Student and Teacher Perceptions of Game Plan

Student and Teacher Perceptions of Game Plan PDF Author: Christy M. Rehm
Publisher:
ISBN:
Category : Middle school students
Languages : en
Pages : 165

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Book Description
This qualitative study examined the efficacy of Game Plan, a middle school, abstinence-based sex education program, in preventing teen pregnancy and reducing other at-risk behaviors. Game Plan was part of a state and federal grant, Smart Choices, with the stated goal of teen pregnancy prevention. During the 2010-2011 school year, ninth grade students who participated in Game Plan as eighth graders were interviewed to elicit student perceptions about the program's efficacy in altering their attitudes and behaviors toward early sexual initiation and risk-taking. A focus group with eighth and ninth grade health teachers was conducted to elicit teacher perceptions of Game Plan's impact on student attitudes and behaviors. Demographic information, curricular materials, student risk assessments, teen pregnancy rates, and student information derived through unobtrusive measures and archival data were also analyzed. Game Plan was compared with 25 characteristics of effective sex education programs which were identified through the literature review. This study employed both phenomenological and case study research approaches. The findings were presented in chart and narrative form and arranged according to each research question and research methodology. The percentages of characteristics of effective sex education programs identified in Game Plan were as follows: 48% content analysis of district data, 68% teacher focus group, and 40% student interviews. According to district data, teacher perceptions, and student perceptions, Game Plan was not effective in preventing teen pregnancy or reducing other at-risk behaviors.

Student and Teacher Perceptions of Game Plan

Student and Teacher Perceptions of Game Plan PDF Author: Christy M. Rehm
Publisher:
ISBN:
Category : Middle school students
Languages : en
Pages : 165

Get Book Here

Book Description
This qualitative study examined the efficacy of Game Plan, a middle school, abstinence-based sex education program, in preventing teen pregnancy and reducing other at-risk behaviors. Game Plan was part of a state and federal grant, Smart Choices, with the stated goal of teen pregnancy prevention. During the 2010-2011 school year, ninth grade students who participated in Game Plan as eighth graders were interviewed to elicit student perceptions about the program's efficacy in altering their attitudes and behaviors toward early sexual initiation and risk-taking. A focus group with eighth and ninth grade health teachers was conducted to elicit teacher perceptions of Game Plan's impact on student attitudes and behaviors. Demographic information, curricular materials, student risk assessments, teen pregnancy rates, and student information derived through unobtrusive measures and archival data were also analyzed. Game Plan was compared with 25 characteristics of effective sex education programs which were identified through the literature review. This study employed both phenomenological and case study research approaches. The findings were presented in chart and narrative form and arranged according to each research question and research methodology. The percentages of characteristics of effective sex education programs identified in Game Plan were as follows: 48% content analysis of district data, 68% teacher focus group, and 40% student interviews. According to district data, teacher perceptions, and student perceptions, Game Plan was not effective in preventing teen pregnancy or reducing other at-risk behaviors.

Stealth Assessment

Stealth Assessment PDF Author: Valerie Jean Shute
Publisher: MIT Press
ISBN: 0262518813
Category : Education
Languages : en
Pages : 102

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Book Description
An approach to performance-based assessments that embeds assessments in digital games in order to measure how students are progressing toward targeted goals. To succeed in today's interconnected and complex world, workers need to be able to think systemically, creatively, and critically. Equipping K-16 students with these twenty-first-century competencies requires new thinking not only about what should be taught in school but also about how to develop valid assessments to measure and support these competencies. In Stealth Assessment, Valerie Shute and Matthew Ventura investigate an approach that embeds performance-based assessments in digital games. They argue that using well-designed games as vehicles to assess and support learning will help combat students' growing disengagement from school, provide dynamic and ongoing measures of learning processes and outcomes, and offer students opportunities to apply such complex competencies as creativity, problem solving, persistence, and collaboration. Embedding assessments within games provides a way to monitor players' progress toward targeted competencies and to use that information to support learning. Shute and Ventura discuss problems with such traditional assessment methods as multiple-choice questions, review evidence relating to digital games and learning, and illustrate the stealth-assessment approach with a set of assessments they are developing and embedding in the digital game Newton's Playground. These stealth assessments are intended to measure levels of creativity, persistence, and conceptual understanding of Newtonian physics during game play. Finally, they consider future research directions related to stealth assessment in education.

Handbook of Physical Education

Handbook of Physical Education PDF Author: David Kirk
Publisher: SAGE
ISBN: 1446206998
Category : Education
Languages : en
Pages : 865

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Book Description
`This is simply the physical education book of its time. The editors must be congratulated on bringing together so many quality authors from so many different parts of the world. As a handbook, it represents how far the study of physical education has moved forward in recent times. What we have is a clear portrayal of physical education at the start of the 21st century′ - Mike Jess, University of Edinburgh `This Handbook is a "must read" for all physical educators who are serious about understanding their subject and developing their practices. The list of authors involved reads like a "who′s who"′ of physical education at a global level - the editors are to be commended on bringing together such collective expertise - this is a key strength of the book. The Handbook successfully expresses a view of knowledge about physical education pedagogy which embraces different research traditions and emerging areas of interest across the global scholarly community′ - Jo Harris, Loughborough University `This comprehensive and eclectic exploration into the field of physical education draws on the vast expertise of its renowned international contributors with astounding results. The Handbook of Physical Education serves to firmly reinstate physical education to its position as the core discipline of sport and exercise science. The Handbook is destined to become an indispensable academic resource for scholars, students and enthusiasts of physical education for years to come′ - Pilvikki Heikinaro-Johansson, University of Jyväskylä What is the current condition of the field of physical education? How has it adapted to the rise of kinesiology, sport and exercise science and human movement studies over the last thirty years? This Handbook provides an authoritative critical overview of the field and identifies future challenges and directions. The Handbook is divided in to six parts: - Perspectives and Paradigms in Physical Education Pedagogy Research; - Cross-disciplinary Contributions to Research on Physical Education; - Learners and Learning in Physical Education; - Teachers, Teaching and Teacher Education in Physical Education; - Physical Education Curriculum; - Difference and Diversity in Physical Education. This benchmark work is essential reading for educators and students in the field of physical education.

