Sunday, March 17, 2013

Fix 11 - 12

Sustainable Engagement Economy

Good Game World
  • Settlers is set up in a manner which allows the bandit leaders to be encompassed by the bandit camp.  This type of set up can be considered epic (classic) environment.  It's of "epic proportions."  
  • Guild quests adds to epic-ness of the environment.
Good Game Mechanics
  • Players are given an exact quest to complete and they're given instructions on how to complete it, including the amount of the reward.  (Note:  I just figured this out not too long ago).
  • Players are given the total number of bandit camps and bandit leaders that need to be defeated when completing an adventure.  McGonigal (2011) says that when players are given "real chance of being successful,"  they will tend to be more motivated and will continue to play the game.  This has proven to be especially true for me.

Good Game Community
  • The guilds are a great replica of good game community.  Although some guilds are better than others, I find mine to be very helpful and engaging. They are extremely nice and provide assistance even when you think you know it already.  
  • Leveling up has caused me to become more cognitively engaged, especially when I think it's taking me too long to level up.  However, McGonigal (2011) spoke to the idea of challenges causing one to continue to work toward bigger results and this is exactly what has been happening to me since playing The Settlers.

Crowdsourcing

I seemed to enjoy the Mango Learning Kickstarter V20 project.  It is an educational game development venture that blends Western and Eastern teaching philosophies, leverages the engaging nature of games, and delivers a math learning solution across mobile devices.  They have begun to develop game-based educational programs geared toward children ages 6 to 12 with the support of leading online gaming industry developers and education experts.  These entities together are creating the most interactive, engaging learning programs available for mobile learning platforms today.






 
As a way of showing their concept works, they have developed a few games based on a highly motivating, middle school math, game-based curriculum.  This was very exciting for me since my dissertation will focus on game-based learning and math.  The games can be used for enrichment for students at all academic levels even struggling students can garner extra practice.   The games leverage the fact that in gaming, the child is required to take multiple perspectives to find alternative ways of stating a math problem and finding a solution.  This type of strategy creates an epic game world and community.

