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Credits

Author name; Loo Kang Wee; Leow Deng Li

these sources.

Source 1: Excerpts from "Catch Correct Chinese Phase Game HTML5 - Open Educational Resources / Open Source Physics @ Singapore | Open Educational Resources / Open Source Physics @ Singapore"

This source is a webpage hosted under the "Open Educational Resources / Open Source Physics @ Singapore" umbrella. It provides various pieces of information about the "Catch Correct Chinese Phase Game," contextualizing it within a broader collection of educational tools.

Main Themes and Important Ideas/Facts:

  • Nature of the Resource: The resource is identified as a "Game" focused on "Chinese Language". The inclusion of the term "HTML5" in the title and the embed code <iframe width="100%" height="100%" src="https://iwant2study.org/lookangejss/chinese/ejss_model_CatchingGame/CatchingGame_Simulation.xhtml " frameborder="0"></iframe> clearly indicates that it is a web-based interactive application.
  • Accessibility and Embeddability: The provision of an "Embed" code highlights the intention for educators to easily integrate this game into their own webpages or learning management systems. This promotes wider dissemination and use.
  • Attribution and Authorship: The "Credits" section explicitly names "Author name; Loo Kang Wee; Leow Deng Li". This ensures proper attribution for the creators of the resource.
  • Educational Context (Implicit): The webpage is hosted under "Open Educational Resources / Open Source Physics @ Singapore," suggesting that the creators are involved in developing and sharing educational materials, likely with a focus on physics but also extending to other subjects like languages. The presence of "Sample Learning Goals" and a section "For Teachers" (even though the content is "[texthttps://weelookang.blogspot.com/2018/11/catching-correct-chinese-phase-game.html) suggests that the game has evolved or is part of a series of blog posts documenting its development or usage.
  • Broader Ecosystem of Educational Tools: The extensive list under the accordion menu showcases a wide array of other interactive simulations and educational resources available on the platform. These span various subjects, including physics, mathematics, and even games for learning specific skills (e.g., "Shoot Prime Numbers Game Simulator HTML5," "Sudoku Game JavaScript Simulation Applet HTML5"). This contextualizes the "Catch Correct Chinese Phase Game" within a larger collection of open educational resources.
  • Technology and Development: The frequent mention of "JavaScript HTML5 Applet Simulation Model" and the compilation with "EasyJavaScriptSimulations Library" (mentioned in Source 2) indicates the technological foundation of these resources. The reference to the "EjsWiki" for commercial use licensing of the library further highlights the technical aspects and potential for broader application.
  • Community and Recognition: The inclusion of "Platinum and Gold MOE Service Excellence Award (MSEA) 2017" suggests that the creators and their work have received recognition for their contributions to education.
  • Licensing: The statement "Contents are licensed Creative Commons Attribution-Share Alike 4.0 Singapore License" clearly defines the terms under which the resource can be used and shared, emphasizing its open nature.

Source 2: Excerpts from "Catching Correct Chinese Phase Game"

This source appears to be metadata or introductory information directly associated with the game itself.

Main Themes and Important Ideas/Facts:

  • Explicit Title and Authorship: It clearly states the "Title and author: Catching Correct Chinese Phase Game" and reiterates the authors as "Author name; Loo Kang Wee; Leow Deng Li".
  • Copyright and Licensing: It explicitly mentions the copyright "© 2018, Author name; Loo Kang Wee; Leow Deng Li." and confirms that the game is "Released under a license." (though the specific license details are not fully presented in this excerpt, Source 1 clarifies it).
  • Development Tool: The statement "Compiled with EJS 6.0_beta (180814)" provides specific information about the software used to create the interactive game, which is identified as "EJS" (Easy JavaScript Simulations).

