implementing educational gaming in the mathematics classroom: phase i, professional development

23
Implementing Educational Gaming in the Mathematics Classroom: Phase I, Professional Development

Upload: erin-stephens

Post on 30-Dec-2015

213 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: Implementing Educational Gaming in the Mathematics Classroom: Phase I, Professional Development

Implementing Educational Gaming in the Mathematics

Classroom: Phase I, Professional Development

Page 2: Implementing Educational Gaming in the Mathematics Classroom: Phase I, Professional Development

Phase I of the Dimension M Project was implemented during the Spring and Summer of 2010 at the Institute for Math Learning at West Virginia University (WVU)

Page 3: Implementing Educational Gaming in the Mathematics Classroom: Phase I, Professional Development

Support

• West Virginia Department of Education

• The Center for the Advancement of Stem Education

• Blue Ribbon Mathematics Partnership Counties located in north central West Virginia (www.blueribbon.ws)

Page 4: Implementing Educational Gaming in the Mathematics Classroom: Phase I, Professional Development

Purpose

The purpose of Phase I was to provide professional development to mathematics educators, with the specific goal of improving the quality of teaching using online educational gaming software.

Page 5: Implementing Educational Gaming in the Mathematics Classroom: Phase I, Professional Development

Teaching Tool

Used was educational gaming technology, Tabula Digita.

Page 6: Implementing Educational Gaming in the Mathematics Classroom: Phase I, Professional Development

Primary Components for DimesnionM

• Instructional Modules

• Single Player Missions

• Multi-Player Missions

• Educator Portal

Page 7: Implementing Educational Gaming in the Mathematics Classroom: Phase I, Professional Development

Educator Portal

Includes an online management system for student performance data as well as many resources for a teacher implementing gaming technology.

Page 8: Implementing Educational Gaming in the Mathematics Classroom: Phase I, Professional Development

Instructional Modules

Developed based on the work on lesson planning by Hunter (1990). This component is made up of web-based flash modules. The modules are presented "in story" to complement the educational video game missions and are meant to teach students concepts and skills that are practiced within the missions.

Page 9: Implementing Educational Gaming in the Mathematics Classroom: Phase I, Professional Development

Single Player and Multi-Player Missions

Developed based on the Learning by Doing instructional theory of Schank, Berman, and Macpherson (1999). The Single Player and Multi-Player Missions are designed to foster skill development and the learning of key concepts through goal-based scenarios.

Page 10: Implementing Educational Gaming in the Mathematics Classroom: Phase I, Professional Development

Program for Professional Development

• Fifteen mathematics educators representing seven middle/high schools in four counties in West Virginia.

• Two one-day meetings during the spring semester followed by a three-day workshop in June.

• Each school received a netbook computer, software and student licenses of Tabula Digita mathematics gaming software (1000 total seat licenses for each of three years of the project).

Page 11: Implementing Educational Gaming in the Mathematics Classroom: Phase I, Professional Development

Phase I

• Demonstrate knowledge of educational pedagogy related to implementing digital gaming

• Demonstrate knowledge of philosophy of game-based, mathematical learning

• Demonstrate skills to navigate through Instructional Modules, Single Player, Multi-Player Missions in DimensionM and Dimenxian, and the Dimension M Educator Portal

• Develop an Implementation Plan for next academic year

Page 12: Implementing Educational Gaming in the Mathematics Classroom: Phase I, Professional Development

Reflection Sheets

• Responses to reflection prompts at the end of each meeting day revealed that participants felt comfortable with the material to which they were being exposed.

• Final-Day reflection prompts were evaluated for trends regarding concerns for implementation of the gaming software into the classroom. Of the 15 participants, five were concerned about getting computer laboratory time and three were concerned about finding time in their schedule to include the materials. Only one participant mentioned concern about learning to "play" the games.

Page 13: Implementing Educational Gaming in the Mathematics Classroom: Phase I, Professional Development

Predictions

Each participant was asked to make predictions with respect to their students’ engagement with the educational gaming software materials during Phase II of the project. Reflective data will be collected at the end of the pilot implementation year.

Page 14: Implementing Educational Gaming in the Mathematics Classroom: Phase I, Professional Development

Predictions

Teachers were asked to predict which of the three components of Tabula Digita, Instructional Modules, Single Player Missions, and Mulit-player Missions, would have the greatest impact on each of the following: a) students enjoying/appreciating mathematics, b) students learning mathematics, and c) students doing mathematics.

