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Multimedia presentation

  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>Students becoming frustrated with not understanding math concepts. </li></ul><ul><li>Students’ math grade dropping. </li></ul><ul><li>Students’ math test scores do not meet expectations. </li></ul>
  4. 4. Research
  5. 5. Development
  6. 6. Commercialization <ul><li>The production of online math games is almost continuous.  There are new online games and software being developed daily.  Therefore there are an endless number of websites available for teachers to take advantage of.  </li></ul><ul><li>Advertisements </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><ul><li>Scottish schools study </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 – Funbrain.com was founded. </li></ul><ul><li>1997 – Blackboard Inc., systems for educational instruction, communication, and assessment was created. </li></ul><ul><li>1997 – Coolmath.com was founded. </li></ul>
  13. 13. S-Curve Commitment Time Extension Adoption Trial Use Interest Awareness
  14. 15. Who are the innovators? <ul><li>Software Developers </li></ul><ul><li>Website Designers </li></ul><ul><li>Student Study Groups </li></ul>
  15. 16. Who were the Early Adopters? <ul><li>Classroom Teachers </li></ul><ul><li>Students </li></ul>
  16. 17. 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>
  17. 18. Change Agent ●7 Roles of a Change Agent● <ul><li>Develop a need </li></ul><ul><li>Information exchange </li></ul><ul><li>Diagnose problems </li></ul><ul><li>Intent to change </li></ul><ul><li>Intent to action </li></ul><ul><li>Stabilize adoption </li></ul><ul><li>Achieve terminal relationship </li></ul>
  18. 19. Critical Mass <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>
  19. 20. 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>
  20. 21. <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>
  21. 22. Resources <ul><li>http://news.bbc.co.uk/2/hi/uk_news/scotland/7635404.stm </li></ul><ul><li>http://eclkc.ohs.acf.hhs.gov/hslc/tta-system/family/For%20Parents/Everyday%20Parenting/Parents%20as%20Teachers/PlayingGamesin.htm </li></ul><ul><li>http://www.educational-freeware.com/online/sheppard-math.aspx </li></ul><ul><li>http://en.wikipedia.org/wiki/History_of_virtual_learning_environments </li></ul><ul><li>http://www.1-famous-quotes.com/quote/1355302 </li></ul><ul><li>http://www.brainyquote.com/quotes/authors/b/bruce_barton.html </li></ul>

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