Angelist sko learning presentation

15
A Digital GameBased Learning Pla4orm Built Upon Cogni:ve Science and Common Core Alignment

Transcript of Angelist sko learning presentation

Page 1: Angelist sko learning presentation

1

A  Digital  Game-­‐Based  Learning  Pla4orm  Built  Upon  Cogni:ve  Science  and  Common  Core  Alignment    

Page 2: Angelist sko learning presentation

2

Pyramid  of  Reading  and  Comprehension  Skills  

                                   Understand                                      Visualize  

         Relate  new  informa4on    built  on  prior  knowledge                                          Develop  a  plan                                    Self  correct   “Meta-­‐Cogni:ve”  

Reading  to  Learn  

“Advanced  Cogni:ve”  Learning  to  Read  

“Basic  Cogni:ve”  Pre-­‐Reading  Skills  

       Phonics,  phonemic  awareness                            Decode  new  words                          Read  fluently  

             Short-­‐term  memory            Relate  parts  to  a  whole                    Place  things  in  logical  order  

www.SKOlearning.com

Page 3: Angelist sko learning presentation

3

Educa:onal  Games  as  a  21st  Century  Learning  Modality  

•  Learning  is  changing  from  recall  and  repeat  informa:on  to  find  it,  evaluate  it  and  use  it  at  the  right  :me  and  in  the  right  context  

–  20th  century  educa:on  -­‐  acquisi:on  of  basic  skills  –  21st  century  success  =  higher  order  skills  -­‐    solving  complex  problems,  interac:ng  

cri:cally  through  language  and  media  •  Games  naturally  support  this  form  of  educa:on.    

•  Games  are  designed  to  create  a  compelling  complex  world  –  Players  learn  through  self-­‐directed  explora:on  –  Learning  is  “just-­‐in-­‐:me”    –  Players  use  feedback  data  to  understand  how  they  are  doing,  what  they  need  to  work  

on  and  where  to  go  next  –  Games  create  need  to  know,  a  need  to  ask,  examine,  assimilate      –  Games  encourage  failing  to  reach  the  goal  established  by  a  game’s  rules  –  Games  give  players  permission  to  take  risks  not  possible  in  “real  life”    –  Games  ac:vate  tenacity  and  persistence  required  for  effec:ve  learning  

www.SKOlearning.com

Page 4: Angelist sko learning presentation

4

•  A  large  body  of  scien:fic  research/literature  supports  the  use  of  educa:onal  games  as  an  effec:ve  and  vital  component  of  the  learning  process.  

•  The  armed  forces,  medical  schools,  and  civilian  airlines  have  been  using  digital  game-­‐based  learning  for  quite  some  :me.  

Educa:onal  Games  

www.SKOlearning.com

Page 5: Angelist sko learning presentation

5

•  Provide  brain  training  and  Literacy  development  

•  Proven  effec:ve  with  over  50,000  students  in  >  100  schools  –  Qualita:vely  and  quan:ta:vely  proven  to  be  engaging  –  Scien:fically  proven  to  increase  literacy  and  cogni:ve  skills  

•  Developed  by  leading  cogni:ve  psychologists,  educators  and  video  game  developers  

•  For  Kindergarten  through  Middle  School  

 Educa:onal  Games  

5 www.SKOlearning.com

Page 6: Angelist sko learning presentation

6

These  state-­‐of-­‐the-­‐art  programs  combine  the  latest  research  in  contemporary  cogni:ve-­‐neuropsychology  with  sophis:cated  gaming  theory.  Their  efficacy  has  been  clinically  and  empirically  validated.    

The  digital  game-­‐based  learning  environment  is  appropriate  for  learners  of  all  abili:es,  and  looks  and  feels  like  the  games  that  today’s  children  love  to  play.  The  ac:vi:es  are  fully  adap:ve  so  kids  are  never  bored,  never  overwhelmed,  and  always  learning.  

Ramps  to  Reading  and  SkateKids  are  digital  literacy  and  cogni:ve  skill  development  programs  that  immerse  children  in  a  video  game-­‐based  virtual  world.  

Learning  Made  Fun  

www.SKOlearning.com

Page 7: Angelist sko learning presentation

Why  It  Works:  

       SkateKids™  and  Ramps                        to  Reading™  were          developed  as  a  joint                        effort  between          educators,  cogni:ve  psychologists  and  digital                                          game  designers.  

