MEDAGORIES – AN EDUCATIONAL GAME TO
PROMOTE HIGHER ORDER THINKING
Kalyani Premkumar*1,
Cyril Coupal2 & Kelvin Boechler3
1Associate
Director, Educational Support & Development Unit College of Medicine,
University of Saskatchewan, Saskatoon Saskatchewan, S7N 5E5 CANADA.
2,3 CST Program,
Saskatchewan Institute of Applied Science & Technology, Kelsey Campus,
Saskatoon, Saskatchewan, S7K 5X2 CANADA.
PURPOSE: Higher order thinking involves
analyzing, classifying or organizing perceived relationships. Comparing and
contrasting information is at a higher level in Bloom's taxonomy and is used by
educators to encourage students to sort into categories, differentiate between,
and identify similarities as they learn new material.
METHODS: To integrate the advantages of both
higher order thinking and games, Medagories, a web-based educational game was
developed in partnership with computer science students of the Saskatchewan
Institute of Applied Science and Technology. While the students developed the
software as part of an experiential learning course project, the author (KP)
provided the requirements of the game and the content.
RESULTS: The visual interface consists of 2-4
categories. The player is given a pile of cards, with each card carrying a
description. The player's objective is to sort the
pile of cards according to the category named on the cards on the visual
interface. Points are given for every correct answer. The game can be played in
different ways – with or without feedback for every answer. By changing the
database, the game can be used by educators involved in the teaching of
kindergarten to higher education.
CONCLUSION/FUTURE DIRECTIONS: In this electronic demonstration, the
beta version of the game, as well as the process for changing categories and
description will be demonstrated. In
addition, lessons learnt, benefits of such
collaborations to instructors and computer science students, proposed method of
evaluation of the product and future applications of this software will be
discussed.