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mbnorthark

The effect of games and simulations on higher education: a systematic liter...: UMUC Li... - 0 views

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    (Week 7: Michelle and Tolu) http://eds.b.ebscohost.com.ezproxy.umuc.edu/eds/pdfviewer/pdfviewer?vid=2&sid=537ab470-df86-45e4-b0e1-6a514e8ff2f5%40pdc-v-sessmgr05 This journal article is accessible through the link given above by accessing the UMUC library. This article reviews the literature relevant to games and simulation pedagogy in higher education. Two researchers collaborate to apply a qualitative method, coding and synthesizing the results using multiple criteria. The main objective is to study the impact of games and simulations with regard to achieving specific learning objectives. The article indicates that simulations have a positive impact on learning goals. The researchers identify three learning outcomes when integrating games into the learning process: cognitive, behavioral, and affective. This article can further instructional practices by providing g rationale for integrating simulations in academic curricula. Among the many reasons for including simulations in the classroom: they facilitate the transfer of knowledge, stimulate greater student engagement, and strengthen social development of students (Vlachopoulos & Makri, 2017). The article helps to ensure that the simulation is thoughtfully and deliberately introduced to minimize confusion and demonstrate how the simulation will reinforce course goals or objectives. References Vlachopoulos, D., & Makri, A. (2017). The effect of games and simulations on higher education: a systematic literature review [Entire issue]. International Journal of Educational Technology in Higher Education, 14(1). https://doi.org/10.1186/s41239-017-0062-1
Alison Burns

PhET: Free online physics, chemistry, biology, earth science and math simulations - 0 views

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    Phet is a website that provides interactive simulations for science and mathematics. The simulations can be downloaded or used online for instructional, homework or review purposes. They are free and easy to use and a great learning device. An instructor can use the simulations to introduce information to students as well as using them as instructional methods to help students grasp ideas. Having students work on simulations in class or as homework can help enrich understanding.
fleetstacy1

Forces and Motion: Basics - 0 views

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    This resource is a simulation that can be used by teachers or students to demonstrate the effects of forces on motion. Explore the forces at work when pulling against a cart,and pushing a refrigerator, crate, or person. Create an applied force and see how it makes objects move. Change friction and see how it affects the motion of objects.
cbaugher007

Series Circuit Simulation Challenge | ScratchEd - 0 views

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    This site contains information and links to circuit challenges. A good tool for additional research for students or further exploration. This can also be a part of a WebQuest activity or simply used the challenge at the bottom of the page for part of a homework/classwork assignment.
toladipo

The Real Versus the Possible: Closing the Gaps in Engagement and Learning | EDUCAUSE - 0 views

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    (Week 9: Tolulope Oladipo and Michelle Bear) This is a journal article that is available in Diigo. The link to the article is also provided below: The Real Versus the Possible: Closing the Gaps in Engagement and Learning. Retrieved from https://www.educause.edu/research-and-publications/books/educating-net-generation/real-versus-possible-closing-gaps-engagement-and-learning. This article explores the generations of learners, how we can utilize technology in learning, the discovery of education community and learning science. The authors discussed further educational Goals about learning, improving student's success, engagement and learning through people to people interaction, people and tools, using information technology device as a vehicle by which concepts are presented (such as using simulations, and animations), using collaboration and rich media communication to promote interaction an engagement. The author discusses how access to technology determines generation of learners, such as the Net generation. According to the authors, many students in the K-12 and post-secondary education do not have adequate access to advanced instructional technologies or the web. Despite the engagement created by technology-enabled interactive instruction, many students, teachers, do not have the requisite experiences. The authors went further that internet resources are not yet fully integrated into the day-t0-day classroom routine. The authors cited a finding that proposed that motivation is a key factor to learning, and that engagement and learning can be achieved through competency and control, curriculum, instruction, the organization, management of the schools and the environmental conditions. Furthermore, according to the authors, the Board on Children, Youth and Families 2004 National report recommended that we can keep young people in school and making learning worthwhile by forming a good connection between learners and the context in which learning occurs. We sh
margarita_lp

