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Engaging Online Learners
 

Engaging Online Learners

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    Engaging Online Learners Engaging Online Learners Presentation Transcript

    • By Jennifer Hudspeth
    • 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…
    • 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
    • Educational GamingOnline Education Trend of the Future
    • 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
    • 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
    • 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.
    • 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
    • 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
    • Words from one who knows best…
    • 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/
    • 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