Gamification Learning Guide: ABC Mouse
Gamification Learning Guide: ABC Mouse
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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