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Thorndike and Skinner coined the terms influenced behavior and operant behavior respectively.Operant behavior is so because one is operating on, or influenced by the environment. Compared with classical conditioning, where the stimulus triggers a response; operant conditioning calls for the response to trigger the stimulus and thus, the response determines whether the stimulus occurs again. However, the influenced response must have resulted through a prior environmental change, or event.Our game conditions the user by rewarding or providing positive stimulus, acceleration, for correct or incorrect answers. Additionally, the user is provided a stimulus based upon the speed at which they respond. The quicker the response, the better the chance of reaching the finish line first.The reinforcement of the response with either a positive or negative stimulus is an example of positive or negative reinforcement.
Building on what we already know- need classroom instruction of what multiplication isRepetition – playing on a regular basisBy breaking down skills or information into smaller chunksChunking – whole game series touches on all math factsPurpose & Interest – winning as a goal - fast pace holds interest – choose color of car (shows identity of student)
With automaticity – more practice the betterDecision making skills – they have to choose the answer instantlySomething that does not happen consciously – pace & repetitionTeacher choosing learning activity – routine for effective transmission of knowledge – better than paper pencil timed tests
Associations – relevant to what is covered in classPractice – game done regular basis will improve knowledge – availability outside of the classroomOther situations – can not be done in isolation, must also include connection back to the classroom Distractions – other cars and competition could be distracting (NEGATIVE ASPECT OF GAME) – however, can play by themselves at their own pace if competing against others is too stressful
Rewards – trophy, beating classmatesSubject matter – having fun in a race - unique activity - fun vs. chore
Program routine skills – duhReward with + reinforement – exciting fuhn game with trophyDirect Assessment – In order to get them right, need to apply knowledge thru classroom instructionClear Goals – learn info that was taught in class, LEARN X Facts and feeling comfortable doing it quickly
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