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NYC High School Students’ Ability To Be Academically Successful is Decreasing. D. Antaky George Westinghouse Brooklyn, N .Y. . Westinghouse Student Assessment. STUDENTS IN GEORGE WESTINGHOUSE H.S. HAVE HAD LOW STANDARDIZED SCORES IN THE LAST 10 YEARS
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NYC High School Students’ Ability To Be Academically Successful is Decreasing D. Antaky George Westinghouse Brooklyn, N.Y.
Westinghouse Student Assessment • STUDENTS IN GEORGE WESTINGHOUSE H.S. HAVE HAD LOW STANDARDIZED SCORES IN THE LAST 10 YEARS • THIS IS INDICATIVE OF RESULTS THOUGHOUT INNER CITY SCHOOLS IN BROOKLYN AND THE BOROUGHS OF NYC • READING SCORES HAVE DECREASED • MATH SCORES HAVE DECREASED • STUDENTS HAVE LESS THAN 45% SUCCESS RATES GETTING INTO COLLEGE AND STAYING THERE • MANY STUDENTS ARE UNABLE TO GET THROUGH THE FIRST YEAR OF COLLEGE
Westinghouse Student Assessment How would you Define the Problem related to low student achievement at Westinghouse High School? Use this Worksheet at the bottom of the page
Gathering Evidence of the Problem • STATISTICS SHOW THAT THERE IS NEGATIVE MOVEMENT IN NYC PUBLIC SCHOOLS • STUDENT SURVEYS SHOWS THAT VIDEO GAME USAGE IS INCREASING IN THE LAST 10 YEARS • Daily News: Are NYC HS Students College-Ready? • Gothamist: Harder to Pass Regents Exam • NY Times: SAT Scores Show Decline
Gathering Evidence of the Problem • The last slide had some evidence of the problem • What other evidence can you gather? • Use Worksheet 2 at the bottom
Causes • STUDENTS ARE SPENDING 4 TO 10 HOURS A DAY PLAYING VIDEO GAMES • STUDENTS DO NO READING IN THAT TIME • STUDENTS ARE SLEEP DEPRIVED • CONVERSATIONS ABOUT GAMING ARE FREQUENT AND DISTRACTIVE IN THE CLASSROOM • TIME IS NOT LEFT TO DO HOMEWORK OR PROJECTS • MANY HAVE BECOME ADDICTED TO GAMING
Contributing Factors DIFFICULT ECONOMIC CONDITIONS CREATE LONG WORKING HOURS VIDEO GAMING HAS BECOME THE 21ST CENTURY VERSION OF A ‘BABYSITTER’ DANGEROUS ENVIRONMENTS CREATE FEAR OF LEAVING HOMES MANY FAMILIES ARE SINGLE PARENT HOUSEHOLDS AND NOT ABLE TO MONITOR BEHAVIOR PRESENTLYNO POLICY IS IN PLACE TO PREVENT THIS!
Benefits • TIME USAGE IS LIMITED • STUDENTS CAN BECOME INVOLVED IN • POSITIVE LEARNING OPPORTUNITIES AND HEALTHIER PHYSICAL PURSUITS • STUDENTS CAN TAKE PART IN COMMUNICATING WITH ACTUAL PEOPLE AND DEVELOP INTERPERSONAL SKILLS • ADDICTIVE BEHAVIOR CAN BE ERADICATED • CONCENTRATION LEVELS CAN IMPROVE • BOOKS CAN REPLACE MONITORS • EXPOSURE TO RELEVANT KNOWLEDGE CAN REPLACE VACUOUS AND USUALLY VIOLENT MATERIAL
Costs • MAY CREATE OPPORTUNITIES FOR USERS TO MANAGE NEWLY AQUIRED EXTRA TIME IN AN UNPRODUCTIVE MANNER • BILLION DOLLAR LOSSES TO ELECTRONIC MANUFACTURERS • LOSS OF EMPLOYMENT ESPECIALLY IN CALIFORNIA • RESTRICTION OF INDIVIDUAL FREEDOM
THE BATTLEFIELD FOR THE MINDS OF OUR YOUTH • Student academic improvement supplemented by reading and better usage of time. -Versus- • Massive pushback and lobbying from electronic manufacturing and gaming corporations
Conclusion • THE INTEREST OF PROMOTING HEALTHY LEARNING ENVIRONMENTS OUTWEIGHS THE BENEFIT OF ALLOWING TARGETED MARKETING OF BASICALLY ADDICTIVE VIOLENT AND NIHILSTIC GAMES TO INNER CITY STUDENTS. • VIDEO GAMING AID IN SENTENCING THEM TO LIMITED ECONOMIC AND SCHOLASTIC OPPORTUNITIES IN THE FUTURE.