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  1. 1. Using Online Math Games to Increase Test Scores ► Multimedia Presentation for Board of Directors Diffusion and Integration of Technology in Education Walden University Belinda Van Norman
  2. 2. Online Mathematics Games
  3. 3. Need <ul><li>The students of today’s classroom </li></ul><ul><li>are living in a truly digital world. With our young being so tech savvy their educational experience should follow suit.  The classroom needs modern resources which will not only grasp the students’ attention but also improve mathematics scores. </li></ul>
  4. 4. Research <ul><li>Numerous software developers as well as internet website programmers have created digital mathematic games which are helping students of every age across the world improve their math scores. </li></ul>
  5. 5. Development <ul><li>Was unable to find in problems encountered in the development process. </li></ul><ul><li>  </li></ul><ul><li>The intended audience of this innovation was any student looking to improve their mathematics scores. </li></ul>
  6. 6. Commercialization <ul><li>The production of online math games is almost continuous.  There are always new online games and software being developed daily.  Therefore there are an endless number of websites available for teachers to take advantage of.  The innovations of online math games vary from developer to developer.  Some advertise on other websites while others rely on word of math for their popularity. </li></ul>
  7. 7. The Innovation-Decision Process Knowledge <ul><li>What are online math games? </li></ul><ul><li>When should they be used in a classroom? </li></ul><ul><li>What are the benefits of using online math games? </li></ul>
  8. 8. The Innovation-Decision Process Persuasion <ul><li>Increases student centered learning. </li></ul><ul><li>Aids students in developing computer skills. </li></ul><ul><li>Fosters student motivation. </li></ul><ul><li>Engages all learning styles. </li></ul>
  9. 9. The Innovation-Decision Process Decision <ul><li>Teachers are held accountable for student learning. </li></ul><ul><li>Most classrooms have computers and internet access. </li></ul><ul><li>Online math games have </li></ul><ul><li>the ability to increase test </li></ul><ul><li>scores. </li></ul>
  10. 10. The Innovation-Decision Process Implementation <ul><li>Search internet for new websites. </li></ul><ul><li>Implore the help of fellow teachers. </li></ul><ul><li>Have students share their favorite learning sites. </li></ul>
  11. 11. The Innovation-Decision Process Confirmation <ul><li>Motivate students to continue using the online math games at home. </li></ul><ul><li>Discuss students’ growth and test scores with parents throughout the year. </li></ul><ul><li>Online math games </li></ul><ul><li>provide an alternative way </li></ul><ul><li>of assessing students. </li></ul>
  12. 12. Timeline <ul><li>1951 – First computer game: NIMROD </li></ul><ul><li>1960s – Time-sharing allowed multiple users to share the use of a computer simultaneously </li></ul><ul><li>1972 – PLATO supported hundreds of simultaneous users for computer aided instructions </li></ul><ul><li>1975 – First personal computers introduced made it possible for individual to no longer rely on government computers or time shares to play games.  </li></ul><ul><li>1970s – early 1980s - The availability of personal computers including the Apple II, Commodore PET, Commodore VIC-20, and Commodore 64 allowed for the creation of companies which specialized in educational software. </li></ul><ul><li>1978 – The Learning Company, one of the companies specializing in educational software was incorporated. </li></ul><ul><li>1990’s – Multimedia graphics and sounds were increasingly used in educational software. </li></ul><ul><li>1992 – was founded. </li></ul><ul><li>1997 – Blackboard Inc., systems for educational instruction, communication, and assessment was created. </li></ul><ul><li>1997 – was founded. </li></ul>
  13. 13. S-Curve Commitment Time Extension Adoption Trial Use Interest Awareness
  14. 14. S-Curve Cont. <ul><li>Awareness : hears about it, does nothing. Many educators hear about online math games, however are not fully aware of its benefits. </li></ul><ul><li>Interest : hears about it, observes and looks into it. Seeks more information by asking other teachers, researching online, or reading articles. </li></ul><ul><li>Trial : hears about it, tries it our. Informed enough to make a purchase of software, downloads games, or allows the students to use it during free time. </li></ul><ul><li>Adoption : after trying it, likes it enough to continue use. The more the students use it and scores improve the more the teacher continues to implement it into lesson plans. </li></ul><ul><li>Extension : Continue to expand use of online math games as research proves that the use increases scores of standardized tests. </li></ul>
  15. 16. Who are the innovators? <ul><li>Student Study Groups </li></ul><ul><li>Software Developers </li></ul><ul><li>Website Designers </li></ul>
  16. 17. Who were the Early Adaptors? <ul><li>Classroom Teachers </li></ul><ul><li>Students </li></ul>
  17. 18. Who are the Laggards? <ul><li>Classroom Teachers </li></ul><ul><li>Teachers who resist change. </li></ul><ul><li>Teachers not comfortable with technology. </li></ul>
  18. 19. Change Agent ●7 Roles of a Change Agent● <ul><li>Develop a need – Standards based on 21 st century classroom. </li></ul><ul><li>Information exchange – Share successful website with coworkers. </li></ul><ul><li>Diagnose problems – Unable to provide exact proof of meeting the standard. </li></ul><ul><li>Intent to change – Success of online math games increasing test scores. </li></ul><ul><li>Intent to action – Encourage the sharing of websites. </li></ul><ul><li>Stabilize adoption – Provide technology training. </li></ul><ul><li>Achieve terminal relationship – Utilize online math games as much as possible. </li></ul>
  19. 20. Critical Mass Online math games have reached critical masses in K-12 classrooms How did they do it? <ul><li>Target highly respected teachers of a district. </li></ul><ul><li>Introduce to more innovative groups. </li></ul><ul><li>Encourage students to use it outside of school. </li></ul>
  20. 21. Defining the Need <ul><li>Action and reaction, ebb and flow, trial and error, change - this is the rhythm of living. Out of our over-confidence, fear; out of our fear, clearer vision, fresh hope. And out of hope, progress. - Bruce Barton </li></ul><ul><li>Students are so technologically advanced and need and education to match. This is why online math games are so successful. </li></ul>
  21. 22. <ul><li>“ I hear and I forget. I see and I remember. I do and I understand.” </li></ul><ul><li>-Chinese Proverbs </li></ul><ul><li>Students in the classrooms of today live in a world that is driven by technology. However, there are many resources that can be used in order to allow the students to reach their full potential. Online math games can provide opportunities for the potential to be reached. </li></ul>