Second Draft: Computer Software: Resource for the Classroom Action Project
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.