Teaching
as Inquiry Project Plan
Research
and Community Informed Practice Assessment 2
The effect of digital game based learning on reading; engagement, comprehension and achievement.
The use of digital
skills have been identified as a major need for our ever changing world and ICT
has the ability to support teaching and learning and “schools
should explore not only how ICT can supplement traditional ways of teaching but
also how it can open up new and different ways of learning” (Ministry of Education, 2007, p.36). Digital games in learning are set to increase
to successfully get students ready for life in the 21st century and
many children are now growing up occupied with digital games in a consistent
connected world and there are concerns that current education is not meeting
their needs or preparing them for the future (Kapp, 2012).
This teaching as inquiry project will be
implemented to examine and measure the impact of using game based learning as a
means of developing and using reading comprehension behaviours. It will also examine
the effect game based learning has on student engagement and motivation in their
reading comprehension learning. Aspects of Kaupapa Māori and Te Noho Kotahitanga will be
addressed and incorporated into this inquiry project.
“Teaching as inquiry is a process that involves
educators investigating the impact of their decisions and practice on students.
In The New Zealand Curriculum, this course of action is
described as a cyclical process in which questions are posed, evidence is
gathered and decisions are made.”(Education Review office, 2011).
Justification
Teaching as inquiry is linked to teacher practicing criteria and is part
of professional development it is fostered positively and a requirement within
my school. Reading achievement is also identified as a goal in the schools 2016
strategic plan. After analysing the students in my class through both formative
assessment, in the form of interaction and observation, and summative
assessment, through results collected from achievement tests, reading
comprehension has been identified as an area of concern, especially in the
reading to learn stage. From interaction and observation it has also been
noticed that there is often a lack of engagement and motivation in doing paper
based comprehension activities. Schleicher (2012)
discusses that in the 21st century
students need learning to be tailored to their needs and be given experiences
which motivate and allow for success. Tunmer, Chapman, Greaney,
Prochnow and Arrow (2013) in their review of international studies on reading,
also found that there has been little improvement in achievement of reading
comprehension in New Zealand schools in recent years. Also after recently carrying
out a literature review on developing reading comprehension through digital
games there was little research devoted to using online quizzes to enhance
reading comprehension in middle school aged children in New Zealand. There was
also very little quantitative data on the use of digital games and their impact
on raising reading achievement.
Topic question
How effective will the use of digital game based learning in the form of online
quizzes and web based learning games be in motivating reading and advancing reading comprehension and reading achievement in a
middle school aged classroom?
Key questions
·
Can the use of online quizzes raise
levels of reading comprehension and how will this be measured?
·
Which online quiz platform is more
interactive?
·
Which online quiz platform is more
engaging and motivating?
Community
Looking at the relevance of
research, who will benefit and what difference research can make are strong
principles of Tino Rangatiratanga a principle within Kaupapa Māori (Rangahau,
2016).
This inquiry project will involve the
following communities:
·
The focus group for the inquiry,
identified through assessment will consist of nine students in my class with
ages ranging from 8-9 years old. They will be informed prior to beginning the
inquiry what the focus and intervention will be and what it will involve. They
will have regular feedback and be involved in evaluating the intervention and
informed of their progress and where to next.
·
Whānau of the above focus group will be contacted initially to gain permission
for participation and will be informed about what the inquiry process involves,
the focus and intervention and why their children have been chosen. They will
be given regular updates and once the inquiry has concluded be informed of;
results, analyses, data, possible implications and where to next. Developing
and fostering respectful relationships are an important value of Ata a
principle of Kaupapa Māori (Rangahau,
2016).
·
I will have a professional learning
colleague whom I will share the whole inquiry journey with. They will observe
me teaching, give feedback, encourage in depth reflections and discuss and
evaluate potential impacts of my findings.
·
The middle school team and whole
school shall also receive a presentation of my focus, intervention, findings,
possible implications and where next.
Focus intervention method.
The focus group will use online quizzes during guided reading time.
Initially I will create online quizzes based on given texts and reading
comprehension skills, using Google forms, kahoot and Quizlet. Students will
answer the questions using the text and in Google forms will do so in no
specific time frame, but when using Kahoot and Quizlet will have a ‘game show’
like response system with a leader board as an incentive and reward. On line
quizzes allow for interaction, challenge, investigation and discovery and
can be self-directed and may not necessitate too much teacher involvement as
the technological tool helps maintain the learning (Prensky, 2001). “Tino
Rangatiratanga relates to sovereignty, autonomy,
control, self-determination and independence. The notion of Tino Rangatiratanga
asserts and reinforces the goal of Kaupapa Māori initiatives: allowing Māori to
control their own culture, aspirations and destiny” (Rangahau, 2116,
pg.1) Ministry of Education (2014) identify, when discussing Aromatawai
practices (those which foster Māori beliefs and
values) and the principle of mātauranga (based on how people and
communities recognise and observe the world), “While
mātauranga is generally learnt from external sources, from one person to another,
or from an experience, if it is valued by the ākonga, it is more likely to be
internalised by them” (pg. 13). On line quizzes offer a participative
experience and are delivered as external from the teacher. All answers and data will be recorded to view progress. Chan,
Chew, & Mok (2015) & Wang (2015) state that online games based quizzes
can be used to identify gaps which can then inform teaching. Digital games can
support the process of formative assessment, acquiring data about students’
knowledge and skills to inform subsequent instruction (Erhel & Jamet,
2013).
