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Video Games: A New Perspective on Learning Content and Skills

Playing Video Games for Learning

Being in the business of e-learning, I am fascinated by video games. No, I’m not a big player myself, but they amaze me for what they can do in terms of teaching and learning. While their primary goal may be to entertain, the core of what they do is perform a continuous process of teaching, simulated practice and assessment, all while engaging learners in learning from worlds rich with content and experience.

As teachers, we’ve always looked to various types of non-interactive content to engage and instruct students. Prior to the 20th century, we depended upon print. In the 1970’s, I remember cassette tapes and film strips coming into the classroom. In the 1980’s, it was video cassettes. Now, we show DVD’s and online video.

Today our digital native students are looking for the kind of interactivity that they experience in their lives outside of school—and that includes the video games that they play. But what skills and experiences can students gain through interactive gaming environments?

  • Learning to try. According to James Gee of Arizona State University, the essence of gaming is that, by its nature, it integrates learning with embedded assessment. With textbooks and lectures, a learner gains knowledge by reading and hearing about subjects. In simulated environments, learners experience situations and content first-hand. They attempt solutions, experience failures and learn from mistakes to proceed to higher levels. They are rewarded for pushing the envelope.
  • Thinking about the big picture. In A Whole New Mind, Daniel Pink discusses six different senses essential for success in our age, one of which is "symphonic thinking," or the ability to see the big picture of situations, manipulate multiple variables and add invention to solve problems. In today’s rich and detailed game environments, players must successfully learn to do exactly that to achieve the goals of the simulation.
  • Collaborating and cooperating. With the introduction of online video games, successful achievement of objectives requires communication and collaboration amongst multiple players. In today’s world, these are clearly skills that one needs to achieve success.

While the so-called edutainment market is small, educators and entrepreneurs alike are in the process of bringing the true educational value of computer games into the classroom.

Is the shift going to be rocky? Absolutely. As an example, look at the debate around a "historical action" game called Six Days in Fallujah and the mainstream discussion that has taken place on NPR and in Newsweek. Will this genre of game become a new form of documentary? If contextualized appropriately by a teacher, can this breed of games represent a serious way for students to experience the civics, political science or world history first-hand? After considering that, check out Games for Change, an example of a new breed of online games for teaching and learning a wide variety of topics with significant human impact. This is a challenging and productive debate, one that will take the marriage between computer games and the instruction of content and skills to the next level.

Edutopia recommends many resources for further exploration of the value of computer games in education, including:

What role do you think video games should play in education?  Share your perspective on our Scientific Learning Facebook page!

Categories: Education Trends, Family Focus, Reading & Learning

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Nevada Department of Education: Fast ForWord is a “High-Gain Program”

The Nevada Senate Bill 185 (SB 185) funded districts to purchase and implement innovative and remedial educational programs, materials, and strategies specific to their academic needs. 

The Nevada Department of Education commissioned the Leadership and Learning Center (LLC) to conduct an in-depth evaluation of the programs that had been purchased with SB 185 grants.  Their 2010 Interim Report includes a review of the performance of Fast ForWord products.

To quote from the Report….“Emphasis was placed on measuring student growth toward academic proficiency and mastery using state and local assessments… The analyses were completed as a result of extensive site visits, phone interviews, and an examination of two-year sets of school cohort achievement data for Criterion-Referenced Tests (CRT) for grades three through eight and High School Proficiency Exams (HSPE) for grades nine through twelve.” 

The Report closely examined CRT results at Goolsby Elementary School (which implemented Fast ForWord across all grade levels).  They concluded that each year of Fast ForWord implementation resulted in an increase in the percentage of grade-level proficient students. To quote the Report, “CRT data indicate a statistically significant increase in Reading and Writing proficiency levels…   CRT data indicate that Reading increased from 67% to 82% proficient, [and] Writing increased significantly from 55% to 82% proficient… from 2006 to 2008.”

