The teaching methods under this group are primarily designed to
involve the learners in all the classroom activities. Simulations are abstractions of the real world , involving objects, processes of situations. Games are activities with goals, rules, and rewards. Simulated games involve situations with goals, rules, and rewards. Numerous simulations and games are commercially produced, but teachers must judge whether they are suitable for their pupils, whether they can be modified, or whether the teachers need to develop their own materials. Here are some guidelines to follow when incorporating simulations and games. 1) Every simulation and game must have an educational objective. Distinguish between amusement games and educational games, between game objectives and instructional games. 2) The purpose of using simulation is to enable the pupils to understand the nature of the problem and how to solve the problem. 3) Games should be used for teaching, thinking, and socialization to children in the lower grades. 4)Simulations and games should be viewed as an experience for learning content. 5) Only variables, instances, or problems that are significant should be introduced as part of the simulation. Insignificant elements confuse and obscure. 6) When hindsight is being used to solve a simulated problem or to make a decision, the variables or background existing in the real-life situation should be introduced. 7)Simulations and game rules must be concise and clear. 8) The post-game or post- simulation discussion is crucial for the older pupils to clarify skills, concepts and values to be learned. 9) To determine whether your objectives have been achieved by the simulations or games, use some forms of evaluation, feedback or discussion. Villamin cites a few hints given by David H. Russel and Etta E. Karp on the use of games: 1. The reading games and devices are intended to supplement. 2. The materials are valuable in contributing variety and fun to a well-rounded reading program. 3. A particular activity should be chosen, not at random but because it will help an individual or group. 4.Many activities may be adopted to the needs of a child or group by changing the vocabulary or some rules of the game. 5.Adaptation, not adoption, of the devices should be the rule. 6.The equipment for some activities may be placed from time to time on a shelf of reading games. 7.The new reading games should be introduced to the children. 8.The reading activities should be used to provide self- competition rather than competition between individuals of varied activities. 9.Observation may be helpful. 10. More advanced activities may be developed to improve study habits and skills Word games may be played in class. The class may be divided into two groups. For every game, the groups designate contestants. The group contestant who gives the first correct answer gets a point. The teacher may act as the scorer on the board. Game A: Give as many words as you can to describe trees. Game B: Read the following words. What are they about? nylon, cotton, silk (cloth) pounds, rupee, dollars (foreign money) automobile, jeep, train (land transportation) Game C: listen carefully and tell how many syllables you hear in each word. accomplishment (four) International (five) Accommodation (five) Educational (five) Game D: What is the root word of the following? Identification (identify) Favorable (favor) Lovely (love) Game E: Make a word list for each of the following categories: Cooking tools occupations Land forms boy’s clothing Water forms girl’s clothing Fruits furniture Vegetables domestic animal Game F: Word Race Materials: game board marker for players spinner or number lots word cards Game G: Mountain Climbing with Root Words Materials: game board marker for players spinners or number lots word cards Treasure Hunt With Words Materials: game board marker for players spinner or number lots word cards Materials: word cards Directions: 1. Divide the class into two-Team A and Team B. 2. Each team has a captain selected by the group members. 3. All the team members help in looking for the word that belong under each category from the word cards on the table. 4. The first team to complete the word list for each of the three categories of words wins the game. 5. The categories of words follow: Philippine birds tame animals Philippine fruits road signs Philippine symbols parts of a book Land forms parts of a newspaper Water forms insects
(Boston Studies in The Philosophy and History of Science 222) Alan J. Rocke (Auth.), Ursula Klein (Eds.) - Tools and Modes of Representation in The Laboratory Sciences (2001, Springer Netherlands)