Category Archives: Uncategorized

For better student performance and engagement – use Virtual Reality.

A research study published in Educational Psychology Review found that student’s performance and engagement are higher in Virtual Reality than while watching a video.

Abstract

From the Abstract of the study “This study describes and investigates the immersion principle in multimedia learning. A sample of 102 middle school students took a virtual field trip to Greenland via a head-mounted display (HMD) or a 2D video as an introductory lesson within a 6-lesson inquiry-based climate change intervention. The HMD group scored significantly higher than the video group on presence (d = 1.43), enjoyment (d = 1.10), interest (d = .57), and retention in an immediate (d = .61) and delayed posttest (d = .70). A structural equation model indicated that enjoyment mediated the pathway from instructional media to immediate posttest, and interest mediated the pathway from instructional media to delayed posttest score, indicating that these factors may play different roles in the learning process with immersive media. This work contributes to the cognitive affective model of immersive learning, and suggests that immersive lessons can have positive longitudinal effects for learning.”

To read the complete study click here.

Makransky, G., Mayer, R.E. Benefits of Taking a Virtual Field Trip in Immersive Virtual Reality: Evidence for the Immersion Principle in Multimedia Learning. Educ Psychol Rev (2022). https://doi.org/10.1007/s10648-022-09675-4

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Research Finds that Screen Time is as Harmful as … a Potato.

Stop worrying so much about kids playing Fortnite and other games.  New research finds that screen time is as harmful to children as … a potato.

“Researchers at the University of Oxford have performed the most definitive study to date on the relationship between technology use and adolescent mental health, examining data from over 300,000 teenagers and parents in the UK and USA. At most, only 0.4% of adolescent wellbeing is related to screen use – which only slightly surpasses the negative effect of regularly eating potatoes. The findings were published today in Nature Human Behaviour.

“Our findings demonstrate that screen use itself has at most a tiny association with youth mental health,” says lead researcher Professor Andrew Przybylski, Director of Research at the Oxford Internet Institute, University of Oxford. “The 0.4% contribution of screen use on young people’s mental health needs to be put in context for parents and policymakers. Within the same dataset, we were able to demonstrate that including potatoes in your diet showed a similar association with adolescent wellbeing. Wearing corrective lenses had an even worse association.”

In comparison, smoking marijuana and being bullied was found, on average, to have a 2.7 times and 4.3 times more negative association with adolescent mental health than screen use. Activities like getting enough sleep and eating breakfast, often overlooked in media coverage, had a much stronger association with wellbeing than technology use.

The method used by the researchers, called Specification Curve Analysis, revealed the reason there seems to be no firm scientific consensus on screen use and mental health. “Even when using the same datasets, each researcher brings different biases with them and analyses the data slightly differently,” says Amy Orben, College Lecturer at the Queen’s College, University of Oxford, and author on the study. “Of the three datasets we analysed for this study, we found over 600 million possible ways to analyse the data. We calculated a large sample of these and found that – if you wanted – you could come up with a large range of positive or negative associations between technology and wellbeing, or no effect at all.” In other words, “We needed to take the topic beyond cherry-picked results, so we developed an approach that helped us harvest the whole orchard,” adds Przybylski.

In order to remove bias and examine practical significance (rather than statistical significance), the researchers used information from other questions in the same dataset to put the statistical findings on screen use in context. “Research’s reliance on statistical significance can yield bizarre ‘results'”, says Orben. “We need to look at the size of the association to make a judgement on practical significance. If you told me the amount of time a teenager spends on digital devices, I could not do very well predicting their overall wellbeing, as only 0.4% is associated with technology use.”

“Bias and selective reporting of results is endemic to social and biological research influencing the screen time debate,” says Przybylski. “We need to put scientific findings in context for parents, policymakers and the general public. Our approach provides an excellent template for data scientists wanting to make the most of the excellent cohort data available in the UK and beyond.”

Method:

The data was drawn from three large-scale representative datasets: Monitoring the Future (USA), Youth Risks and Behaviour Studies (USA) and the Millennium Cohort Study (UK), totalling over 300,000 individuals surveyed between 2007 and 2016. The findings were derived using Specification Analysis Curve method, which examined the full range of correlations relating digital technology use to child and adolescent psychological wellbeing. Details on methodology and all necessary code to reproduce the analysis are available in the paper’s supplementary material.” – From EurekAlert! Press Release.

https://www.eurekalert.org/pub_releases/2019-01/uoo-tue011419.php

 

Minecraft Education Edition hits v1.0

 

 

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of Digital Trends writes that “Microsoft and Mojang have been working hard at further developing Minecraft Education Edition, and at the start of 2017, the two firms have announced that this version of the game has now hit 1.0.  Minecraft Education Edition is the same Minecraft world you know and love, but with specific features aimed at students and teachers. It has NPCs for tutorials, simple multiplayer server setup, camera and portfolio recording, in-game chalkboards and downloadable lesson plans for educators. While all of those features have been present since the early days of Minecraft Education Edition in late 2016, now that it’s hit version 1.0, there are a number of new features to enjoy, too.”

To read more about Minecraft Education Edition V1.0 click here –

http://www.digitaltrends.com/gaming/minecraft-education-1/#ixzz4XZSUUtc3

My Graduation! I am Officially a Doctor!!!

