Sunday, October 18, 2015

541: Relative Advantage of Using Games for Content Area Learning

Instructional games are software products that give learning activities game-like rules and competition.  According to Roblyer (2016), the common characteristics that set instructional games apart from other types of software are game rules, elements of competition or challenge, and amusing or entertaining formats.  

There are many relative advantages to using games in the classroom.  One is to improve student achievement.  Robert Marzano (2010) states, “ ...using academic games in the classroom is associated with a 20 percentile point gain in student achievement. This is a relatively strong finding.”  In order for students to achieve more, the games have to be utilized strategically.  Marzano explains that in order to get the greatest gains from students, teachers must:
  • use inconsequential competition
  • target essential academic content
  • debrief the game
  • and have students revise their notes.

According to Divjak & Tomic (2011), “Computer games directly support learning by giving pupils an opportunity to develop knowledge and cognitive skills in an emotional way, to make decisions in critical situations by solving problems, to learn by researching and to experience situational learning." A study of the effect of using games in mathematical instruction showed that young students who played the games had better mathematical knowledge than students who did not play games.  “For them the first encounter with mathematical concepts was a game, a fun activity, so it can be assumed that dealing with mathematical concepts from that time on evoked positive feelings increasing their motivation for learning mathematics. In fact, if children have a positive attitude toward mathematics from an early age, which computer games also greatly contribute to, acquiring mathematical concepts in primary school will not be a problem and in that way mathematics will not be one of the most difficult subjects” (Divjak & Tomic, 2011, p. 21).

Another advantage to using games in the classroom is that it increases student motivation.  When students are motivated to play a game, they can become fully immersed in the game and participate in what is called “flow experience”. Matheiss,  Kickmeier-Rust, Steiner & Albert (2009) state, “The term ‘flow experience’ refers to a state of full immersion in an activity, which typically goes along with a loss of sense of time and no reflection on carrying out the action. The appearance of this ‘optimal experience’ is likely while interacting with a computer and perceived very positively...The concept of flow experience seems to be very fruitful in game-based learning and attempts to create ‘flow-based’ educational games were quite successful in inducing a flow experience and enhancing learning.” (p. 78-79).  They go on to state that in order to get a game to immerse a student like this there are certain goals that need to be followed:  

  • “The challenge of the game should fit the ability of the player; otherwise she would experience either anxiety or boredom instead of a ‘flow’. By this means the player has the feeling of controlling the situation.
  • The goals to be achieved should be clear at any point of the game, so that the player always knows what to do without exerted thinking about it. Also the provided feedback should be clear, appropriate, and immediate.
  • The instructional game should be playful and composed of an action procedure, which is experienced as fluent. A good usability avoids that the player spends cognitive resources for inappropriate actions” (Matheiss et. al, 2011, p. 79).

There are many more relative advantages to using instructional goals in the classroom than what I discussed.  One commonality among each reference is that the design principles of the game need to meet the needs of the students and academic content.  You can not just throw any game on a student and expect them to make great gains.  You have to be very intentional about the games that you use and how you implement them.
References:

Divjak, B., & Tomic, D. (2011, February). The impact of game-based learning on the achievement of learning goals and motivation for learning mathematics - literature review [Electronic version]. Journal of information and organizational sciences, 35(1), 15-30.

Elke, M., Michael, K., Steiner, C., & Albert, D. (2009). Motivation in game-based learning: It’s more than ‘flow’. Retrieved from http://csskti.tugraz.at/research/cssarchive/publicdocs/publications/file1264407190.pdf
Marzano, R. J. (2010, February). The art and science of teaching / using games to enhance student achievement. Educational Leadership, 67(5), 71-72. Retrieved from http://www.ascd.org/publications/educational-leadership/feb10/vol67/num05/Using-Games-to-Enhance-Student-Achievement.aspx

Roblyer, M.D. (2016). Instructional software for 21st century teaching. In J, Johnston, (Ed.) Integrating educational technology into teaching (pp. 72-105). Boston: Pearson.

Monday, October 12, 2015

541: Voicethread on Walled Gardens


Here is the link to my Social Media Voicethread.

