academic games effective instruction series 2013

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Academic Games Effective Instruction Series 2013

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Engaging Students On some good days we may have 70% of our students engaged in learning. Good teachers make sure that it is a different 70% that is engaged throughout our time with the students and all students are engaged at some point in time.

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Page 1: Academic Games Effective Instruction Series 2013

Academic Games

Effective Instruction Series2013

Page 2: Academic Games Effective Instruction Series 2013

ESU 6 Craft Knowledge Wiki

http://esu6craftknowledge.wikispaces.com/

Page 3: Academic Games Effective Instruction Series 2013

Engaging Students• On some good days we

may have 70% of our students engaged in learning.

• Good teachers make sure that it is a different 70% that is engaged throughout our time with the students and all students are engaged at some point in time.

Page 4: Academic Games Effective Instruction Series 2013

So why is it necessary to change up instruction?

As your brain gets numb-er Your brain gets dumber

Page 5: Academic Games Effective Instruction Series 2013

Changing STATES

Change up instruction 5-10 min. for pre-adolescents, and

Every 10-20 minutes for adolescents into adults.

Page 6: Academic Games Effective Instruction Series 2013

Thinking About It

• Why would you want to change states when you finally have students quiet, sitting in their seats, and looking like they are listening to you?

• Because the brain needs a chance to refocus and start again.

• When you stand up blood flow to the brain increases.

Page 7: Academic Games Effective Instruction Series 2013

The Importance of Processing Time

• The brain needs time to create connections and pathways to create long term memories.

• The hippocampus can only hold so much • Example of glass of water.• Too much, to fast, it won’t Last.• 10-2 or 5-1 rule

Page 8: Academic Games Effective Instruction Series 2013

Lecture

Reading Audio-visual

Demonstration

Discussion GroupsPractice by doing

Teach others/immediate use of learning

Average Retention Rate after 24 hours

5%10%

20%

30%

50%

75%90%

Adapted from David Sousa’s figure 3.9in his text, How the Brain Learns p 95

Boosting Retention

Page 9: Academic Games Effective Instruction Series 2013

Art and Science of Teaching

• Question #5: What will I do to engage students?

• The teacher uses academic games and inconsequential competition to maintain student engagement.

Page 10: Academic Games Effective Instruction Series 2013

Strategies Enacted on the Spot

• Engagement (Q. 5)• Relationships (Q.8)• Recognizing Rules & Procedures (Q. 6-7)• High Expectations for All (Q. 9)

Page 11: Academic Games Effective Instruction Series 2013

Question 5: How to re-engage our students!

Page 12: Academic Games Effective Instruction Series 2013

An Old Proverb states:

• You can lead a horse to water, but you can’t make them drink.

• We learned that maybe with “reward and punishment” the horse will do what ever we ask.

• However, consider a different goal, “How can I make the horse thirsty?”

Page 13: Academic Games Effective Instruction Series 2013

Strategies to increase engagement• Use of games• Inconsequential competition• Manage response rates• Physical movement• Effective pacing• Student interest• Demonstrating intensity and enthusiasm

Page 14: Academic Games Effective Instruction Series 2013

Games and Inconsequential(Just for Fun) Competition

• Games should always have an academic focus.• Regroup students so that all students

experience winning and losing.• Points are tallied but not used to increase or

decrease scores or grades.

Page 15: Academic Games Effective Instruction Series 2013

Do two things…

• Participate in the game• Be a teacher on your shoulder and

observe:– Participation– Laughter– Excitement

Page 16: Academic Games Effective Instruction Series 2013

Research on The Use of Games to Improve Student Learning

Marzano Research Lab reports the results of three meta-analyses.

Student growth in classrooms that used games ranged from a 13 percentile gain to an 18 percentile gain.

This is significant.

Page 17: Academic Games Effective Instruction Series 2013

Two General Categories

• Vocabulary games– Vocabulary Games for the Classroom,

Carleton & Marzano, 2010

• Turning questions into games– Asking questions elicits students’ attention

Page 18: Academic Games Effective Instruction Series 2013

TABOOThis favorite game is a

great tool for students to practice vocabulary and summarize. The object is to get someone to say the word using clues that don’t use the “taboo” words.

