Sunday, June 19, 2011

Digital Textbooks - a thing of the present?


Here is an interesting article about digital textbooks. Apparently, Florida has passed a law "requiring all public schools to adopt digital textbooks by the 2015-16 school year and spend 50 percent of their textbook budgets on digital materials". Needless to say, the districts are not jumping for joy at the plan to spend all that money in the midst of budget cuts and crunches! The savings are not going to be apparent up front (are they ever), and who knows how many challenges there will be to the law in the next 3 years (anybody forgotten the class size fiasco?). There are a few examples of digital textbooks working in high schools (the Kindle was highlighted in the article) and it looks like there may be more to come.

The most interesting thing that MAY keep this plan alive is one fact written towards the end of the article - FCAT and end-of-course exams, will go digital by 2015 and they don't want the first time the students see digital content to be on the test that grades the schools!

Planning Instruction using the Video Game Model

Here is a great article that I just found via Twitter. The article was originally published in Edutopia back at the end of May and was written by a woman named Dr. Judy Willis. While it isn't about video games per-say, it does talk about planning instruction in the same fashion as a video game (something all of the students have at least some level of experience at). "The computer game model correlates to using achievable, incremental, challenge, with goal-progress recognition." I agree with Dr. Willis that this manner of instruction could certainly bring about an individualized attack to each child's school work. Check out the article and please post a response or a comment!

Thursday, June 16, 2011

Video Games Power Up Learning

"Videogames are emerging as a new gold standard of learning because they effectively integrate many vital learning principles into their design."
This is a sentence that comes from Tina Barseghian in an KQED.org article she wrote titled "Five Reasons Why Video Games Power Up Learning". You can read the whole article, and the five reasons, by clicking here.
I hope that all of the popular gaming companies get forwarded this article and will improve their R & D in the area of educational games!

Monday, February 7, 2011

Web 2.0 tools for inservice

www.edmodo.com – collaborating tool (more for staff then students)

www.blogger.com – Google Blog page (more for staff then students)

www.classblogmeister.com – Blog site (teacher can control)

www.kidblog.org – Blog site (teacher can control)

www.glogster.com – create an online poster

www.bighugelabs.com – lots of tools to create posters, cards, letters etc

www.voicethread.com – a visual collaboration tool

www.wordle.net – visual way to lay out words

www.tagxedo.com – a wordle in the shape of a picture

www.storyjumper.com – create a book online

www.blabberize.com – make any picture “talk”

www.voki.com – create your own online person

www.kerpoof.com – multiple options include card & picture making, video making

www.animoto.com – create a video using your pictures and their music

www.photopeach.com – create a video using your pictures and their music

www.jogtheweb.com – put any number of sites along with instructions or helpful hints - one of my favorites!

www.delicious.com – online bookmarks (more for the staff then students)

http://metaatem.net/words/ (spell with flickr javascript program)

www.evernote.com – copy info from multiple online sources and keep it all in one place

www.dropbox.com – have copies of files on multiple computers

www.easybib.com – be able to create a bibliography with multiple sources

www.audacity.com – voice recorder program for podcasts

iTunes podcasts and iTunes University – professional development (more for staff then students)

Sunday, February 6, 2011

Gaming in Education Research/Information


Chris and I have a presentation coming up to some of our fellow teachers who are interested in using the Wii in the classroom. So, besides just playing with the console, we wanted to provide some research to back up the use of the Wii in the classroom. We don't just use it as a reward or even as something fun to do before the kids go home on Friday afternoon (although we do sometimes play on Friday afternoon and the students do have fun)! There is a lot of research (including our research on this blog) that shows the benefits of using the console in the classroom.
While this isn't an exhaustive list, and they are not all specifically about the Wii console, it should give anybody interested plenty of ammunition to bring to their principals when asking if they can bring a "game" into their classroom! And, if you want to leave a comment telling us how that conversation went, please feel free! Good Luck!