Sunday, March 25, 2012

Mastery Learning, Mathematics & Technology


Mastery Learning, Mathematics & Technology
My interest in the mathematics achievement of students has given me the opportunity to read many articles and studies related to theories that aid in the mathematics achievements of students.  This has lead me to mastery learning.  In this paper, the reader will garner a better understanding of mastery learning and how is can be used as a tool to improve student achievement in mathematics.
The mathematics achievement of elementary, middle, and high school students in the United States is an issue of concern for educators and policy makers, alike. The influential book The World Is Flat (Friedman, 2005) claimed that secondary mathematics achievement is a predictor of a nations long-term economic potential.  The National Mathematics Advisory Panel (2008) argued that to continue to progress in mathematics achievement, we must improve the quality of math instruction received by all students.  Although many factors affect a student’s mathematics learning, one factor over which schools have the most immediate control is the choice of mathematics programs to be implemented by teachers, administrators and curriculum developers.
            One possibility is mastery learning.  Mastery learning (Collins & Halverson, 2009) is an approach to learning intended to bring all students to a specific level of mastery on a set of instructional objectives.  This model provides teachers with timely feedback about the improvement and deficiencies of students in specific areas and presents a curriculum that provides for extended time and opportunities for all students to gain mastery.
            One definitive characteristic of mastery learning is the establishment of a standard baseline of achievement that signifies “mastery” of a specific concept or skill.  Mastery learning is measured by frequent assessments of student progress toward the mastery standard with opportunities to do so on later comparable assessment (Slavin, 1987; Guskey & Pigott, 1988).  A baseline for mastery learning is in the range of 80% correct on the assessment instrument.  Corrective instruction may take the form of tutoring, re-teaching, computer assisted instruction, or inverted teaching by the teacher, student tutors or classmates who have achieved mastery of the topic.  Additionally, small groups may be formed in which students review concepts or alternate assessment activities may be created for students to complete independently (Bloom, 1978).
            A second characteristic of mastery learning is frequent and concise formative assessments that guide both learning and teaching (Guskey, 2005).  Theses assessments provide both students and teachers with feedback about whether a particular concept or kill was mastered.  Those students who do not achieve the baseline standard for mastery are given alternate activities, peer tutoring, computer assisted instruction, and then, the student is assessed a second time.  If they are still unsuccessful, additional opportunities to study and re-take the test are given until the student reaches mastery.   Therefore, practically all student achieve mastery before moving on.  Students who achieve mastery on the initial assessment are given enrichment activities or given the opportunity to advance through the curriculum at an accelerated pace (Zimmerman & Dibenedetto, 2008).
            Finally, technology and mastery learning in mathematics are natural companions.  In this time of economic belt tightening, schools may be unable to hire tutors to help those students in need of remediation.  One such solution is the use of corrective math materials online available anytime and anywhere an Internet connection can be established.  Similarly, students that have mastered the concept can proceed by accessing materials online, too.   For example, BrainPOP creates animated, curriculum-based content that engages students, supports educators, and bolsters achievement.  Mastery learning teachers can retrieve free lesson plans, video tutorials, professional development tools, graphic organizers, best practices, groups and forums, to name a few uses of BrainPop. 
            Technology use in the mathematics classroom can aid students in working out solutions to problems that teachers would theoretically spend hours of instructional time teaching.  In this era of technology, mathematically thinking has become more important than ever (Slavin, Lake & Groff, 2009).  Finally, understanding mathematical concepts in the mastery learning environment may have been complicated in our past life of paper and pencil learning.  Conversely, with the use of the Internet, mastery teachers are able to provide dynamic and remedial lesson using online videos, software, simulated games, and so forth that presents materials using multiple representations as well as customized remedial lessons tailored to the individual student’s deficiencies.



References

Bloom, B.S. (1978). New views of the learner: Implications for instruction and
curriculum. Educational Leadership, 35(7), 563-576.
Collins, A. & Halverson, R. (2009). Rethinking education in the age of technology. New
York: Teachers College Press.
Friedman, T. (2005).  The world is flat. New York: Farrar, Straus & Giroux.
Guskey, T.R. (2005). Formative classroom assessment and Benjamin S. Bloom: Theory,
research and implications. Paper presented at the nnual Meeting of the American Educational Research Association. Montreal, Canada.
Guskey, T.R. & Pigott, T.D. (1988). Research on group-based mastery learning
programs: A meta-analysis. The Journal of Educational Research, 81(4), 197-216.
Slavin, R.E., Lake, C. & Groff, C. (2009). Effective programs in middle and high school
mathematics: A best-evidence synthesis. Review of Educational Research, 79(2), 839-911.
Zimmerman, B.J. & Dibenedetto, M. (2008). Mastery learning and assessment:
Implications for students and teachers in an era of high-stakes testing. Psychology in the Schools, 45(3), 206-216.


