Engaging Online Learners

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Engaging Online Learners

  1. By Jennifer Hudspeth
  2. Current Curriculum for SecondaryOnline Learners• Lessons composed of text• Links to videos• Read pages in online textbook• Answer questions found in online textbook• Quiz/Test• Yawn…
  3. Problems with Current OnlineCurriculum Not engaging or interesting Passive as opposed to interactive Allows little flexibility for individualized lessons Does not cater to different learning styles Remediation is delayed and teacher-driven
  4. Educational GamingOnline Education Trend of the Future
  5. What Will it Look Like? Science lessons will be interactive (Magic School Bus meets Wii) Students will learn interactively within a virtual world where they can explore and determine their journey through that world Example: Students can journey through the human body to see organs and organ systems as a traveler to a foreign land Student choice in learning
  6. What Will it Look Like? Options built into game/lesson to provide immediate remediation based upon student’s progress/success within game Adjustable difficulty level based upon student need/ability Virtual experiments built into game to allow for discovery leaning Suggestion for real experiments for hands-on learners
  7. Benefits Game learning overall showed better retention than traditional learning Students showed greater interest in topics taught via games or simulationsRandel, J.M., B.A. Morris, C.D. Wetzel, and B.V. Whitehill. “The Effectiveness of Games for Educational Purposes: AReview of Recent Research.” Simulation and Gaming 1992 (Volume 23):261-276http://www.hippasus.com/resources/gameseducation.
  8. Challenges Content area specialists/curriculum designers will need to work closely with game designers to develop relevant and content-correct experiences Initial cost of developing lessons will be high Must combat public opinion that gaming is not learning
  9. My Predictions An increasing number of virtual experiences will become available. Many quality virtual labs are currently available, but daily lessons need to be examined for gaming potential It will take time to develop a large variety of lesson in a virtual, simulation, or gaming format
  10. Words from one who knows best…
  11. Ten Reasons Why Game BasedLearning Works in Education1. Familiarity 6. Mission-based2. Engagement learning3. Blends printed 7. Flexibility material with inter- 8. Helps teachers stay active multimedia current with tech-4. Cost effective nology5. Lots of available 9. 21st century work- content place skills 10. Holds student’s interestconnectED, http://www.connectededucation.com/2012/02/ten-reasons-why-game-based-learning-works-in-education/
  12. Expert’s Opinions: Podcasts Game and Learn: An Introduction to Educational Gaming by Dr. Ruben Puentedura http://itunes.apple.com/itunes-u/game-learn- introduction-to/id429426265

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