Quotes:

  • Source 1 (Title): "Catch Correct Chinese Phase Game HTML5"
  • Source 1 (Credits): "Author name; Loo Kang Wee; Leow Deng Li"
  • Source 1 (Embed Code Snippet): <iframe width="100%" height="100%" src="https://iwant2study.org/lookangejss/chinese/ejss_model_CatchingGame/CatchingGame_Simulation.xhtml " frameborder="0"></iframe>
  • Source 1 (Licensing): "Contents are licensed Creative Commons Attribution-Share Alike 4.0 Singapore License"
  • Source 2 (Title and Author): "Title and author: Catching Correct Chinese Phase Game\n\nAuthor name; Loo Kang Wee; Leow Deng Li"
  • Source 2 (Copyright and Compilation): "© 2018, Author name; Loo Kang Wee; Leow Deng Li. Compiled with EJS 6.0_beta (180814)"

Conclusion:

Both sources provide valuable information about the "Catch Correct Chinese Phase Game." The game is a web-based (HTML5) educational resource focused on Chinese language learning, created by Loo Kang Wee and Leow Deng Li. It is designed to be easily embedded in other online learning environments and is part of a larger collection of open educational resources developed in Singapore, often utilizing the Easy JavaScript Simulations library. The resources are shared under a Creative Commons license, promoting open access and reuse. The development and recognition of these resources, including the "Catch Correct Chinese Phase Game," highlight a commitment to leveraging interactive technology for educational purposes.

 

 

Catch Correct Chinese Phase Game Study Guide

Quiz

  1. What is the primary subject area to which the "Catch Correct Chinese Phase Game" belongs, according to the webpage title and categories?
  2. Who are credited as the authors of the "Catch Correct Chinese Phase Game"?
  3. What type of embed code is provided for incorporating the game into another webpage, and what does this code fundamentally do?
  4. Where can one find additional information or a running version of the "Catch Correct Chinese Phase Game" online, as indicated in the provided text?
  5. Besides the Chinese phase game, what are two other examples of interactive simulations or games listed on the same webpage?
  6. What do the acronyms HTML5 and JavaScript signify in the context of the listed simulations and games?
  7. What is the general focus of the "PICUP" projects listed among the resources?
  8. Name two distinct subject areas, other than physics and mathematics, that are represented by the interactive simulations listed on the webpage.
  9. What does the "Open Educational Resources / Open Source Physics @ Singapore" project aim to provide, based on its name and the content listed?
  10. Under what type of license are the contents of the "Open Educational Resources / Open Source Physics @ Singapore" website generally shared?

Answer Key for Quiz

  1. According to the webpage title and categories, the "Catch Correct Chinese Phase Game" primarily belongs to the subject area of Chinese Language and is presented in the form of a game.
  2. The authors credited for the "Catch Correct Chinese Phase Game" are Loo Kang Wee and Leow Deng Li.
  3. An iframe embed code is provided. This code allows a webpage to display content from another URL (in this case, the game simulation) directly within its own structure.
  4. One can find a running version of the game at the URL: https://weelookang.blogspot.com/2018/11/catching-correct-chinese-phase-game.html.
  5. Two other examples of interactive simulations or games listed are "Shoot Prime Numbers Game Simulator HTML5" and "Spinning Gyroscope JavaScript HTML5 Applet Simulation Model." (Many other examples are available).
  6. HTML5 is the latest evolution of the standard markup language for creating web pages and web applications, while JavaScript is a programming language commonly used to add interactivity and dynamic behavior to websites.
  7. The "PICUP" projects listed appear to focus on Physics Interactive Computer Undergraduate Projects, offering various physics-related simulations and virtual labs.
  8. Two other distinct subject areas represented are Chemistry (e.g., "O level Chemical Covalent Bonding Dot and Cross Diagrams JavaScript Simulation Applet HTML5") and Mathematics (e.g., "Multiply Fractions JavaScript Simulation Applet HTML5").
  9. The project aims to provide open educational resources and open-source physics materials, likely including interactive simulations and learning tools, for educational purposes.
  10. The contents are generally shared under a Creative Commons Attribution-Share Alike 4.0 Singapore License.

Essay Format Questions

  1. Discuss the potential pedagogical benefits of using interactive simulations and games, such as the "Catch Correct Chinese Phase Game" and the numerous other examples listed, in an educational setting. Consider different learning styles and engagement levels.
  2. Analyze the scope and variety of the resources offered by "Open Educational Resources / Open Source Physics @ Singapore." What different subject areas and types of interactive tools are represented, and what might be the advantages of such a diverse collection?
  3. Examine the role of open educational resources (OER) and open-source initiatives in modern education. How does the "Catch Correct Chinese Phase Game" and the broader collection exemplify the principles and potential impact of OER?
  4. Based on the limited information provided, speculate on the design and mechanics of the "Catch Correct Chinese Phase Game." What learning goals might it aim to achieve, and how might its interactive nature contribute to language acquisition?
  5. Consider the technical aspects mentioned (HTML5, JavaScript, EJS) in the context of developing and delivering educational simulations and games. What are the implications of using these technologies for accessibility and usability across different devices and platforms?