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Pokémon Go and potential curriculum links

https://i0.wp.com/www.telegraph.co.uk/content/dam/news/2016/07/25/103846353-Pokemon-Go-news_1-large_trans++bMR798aWDZck9uDQFumyM6LVobgUGC4FoVT7JGNuBBk.jpg

 

The popular game Pokémon Go can be leveraged for learning.

write that some of the; “potential curriculum links are:

  • whole-class discussions of how the movement of tectonic plates has affected GPS readings in Australia (science, geography, English)
  • photographing both real insects and virtual Pokémon and then writing up Pokédex entries for the insects they have collected (science, media studies, ICT, English, art)
  • designing classification flowcharts for Pokémon as a lead-up to classification of animals (science, English, maths)
  • assigning students the job of Pokéstop tour guide (Pokéstops are often positioned in front of historical locations), requiring them to research and report on the history of the area (history, art, English)
  • framing maths problems around the data available for each Pokémon such as height, weight and strength. For example, if I have 3,700 stardust, what combination of Pokémon can I power up that will use up all my stardust? Or Asha’s house is 600m from school. The only time she plays Pokémon Go is as she walks to and from school every day. How many days will it take her to hatch a 5.0km egg?”To read their full article at The Conversation click here
  • http://theconversation.com/gaming-in-the-classroom-what-we-can-learn-from-pokemon-go-technology-63766

I have successfully defended my doctoral dissertation!

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Now that I have successfully defended my doctoral dissertation I want to post my dedication and acknowledgements page.

Higher Order Thinking Skills in Digital Games

Dedication
I dedicate this dissertation to my loving and patient wife Jeni and to my persistent son Caleb who often asked me to add more games to my research. Thank you Jeni, for all you have done to support me during these many years. Thanks for giving me the time, space, and encouragement to do what I needed to do to finish. I love and appreciate you more than you will ever know!

Acknowledgements
First, I would like to thank the students of Orangevale Montessori who participated in this research. With out your contribution this project would not have been possible. I would also like to thank the administration, teachers, and staff who went out of their way to accommodate me and the students during the research. I would like to thank Dr. Randy Fall, the chairperson of my dissertation committee, who helped me to narrow the scope of my research and set realistic goals. Thanks to Dr. Yau for teaching me so much about learning theories and approaches, and the important role of motivation in learning. Thanks to Dr. Gilbreth for helping me to learn more about educational technology and for challenging me to start a web log on games and learning. Thanks to my committee as a whole for encouraging me to change the original design of my study to include participants – you were right – the students made it better. I also want to thank Dr. Christopher Quinn who helped me lay the foundation of this study with my literature review. And finally I want to thank my mother for giving me my first computer. On that Commodore 64, I wrote my first programs and my first computer games. That gifted helped to open up my mind to analyze, evaluate, and create. That gift helped to open up my world. Thanks Mom.

Anthony W. Palmer Ed.D.

Gaming in the classroom

The Gamification of Education
Source: Online-Education-Degrees.net

Yay! Today I started interviewing participants for my dissertation!

Higher Order Thinking Skills
in iPad Learning Games

Anthony W. Palmer Ed.D. (Candidate), Researcher
 Institutional Review Board Identification: #94-14

Diagram of the levels within Bloom's Taxonomy Triangle

 

 

It has been a very long journey toward my dissertation.

 

I have completed all the courses for my doctorate.

I have completed my literature review on learning games and higher order thinking skills.

My research committee has approved my dissertation proposal.

The internal review board at my university has approved my application to  conduct the research.

The principal and the teachers have granted me permission to conduct my research at the school.

Over 30 parents have returned their consent forms.

So today…

three students assented to participate in my research on Higher order thinking Skills in iPad learning games!!!

Yay ! ! !

They all did a great job, playing the games and answering my questions.

There would have been more students participating today, but I quickly used up all of the memory on the iPad recording the first three students.

Many students asked if it was too late to turn in their consent forms.  I told them that they still have time.  It seems that many more will join the project before the end of the school year!

It is so good to have passed the necessary bureaucratic hoops and finally be conducting research with students!

So now, more observations, interviews, analysis, synthesis, writing and rewriting.

Yay!

A majority of K-8 Teachers Use Digital Games for Instruction

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Games and Learning report that;

“A national survey of nearly 700 U.S. K-8 teachers conducted by the Joan Ganz Cooney Center and the Games and Learning Publishing Council reveals that almost three-quarters of K-8 teachers are using digital games for instruction. Four out of five of those teachers report that their students play games at school at least once a month.

In his introduction to the critical survey of classrooms GLPC Chair Milton Chen observed:

Two fundamental findings should capture the attention of all educators, developers, funders, and policymakers: a majority of teachers are using digital games in their classrooms, and games are increasingly played on mobile devices that travel with their students.

Level Up Learning: A National Survey of Teaching with Digital Games by Lori M. Takeuchi and Sarah Vaala reports that teachers who use games more often found greater improvement in their students’ learning across subject

areas. However, the study also reveals that only 42% of teachers say that games have improved students’ science learning (compared to 71% in math), despite research suggesting that games are well suited for teaching complex scientific concepts.

areas.”However, the study also reveals that only 42% of teachers say that games have improved students’ science learning (compared to 71% in math), despite research suggesting that games are well suited for teaching complex scientific concepts.

13 Principles of Gaming and Learning from James Gee

 

Here is a list of 36 Principles of Learning from James Gee from;

What Video Games Have to Teach Us about Learning and Literacy, Palgrave Macmillan: New York, 2003

http://mason.gmu.edu/~lsmithg/jamespaulgee2print.html