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Playing Around with a Smart Board

Playing Around with a Smart Board. Creating educational games in Notebook Software and PowerPoint. Presented by Laura Bogush www.SmarterTechTeaching.com. Games with a purpose a re useful tools for instruction. Ten of the Very Best Reasons for Using Classroom Games.

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Playing Around with a Smart Board

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  1. Playing Around with a Smart Board Creating educational games in Notebook Software and PowerPoint Presented by Laura Bogush www.SmarterTechTeaching.com

  2. Games with a purpose are useful tools for instruction.

  3. Ten of the Very Best Reasonsfor Using Classroom Games (and justifying their use in your organization)

  4. From the website • The Game Group • http://www.thegamegroup.com/article1.htm

  5. Reason # 1 Games are Fun with a Purpose

  6. Reason # 2 Games Provide Feedback to the Learner

  7. Reason # 3 Games Provide Feedback to the Trainer

  8. Reason # 4 Games are Experiential

  9. Reason # 5 Games Motivate Learners

  10. Reason # 6 Games Improve Team Work

  11. Reason # 7 Games Provide a Less Threatening Learning Environment

  12. Reason # 8 Games Bring Real-World Relevance

  13. Reason # 9 Games Accelerate Learning

  14. Reason # 10 Games Give You Choices for Your Classroom • Vary the level of learner involvement • Vary the level of skill level and knowledge • Customize to any size of audience, even one-on-one • Vary the type and level of activity  • Vary the level of classroom control  • Introduce or review topics, or both • Vary the mix of theoretical and practical information

  15. Using Games to Enhance Student Achievement By Robert Marzano Educational Leadership, vol 67, #5, pgs. 71-72 http://www.ascd.org/publications/educational-leadership/feb10/vol67/num05/Using-Games-to-Enhance-Student-Achievement.aspx

  16. Games are a regular part of students’ lives at all ages. Most teachers don’t regularly use games in the classroom. Teachers who do use games may not be using them to potential.

  17. Marzano examined the use of games in the classroom for 5 years. He was involved in more than 60 studies conducted by teachers on the effects of games on student achievement. On average, using academic games in the classroom = 20 percentile point gain in student achievement!

  18. Teachers can adapt a variety of games to suit academic content. Games used in Marzano’s studies were from popular TV game shows And more!

  19. Research showed that how teachers use games makes a difference in achievment. In classrooms with the greatest gains, teachers did specific things.

  20. Use inconsequential competition Students like to compete as long as the stakes aren’t high.

  21. Target essential academic content Games not focused on content will have little effect on achievement. Helpful to organize games around important terms and phrases.

  22. Debrief the game Avoid just adding up the points and moving on Which questions were difficult to answer? Why? Stimulate analysis of important terms and phrases

  23. Have students revise their notes After game has ended and class has discussed difficult terms and concepts, encourage students to look over notes and add new information or make corrections.

  24. In summary Marzano says . . . Games are a powerful and useful instructional tool. Games help address even the most difficult content in a lighthearted, engaging way. Games can have a significant effect on student achievement when used purposefully.

  25. Tips for game delivery Click above to watch video on youtube

  26. Plan for Game Delivery • Whole class, groups, or partners • Organizing teams and groups • Who facilitates the game? • Read the questions? Timed or not? • Take turns to answer or whole group? • Prizes? Grades?

  27. Let’s Play!

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