Format

Individual Presentation

Location

Vereist

Strand #1

Academic Achievement & School Leadership

Strand #2

Social & Emotional Skills

Relevance

At-risk students are usually low academic achievers who exhibit low self-esteem. These students need a broad range of intervention programs to bring them to an achievement level. This session describes a supportive technique where at-risk students learn how to use computer games to help them improve their academic skills and impact their self-worth. The session blends academic learning with social/emotional activities to increase academic achievement and positive social behavior.

Brief Program Description

Motivation is the key factor in the academic success of students. Tapping into students’ interests keeps them engaged in learning. One major interest in all students is computer games. Learn about the numerous and free education games available on the Internet and how to use them to transform at–risk students into studious learners. Target Audience: elementary, middle and high school teachers, school counselors, & parents

Summary

Imagine watching at-risk students changing their mindset from a defeated to a studious learner, one that is serious about and committed to learning. For years, teachers, parents, school counselors, and administrators have provided a broad range of supportive services to bring at-risk students to an academic achievement level. This session focuses on strategies that could motivate reluctant students into active and engaging learners. By using an interest that all students enjoy, computer games, educators can help students’ master academic skills that were once difficult. The participants will acquire techniques to inspire students to transfer the knowledge gained from the computer games to successfully complete classroom assignments. Specifically, the participants will:

  • Gain an overview of motivational techniques used to spark at-risk students to strive for excellence. These techniques are researched-based and proven to be effective. Three of the techniques will be demonstrated-- one involves making students aware of the void in their knowledge and capitalizes on their desire to learn more; the second one helps students recognize a pattern that needs to change; and the third one indicates the usefulness of the topic.
  • Receive a list of free K-12 educational computer games available on the Internet. This list covers the 4 core subject areas: Reading/Language Arts, Mathematics, Science, and Social Studies.
  • Learn how to use the computer games to inspire students to take responsibility of their own learning. The presenter will explain how to teach and engage students in specific strategies that offer them opportunities to make decisions and solve problems on their own without being told what to do at all times.
  • Acquire research-based strategies to motivate students to achieve specific goals in order to earn rewards and periodically reflect on their progress.

Evidence

In a 3-year time span, teachers measured the effectiveness of using computer games as an intervention procedure for at-risk students and found improvement in academic levels. Using quantitative data from pre/posttests, the students not only scored significantly higher, but also developed study skills and self-worth. At-risk students that started the school year with a defeated attitude ended the school year with confidence and appreciation for learning.

Biographical Sketch

Dr. Dawn White, Technology Coach with Gwinnett County Public Schools, has taught elementary children for 29 years in a low – middle income diverse community. She specializes in developing learner-centered classroom using differentiated instructional strategies to meet individual academic needs. She collaborates with colleague and recruit speakers from the community to bring relevant information to the classroom. With an Ed. D. degree in Educational Leadership, Dr. White has written curriculum using project-based and problem-based inquiry-based methods of learning emphasizing simulation projects that connects with societal issues. She has been awarded grants to fund special projects that enhance the learning experiences of students and has presented at national and state conferences.

Keyword Descriptors

at-risk students, computer games, motivation, study skills, studious

Presentation Year

2016

Start Date

3-8-2016 2:45 PM

End Date

3-8-2016 4:00 PM

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Mar 8th, 2:45 PM Mar 8th, 4:00 PM

Using Computer Games to Motivate At-Risk Students to Studious Learners

Vereist

Motivation is the key factor in the academic success of students. Tapping into students’ interests keeps them engaged in learning. One major interest in all students is computer games. Learn about the numerous and free education games available on the Internet and how to use them to transform at–risk students into studious learners. Target Audience: elementary, middle and high school teachers, school counselors, & parents