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A	
  Digital	
  Game-­‐Based	
  Learning	
  Pla4orm	
  
Built	
  Upon	
  Cogni:ve	
  Science	
  and	
  Common	
  Core	
  Alignment	
  	
  
                                                                                     1
Pyramid	
  of	
  Reading	
  and	
  Comprehension	
  Skills	
  

                     	
    	
      	
     	
   	
                               	
                         	
  	
  	
  	
   	
  	
  	
  	
  	
  	
  	
  	
  Understand	
  
                     	
    	
      	
     	
   	
                               	
  	
  	
  	
   	
  	
  	
  	
  	
  	
  	
   	
                            	
  Visualize	
  
                                                                                                                                                                              Reading	
  
	
  	
  	
  	
  	
  Relate	
  new	
  informa4on	
  	
  built	
  on	
  prior	
  knowledge	
  
                                                                                                                                                                              to	
  Learn	
  
                     	
    	
      	
     	
   	
  	
  	
  	
  	
  	
   	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Develop	
  a	
  plan	
  
                     	
    	
      	
     	
   	
  	
  	
  	
  	
  	
  	
  	
   	
                         	
  	
  	
  	
  Self	
  correct	
                             “Meta-­‐Cogni:ve”	
  

      	
           	
           	
  Phonics,	
  phonemic	
  awareness	
  
      	
           	
           	
     	
  	
  	
  	
  	
  	
  	
  	
  	
  Decode	
  new	
  words	
                                Learning	
  to	
  Read	
  
      	
           	
           	
     	
                                 	
  	
  	
  	
  	
  	
  	
  Read	
  fluently	
          “Advanced	
  Cogni:ve”	
  

                         	
      	
      	
  	
  Short-­‐term	
  memory	
                                                             Pre-­‐Reading	
  Skills	
  
                         	
      	
  Relate	
  parts	
  to	
  a	
  whole	
  
                                                                                                                                      “Basic	
  Cogni:ve”	
  
	
  	
  	
  	
  	
  	
  Place	
  things	
  in	
  logical	
  order	
  



                                                                                                                                                                                                 2
                                                                                                                www.SKOlearning.com
Educa:onal	
  Games	
  as	
  a	
  21st	
  Century	
  Learning	
  Modality	
  


•  Learning	
  is	
  changing	
  from	
  recall	
  and	
  repeat	
  informa:on	
  to	
  find	
  it,	
  evaluate	
  
   it	
  and	
  use	
  it	
  at	
  the	
  right	
  :me	
  and	
  in	
  the	
  right	
  context	
  
      –  20th	
  century	
  educa:on	
  -­‐	
  acquisi:on	
  of	
  basic	
  skills	
  
      –  21st	
  century	
  success	
  =	
  higher	
  order	
  skills	
  -­‐	
  	
  solving	
  complex	
  problems,	
  interac:ng	
  
         cri:cally	
  through	
  language	
  and	
  media	
  
           •  Games	
  naturally	
  support	
  this	
  form	
  of	
  educa:on.	
  	
  
•  Games	
  are	
  designed	
  to	
  create	
  a	
  compelling	
  complex	
  world	
  
      –  Players	
  learn	
  through	
  self-­‐directed	
  explora:on	
  
      –  Learning	
  is	
  “just-­‐in-­‐:me”	
  	
  
      –  Players	
  use	
  feedback	
  data	
  to	
  understand	
  how	
  they	
  are	
  doing,	
  what	
  they	
  need	
  to	
  work	
  
         on	
  and	
  where	
  to	
  go	
  next	
  
      –  Games	
  create	
  need	
  to	
  know,	
  a	
  need	
  to	
  ask,	
  examine,	
  assimilate	
  	
  	
  
      –  Games	
  encourage	
  failing	
  to	
  reach	
  the	
  goal	
  established	
  by	
  a	
  game’s	
  rules	
  
      –  Games	
  give	
  players	
  permission	
  to	
  take	
  risks	
  not	
  possible	
  in	
  “real	
  life”	
  	
  
      –  Games	
  ac:vate	
  tenacity	
  and	
  persistence	
  required	
  for	
  effec:ve	
  learning	
  


                                              www.SKOlearning.com                                                                           3
Educa:onal	
  Games	
  




•    A	
  large	
  body	
  of	
  scien:fic	
  research/literature	
  supports	
  the	
  
     use	
  of	
  educa:onal	
  games	
  as	
  an	
  effec:ve	
  and	
  vital	
  
     component	
  of	
  the	
  learning	
  process.	
  