Collabora:on  among  three  disciplines

7

Page 8: Angelist sko learning presentation

8

for  Primary  Grades  

•  Fine  motor  skills  

•  Keyboarding  and  mouse  func:ons  

•  Basic  cogni:ve  skills  –  Selec:ve  a]en:on  –  Memory  –  Sequencing  –  Planning  

•  Phonics  and  phonemic  awareness  

•                           Reading  fluency  and  comprehension  

www.SKOlearning.com

Page 9: Angelist sko learning presentation

9

•  Builds  on  the  Ramps  to  Reading  founda:on  by  providing  a  dynamic  virtual  environment  that  con:nually  adapts  to  the  abili:es  of  each  individual  student  

–  Great  selec:on  of  scien:fically  designed  games  –  Uses  vocabulary  of  5,000  words  

–  Virtual  library  and  gigan:c  virtual  mall  

•  Develops  more  advanced  “meta-­‐cogni:ve”  skills  that  are  vital  to  learning  

–  Visualizing  –  Developing  a  plan  

–  Solving  problems  –  Self-­‐correc:ng  based  on  feedback  

–  Comprehending  and  using  what  is  read  

for  Grades  3-­‐8  

www.SKOlearning.com

Page 10: Angelist sko learning presentation

10

Crea:ng  Long-­‐term  Engagement  Virtual  World  and  social  networking  features  linked  to  student  progress  in  the  games  mo:vates  long-­‐term  engagement  making  learning  enduring  and  transferable  

•  Virtual  economy  –  Credits  earned  when  levels  are  completed  –  Students  create  and  customize  their  homes  and  neighborhoods  –  Contextually  teaches  saving,  planning  for  purchases  and  delayed  gra:fica:on  –  Mall  with  stores  and  hundreds  of  items  to  purchase  with  earned  credits  

•  Library  with  leveled  ebooks,  music  and  more  

•  Avatars:    Clothing,  hairstyles  and  personal  items  purchased  in  mall  

•  Social  networking  features  –  Virtual  smartphone  

•  Safe  tex:ng  and  communica:on  •  Daily  messages  to  students  

–  Neighborhood:    Visit  the  “homes”  of  friends  in  your  network  

–  Friends  List:    Keep  up  with  what  they  are  doing    

Page 11: Angelist sko learning presentation

11

•  Dr.  Jack  Naglieri  is  the  developer  of  the  most  widely  used  tests  –  worldwide  –  of  intelligence  and  ability  including  general  ability,  gigedness,  and  au:sm  

•  Professor  at  University  of  Virginia,  Ohio  State,  George  Mason  University  

•  Author  of  16  books  &  more  than  250  scien:fic  papers  on  intelligence,  LD,    ADHD,  au:sm,  academic  instruc:on,  and  more  

The  proven  science  behind  SkateKids™  and  Ramps  to  Reading™  is  based  on  modern  cogni:ve  and  psychology  theory  combined  with  Dr.  Jack  Naglieri’s  state-­‐of-­‐the-­‐art  research  on  intelligence  and  assessing  /  developing  cogni:ve  ability.  

World-­‐Renowned  Expert  on  Helping  Children  Learn  

Page 12: Angelist sko learning presentation

12

 Key  connec:on  among  cogni:ve  processes,  learning,  and  transfer  of  skill  development    

Naglieri,  J.,  Fletcher,  M.,  and  Das,  J.P.      

Neuroscience-­‐based  Learning  Principles:    PASS  Theory  

www.SKOlearning.com

Page 13: Angelist sko learning presentation

13

Four  separate  research  studies  were  performed  with  general  and  clinical  popula:ons.  In  each  case,  significant  improvements  in  literacy  and  cogni:ve  development  were  observed:  

•  Reading  Fluency  of  students  using  the  program  improved  at  twice  the  rate  of  non-­‐treatment  group  

•  DIBELS  raw  score  effect  size  improvement  of  users  >.8  (sta:s:cally  significant)  vs.  .2  (sta:s:cally  insignificant)  for  non-­‐treatment  group    

•  Reading  comprehension  score  for  treatment  group  improved  at  almost  twice  :mes  the  rate  of  the  non-­‐treatment  group    

•  A  research  study  funded  by  the  W.K.  Kellogg  Founda:on  showed  significant  improvement  of  cogni:ve  skills  in  clinical  (FAS  impaired)  children  vs.  control  and  alterna:vely  treated  groups  

 

Collected  usage  data  from  over  50,000  students  •  Over  35,000  unsolicited  student  comments    •  Average  session  :me  of  15  minutes  •  Students  love  learning  with  our  programs  

Proof  of  Engagement  and  Efficacy  

Page 14: Angelist sko learning presentation

14

Feedback  From  Students  

Page 15: Angelist sko learning presentation

15

Teacher:  •  “They  always  ask  for  SkateKids  first.”  

Literacy  Leader:  •  “The  kids  here  love  it!!!    That's  all  I've  heard...have  you  seen  the  

   new  SkateKids???    It's  really  cool!!!”  

Principal:  •  “If  I  let  them,  they  would  do  nothing  else!”  

Literacy  Leader:  •  “We  have  opened  the  lab  @7:30  a.m.  for  SkateKids.  I  sent  home  

     a  permission  le]er  for  our  2nd  through  5th  grade  students…        and  I  had  approximately  120  le]ers  returned  to  me...        I  created  a  scheduling  nightmare!!!”  

Feedback  From  Educators