References:

Bretag, R. (2007, July 19). Walled garden or open road: Student blogs [Web log post]. Retrieved from http://www.ryanbretag.com/blog/2007/07/walled-garden-or-open-road-student-blogs/

Roblyer, M.D. (2016). Integrating educational technology into teaching. (7 ed). Boston, MA: Pearson Education, Inc.

Watters, A. (2011, January 5). Google apps gives schools a better "walled garden" for student email. In Readwrite. Retrieved October 12, 2015, from http://readwrite.com/2011/01/05/google_apps_gives_schools_a_better_walled_garden_f

Tuesday, October 6, 2015

541: Acceptable Use Policies

Technology can make life easier and more efficient when used correctly.  It can also cause quite the headache and worry.  Are students accessing inappropriate materials?  Are they getting onto a social media site that isn’t blocked by the school? Will they open something that could cause a virus?  Are they plagiarising or cyber cheating?  Will they illegally download music, video, or documents?  When teachers are asking themselves these questions, how can they trust that students are doing the right thing? (Roblyer, 2016)

An Acceptable Use Policy should and can be taught to students so they know how to stay safe, respectful, and responsible while using technology. An Acceptable Use Policy outlines the guidelines for students to use technology at school.  It is in place to keep students safe.  It can create stress when a teacher is worrying what students will get into.  The use of the Acceptable Use Policy should help ease this worry.  Students are responsible for complying with the guidelines set by the school or district, and normally, both the parents and students sign the agreement.

Campbell County School District (the district I teach in) has a Technology Acceptable Use policy that includes using technology resources responsibly, unacceptable uses of technology resources, digital citizenship, communication and collaboration tools, and student images and products for educational use.  I like that it includes what is acceptable and what is not acceptable. Parents, students, and staff members have to sign the agreement and there is a disclosure about how privileges can be revoked if misused.

Scarsdale Elementary School has a very simple Acceptable Use Policy.  It has bullets that discuss how students will only use the computers for school work and will not change settings.  Students are to handle equipment with care, the school will enforce copyright laws, and a few more bullets about cyber bullying and inappropriate material.  There is nothing for students, parents, or staff to sign.  I think that this policy could benefit from including more about digital citizenship and netiquette.

The Davis School District Technology Resources Acceptable Use Agreement is a very thorough agreement which separates the parent and student sections. It starts by introducing what the agreement is, explains that the purpose is to promote educational excellence and prepare students for success by using technology.  It explains how using technology resources is a privilege and not a right. Then in the student section, it discusses ways to stay safe, how to be polite and not cyber bully, follow copyright law, tell the teacher immediately if there is inappropriate material, and to not purchase anything online.  Both students and parents have to sign the agreement and it discusses disciplinary actions if violated.

The Independence School District has a very well put together Technology Acceptable Use policy for elementary students.  They discuss the places that students will be able to use technology in the school, digital citizenship, equipment and internet use, printing, and consequences of misuse.  The students and parent have to sign the policy.  I like that they include printing.  If students are using printing according to the directions given, they will be fine.  If students are printing in excess, they will be charged for the extra copies.  This is a great idea since students need to learn that printing is a huge expense for schools.

Each of these Acceptable Use Policies have components that make them unique and effective for each school.  I believe that the Independence School District’s policy contains the best components that are in kid-friendly terms.  I think it’s important that the students are able to read and understand the policy on their own.

Bibliography
Campbell County School District. (2015, August). 6150 R Technology Acceptable Use. Retrieved October 6, 2015, from http://www.campbellcountyschools.net/admin.cfm?subpage=115242
Davis School District. (n.d.). Technology resource use agreement. Retrieved October 6, 2015, from http://www.davis.k12.ut.us/cms/lib09/UT01001306/Centricity/Domain/12/Forms/ EleStudentAUA.pdf
Independence School District. (2014). Technology acceptable use policy for elementary school students. Retrieved October 6, 2015, from http://sites.isdschools.org/technology_department/elem_auc
Roblyer, M.D. (2016). Integrating educational technology into teaching. (7 ed). Boston, MA: Pearson Education, Inc.
Scarsdale Public Schools. (2012). Acceptable use policy / Overview. Retrieved October 6, 2015, from http://www.scarsdaleschools.k12.ny.us/domain/1036