Christopher Cannon EDUC 8841. Video games and electronic devices have found their way into many homes. Incorporating games into instruction makes sense.

Slides:



Advertisements
Similar presentations
Breaking Ranks II Strategies for Leading High School Reform.
Advertisements

Autism Observation Instrument General Education Classrooms
Diffusion and Integration of Technology in Education Cora Blades Walden University EDUC 7101 November 20, 2011.
Innovation of the SMART Board SMART Interactive White Board.
+ Diffusion of Innovations iPads in the Education by Kristy Burrough Picture taken from
Lesson Planning Educ 3100.
Science Inquiry Minds-on Hands-on.
Coaching Workshop.
 Brings the standard computer to the students’ desk allowing for 1:1 computing  Educational applications with information available at the touch of.
Digital Storytelling (DS) was “invented” in Berkeley in the early 90’s when a group of writers, artists, and computer people were trying to find a way.
Christopher Cannon EDUC Video games and electronic devices have found their way into many homes. Incorporating games into instruction makes sense.
The Diffusion of Mobile Devices in the Classroom by Devonee Trivett for Diffusion of Technology in Education, EDUC 7102 with Dr. Green, Walden University,
Stage 1: Need Ability to hand write instead of type Capture signatures electronically Portable touch screen.
Andres Anzaldua Need Engaging Students Improving Assessment Scores Integrating Technology.
SMART Board Shauna Cromwell. Need Education Education –People who used SMART technologies early on were mostly educators in need of giving lectures.
E-Learning: Education Anytime, Anywhere Randy Rodgers Walden University.
Websites as Instructional Tools A Website Is A Terrible Thing To Waste Carolynn Mortensen.
1. 2 Why is the Core important? To set high expectations –for all students –for educators To attend to the learning needs of students To break through.
 SMART Technologies start off selling projectors. In the early nineties they wanted to create a product that would enable groups to interact and instantaneously.
Storyboard. Needs Create a electronic tablet that would increase collaboration for learners in primary grades. Create a electronic tablet that can compete.
Leadership: Connecting Vision With Action Presented by: Jan Stanley Spring 2010 Title I Directors’ Meeting.
Storyboard Title page Multimedia Presentation The Document Camera.
Storyboard. Needs Create a electronic tablet that would increase collaboration for learners in primary grades. Create a electronic tablet that can compete.
DIFFUSION OF INNOVATION MULTIMEDIA STORYBOARD PRESENTATION SOFT CHALK Sharon Moore EDUC WALDEN UNIVERSITY Dr. Henry Pratt.
SMART Board Shauna Cromwell. Need Education Education –People who used SMART technologies early on were mostly educators in need of giving lectures at.
Anetha Johnson EDUC 7101 Diffusion and Integration of Educational Technology.
Rose M. Martin-Turnage Diffusion and Integration of Educational Technology (EDUC ) Dr. Robert Hancock Walden University.
What is Web 2.0? FUN Internet tools, gadgets, websites Easy to use You can generate your own product from these tools!
Diffusion of Innovation Multimedia Presentation SMART Board.
Interactive Whiteboards Charee Hampton EDUC Dr. Henry Pratt Walden University.
Innovation Storyboard Sandra Dykes Multi Presentation.
Christopher Cannon EDUC Video games and electronic devices have found their way into many homes. Incorporating games into instruction makes sense.
DIFFUSION OF MOODLE Tiffany Harrell Walden University EDUC
Key Change Agents Recommended for the role of key change agent in the organization is the department chairperson who has also served as interim division.
A Tool for Multisensory Remediation of Dyslexia Linda Hutchison Presenter.
Diffusion of Innovation Multimedia Presentation SMART Board.
Storyboard. Needs Create a electronic tablet that would increase collaboration for learners in primary grades. Create a electronic tablet that can compete.
be.com/watch?v= kI8RRYTQKfM watch?v=_eFnzNw10Qc &feature=related ube.com/watch ?v=yFsUoGvJb DE&NR=1.
be.com/watch?v= kI8RRYTQKfM watch?v=_eFnzNw10Qc &feature=related ube.com/watch ?v=yFsUoGvJb DE&NR=1.
Walden University. By the year 2024 nearly 80% of learning will evolve through Distant Education. Online Learning Media & Technology Dynamic Communication.
The Wonderful World of Wikis Creator: Tabitha Edenfield Diffusion and Integration of Technology in Education.
Storyboard for Diffusion and Integration of Educational Technology By Stephen C. Raymond.
Wandra Coffield EdS Educational Technology EDUC 7101 ~ Fall 2009 Walden University Innovation and Diffusion of E-portfolios in K12 Schools.
Kimberly Hoyt Walden University EDUC 8841 July 1, 2011.
Cora Blades EDUC 8841 In the mid 1980's, Nancy Knowlton and David Martin brainstormed ideas that could make presentations, meetings and classroom activities.
SMART Boards A Multi-Media Presentation Created By Tawana Stiff EDUC Instructor: Dr. Amar Almasude.
The Wiki Web Making Classroom Connections Storyboard by: Marci Vining EDUC 8841 Wikis TeachersStudentsKnowledgeInstructionCreativityContent.
JOT2 – LEARNING THEORIES
Classroom Performance System (CPS) Lori Oren, EdS candidate Diffusion and Integration of Technology in Education, EDUC 7101/8841 Walden University Dec.
Podcasting By: Charlotte Haughwout EDUC /EDUC Diffusion and Integration of Technology in Education.
Simulations within the Classroom Jason E. Amy Diffusion and Integration of Educational Technology EDUC Walden University May 22, 2011.
An Innovation-Development Plan for Thomas G. Pullen K-8 Academy of Creative and Performing Arts Howard Brent June 2013.
Interactive Whiteboards Charee Hampton EDUC Dr. Henry Pratt Walden University.
INNOVATION DEVELOPMENT DIGITAL TEXTBOOKS MELISSA COLEMAN.
Interactive Whiteboards Simone N. Millington-Motley Walden University.
Storyboard. Needs Create a electronic tablet that would increase collaboration for learners in primary grades. Create a electronic tablet that can compete.
SIT Professional Development- Defining the Consultation Model Permission to reprint granted with appropriate acknowledgement ©2009 DPS.
EasyCBM ™.  The need that gave rise to this innovation involved the inability of school districts to stay within compliance with federal regulations.
Wandra Coffield EdS Educational Technology EDUC 7101 ~ Fall 2009 Walden University Innovation and Diffusion of E-portfolios in K12 Schools.
1:1 Computing in Education Joshua J. Sherman. 20 th -Century Learning.
Storyboard for Diffusion and Integration of Educational Technology (EDUC ) Ametha Williams Walden University Amar Almasude.
Mobile Learning: Using SmartPhones in the Classroom Tia McMillan.
WHY WERE CLICKERS INVENTED? 1972—Consensor—Bill Simmons – retired IBM Executive. A need to access, evaluate, and extend classroom activities. A need for.
The Wiki Web Making Classroom Connections Storyboard by: Marci Vining EDUC 8841 Wikis TeachersStudentsKnowledgeInstructionCreativityContent.
SMART Board Shauna Cromwell. Need Education Education –People who used SMART technologies early on were mostly educators in need of giving lectures at.
Wiki Use In Education By Dona Sisk EDUC 8841 Dr. Foley Walden University Spring 2010.
Storyboard for Multimedia Presentation The Electronic Textbook ( also known as the e-book, ebook, or Ebook)
The SMART Table Rachel Bell Walden University March 31, 2011.
7 Training Employees What Do I Need to Know?
Teaching with Instructional Software
Presentation transcript:

