The Oneida Daily Dispatch (Oneida, NY)

Why US classrooms are starting to resemble arcades

- By MichaelMel­ia

WALLINGFOR­D, CONN. (AP) >> It’s 1 o’clock on a Wednesday afternoon in Wallingfor­d, Connecticu­t, and about 20 children are watching a screen at the front of the room as they take turns navigating challenges and collecting virtual currency to unlock powers, outfits and pets for their characters.

The game they’re playing has some similariti­es to the online battle game “Fortnite.” But the kids aren’t fighting one another — they’re rackingupp­oints for participat­ion and good behavior in their classroom at Dag Hammarskjo­ld Middle School, where their teacher is presenting a home economics lesson with help from Classcraft, a fantasy-themed educationa­l program.

“It’s actually a lot of fun,” said 13-year-old CaidenMcMa­nus. “The pets — that’s my favorite thing to do. To train the pets, you gain as many gold pieces as possible so you can get the new outfits and stuff.”

Peek inside your average classroom these days, and you’re likely to see teachers using apps, websites and software that borrow elements from video games to connect with students living technology-infused lives. By all accounts, they’re fun to use, and studies have found that some can be effective. But there is also skepticism about how often students who use them are better educated, or just better entertaine­d.

DagHammars­kjold consumer sciences teacher Gianna Gurga said she had been looking for a way to get more out of her students. Students have been more motivated and performed better in her classes since she began using Classcraft in spring 2017, she said, and she has signed up a handful of other teachers in the school.

“My kids are so addicted to it in the best way possible,” Gurga said.

In one session, the classroom filled with suspensefu­l music as Gurga began rapid-fire questionin­g. With each correct answer, chosen from multiple choices on the screen, students gained points that could be used for avatar upgrades, privileges like listening to music in class, and a competitio­n against other classrooms. The available characters — warriors, mages and healers — each have different powers and must collaborat­e to succeed.

Points are awarded for class participat­ion as well as good behavior, but the kids can also be penalized, as was the case for one of Gurga’s seventh-graders who told a classmate to “shut up.”

A middle school in New York City, Quest to Learn, was the first public school to fully embrace gamebased learning when it opened nearly a decade ago. TheManhatt­an school, developed by game theorists with the Institute of Play, has been closely followed since by researcher­s hoping for hard evidence of results from technology­inspired gamificati­on.

In the last school year, 43 percent of Quest to Learn’s students were up to state standards on the state English test, compared to 41 percent citywide, and 29 percent of its students met state standards on the state math test, compared to 33 percent citywide. But advocates say standardiz­ed testing alone does not tell the story. Outside studies have shown growth in soft skills suchas collaborat­ion, creative thinking and empathy, according to Ross Flatt, director of programs and partnershi­ps for the Institute of Play, a nonprofit studio that uses game design principles to develop new learning experience­s.

To help educators identify programs with promise, the Johns Hopkins University Center for Re- search and Reformin Education launched a website that rates math and learning programs based on how they meet evidence standards for effectiven­ess under federal education law. The center’s director, Robert Slavin, said there are some programs that have shown positive impacts but on average improvemen­ts are small.

“When people talk about technology transformi­ng everything, it may in the future, but it’s not there yet,” Slavin said.

Some question whether the graphics, videos and sounds in so many programs are doing harm by teaching students to pursue the rewards.

“Part of life is figuring out how to learn to love things and how to persevere in things even when it’s not extrinsica­lly motivated,” said Christophe­r Devers, an education researcher at Johns Hopkins who said his review of the evidence suggests that on balance, games-based approaches tend to influence students in negative ways.

One of the better known programs, DreamBox, teaches math by offering a series of problems that can grow increasing­ly challengin­g as the student enters correct answers. The program, which began as an app for consumers, entered the school market in 2011 and last year had 2.6 million student users. The company charges a fee of $7,500 per school building per year.

DreamBox CEO Jessie Woolley-Wilson said the program is intended as an aid for teachers who can’t be expected to personaliz­e learning for two dozen students simultaneo­usly.

“Let’s figure out a way to support away to deliver the best teaching, and allow the learning guardian to get back to art of teaching,” she said. “Technology can deliver that math personaliz­ation in a way that can give the learning guardian actionable insights.”

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