•    The	
  armed	
  forces,	
  medical	
  schools,	
  and	
  civilian	
  airlines	
  have	
  
     been	
  using	
  digital	
  game-­‐based	
  learning	
  for	
  quite	
  some	
  :me.	
  


                               www.SKOlearning.com                                               4
 Educa:onal	
  Games	
  

•  Provide	
  brain	
  training	
  and	
  Literacy	
  development	
  
•  Proven	
  effec:ve	
  with	
  over	
  50,000	
  students	
  
   in	
  >	
  100	
  schools	
  
     –  Qualita:vely	
  and	
  quan:ta:vely	
  proven	
  to	
  be	
  engaging	
  
     –  Scien:fically	
  proven	
  to	
  increase	
  literacy	
  and	
  cogni:ve	
  skills	
  

•  Developed	
  by	
  leading	
  cogni:ve	
  psychologists,	
  educators	
  
   and	
  video	
  game	
  developers	
  
•  For	
  Kindergarten	
  through	
  Middle	
  School	
  



                             www.SKOlearning.com                                                5
Learning	
  Made	
  Fun	
  
        Ramps	
  to	
  Reading	
  and	
  SkateKids	
  are	
  digital	
  
        literacy	
  and	
  cogni:ve	
  skill	
  development	
  
        programs	
  that	
  immerse	
  children	
  in	
  a	
  video	
  
        game-­‐based	
  virtual	
  world.	
  


              These	
  state-­‐of-­‐the-­‐art	
  programs	
  combine	
  the	
  latest	
  research	
  
              in	
  contemporary	
  cogni:ve-­‐neuropsychology	
  with	
  
              sophis:cated	
  gaming	
  theory.	
  Their	
  efficacy	
  has	
  been	
  clinically	
  
              and	
  empirically	
  validated.	
  
              	
  

              The	
  digital	
  game-­‐based	
  learning	
  environment	
  is	
  appropriate	
  
              for	
  learners	
  of	
  all	
  abili:es,	
  and	
  looks	
  and	
  feels	
  like	
  the	
  games	
  
              that	
  today’s	
  children	
  love	
  to	
  play.	
  The	
  ac:vi:es	
  are	
  fully	
  
              adap:ve	
  so	
  kids	
  are	
  never	
  bored,	
  never	
  overwhelmed,	
  and	
  
              always	
  learning.	
  
                               www.SKOlearning.com                                                                    6
Why	
  It	
  Works:	
  
                                                 Collabora:on	
  among	
  
                                                   three	
  disciplines

	
  	
  	
  	
  SkateKids™	
  and	
  Ramps	
  	
  	
  	
  	
  
	
  	
  	
  	
  	
  	
  	
  to	
  Reading™	
  were	
  	
  	
  	
  
	
  developed	
  as	
  a	
  joint	
  	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  effort	
  between	
  	
  
	
  	
  	
  educators,	
  cogni:ve	
  
psychologists	
  and	
  digital	
  	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  game	
  designers.	
  




                                                                                                     7
for	
  Primary	
  Grades	
  


•  Fine	
  motor	
  skills	
  
•  Keyboarding	
  and	
  mouse	
  func:ons	
  
•  Basic	
  cogni:ve	
  skills	
  
    –  Selec:ve	
  a]en:on	
  
    –  Memory	
  
    –  Sequencing	
  
    –  Planning	
  
•  Phonics	
  and	
  phonemic	
  awareness	
  
•  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Reading	
  fluency	
  and	
  comprehension	
  




                                                                                                                               8
                                                             www.SKOlearning.com
for	
  Grades	
  3-­‐8	
  

