Gamification: Using technology to improve student math performance

Start

1-30-2019 10:30 AM

End

1-30-2019 11:45 AM

Short Description

Today, we live in a technological era that is moving at a fast paced. The need for new and improved instructional methods and an increase in student mathematics achievement require teachers to find different ways to integrate technology in the classroom (Schaaf & Mohan, 2014). Of importance is the need to analyze the effects of technology on student learning. This presentation describes classroom usage of a gamified software, Edufocal.

Abstract

The purpose of this presentation is to share with participants the role technology played in teaching and learning mathematics using games and an interactive software, Edufocal. The influence of games and gaming elements is growing at a rapid pace (Garris et al., 2002; Kapp, 2012). Of concern is how to design educational applications and games geared towards tablet users. A paradigm shift in the field of education from teacher-focused instruction to a more learner-centered and active engagement (Geiger, 2009) is essential to ensure that no child left behind. This pedagogical shift is needed, especially in the case of Jamaica where low passes over the past ten years in Mathematics continue to plague K-12 schools. In addition to describing the software, this presentation will also include a hands on activity where participants can experience using a gaming application to “level up” in mathematics. The Edufocal software allows teachers the opportunity to interact with students as they move through the presentations and view student responses in real time.

This presentation is geared towards practicing and to be teachers and will provide an opportunity for participants to explore the software. It draws on tenets of constructivism that describe students as actively participating in learning, especially as the software pushes students to take ownership of their learning rather than passively viewing a teacher-directed whole-class presentation (Olive, et al., 2010). Using the Edufocal software in the Jamaican classroom has it pros and cons. While students are having fun and competing for the top score, the teacher gains valuable insight into the class’s overall present level of performance and understanding of a given topic. This presentation describes the extent to which technology, related research, and practice might usefully inform each other in supporting effective mathematics teaching and learning in Jamaican elementary schools.

Format

Concurrent Session

Institutional level targeted

K-12

This document is currently not available here.

Share

COinS
 
Jan 30th, 10:30 AM Jan 30th, 11:45 AM

Gamification: Using technology to improve student math performance

The purpose of this presentation is to share with participants the role technology played in teaching and learning mathematics using games and an interactive software, Edufocal. The influence of games and gaming elements is growing at a rapid pace (Garris et al., 2002; Kapp, 2012). Of concern is how to design educational applications and games geared towards tablet users. A paradigm shift in the field of education from teacher-focused instruction to a more learner-centered and active engagement (Geiger, 2009) is essential to ensure that no child left behind. This pedagogical shift is needed, especially in the case of Jamaica where low passes over the past ten years in Mathematics continue to plague K-12 schools. In addition to describing the software, this presentation will also include a hands on activity where participants can experience using a gaming application to “level up” in mathematics. The Edufocal software allows teachers the opportunity to interact with students as they move through the presentations and view student responses in real time.

This presentation is geared towards practicing and to be teachers and will provide an opportunity for participants to explore the software. It draws on tenets of constructivism that describe students as actively participating in learning, especially as the software pushes students to take ownership of their learning rather than passively viewing a teacher-directed whole-class presentation (Olive, et al., 2010). Using the Edufocal software in the Jamaican classroom has it pros and cons. While students are having fun and competing for the top score, the teacher gains valuable insight into the class’s overall present level of performance and understanding of a given topic. This presentation describes the extent to which technology, related research, and practice might usefully inform each other in supporting effective mathematics teaching and learning in Jamaican elementary schools.