Glossary of Key Terms

  • HTML5: The latest version of Hypertext Markup Language, the standard markup language for documents designed to be displayed in a web browser. It is used for structuring and presenting content on the World Wide Web and includes features for multimedia without the need for plugins.
  • JavaScript: A high-level, often just-in-time compiled, multi-paradigm programming language that conforms to the ECMAScript specification. It is a core technology of the World Wide Web, used for client-side scripting to make web pages interactive.
  • Open Educational Resources (OER): Teaching, learning, and research materials in any medium – digital or otherwise – that reside in the public domain or have been released under an open license that permits no-cost access, use, adaptation, and redistribution by others with no or limited restrictions.
  • Open Source: A philosophy and practice that promotes free access and redistribution of a product's design and implementation, usually software. This allows users to use, change, and distribute the software to anyone and for any purpose.
  • Simulation: A model or representation of a real-world system or process, often interactive, used for learning, training, or analysis. In this context, they are typically computer-based and allow users to manipulate variables and observe the outcomes.
  • Applet: A small application, typically written in Java or designed to run within another application (like a web browser). The term is often used interchangeably with "simulation" in the context of these online educational tools.
  • Embed: To integrate content from one digital source (e.g., a video, game, or simulation) into another digital environment, such as a webpage, using specific code.
  • Creative Commons License: A type of public copyright license that enables the free distribution of an otherwise copyrighted work. Various types of Creative Commons licenses exist, offering different levels of permission for use, adaptation, and sharing.
  • Pedagogical: Relating to teaching or education. Pedagogical benefits refer to the advantages for learning and instruction.
  • Interactive: Involving active participation and response from the user. Interactive simulations allow users to manipulate parameters and see the effects dynamically

Sample Learning Goals

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For Teachers

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Research

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Video

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 Version:

  1. https://weelookang.blogspot.com/2018/11/catching-correct-chinese-phase-game.html 

Other Resources

[text]

Frequently Asked Questions about the "Catch Correct Chinese Phase Game"

1. What is the "Catch Correct Chinese Phase Game"? The "Catch Correct Chinese Phase Game" is an interactive, game-based learning tool designed to help users learn and practice correct Chinese phrases. It is developed using HTML5 and JavaScript, making it accessible through web browsers without the need for additional plugins.

2. Who created this game? This game was created by Loo Kang Wee and Leow Deng Li. They are credited as the authors of both the original Java-based simulation (implied by the mention of EJS 6.0_beta) and the HTML5 version.

3. What is the primary learning objective of this game? The main learning goal of the game is to help users identify and understand correct Chinese phrases. The interactive nature of the game likely involves presenting users with different phrases, some correct and some incorrect, and requiring them to "catch" or select the correct ones.

4. How can I access and use this game? The game can be accessed via a web browser through the provided iframe embed code or the direct link: https://iwant2study.org/lookangejss/chinese/ejss_model_CatchingGame/CatchingGame_Simulation.xhtml. Users can likely interact with the game directly on the webpage.

5. For whom is this game intended? While not explicitly stated, the game is categorized under "Chinese Language" and "Games," suggesting it is intended for learners of the Chinese language. The simplicity of a "catching game" format implies it could be suitable for a range of ages and proficiency levels.

6. Is this game part of a larger project or resource? Yes, the "Catch Correct Chinese Phase Game" is part of the "Open Educational Resources / Open Source Physics @ Singapore" project. This project provides a wide variety of interactive simulations and games for educational purposes, primarily in physics and mathematics, but also including other subjects like Chinese language.

7. Is the game open source or freely available? The game is released under a license, as indicated by the copyright information. Being part of "Open Educational Resources / Open Source Physics @ Singapore" suggests it is likely freely available for educational use. The underlying Easy JavaScript Simulations (EJS) library used for its compilation has its own licensing terms for commercial use.

8. Are there any supporting materials or resources available for teachers using this game? The excerpt mentions "[Sample Learning Goals]" and "[For Teachers]" sections, although the content of these is not provided. This suggests that there are likely resources available to guide educators on how to effectively integrate the game into their teaching, potentially including suggested learning objectives and pedagogical strategies.

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