Adapting Curriculum to Learners' Needs | EL Education - 11 views

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    My SMART Goal: "By the end of the numbers unit, 60% of students in the Special Education program in MS Spanish 1A - Period 2 will achieve 80% or higher on each formative assessment including listening, speaking and writing assessments." - This resource video on adapting curriculum to learners' needs could assist in differentiation the strategies and activities done in class for students with varying special needs to close their achievement gap since they are not currently receiving many of their needed accommodations.
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    The SMART Goal I will be using: "By the end of the four week close reading intervention, 80% of students will be able to demonstrate improvement in their writing ability by composing a paragraph with less then 5 grammatical, spelling, and structural errors. Students will meet with the teacher three times a week for a 30 min session". Planning Protocol: I would evaluate this video as a Rigor and Relevance of 4 as each student has an opportunity to engage with the content through differentiated activities suited to their individual learning needs. I feel this particular video was very useful in demonstrating various strategies for differentiating the lesson content to make it accessible to learners of various levels of proficiency. These methods could be extremely helpful in differentiating the content of my SMART Goal to ensure that every student has a opportunity to improve their writing skills according their level of skill.
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    Planning Protocol: Impact on Learning would be a good reflection on this video because the instructor is differentiating the lesson based on the data she has to make sure each student has some type of impact on his or hers learning. I think differentiating the lesson will have a huge impact on each students learning. The SMART Goal that I will be using is "Students will be able to solve an on-grade level math task, that will require them to respond and defend their work to explain their reasoning 3 out of 5 times by the end of the 1st marking period." I think this video will be a great instructional tactic because the lesson is differentiated based on the student. With the data the instructor has, the student will be able to receive more help that will help them respond and defend their work on grade level. With students that need more help with sentences.... a sentence starter can be used to help support them.
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    From the Planning Protocol Rubric I choose to relate this video to the dimension "Rigor and Relevance": At the Highest level-Students think and work. All students in this video are being challenged in very different ways this leading them to think and work independently and collaboratively. This teacher does a phenomenal job at differentiating her material on all levels. All students are doing the same work on the reading assignment however the avenue in which they give there response are different. She is able to give each student the support they need ahead of time so that students don't feel singled out. By doing this the students often feel empowered to be able to complete the assignment because they know the supports they need will be available to them. This also allows the teacher to go directly to the students who need extra support because the higher students have the challenges they need as well to not become board with the lesson. The SMART Goal I am focusing on this is one of my team members "After three weeks of targeted instruction, students will increase their pre-assessment scores by 3 or more points, or 75 percent or higher on the post-assessment" Our team could defiantly translate the instructional tactic used in this video to the above SMART goal. The teacher in the video is targeting specific learning goals in her instruction by reaching students at their specific needs and helping guide them all in the same direction teaching the same topic just in different ways. The above SMART goal is all about targeting instruction for the PARCC assessment to improve students scores. All students will have to take the same assessment however the supports they need along the way will be different.
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    This video had some great ideas especially about differentiation that could be used for me to achieve my SMART goal of 100% pass rate for standardized English Language tests amount a targeted group. The teacher's method of pre-arranged assignments to prevent students from feeling singled out is very clever, and especially important for students in that age group. I could see myself adapting these strategies for use in many different classes. From the dimension of 'teacher friendliness' I do think these tactics are not necessarily teacher friendly, but they sure seem to be worth it if it means positive student outcomes.
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    EDTC615 Fall2018 Group 6 Dimension: Teacher Friendliness My SMART target goal is the percentage of students who will score 90% will increase by 80%. This means that 80% of the students will score 90%. The instructional tactic I will use from this video is teacher friendliness. In the video, the teacher displays high level of support, and maintenance with the students. She showed how she provided materials to the students and go over the materials in the class. She also does some great prep work as well. She was seen going around the students table to provide supported as needed. This is very relevant tactic that can be used by my team. The data we both presented covers teaching Microsoft suite-excel, access, word and powerpoint. The instructional style boarders greatly on simulation training, grader activities, grader projects and hands-on practice. In this regard, it is important for the instructor to provide high maintenance and support the students as needed. For instance, during simulation training, the instructor needs to go around the class to assist individual student as needed. The instructor should also provide students will relevant materials and resources to help them achieve success. For instance, in meeting this goal, during our review, we realized that we should teach the topics using 2016 applications as against 2013 applications. This guide of quest was born out of our desire to promote students friendly learning environment. EDTC615 Fall2018
dlhickman

http://jutlp.uow.edu.au/2005_v02_i02/pdf/barraket_004.pdf - 2 views

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    From the abstract: "This article presents a reflective case study analysis of an attempt to enhance student learning through the introduction of student-centred teaching methods in a masters-level social research methods subject. The introduction of a range of specific techniques, including case study teaching, problem based learning, groupwork, role-play and simulation, is reflected upon. The article concludes that the re-orientation of the curriculum toward student-centredness in this case had a positive effect on student performance, learning experience and subject evaluation. In particular, the use of student-centred techniques facilitated a strong social context for learning, and provided students with a common experiential framework from which to explore the technical aspects of the curriculum. However, the analysis also found that students continued to place value on more formal teaching methods, and that the value of student-centred techniques in this case rested in the way in which they were integrated with more didactic teaching practice"
scottie_jarrett

