4. BBC News - 5th November 2008
http://news.bbc.co.uk/1/hi/technology/7709298.stm
5. Benefits of using games (e.g. Myst) in the classroom:
• Children are already familiar with them,
• Amazing worlds which we can use,
• Increase children’s motivation,
• Children’s engagement within lessons rises,
• Improvements in writing standards,
• Huge cross-curricular potential,
• Great fun!
6. Class homework - Online survey
Why did you enjoy our Myst lessons?
• quot;Because it turns lessons into fun and improves my
imagination at the same time.quot; (Charlie)
• quot;The Myst lessons have been really fun and exciting. The
reason I think I liked it most was because it was full of
surprises and everyone liked Saavedro!quot; (Natalia)
• quot;Because it's been an adventure all the way
through.quot; (Freya)
7. How has your writing improved during our Myst lessons?
• quot;The Myst game helped me because I seemed to just enjoy
it, so amazing words just came up. I found the landscapes
wonderful, so boring words were not enough. The words I
normally use are like sad and pretty but the game helped me
too use exciting words such as: Miserable, caution. I put
wonderful sentences together: 'Beautiful emerald windows
with a chrome outline'.quot; (Robyn)
8. Examples of our work...
Recount
Persuasive Writing
Poetry
Find more on our website - www.downs.kent.sch.uk
9. Examples of our work...
Recount
Persuasive Writing
Poetry
Find more on our website - www.downs.kent.sch.uk
10. Examples of our work...
Recount
Persuasive Writing
Poetry
Find more on our website - www.downs.kent.sch.uk
11. Examples of our work...
Recount
Persuasive Writing
Poetry
Find more on our website - www.downs.kent.sch.uk
12. Tips for Teachers:
Before the lessons:
• Play the game yourself!
• Use a walkthrough if you get stuck.
• Save the game at interesting points.
In class:
• Soak up the atmosphere!
• Use a wireless mouse to explore with the children.
• Explore together... “Where should we go next?”
• Ask the children to give commentaries.
• Children can notes as you travel.
• Take your time.
• Play through the ‘Ages’, or just dip in to sections?
13. Art: Music:
Use the amazing landscapes and • Listen to the in-game
creatures as stimuli for art work. music... use the soundtrack /
sound effects in class.
• Compose your own music
A few ideas for using to accompany the ages?
Maths:
Myst in the classroom Tackle the
puzzles and
Literacy: problems
• Descriptive work - vocabulary, similes, metaphors... based within the
on the settings / characters / storyline game... great
• Inference / deduction / prediction for thinking
• Poetry - senses poetry skills / logic!
• Instruction writing - write your own walkthrough
• Recounts - write a postcard home based on your journeys Science:
• Reports - write a report about the landscapes / creatures Use the creatures
encountered to discuss
• Persuasive writing - create an advert for the game... make a habitats, life
travel agent’s promotion for one of the Ages. processes, food
• Comprehension - using the journals within the game chains etc.
14. Find more information:
www.timrylands.com
www.kented.org.uk/myst
www.mrwarner.com/myst
warnerm@downs.kent.sch.uk
15. DEMOs
Myst III - Tomahna
Myst IV - Mangree Tree House