•  Builds	
  on	
  the	
  Ramps	
  to	
  Reading	
  founda:on	
  by	
  
   providing	
  a	
  dynamic	
  virtual	
  environment	
  that	
  
   con:nually	
  adapts	
  to	
  the	
  abili:es	
  of	
  each	
  individual	
  
   student	
  
        –  Great	
  selec:on	
  of	
  scien:fically	
  designed	
  games	
  
        –  Uses	
  vocabulary	
  of	
  5,000	
  words	
  
        –  Virtual	
  library	
  and	
  gigan:c	
  virtual	
  mall	
  

•  Develops	
  more	
  advanced	
  “meta-­‐cogni:ve”	
  skills	
  
   that	
  are	
  vital	
  to	
  learning	
  
        –  Visualizing	
  
        –  Developing	
  a	
  plan	
  
        –  Solving	
  problems	
  
        –  Self-­‐correc:ng	
  based	
  on	
  feedback	
  
        –  Comprehending	
  and	
  using	
  what	
  is	
  read	
  
                                                                                   9
          www.SKOlearning.com
Crea:ng	
  Long-­‐term	
  Engagement	
  
Virtual	
  World	
  and	
  social	
  networking	
  features	
  linked	
  to	
  student	
  progress	
  in	
  the	
  
games	
  mo:vates	
  long-­‐term	
  engagement	
  making	
  learning	
  enduring	
  and	
  transferable             	
  
  •  Virtual	
  economy	
  
       –     Credits	
  earned	
  when	
  levels	
  are	
  completed	
  
       –     Students	
  create	
  and	
  customize	
  their	
  homes	
  and	
  neighborhoods	
  
       –     Contextually	
  teaches	
  saving,	
  planning	
  for	
  purchases	
  and	
  delayed	
  gra:fica:on	
  
       –     Mall	
  with	
  stores	
  and	
  hundreds	
  of	
  items	
  to	
  purchase	
  with	
  earned	
  credits	
  

  •  Library	
  with	
  leveled	
  ebooks,	
  music	
  and	
  more	
  
  •  Avatars:	
  	
  Clothing,	
  hairstyles	
  and	
  personal	
  items	
  purchased	
  in	
  mall	
  

  •  Social	
  networking	
  features	
  
       –     Virtual	
  smartphone	
  
              •  Safe	
  tex:ng	
  and	
  communica:on	
  
              •  Daily	
  messages	
  to	
  students	
  

       –     Neighborhood:	
  	
  Visit	
  the	
  “homes”	
  
             of	
  friends	
  in	
  your	
  network	
  
       –     Friends	
  List:	
  	
  Keep	
  up	
  with	
  what	
  they	
  are	
  doing	
  	
  
                                                                                                                           10
World-­‐Renowned	
  Expert	
  on	
  Helping	
  Children	
  Learn	
  
The	
  proven	
  science	
  behind	
  SkateKids™	
  and	
  Ramps	
  to	
  Reading™	
  is	
  based	
  on	
  
modern	
  cogni:ve	
  and	
  psychology	
  theory	
  combined	
  with	
  Dr.	
  Jack	
  Naglieri’s	
  state-­‐
of-­‐the-­‐art	
  research	
  on	
  intelligence	
  and	
  assessing	
  /	
  developing	
  cogni:ve	
  ability.	
  

  •  Dr.	
  Jack	
  Naglieri	
  is	
  the	
  developer	
  
     of	
  the	
  most	
  widely	
  used	
  tests	
  –	
  
     worldwide	
  –	
  of	
  intelligence	
  and	
  
     ability	
  including	
  general	
  ability,	
  
     gigedness,	
  and	
  au:sm	
  

  •  Professor	
  at	
  University	
  of	
  Virginia,	
  
     Ohio	
  State,	
  George	
  Mason	
  
     University	
  

  •  Author	
  of	
  16	
  books	
  &	
  more	
  than	
  
     250	
  scien:fic	
  papers	
  on	
  
     intelligence,	
  LD,	
  	
  ADHD,	
  au:sm,	
  
     academic	
  instruc:on,	
  and	
  more	
  


                                                                                                                      11
Neuroscience-­‐based	
  Learning	
  Principles:	
  	
  PASS	
  Theory	
  

	
  Key	
  connec:on	
  among	
  cogni:ve	
  processes,	
  learning,	
  and	
  
    transfer	
  of	
  skill	
  development	
  	
  




                     Naglieri,	
  J.,	
  Fletcher,	
  M.,	
  and	
  Das,	
  J.P.	
  	
