Aim To be able to use the Wii confidently in order to enhance the learning and teaching of ASN children in line with DtS Enterprising Approaches and CfE capacities and outcomes.
OutcomesTo know why you are receiving a Nintendo Wii consoleTo be able to use a Wii in your ASN establishmentWhat you can use a Nintendo Wii for
Aims and Outcomes
The Wii:
developmental skills and experiences
One of the main problems associated with computer games as learning
tools is that many people do not see past the surface content of the
game, the graphics, the animations and the sounds. This leads people to fail to see the rich learning environments and experiences that
games can offer.
The Wii:
developmental skills and experiences Recent research of games-based learning
identifies a number benefits • Motivating learners to succeed and to continually improve
• Fostering self esteem, self determination and enhancing self image
• Facilitating collaborative learning• Develop learners ability to observe,
question, hypothesis and test• Facilitate metacognitive reflection• Develop complex problem-solving skills• Offering inroads into other curricular
areas
The Wii:
developmental skills and experiences
Cognitive Development
Social & Emotional Development
Speech & Language DevelopmentFine Motor Skills DevelopmentGross Motor Skills Development
The enterprising approach to learning and teaching is built on 5 principles:
giving pupils responsibilitymaking learning realtaking rolesproviding relevanceencouraging reflection
DtS - Enterprising Approaches
These 5 principles are linked to Curriculum for Excellence
• giving children responsibility and allowing them to take risks and encourages them to become confident individuals
• putting learning into a real context encourages responsible citizens
• taking roles and building relationships with others enable children to become confident individuals
• making the curriculum relevant to what is happening in the world beyond the classroom and encouraging participation empowers pupils to become effective contributors
• sharing responsibility for learning and reviewing progress encourages successful learners
DtS - Enterprising Approaches
Successful Learners To develop successful learners it is argued that computer games
can:
Act as a powerful motivational contextAllow other curricular areas to be explored, enriched and excited by using the context within the game or by using the game as a context to jump into the more traditional curriculumProvide contexts in which metacognitive awareness and developments are essential for success. This means that the player must think about their thinking and understand they are a complex individual who can develop an awareness of how they think and learn and in so doing become an equal partner with the ‘more informed teacher’ in terms of the learning relationship.
Confident Individuals To develop confident individuals it is argued that
computer games can:
Allow collaborative communities to be established in which learners can play/learn together through the connected nature of modern games consoles and handheld devicesHelp create contexts in which formative assessment can flourishFoster and encourage learners’ self-esteem and self-determination
Responsible Citizens To develop responsible citizens it is argued that
computer games can:
Help establish communities in which learners develop a sense of ownership and belongingEngage learners with complex worlds that require them to look at wider facts and issues before they make informed choices
Effective Contributors To develop effective contributors it is argued that computer
games can:
Encourage and develop attitudes to and skills in enterprise through simulated environments and collaborative contexts Develop self-reliance and self-determination in terms of a learners ability to make progress within a demanding but incrementally staged environmentCreate an implicit and explicit understanding that as a learner on our own we can be good but as a learner in a connected team we can be much better