Musings and findings about teaching with games. Created by the learning community of EDTEC 670 at San Diego State University.
Monday, October 03, 2011
Scout Game
CrossFit St. Pete
The site is hosted by a CrossFit gym in St. Petersburg, FL. It's designed to supplement the training conducted at the gym and to be a place where members can connect with trainers, coaches and other gym members to ask questions, compare results and give advice. The site goes further to provide training and nutrition tips, a meal planning tool, work out descriptions and a fitness blog hosted by the head trainer.
ATTENTION: Right out of the gates the site grabs your attention with a loud, scrolling title banner advertising the gym with pictures of the members during workouts. If you happened to be a member it's not unlikely that upon landing on the site you'd find yourself plastered at the top of the page (kind of motivational). Further, the site pairs each daily workout post with a picture, fitness focused that but not in the traditional sense. Usually, the pictures have no obvious connection to the daily post and often incite you to wonder what the author is going for with the picture. The workouts are also named, often after a military, police or fire fighter that gave their life in the line of duty. For most, well for me anyway, this leaves you to wonder and probably research who the person is behind the workout. Learning the bio, the contributions and the sacrifice tends to be a significant motivator to get involved with the workout.
RELEVANCE: The You wouldn't be logged in if you weren't focused on fitness or aspiring to develop it, so the site has a decent head start in the relevance department. Taking nothing for granted though, the site authors do a nice job of promoting the relevance of their content every Saturday with the weekly post by the head trainer. In each of the posts the author tackles a different aspect of fitness, nutrition, physiology, etc by convincing us we've got it all wrong. The posts then go on to show us the right way, usually with an anthropology and kinesiology lesson and pictures with links to the literature (not what you'd expect at a workout blog) to back it up. For those of us on the extreme high side of perceived relevance, the posts erase anxiety by giving us the coaching we need to improve. For those on the low side the combination of pictures, literature, examples and discussion do a great job of erasing indifference.
CONFIDENCE: The CrossFit blog handles the confidence issue with a parallel "work out of the day" blog by gym members. Participants share work out results, tips, feelings, goals and failures. The sense of community created by this level of sharing can be motivating and inspire personal accountability.
SATISFACTION: The "work out of the day" forum is a major part of the satisfaction piece of ARCS as well. In this case, comparing results can be a huge motivator both when your performance exceeds someone else's and even more so when it falls short.
Take a look if you get a shot.
http://www.stpetecrossfit.com/
Carmen Sandiego
Edtec670 Post #1
Creative Cow is a multimedia tutorial website that gives students and hobbyists alike lessons and tips on using several multimedia programs such as Adobe Premiere,
Flash and Final Cut Pro. The way the site is presented and used fits nicely with the ARCS Model..
The layout of the site grabs your attention by listing several tutorials and how they can improve your current skills.
Once a tutorial is started by a learner,relevance occurs when prior learning with a given software must be recalled to complete a tutorial.
Once a tutorial is completed successfully the learner's confidence and motivation to learn more goes up. If the tutorial proves to be a challenge the learner can return to it until they get it right.
When tutorials are completed and applied in the learner's own work..Their satisfaction with learning the new skills will be higher.
Interactive Geography Games
Raz-Kids for K-6 literacy imporvement
Our school first started using Raz-Kids last school year. The first time I saw this program, I thought the upper elementary students would lack the motivation and determination to use this program. I was proved wrong, as over the course of the school year, my fourth graders improved their reading skills and comprehension skills using this program. I can definately say that the ARCS model is embedded in this website and program.
Attention- For the students, their attention is grabbed right away when they have options in reading through the books. They can read through it at their own pace or have the book read to them by the program. Their attention is kept through each book by not having too much information on every page. The books are also illustrated to keep the students attention. The students know that they will be taking a comprehension quiz after the book, so their attention and focus must stay consistent.
Relevance- Each book is made relevant to the student's individual reading skill and level. The students read books that are not too easy or too hard for them. They are also allowed to go into the book store and look for other interesting and relevant books. The students know that with each book and quiz they complete, they are becoming a better reader.
Confidence- As the students complete books and take the quizzes, they earn stickers and awards. Once they get so many stickers and awards, they move up to the next reading level. Teachers at my school also offered rewards in class when the students moved up to the next reading level. Their confidence grows as they read through the many different books.
