Abstract

This presentation will highlight pre-service teachers learning to use technology games as teaching tools and a subsequent investigation of the effectiveness of gaming in teaching educational theory and application. The four semesters of data show that pre-service teachers can effectively use web-based game sites to produce games reflective of the course curriculum as assessed by pre- and post-course testing. Pre-Test raw scores were compared to determine whether the Control and Treatment groups differed significantly in their prior knowledge of the subject. A two-tailed t test was used to determine that the groups did not statistically differ. Pre and post -test scores were used to calculate Increase Scores for each student. A one-tailed t test using the Increase Scores was used to test for any differences between the gains made by the Control and Treatment groups on the Theory and Application tests. While both groups of students showed improvement on both post tests, no significant difference in the gains of the two groups was apparent. There was, however, a significant difference between the ncrease scores of the groups on the Application test and the Treatment Group did in fact increase their score more than the Control Group with a confidence level of more than 95%. These results suggest that technology based gaming may have more effect on higher-level thinking. Phase two of this research will further investigate this possibility. These results help support the case for the incorporation of technology based gaming methods into the teaching of educational theory and application.

Presentation =45 minutes

Presentation Plan

Introduction of the project

Presentation of the data and analysis

Student Presentation via Video of game demonstration

Student Presentation via Video of student project analysis

Closing including questions and identification of ongoing research questions

Audience will be provided with examples of assessments and a response sheet that will allow them to participate in the video game presentation.

Goals of the presentation:

  • Raise awareness for teaching teacher candidates direct applications of technology as a teaching tool.
  • Presenting current data that demonstrates the value of using technology as a teaching tool
  • Providing a validated format/methodology for teaching technology application that can be implemented in the public school venue

Location

Room 1002

Share

COinS
 
Mar 26th, 9:00 AM Mar 26th, 9:45 AM

Teaching Teacher Candidates to Use Technology Games as a Teaching Strategy

Room 1002

This presentation will highlight pre-service teachers learning to use technology games as teaching tools and a subsequent investigation of the effectiveness of gaming in teaching educational theory and application. The four semesters of data show that pre-service teachers can effectively use web-based game sites to produce games reflective of the course curriculum as assessed by pre- and post-course testing. Pre-Test raw scores were compared to determine whether the Control and Treatment groups differed significantly in their prior knowledge of the subject. A two-tailed t test was used to determine that the groups did not statistically differ. Pre and post -test scores were used to calculate Increase Scores for each student. A one-tailed t test using the Increase Scores was used to test for any differences between the gains made by the Control and Treatment groups on the Theory and Application tests. While both groups of students showed improvement on both post tests, no significant difference in the gains of the two groups was apparent. There was, however, a significant difference between the ncrease scores of the groups on the Application test and the Treatment Group did in fact increase their score more than the Control Group with a confidence level of more than 95%. These results suggest that technology based gaming may have more effect on higher-level thinking. Phase two of this research will further investigate this possibility. These results help support the case for the incorporation of technology based gaming methods into the teaching of educational theory and application.

Presentation =45 minutes

Presentation Plan

Introduction of the project

Presentation of the data and analysis

Student Presentation via Video of game demonstration

Student Presentation via Video of student project analysis

Closing including questions and identification of ongoing research questions

Audience will be provided with examples of assessments and a response sheet that will allow them to participate in the video game presentation.

Goals of the presentation:

  • Raise awareness for teaching teacher candidates direct applications of technology as a teaching tool.
  • Presenting current data that demonstrates the value of using technology as a teaching tool
  • Providing a validated format/methodology for teaching technology application that can be implemented in the public school venue