The Science of Learning Blog
Text Size A A A

Showing posts with tag technology in education  Show all posts >

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

Tags: , , , , , , , , , ,

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

Tags: , , , , , , , , , , , , , , , , , ,

The Results of Fast ForWord Use at the Westfield Washington Schools in Indiana

 

The Westfield Washington Schools are located just north of Indianapolis, in Indiana. During the 2007 - 2008 school year, the Westfield Intermediate School implemented Fast ForWord products.

For this study, the Measures of Academic Progress (MAP) were used as a pre- and post-test. The MAP assesses language arts, math, and reading skills. Ninety-eight students used the Fast ForWord products and had MAP scores that could serve as pre- and post-tests.

School personnel administered the assessment and then reported scores to Scientific Learning for analysis. On average, students used the products over a period of six months. The majority of students used three or more Fast ForWord products, starting on the Fast ForWord Literacy product, then advancing to the Literacy Advanced product, and then on to one or more Fast ForWord Reading products.

MAP scores are reported in terms of RIT scores, which indicate a student’s achievement level within a specific subject. To provide a performance comparison, participants’ gains were compared to the student’s expected gains, which were based upon RIT growth norms in the three subject areas of language arts, math, and reading.

Students showed exciting results and exceeded the expected RIT growth norms. Students who used Fast ForWord products made 7 points of RIT growth in language arts, which is 67% greater than the expected growth of 4.2 points. Gains of 10.1 points were seen in math for the Fast ForWord participants, which is 35% greater than the expected growth. Students gained 8.8 points in reading, which is nearly double the expected 4.5 points growth.

The differences between the gain scores and the expected gain scores were statistically significant in all three subject areas. These results suggest that using the Fast ForWord products strengthened the students’ foundational skills and better positioned them to benefit from the classroom curriculum.

For more information, please see the Educator Briefing and Full Report 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: Fast ForWord®, Progress Tracker, Reading & Learning, Scientific Learning® Research

Tags: , , , , , , , , , , , , , , , , , ,

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

Tags: , , , , , , , , , , , ,

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

Tags: , , , , , , , , , , , , , , , , , , , , ,

The Brain Gets Better at What it Does: Dr. Martha Burns on Brain Plasticity

Martha Burns on brain plasticityIn 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:

  • What is neuroplasticity, in simple terms?
  • What are the differences in brain plasticity between younger and older people?
  • What are neurotransmitters and what role do they play in neuroplasticity?
  • What are neuromodulators and how do they influence learning?
  • How do rewards and novelty influence learning?
  • How does Ritalin affect the brain?
  • What are the unique brain benefits of exercise?
  • What is the role of brain plasticity in anxiety and depression?


Dr. Martha Burns Explains Neuroplasticity 2:

  • Can brain plasticity influence intelligence?
  • How important are grades vs. effort?
  • What behaviors should teachers reward in their students?
  • What role should technology play in schools?
  • How can educators invite students to participate in class more?


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

Tags: , , , , , , , , , , , , ,

Brain Fitness Is Not A Game

BBC brain training studyA 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

Tags: , , , , , , , , , , , , , , , , ,

Announcing Our Spring Webinar Series--Register today!

brain fitness webinarsIt’s almost here!  I’m happy to announce Scientific Learning’s Spring Webinar Series 2010 featuring five must-hear presentations by experienced, committed educators. 

Register for one or all five of the webinars and stimulate your own brain while you absorb ideas and techniques that you can use with your own students.

1) Building Brain Fitness for Struggling Students to Succeed

Presenter: Dr. Deborah Kolonay, Superintendent at Penn Trafford SD
Date & Time: Wednesday, May 12 at 10:00am Pacific

2) Teaching Fluency:  The Neglected Goal of the Reading Program

Presenter: Timothy Rasinski, Ph.D.
Date & Time: Wednesday, May 19 at 11:00am Pacific

3) Moving Students to Proficiency

Presenters: Dr. Mark Keen & Cindy Keever at Westfield Washington SD
Date & Time: Wednesday, May, 25 at 10:30am Pacific

4) Autism:  Support and Interventions

Presenter: Ann Osterling
Date & Time: Thursday, May 27 at 10:00am Pacific

5) Autism:  What is the Latest Research?

Presenter: Ann Osterling
Date & Time: Tuesday, June 15 at 10:00am Pacific

For a fuller description of each session, please visit our webinars page.  And be sure to follow @scilearn on Twitter for updates as the webinar dates approach!

Categories: Brain Fitness, Brain Research, Education Trends, Fast ForWord®, Reading & Learning, Reading Assistant™, Special Education

Tags: , , , , , , , , , , , , , , , , , , , ,

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

Tags: , , , , , , , , ,

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

Tags: , , , , , , , , ,