Satisfaction- Students are instantly satisified when they read through the books on their own or with the added voice. They get to take the quiz, and retake it if they do not do well. They are satisfied when they see their rewards and stickers. They can track their progress to the next level too. Teachers see improved student satisfaction for personal growth. The students strive to do better and know that they are improving their reading skills and levels.
Attention- what first stimulates the curiosity of the learners is the concept of the game. Most of us remember as a child trying to start our own lemonade stand one summer afternoon with our friends. Here, they are curious how they can replicate that same experience in an online format. Once the learners begin playing the game however, their attention is maintained by the variability in function. Each “day” you sell lemonade, the forecast in the weather is different. Therefore, it is a different experience each time you play.
Relevance- This game might be more relevant for business students, or for those who are curious about the field, but there are certainly factors in the game that make it relevant to all users. One of the main points of relevancy for this game is the fact that most people have attempted to start a lemonade stand at least at one point in their life. This game makes them aware of factors such as customer service, pricing control, and inventory control that they might not have seen as relevant before. Also, because the game allows the players to see the immediate results of each“ day” from these factors, they are able to see the relevance behind their decisions.
Confidence- The Lemonade stand game allows for players to build their confidence by providing many opportunities for players to reach the goal. Unlike other games where if you lose a level, you start back from the beginning, Lemonade Stand gives you 30 “days” or tries to change factors, such as pricing and inventory, in order to increase profits. Also, the fact that the game gives player’s personal responsibility, or control over their decisions, is motivating for the players to continue reaching towards their goal.
Satisfaction- Lemonade Stand uses both positive reinforcement and operant conditioning to keep users motivated to play the game. If you earned more money at the end of one “day” more than the day before, you will be positively reinforced to continue playing. On the other hand, because the weather, pricing, inventory, changes everyday, some days the results will not always be positive, which keeps the learner engaged.
Spent
I came across a web site that intrigued me, even though I am not a K-12 classroom teacher. Their concept of Project Based Learning as a motivational construct is something that may have possibilities in the corporate world where I develop training.
At first blush, I thought that the author had read Keller or was familiar with the ARCS model but after having read their section on Student Motivation, it became clear that they had developed their model based on other research. They began their description of how PBL could increase student motivation by identifying how students’ attention would be heightened in the process of choosing different strategies and approaches to their learning. They established relevance in their summation at the bottom of the first web page. “Learners who can see the connection between a project based task and the real world will be more motivated to understand and solve the problem at hand.” I don’t know if Keller would have stated it any differently. Stating that students gain a “sense of ownership and control over their own learning” pretty clearly show how their confidence is enhanced through this learning process. Finally, the process encouraged teachers to provide a self-evaluation tool that would give the students an opportunity to reflect on their accomplishment and instill an intrinsic responsibility for their own learning. This capped the model and identified the satisfaction factor.
Without one reference to Keller, they built a pretty good defense of the ARCS model and clearly showed how it could apply to the PBL process they linked it to.
The Gardening Guide
Sunday, October 02, 2011
Engineering Energy Efficiency
Attention: This module immediately gets a student's attention as it is a real-world problem that has no absolute solution. Students are able to use their skills to solve something meaningful. The interactions are real, using interactive tools the replicate what professionals use. Students use computers to solve problems which often gets their attention.
Relevance: This simulation is directly relevant to a real-world problem. With all of the emphasis on green technologies, there is a need to learn how to build energy efficient housing. The project uses the skills students have in math, science, and engineering
Confidence: There are many steps the students go though in building their models. Students are guided through each step, gradually building their skills need for the project. This gradual build-up of their skills and working towards the final product should give the students the confidence they need to be successful.
Satisfaction: There is satisfaction in completing a project with an unique solution and being able to present that solution to peers. If the student goes thorough all of the steps, they should design a final product they are proud of and can demonstrate a meaningful answer to a real problem they could face as adults.
Lumosity reclaim your brain, motivating learning site
How the ARCS Model is Applied in the Lumosity Bird Watcher Game
Attention - Lumosity Bird Watcher Game for exercising attention in the brain uses some of the following techniques for gaining and sustaining attention including:
Perceptual Arousal: – What playing the bird watching game, a bird flashes very briefly in a certain location on the screen and at the same time a certain letter of the alphabet which is part of a bird’s name of the bird flashes also appears briefly. The learner clicks the screen to the location where the learner thinks the bird flashed on the screen and remember the character that flashed on the screen.
