chapter2 ppt
TRANSCRIPT
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Enhancing Learning,
Motivating Students and
Encouraging Active
Learning
Computer
Games In
the
Classroom
+ Importance
Purpose of Study
Literature Review
Key themes
Implications
Gaps
Importance and
Justification
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Students who fail have little opportunity.
43% of people with lowest literacy skills live below official poverty line.
44 million can’t read a newspaper or fill out job application.
50 million can’t read or comprehend above 8th grade level.
Number is growing.
Larry Roberts, Illiteracy on the Rise in America http://www.wsws.org
0.0%
10.0%
20.0%
30.0%
40.0%
50.0%
60.0%
70.0%
80.0%
90.0%
All StudentsAfrican AmericanAmerican IndianAsian Hispanic White
Graduated
College Ready
2011 U.S. Graduation Rates vs.
“College Ready” ( as measured by ACT
scores)
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1900’s
<20% of jobs required high
school diploma.
In 1870, 50% of US population employed in agriculture
1/3 US workers employed in
factories.
2012
High school dropouts earn ≈
$12,000 per year.
Less than 1% employed in agriculture.
1/10 US workers
employed in factories.
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“…the difference between
success and failure in school
is, quite literally, life and death
for our students.” Mattos
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Will interactive computer games help students who struggle in math?
Immediate explanatory feedback
Reduces need to unlearn and re-learn
Slower learners need extra time practicing
Mastery over time
Builds fluency: accuracy + speed
Fluency allows cognitive focus on new concepts
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Number sense is the single largest predictor of mathematics
success in young children.
Calculation is linked to the language in which it is learned
which puts some EL students at a disadvantage.
At-risk students are at a far greater risk educationally.
Minority status
Low family income
Poorly educated parents
Emotional or physical difficulties
Theme 1: Number Sense and the Social Divide
+ Literature Review
Learning causes growth in brain cells.
Learning happens when connections are made between new
information and previous knowledge.
Multi-modal processing = stronger connections
Mayer’s cognitive theory of multi-media learning
Dual channel learning
Verbal or written words
Non-verbal or pictorial
Theme 2: Brain Based Instructional Strategies for
Learning
+ Literature Review
Why wouldn’t technology be included in school?
Technology can provide media-rich learning environments.
Authentic practice builds transfer skills.
Benefits of video games:
Purposeful
Goal-oriented
Rule-based
Fun!
Theme 3: Technology, Video Games and Innovative
Teaching
+Implications for the Study
Build Skills
Connect Previous Learning
Provide Authentic Practice
Produce Active Learners
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Concerns Needs
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