Sunday, May 25, 2014

Engagement in Educational Gaming: Mathletics and Online Math Games


Topic of Leadership Project:  Engagement in Educational Gaming: Mathletics and Online Math Games
Date:  May 26th, 2014
Presenter(s):  Amy Barrieau
This presentation consists of a review of the literature on gaming and education, and an analysis of a software review and student survey/questionnaire I conducted. 
Reflection and Application:  This leadership project takes a close look at my personal experience with Mathletics, an e-learning platform for Math.  I have implemented this software this academic year to help support and engage my grade 6 students.  I have completed an assessment of the software with relation to student engagement and a rational for classroom implementation.  
I have also created and share an educational game database for Middle School Math.  This organized database of free online games is aimed to directly complement the teaching of current NB Math SCOs.  http://hms.nbed.nb.ca/news/online-math-games-compilation-page-strand  This project also focuses on providing tangible scenarios of when and how these games can be used to engage students in math learning. 
It has been a rewarding process to apply my knowledge from this Leadership Development Program and my Master’s Degree into this culminating project.   
Background/Inspiration for this project:  During my MEd-Technology Integration in 2012, I took a special interest in the subject of student engagement in educational gaming and I wrote a literature review regarding the subject, available here as a page on  this blog.  I have also made the implementation of Mathletics software part of my professional growth goal for 2013-2014.
 (Note: video unlisted via youtube & proper permissions obtained; this blog is also unlisted)

Resources and Readings from:
Annetta, L., Lamb, R., Bowling, B., & Cheng, R. (2011). Assessing engagement in serious educational games: The development of the student engaged learning in a technology rich interactive classroom (SELTIC). In Felicia, P. (Ed.), Handbook of research on improving learning and motivation through educational games: Multidisciplinary approaches. (pp. 310-329). MUN Library Online Reserve: IGI Global.
Herrington J., Olivier, R., Reeves, T. (2002). Patterns of engagement in authentic online learning environments.  Australian Research Council: ASCILITE. Retrieved from: http://www.ascilite.org.au/ajet/ajet19/herrington.html
Oblinger, D. (2004). The next generation of educational engagement. Journal of Interactive Media in Education, 8(8), 1-18.

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