The instructional tool that I have suggested is developed for the purpose of turning the classroom into a game of instant feedback and rewards. In attempt to test the flexibility and understanding capacity of the student I was teaching, I decided to come up with five groups of students each group comprising of 10 members. I decided to issue each group with tablets and a pressing machine which could inform be the group with the right answer of the question I was to ask the next lesion (Charity, 2014). The rule of the game was that the group with the right answer was to press the button which would inform me the group ready to answer the questions. The group which was to answer many questions was to emerge the winner and receive many gifts and rewards.
After forming the groups and agreeing on the methods to be followed in order for to establish the winners in the competition. I left the students with the informing machines and requested them to read the next topic in our course. When it come to the next morning I reported to class on time having with me a list of questions which the students were supposed to answer. After entering the classroom, I allowed some minutes for the members of the group to review the questions I had given them to read. After 10 minutes I started asking questions to the whole class (Charity, 2014). Each time I asked the question, I was answered by a different member of the group, sometime members from the same group or one member from a specific group. After a long session of questions, I came to understand that the race was very tight as all they groups had similar points despite the fact that one of the group emerged the winner in the game.
Given the potential of games in the world, the use of games in learning can motivate learners to have the desire to learn. The school programs and lessons are tedious and monotonous. Therefore, there is need for institutions to come up with creative games and rewards which will encourage the students to be innovative and creative in their thinking strategies. The process of test questions from different members of the group would assist both the students and the teachers to determine the understanding and retention capacities of the students (Charity, 2014). A symposium where students from the same class and issued with questions from the topic they had been instructed to read is a good instructional tool for ensuring that the students get engaged in learning, their individual interests are stimulated, their attention is retained and positive nurturing attitude is usually encouraged in the learning environment.
Games where students compete in answering questions in order to get a reward is an appropriate tool in education which assist in maintaining efficient and effective communication environment which encourages reinforcement and feedback not only between the students but also between the instructors and the students. The tool being a social interactive kit can be of great assistance to the students and the instructors if appropriate discipline and control are put into place. The interactive between the students and the instructor create a harmonious relationship where both parties can be rewarded for their efforts in learning (Charity, 2014). The learning tool creates fun in learning as students are motivated to learn in order to be the winner and receive rewards. In conclusion, question related education tool kit is important in the learning environment because it turn a classroom as a game of instance feedback and learning. Moreover, the teachers are in position to understand the areas of learning which needs to be taken care and the students which need more care and attention.
Charity, P. (2014). Gamification in learning. Alternative Assessment Ideas for Learning. Oxford university press.