  
                                                                                           12
                     	
       www.SKOlearning.com
Proof	
  of	
  Engagement	
  and	
  Efficacy	
  
Collected	
  usage	
  data	
  from	
  over	
  50,000	
  students	
  
        •     Over	
  35,000	
  unsolicited	
  student	
  comments	
  	
  
        •     Average	
  session	
  :me	
  of	
  15	
  minutes	
  
        •     Students	
  love	
  learning	
  with	
  our	
  programs	
  
 Four	
  separate	
  research	
  studies	
  were	
  performed	
  with	
  general	
  and	
  clinical	
  
 popula:ons.	
  In	
  each	
  case,	
  significant	
  improvements	
  in	
  literacy	
  and	
  
 cogni:ve	
  development	
  were	
  observed:	
  
         •     Reading	
  Fluency	
  of	
  students	
  using	
  the	
  program	
  improved	
  at	
  twice	
  the	
  rate	
  of	
  
               non-­‐treatment	
  group	
  
         •     DIBELS	
  raw	
  score	
  effect	
  size	
  improvement	
  of	
  users	
  >.8	
  (sta:s:cally	
  significant)	
  
               vs.	
  .2	
  (sta:s:cally	
  insignificant)	
  for	
  non-­‐treatment	
  group	
  	
  
         •     Reading	
  comprehension	
  score	
  for	
  treatment	
  group	
  improved	
  at	
  almost	
  twice	
  
               :mes	
  the	
  rate	
  of	
  the	
  non-­‐treatment	
  group	
  	
  
         •     A	
  research	
  study	
  funded	
  by	
  the	
  W.K.	
  Kellogg	
  Founda:on	
  showed	
  significant	
  
               improvement	
  of	
  cogni:ve	
  skills	
  in	
  clinical	
  (FAS	
  impaired)	
  children	
  vs.	
  control	
  
               and	
  alterna:vely	
  treated	
  groups	
  
 	
                                                                                                                                  13
Feedback	
  From	
  Students	
  




                                   14
Feedback	
  From	
  Educators	
  

Teacher:	
  
    •    “They	
  always	
  ask	
  for	
  SkateKids	
  first.”	
  

Literacy	
  Leader:	
  
    •    “The	
  kids	
  here	
  love	
  it!!!	
  	
  That's	
  all	
  I've	
  heard...have	
  you	
  seen	
  the	
  
         	
  	
  new	
  SkateKids???	
  	
  It's	
  really	
  cool!!!”	
  

Principal:	
  
    •    “If	
  I	
  let	
  them,	
  they	
  would	
  do	
  nothing	
  else!”	
  

Literacy	
  Leader:	
  
    •    “We	
  have	
  opened	
  the	
  lab	
  @7:30	
  a.m.	
  for	
  SkateKids.	
  I	
  sent	
  home	
  
         	
  	
  	
  a	
  permission	
  le]er	
  for	
  our	
  2nd	
  through	
  5th	
  grade	
  students…	
  
         	
  	
  	
  and	
  I	
  had	
  approximately	
  120	
  le]ers	
  returned	
  to	
  me...	
  
         	
  	
  	
  I	
  created	
  a	
  scheduling	
  nightmare!!!”	
  

                                                                                                                        15

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Digital Game-Based Learning Platform Boosts Reading Skills

