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The idea of school engagement has started to appear as an approach to improve the
relationship of students with the school’s environment (Fredricks, Blumenfeld & Paris,
2004). The development of this relation has a positive impact on promoting the academic
performances of students and their academic interests (Fredricks, Blumenfeld & Paris,
2004). High school engagement reduces the possibility of school failure and boredom of
content delivered (Fredricks, Blumenfeld & Paris, 2004). The term engagement includes a
achieved when students follow the rules and conduct the activities (Fredricks, Blumenfeld &
Paris, 2004). This engagement is accompanied by less disruptive behaviours and dropout
from schools, and more discussions with others (Fredricks, Blumenfeld & Paris, 2004).
(Fredricks, Blumenfeld & Paris, 2004). In addition, students accept the challenges by
showing efforts in solving problems, and evaluating findings to build a conclusion (Fredricks,
Blumenfeld & Paris, 2004). Emotional engagement explains when students feel they belong
to school, appreciate the theory and content studied as it is relatable to their life
experiences beyond the walls of the classroom (Fredricks, Blumenfeld & Paris, 2004).
Games- based learning (GBL) is one of the strategies used to promote the engagement of
students (Kapp, 2014). GBL provides distinct varieties of learning content in distinct
environment (Kapp, 2014). The aim of GBL is to promote the knowledge and skills of
students and increase memory retention of content (Kapp, 2014). Bill Gates stated that the
teacher is the most significant in promoting the motivation of students learning new
materials and how to apply it (Pivec, 2009). For that reason, the essay will discuss the
characteristics of kinaesthetic games, and the teaching strategies in promoting the
engagement of students in high school in stage four in part A, the questions that will
discussed by the interviewer in part B and the reasons of using the interview protocol in
part C.
Kinaesthetic learning Activity (KLA) is a pedagogical approach that promotes the physical
movement and the motion of students during the learning process (Kandroudi & Bratitsis,
2012). The significant question for teachers is the approach they can apply games most
productively as educational tools (Kandroudi & Bratitsis, 2012). The cue in education is
how games are applied (Kandroudi & Bratitsis, 2012). It does not mean the integration of
games in teaching strategies are only the aim (Kandroudi & Bratitsis, 2012). The aim is to
transform the role of learners from consumers to producers of knowledge (Favre, 2009).
Kinaesthetic is as active learning to participate students in the lesson content (Moyer &
Savino, 2015). It helps them to discover, and to detect their mistakes (Moyer & Savino,
2015). Research indicates that the average attention span of students is almost 15 minutes
that confirm the teacher should plan activities that promote the learning environment
(Moyer & Savino, 2015). The characteristics of GBL are to be controlled, have a clear goal,
cover key concepts, and ensure learning outcomes are achieved (Moyer & Savino, 2015).
The games should promote the knowledge of students on theories, provide them
opportunities to discover learning, promote their skills, discuss and share findings
(Kandroudi & Bratitsis, 2012). All of these can help in increasing student comprehension
of the lesson, and recalling the key concepts and by the way promoting the engagement of
students (Moyer & Savino, 2015). The movement should accompany with developing the
skills of cognitive, physical, emotional, and social of students (Moyer & Savino, 2015). The
social skills develop through the cooperation between different gamers to solve the
problem together (Mobley & Fisher, 2014). Research indicates that a cooperative work in
games can develop more understanding on the content more than individually playing
(Johnson-Glenberg et al., 2014). During the game, the role of each member should be
definite, as this will allow for student ownership of their learning and the group should have
a leader to direct the game (Johnson-Glenberg et al., 2014). Research shows that the
process of learning of students if the group has a leader or not (Johnson-Glenberg et al.,
2014). Emotional can achieve when students can learn something that can help them in the
future (Kandroudi & Bratitsis, 2012). Cognitive development means when the game
It is significant to note that kinaesthetic based learning is not only address the kinaesthetic
learners (Esplin & Garces-Ozanne, 2009). To be clear, the games should address all the three
different types of learners: auditory, visual, and kinaesthetic. The game used in Esplin &
Garces-Ozanne (2009) shows the all-different learners were able to recall the concepts. The
colours on the card helped students to guess, have clues and relate ideas (Esplin & Garces-
Ozanne, 2009). The discussion and communication between students helped auditory
students (Esplin & Garces-Ozanne, 2009). The kinaesthetic learners were able to move, and
to show their engagement (Esplin & Garces-Ozanne, 2009). All students were able to recall
the concepts, and to move from abstract concepts to more concrete (Esplin & Garces-
Ozanne, 2009). In addition, the game should provide students enough time to conduct, and
spaces for reflection and discussion (Kandroudi & Bratitsis, 2012, Mobley & Fisher, 2014).
