Unit 1: Justify the Use of Video Games in the Math Classroom
Learning Objectives
Unit 1 Overall Objective:
· The participant will be able to justify the use of video games in the math classroom.
Unit 1 Objectives:
· The participant will be able to give reasons for using video games in the math classroom.
· The participant will be able to explain how video games can address 21st century learning skills.
Your Task
There are students in your school that are not proficient in the end of the year state math exam. In addition, your principal is concerned about incorporating 21st century learning skills at the secondary level. You have been asked to decide if a math course that uses video games could address these problems.
Looks like you need to start researching!
Learning Activities
Tip: The links will redirect you from this website. I suggest right clicking and opening the links in a new tab.
The first activity for you to do is to fill out a self-assessment.
Please download the document to your computer and fill in Questions 1 and 2. Save the document to your computer to use at the end of the unit. Here is the link to the file: https://drive.google.com/file/d/0B2DHsGC6sUHna3F6RGgwT2NyZkU/view?usp=sharing
Video games can spark student interest in learning math!
Watch this video: https://www.ted.com/talks/gabe_zichermann_how_games_make_kids_smarter
Read this blog and watch the video: http://www.edutopia.org/blog/james-gee-video-game-project-based-learning
Video games can be used to teach, practice, and encourage interest in STEM subjects (Bertozzi, 2014, p. 23).
Read Chapter 1 in Learning, Education and Games: Volume one
21st century skills consist of learning and innovation skills, life and career skills, and digital literacy skills (Kulman, Slobuski, & Seitsinger, 2014, p. 161). "By using video games to teach skills such as collaboration and creativity teachers are able to provide students an opportunity not only to develop those skills, but also to increase their digital literacy skills" (Kulman, Slobuski, & Seitsinger, 2014, p. 162). Video games not only use technology, but they teach 21st century skills.
Read Chapter 9 in Learning, Education and Games: Volume one
"Video game-based learning seems to have positive effect on students' mathematical skills as well on students' cognitive and mental skills. At the same time, educational math video games could motivate students' towards the course of mathematics" (Drigas & Pappas, 2015, p. 66).
Read the article File:DrigasPappasHeatherLeo.pdf
Now that you have more information about the reasons to use video games in the math classroom, let’s consider the Common Core Math Standards.
Read through these standards: http://www.corestandards.org/Math/Practice/
Please answer the following discussion question:
Justify to your principal the creation of a math course using video games. Explain how video games can be used to address the Common Core Math Standards.
Go to https://docs.google.com/presentation/d/1HAJrxra3iFwF_G6_R77Fu40q1U4Sjdeqpq1gBx-A1DM/edit?usp=sharing and create a slide with your discussion answer.
Read through the other participant’s discussion answers on the slides.
Conclusion
Did you learn any ways to justify using video games in the math classroom?
To check, open up your self-assessment that you completed at the beginning of Unit 1. Now, answer questions 1a, 1b, 2a, and 2c.
When you have completed your self-assessment, copy your word document to the following google document: https://docs.google.com/document/d/1XE1_GaJ6gfJwK7cPhAqhHMYpw8eS1OzwJpzzwye_Op8/edit?usp=sharing.
You are ready to begin Unit 2!
Proceed to Unit 2: Identify and Assess Video Games in the Math Classroom
Click here to return to Using Video Games in the Math Classroom.
References
Bertozzi, E. (2014). Using games to teach, practice, and encourage interest in STEM subjects. In K. Schrier (Ed.), Learning, education and games (pp. 23-36). Pittsburgh, PA: ETC Press.
Drigas, A. S., & Pappas, M. A. (2015). Online and other game-based learning for mathematics. International Journal of Online Engineering, 11(4). Retrieved from http://www.researchgate.net/publication/280727581_On_Line_and_Other_Game-Based_Learning_for_Mathematics
Kulman, R., Slobuski, T., & Seitsinger, R. (2014). Teaching 21st century, executive-functioning, and creativity skills with popular video games and apps. In K. Schrier (Ed.), Learning, education and games (pp. 23-36). Pittsburgh, PA: ETC Press.
National Governors Association Center for Best Practice, Council of Chief State School Officers. (2010). Common core state mathematics standards. Washington, DC: National Governors Association Center for Best Practices, Council of Chief State School Officers. Retrieved from http://www.corestandards.org/Math/Practice/