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The. ASN. Initiative. ‘10. Introduction. Michelle Diamond Enterprise Development Officer Secondary and ASN. ASN Top Gear Cycling Challenge. Heat 1. Aims and Outcomes. Aim

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  1. The ASN Initiative ‘10

  2. Introduction Michelle Diamond Enterprise Development Officer Secondary and ASN

  3. ASN Top Gear Cycling Challenge Heat 1

  4. Aims and Outcomes Aim To be able to use the Wii confidently in order to enhance the learning and teaching of ASN children in line with DtS Enterprising Approaches and CfE capacities and outcomes. Outcomes • To know why you are receiving a Nintendo Wii console • To be able to use a Wii in your ASN establishment • What you can use a Nintendo Wii for

  5. Programme • Background • Development - skills & experiences • The Wii forward

  6. Background • Early Years • Mavisbank Rich Task • Wii’s into ASN Sector - Pilot

  7. The Wii: developmental skills and experiences One of the main problems associated with computer games as learning tools is that many people do not see past the surface content of the game, the graphics, the animations and the sounds. This leads people to fail to see the rich learning environments and experiences that games can offer.

  8. The Wii: developmental skills and experiences Recent research of games-based learning identifies a number benefits • Motivating learners to succeed and to continually improve • Fostering self esteem, self determination and enhancing self image • Facilitating collaborative learning • Develop learners ability to observe, question, hypothesis and test • Facilitate metacognitive reflection • Develop complex problem-solving skills • Offering inroads into other curricular areas

  9. The Wii: developmental skills and experiences Cognitive Development Social & Emotional Development Speech & Language Development Fine Motor Skills Development Gross Motor Skills Development

  10. ASN Top Gear Cycling Challenge Heat 2

  11. Mii

  12. Turn Taking & Sharing

  13. Responsibility

  14. Communication

  15. Number Development

  16. Hand-Eye Co-ordination

  17. Decision Making & Choice

  18. Attention Span

  19. Team Membership

  20. Games Awareness

  21. Self Esteem / Confidence

  22. Tracking

  23. Spatial Awareness

  24. Fun

  25. ASN Top Gear Cycling Challenge Heat 3

  26. The Wii in an ASN Establishment Mavisbank School

  27. The Wii in an ASN Establishment Portland School

  28. DtS - Enterprising Approaches The enterprising approach to learning and teaching is built on 5 principles: • giving pupils responsibility • making learning real • taking roles • providing relevance • encouraging reflection

  29. DtS - Enterprising Approaches • These 5 principles are linked to Curriculum for Excellence • giving children responsibility and allowing them to take risks and encourages them to become confident individuals • putting learning into a real context encourages responsible citizens • taking roles and building relationships with others enable children to become confident individuals • making the curriculum relevant to what is happening in the world beyond the classroom and encouraging participation empowers pupils to become effective contributors • sharing responsibility for learning and reviewing progress encourages successful learners

  30. Links to Curriculum for Excellence Capacities Strands Outcomes

  31. Successful Learners To develop successful learners it is argued that computer games can: • Act as a powerful motivational context • Allow other curricular areas to be explored, enriched and excited by using the context within the game or by using the game as a context to jump into the more traditional curriculum • Provide contexts in which metacognitive awareness and developments are essential for success. This means that the player must think about their thinking and understand they are a complex individual who can develop an awareness of how they think and learn and in so doing become an equal partner with the ‘more informed teacher’ in terms of the learning relationship. Confident Individuals To develop confident individuals it is argued that computer games can: • Allow collaborative communities to be established in which learners can play/learn together through the connected nature of modern games consoles and handheld devices • Help create contexts in which formative assessment can flourish • Foster and encourage learners’ self-esteem and self-determination

  32. Responsible Citizens To develop responsible citizens it is argued that computer games can: • Help establish communities in which learners develop a sense of ownership and belonging • Engage learners with complex worlds that require them to look at wider facts and issues before they make informed choices Effective Contributors To develop effective contributors it is argued that computer games can: • Encourage and develop attitudes to and skills in enterprise through simulated environments and collaborative contexts • Develop self-reliance and self-determination in terms of a learners ability to make progress within a demanding but incrementally staged environment • Create an implicit and explicit understanding that as a learner on our own we can be good but as a learner in a connected team we can be much better

  33. Curriculum for Excellence • Literacy and English • Numeracy and Mathematics • Health and Wellbeing

  34. ASN Top Gear Cycling Challenge Heat 4

  35. The Wii Forward Launch Evidence for twilight session Twilight session 25 November 2010

  36. ASN Top Gear Cycling Challenge Winner

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