Sunday, October 23, 2005

Using puzzle as Asynchronous Collaborative Learning Activity

Here is a puzzle for you:
DEIOOPRTV AAEFS EEFIMNNNOORRTV EELOOPPT ADEEEIMNNPRTX EOSTTTU

What is this, you may ask. Well it is Twisted-Pair Puzzles suggested in this month's PLAY FOR PERFORMANCE by Thiagi. The good thing is that it is generated by software. How to solve that, read Thiagi's example.

The idea behind the puzzle is to keep the player to really think hard. Once the player solved the puzzle, the message in the puzzle will be inprinted in the player's mind. So this method can be used in many different subject or discipline.

Better still, I believe it can be used as an ACOLLA (Asynchronous Collaborative Learning Activity). Why the teacher/lecturer/instructor has to create the puzzle in the first place? Why can't we just name the topic and get the players to generate the puzzle, mix them and redistribute for other to solve? Creating the puzzle, ie finding the message, is another good learning opportunity.

Now, back to the puzzle at the beginning of this post. It is still bothering you, right? Here is a hint: This is the key message I wanted to say in my post, in Random Walk in eLearning. OK, you want to cheat. Here is the answer:
to provide a safe environment for people to experiment and test out

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