Teacher Development Resource Book

Teacher Development Resource Book PDF Author: Fiona Balloch
Publisher: Brain Friendly Publications
ISBN: 190523144X
Category : Education
Languages : en
Pages : 43

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Book Description
Photocopiable teacher commonroom resource - facilitate teachers to assist each other

Game-Based Learning

Game-Based Learning PDF Author: Patrick Felicia
Publisher: Cambridge Scholars Publishing
ISBN: 1443862436
Category : Juvenile Nonfiction
Languages : en
Pages : 280

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Book Description
This book is an invitation to delve into the world of Game-Based Learning, to understand the many facets that make games a truly interesting and effective tool to teach and train in the 21st century. It includes nine chapters which were initially presented at the iGBL conference, a conference held throughout Ireland, where researchers, practitioners, students and other stakeholders meet and share their interest in games and education. These chapters touch on some very important topics, including games for health; formal education; poetry and games; science teaching through mobile games; relaxation with gaming devices; and accounting for disabilities with handheld devices. Together, these chapters illustrate the advancements in the field of Game-Based Learning, the challenges faced by developers and educators, as well as the opportunities that this medium can offer. Each chapter is written with practicality in mind in an effort to provide the reader with both a solid theoretical approach and background, coupled to some practical guidelines and suggestions that can be applied easily.

Differentiated Instruction Made Practical

Differentiated Instruction Made Practical PDF Author: Rhonda Bondie
Publisher: Routledge
ISBN: 1351248456
Category : Education
Languages : en
Pages : 181

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Book Description
Need to decide when, why, and how to differentiate instruction in the classroom? Differentiated Instruction Made Practical introduces teachers to All Learners Learning Every Day (ALL-ED), an easy-to-use framework that enables tailored instruction for every learner. These unique, self-regulated learning routines were developed by an experienced K-12 teacher and researcher in collaboration with an educational psychology scholar. Filled with useful classroom examples, evaluation procedures, self-reflection activities, and relevant background information, this essential guide will help classroom teachers think on their feet and promote success for all students—not just the middle of the pack.

Serious Games and Edutainment Applications

Serious Games and Edutainment Applications PDF Author: Minhua Ma
Publisher: Springer
ISBN: 3319516450
Category : Computers
Languages : en
Pages : 694

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Book Description
With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.

Interdisciplinary Design of Game-based Learning Platforms

Interdisciplinary Design of Game-based Learning Platforms PDF Author: Fengfeng Ke
Publisher: Springer
ISBN: 3030043398
Category : Education
Languages : en
Pages : 156

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Book Description
This book represents a four-year research and development project. It presents a phenomenological examination and explanation of a functional design framework for games in education. It furnishes a rich description of the experiences and perceptions of performing interdisciplinary collaborative design among experts of very diverse fields, such as learning systems design, architectural design, assessment design, mathematics education, and scientific computing.

Teaching at the University Level

Teaching at the University Level PDF Author: Dennis G. Wiseman
Publisher: Charles C Thomas Publisher
ISBN: 0398085463
Category : Education
Languages : en
Pages : 198

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Book Description
Interest in what constitutes effective teaching in Pre-K-12 and higher education is nearly universal. This important text explores this interest at the college and university level from a unique, international perspective. Teaching at the University Level: Cross-Cultural Perspectives from the United States and Russia brings to one publication the ideas of United States and Russian educators who work as faculty and administrators in American and Russian universities. In their introductory remarks, the President of the American university and the Rector of the Russian university appropriately ad.

Teachers’ Perceptions of Educational Games that Keep Score of Cooperative Performances

Teachers’ Perceptions of Educational Games that Keep Score of Cooperative Performances PDF Author: Theodore Alden Wohlfarth
Publisher:
ISBN:
Category : Education
Languages : en
Pages : 228

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Book Description
The scoring systems used in traditional sports and games are founded on the zero-sum premise that players are on opposite sides and one side can win only if the other side loses. These scoring systems may be effective at nurturing zero-sum mindsets and providing data for assessing performance in win-lose relationships. If so, games that use different scoring systems can be used to facilitate the development of collaborative mindsets, nurture win-win skills between diverse groups, and enable objective self-assessment of performances in non-zero-sum events when engaging with those on “other sides.” Although economic game theory has rich reservoirs of research regarding non-zero-sum games, educators do not commonly make use of game-theory concepts in designing educational games in a format that teachers can use to measure the individual performance of a student when learning together with others in a group. This study presents non-zero-sum games and scoring methods that have been used in teachers’ classrooms, and then analyzes teachers’ perceptions of the effects on students’ character and academic performance that teachers attribute to the games. The study uses qualitative research with semi-structured interviews and thematic analysis. The results show that teachers discern gains in academic achievement and character development when students learn together using games that keep score of cooperative performances. Teachers also identified challenges in using these games and recommended improvements. It is hoped that future work on games that quantify collaboration between different sides will increase the number of productive and peaceful relationships in classrooms and in communities.