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DIGITAL INNOVATION

(GRANDMA’S GRAMMAR)
ZECHRIST ANAK ZECHARIAH
OBJECTIVES

• Give pupils clear activities on articles.


• To attract the pupils attention in lesson.
• Let the pupils challenge their mind.
STRENGTHS

• Attractive background music.


• Most of the respondents say that the game is easily accessed in their
computers.
• The font of the game is suitable.
• Easy to use to engage the pupils in class.
WEAKNESS

• Directly go into the game.


• No other activities.
• Just questions.
• No games.
ADDIE MODEL

• Analyze – The pupils have problems in grammar, not interested in the


class
• Design – Need to design a game that is attractive to the pupils
• Develop – Using varieties of platform to create the game, Thunkable,
Appypie and Scratch
• Implement – Give out links for pupils to try out, asking opinions
• Evaluate – Gather comments on the game
RECOMMENDATIONS

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