Games & Simulations Motivating Online Learning
Peney Wright
STEM/STEAM Curriculum & Instruction Specialist
Agenda
Introduction
Pedagogy and Theory
Setting Reasonable Goals
EverFi Simulations
Science and Math Simulations
Assessment and Feedback
Resources
Interactive Games and Simulations
Learning ecology of online games and simulations are some of the “best ways of learning.”
Equity
Open online games technology for the students who are most technologically connected and provide equity for learners who might otherwise be left behind in the Participation Gap.
Dr. Henry Jenkins
Provost Professor of Communication, Journalism, Cinematic Arts and Education
Pedagogy and Theory
Simulations and games have great potential to improve science learning in elementary, secondary, and undergraduate science classrooms. They can individualize learning to match the pace, interests, and capabilities of each particular student and contextualize learning in engaging virtual environments. Because schools serve all students, increased use of simulations and games in science classrooms could potentially improve access to high-quality learning experiences for diverse urban, suburban, and rural students. The U.S. Department of Education’s (2010) draft National Education Technology Plan states (p. vi):
The challenge for our education system is to leverage the learning sciences and modern technology to create engaging, relevant, and personalized learning experiences for all learners that mirror students’ daily lives and the reality of their futures.
National Research Council (2011)
Pedagogy and Theory
Pedagogy and Theory
Klietsch’s (1969) curriculum guidelines elaborate on the underlying behavioral-learning systems theory behind games and simulations. Klietsch details various unique characteristics of behavior-based simulations and games (Unit A, pp. 4-
5), which include: goals, capabilities, resources, means, interactions, strategy, engagement, decision-making, and
problem-solving requirements.
Balasubramanian & Wilson (2006)
Glazier (1973), Prensky (2001), and Rasmusen (2001) have described the presence of the following basic components in games:
Pedagogy and Theory
Dos
Do…
Set Reasonable Goals
For yourself as the teacher
For your students
Students will feel more “settled” when they see their own teacher on the screen as opposed to viewing a Khan Academy video.
The School at Columbia University
Goals for the Teacher
Goals for your Students
21st Century Skills
Communication
Collaboration
Creativity
Critical Thinking
Problem-Solving
Online Communication for Elementary Teachers 7:34 Martin Kollman
Online Collaboration for Elementary Students 6:42 Martin Kollman
Games and Simulations
Instructional Anchors: Literacy, Science or Social Studies concepts
Digital Choice Boards
Independent Projects
Growth Mindset
Carol Dweck
STEAM and Financial Literacy Educational Simulations
EverFi
Focus on math learning, financial literacy and science concepts
EVERFI is a platform for creating community impact that’s customizable, measurable, inspiring, and easy.
Online support available
FREE - EVERFI has built a network of partners and sponsors who help fund these resources for your school or district.
Early Learners
Level Grades: K - 2
EVERFI: Healthier Me - Elementary School Health Curriculum
GR 1-2 (3-4)
Literacy
EVERFI: Word Force - A Literacy Adventure for K-12 Students
GR K-2
GR 2-4
Learning compassion increases students’ own sense of wellbeing and improves the learning environment for all learners. By teaching kindness, empathy and compassion in the classroom, educators set their students up for long term success in every aspect of life.
Beginner
Level Grades: 3 - 5
EVERFI: Healthier Me - Elementary School Health Curriculum GR 3-4 (1-2)
EVERFI: Future Goals - Hockey Scholar - STEM in Sports GR 4-5 (6-7)
6 Science Lessons and 5 Math Lessons
EVERFI: Summer Slugger GR 4-5
EVERFI partnered with Major League Baseball to develop a continuous and engaging learning experience. The 18-week program engages students with critical math and language skills while enjoying the freedom and motivation of a baseball-themed, game-based learning experience.
EVERFI: Vault - Financial Literacy for Elementary Students GR 4-5 (6)
Vault is an interactive, online learning resource specifically designed to promote financial literacy for elementary students and teach financial education skills to young learners.
Intermediate and Advanced Level
Grades: 6-12
EVERFI: Future Goals - Hockey Scholar - STEM in Sports
GR 4-5 (6-7) 6 Science Lessons and 5 Math Lessons
EVERFI: Vault - Financial Literacy for Elementary Students
GR 4-5 (6)
Vault is an interactive, online learning resource specifically designed to promote financial literacy for elementary students and teach financial education skills to young learners.
EVERFI: Endeavor - STEM Career Exploration GR 6-8 (9)
EVERFI: Ignition - Digital Wellness and Safety GR 6-8 (9)
EVERFI: NFTE Venture – Entrepreneurial Expedition
GR 7-8 (9-10)
EVERFI: Future Smart Financial Literacy GR 6-8
EVERFI: Keys to Your Future - College and Career Readiness GR 9-12
Science and Math Simulations
PreK - Elementary
Science and Math Simulations
Upper Elementary, Middle School and
High School
Additional Science and Math Simulations
Upper Elementary, Middle School and
High School
Math Games
More content resources...
Math
Digital Choice Boards
Troubleshooting: Consult your IT Support Staff
Some games and simulations may require graphics players.
Discontinued in 2020 Discontinued 2017 Recommended alternatives
Many educational games will be affected by the discontinuation of Adobe Flash Player and Shockwave. Please be sure to start and play the beginning of games and simulations to see if they are dependent on these already or soon to be obsolete multimedia software platforms.
Assessing and Feedback
Check with your principal and administrators about expectations.
Formative assessments
In-game/simulation data collection and progress reporting
Feedback for and from students
Examples
Formative assessments
Feedback for and from students
More resources...
General
*Apps for iOS and Android, dependent on student access to devices
Integrated Technology Resources...
Questions?
Comments?�Concerns?
Peney Wright - pwright@tiu11.org
Join me for “STEM Daily Chats”
Monday - Friday
9-10 AM and 2-3 PM
AM Zoom Live Chat 9-10AM
PM Zoom Live Chat 2-3 PM
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With realistic games, students not only become smarter and intellectually engaged but also realize their desire for hard fun, delayed gratification, rewards, making right decisions, participation, depth of understanding, challenge, and using their pattern recognition and problem-solving skills (Johnson, 2005).
Balasubramanian & Wilson (2006)