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Exam (elaborations)

TMN3706 Assignment 5 Semester 2 2026 - Due 9 September 2026

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TMN3706 Assignment 5 Semester 2 2026 - Due 9 September 2026 QUESTION 1 1.1 Explain what it means when we bring ICT and digital resources into the Social Sciences classroom. Look at these specific areas: 1.1.1 Using gaming technology Bringing gaming technology into the Social Sciences classroom has important effects on teaching and learning. Games can help motivate learners to get involved with the subject by giving them a path to develop their skills and rewarding them when they reach different levels. They can earn points, badges, or other rewards (Segoe & Mays, 2017, p. 138). This works especially well for learners who grew up with technology because it makes learning more interactive and fun. Games allow learners to experience simulations and pretend situations that would be impossible in a normal classroom. For example, learners can explore historical events or geographic features through experiences that feel real and bring the subject to life. The study guide says that "many games have a path towards higher levels of skill and reward learners for reaching these levels" (Segoe & Mays, 2017, p. 138). This approach can make learners more motivated and involved in Social Sciences lessons. Games also help develop critical thinking and problem-solving skills. When learners play educational games, they must make decisions, analyse situations, and look at things from different angles. These are important skills in both History and Geography. Using games also fits with the goal of making classrooms less focused on the teacher and more engaging for learners (Segoe & Mays, 2017, p. 113).

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TMN3706
ASSIGNMENT 5
DUE DATE: 9 SEPTEMBER 2026

, TMN3706 ASSIGNMENT 5 2026
DUE 9 SEPTEMBER 2026




QUESTION 1


1.1 Explain what it means when we bring ICT and digital resources into the Social
Sciences classroom. Look at these specific areas:

1.1.1 Using gaming technology

Bringing gaming technology into the Social Sciences classroom has important effects
on teaching and learning. Games can help motivate learners to get involved with the
subject by giving them a path to develop their skills and rewarding them when they
reach different levels. They can earn points, badges, or other rewards (Segoe & Mays,
2017, p. 138). This works especially well for learners who grew up with technology
because it makes learning more interactive and fun.

Games allow learners to experience simulations and pretend situations that would be
impossible in a normal classroom. For example, learners can explore historical events
or geographic features through experiences that feel real and bring the subject to life.
The study guide says that "many games have a path towards higher levels of skill and
reward learners for reaching these levels" (Segoe & Mays, 2017, p. 138). This approach
can make learners more motivated and involved in Social Sciences lessons.

Games also help develop critical thinking and problem-solving skills. When learners
play educational games, they must make decisions, analyse situations, and look at
things from different angles. These are important skills in both History and Geography.
Using games also fits with the goal of making classrooms less focused on the teacher
and more engaging for learners (Segoe & Mays, 2017, p. 113).

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