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Production - using the learning object:
1.
Introduce the
learning object: If possible, use a data show to introduce
the learning object to the students as a whole group. Then have
students work in pairs on computers so that they can collaborate in
the learning task. The 'About learning objects' section provides
information on managing computer use.
- Explain to students that when
using this learning object, they will be problem-solving and
improving their Indonesian reading and listening skills. You may
wish to give students copies of the assessing rubrics. Allow
students to use dictionaries or other language support if needed,
and ask them to think about the strategies they use to solve the
puzzles.
- Open the first level 1 game and
go through the scenario with students - and introduce some new
vocabulary: 'jajaran' (row) and 'gayung' (dipper). Write up the
first clue and decode it with students, showing them how to break
up the text into meaningful chunks. Work through a few clues,
placing the geckos on the chosen tiles. Some examples of decoding
are in the Introductory
activity (in Word or
PDF) used earlier.
- Explain to students that:
- there are three levels of
difficulty, with 6 games at each level. Explain that level 2 is
more difficult than level 1, and that level 3 games may not be
quite so difficult - but clues are spoken only (no text to
read!)
- it would be possible for them
to use the 'guess and check' method to solve the puzzle,
but that reading the clues carefully would allow them to use
other logical thinking strategies
- there is a special award that
students will be able to print out whenever they can place the
geckos correctly to solve a puzzle first time. Decide with
students whether these awards translate into any other kind of
incentive eg 5 awards = special prize. Giving students
incentive to solve the puzzles first time will greatly increase
the intellectual effort they put into the task
- as they work on the puzzles
they should talk about the clues and think about how they are
working out where to put the geckos
- whenever they solve a puzzle
they will find out another fact about geckos - you may want them
to add any new fact to the class chart - from the game or other
research of their own.
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* Practical
considerations:
- Students should work
collaboratively if possible.
- Students should listen to the
clues if possible, but this can mean a problem with lots of gecko
clues all happening at once! It is possible to use headphones to
reduce sound for others, but still have two students working
together at each computer by using small, inexpensive stereo
splitters.
- It is sensible, but not
essential, for students to start with the easier levels and work
up.
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2. Assessment task, including Feedback - Creating puzzles for others
to solve:
This assessment task
can be done online using the learning object 'Teka-teki cicak'
or offline using the printed geckos from the
gecko collections in Resources. Instructions for the
online version are given with that learning object. The offline task
is described here.
*Before beginning the task:
- Tell students that they are
going to create their own puzzles for other students to solve, and
that they will be assessed on their Indonesian and the accuracy of
their puzzle.
- Work with students to develop a
list of the criteria that would define an excellent puzzle.
These should include:
- the accuracy of the Indonesian
(spelling of words, word order, correctly matching the words to
the characteristics and position of the geckos),
- modelling a range of language
forms (eg both berwarna and warnanya)
- using a range of clues
(positional and descriptive language)
- designing the puzzle so that:
- there is one, and only one,
correct answer
- the puzzle is challenging,
with some clues dependent on other clues
- the level of difficulty is
accurate (eg if they are designing an easy puzzle, it is easy).
- Explain to the students that
they will assess their own, and other students', puzzles using a
rubric based on those criteria. You may choose to use the
rubric provided (in Word
or PDF) or have students help to prepare or adapt
one.
*Doing the offline assessment
task - Creating a gecko puzzle
- Print the
gecko collections from the Resources section in colour.
Each pair of students will need a range of geckos. These could be
cut up and laminated for re-use.
- Print the offline game board
(in Word
or PDF).
The instructions for creating gecko
puzzles are on the game.
- Remind students to consider the
criteria for success (on the rubric) so that their puzzle is as
good as possible. As students finish their puzzles, have them
assess their own work using the rubric and including some personal
reflection.
- Develop a class collection of
puzzles that are checked and ready to play. You may wish to number
the puzzles (or identify the authors of each puzzle) and collect
the solutions so that the accuracy of design can be checked, and
authors of particularly challenging puzzles can be congratulated!
- As students try to solve each
other's puzzles, have them provide feedback / assessment for at
least one puzzle - again using the rubric and a general statement
about the level of difficulty and accuracy of the puzzle if appropriate.
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