Saturday, March 17, 2012

Experential Learning Theory

Experiential Learning Theory Carl Rogers distinguished two types of learning: cognitive (meaningless) and experiential (significant). The first has to do with academic knowledge, such as learning vocabulary or multiplication tables and the second is about applied knowledge such as learning about technology integration into the curriculum. What makes experiential learning distinctive? It addresses the needs and wants of the learner. Rogers identifies four qualities in relation to this; a) experiential learning; b) personal involvement; c) self-initiated, evaluated by learner, and d) pervasive effects on the learner. Experiential learning can primarily be thought of as an affective learning style. For example, for affective learning to take place, students in a class that their beliefs or values are supported are much more likely to "let down their guard" and accept the learning points. Rogers stresses that the learner needs to be emotionally safe for the learning to take place and have a genuine interest in learning the material in order for transfer of knowledge. According to Rogers, learning is facilitated when: (1) the student participates completely in the learning process and has control over its nature and direction, (2) it is primarily based upon direct confrontation with practical, social, personal or research problems, and (3) self-evaluation is the principal method of assessing progress or success. Rogers also emphasizes the importance of learning to learn and an openness to change. This theory approaches learning from the individuals’ needs and capacities for understanding of the presented topic. The learner is affected though self-exploration and self development of ideas though direct exposure and instructional direction. This approach to learning is similar to the group projects completed in Dr. Lambert’s class this semester. Not only did the group project force me to become a self-starter, I believe all of the assignments were arranged so that all students had an opportunity, albeit unknowingly, to experience experiential learning theory. Both the learner and instructor control learning. The instructor is there to set a positive climate, clarify the purposes of the learner, organization and provision of the learning materials, balance intellectual and emotional components of learning, and share thoughts and feeling with the learner without dominating the learning environment. The role of the learner is to become personally involved, self- initiated, self-evaluating, and acknowledge the pervasive effects that the learner experiences through the learning process. This theory is best applied to learning situations in which the learner participates out of internal motivations. The basis upon which this theory has been developed states that learning is based upon the needs and wants of the individual learner. This theory can be seen in practice in internship programs, psychological self-help programs, and self-help learning environments. Furthermore, one could conclude that Rogers developed a theory that is applicable to many different and varied teaching topics and environments. In conclusion, eexperiential learning theory helps teachers to understand learning and flexibility at a deeper and yet more comprehensive level. It also provides guidance for applications for helping students improve their learning and designing better processes in education and technology development. As it relates to technology and education, it further provides a theory and assessment method for the inclusion of the study of individual differences while addressing learning at many levels in education and society. This theory is very useful in the fact that every student is at a different level cognitively and academically; therefore, it would, in my opinion, increase student participation, engagement and ownership of their learning. Reference Deanery, L. (n.d.). Experiential learning theory. Carl Rogers. Retrieved on March 12, 2012, from http://simulation.londondeanery.ac.uk/educational-resources/salift-underpinning-learning-theories-experiential Smith, M. K. (1997, 2004) 'Carl Rogers and informal education', the encyclopaedia of informal education. Retrieved on March 13, 2012, from www.infed.org/thinkers/et-rogers.htm. Sternberg, R.J. & Zhang, L.F. (2000). Perspectives on cognitive, learning, and thinking styles. NJ: Lawrence Erlbaum.

Saturday, February 18, 2012

Social Media

 This week we looked at the benefits and risks of social media.  Below you will find my responses to the questions that were posted:

1.  I joined several groups:  build your own curriculum, e-Mentoring for Student Success, Close Math Gaps Now, Visual Thinking Evolution.  I chose these groups primarily due to my primary interests in mathematics, curriculum, student achievement, & software.  I signed up for diigo about two weeks ago and each morning I receive links related to these interests and it's been very helpful and exciting.
2.  Young people are more likely to play games, communicate to their friends, and "bully" other students.   Older adults are more likely to use it for keeping in touch with family and friends.
3.  Pros - teachers are able to increase students' engagement in their education, increase technological proficiency, contribute to a greater sense of collaboration in the classroom, and build better communication skills.  Cons - increased cyberbullying, online predators, and less face-to-face with family and peers.
4.  Most of the time I am on Facebook because it allows me the chance to stay in touch with my relatives who live out of state.  I also monitor some of the things that are posted by students that might impact the school climate and culture.
5.  Benefits - increased connection to others, increased self-esteem, promotes participation, meet technology expectations of students, more awareness of social issues, and networking with others and professionals.
Cons - increased depression, especially among teens, potential to trigger eating disorders in adolescent females and causes deterioration and conflict in marriages, and poor vocabulary, spelling, and increase in acronyms

Thus far, this has been a very enlightening and worthwhile experience.  The assignment this week as given me a greater understand of the importance of the use of social media in teaching and learning. Finally, I really enjoy being able to share my new knowledge with the teachers in my building.