This graph summarizes the main conclusions from the Report. The red bars represent programs that were found to have undetermined effects or low gains. Blue bars indicate high-gain programs, in which students made high gains according to the LLC standards. The green bar represents Fast ForWord, which was also found to be a high-gain program. In fact, the Report concludes that Fast ForWord products increased student reading achievement by an average of 22.2 percentage points, which was the largest average impact of all programs reviewed in the Report.

For more information, please see the Educator Briefing on this study as well as any of our 200+ additional reports on Fast ForWord results.  If you have questions about any of our research studies, please contact us.

Categories: Education Funding, Grants, and Stimulus, Fast ForWord®, Reading & Learning

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Meet our Science of Success Microgrant Recipients

promoting brain fitness in the classroomWe asked members of the WeAreTeachers.com (WAT) Brain Research Microcommunity to submit ideas for keeping their students’ brains fit.  All entries were reviewed and voted on by the WAT community for a chance to receive one of five Science of Success microgrants.  We received over 178 entries, and are pleased to share the five peer-selected winners and their project proposals for promoting brain fitness in the classroom:


1) Jason Dietrich, Illini Central High School: Engineering in the Classroom with LEGO NEXT and Carnegie Mellon Curriculum
The purpose of this project is to engage students in open-ended design problems using current technology in robotics research and college academic work. Activities involved in this project will challenge students to develop critical scientific inquiry skills and apply these skills in technological design. Specifically, students will: Write programs for the LEGO NXT Intelligent Brick using LEGO Mindstorms Educational Software 1.1 [Powered by National Instruments Lab View Software]   Full proposal.

2) Don Sarazen, H.B. Rhame Elementary School: Are They Really "Double Stuffed?"
My idea is to have my students remove the cream from a regular Oreo cookie and a Double Stuf Oreo cookie, measure the mass of both cream samples, and determine if a Double Stuf Oreo really has twice as much cream as a regular Oreo. They will do this using triple beam balance scales and electronic scales that measure to the nearest tenth of a gram. Description: My students will then write letters to report the results of their investigation to Kraft Foods, the company that makes Oreos.  Full proposal.

3) Melissa Wlodarski, Eggers Middle School: Brain Yoga...starting our day the SMART way!
Description: Science has proven that completing certain activities every day will help keep our students minds sharp, and improve memory. For this program, students will participate in various "brain yoga" activities during their homeroom period each morning. These activities will include: activating pressure points, which are proven to increase energy and improve attention span (particularly good for students with ADHD), writing activities, and various right brain/left brain activities to start the day.  Full proposal.

4) Gail Feely, Caldwell Elementary: Growing Algae in the Classroom, an Alternate Energy Source
My students will learn about algae as a unicellular living organism and also as an alternate energy source. We will set up a controlled photo bioreactor in which to grow algae. I have met with a local alternate energy team who is willing to work with my students in building a photo bioreactor made of PVC pipe. I think this will be an amazing experience for my students as well as the local team. It will be a trial and error project to find ideal growing conditions to reproduce algae.  Full proposal.

5) Lynn Farr, Martin Elementary: What's the Matter: Weekly class for hands-on science fun
Description: I would like to provide EVERY student from grades K-5 in our school the opportunity to explore matter through hands-on science fun. After a 6 week instruction period on grade-level science standards, students will participate in a "make-and-take" project supporting lessons and concepts learned. Ideas include: Lava lamp, blubber, rocket, sedimentary rocks... Full proposal.

Each winner receives a FlipVideo™ camera or an iPodNano® to capture their project in action. Congratulations to all!

All 178 entries can be viewed in the WAT Brain Research Microcommunity.  Do you have an idea for promoting brain fitness in the classroom or at home?  Share it now!

Categories: Brain Fitness, Education Funding, Grants, and Stimulus

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Brain Research, Learning & Literacy: Webinar with Dr. Bill Jenkins

brain research learning literacyIn this pre-recorded webinar, "Addressing Literacy Through Neuroscience," Dr. Bill Jenkins discusses brain development and plasticity, takes us on a tour of the parts of the brain involved in language processing, and reviews some recent research findings on language impairment. 