Christopher Cannon EDUC 8841

Video games and electronic devices have found their way into many homes. Incorporating games into instruction makes sense for the youth of today.

Interactive educational games provide an exciting learning environment and students become enthusiastic and engaged in what they are learning.

 The information I acquired came from an article by Brett Shelton and Andy Walker at Utah State University.  Educational game designers try to mirror commercially successful computer games by offering the challenge, interest, and gratification of standard computer games.

 The designers of educational games include the ability to receive awards and have them taken away. The idea behind rewards being removed are to reinforce correct behaviors and weaken incorrect ones.

 Some educational games that have been designed based on commercially successful games make it difficult for the instructor to guide students through tasks because of the complexity of the game or the unpredictable scenarios of the game.

 Shelton and Walker suggest that all game play activity should be embedded within the game and aligned with the instructional objectives.

 If the proper technology is available, these educational games can be easily implemented.  Commercialization has also been successful due to the popularity and commercial success of games with those under the age of eighteen.

 Educational games have been successfully marketed because of the increased popularity of smart boards and student computers in the classroom.

 Phase 1 : selling the idea This idea of educational games in the classroom must be accepted well among all educators involved. Educators need to acknowledge that games need extra support and cooperation from IT.  Phase 2: Preperation Schools and districts need to dedicate time and money to preparing the classroom environment thoroughly. Administrators must provide support for teachers learning how to operate these games. This support will reduce frustration.  Phase 3: Implementation Teachers need to understand how the activities connect to the standards, what the goals are for the exercise and which students it can benefit the most.

From my research, I have learned that educational gaming began to receive recognition in the early 2000’s.

 The 2011 Herizon report stated information about the adoption of these games post  The report predicts game-based learning will be widely adopted by mainstream classrooms within two to three years.

 The administrators and teachers would be considered the innovators and early adopters for this innovation.  The administrators are introducing the new technology within the school and providing support to ensure effective use of the technology.  The teachers recognize the excitement and engagement that games provide when incorporated into instruction.

 Some teachers are not enthusiastic to try new things and incorporate new strategies into their instruction. This is especially true about technology innovations.  Sufficient training and support would be required to motivate these teachers to implement the new innovation into their instruction.

 The relative advantage would be one of the most important of Roger’s perceived attributes to demonstrate how the new innovation is more beneficial than any prior to it.  Observability would be an attribute necessary to provide definitive evidence of how effective an innovation is before it can be fully adopted.

 A decentralized approach would work best for the diffusion of this innovation in my system.  A decentralized approach is described by the innovation being diffused by a group of professionals who have the power to make decisions regarding adoption (Rogers, 2003)

 Key change agents in my system would be any board member, administrator, or educator/staff that is involved in the adoption of new innovations based on the needs of the students.

Agents should do the following:  Recognize an area of weakness.  Research innovations that would satisfy the area in need of change and improve instruction to meet the needs of the students.  Input should be acquired from educators and persons whom will use the innovation in order to consider adoption.

 Rogers (2003), explains that critical mass occurs when enough people have adopted an innovation so the further rate of adoption becomes self-sustaining.  The research I have conducted states that game-based learning will be widely adopted by mainstream classrooms within two to three years.

 Champions of this innovation should understand the importance of using new innovations and instructional strategies to ensure the needs of each student are satisfied.  Champions of this innovation should also acknowledge the interests of the students and how video games are a dominant part of life for those under the age of eighteen. When games are used for educational purposes students become more engaged and excited about what they are learning.

 Rogers, E. (2003). Diffusion of Innovations (5th ed.). New York, NY: Free Press.