Showing posts with tag learning through play Show all posts >

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?
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

According to the Report of the National Reading Panel: Teaching Children to Read Reports of the Subgroups, the capacity to learn and grow as a reader depends on five essential skills:
Foundational Skills for Beginning Readers:
1) Phonemic Awareness: The insight that every spoken word can be conceived as a sequence of phonemes. Phonemes are the speech sounds that are represented by the letters of an alphabet.
2) Phonemic Decoding: The ability to capture the meaning of unfamiliar words by translating groups of letters back into the sounds that they represent, link them to one's verbal vocabulary, and access their meaning.
Skills Needed to Read for Meaning:
3) Vocabulary: Understanding the words in a passage, including the specific dimensions of their meanings or usage that matter in context. For example, knowing that “tree” when reading about a “family tree” has a different meaning from “maple tree”
4) Fluency: The ability to read with sufficient ease and accuracy that active attention can be focused on the meaning and message of the text and the text easily retained.
5) Comprehension: Thinking about the meaning of each segment of the text as it is read, building an understanding of the text as a whole, and reflecting on its meaning and message.
Teachers today are fortunate to have access to a wealth of scientifically based research into what works when teaching children to read. The links that follow are courtesy of the National Institute for Literacy:
Birth to Early Childhood
Children begin building literacy skills long before they go to school. Even very young children can be prepared to become successful readers later on. Research has identified certain skills that are important for later literacy development; these skills include knowing the names and sounds of printed letters, manipulating speech sounds, and remembering what has been said for a short time. Here are some ways to teach younger children these pre-reading skills.
Childhood
From kindergarten through third grade, young readers are actively developing all five of the core reading skills from phonemic awareness to fluency and comprehension. Research has shown that teaching children to read successfully during this window requires a combination of strategies and instructional approaches. Teachers must know how children learn to read and be able to tailor instructional approaches to individual children--especially those who are struggling readers. Here are some instructional approaches for the five essential skills.
Adolescence
While many adolescent readers have mastered phonemic awareness and decoding, they are often still challenged to fully understand what they read. In middle and high school, it is common for literacy skills to be developed not only in language arts courses, but also in a variety of different content areas. To prepare students for the literacy challenges of secondary school, language arts and content area teachers need to focus on the last three components of reading: vocabulary, fluency, and comprehension. Here are some approaches to teaching vocabulary and comprehension skills.
What are some strategies you have used when teaching children to read? Which have been most successful? Share your expertise on our Scientific Learning Facebook page!
Categories: Reading & Learning

Yesterday’s blog post from Sherrelle Walker about making science fun really inspired me—so much so that I gathered up a few interesting experiments that will delight kids in the classroom or at home any time of year:
Bending Light
With just a strong flashlight and an empty soda can, you can make a beam of light follow a stream of water wherever it flows.
Screaming Cup
All you need is a large plastic cup, a piece of string, and some water (violin rosin optional) to create this eerie sound-effect and learn about the "stick and slide" effect that can amplify sound.
Dancing Raisins
Round up a can of colorless soda (e.g., 7-Up or Sprite), a tall clear glass or plastic cup, and some raisins, and find out why the raisins dance to the top of the cup and back to the bottom—again and again!
Build a Film Canister Rocket
If you can find some white plastic film canisters, an Alka-Seltzer tablet, and safety goggles, you can launch a rocket from your school playground just by adding water. (This experiment has a lot of "cautions"—for your safety, please follow them!)
A few months ago I did a version of the dancing raisins experiment with my three-year-old. He loved it, not only because it was intriguing and fun to watch, but because he got to eat the extras! I sat at the kitchen table with him, and as we ate raisins together we lingered over the experiment, delighting in the human element of togetherness—sharing food and wondering aloud in communal awe at the mechanisms of the world we inhabit.
Over the next few weeks, my son asked to do the experiment again and again, kindling my hope that his future experiences in school and life will similarly nurture his curiosity and create an interest in science that will last a lifetime.
Is there a science experiment or science experience that has made a difference for you or your students? Please share it with us!
Categories: Reading & Learning
In recent years, our nation has been spending a great deal of time, energy and dollars to ensure that our students receive a solid educational foundation in reading, writing and mathematics. Today, much of the nation is also increasing its focus on the sciences.
In a recent article, "Science is gaining momentum in American schools," EducationNews.org noted: "It has taken prodding by industry, business, and government leaders — alarms going off, even — but science education is getting an upgrade in many classrooms..." Why the heightened awareness? Given the changes in the global economy, parents, educators and policy makers alike are demanding that we provide students with more opportunities to develop the knowledge and skills that will serve to springboard them into fields like energy technology, health care and engineering.
So how can we cultivate our students’ passion for science and discovery? It comes down to the two parts of a single idea: "WE can spend more TIME."