You will learn about the strong correlation between auditory processing and language development, the importance of timing in our perception of speech, and more.

Be sure to take advantage of this unusual opportunity to learn from an expert about what happens in the brain when we learn language, how oral language skills influence learning, and what we can do to help children learn better.

Categories: Brain Research, Fast ForWord®, Scientific Learning® Research

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Investing in Innovation (i3) Grantwriting Tips

Are you applying for Investing in Innovation (i3) funds and in need of some last minute help?  I've received many questions about the difference between "demonstrated success" and "evidence of effect", so I've explained the difference in this short video. 

Categories: Education Funding, Grants, and Stimulus, Fast ForWord®, Reading Assistant™

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The Technological Lives of Today’s Students

technology and kidsToday, students’ lives are steeped with technology in all its shapes and sizes and forms. They don’t stop to ask directions. They have iPhones and GPSs and they just keep going forward at full tilt. If we wish to understand our students so we can affect their lives and their futures, we—as parents, as educators, as mentors—must not only understand that mindset, but embrace it.

Think about how different the education experience is today from what it was in the 1960’s, 70’s and even a brief 20 years ago in the 80’s. Back then, learning materials were still delivered in print. Biology and chemistry labs were performed in labs or in the field. Students, side-by-side with educators, really got in and got their hands dirty.

Today’s students are likely to be reading their lessons online, performing those same experiments in simulated environments, and turning in their lab reports via a class website as opposed to writing out assignments, and looking their teacher in the eye as they hand them a written report on paper. While we might feel nostalgic for those kinds of interactions, we can—and must—take a different mindset. Essentially, this represents a new aspect of the challenge that every educator has faced: ours is to uncover ways of connecting with our students in ways that are meaningful to them. Technology has provided a new paradigm for the classroom, redefining how, when and where learning happens. Now, educators have a limitless library of tools to add depth to learning experiences. No doubt about it, technology presents challenges, but it has also added great variety to teaching and learning, making it more exciting, interactive and, yes, fun.

A number of insights can help us understand this world where our students reside:

  • Our students experience their world through technology. This is one of those simple, undeniable facts that we can rail against or embrace. According to a new Kaiser Family Foundation study, the average 8 to 18 year-old spends more than seven and a half hours a day using smart phones, computers and other devices. Include texting and cell phones and the number jumps to nine and a half hours. (Levin)
  • The use of technology and electronic media in K-12 education is on the rise. Every year, more wonderful, brave educators are adding more technological arrows to their classroom quivers. A research report that Grunwald Associates created for PBS indicates that almost three quarters of K-12 teachers use downloaded or streaming content from the Internet as an instructional tool. (Grunwald Associates) If you’re one of these educators, kudos to you for implementing ways to connect with your tech-savvy students!
  • It has been said that our school systems are, in general, behind the rest of society. "Most students say they ‘step back in time’ when they enter the school building each morning." (Project Tomorrow) This is a hard fact to swallow, but we must accept it and deal with it, head on. If our task is to prepare students for a technology-driven, knowledge-based global economy, the mastery of technology they are getting outside of school must be just as important a part of their education as the content and skills they are learning in school.

Of course, access to technology is not a given; the economic health of the communities where our nation's students live and learn is not a constant, and we must challenge ourselves at all levels of society to ensure that every student gets a quality, relevant education. If we are to prepare our students for the world that awaits them, educators need to not only welcome technology, but we must approach the world using the high-tech eyes and speak the high-tech languages that our students use every day. As we do that and gain an increasingly deeper understanding of their technological lives, we will be able to more effectively connect them, educate them, and send them forward with the knowledge and skills that they will need to sail on to success.

Categories: Education Trends, Reading & Learning

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Apply for the “Science of Success” Classroom Microgrant for Teachers!

How would you use the knowledge gained from brain research to create the best learning experiences for kids

WeAreTeachers is offering a “Science of Success” microgrant for teachers, sponsored by Scientific Learning, that is designed to help educators enrich their classroom instruction by incorporating information and practices derived from research into how the brain learns.