Software and Information Industry Association has info on Best Practices for using games and simulations in the classroom: http://www.siia.net/index.php?option=com_content&view=article&id=207:games&catid=159:education-articles&Itemid=190

Value of Games in Education: a Case Study: http://www.ictineducation.org/home-page/2010/1/21/the-value-of-games-in-education-a-case-study.html

Games in Education: http://www.ictineducation.org/home-page/2010/10/20/games-in-education.html

Education and Simulation/Computers and Gaming: http://seayj.people.cofc.edu/cb/simgames.html?referrer=webcluster&

Drill Down: Gaming in Education: http://thejournal.com/articles/2011/01/11/drill-down-gaming-in-education.aspx

Wii Standards at the Primary Level: http://primarypete.net/wii-foundation-objectives

Gaming and Education: http://blogs.cisco.com/virtualworlds/gaming_and_education/

Learning by Playing: Video Games in Education: http://www.nytimes.com/2010/09/19/magazine/19video-t.html

Are Video Games Educational?: http://www.education.com/magazine/article/Video_Games_Educational/

Video Games in Education: http://socialstudiescentral.com/?q=content/video-games-education

Wii in School for You and Mii: http://www.examiner.com/education-news-in-national/wii-school-for-you-and-mii

Government Backs Wii in Schools: http://www.mcvuk.com/news/29447/Government-backs-Wii-in-schools

Why Wii in a School Library?: http://ashworth.wordpress.com/2008/07/31/why-wii-in-a-school-library/


Big Brain Academy: http://mimanifesto.wordpress.com/2009/03/14/big-brain-academy-cathkin-learning-community/

Wii in the Classroom: http://www.teachhub.com/news/article/cat/14/item/607

Wii Debuts in D.C. Schools: http://www.myfoxdc.com/dpp/news/031209_wii_in_dc_school

Wii Love Learning: http://www.edutopia.org/ikid-wii-gaming-technology-classroom

Educational Wii Games for 2010: http://www.squidoo.com/Educational-Wii-Games

50 Ways to Use the Wii in your Library: http://oedb.org/library/features/50-ways-to-use-wii-in-library

What are the Benefits of Gaming in Elementary Education: http://www.ehow.com/about_5048410_benefits-games-elementary-learning.html

The Many Benefits of Video Games: http://www.sandradodd.com/videogames/

Report Touts Educational Benefits of Computer Games: http://www.edweek.org/dd/articles/2009/06/23/04games.02.html

Edte.ch Blog: http://edte.ch/blog/category/wii/

Arcademic Skill Builders Site with games that use the Wii controllers: http://www.arcademicskillbuilders.com/wii/

Saturday, February 5, 2011

Amazing Race Game

The newest game we have utilized with the middle school students is the Amazing Race game for the Wii. The students really enjoyed this game and I was impressed with the amount of critical thinking skills needed to play and the increase in cooperative skills the students showed as the game progressed. Listed below are benefits I found inherit in the game (I am sure there are more, these are the ones that popped out at me the first time through) and a step by step guide to play in a classroom setting. This game seemed to be able to use competition in a positive way to encourage students to excel and work together to the team's best advantage.

Benefits

a.. Great for cooperative learning/ skills

b.. Students learned quickly to work together in order to improve their scores/time/performance

c.. Worked on student oral communication with peers

d.. Students thought rapid fire challenges were exciting

e.. Challenges encouraged students to use critical thinking/ higher order thinking skills

f.. Some challenges were physical in nature and allowed students the ability to utilize kinesthetic skills

g.. Possible geography/research extension activity in reference to destinations in the game

h.. This is a very quick moving game which allows it to maintain student attention throughout game play

Game Play

1.. You can choose two ways to play: individual players against each other or teams of two working together against computer or other teams

2.. You can also choose how many legs of the race you want to play, the more legs the longer the game play.

3.. We played with teams of two working together against the computerized teams

4.. This method got more students involved at one time; however with the amount of people per team, it took some time for students to figure out the best system of working together.

5.. Teams choose female or male faces and then the type of team they want to be; for example, sporty, couch fans, military, gothic, etc. Students had a great time in this part of the game.

6.. Next there is an introduction to the game and some brief instructions.

7.. Teams are given an allowance of money for each leg of the race and then given four options of transportation. Students need to evaluate the best option based on time and money available. The objective of the game is to take the least amount of time to arrive at the chosen destination, so students need to decide which mode of transportation to take and how much money they are willing to spend on it.

8.. Once the mode of transportation is chosen, the teams watch as their virtual teams makes their way to the given destination and see in which order the teams arrived.

9.. There is a brief introduction to the place in which the teams have arrived (some places we have encountered so far: Rome, Rio, New Zealand), accompanied by images from the area.

10.. After each challenge of the game, the teams are listed in order by the amount of time they have taken up to that point. This order also lets the teams know how they are ranked in the game.

11.. There is a challenge, either physical or mental, at each destination. Students work together to accomplish the tasks in the least amount of time as possible. Some of the challenges involve both teams at the same time and some have the teams work individually.

