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Games & Simulations Motivating Online Learning

Peney Wright

STEM/STEAM Curriculum & Instruction Specialist

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Agenda

Introduction

Pedagogy and Theory

Setting Reasonable Goals

  • 21st Century Skills Focus
  • Growth Mindset

EverFi Simulations

Science and Math Simulations

Assessment and Feedback

Resources

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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

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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)

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Pedagogy and Theory

  • Inclusive and provide equity for all learners, with Internet and devices access
  • Intentional planning can promote inclusion of rigorous integrated learning with literacy and math standards
  • Allows for either individual or collaborative work
  • Provide transfer of skills and knowledge to real-world applications
  • Promotes engaged psychosocial skills: lively communication about game dynamics and subject area content
  • Promotes higher level thinking, complex reasoning and 21st Century Skills
  • Fosters decision-making and problem-solving

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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:

  1. Player Roles
  2. Game Rules
  3. Goals and Objectives
  4. Puzzles or Problems (Challenges)
  5. Narrative or Story
  6. Players’ Interactions
  7. Payoffs and Strategies
  8. Feedback and Outcomes

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Pedagogy and Theory

Dos

Do…

  • Allow for student inquiry, exploration and discovery learning
  • Allow plenty of time for students to experience, learn and apply these to the planned academic standards
  • Encourage students to figure things out for themselves and not look for solution on the Internet, unless they are irreparably stuck
  • Teachers learn basics of game play and content to guide student learning
  • Do encourage learning by helping learners clearly connect selected games or simulations to curriculum objectives, yet enjoyably

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Set Reasonable Goals

For yourself as the teacher

  • Start small and take a few steps at a time

For your students

  • Timing, Family Support, Access

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

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Goals for the Teacher

  • How much can you prepare and present to your students?
  • Could you plan this type of schedule?
    • M-New instruction
    • T-Follow-up activities, collaboration, ongoing learning & independent projects
    • W-New instruction
    • TH-Follow-up activities, collaboration, ongoing learning & independent projects
    • F-New instruction & assessments
    • Weekend-Follow-up activities, ongoing learning & independent projects
  • What can be offered to students to access all the time?
    • Code.org, Virtual Field Trips

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  • Expectations for duration of learning
  • Focus on essential learning
  • Engaging family help and support - “Learning Coach”
  • Access to Internet & devices
  • Encouraging individual projects

Goals for your Students

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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

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Growth Mindset

Carol Dweck

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STEAM and Financial Literacy Educational Simulations

EverFi Letter to Teachers

EverFi Letter to Parents

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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.

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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

The Compassion Project

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.

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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.

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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

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Science and Math Simulations

PreK - Elementary

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Science and Math Simulations

Upper Elementary, Middle School and

High School

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Additional Science and Math Simulations

Upper Elementary, Middle School and

High School

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Math Games

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More content resources...

Math

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Digital Choice Boards

  • Select academic standards
  • Focus on Science or Social Studies anchor concepts or theme, as possible
  • Designate visual icons for subject areas and activities
    • Note: Math activities may or may not match a thematic focus or subject anchor
  • Choose videos, activities, simulations and games that relate to the standards
  • Review all videos and simulations for age and reading appropriateness
  • Add text and hot links in your board
  • Keep in mind all students’ success with varied support from families at home
  • Arrange the choice board; Include a “Free Pass” section for more reading and or math

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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.

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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

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Examples

Formative assessments

  • Student participation
  • Completed activities, as able to collect data
  • Virtual Exit Slips
  • Kahoot-style quizzes, if appropriate

Feedback for and from students

  • Student/Family interviews
  • Google Form surveys
  • Email notes

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More resources...

General

*Apps for iOS and Android, dependent on student access to devices

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Integrated Technology Resources...

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Additional

Technology

Resources

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Questions?

Comments?�Concerns?

Peney Wright - pwright@tiu11.org

stem@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

More TIU 11 Free Sessions

Remote Learning Resources

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)