Computer Software: Resource for the Classroom Action Project
Research Question:
Schools across North Carolina are scoring low on math tests. Testing is a stressful concept to all students. It puts pressure on students to achieve, but in reality has the opposite effect. They are so nervous, and can hardly remember their facts when they are testing. When they are in their classroom and working during math time they are constantly reminded of what they need to learn for testing. Math and other subject cease to be a learning experience, but simply a memorization of endless facts and figures. Students need to see math as relaxing and fun if they are going to actually learn. Educational gaming is a powerful tool that can engage a student in active learning. In my research project, I will focus on the following question. How do incorporating meaningful software programs increase student achievement in the classroom? I want to observe and explore how educational gaming has a positive impact on my students. I recently acquired Jumpstart 3rd Grade for my 3rd grade students. This program incorporates math and science skills that create critical thinking. The most important aspect about this program is that students are actively learning in class.
Background on Research Question:
I am working on my literature review to find out what other researchers have found with this study. I currently have two articles that I have read for my literature review. The first article, A Case study of computer gaming for math: Engaged learning from game play, shows medium ground for educational gaming. The article shows that students enjoyed math learning in a computer setting, but there were no changes in scores. The second article, Major Study on Software Stirs Debate, shows similar findings. As my literature review expands so will my categories. I want to look at all the literature, but also focus on the study and observations at my school.
Setting:
The setting of this action research project is at Cherokee Elementary. This school is located in Cherokee, NC on the Cherokee Indian Reservation. There are 600 students at this school, grades K-6. This is the last school year in the old school building. We will move into our new school building in the fall. The students at this school have a rich culture, and are bright hard working students. Education is very important at this school, and we believe that all our students can succeed in life. This study is relevant, because the majority of my students don’t have computers in the home. When they come to computer class they are eager to use the computer, because they rarely get the chance outside of school. This provides an edge to my research, because the computer is a fun tool for these students.
Participants: Ms. Nicholas class will be the 3rd grade class that participates in this action research. I will observe the students and see how the math program increases enjoyment of math, and improvement of math skills in the classroom. I will interview Ms. Ingrid and her assistant to see what improvement in math that they have noticed in their students this quarter. I will also interview the Horizons math teacher Mr. Barrett. He teaches the gifted math program at our school. He has students that come from Ms. Nicholas class to his for math time. He will be another source to evaluate the results of educational gaming.
Comments (13)
Hi Elizabeth,
I really like your idea of using gaming software as a supplement to your math curriculum. We all know that kids love to play those computer games, and if they can learn something while they are playing then everyone benefits! I am interested that you have chosen a third grade classroom for your main group of participants. Is this because it is their first year of taking EOG's? If so, I think it would work out well for your study to be measuring their levels of interest and ability, as you mentioned. Third grade is a very hard year because the kids are suddenly expected to be big enough to sit still for hours and take those difficult tests! Also, you mentioned the Jumpstart program as your new software; is this going to be the only program you use, or are you going to try others with this group of kids? It would be interesting to look at several different types of software, but for the purposes of this study (not to mention time and convenience!) it might be best to just stick to the one...just something to think about. Good luck!
Amy Galloway
Posted by Amy Galloway | January 31, 2009 10:23 PM
Posted on January 31, 2009 22:23
Elizabeth,
I am so excited about your research study! I love the idea that you are incorporating educational games in math class. I know as a Spanish teacher that my kids love when we play any kind of game on the computer for Spanish review. I would suggest that in addition to Jumpstart, that you also check into Quia, which you can use for free during your research study, although you have many more options if you open an account. You can find many games and activities that other teachers in the same subject area and level have already created that are available to share with you for free. Games like who wants to be a millionaire, jeopardy, concentration, hangman, etc... all are used for each level and subject area for your students. I use it on a weekly basis and can assign my kids particular activities or even quizzes. One of the best features for me is that you can see how long a student has worked on a particular activity and even analyze which questions gave the students the most trouble. I believe that this program would enhance your study alongside of the Jumpstart program. Just an idea that hopefully will help you like it has helped me! Good luck!
Posted by Tina Nicholson Mallén | February 1, 2009 12:50 PM
Posted on February 1, 2009 12:50
Elizabeth,
Above you wrote:
Educational gaming is a powerful tool that can engage a student in active learning. In my research project, I will focus on the following question. How do incorporating meaningful software programs increase student achievement in the classroom?
I recommend that you change the word "achievement" to "engagement". Achievement is difficult to define, and more difficult to measure. Don't worry if your lit review focuses on achievement, because it is definitely related to your question, and you can incorporate teachers' perspectives on achievement. What I am suggesting is to make achievement tangential rather than the focus, and engagement and active learning is easier to observe in a naturalistic setting.
Everything else about your design thus far looks great!
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Posted on February 3, 2009 21:40
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