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+ Enhancing Learning, Motivating Students and Encouraging Active Learning Computer Games In the Classroom

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Page 1: Chapter2 ppt

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Enhancing Learning,

Motivating Students and

Encouraging Active

Learning

Computer

Games In

the

Classroom

Page 2: Chapter2 ppt

+ Importance

Purpose of Study

Literature Review

Key themes

Implications

Gaps

Importance and

Justification

Page 3: Chapter2 ppt

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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)

Page 4: Chapter2 ppt

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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.

Page 5: Chapter2 ppt

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“…the difference between

success and failure in school

is, quite literally, life and death

for our students.” Mattos

Page 6: Chapter2 ppt

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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

Page 7: Chapter2 ppt

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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

Page 8: Chapter2 ppt

+ 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

Page 9: Chapter2 ppt

+ 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

Page 10: Chapter2 ppt

+Implications for the Study

Build Skills

Connect Previous Learning

Provide Authentic Practice

Produce Active Learners

Page 11: Chapter2 ppt

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Concerns Needs

Page 12: Chapter2 ppt

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