Regarding TIME: If we simply spent more TIME teaching science, as it turns out, more students would be likely to end up pursuing science-related careers. At Springside School in Philadelphia, they have put a great emphasis on science, and in recent years, about half of their graduates have expressed an interest in pursuing such paths. (Read more at the Springside School site.)
But what if WE put more of OURSELVES into our classrooms? I propose that in bringing in the PEOPLE element, we can bring back the fun and the wonder. With our students, we can hatch more butterflies, build more baking soda and vinegar volcanoes, spend more nights stargazing, and maybe even make more electric pickles. Such experiences offer great ways to spur both discussion and show students that it’s wonderful and HUMAN to have a passion for scientific discovery.
Overall, I think we can simply do a better job of showing students that science is about people, and that it’s the people who make it exciting. We can bring in parents with science-related careers as guests to help with experiments and discussions. We also have a lot to learn from great "science celebs" like Bill Nye the "Science Guy" and Steve Spangler; they offer all sorts of resources and ideas that we can use to light that fire for discovery in our students.
Categories: Reading & Learning
In March, Dr. Martha Burns visited Australia to present the latest findings on how the brain learns. Dr. Burns is an extremely knowledgeable and highly sought after speaker, so I'm pleased to let you know that an interview she gave on brain plasticity while there is now available online at nouspod.com.
The recording is presented in two parts, totaling about 20 minutes listening time. If you don't have time to listen to both parts of the interview at once, either part works well alone. But remember to come back later and listen to the other part of the interview--because the whole thing is too good to be missed!
These are the points addressed in each part:
Dr. Martha Burns Explains Neuroplasticity 1:
Dr. Martha Burns Explains Neuroplasticity 2:
These recordings are also a great source of brain information to share with your students in the classroom!
Categories: Brain Fitness, Brain Research, Reading & Learning
A recent study on brain video games is causing discussions worldwide on the benefits of brain training and programs developed to improve brain functioning. The study, published in Nature and summarized on Nature News, titled “No Gain From Brain Training,” was conducted with adults, average age 39, who practiced a series of online tasks for a minimum of ten minutes a day, three times a week, for six weeks.
These tasks, focused on reasoning, planning and problem-solving abilities, were tests and not exercises intended to improve cognitive skills. While the outcome of the study brings the concept of brain training to the forefront of online discussion sites, it’s important to note that the clarification of brain video games, brain training programs and brain fitness programs and the origins of the research behind the development of these products are critical to the discussions.
What differentiates the Scientific Learning products from those advertised as “brain video games” or “brain training programs” is the science: decades of research into how students learn preceded the development of our products. For more than 30 years, neuroscientists at Scientific Learning have studied the way the brain learns.
The expertise and collaboration of Drs. Michael Merzenich, William Jenkins, Paula Tallal, and Steven Miller, the founders of Scientific Learning, along with several other cognitive neuroscientists, resulted in the development of a research-based series of products. The Fast ForWord® software is based on the science of how the brain learns and retains information. It utilizes the principles of neuroscience and learning to exercise and develop the brain's processing efficiency, essential for academic learning and reading success.
Brain plasticity research demonstrates that completing learning tasks in a frequent, intense timeframe accelerates learning. Just as exercise promotes physical fitness, exercising our brain improves brain fitness in four critical areas: memory, attention, processing and sequencing.
In addition, the research is recognized and supported by other scientists in peer reviews from Stanford University, Cornell University, UCSF Medical Center & Rutgers University, and many other top Universities, including a recent study by Dr. Nadine Gaab of Children’s Hospital Boston ((Gaab, N., Gabrieli, J.D.E., Deutsch, G.K., Tallal, P., & Temple, E. (2007). Neural correlates of rapid auditory processing are disrupted in children with developmental dyslexia and ameliorated with training: An fMRI study. Restorative Neurology and Neuroscience, 25, 295-310.)).
Finding the right product to improve cognitive skills can be overwhelming for the consumer. Numerous articles and research studies can be found online that address the interest and concern in this popular field of learning and brain development. In fact, a Google search on “brain video games” resulted in more than 32million hits! Members of the education community, parents and teachers alike, who are looking for programs for their students, should be cognizant of the importance of scientific research.
If a product is touted as “research-based,” what are the origins, extent and validity of that research? Are the products intended to test or improve cognitive skills? According to Dr. William Jenkins, Scientific Learning's Chief Scientific Officer, “a program that is designed to improve cognitive, reading or language skills and build brain fitness is adaptive to the student’s abilities; critical tasks are practiced at an appropriate frequency and intensity; multiple skills are cross-trained at the same time for lasting improvement; and rewards are built into the program for maximum motivation as the student progresses.”
In the study referenced above, “No Gain From Brain Training,” researchers believe that none of the groups who participated in the study boosted their performance on tests measuring general cognitive abilities such as memory, reasoning and learning. Participants in the study were volunteers who were viewers of a popular BBC game show, “Bang Goes the Theory.” The study required the participants to complete tasks for only 10 minutes a day, 3 times a week.
