Kinsella, J. & Barbour, M. K. (2007, October). PowerPoint games in a secondary laptop environment . Paper presented at the annual National Association of Laboratory Schools Symposium, Johnson City , TN.
Influencing policy (training slides from Fast Track Impact)
NALS 2007 - PowerPoint Games in a Secondary Laptop Environment
1. in a Secondary Laptop Environment
Jim Kinsella
University High School – Normal, IL
Michael K. Barbour
Wayne State University Detroit, MI
2. The K-12 Classroom
Peoria Christian School Middle School in Maine
(circa 1950) (circa 2005)
Images from http://www.peoriachristian.org/index.php?section=26 and http://www.mamleonline.org/thumb-classroom.jpg
3. An Exception
• WebQuests - http://www.webquest.org
• a creative instructional strategy that
guides students through a set of
specific tasks, using pre-selected
resources, to complete an
assignment
• based on what teachers already do
– design instruction for students
– use Internet resources
– make good use of student time
• teachers feel good about integrating
technology into their classroom
4. Another Exception
• schools typically have
access to PowerPoint
• teachers already have some
facility with the tool
• students are also familiar
with the tool
• everyone would like to be It's better because it's homemade!
able to use it for more than
just another PowerPoint
presentation
5. US Studies Project
• 2 classes of approximately 25 students
in each
• taught essentially an online course in a
laptop supported environment
• worked in groups of three
• created PPT Game on one of seven
topics covered by the mid-term exam
6. Creating a PPT Game
1. Introduce PPT games
2. Sharing game ideas and stories
3. Different levels of questioning
4. Create prototype of the game
5. Peer review
6. Share games with the class
7. Methodology
• the multiple-choice portion of the mid-term
exam was divided up into ten questions on
each of the seven topic areas
• compared student performance in the
topic area that the created their game in,
with their performance in the other six
areas
8. Findings
• from a statistical standpoint, there were no
significant difference in student
performance (F value = 1.324 / α = 0.253)
Student Average Scores By Class By Topic On Mid-Term Exam
Class 1 Class 2 Total
Exam Score in Game Area 5.76 4.72 5.35
Average Exam Score in Non-Game 5.10 4.71 5.01
Areas
9. Conclusions
• project is still in progress (results of the
final exam still being formatted and
analyzed)
• PPT Games were as effective as the other
methods students used to review for their
mid-term exam
• both the teacher and the researchers that
they enjoyed this activity
10. It's better because it's homemade!
http://it.coe.uga.edu/wwild/pptgames/index.html
11. Contact Information
Jim Kinsella
Teacher
University High School – Normal, IL
jkinse@ilstu.edu
Michael K. Barbour
Assistant Professor
Wayne State University – Detroit, MI
mkbarbour@gmail.com
http://www.michaelbarbour.com
Notas del editor
What has changed? Desks in rows, students facing forward / Chalk board has gone from black to green / Technology has changed some / Teacher is the sage
While a positive step in using technology in the classroom, still very teacher focused.
Describe the class and essentially what they did
These are the six stages, which can also correspond to six class sessions, that the students undertook to make their games.
Essentially our research question was “Is there a difference in students scores when you compare the topic they used to create their game and the other topics?”
While there was no statistically significant difference when the student scores were run through SPSS, if you look at the descriptive statistics there was a small improvement of the students scores in their game area, particularly in Class 1.
In addition to final exam results, the project will continue to collect more data this year.
For more information about the Homemade PowerPoint Games project.