  • 1. A  Digital  Game-­‐Based  Learning  Pla4orm   Built  Upon  Cogni:ve  Science  and  Common  Core  Alignment     1
  • 2. Pyramid  of  Reading  and  Comprehension  Skills                                      Understand                                      Visualize   Reading            Relate  new  informa4on    built  on  prior  knowledge   to  Learn                                          Develop  a  plan                                    Self  correct   “Meta-­‐Cogni:ve”        Phonics,  phonemic  awareness                          Decode  new  words   Learning  to  Read                        Read  fluently   “Advanced  Cogni:ve”          Short-­‐term  memory   Pre-­‐Reading  Skills      Relate  parts  to  a  whole   “Basic  Cogni:ve”              Place  things  in  logical  order   2 www.SKOlearning.com
  • 3. Educa:onal  Games  as  a  21st  Century  Learning  Modality   •  Learning  is  changing  from  recall  and  repeat  informa:on  to  find  it,  evaluate   it  and  use  it  at  the  right  :me  and  in  the  right  context   –  20th  century  educa:on  -­‐  acquisi:on  of  basic  skills   –  21st  century  success  =  higher  order  skills  -­‐    solving  complex  problems,  interac:ng   cri:cally  through  language  and  media   •  Games  naturally  support  this  form  of  educa:on.     •  Games  are  designed  to  create  a  compelling  complex  world   –  Players  learn  through  self-­‐directed  explora:on   –  Learning  is  “just-­‐in-­‐:me”     –  Players  use  feedback  data  to  understand  how  they  are  doing,  what  they  need  to  work   on  and  where  to  go  next   –  Games  create  need  to  know,  a  need  to  ask,  examine,  assimilate       –  Games  encourage  failing  to  reach  the  goal  established  by  a  game’s  rules   –  Games  give  players  permission  to  take  risks  not  possible  in  “real  life”     –  Games  ac:vate  tenacity  and  persistence  required  for  effec:ve  learning   www.SKOlearning.com 3
  • 4. Educa:onal  Games   •  A  large  body  of  scien:fic  research/literature  supports  the   use  of  educa:onal  games  as  an  effec:ve  and  vital   component  of  the  learning  process.   •  The  armed  forces,  medical  schools,  and  civilian  airlines  have   been  using  digital  game-­‐based  learning  for  quite  some  :me.   www.SKOlearning.com 4
  • 5.  Educa:onal  Games   •  Provide  brain  training  and  Literacy  development   •  Proven  effec:ve  with  over  50,000  students   in  >  100  schools   –  Qualita:vely  and  quan:ta:vely  proven  to  be  engaging   –  Scien:fically  proven  to  increase  literacy  and  cogni:ve  skills   •  Developed  by  leading  cogni:ve  psychologists,  educators   and  video  game  developers   •  For  Kindergarten  through  Middle  School   www.SKOlearning.com 5
  • 6. Learning  Made  Fun   Ramps  to  Reading  and  SkateKids  are  digital   literacy  and  cogni:ve  skill  development   programs  that  immerse  children  in  a  video   game-­‐based  virtual  world.   These  state-­‐of-­‐the-­‐art  programs  combine  the  latest  research   in  contemporary  cogni:ve-­‐neuropsychology  with   sophis:cated  gaming  theory.  Their  efficacy  has  been  clinically   and  empirically  validated.     The  digital  game-­‐based  learning  environment  is  appropriate   for  learners  of  all  abili:es,  and  looks  and  feels  like  the  games   that  today’s  children  love  to  play.  The  ac:vi:es  are  fully   adap:ve  so  kids  are  never  bored,  never  overwhelmed,  and   always  learning.   www.SKOlearning.com 6
  • 7. Why  It  Works:   Collabora:on  among   three  disciplines        SkateKids™  and  Ramps                        to  Reading™  were          developed  as  a  joint                        effort  between          educators,  cogni:ve   psychologists  and  digital                                          game  designers.   7
  • 8. for  Primary  Grades   •  Fine  motor  skills   •  Keyboarding  and  mouse  func:ons   •  Basic  cogni:ve  skills   –  Selec:ve  a]en:on   –  Memory   –  Sequencing   –  Planning   •  Phonics  and  phonemic  awareness   •                           Reading  fluency  and  comprehension   8 www.SKOlearning.com
