Mezirow (2000) and Brookfield have
both argued for a greater need in adult education to go beyond the normative
challenges of helping learners engage in educational learning and one way to
encourage this is through the incorporation of newer technologies in the
classroom. Game based learning seems to be a large part of the future of
educational learning with the facilitation of students who are accustomed to
learning from games, either digitally or traditionally (Anderson, Anderson,
& Taylor, 2009). There are more
hands-on and practical application-based approached to using games in education
that could allow for more personalization of learning, self-directedness and
team or group learning (
SplitWords
http://braingames1.aarp.org/splitwords.html
The game has various skill levels that help to train the
brain in memory, attention, language, executive and visual-spatial
functions. I selected this game because
of its ease of use. In working with
struggling readers, this game is beneficial as the purpose it is build words
from word parts beginning with 2 word parts, becoming more challenging as the
user progresses. While this is not
something that I would incorporate in a regular level college course, it is a game
that I would have adult learners use to improve word recognition and vocabulary
in a variety of categories. Adult
learners could also use this game on a mobile device during down time, further
increasing their knowledge base.
Writing in the Stars
http://braingames1.aarp.org/writing_in_the_stars.html
This challenge word game provides practice with problem
solving and using the skills of logic, mental visualization, working and
short-term memory. In the adult learning
environment, this game challenges the learners to connect and overlap letters
in words. It provides both those
proficient as well as those less proficient with language practice. For the ESL or struggling language learner,
this game is an excellent way to
practice and become more familiar with words.
It is also able to be accessed on mobile devices allowing learners to
challenge themselves on the go, making learning barrier free.
References:
Conrad, R., & Donaldson, J. A. (2011). Engaging
the online learner: Activities and resources for creative instruction (Updated
ed.). San Francisco , CA : Jossey-Bass.
Mezirow, J. & Associates. (2000). Learning as
transformation: Critical perspectives on a theory in progress. San Francisco , CA :
Jossey-Bass.