18

president

ObamaWhite HouseRepublicanWashingtonLincoln

Page 19: Academic Games Effective Instruction Series 2013

TABOO

Star WarsLuke SkywalkerDarth VaderYodaMoviePrincess Leia

Page 20: Academic Games Effective Instruction Series 2013

TABOO

John F. KennedyPresident1960’sWhite HouseJackie KennedyAssassination

Page 21: Academic Games Effective Instruction Series 2013

TABOO

The White HousePresidentOval OfficeFirst LadyHomeWashington DC

Page 22: Academic Games Effective Instruction Series 2013

TABOO

NebraskaStateMidwestName of the GovernorPlatte RiverPlains

Page 23: Academic Games Effective Instruction Series 2013
Page 24: Academic Games Effective Instruction Series 2013

Create Your Own

• Write a taboo term or concept on a notecard

• List up to 5 taboo words

Page 25: Academic Games Effective Instruction Series 2013

Who am I?• On note cards, teacher writes names of people

studied in class, vocabulary words, places or things from content.

• Student puts on top hat (or baseball cap) or sticky note, and chooses a card without looking at it. The other student tapes the card to the hat, or put the sticky note on his/her back.

• The student determines the name on the card by asking yes or no questions.

Page 26: Academic Games Effective Instruction Series 2013

Who am I?

•Let’s play. •In your group, pick one person to turn away from the screen. •The name appears on screen. •The “It” person asks yes or no questions until he or she answers correctly.

Page 27: Academic Games Effective Instruction Series 2013

Who Am I?

• Tom Hanks

Page 28: Academic Games Effective Instruction Series 2013

Who Am I?

• Oprah Winfrey

Page 29: Academic Games Effective Instruction Series 2013

Social Studies Examples: Who am I?Elementary

• Daniel Boone• Amelia Earhart• Abraham Lincoln

Page 30: Academic Games Effective Instruction Series 2013

• Albert Einstein• Dwight Eisenhower• Sigmund Freud

Social Studies Examples: Who am I?Middle School

Page 31: Academic Games Effective Instruction Series 2013

Social Studies Examples: Who am I?High School

• Joan of Arc• Ulysses S. Grant• Aristotle

Page 32: Academic Games Effective Instruction Series 2013

Other Examples?

Page 33: Academic Games Effective Instruction Series 2013

What Am I?

Science• Insect• Mammal• Gravity• Force• Compound• Element – (specific)

English• Parts of speech • Poetry• Essays• Genres• Literary Techniques• Titles

Page 34: Academic Games Effective Instruction Series 2013

What Am I?

Math• Order of operation• Scientific notation• Pythagorean

Theorem• Variable• Slope• Intercept

Social Studies• The Constitution• Republic• Democracy• Free trade• States Rights• Electoral College

Page 35: Academic Games Effective Instruction Series 2013

What is the question?Jeopardy: The answer must be in the form of a question.

Language Arts examples– The form of word after all of its prefixes and suffixes

have been removed• What are ___________________?

– The part of a word that comes before its base• What is a ____________________?

Page 36: Academic Games Effective Instruction Series 2013

High school examples

•The person who is telling the story in a book or movie.

– What is a _________________?•Ideas or rumors spread to help or hurt a specific person or cause

– What is __________________?•A law that prevents the reproduction or use of an author’s original work without permission

– What is __________________?

Page 37: Academic Games Effective Instruction Series 2013

DonDon’’t forget to use physical movement.t forget to use physical movement.• Stand up and stretch (the oxygen effect)(the oxygen effect)

• Body representations (acting out (acting out important content) e.g. have four students important content) e.g. have four students do a visual representation of a celldo a visual representation of a cell

• Give one, get one (standing, students (standing, students compare notes and identify additions)compare notes and identify additions)

• Vote with your feet (Correct? Partially (Correct? Partially correct? Incorrect?)correct? Incorrect?)

Page 38: Academic Games Effective Instruction Series 2013

Can You Identify?• Each team needs a piece of paper

(or notecard or sticky note).• Number 1–7.• Must identify all seven nonlinguistic

representations.• One member of the team will safely deliver the

paper to the judge (must have all seven correct to win!).

• Empower students to be the judge!

Page 40: Academic Games Effective Instruction Series 2013

Magic LetterHow to play:oWrite clues that result in answers that begin with the same letter.oStudents are presented with the clues.oThey work in teams to determine the “magic letter” by solving the clues.

Page 41: Academic Games Effective Instruction Series 2013

Magic Letter =

A list of all of the letters is call the __________.

A person who writes a book is called an __________.

People in plays or movies are called __________.

