

EDUCATIONAL IMPLICATIONS


i TRADITIONAL MANIPULATIVE MEDIA_
Traditional Manipulative Media is actually being used in certain schools, wherein they use different materials that the students can use to have a hands-on experience regarding the lesson.

Montessori Education

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Aims to aid the development of the child to become a "complete adult human being, comfortable with himself, with his society, and with humanity as a whole."
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"Focused on giving support to the natural development of the human being."
(source: http://www.absorbentminds.co.uk/acatalog/What_is_Montessori_.html)
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A Peek Inside a Montessori Classroom



Gymboree Type
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Birth to 5 years
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Found in 26 countries
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Assumes that pre-school children need certain types of play activities to develop normally
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​Non-competetive and fun activities
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Child is engaged in physical fitness, arts, play, music, dance, and yoga.
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Child is engaged in self-discovery activities with the parents involving assisted devices (i.e. balance beams, scooters, tunnels, hoops, and ladder)
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Involved free time and group activites
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Claims made are improved in balance, fundamental skills, appear to be less passive and dependent, better coordination and social skills
(source: http://www.d.umn.edu/~dmillsla/courses/motorlearning/documents/PerceptualMotorDevelopment_000.pdf)

i VIRTUAL AND DIGITAL MANIPULATIVE MEDIA_
With the dawn of the digital age, education should keep up with the interests of the 21st century learners. And in order to do so, education have been merged with technology in such a way that students can learn more with the aid of these devices.

Gamifying Education

Simulations


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Gamification: "the use of game design elements in non-game contexts"
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"Game players regularly exhibit persistence, risk-taking, attention to detail, and problem-solving; all behaviors that ideally would be regularly demonstrated in school." -The Education Arcade at MIT
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As a planet, we spend 3 billion hours a week playing video games and computer games
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Useful Gaming Elements for Educational Purposes:
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Progression - See success visualized incrementally
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Investment - Feel pride in your work in the game
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Cascading Information Theory - Unlock information Continuously
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Examples of Gamified Education for Certain Subject Areas
![]() Math: 2048 |
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![]() Science: Science Kids |
![]() PE: Kinect (Just Dance) |
![]() Trivia:Who Wants to be a Millionaire |
![]() Physics: Cargo Bridge |
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defined as any software which attempts to simulate real life
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Many simulations are in a form of a video game or computer game (ex: http://www.y8.com/tags/simulation)
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Can either put users in a management position, or in a life situation
(source: http://www.examiner.com/article/the-definition-and-meaning-of-simulation-games)
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Examples of Simulations for Certain Subject Areas:
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![]() Art: Google Sketch-Up |
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![]() Music: Virtual Piano Keyboard |
![]() Reading: Digital Storybooks |
![]() Language: Siri |