There are additional features during the playing of the game is the physical classroom, and if
the students require prior knowledge to play the game (Mobley & Fisher, 2014). Teacher
should evaluate the cons and pros of game as an approach to promote the effectiveness of
games in the engagement of students in the lesson (Mobley & Fisher, 2014). Another
challenge for educators is to establish methods to make the abstract concepts in a way that
presents the concepts and theories more concrete (Kreiser & Hairston, 2007). That means
how to apply knowledge learnt from instructions (Kreiser & Hairston, 2007). Role play based
learning provides students with tangible and real-life experience to comprehend and value
the topic required to know in a funny environment (Kreiser & Hairston, 2007). Teachers
appreciating the importance of interaction of students with their peers in the classroom
environment (Kreiser & Hairston, 2007). The games should have rules that can promote the
engagement of students in the materials used in the game (Favre, 2009). Through playing
and after the games, students should get effective feedback that can help to interact with
the materials, and to understand the aim of the game (Favre, 2009). It is important to track
the achievement of student with given effective advices on their performances (Lovell,
2014). A game should not consider a worksheet for assessment, but should be an
to practice skills through different subjects (Conner, 2011, Kandroudi & Bratitsis, 2012).
The curriculum and the content may require a change within a year or from cohort to cohort
(Favre, 2009). However, the strategies of GBL require a change because the abilities of
student vary from year to year, also the level of engagement will vary (Favre, 2009) All of
the research discussed above prove how the design of game based learning by a teacher can
be used to promote high levels of engagement starting from time, constructing aim, and
The interviewer will introduce him/her self to the participants, the topic to
be addressed and the purpose of the studying. The interviewer will provide
consent forms for the participants to read, fill and sign. Consent form will be
collected from the participants. The questions will be open-ended in semi-
structured interview. The questions below can be used across different
subjects. The questions are based on the literature review to find and
compare teachers’ experiences on the use of kinaesthetic games in their
teaching strategies. The interviewee will use a voice recorder to collect data.
Questions:
1) How often do you used kinaesthetic based games in your teaching
strategies ?
2) Can you mention the kinaesthetic games used in your lesson?
3) Can you describe one of the most effective kinaesthetic games and
the less effective games?
4) What makes these games most or least effective in promoting the
engagement?
5) Can you describe how an effective game in promoting the
engagement of students based on these factors: time –physical
classroom- clear goal – clear instructions- challenge
6) Can you explain how these factors were implemented well in the
games to promote the engagement of students? What are the
modifications can be made to develop the game regarding these
factors?
7) Can you give evidence how the game used can promote:
a) Social development
b) Emotional development
c) Cognitive development
d) Physical development
8) Do you think that the kinaesthetic game can promote all these
development
9) How your kinaesthetic games can address the differentiation, and
promote the engagement of all students from different abilities
10) Can you explain if the Kinaesthetic games can address an effective
differentiation
11) How an effective feedback during the games and after can promote
the understanding of students on the content?
12) How often you evaluate the effectiveness of the games used in your
teaching strategies, or add modification to the game?
The interview will ask more questions depending on the conversation
between interviewer and interviewee/s.
The aim of this research is to study the effect of kinaesthetic games on the engagement of
students in high school, and to compare different games implemented by different teachers.
The collection of data will be collected by conducting interview with teachers.
any topic, and gives the research a more detailed picture on this topic (Boyce
& Neale, 2006). This research can help in gaining a greater understanding of
applied later to conduct or improve survey questions when the group of our
research will conduct a survey (Qu & Dumay, 2011). Interview determines
key results, strengths and limitations of the data collected (Boyce &
Neale, 2006).
review, such as if the teachers consider time, physical classroom, address the
abilities of students. Also, if the game has a purpose and clear instruction
in their own expressions (Qu & Dumay, 2011). It will help to understand
literature review (Turner, 2010). In addition, this can decrease the bias
occurring during the study, and give more richness in data during the
There are many factors that should be recognised during the interview
listening with note taking (Qu & Dumay, 2011). The interviewer will use a
voice recorder and take notes of key findings. In addition, the selection of
Crabtree, 2006). The participants should have enough experience not only
in teaching, but also in applying their games in their teaching strategies. The
can help the research to gain more insights in the quality of games applied
teachers (Qu & Dumay, 2011). The difference in opinions and findings will
Boyce, C., & Neale, P. (2006). Conducting in-depth interviews: A guide for
designing and conducting in-depth interviews for evaluation input.
PATHFINDER INTERNATIONAL, 1-12.
https://kantakji.com/media/7520/c53.pdf
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