Inquiry Arousal: - Learner can choose a game that appeal to their interests. With the bird watcher game, learners are presented with a scenario to choose the correct characters that represent a bird’s name. These visual aids for choosing the correct characters methods are used to increase the learner participation.
Variability: Vary the layout and style throughout the bird watching games. After completing each game the learner is presented with a different background and a different bird scenario. After the learner has completed the bird watching scenario, a screen appears which allows the learner to guess the name of the bird to complete the game.
Relevance To establish Relevance the Lumosity Bird Watcher games appears to increase the learner’s motivation to learn by connecting and building bridges between what the learner currently knows and to succeed in the game that improves attention and move to games that improves memory and speed.Goal Orientation: the Learner is presented with goals for achievement for improving the brain with basic training for attention, memory and speed. The learner is presented with the goal for successfully achieving points in the Bird Watcher before moving on to the next two basic training games for memory and speed.
Motive Matching: One of the learners motives for achieving success in the Bird Watcher game is to determine how well the learner’s brain will respond to success based on the effort they give to play the games.
Familiarity – The Lumosity Bird Watcher game ties learners’ previous knowledge of birds, and experience of spelling and recognizing birds.
Confidence- The learner is given the opportunity to succeed in interactive games for training the brain that starts with basic games for memory, speed and attention. The Lumosity Bird Watcher game is one of the basic training games that build the learner’s confidence on how well the brain responses to exercises for the attention aspects of the brain.
Learning requirements: Lumosity encourages learners to finish each of the games in each training session (i.e., memory, attention and speed) to maximize the effectiveness of your training program.
Success Opportunities: After completing each game, score cards are presented to build the students confidence and to show success in the games and offers course progress levels.
Personal Control: as a basic game, the Bird Watcher game can start with low-level difficulty that gives the learners a feeling of confidence in being successful in the game or start with a more difficult game as a paid subscriber.
Satisfaction: Lumosity gives feedback and reinforcement during the Bird Watcher game which appears to be used to provide learner satisfaction through a sense of achievement. Learners are given immediate visual feedback when they click the screen at the location where they believe the bird appeared. Positive reinforcement occurs when the learner clicks the correct location, because the learner is then given the opportunity to guess what letter from the alphabet appeared when the bird appeared. However, negative reinforcement occurs if the learner clicks the incorrect location, because then, the learner is presented with an error message and the learner is not given an opportunity to guess the letter. The learner is given an opportunity to appreciate the results to evaluate their success in the game.
Achieve 3000
Achieve 3000 is a new program we're using at school that our English department really pushed for because of the motivating, educational features that help enhance reading and reading comprehension. Since I work at a middle school, we use teenbiz3000.com which is directed towards a teen audience. This isn't a free resource, but I highly recommend this program if you or your school is looking for a motivating resource that helps improve reading and comprehension. Students take a lexile/level set test at the beginning to determine reading levels and then daily, students are sent high interest articles tailored to their individual reading levels. Students then complete activities involved with the text in order to practice reading skills. Seemingly, this seems like a dull resource, but the cool thing about Achieve 3000 is that students have avatars, earn points, and can collect achievements that boost their daily point totals. It's a highly competitive program.
Attention: Students instantly attach to this program because of the attention grabbing headlines they are sent in their mailboxes. Each day teenbiz sends all students enrolled in the program a high interest article with attention grabbing pictures to student teenbiz mailboxes. Students actually get excit ed to read because the articles are interesting and they continue to read because they are at a reading level they can comprehend. Not to mention, the minute students take their initial placement assessment to determine reading levels, students have the opportunity to set up their profile with an avatar of their choice. The avatar really grabs students attention because it makes the program seem more game like.
Relevance: The program aligns with English standards due to the reading and writing activities shown in the program. The articles reaffirm relevance because they are usually based on current events so students relate the content to the world around them...they see the information as useful outside of the classroom. Lastly, a really incredible feature on achieve3000 is the ability to search and assign articles to your students. So if we're studying something in English I can look for an article that relates to what we're studying on achieve 3000 and assign it to my students. This means that students make better content to life connections inside and outside of the classroom.
Confidence: Achieve 3000 definitely builds confidence to to the point system and achievement system the program uses. Each activity gives students points. There are also achievements students can earn based on exceptional work. Teachers can also assign some of the achievements available. So, as students progress through the program they gain confidence because they get instant feedback on their activities, earn points, and earn achievements. Another confidence builder is feature that students can be featured as the "daily high score" for the school. So all students are striving to get the daily high score. Not to mention, as students progress through articles and activities they learn better reading strategies and that starts reflecting in their scores therefore giving them confidence.