Scaffolding and deliberate acts
of teaching will be used to guide the learning of the type of skills, questions
involved in reading comprehension; vocabulary knowledge and
understanding, reorganisation of the text, inference, evaluation of the text,
literal meaning of the text and reaction to the text. After students
will work together to create their own quizzes using questions which involve
the reading behaviours above to create and then answer. Working and interacting
with myself and with each other on developing quizzes addresses the principle of Te
Noho Kotahitanga, Nohotahi - Co-operation and
reinforces mātauranga, learning from others. The students
will also be able to share these online quizzes with their Whānau at home and will take home related readings, they could
discuss their learning and even challenge their whānau to take the quiz. Reading will also be undertaken online using the web based
learning games Studyladder and Sunshine Online, which the students have
personal logins for. These have reading activities which are followed by quiz
based comprehension questions. Both of these offer incentives and rewards for
students. Data on achievement can also be viewed and recorded.
Data gathering
Quantitative
Pre-testing and post testing will be undertaken using text
and questions from the Key Comprehension series which include the reading elements
of comprehension identified earlier. A comparison of scores will be reported
and analysed. A full Probe test will be undertaken pre and post to the inquiry
project and a comparison of scores made and achievement, progress levels,
reported and analysed.
Question examples
Qualitative
An interview will be conducted which will be video recorded.
Questioning will involve
·
Which do you prefer traditional
comprehension activities or those online?
·
Which on line quiz do you think is
more motivating and engaging?
·
Which online quiz is more interactive,
Google forms, Kahoot or Quizizz?
·
Do you prefer the online text in
Sunshine online, Studyladder or traditional books?
·
Has using online quizzes helped you
with reading comprehension and if so how?
Has game based learning on-line helped with reading comprehension?
Has game based learning on-line helped with reading comprehension?
Potential impact of findings
After analysing the data, both quantitative and qualitative
and scores attained throughout using the online quizzes and from using
Studdylader and Sunshine online I will reflect on the project individually and
with colleagues this will involve:
·
Identifying
approaches
that have gone well and should be repeated
·
Adjusting approaches, tasks and content accordingly
·
Identifying what has not worked at all
·
Identifying new questions, concerns and issues to
explore
·
Identifying
the potential of new outcomes for student learning.
As discussed previously any potential impacts, possible
implications will be given to the communities involved. These findings will
also influence whether there will be further uptake of using online quizzes to
aid reading comprehension with other students in my class and in other classes
in this age range and whether it would impact school wide. A bank of quizzes
resources could also be created for others.
Feedback and Revision
This inquiry project was given to a teaching colleague, team leader and the deputy principal at my school . From this feedback I added the question sheet examples shown above. I also reflected on how I was going to target the skills needed for the students to create their own quizzes and identified that I need to scaffold the children through the process using deliberate acts of teaching. As stated by my colleague I hadn't given much thought as to how frequent a quiz would be used or developed and that to gain best data it would have to be frequent. I therefore propose to look at creating two per week, giving the students enough time to thoroughly engage with the text and time to develop and deliver the quiz.
Results
Conclusion
References
Name
|
End Term 1 level
|
End Term 3 level
|
Pre-trial score
|
Post-trial score
|
Fabian
|
9-9.5
|
10-10.5
|
9
|
11
|
Justin
|
9.5-10
|
10.5-11
|
11
|
13
|
Marissa
|
9-9.5
|
9.5-10
|
9
|
10
|
Chloe
|
9-9.5
|
9.5-10
|
8
|
10
|
Chayce
|
L 22
|
9-9.5
|
8
|
11
|
Willie
|
8.5
|
9-9.5
|
8
|
11
|
Hamish
|
8.5
|
9.5-10
|
10
|
13
|
Ngataria
|
L 22
|
9-9.5
|
6
|
9
|
Cheyanne
|
L 22
|
9-9.5
|
6
|
9
|
Conclusion
From the onset the children were motivated by the use of
game based learning and from questioning they are still motivated. It was also
clear early on that the favoured on-line quiz tool was kahoot. They all liked
reading on-line but felt that Sunshine on-line had better questions and was
more challenging. Interesting was that the children reported that they were not
interested in the rewards given by these two web based digital games. They also
stated that they liked paper based books and that reading should be done using
both. From the interview the consensus was that they liked using Kahoot more
when the questions were set by the teacher. Although, the children said that
developing their own questions had helped them with skimming and scanning and
identifying key words. They also reported that it had helped them understand
the content content
and challenged their thinking as they had to create questions from an answer(s). Although, the children struggled with developing questions based
on the different reading behaviours and also when using multiple choice
questions –finding similar answers to challenge the player.
