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Eric.ed.gov – ALTEC Learning Games: Successful Integration of Learning and Gaming

eric.ed.gov har udgivet: Of the 53 million K-12 students in the United States, 93%, or 51 million, of them play video games (Etuk, 2008). ALTEC Learning Games utilize the excitement of video games to engage students and provide teachers authentic online resources that reinforce skills in math and language arts. Our recent work was partially supported by a partnership with the Ohio Board of Regents through the federally funded Star Schools Program. This work demonstrates the use of online games, including single player and competitive and collaborative multiplayer formats, on both computers and emerging mobile technologies (EMTs). (Contains 3 figures.) Link til kilde

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Eric.ed.gov – Build Engagement and Knowledge One Block at a Time with Minecraft

eric.ed.gov har udgivet: The core of instruction is the interaction between the student, the content, and the teacher. Good instructional design accounts for the students’ needs and interests by personalizing the core to each student. Video games and simulations are one way to meet student needs and leverage their interests for increased student learning. In the 2011-12 school year, eighth grade students at Monroe Middle School in Eugene, Oregon, USA, participated in a pilot class that featured the popular online game Minecraft (minecraft.net). The project clarified for the author the question of how video games can be a tool for learning. It also brought into stark relief the misconceptions many career educators have regarding gaming in education. Peter Tromba, formerly a science, math, and computer teacher before becoming a middle… Continue Reading

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Eric.ed.gov – “Minecraft,” Teachers, Parents, and Learning: What They Need to Know and Understand

eric.ed.gov har udgivet: This article explores six effective principles for teachers to use to understand and apply “Minecraft” in today’s classrooms. Video games have become one of the fastest growing forms of media for youth and adult consumers. “Minecraft,” a multiplayer online game (MOG), is one of the most popular video games to date. By allowing its players to build simulated, virtual worlds, “Minecraft” aims to foster creativity, control, and imagination. Yet while the affordances of playing “Minecraft” spark collaborative learning, critical thinking, and problem-solving skills among youth, one constraint still remains: there appears to be a disconnect between some teachers’ and parents’ understandings about the “Minecraft” world’s mechanisms, uses, and benefits. Due to the success of “Minecraft” in the digital era and in some schools, studying this game is… Continue Reading

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Eric.ed.gov – Special Needs Teachers’ Perceptions on the Educational Digital Game the “Four Forces”

eric.ed.gov har udgivet: It is a well known fact that there is a discrete group of pupils with severe problems in the acquisition of mathematical skills. These problems go beyond a quantitative range, but differ qualitatively from the ways the pupils gain mathematical knowledge from their teachers in the classroom. The central thesis of this survey is the development of the educational digital game the “Four Forces”, and the teachers’ perceptions concerning whether the specific digital game reduce mathematic and memory difficulties in students with intellectual disabilities. This was achieved by comparing and contrasting the teachers’ perceptions on this particular issue through questionnaires via e-mail. Through the survey findings it has been observed that special needs teachers have similar perceptions about the digital math games, which they agree that they… Continue Reading

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Eric.ed.gov – Assistive Technology and Mathematics Education

eric.ed.gov har udgivet: Educators and caregivers now have the opportunity to individualize and differentiate instructions with many technological devices never before available. Assistive Technology is being introduced in the classroom at all levels as a tool for teachers to help deliver instruction to all students. Assistive Technology is widely used to ensure appropriate educational opportunities to all students, including ELL students, students at risk, and students being considered as gifted and talented. The purpose of this article is to describe various assistive technology devices as mathematics tools to help all struggling students, not just students with disabilities, overcome math difficulties. Link til kilde

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Eric.ed.gov – Commercially Available Digital Game Technology in the Classroom: Improving Automaticity in Mental-Maths in Primary-Aged Students

eric.ed.gov har udgivet: In this paper we report on a study of the implementation of handheld game consoles (HGCs) in 10 Year four/five classrooms to develop student automaticity of mathematical calculations. The automaticity of mathematical calculations was compared for those students using the HGC and those being taught using traditional teaching methods. Over a school term, students (n = 236) who used the HGCs and Dr Kawashima’s Brain Training showed significant improvement in both the speed and accuracy of their mathematical calculations. Data collected in interviews during the intervention period from students, staff and parents were analysed to provide further information on the implementation and efficacy of this approach. This exploration identified that the HGCs contributed to positive learning, motivational, and efficiency outcomes. These findings highlight opportunities for using commercially… Continue Reading