Satisfaction: The more points students earn the more satisfaction they feel with the program. Achieve 3000 doesn't just track daily points but also keeps record of the cumulative value. Students feel satisfied when their points are high because they know they are mastering language arts skills. Students feel satisfied as they earn achievements for showing their skills. Students feel satisfied when I get to enable the "game" features when they show successful achieve 3000 use because they know they get to play the games when they've accomplished a task with success.
Free Baseball Instruction for Coaches
Third Grade Resource
This summer I found myself browsing websites for some fresh teaching ideas. How could I make the old new again? While searching, I stumbled across a website by another third grade teacher, Beth Newingham. This year, her classroom website takes on the name, Studio 13 and is full of glitz and glamour.
Attention: When I started browsing her website, the first thing that grabbed my attention were all of her examples. She explained how she set up her binders and ideas, but also included concrete examples of the ideas. There were lots of pictures to click on, so that you could understand her ideas. Along with pictures, she also provides videos of these ideas in action.
Relevance: Because I am a classroom teacher, the material that Beth presents in her website and blog is extremely relevant to me. The curriculum and the way the instruction is delivered, via reader’s and writer’s workshop, is identical to our district’s standards. In her blog, you can ask her questions about her ideas and she responds back with a personal answer. The website is also set up, so you can pick and choose what you want to implement. You do not have to do it all!
Confidence and Satisfaction: Because Beth includes so many visuals and step by step instructions, it is easy to become successful with implementing her projects. As a teacher using her website to learn and implement new ideas in my classroom, I can select what I want to use and what I do not want to use. I have already implemented many of her strategies in my own classroom and keep coming back for more.
Fun Games
Cannon Math
Johnnie's Math Page
http://jmathpage.com/
Attention: My students go to the computer lab twice a week, and during that 45 minute block, I can pretty much decide to let my kids work on whatever educational program that I want. The computer lab lady provides me with a list, but my kids have been working on those programs since kindergarten, so they're bored with all of them. I normally have them go on Study Island and Zingy, but they use those programs throughout the week during designated Study Island and Zingy times, so I often feel it's an overkill as well. Wanting my kids to use that time wisely, I happened to stumble upon Johnnie's Math Page, which they all LOVE! It helps them practice their math skills and at the same time, they're very engaged and having fun with the games.
Relevant: What I love most about Johnnie's Math Page is that it covers all of the math topics, and not just a specific topic (e.g. multiplication facts). It's perfect for 5th grade because most of the main points of this school year is part of this website. For example, my kids often have a hard time with converting fractions to decimals and percents. There's two games on the website that covers this topic alone. I really do feel like it correlates with the state standards nicely!
Confidence: Even though my kids should've already mastered their basic multiplication facts by the time they reach 5th grade, most of them come to me without that knowledge. It can get really frustrating (for both the kids and me alike) when they're getting multi-digit multiplication and long division problems wrong because they didn't multiply correctly. Therefore, I made it a priority for them to leave my classroom with that skill. I do a lot of paper drill and kill, and sometimes, they get frustrated. I noticed that after playing the basic multiplication facts games on Johnnie's Math, they get better at my paper drill and kill in the classroom. It also transfers to their other math assignments. I've had my kids go on Johnnie's Math Page for 3 years now, and each year, I see how my kids' confidence levels have gone up!
Satisfaction: Everyone, but especially little kids, like instant gratification. No matter which game the kids' select, they get their results instantly. It's very heartwarming when my kids call me over just to show my their high scores. They even call me over to tell me that they didn't do too well this time around, but that they're going to beat it next time!
Cool Math Games
I must admit that I struggle to find a mathematical relationship to some of the games, yet many of the games are RELEVANT to mathematics and are fun. So far, my two favorites are called Bloxorz and B-Cubed.