Digital game based learning was found to be motivating and
engaging for the children. Kahoot encouraged collaboration and the making own
questions, although I had to check spellings or others couldn’t understand. Also the quizzes and on-line reading sites
were limited to content only and didn’t question the author’s purpose or how
and what they have used persuade the reader. There was also no real evidence
that they had improved reading comprehension as there had to be a lot of
scaffolding around reading behaviours and doing activities around them may have
increased reading comprehension. It was also difficult to measure any progress
quantitatively.
What next
Continue using quizzes and try and incorporate questions
on author’s purpose, what they have used to portray their message and how they
influence the reader. Google forms is possibly more suited to this as it has a
larger variety of question types and response options. Use quizzes to aid and
assess reading across the curriculum.
References
Chan,
M. Y. H., Chu, S. K. W., & Mok, S. W. S. Cited as: Chan, MYH, Chu, SKW,
Mok, SWS (2015).
Fostering interest in reading and strengthening reading comprehension ability of primary school
students using a children’s literature e-quiz bank on the cloud. Paper presented at the Quality
Education Fund Project Seminar: Learning through Gamification: Cultivating a Love of Reading
in Primary Students, The University of Hong Kong, Hong Kong, June 30, 2015. Retrieved from http://web.edu.hku.hk/f/acadstaff/447/Chan%202015%20Fostering%20interest%20in%20reading% 20and%20strengthening%20reading%20comprehension%20ability-v2015-10-6.doc
Fostering interest in reading and strengthening reading comprehension ability of primary school
students using a children’s literature e-quiz bank on the cloud. Paper presented at the Quality
Education Fund Project Seminar: Learning through Gamification: Cultivating a Love of Reading
in Primary Students, The University of Hong Kong, Hong Kong, June 30, 2015. Retrieved from http://web.edu.hku.hk/f/acadstaff/447/Chan%202015%20Fostering%20interest%20in%20reading% 20and%20strengthening%20reading%20comprehension%20ability-v2015-10-6.doc
Education Review office, (2011 ). Directions for Learning: The New Zealand
Curriculum Principles, and Teaching as Inquiry May 2011* : 22/07/2011. Retrieved
from http://www.ero.govt.nz/National-Reports/Directions-for-Learning-The-New-Zealand-Curriculum-Principles-and-Teaching-as-Inquiry-May-2011
Kapp, K. (2012). The gamification of
learning and instruction: game-based methods and strategies for training and
education. San Francisco: pfeiffer. Retrieved from http://reader.eblib.com.au.libproxy.unitec.ac.nz/(S(izinnmrmypv0cawn4yejerav))/Reader.aspx?p=821714&o=105&u=sTkfAMpGuhFlBUfuyCbjHA%3d%3d&t=1455432160&h=1015A2D33417C62E06A11CAE1420968D03A41E8B&s=22890232&ut=292&pg=1&r=img&c=-1&pat=n&cms=-1&sd=1
Ministry
of Education. (2007). The New Zealand Curriculum. Wellington: Learning
Media.
Ministy of Education.
(2014). Rukuiha Rarangahia, Aromatawai, Ministry of Education
Position Paper. Retrieved from http://tmoa.tki.org.nz/Mataiako/Rukuhia-Rarangahia
Rangahau, (2016). Kaupapa Māori as Research. Retrieved from http://www.rangahau.co.nz/research-idea/31/
Schleicher, A. (2012). Preparing Teachers and Developing School Leaders for the
21st Century: Lessons from around the World. OECD Publishing. Retrieved
from http://www.oecd.org/site/eduistp2012/49850576.pdf
21st Century: Lessons from around the World. OECD Publishing. Retrieved
from http://www.oecd.org/site/eduistp2012/49850576.pdf
Turner, W.,
Chapman, J., Greaney, K., Prochnow, J., & Arrow, A. (2013) Why the New Zealand Literacy Strategy Has
Failed and What Can Be Done About It. Evidence from the Progress in
International Reading Literacy Study (PIRLS) 2011 and Reading Recovery
Monitoring Reports Retrieved from http://www.massey.ac.nz/massey/fms/Massey%20News/2013/8/docs/Report-
National-Literacy-Strategy-2013.pdf
National-Literacy-Strategy-2013.pdf
Wang, A.
(2015). The wear out effect of a game-based student response system. Computers
& Education, 82(c, March 2015), 217–227. Retrieved from http://ac.els-cdn.com.libproxy.unitec.ac.nz/S0360131514002516/1-s2.0-S0360131514002516-main.pdf?_tid=c1ea845e-052e-11e6-8b31-00000aab0f6c&acdnat=1460961086_17d022fc970834c58c359363445ef4bb
Thank you Neil. Theoretically it should motivate, inspire and lift the level of thinking - yet in the end it is easy for the activity to become the focus rather than the desired learning outcome.
ReplyDeleteThe research on the topic was complex and covered a whole raft of critical bases. But as you say - the results would be hard placed to show a direct result.
I guess the key question here is what would you change next time to have the kids focussed more on the deeper thinking aspect of the reading. Would question starters be useful?
Are quizzes the best way to get this kind of thinking? I query the chances of open questions working easily for kids in on-line quizzes.
The important thing to take away from this is that every result is a result.
Thank you.