Skip to main content Accessibility help
×
Hostname: page-component-77c89778f8-swr86 Total loading time: 0 Render date: 2024-07-21T06:36:33.268Z Has data issue: false hasContentIssue false

6 - Mixed Media Games

Published online by Cambridge University Press:  15 October 2021

Get access

Summary

We have now understood how digital and non-digital physical games can have beneficial effects on the learning pathways of students. But what if we bring these two types of game together to get the best of both worlds? Merging technology does not mean you need internet access necessarily. First we look at some products that combine physical objects with voice recording.

Games using auditory learning

Many companies produce a range of ‘talking products’ driven by battery power, including butterflies, photo albums, talking tiles, writing slates and boxes. All allow recording and some even interact with each other giving a digital feel. We could create a simple quiz with spoken questions and place a visual clue on the cover of a recordable tile. When we press the tile, the question we recorded is played back. This is an inexpensive way to make our displays interactive or to create a scavenger hunt around the library. The students in teams could even take responsibility for compiling a trail for the rest of the class in a social constructivist approach. Here a librarian used interactive tiles to help students understand referencing:

TTS Group (2021) makes interactive talking tiles. You can record on each one individually and then when you place them together in a row the commentary plays back seamlessly. We used them to help students understand how to compile a bibliography using Harvard referencing style. As librarian, I recorded onto the tiles instructions for writing an author name, title in italics etc – one set for a book, and one set for a website. The students, in teams, were given an actual source. They had to listen to the recording and then write the component from their source on the top of the tile (they have wipe clean surfaces). Then the students had to link the tiles in the right order and play back the whole recording to check the formatting of what they had written. This would also work the other way round by writing the elements of the reference on the tops of the tiles and students recording a voice over for the specific information from their source.

Independent school, England, 16–17 year olds
Type
Chapter
Information
Playing Games in the School Library
Developing Game-Based Lessons and Using Gamification Concepts
, pp. 83 - 96
Publisher: Facet
Print publication year: 2021

Access options

Get access to the full version of this content by using one of the access options below. (Log in options will check for institutional or personal access. Content may require purchase if you do not have access.)

Save book to Kindle

To save this book to your Kindle, first ensure coreplatform@cambridge.org is added to your Approved Personal Document E-mail List under your Personal Document Settings on the Manage Your Content and Devices page of your Amazon account. Then enter the ‘name’ part of your Kindle email address below. Find out more about saving to your Kindle.

Note you can select to save to either the @free.kindle.com or @kindle.com variations. ‘@free.kindle.com’ emails are free but can only be saved to your device when it is connected to wi-fi. ‘@kindle.com’ emails can be delivered even when you are not connected to wi-fi, but note that service fees apply.

Find out more about the Kindle Personal Document Service.

  • Mixed Media Games
  • Sarah Pavey
  • Book: Playing Games in the School Library
  • Online publication: 15 October 2021
  • Chapter DOI: https://doi.org/10.29085/9781783305353.008
Available formats
×

Save book to Dropbox

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Dropbox.

  • Mixed Media Games
  • Sarah Pavey
  • Book: Playing Games in the School Library
  • Online publication: 15 October 2021
  • Chapter DOI: https://doi.org/10.29085/9781783305353.008
Available formats
×

Save book to Google Drive

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Google Drive.

  • Mixed Media Games
  • Sarah Pavey
  • Book: Playing Games in the School Library
  • Online publication: 15 October 2021
  • Chapter DOI: https://doi.org/10.29085/9781783305353.008
Available formats
×