presented by dr david kolnick objective
play

Presented by Dr David Kolnick Objective To bring life skills and - PowerPoint PPT Presentation

Presented by Dr David Kolnick Objective To bring life skills and curricula material to learners of all ages via a exciting stress free board game. To link the private sector with the learners. To foster the ongoing growth of this


  1. Presented by Dr David Kolnick

  2. Objective • To bring life skills and curricula material to learners of all ages via a exciting stress free board game. • To link the private sector with the learners. • To foster the ongoing growth of this relationship. • To facilitates a cross cultural relationship between learners.

  3. Customer Requirements Playful • Carefully researched Well researched assessment game, covering the game tool South African curriculum in all languages • An amazing playful Effortless way for the private learner assessment tool sector to empower • A seamless effortless learners way for the private sector to empower learners • A well supported Well supported teacher program to assist assistance program teachers in the integration of this game into their daily teaching routine.

  4. Meeting the General Needs • Self correcting, confidence building game • Capturing the learners attention • Reaching all levels of learners simultaneously • Allowing individual learners to develop at their own pace • Addressing the bridging of culture • Helping teachers challenged with learners at different levels • Supporting classroom discipline and alleviating disruption • Fostering learner peer review as opposed to teacher learner review

  5. Meeting the needs of different ages • Current didactic educational research indicates that: – learners of different ages approach learning differently – Therefore they require age appropriate learner experiences

  6. Needs of Ages 6-9 • These learners need to develop:- – Fine motor co- ordination – Life values – e.g. fairness – Socialization skills – e.g. grace and courtesy – The employment of all the senses

  7. Needs of Ages 9-13 • These learners are currently developing:- – Their individuality, this can cause classroom disruption – A sense of boundaries and appropriate behavior – A yearning for diversity and excitement – A sense of justice and fair play

  8. Needs of Ages 14 - 16 • These learners are currently developing:- – A sense of choice and it’s consequences – A combination of personal ethics – An appreciation of world values – A heightened sense of consciousness re world issues – A deep desire to make a difference – A need for good mentorship – A deeper connection with the opposite sex

  9. Needs of Ages 16 -19 • These learners are currently developing:- – Their place in their community – Pride in their skills & knowledge – The ability to debate – An ability to converse in the adult world – A sense of personal direction – A sense of responsibility

  10. Didactic Information Ages 6 - 14 • Needs of Ages 6-9 • These learners need to develop:- • Fine motor co-ordination • Life values – e.g. fairness • Socialization skills – e.g. grace and courtesy • The employment of all the senses • Needs of Ages 9-13 • These learners are currently developing:- • Their individuality, this can cause classroom disruption • A sense of boundaries and appropriate behavior • A yearning for diversity and excitement A sense of justice and fair play •

  11. • Benefits to Age Group 6 – 9 • The game encourages: – Fine finger co-ordination to move the pieces – Fair play by the understanding of the rules – Patience as they wait their turn – Auditory, visual, kinesthetic, spatial & language senses in a confidence boosting manner. • Benefits to Age Group 9-13 • Small group activity is a beneficial learning environment because: – Individuals playing in small groups are more focused – Opportunity to engage individual child’s potential • A sense of boundary and appropriate behavior is encouraged by the structured nature of the game • A learner is excited by success and the success opportunities are multiplied and guaranteed by playing the game. • The cards cover a diverse range of study material, which inadvertently encourages the child to recognize individual strengths. • Learners feel empowered by gaining general knowledge. • Learners compete in a mini world environment and learn to appreciate justice & fair play.

