Teaching the Nintendo Generation

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    Teaching the Nintendo Generation - Presentation Transcript

    1. Teaching the Nintendo Generation Camilla Gagliolo Arlington Public Schools VSTE Conference 2009
    2. 21st Century Student
    3. Project Tomorrow Surveys Submitted Speak Up 2008: 281,150 Students 29,644 Teachers 21,309 Parents 3,115 Administrators http://www.tomorrow.org/
    4. Survey Result Overview Julie Evans Students prefer learning online Want to learn with the devices that they have and use everyday Prefer to learn with games
    5. Some findings Which of these statements describes your interest in using gaming technologies to assist with learning? 51% hat value do you think the use of gaming technologies would have in your classroom? 65%
    6. Engage Me! Robin Hood School, Birmingham, UK ( YouTube)
    7. Toys to Tools Take advantage of what our students already use and love
    8. Digital Kids Connected Engaged Social Personal Learning Differentiation Different Learning Styles
    9. Why Nintendo Almost everyone has one Relatively inexpensive Students know how to use it Available software application Built-in networking abilities (Pictochat) Learning is entertainment Learns with games
    10. Benefits Little to no training needed for students Networked classroom instantly Make learning transparent Allows for differentiation One-on-one teacher to student tutoring Fun and challenging Low cost, has “multiplayer” downloads
    11. What Does it Look Like?
    12. Software
    13. Brain Practice Morning warmup Math, music, language, problem solving, memory practice, time and space, ordering, sudoko,
    14. Brain Games
    15. Using Games in Class Math: Brain Age 1 &11, Math Patrol Language Arts: My Word Coach, Word Safari Foreign Language: My Spanish Coach, My French Coach
    16. In the Classroom
    17. Classroom Implementation Morning Warm up Station work Discussion groups Math practice Tutoring one-on-one Shared learning/ instant network
    18. Classroom Stations Glogster Poster Language Arts and Math 2nd and 4th Grade PALM, iPods, Nintendo DS, SMARTBoard Movie snippet with PALMs
    19. Movie 2nd and 4th
    20. Language Arts Reading Groups Book Discussion Find evidence in text and share Vocabulary building and practice Grammar practice Review
    21. Math Quizzes Practice with math software Solve math problems Math facts practice Show your work Student to student sharing
    22. Social Studies and Science Pre-assessment Review sheets/recording Presentation follow-up Quizzes
    23. Things to Consider Classroom Management Make sure focus is on curriculum/ content Grouping/ station work Etiquette expectations (chat behaviors) Sending/submission strategies
    24. Student Voices “It doesn’t feel like learning!” -Charlotte Grace “It makes learning fun!” -Lily “It stretches my brain!” -Taylor “I enjoy learning, especially with the DS!” - Andy
    25. Global Perspective Students can also “play” against other students globally or communicate globally using the DS and registering at the Nintendo website Some games automatically track a student’s progress, and the results can be compared across borders
    26. Millennials as Teachers Here they come.....to a classroom near you.... Gaming generation (computer, phone, online) Handheld devices (pda, phone, iPod, texting)
    27. Questions Camilla Gagliolo Arlingtington Public Schools camilla_gagliolo@apsva.us Presentation website: http://web.me.com/jamestownelementary/Nintendo/Welcome.html
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