Dance to Advance
The program we looked at was called 'Dance to Advance'. It is, as its name suggests, a dance game. A dance mat is connected to the computer and is used as the controller. The screen then displays options in a circle - usually about 8 answers - and in the centre is where the questions are presented.

In order to answer the question, children have to step on the correct 'button' on the dance mat that links to the correct corresponding image or answer. This type of activity engages both sides of the brain as children have to think about and answer the questions while coordinating their movements to select the correct answer. I think that this is an excellent to get children involved, groups of children can encourage classmates and create team atmospheres when answering questions. My only qualm about using this in the classroom would be the issue about space, as not all classrooms will have the space to accommodate the dance mat.
Would I use this in my teaching? If this program and resource were available to me and I could use it in a meaningful and suitable way, then I would most likely incorporate it into my lessons. But it is important to only use a resource like this rarely as it enhances the special-ness of the activity and will not give children the opportunity to get bored easily.
Scratch
No, I'm not suggesting the physical act of scratching. Scratch is in fact a programming software which gives children the opportunity to learn how to program a character on screen to move as they wish. In advanced cases, children can create their own games or animated films using the software.

As the above image suggests, bright colours are used to make instructions easily identifiable and also to make the interface more interesting for children.
Personally, I found this program to be very confusing in the way you use it. I will admit that the colour coding helped but I found it to be complicated when trying to move the character forward and changed appearance. If given more time, I may have been able to understand and eventually gain some kind of mastery over the software. The same can probably be said when children approach the program; with time I am sure that children can create some interesting pieces of work.
Anything else?
While these programs are useful and intuitive for a classroom experience, it may be productive to also think about and include other sources of interactive educational computer games. Nintendo can be regarded as the pioneers of this technological era in educational gaming, with the introduction of their brain training games, children found enjoyment in learning without realising they were actually learning.

With the introduction of the xBox Kinect, this is another version of the 'Dance to Advance' premise that can incorporate physical movement with intellectual processes. In fact, there are some games, similar to the Nintendo Brain Training available for the xBox that follow along the same kind of lines.
Wordle
As well as looking at interactive educational games, we were also given the opportunity to look at different ways of creating displays for our classroom environments. Wordle is a website that takes written text and converts it into a word display in a variety of shapes, colours and arrangements picking out the most common words used - aside from the more convential words of 'it', 'a', 'as' etc.
The following wordle art is created from all the words this blog has used over the weeks:
Wordle
As well as looking at interactive educational games, we were also given the opportunity to look at different ways of creating displays for our classroom environments. Wordle is a website that takes written text and converts it into a word display in a variety of shapes, colours and arrangements picking out the most common words used - aside from the more convential words of 'it', 'a', 'as' etc.
The following wordle art is created from all the words this blog has used over the weeks:
And Finally.....
Ultimately, in is most likely that computer games in some way, shape or form, are going to become commonplace in schools at some point in the future. All I can say is that as long as the technology is used appropriately and effectively, I don't see why it can not create a niche in the interactive education area. Again the main issue is not to use it constantly as this can cause children to get bored with the technology and stop to see it as a treat or something different.
Later Days,