Enter your project idea for a chance to win $200 and a Flip Video camera or iPod nano® that you can use to document your project! The application period starts today and ends May 13, 2010. Voting will take place on the WeAreTeachers website from May 13 – May 27, with winners announced May 31, 2010.

Categories: Brain Fitness, Brain Research, Education Funding, Grants, and Stimulus

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Child Reading Development and Language Skills Webinar

Updated June 1, 2010

Child Reading DevelopmentLanguage learning begins at birth and continues throughout early childhood.  A child’s brain needs plenty of early language exposure to map the phonemes—or speech sounds—of her native language. 

Without a good language background, a child is likely to struggle with reading.  Children who are reading below grade level in the first grade are at risk for remaining below grade level in reading ability throughout their school years, and being poor readers as adults.

Early reading intervention gets better results than remediation provided later in life.  Listen to our pre-recorded child reading development webinar with Cory Armes and Dr. Joseph Noble and find out how struggling students in an Iowa school district boosted their language skills from the 36th to the 59th percentile.

The latter half of the child reading development webinar addresses various funding sources—including Stimulus Package opportunities—that districts can apply for to bring similar results to their learners.

Categories: Brain Fitness, Education Funding, Grants, and Stimulus, Fast ForWord®, Reading Assistant™

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Brain Fitness Summit in Utah

utah brain fitness summitMore than 60 people from Utah's state legislature, school districts, and education organizations congregated in Salt Lake City recently to learn about literacy, neuroscience in education, and brain fitness at the March Brain Fitness Summit presented by Scientific Learning.

Dr. Martha Burns gave a presentation about brain plasticity and how boosting the brain's processing efficiency accelerates quality learning.  Guest speakers gave insightful and often emotional presentations about their experiences and how they funded and implemented Fast ForWord® and Reading Assistant™ software.

If you are a Superintendent, District/School Administrator, or Legislator and are interested in attending a Brain Fitness Summit, or if you wish to be placed on the mailing list to receive further information, email our Events team at brainevents@scilearn.com.

 

Categories: Brain Fitness, Education Funding, Grants, and Stimulus, Education Trends, Fast ForWord®, Reading & Learning, Reading Assistant™

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What is the Investing in Innovation (i3) Fund?

what is the investing in innovation (i3) fund?

What is the Investing in Innovation Fund (i3)?

The Investing in Innovation Fund, known as i3, is a grant program developed by the US Department of Education as part of the American Recovery and Reinvestment Act with $650,000,000 in funding. The purpose of the i3 program is to:

“provide competitive grants to applicants with a record of improving student achievement and attainment in order to expand the implementation of, and investment in, innovative practices that are demonstrated to have an impact on improving student achievement or student growth, closing achievement gaps, decreasing dropout rates, increasing high school graduation rates, or increasing college enrollment and completion rates.”(i3 Application)

 

Refer to the i3 RFP (Request For Proposal), also called the Application Packet, for more details on the i3 program and the application process.

The RFP, Frequently Asked Questions, a summary of the program and additional information can be found at: www2.ed.gov/programs/innovation

 

What is the timeline?

i3 has several key dates to note:

  • April 1, 2010 – Intent to Apply – not required but strongly encouraged
  • May 11, 2010 – Application due by 4:30 pm Eastern Time
  • Late Spring/Early Summer – Proposals reviewed
  • Early-Mid Summer – Matching funds must be secured by those projects to be awarded funding
  • September 2010 – All funds awarded
  • 2010 – 2015 – Funded projects may last 3 to 5 years

You are strongly encouraged to submit an intent to apply if you believe you meet the eligibility requirements and plan to submit a proposal for i3. This information will allow the Department of Education to create a more effective and efficient review process, and will allow for more adequate time for securing matching funds on the part of those projects identified for funding.


Who is eligible to receive i3 funds?