12.. At the end of all the legs of the race, teams are put in their final order. The last team to arrive to the last destination is eliminated from the race.

Thursday, January 20, 2011

So, what have we been doing?


So here it is, the new calendar year and I haven't written anything in over 3 months. What in the world have we been doing in the classroom? Have Chris and I just been overwhelmed with other things and haven't gotten back to the Wii? Did we had a breakdown and were not able to get the console working again? Are we just siting around eating bon-bons? Well, thankfully the answer on to all three questions is NO! While we haven't been able to get to the Wii as often as initially anticipated, we have been keeping up on a fairly regualar basis. Much of what we did with the console at the beginning of the school year took some time to complete (more on that in a minute). We are still actively using the system in the classroom and I will be updating with greater frequency as we prepare to share findings, tricks, and best practices with fellow colleagues. The first game we used this school year is called Big Brain Academy. Basically, you can test each student in 5 categories - identify, memorize, analyze, computer, and visualize. The game has a series of 3 different games for each of the categories. As you complete each task the computer keeps score of your speed and accuracy with your answers. At the end you are presented with your brain size. Your brain size is shown as an overall score - all the points from each test added up to give you an "overall grade". The other visual you get (which is the one that I personally like) is one of your strengths and weaknesses. You can easily see which of the 5 activities you identify with the best (for example, while the person in this picture has the highest score in the analyze category you can also see that he/she is about the same in the 4 other categories). This can be helpful in learning about your students strengths and weaknesses in your classroom. It is just another tool that teachers can use.

Some more information about the 3 games in each of the categories:

1. Identify: Which are there more of - you are given a dark picture and a flashlight and you have to quickly choose which animal there are more of on the screen (pictured). What is this - You have a picture of something which becomes apparent small boxes or bars at a time. The quicker you can recognize what it is the more points you get, and Wack a Mole - you are presented with certain images at the top of the screen. You have to hit the mole that is holding up the same shape as the design at the top while not hitting the moles that have incorrect shapes.

2. Memorize: Follow the birdie - you have birds in a cage which get covered up and moved around. You have to follow the birds as they move and then choose where they end up. (pictured) Which appeared - you are shown a picture with different people (sometimes multiple people) and different facial expressions. After a few seconds the picture disappears and you have to choose which person and face was shown. Reverse pattern - you are shown a pattern of letters or pictures and you must recreate the pattern, in reverse order. The sound effects make this one even more fun!

3. Analyze: make same pattern - . Choose 1 of 4 pictures - Block Pattern (pictured) - In this game you are given blocks in a shape which spin around at the top of the screen. You have to try and find its match from the 4 choices given (which are also spinning at different rates and directions).

4. Compute: Balloon Pop - (pictured) there are balloons on the page each with different numbers on them (including negative numbers). You must pop the balloons in order from lowest to highest. Basket Catching - Red and blue balls enter the screen and get caught in baskets. You have to tell which basket has more balls in it. Sum Up - This game you have 3 or 4 numbers and are given a total to reach. You must remove the numbers that aren't necessary to hit the results.

5. Visualize: picture match - You have two pictures on the screen, identical except that there are things missing on one of them. You have to put the missing information in the correct place to match the pictures. Some of the pictures may be mirror images or backwards for an extra twist. Which is different - You have one picture that is moving and you must match which of the other 3 match the original one. Train Exit - (pictured)You are looking at an overhead view of a train track which is missing links to get to the finish. You must put in the correct direction on the track so the train gets to the finish without crashing. The train will start to move after a few seconds to make sure that you move along.

Some other options to play include:
Mental Marathon-you can choose your category, activity and level and try to get as many correct answers in a row. You can have students compete against each other or have each one answer a different question and see how far they can go.
Brain Quiz-you get 12 games to play at different levels. You have no choices here on the games. There is a time limit and the goal is to get as many as you can correct. If you get one wrong you are done.
Mind Sprint-You race against your best time or against another student's best time. You can choose category difficulty and activities.

Now, having given all this information there are a few points to consider. You can only have 8 Miis on the game at any one time. Any more than that and you have to remove somebody - so there is no way you could do a whole class and keep track of them all. You would have to use something else to track your scores and grades and show some progress (an assignment making graphs using Excel would fit nicely here). Also, there are options to play as both a single player or as a group so you can group them up and play as one team. We actually split the class up and have some up front working on the Wii while others are doing other assignments. We have also found cheaper options that you can download from the Wii site (Brain Train) that are similar in scope (but not as complete in usage) but that will be a post for another day.