While the study concluded that there is no evidence of “any generalized improvements in cognitive function following brain training in a large sample of healthy adults,” it is a study that leads to more questions than answers. Were the tasks measures of current cognitive skills or were they designed to build upon these skills? The study leads the reader to conclude that these were tests of cognitive ability, not exercises to improve skills. So the conclusion that the programs did not improve cognitive function is baffling. Were the tasks adaptive, motivating, and practiced with intensity and frequency? Was there cross-training on multiple tasks to build cognitive skills? How comprehensive is a study conducted on participants who complete tasks for only a few minutes a week?
Based on the intensive studies done on proven brain training or brain fitness products already on the market that follow the basic principles of clinical trial studies (i.e Posit Science, a brain fitness program for adults), this study is not a strong indicator of the results that can be realized with a true research-based program. Whether programs are defined as brain training or brain video games or tasks designed to test cognitive skills, they don’t necessarily have the intensive scientific research that is the foundation of a proven brain fitness program.
Categories: Brain Fitness, Brain Research, Fast ForWord®, Scientific Learning® Research
Today, 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:
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
What advice can neuroscience offer a parent who would like to prepare their child to be successful in school, career and life? Probably the most important advice is that success is a relative term that each parent must decide how to define.
Not all children can be valedictorians of their high school class, so if a parent decides that this is the academic goal for their child, most will be sorely disappointed. But there is no limit to the percentage of students who can graduate. Nor is there a limit to the number who can leave high school with a career goal in mind. Certainly, there is no limit to the number of high school seniors who can be accepted to a college or university of their choice. And finally, and perhaps the most important when the goal is perpetuating the species, the individual must be able to work with and sustain positive relationships with others.
In the United States today, high school degrees are no longer sufficient to guarantee financial stability and security, so pursuit of a career that necessitates some form of higher education is a worthwhile goal for parents. For a child to reach that goal there are specific requirements. First and foremost, an individual must be able to read fluently and adequately comprehend what they read. Unfortunately, however, learning to read is not easy for all children. There are prerequisite cognitive capacities that a child needs to be a fluent reader. Second, an individual must be able to handle numbers and understand basic numerical concepts so that he or she can earn and manage money, understand debt and monetary risk and balance a budget. Third, an individual must be able to get along with others, maintain intimate relationships and learn to manage other people to attain group goals.
Upon high school graduation, most parents would like their brain child to have a map for this future: career goals, security goals and relationship goals. Career goals will come through academic success and a work ethic, security will be achieved through ability to earn and manage money, and relationship goals will be attained through social skill attainment.
The valuable information that parents can glean from brain science is that each of these goals is attainable for all of your children. The remarkable thing is that the human brain is actually designed to achieve all of these. In most cases, a parent need only to follow his or her natural parental instincts and provide an environment rich in language and conducive to experimentation to achieve these goals.
In essence, raising a “brain child” simply requires talking to and playing with your infant. The magic here is that the human brain evolved under the circumstances that language and play actually build brain structures that support academic success and social success. Because the brain evolved over thousands of years, parents do not need, nor is it helpful, to expose very young children to television, or cell phones, or iPods or Baby Einstein. The brain is designed to develop very well when it is exposed to very simple and time-tested information like nursery rhymes, nursery songs, play routines, cuddling and play.
Categories: Brain Fitness

Video games in the classroom? Yes, indeed according to Jim Brazell who recently gave the keynote speech at the Florida Education Technology Conference. Video games can be effective learning and teaching tools, not just entertainment.
We all know that mammals learn best through play. Video games have learning embedded in playing. They are very motivating with their interesting graphics, sounds and strategies. They have built in reward systems where players move up a level after achieving certain results.
Students in a new class called "Videogames & Learning," offered at the University of Michigan, are exploring how video games can be used in the classroom and are looking at the connection between video game technology and social science research in education. Traditional educational video games have been used to teach hand-eye coordination and drill skills such as spelling or math. One student, a junior in the class, points out that video games that are typically used solely for entertainment can be used to teach many different skills and concepts from time management to forward thinking and planning.
The military is at the forefront of using technology for teaching, using simulators and virtual experiences to present situations that cannot be recreated live. In the classroom, video games can incorporate tremendous amounts of data giving the students an opportunity to make decisions and apply knowledge in very complex environments that integrate virtual, physical and imaginary realities. This level of complexity cannot be achieved with other classroom teaching tools. Brazell has used video games and gaming technology for career simulation with K-12 students.
He has noted a tremendous amount of interest by teachers in using gaming in the classroom. His recommendation? Start by determining what it is you want the students to learn. "Never start with the idea that you're going to use a video game (as a teaching tool). Decide what you want to teach and then find the right application."
Categories: Education Trends, Reading & Learning