To apply for i3 funds, you must be one of the following:

  • local educational agency (LEA)
  • nonprofit organization in partnership with one or more LEAs 
  • nonprofit organization in partnership with a consortium of schools

LEAs include public schools and public school districts. Private schools, colleges and universities are not LEAs, but may be included in i3 projects as partners.

Non-profit organizations can include colleges and universities, afterschool program providers, and others. (See the i3 glossary and RFP.)

 

Additional Eligibility Requirements

To be eligible for i3 funding, projects must:

  • Maintain a Student Focus – “implement practices, strategies, or programs for high-need students”
  • Demonstrate Historical Success – provide evidence demonstrating your past success
    • For an LEA applying on its own, the LEA must have “(a) closed achievement gaps or significantly increased achievement for all groups of students, and (b) achieved significant improvement in other areas,” such as “graduation rates or increased recruitment and placement of high-quality teachers and principals, as demonstrated with meaningful data.”
    • For partnerships involving a non-profit organization, the nonprofit must have “a record of significantly improving student achievement, attainment, or retention through their record of work with an LEA or schools,” whether or not the LEA and school partners have a history of success.
    • Note: Without this history of success you will not be eligible to apply.
  • Address an Absolute Priority – address one of the four absolute priorities listed on page 5 of the Investing in Innovation (i3) Overview Booklet (PDF)
  • Partner with the Private Sector and Meet the Matching Requirement – secure matching funds from the private sector equal to 20% of the funds sought prior to program start date, or request a reduced matching level (to be granted in rare situations)
  • Provide Evidence – meet the evidence requirement of the type of grant for which you are applying; see types of grants below and evidence requirements in the Investing in Innovation (i3) Overview Booklet (PDF)

Checklists for eligibility and definitions of the above can be found on the i3 website.

 

What will be funded under i3?

i3 is looking to fund projects based on several priorities within three types of projects, as described in detail in the RFP. At least one absolute priority must be met by each proposed project. It is anticipated that most projects involving Scientific Learning products and services will be Validation-type projects.

Types of Projects (Proposals must identify one of the following types):

  • Scale Up - project designed to “scale up” practices, strategies, or programs for which there is strong evidence that the project will have a statistically significant effect in meeting the i3 goals. Scale-up projects are limited to $50 million/project and should scale up to a state, regional or national level.
  • Validation - project that shows promise, but for which there is currently only moderate evidence that it will have a statistically significant effect in meeting i3 goals. Validation projects may reach $30 million/project and should scale up to a state or regional level.
  • Development - project with high-potential and relatively untested practices, strategies, or programs whose efficacy should be systematically studied. Development projects range up to $5 million and should be able to further develop and scale up.

Points = the basis for evaluating each proposal. Think of a rubric in a classroom – points are given for each criteria met. Those with the highest points will receive funding.

Absolute Priorities (At least one required):

  • Innovations that Support Effective Teachers and Principals
  • Innovations that Improve the Use of Data
  • Innovations that Complement the Implementation of High Standards and High Quality Assessments
  • Innovations that Turn Around Persistently Low-performing Schools

Competitive Preference Priorities (Extra points awarded for each):

  • Improve Early Learning Outcomes (particularly K-3)
  • Support College Access and Success
  • Address the Unique Needs of Students with Disabilities and Limited English Proficient Students
  • Serve Schools in Rural LEAs

Examples of possible i3 projects from Scientific Learning:

  • Scale-up – Successful use of Fast ForWord® in a group of districts or state is “scaled-up” by implementing its use nationally
  • Validation – Promising success with Reading Assistant™ in a district is expanded to a larger region or state-wide to demonstrate broader effectiveness
  • Development – A school collecting data on use of Fast ForWord expands its use district-wide and implements a stronger program to document effectiveness

Learn more:

Find out how Scientific Learning products fit with the i3 Fund.

See our Investing in Innovation (i3) Overview Booklet (PDF) for detailed information on eligibility requirements, preparing your i3 application, and getting help with your i3 application.

 

Categories: Education Funding, Grants, and Stimulus, Fast ForWord®, Reading Assistant™

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