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Published byMercy Bryan Modified over 9 years ago
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The AS N Initiativ e ‘10
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Introduction Michelle Diamond Enterprise Development Officer Secondary and ASN
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ASN Top Gear Cycling Challenge Heat 1
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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 Aims and Outcomes
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Background Development - skills & experiences The Wii forward Programme
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Background Early Years Mavisbank Rich Task Wii’s into ASN Sector - Pilot
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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.
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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
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The Wii: developmental skills and experiences Cognitive Development Social & Emotional Development Speech & Language Development Fine Motor Skills Development Gross Motor Skills Development
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ASN Top Gear Cycling Challenge Heat 2
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Mii
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Turn Taking & Sharing
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Responsibility
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Communication
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Number Development
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Hand-Eye Co-ordination
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Decision Making & Choice
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Attention Span
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Team Membership
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Games Awareness
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Self Esteem / Confidence
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Tracking
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Spatial Awareness
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Fun
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ASN Top Gear Cycling Challenge Heat 3
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The Wii in an ASN Establishment Mavisbank School
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The Wii in an ASN Establishment Portland School
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The enterprising approach to learning and teaching is built on 5 principles: giving pupils responsibility making learning real taking roles providing relevance encouraging reflection DtS - Enterprising Approaches
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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 DtS - Enterprising Approaches
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Links to Curriculum for Excellence Capacities Strands Outcomes
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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
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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
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Curriculum for Excellence Literacy and English Numeracy and Mathematics Health and Wellbeing
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ASN Top Gear Cycling Challenge Heat 4
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The Wii Forward Launch Evidence for twilight session Twilight session 25 November 2010
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ASN Top Gear Cycling Challenge Winner
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