– First, it enhances knowledge among the students preparing for and writing the Grade 6 examinations
– Fosters the spending of quality time among parents and children – Encourages more productive time on the computer by students
– Encourages positive networking among students of diverse backgrounds
– Boosts self-confidence and self-esteem among students who play online
– It will help parents to be more involved in education
– And; the game could be used as a tool to help to gather information vital to the One Laptop Per Family
Burrowes believes that the game could be linked to positive results down the road as the game further develops and more children access the game site, since it could enhance their skills in a number of areas and make them more rounded individuals.
He believes that the focus on the competitive nature of the game is what makes it so invaluable to enhancing the learning opportunities of the students. He said that with today’s modern world, those who have the competitive edge are those better likely to rise above the challenges life presents. This, he said, is demonstrated everyday in the cutthroat corporate world.
The Chairman noted that outside of social networking, which school-age children may engage in, the game would be an opportunity for more productive networking among students, leading to more positive time spent on the computer.
Through the game, the parent would have an opportunity, not only to interact positively with the child, but also to be involved in the learning process, reducing the need for extra lessons, to which some parents, who do not believe themselves equipped to help in the leaning process, resort.
The webmasters of the game are able to collect baseline information according to players, schools and subject areas and will be able to collaborate with the Ministry of Education with a view to providing information on where students might be performing or not, as well as to define weak areas – both at individual and national levels.
Further, Burrowes disclosed that while many of the students participating in the game have access to computers, many of them do not. To help alleviate this, the management of the game will arrange to make available computers for the students to use in order to compete and follow their scores like the students who have computers in their homes.
Burrowes said, too, that the game’s management will be proactive in helping students who do not have their own computers to access one through the One Laptop Per Family. He explained that, using the information that the game management would record, the OLPF secretariat could have an easier time in deciding who gets a laptop and how often and efficiently it is used.
“As we see how it evolves, there are other things that we could include in the development path, to enhance knowledge. We plan to track the percentage of students answering most of the questions and check to see also which questions they answer,” said Burrowes, speaking of the game’s ability to be a fillip in education delivery in Guyana.
The Mastermind Quiz Corner aims to achieve a number of clearly defined and measurable outcomes, according to Chairman of GNNL Keith Burrowes.
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