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From The Christian Science Monitor
It's 1 o'clock on a Wednesday afternoon in Wallingford, Conn., and about 20 children are watching a screen at the front of the room as they take turns navigating challenges and collecting virtual currency to unlock powers, outfits, and pets for their characters.
The game they're playing has some similarities to the online battle game "Fortnite." But the kids aren't fighting one another – they're racking up points for participation and good behavior in their classroom at Dag Hammarskjold Middle School, where their teacher is presenting a home economics lesson with help from Classcraft, a fantasy-themed educational program.
"It's actually a lot of fun," said 13-year-old Caiden McManus. "The pets – that's my favorite thing to do. To train the pets, you gain as many gold pieces as possible so you can get the new outfits and stuff."
Peek inside your average classroom these days, and you're likely to see teachers using apps, websites, and software that borrow elements from video games to connect with students living technology-infused lives. By all accounts, they're fun to use, and studies have found that some can be effective. But there is also skepticism about how often students who use them are better educated, or just better entertained.
Dag Hammarskjold consumer sciences teacher Gianna Gurga said she had been looking for a way to get more out of her students. Students have been more motivated and performed better in her classes since she began using Classcraft in spring 2017, she said, and she has signed up a handful of other teachers in the school.
COMMENT:-
The article is quite interesting but left me with two disturbing thoughts:
(Read the article to see what I mean.)
The "obvious" solution is to change the "standards" so that at least 90% of the students "meet standards" - because that makes the teachers/system look good, and "enhances the child's feeling of self-worth". The "non-obvious" solution is to actually educate the students.
Guess which solution has the highest likelihood of being implemented.
PS - If you don't believe me, take a look at the way that the SAT scores are reported. Every year they are "re-normalized" so that the "average student" scores the same as the "average student" of the year before. That means that if the "average student" in "Year 1" actually got 75% of the answers correct and the "average student" in "Year 2" actually got 50% of the answers correct, BOTH would have the same SAT score. (NOTE - I exaggerated the change between years to show how the system works more clearly. In actuality they should read more like "Year 1" and "Year 21".)
More US classrooms adopt game-based learning to engage students
It's 1 o'clock on a Wednesday afternoon in Wallingford, Conn., and about 20 children are watching a screen at the front of the room as they take turns navigating challenges and collecting virtual currency to unlock powers, outfits, and pets for their characters.
The game they're playing has some similarities to the online battle game "Fortnite." But the kids aren't fighting one another – they're racking up points for participation and good behavior in their classroom at Dag Hammarskjold Middle School, where their teacher is presenting a home economics lesson with help from Classcraft, a fantasy-themed educational program.
"It's actually a lot of fun," said 13-year-old Caiden McManus. "The pets – that's my favorite thing to do. To train the pets, you gain as many gold pieces as possible so you can get the new outfits and stuff."
Peek inside your average classroom these days, and you're likely to see teachers using apps, websites, and software that borrow elements from video games to connect with students living technology-infused lives. By all accounts, they're fun to use, and studies have found that some can be effective. But there is also skepticism about how often students who use them are better educated, or just better entertained.
Dag Hammarskjold consumer sciences teacher Gianna Gurga said she had been looking for a way to get more out of her students. Students have been more motivated and performed better in her classes since she began using Classcraft in spring 2017, she said, and she has signed up a handful of other teachers in the school.
COMMENT:-
The article is quite interesting but left me with two disturbing thoughts:
- "The difference between 41% and 43% could well be statistically insignificant."; and
- "Why in HELL would a School District think that it was being successful when it gets ONLY 43% of its students educated to the point where they "met standards"?.
(Read the article to see what I mean.)
The "obvious" solution is to change the "standards" so that at least 90% of the students "meet standards" - because that makes the teachers/system look good, and "enhances the child's feeling of self-worth". The "non-obvious" solution is to actually educate the students.
Guess which solution has the highest likelihood of being implemented.
PS - If you don't believe me, take a look at the way that the SAT scores are reported. Every year they are "re-normalized" so that the "average student" scores the same as the "average student" of the year before. That means that if the "average student" in "Year 1" actually got 75% of the answers correct and the "average student" in "Year 2" actually got 50% of the answers correct, BOTH would have the same SAT score. (NOTE - I exaggerated the change between years to show how the system works more clearly. In actuality they should read more like "Year 1" and "Year 21".)