Gamification Learning Guide: ABC Mouse

Gamification Learning Guide: ABC Mouse
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Describe the Tool – ABC Mouse Learning Academy is a company that provides fun and engaging learning activities for preschool – kindergarten children. ABC Mouse can be accessed through an app or their website. According to their website (abcmouse.com), their goal is to help children by providing a compressive and engaging online curriculum using the gamification. According to Alsawaier (2018), the use of gamification can provide a partial solution to decline in learner’s motivation that many face in traditional school settings. The purpose of the app is to keep learners motivated and interested in learning at an early age by creating fun and interactive games.

Effective Instruction – The program is not free, therefore it is up to the expense of parents to see the value of having their children use the product at home. For the program to be effective, many parents buy the program and then modify the learning to match the learning their children are learning in the classroom. An example of learning in the 21st century is being able to use technology at home that is fun, creative, and interactive thus, motivating for learners to play as they can collect tokens for mastery of reading. The idea of earning prizes and tokens help trigger motivation by the fact that students see the quizzes as fun, enjoyable, and rewarding (Landers & Callan, 2011).

Strategies for Integration – ABC mouse can be set up as a formal or informal learning depending on the circumstances. The best way to integrate ABC Mouse is to create a time where children can use the program in formal study time or even playtime.

How to get Started – Parents can go to the website and complete a trail game, if they find the game worthwhile, they can purchase a subscription, create a profile, download the app, and then monitor their progress.



The following websites are a good reference:

https://www.abcmouse.com
https://blog.ageoflearning.com/

References

Alabbasi, D. (2017). Exploring graduate students’ perspectives towards using gamification techniques in online learning. Turkish Journal of Distance Education, Vol. 3, Article 3. Retrieved from:  https://files.eric.ed.gov/fulltext/EJ1147594.pdf

Landers, R.N., & Callan, R.C. (2011). Casual social games as serious games: The psychology of gamification in undergraduate education and employee training. London: Springer London.  


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