Page 15: Implementing Educational Gaming in the Mathematics Classroom: Phase I, Professional Development

Predictions

• Fourteen of the fifteen responded that the Multi-Player Missions would have the most impact on students enjoying/appreciating mathematics,

• Thirteen of the fifteen felt that the Instructional Modules would have the most impact on students learning mathematics

• Ten of the fifteen felt that the Single Player Missions would have the most impact on students doing mathematics.

Page 16: Implementing Educational Gaming in the Mathematics Classroom: Phase I, Professional Development

EvaluationsThe content was at the appropriate mathematical level ( average score out of 5).

– 10- 5's, and 3- 4's Avg. 4.77

The work assigned in this workshop will enhance my teaching.– 8- 5's, and 5 - 4's Avg. 4.62

The workshop experience will help me teach more effectively.– 9- 5's, 3 - 4's and 1 - 3 Avg. 4.62

The discussions about how to teach were useful.– 8- 5's, 4- 4's and 1 - 3 Avg. 4.54

The materials provided were useful.– 11- 5's, and 2 - 4's Avg. 4.85

Overall ratings out of 10 for material was Avg. 9.46

Page 17: Implementing Educational Gaming in the Mathematics Classroom: Phase I, Professional Development

Discussion

Most concerns surrounding the implementation of the gaming software into the classroom are associated with making time in the schedule to fit-in the use and obtaining time in a computer laboratory

Partnership Forms were signed and implementation plans were completed. Other implementation concerns that arise throughout the year are addressed in discussion boards via the on-line project site during Phase II.

Page 18: Implementing Educational Gaming in the Mathematics Classroom: Phase I, Professional Development

Discussion

• Most teachers felt that the Multi-Player Missions would have the most impact on students enjoying/appreciating mathematics, that the Instructional Modules would have the most impact on students learning mathematics, and that the Single Player Missions would have the most impact on students doing mathematics. Teachers were asked to make the predictions after having several hands-on sessions with each of the components.

Page 19: Implementing Educational Gaming in the Mathematics Classroom: Phase I, Professional Development

Discussion

Instructional Modules, according to Tabula Digita, are meant to teach students concepts and skills that are practiced within the missions. In their predictions, teachers validated the intent of the Instructional Module component use.

Multi-Player Missions was chosen as the component most likely to impact students’ enjoyment. These missions are often played by using teams and almost always are played in groups.

Single Player Missions set up the structure for students to do their own work in "real time". In order to be successful in a Single Player Mission, an individual must be able to "do the math". Teachers validated the intent regarding how the missions are intended to be implemented.

Page 20: Implementing Educational Gaming in the Mathematics Classroom: Phase I, Professional Development

Phase II

• Phase II of the project includes three, one-day follow up sessions and online interactions throughout the academic year, implementation of the materials in the classroom, and project evaluation using student performance data.

Page 21: Implementing Educational Gaming in the Mathematics Classroom: Phase I, Professional Development

Two web-based survey forms were created and used to collect the pre- and post data.

• Survey is password protected

• Tests are automatically graded

• Data is saved to Excel file for analysis

• Events (attempts, submission) are logged

Online Data Collection

Page 22: Implementing Educational Gaming in the Mathematics Classroom: Phase I, Professional Development

Survey and Content Assessment• Attitude Inventory

• Cronbach’s alpha of self-confidence, value, enjoyment and motivation

1. Technology is a very worthwhile and necessary tool to learn math.2. I want to develop my technology skills. 3. I think robotics technology is a good way to integrate technology into learning math.4. Technology helps develop the mind and teach a person to think about math. 5. I think of technology as only calculators, computers and software.6. Digital games help me to view technology in a new perspective.7. Games could be a very helpful tool to link real life experiences with learning K-12 math courses.8. I can think of many ways that I could use technology to learn math.9. Technology is one of my most dreaded subjects.10. My mind goes blank and I am unable to think clearly when working with technology.

11. Using technology to learn makes me feel nervous.12. Using technology to learn makes me feel uncomfortable.13. I am always under terrible stress when thinking about how to use a piece of technology in my class.14. It gives me a headache to even think about having to do a lesson integrating technology to learn math.15. Technology does not scare me at all after being introduced to digital math-games.16. Technology does not scare me at all after being introduced to robotics.17. I have a lot of self-confidence when it comes to using games to learn math.18. I am able to use robotics to learn math concepts without too much difficulty.19. I expect to use digital games to learn math.20. A strong technology background could help me in my professional life.

Page 23: Implementing Educational Gaming in the Mathematics Classroom: Phase I, Professional Development

Phase II Evaluation Plan

• Vennessa, would you like to add a few slides?