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Student Engagement Through Interactive Mathematics

Student Engagement Through Interactive Mathematics. Kelvin Chun- 1998-Current: Technology Teacher/Media Specialist/Librarian, Nuuanu School. 1995-1998: Multimedia Facilitator, Tech Teacher Waialae, & Pohakea Elementary 1993-1995: District Technology Resource Teacher

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Student Engagement Through Interactive Mathematics

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  1. Student Engagement Through Interactive Mathematics

  2. Kelvin Chun- 1998-Current: Technology Teacher/Media Specialist/Librarian, Nuuanu School 1995-1998: Multimedia Facilitator, Tech Teacher Waialae, & Pohakea Elementary 1993-1995: District Technology Resource Teacher Campbell Complex - 11 schools (K-12) 1991: State Computer Education Specialist 1983-1990, 1992: Secondary Computer Science & Math Teacher McKinley, Moanalua, Waianae, Pearl City, & Waialua Intermediate/ High MED - Educational Technology

  3. Kelvin Chun- 1998-Current: Technology Teacher/Media Specialist/Librarian, Nuuanu School June, 2006: Japan Fulbright Memorial Fund Teacher Participant / Completion Certificate May, 2005: Education World Feature Teacher February, 2004: George Lucas Educational Foundation (GLEF Youtube Video) January, 2003: Classroom Connect: Top 12 Finalist for the Internet Educator of the Year 2003 December, 2002: National Ed Tech Leaders of the Year 2002 December, 2001: Ed Tech Leaders of the Year 2001 Semi-finalist October, 2000: All USA Today 2000 First Teacher Team August, 1999: Disney American Teacher Award Honoree: Elementary Specialist: Technology (Disney Press Release) May, 1999: Honolulu District Y2K Teacher of the Year

  4. New Generation of Children • Game Generation • Edutainment • High Speed • Fantasy World • Social Networking

  5. Russell A Sabella, Ph.D. • Games Changed Learners’ Cognitive Skills • Computer adjusts difficulty to the player’s preference or need • Learning Tool

  6. Video Games Teach • Deductive reasoning • Memory Strategies • Eye-hand Coordination

  7. Learning Is Fun • Software Companies, Parents & Educators Collaborate • Introduction of Content to Appropriate Levels

  8. Serious Gaming • Game designed for a primary purpose other than pure entertainment • Designed for the purpose of problem solving • Main purpose is to train

  9. Serious Games for Training • Known as “Game-learning” • Students learn valuable skills and knowledge under the disguise of a game • Engaging & Entertaining • Gaming Used for a Serious Purpose

  10. Casual versus Hard Core Gaming • Simple Rules, Simple Skills • Short Term Commitment • Wide Appeal

  11. Engagement Through Serious Gaming • Not Simply Holding Attention • Activates Higher Cognitive Processes • Repetitive Participation • Choice: Decision making, Personalization • Feedback: Stimulus & Response • Incentive: Motivation

  12. Engagement Through Serious Gaming • Choice: Virtual Worlds / Avatars • Sharing • Gameplay • Meaningful • Choice • Flow Psychology

  13. Flow: Psychology of Optimal Experiences • “In the Zone” • “Lose themselves” - Into Work

  14. Flow: Psychology of Optimal Experiences • Fully immersed in a feeling of energized focus • Full involvement • Success in the process of the activity • Focused motivation

  15. Digital Game-Based Learning:Learning tools • Ongoing research conducted by DGBL • Today’s “Net Generation,” or “digital natives,” - disengaged with traditional instruction • Increased popularity of games

  16. Digital passes boxed in PC games market

  17. Serious Gaming: Feedback Multimedia Corrective Incentive: Encourages Specific Behavior

  18. Performance Feedback Rewards Choices to Worlds

  19. Planet Turtle • Kindergarten-3rd Grade • Math Skills Practice • Aligned With Standards • Ability to Customize • Highly Engaging

  20. Planet Turtle • Virtual World • Children can Interact with Peers • Protected Web Environment

  21. Planet Turtle • Completing Learning ”Challenges” • Progress as their Skills Improve • Allows Teachers to Instantly Assess Students’ Proficiency Level

  22. Administrators Can • View Statistics • Monitor Progress

  23. Administrators Can View • % Correct • Time Per Session & Questions Answered

  24. Teachers Can • Customize Instruction • Align Content to Match Student Needs • Monitor Progress

  25. Customize Activities

  26. Align to EveryDay Mathematics

  27. Monitor Student Progress

  28. Monitor Student Progress

  29. Children Can… • Receive Content • Customize Turtle • Engage in Gaming Activities

  30. Customize Turtle

  31. Customize Turtle

  32. Explore Planet Turtle

  33. Explore Planet Turtle

  34. Explore Planet Turtle

  35. Explore Planet Turtle

  36. Explore Planet Turtle

  37. Must complete 25 game sessions with a score of 80 percent or higher to receive a game token

  38. Engage in Gaming Activities

  39. Two-player games focus on problem solving skills

  40. Learn

  41. http://www.nuuanu.k12.hi.us/

  42. Planet Turtle @ Nuuanu School

  43. Feedback Incredible amount of excitement . . .I have witnessed kids begging their teachersEasy interface for management of individual student learning.

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