Page 42: Academic Games Effective Instruction Series 2013

Magic Letter =

A list of all of the letters is call the alphabet.

A person who writes a book is called an author.

People in plays or movies are called actors.

A

Page 43: Academic Games Effective Instruction Series 2013

Magic Letter =

Let’s play . . .

Metaphors and similes are examples of __________.

An author can describe events that took place before the time of the story by using a __________.

If you speak Spanish well enough to live in Mexico, you are said to be__________ in the language.

Page 44: Academic Games Effective Instruction Series 2013

Magic Letter =

Let’s play . . .

The property that tells you that 7 + 0 = 7 and that 7 x 1 = 7is the __________.

A triangle with at least two sides of equal length is called an __________.

3 < 5 and 7 > 2 are examples of __________.

Page 45: Academic Games Effective Instruction Series 2013

Magic Letter =

Let’s play . . .

Inherited characteristics such as height and eye color are determined by your __________.

The siren of an ambulance sounding louder as the ambulance gets closer and then getting quieter as it passes you is an example of the __________.

A force that can slow an object in motion is called __________.

Page 46: Academic Games Effective Instruction Series 2013

Magic Letter =

Let’s play . . .

Metaphors and similes are examples of figurative language.

An author can describe events that took place before the time of the story by using a flashback.

If you speak Spanish well enough to live in Mexico, you are said to be fluent in the language.

F

Page 47: Academic Games Effective Instruction Series 2013

Magic Letter =

Let’s play . . .

The mathematical property that tells you that 7 + 0 = 7 and that 7 x 1 = 7 is identity property.

A triangle with at least two sides of equal length is called an isosceles triangle.

3 < 5 and 7 > 2 are examples of inequalities.

I

Page 48: Academic Games Effective Instruction Series 2013

Magic Letter =

Let’s play . . .

Inherited characteristics such as height and eye color are determined by your DNA.

The siren of an ambulance sounding louder as the ambulance gets closer and then getting quieter as it passes you is an example of the Doppler effect.

A force that can slow an object in motion is called drag.

D

Page 49: Academic Games Effective Instruction Series 2013

Talk a Mile a Minute

Page 50: Academic Games Effective Instruction Series 2013

Things Associated with the American

Civil WarRobert E. Lee

Ulysses S. GrantGettysburg

SlaveryAntietam

Emancipation ProclamationAbraham Lincoln

Page 51: Academic Games Effective Instruction Series 2013

Things Associated with

Outer SpaceSun

OrbitsMars

VenusSaturnGalaxyMeteors

Page 52: Academic Games Effective Instruction Series 2013

American Holidays

Thanksgiving4th of July

Fathers DayMothers Day

Veteran’s DayColumbus Day

Martin Luther King Day

Page 53: Academic Games Effective Instruction Series 2013

Shapes

SquareCircle

RectangleTriangle

Right TriangleOval

Diamond

Page 54: Academic Games Effective Instruction Series 2013

Artists

Vincent Van GoghMichelangelo

PicassoLeonardo da Vinci

MonetRembrandt

Andy Warhol

Page 55: Academic Games Effective Instruction Series 2013

Units of Measure

InchesMetersGallonsHoursQuarts

Square YardsLiters

Page 56: Academic Games Effective Instruction Series 2013

Name that Category

Page 57: Academic Games Effective Instruction Series 2013

Things that happened in the 1970’s

Types of government

Things Albert Einstein would

say

Liquids Titles of plays

Battles

200 POINTS

100 POINTS 100 POINTS

50 POINTS 50 POINTS 50 POINTS

Page 58: Academic Games Effective Instruction Series 2013

Things you find on the moon

Types of music

Things a shark would say

Nursery Rhymes

Planets Presidents

200 POINTS

100 POINTS 100 POINTS

50 POINTS 50 POINTS 50 POINTS

Page 59: Academic Games Effective Instruction Series 2013

Things you find in China

Kinds of fish

Things a tree would say

Soda Pop

Flavors

Cities Vegetables

200 POINTS

100 POINTS 100 POINTS

50 POINTS 50 POINTS 50 POINTS

Page 60: Academic Games Effective Instruction Series 2013

Summary

• How can academic games help students learn?

• What games do you want to try?• Talk a Mile a Minute, Name that Category

and a Jeopardy power point are posted on the ESU 6 Craft Knowledge wiki at http://esu6craftknowledge.wikispaces.com/