  • 9. for  Grades  3-­‐8   •  Builds  on  the  Ramps  to  Reading  founda:on  by   providing  a  dynamic  virtual  environment  that   con:nually  adapts  to  the  abili:es  of  each  individual   student   –  Great  selec:on  of  scien:fically  designed  games   –  Uses  vocabulary  of  5,000  words   –  Virtual  library  and  gigan:c  virtual  mall   •  Develops  more  advanced  “meta-­‐cogni:ve”  skills   that  are  vital  to  learning   –  Visualizing   –  Developing  a  plan   –  Solving  problems   –  Self-­‐correc:ng  based  on  feedback   –  Comprehending  and  using  what  is  read   9 www.SKOlearning.com
  • 10. Crea:ng  Long-­‐term  Engagement   Virtual  World  and  social  networking  features  linked  to  student  progress  in  the   games  mo:vates  long-­‐term  engagement  making  learning  enduring  and  transferable   •  Virtual  economy   –  Credits  earned  when  levels  are  completed   –  Students  create  and  customize  their  homes  and  neighborhoods   –  Contextually  teaches  saving,  planning  for  purchases  and  delayed  gra:fica:on   –  Mall  with  stores  and  hundreds  of  items  to  purchase  with  earned  credits   •  Library  with  leveled  ebooks,  music  and  more   •  Avatars:    Clothing,  hairstyles  and  personal  items  purchased  in  mall   •  Social  networking  features   –  Virtual  smartphone   •  Safe  tex:ng  and  communica:on   •  Daily  messages  to  students   –  Neighborhood:    Visit  the  “homes”   of  friends  in  your  network   –  Friends  List:    Keep  up  with  what  they  are  doing     10
  • 11. World-­‐Renowned  Expert  on  Helping  Children  Learn   The  proven  science  behind  SkateKids™  and  Ramps  to  Reading™  is  based  on   modern  cogni:ve  and  psychology  theory  combined  with  Dr.  Jack  Naglieri’s  state-­‐ of-­‐the-­‐art  research  on  intelligence  and  assessing  /  developing  cogni:ve  ability.   •  Dr.  Jack  Naglieri  is  the  developer   of  the  most  widely  used  tests  –   worldwide  –  of  intelligence  and   ability  including  general  ability,   gigedness,  and  au:sm   •  Professor  at  University  of  Virginia,   Ohio  State,  George  Mason   University   •  Author  of  16  books  &  more  than   250  scien:fic  papers  on   intelligence,  LD,    ADHD,  au:sm,   academic  instruc:on,  and  more   11
  • 12. Neuroscience-­‐based  Learning  Principles:    PASS  Theory    Key  connec:on  among  cogni:ve  processes,  learning,  and   transfer  of  skill  development     Naglieri,  J.,  Fletcher,  M.,  and  Das,  J.P.     12   www.SKOlearning.com
  • 13. Proof  of  Engagement  and  Efficacy   Collected  usage  data  from  over  50,000  students   •  Over  35,000  unsolicited  student  comments     •  Average  session  :me  of  15  minutes   •  Students  love  learning  with  our  programs   Four  separate  research  studies  were  performed  with  general  and  clinical   popula:ons.  In  each  case,  significant  improvements  in  literacy  and   cogni:ve  development  were  observed:   •  Reading  Fluency  of  students  using  the  program  improved  at  twice  the  rate  of   non-­‐treatment  group   •  DIBELS  raw  score  effect  size  improvement  of  users  >.8  (sta:s:cally  significant)   vs.  .2  (sta:s:cally  insignificant)  for  non-­‐treatment  group     •  Reading  comprehension  score  for  treatment  group  improved  at  almost  twice   :mes  the  rate  of  the  non-­‐treatment  group     •  A  research  study  funded  by  the  W.K.  Kellogg  Founda:on  showed  significant   improvement  of  cogni:ve  skills  in  clinical  (FAS  impaired)  children  vs.  control   and  alterna:vely  treated  groups     13
  • 15. Feedback  From  Educators   Teacher:   •  “They  always  ask  for  SkateKids  first.”   Literacy  Leader:   •  “The  kids  here  love  it!!!    That's  all  I've  heard...have  you  seen  the      new  SkateKids???    It's  really  cool!!!”   Principal:   •  “If  I  let  them,  they  would  do  nothing  else!”   Literacy  Leader:   •  “We  have  opened  the  lab  @7:30  a.m.  for  SkateKids.  I  sent  home        a  permission  le]er  for  our  2nd  through  5th  grade  students…        and  I  had  approximately  120  le]ers  returned  to  me...        I  created  a  scheduling  nightmare!!!”   15