research presentation at the annual convention of the Association for Educational Communication and Technology (AECT) in October, 2008 in Orlando, FL.
Domagk, S., Schwartz, R., & Plass, J.L. (in press). Defining interactivity in multimedia learning. Computers in Human Behavior.
Leutner, D., & Plass, J.L. (1998). Measuring learning styles with questionnaires versus direct observation of preferential choice behavior in authentic learning situations: The Visualizer/ Verbalizer Behavior Observation Scale (VV–BOS). Computers in Human Behavior, 14, 543–557.
Mandryk, R.L. (2008). Physiological measures for game evaluation. In K. Isbister & N. Shaffer (Eds.) Game usability: Advice from the experts for advancing the player experience. San Fransico: Morgan Kaufmann.
Plass, J.L., Perlin, K., & Nordlinger, J. (2010). The Games for Learning Institute: Research on design patterns for effective educational games. Paper accepted for presentation at the Game Developers Conference, San Francisco, March 9-13, 2010.
ActivInspire Games >