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I am an enthusiastic teacher with a passion for technology and creativity.  My hope is to shed light on educational tech tools and its impact on students. My plan is to begin this quest by looking at a specific game based learning system.

 I stumbled upon this topic during my stay in a second grade classroom. My school setting places a lot of faith in a comprehensive learning system that uses games to reinforce content. Dedicating three hours a week to use this program took away valuable instruction time. This lead me to wonder if game based learning, specifically the program used in my classroom, was worth the commitment.

I have spent time working in a many different grades and have seen how technology can improve a lesson and engage more students. Learning in the 21st century has become quite the challenge with the inundation of technology and its tools. There is so much tech to explore, and so much to learn it can be overwhelming for teachers and for students.

My hope is to create a resource for teachers to access gaming research and technology tools to help themselves, and their students, obtain 21st century learning skills. I want to provide information on how to motivate students to use technology, and provide analytical data regarding academic success within a comprehensive computer based learning program.    



Introduction, Background and Need

The strategic use of technology in the classroom setting is being used as a key means to meet the needs of all learners in a 21st century classroom. Game based learning is gaining in popularity in classrooms throughout the United States. Reports show that when students are more engaged, they work harder, and they have a more genuine learning experience. (McGonigal, J.)  Programs that mix the power of gaming with the acquisition of content knowledge are changing pedagogical practices in the classroom.

This capstone project began by taking a critical look at how technology is being utilized in a classroom setting. Particularly, student motivation and learning outcomes as related to the i-Ready program.

The purpose of this study is to look at the implementation of a specific learning program called i-ready and determine if it promotes academic gains. Programs such as these claim to promote student engagement, and provide students with the stepping stones needed for academic success. The programs ultimate goal is to help close achievement gaps. These programs feature direct instruction tutorials, guided practice with game elements, quizzes as well as game playing incentives. Hours of instruction time are being devoted to these programs, so there must be research that proves it works, right?

Unfortunately, there is a dearth of research surrounding this area. There is a plethora of information about game based learning, but not comprehensive game based learning. These differ slightly in the delivery of content, their ultimate goal, and gaming style.  Many comprehensive game based learning programs are aligned with Common Core standards. They feature and teach all foundational and content skills starting at kindergarten. The programs test each student, places them at their unique level, and individualize lessons and remediation based on student performance.  Quality research as related to pedagogical practices, in addition to engagement and outcome, needs to be done to guide teachers in the effective implementation and use of these programs.

Driving Question

How does the use of a game based reading and math recovery program, increase student reading and math performance within the game system?



Research Questions


What factors in a game based recovery program demotivate student performance?
How can we motivate our youth to make academic gains?
What are the barriers or factors that are demotivating students to use the i-Ready program?
What can we do to help students become more successful in using i-Ready and help eliminate the factors that are demotivating them?





Want to learn more? Please click the links (images) below!

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Action Research

Background and Need
Literature Review 
Action Research
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Design Process

Analyzing the needs of the learner from the sociological, instructional, technnological and educational needs of the learners.  Prototyping and feedback loops.  
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Support and Next Steps

Plans For The Future
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