Strategies to Level Up Learning - 20 views

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    Week 8: In our Data Action meeting we discussed intructional strategies involving simulation and games. This article explain some advantages and fears for educators implementing games into their lesson plans. Matthew Farber Social Studies Teacher, Ed Tech Leadership EdD Candidate, Author In the fall of 2014, the Joan Ganz Cooney Center at Sesame Workshop (a nonprofit founded by Sesame Street creator Joan Ganz Cooney) assessed the impact of the gaming in school settings.
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    I have not had much experience with gaming in the classroom, but I have seen other teachers use it and have much success when it comes to motivating students and bridging the learning gap. One interesting point the article mentions is the the "platform" model strategy. In this, students have one log in, and are able to access a variety of games which can be reported t to the teacher as a formative assessment. Teachers are also able to log in and track students progress.
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    I see the ideas for digital game-based-learning as a method of differentiation that can be particularly effective for students with special needs and learning disabilities. Interest in using games in the classroom continues to grow, as evidenced by the recent Library of Congress grants to build civics applications for classrooms. The full report mentioned in this article is linked within, and worthwhile reading. The learning gaps that we see in our team's data could possibly be addressed using digital games from iCivics, Shephard Software, and other sources.
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    I agree 100% with Andrea's quote "I see the ideas for digital game-based-learning as a method of differentiation that can be particularly effective for students with special needs and learning disabilities." I only have to think back to this morning in my 2nd period where this worked with one of 8th grade students in special education who has a severe visual disability. In fact I even have the link to the game I use in that class all the time. I encourage everyone to set up a free account: https://kahoot.it/#/ !!!! Kahoot was introduced to me in my Electives Professional Development. More than one of the teachers has issues with incorporating technology into their health classroom. I agree with this article when they write "Additional teacher training, as well as creating a common language between educators and developers, was recommended."
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    I am a little familiar with a few digital games. In my classroom, I use Kahoot.it to assist my students in learning their vocabulary. I use this website to make a classroom game that we all play together. Everyone can participate at the same time, competing for first place in points. I can create the questions on my smart-board, and the students can play on another computer or they can download the app on their phones. This makes our lessons more interactive, and the students get more involved and enjoy the class more.
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    Just like the article suggests, I use games to help students review or understand a lesson. A great one that was mentioned, and that I use is iCivics. Since Government is tested in my county, we have to make sure that our students fully understand the purpose, how the government works, and why it was created. When it comes to making sure the students are comprehending the information I will use iCivics, Kaoot.it, and a Jeopardy game I find online. It promotes students to take learning and their education into their own hands. I think the games don't have to be created by us or super complex, as long as you find one that relate to your content and engages students.
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    I love the idea of using these types of games to keep students engaged. At my son's school, he often has online math games given for homework. He loves IXL and it keeps him motivated to practice skills and learn new ones. In my 6th grade Spanish class we are exploring quia.com. Students can play vocabulary building games while I work one-on-one with students. It is a great way to keep kids engaged while doing assessments, too.
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    Initially, I was very hesitant to buy into learning through online games. I know that children today spend so much time in front of screens, and I didn't want to contribute to this obsession (for some children it does border on that). I did see that BrainPop, a site which I use frequently, introduced GameUp and Spotify. I figured if BrainPop was okay with gaming for learning, then I had to give it a try. Well, my students will now beg for BrainPop and will do evey activity, quiz and graphic organizer associated with a lesson in order to get to sortify. What a great tool. I am now a firm believer.
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    I too see the benefits of using these online games within instruction. The games provide students with a means of engagement that we often struggle to provide students. With the growth of technology, students are becoming more in-tune with new technology and are using it more often at home. By connecting technology to instruction, we are able to meet them in the middle. There are so many tools available online that it's a shame not to use them!
toladipo

The Real Versus the Possible: Closing the Gaps in Engagement and Learning - 0 views

(Week 9: Tolulope Oladipo and Michelle Bear) This is a journal article that is available in Diigo. The link to the article is also provided below: The Real Versus the Possible: Closing the Gaps in...

EDTC615 Fall2018 Research

started by toladipo on 13 Nov 18 no follow-up yet
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