Bloxorz is a game in which the goal is to put a moveable block into a square hole. The block, which are two cubes stuck together, is moved around a world of squares that are stuck together. In the world, a player must navigate narrow pathways, bridges, and sidelines. This game is great for students who are developing their spatial abilities, for the block can only move on its side two squares at a time or on its end one square at a time. The block will fall over the edge if its side or end does not cover the squares that make up the world, but the game will start over again at the same level, so a player can build their CONFIDENCE by learning from their mistakes and adjusting their strategy.B-Cubed is a game in which the goal is to slide a moveable cube onto a red square and in the process eliminate all the grey squares that make up the world. As the player moves beyond a grey square that held it in the previous step, the square falls off the world and can no longer be used. It’s a good tool for students because it helps them to strategically plan moves in anticipation of having enough grey squares to get to the red square. Another positive aspect is that there are some situations where the world can be conquered by more than one method—similar to solving an equation in more than one way. After a player conquers a world they enter a new more difficult world, so one experiences SATISFACTION in developing their skills and knowing they are well prepared for their next challenge.
Villainy Inc: Thwarting World Supremacy through Mathematics
Villainy Inc: Thwarting World Supremacy Through Mathematics
While searching for a site for this post I came across a great educational site where students use math to try to thwart the evil plans of Dr. Wick and his sidekick Platypus (Platy). Following the Dr. Evil model for world domination, students work as double agents working for the Anti-Villainy Unit (AVU) to thwart the zany plans Dr. Wick and Platy come up with. Math problem-solving skills are put to the test as you try to solve unique and complex mathematical problems using statistics, probability, algebra, geometry, decimals, percents, addition, subtraction, multiplication, division and negative numbers.
These problems are posed as two separate missions for you to solve-
Mission #1- Dr. Wick wants to build a golf course over the Gulf of Mexico. I know, silly but surprisingly complex as you are in charge of building the course to cater to Dr. Wick's "mad" golf skills (no trees, flat ground, no curves, easy.) Students must build the course to Dr. Wick's specifications, find the area of the course then calculate the amount of materials necessary. Tools such as a ruler, calculator and notepad are available on the site.
Mission #2- Dr. Wick has bought several major fast-food chains and is trying to plant, toys that have subliminal messages in them to get people to eat at his restaurants. The missionis to design the most cost-effective children's meals, study population statistics to determine the cities with the most and least amount of children then determine the costs of setting up a franchise. Again, the multi-step problems utilize many math skills and problem-solving techniques.
Attention The site does a good job in stimulating and sustaining the user's attention. The topics are introduced problematically and you are tasked with finding a solution. The double agent role is exciting and maintained throughout the site with several variations in tasks. Information is presented in a variety of ways, on the one hand you are involved in conference calls with Dr. Wick where you are briefed by his Dr. Evilesque animated character and on the other hand you receive secret spy messages from headquarters throughout your mission. Highly engaging for middle school students. The site is also easy to use and navigate the movies are narrated and checklists and tables are utilized to maintain your attention.
Relevance Designing a golf course and establishing a franchise clearly stimulate problem-solving, achievement striving behavior. The site builds on what they have learned in class and challenges their problem-solving abilities. Learners can choose either of the missions based on their interest level then work cooperatively to calculate the math problems. The benefits of the program I believe are self-evident, students are developing math skills that will greatly benefit them in their future academic and possibly professional endeavors. Learning the skills, thought processes and mathematical reasoning and calculations necessary to design a golf course and establish a franchise are activities which can have many applications and implications for future use.
Confidence The content of the site is organized clearly, sequentially and is very easy to follow. Beginning with a brief meeting with Dr. Wick to discuss your task, then receiving secret messages from your unit during the task help the learner know what is expected of them. In addition, tasks are sequenced from simple to difficult and the learner is not able to move on to the next step until their current step is completed correctly. However, the learners are given assistance in the form of "teammates and the AVU headquarters" At any time you can call for help from someone with specific math strengths such as, estimation, identifying key parts of a problem, drawing examples etc. The learners are given control over the amount and time they might need help and receive positive reinforcement when a task is completed.
Satisfaction Feedback is given throughout the mission in the form of checks on a checklist and positive reinforcement. Once data is submitted to Dr.Wick the learner is taken back to the conference room where they receive enthusiastic praise form Dr. Wick and Platy as well as the next part of the mission. The messages from the AVU also support the learner's success with acknowledgments of that success and praise. The skills build on each other in each separate mission and the answers to the calculations are used throughout the mission. In the end, the learner gets to see the results of all of their hard work, receives praise for foiling Dr. Wick's plans and gets to see Dr. Wick and Platy disappointingly accept defeat...until the next time.
Fun yet challenging site for middle school kids that directly involves them in unique standards based instruction. There are many supports for teachers and parents and great suggestions for introducing this activity to your students.