  12. Didactic Information Ages 14 - 19 Needs/Benefits • Needs of Ages 14 - 16 • These learners are currently developing:- • A sense of choice and it’s consequences • A combination of personal ethics An appreciation world value • - A heightened sense of consciousness re world issues • A innate desire to make a difference • A need for good mentorship • A deeper connection with the opposite sex • Needs of Ages 16 -19 • These learners are currently developing:- • Their place in their community • Pride in their skills & knowledge • The ability to debate • An ability to converse in the adult world • A sense of personal direction • A sense of response-ability

  13. • Learners • The game represents a microcosm of how Fate and Knowledge are intertwined. • The crossroad decisions built into the game are life appropriate. • Developing intuition and playing with choice • Learners experience a reflection of highlighted ethics as the game progresses • Questions delve deeply into world issues and raise options for debate. • By wrestling with issues the innate intelligence of the learner is shown. • The subject matter brings up examples of good mentorship • Female and male learners get to interact around the game satisfying a need to connect. • Benefits of 16-19 Age Group • Learners • Their place in the community becomes more obvious as they become familiar with their personal knowledge base. • Peer group affirmation consolidates self confidence • This form of natural learning ripples back too their homes and communities. • Many questions are structured with no particular answer encouraging the learners to debate the options offered. • Learners are greatly empowered by improved linguistic skills making them more conversant with the greater world. • Specialized card packs potentially guide learners to making appropriate career choices. • Team play engenders a sense of response-ability between a learner and their peers. • Team play lays a good foundation for interaction of different personality types an essential element for a learners future success. • Benefits of 14 –16 Age Group

  14. Need to Benefit Statement • The current Classroom Scenario … • “Due to the surmounting challenge of meeting the individual development of learners, teachers are required to be super human.!!!! • Previously learners were told to sit quietly and listen, most of them went to sleep, don’t you remember.” • Previously education was delivered under the threat of the rod. • Currently teachers are desperate for other options. • Hi Five offers teachers and learners a solution. Needs: Current didactic educational research indicates that: learners of different ages, cultures, gender and social background approach learning differently.

  15. Benefits: Benefits of Hi Five: To learners: The same board game used with different cards is playable by any group, anywhere. Has a multicultural application. Integrates learners from diverse social backgrounds. The cards are developed in an age appropriate way. Accommodates the extrovert and introvert personalities of different learners. Learners never lose as they gain by each move they make. Encourages ongoing learning at the natural pace of the learner To all teachers Frees the teacher to observe and engage where necessary Constitutes a prepared environment Encourages peer review as opposed to teacher review Relieves personality issues between learners and teachers An excellent assessment tool Time efficiency ensures learner development review Enables the teacher to become familiar with the values of learners in a non- confrontational way. Accurately identifies special learner needs

  16. General Game Board

  17. Game Board- Grade R

  18. Gimme5 Game Cards

  19. Gimme5 Game Cards

  20. Grade 1

  21. Grade 1

  22. Grade 2-3

  23. Grade 2-3

  24. Original Gimme5 Cards

  25. Grade 4-6

  26. Grade 4-6

  27. Grade 7-9 CARD 1 1. What is propaganda? 2. Explain one theory of how HIV started. 3. Name two factors that influence our choice of diet. 4. Organically produced foods have to be grown in soil which has had no artificial fertilizer added to it. True or false? 5. In what country did “Fascism” have its origins? 6. Define “anti-Semitism.” Grade 7-9

  28. Grade 7-9 ANSWERS: 1.The use of newspapers, TV, speeches, etc. to get people to follow certain beliefs. 2. Hunter theory- monkey to human via blood to blood in food preparation; in the testing of an oral polio vaccine in the 1850s; the virus was man- made as part of a biological warfare program. 3.Finances, culture. 4.True. 5.Italy. 6.To show a dislike of Jewish people.

  29. Grade 10-12 Card 1 1. What is a hero or heroine? 2. Name two persons who you think are heroic. Why do you think these persons are heroes or heroines? 3. Who was the first president of Democratic South Africa? 4. What term refers to someone who works to bring about social or political change? a) campaigner; b) activist; c) revolutionary. 5. When a group of people refuse to leave a place until the people listen to their demands? a) riot; b) sit-in; c) demonstration; d) strike. 6. What does the term destitute mean to you?

Download Presentation
Download Policy: The content available on the website is offered to you 'AS IS' for your personal information and use only. It cannot be commercialized, licensed, or distributed on other websites without prior consent from the author. To download a presentation, simply click this link. If you encounter any difficulties during the download process, it's possible that the publisher has removed the file from their server.

Recommend


More recommend