EDUC 362 - Mathematics assignment

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Concordia University *

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362

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Mathematics

Date

Jan 9, 2024

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docx

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5

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Uploaded by SargentAlpacaMaster1241

Breanna Eady 40164748 Section 1: Purpose of the Strategy The strategy chosen to integrate mathematics instruction into the classroom is the computer-assisted method through digital game-based learning. This method uses interactive digital games with mathematical content to create an engaging and stimulating environment for students to learn and practice problem-solving skills. This approach aims to improve students' critical thinking and problem-solving skills as well as their motivation and excitement for learning mathematics. Digital game-based learning for mathematics can benefit not only students without learning disabilities but also those with special needs. It provides a multisensory and adaptable approach to learning that can be customized to meet individual needs. For example, it can be particularly useful for students with dyscalculia, a learning disability that affects a person's ability to understand and manipulate numbers. Digital games can offer a controlled and flexible learning environment that allows students to work at their own pace and receive immediate feedback on their progress. According to the article, "Digital Game-Based Learning in a Shanghai Primary-School Mathematics Class: A Case Study" by Deng et al. (2020), digital game-based learning for math is effective in improving primary school students learning outcomes. It can make learning mathematics more enjoyable and engaging, which can be beneficial for students who are struggling with the subject. The use of digital games can also provide a more inclusive learning environment, catering to the needs of students with different learning abilities. Section 2: The Steps and Procedures
To scaffold the student using this method, let's consider a scenario where you're working with a student who is struggling with multiplication. The student's learning goal is to improve their ability to solve multiplication problems, with a specific focus on the 4 times table. The first step in this scenario would be to determine the learner's learning requirements. You could begin by asking the student some questions to assess their current level of competency in multiplication and gain a better understanding of their learning needs. Additionally, you could inquire about any particular areas of multiplication that the student finds challenging or unclear. The second step is to select appropriate computer games. For instance, choosing a digital game that solely focuses on the 4 times table depends on the student's level of proficiency. The game should be engaging, and interactive, and provide clear instructions and feedback. The third step involves setting specific learning objectives, such as mastering the 4 times table by the end of the week. To achieve this larger goal, break it down into smaller, achievable tasks, such as learning the 4 times table for numbers 1-5 first and then 6-10. The fourth step is to provide guidance and assistance when the learner plays the game. This could include giving examples of how to use the 4 times table to solve multiplication problems, providing advice on how to tackle more challenging problems, and offering feedback on the student's progress. The fifth step is to monitor progress and adjust as necessary. Educators can modify the game to provide more support or challenge based on the student's needs, such as slowing down the pace of the game or reducing the number of problems to solve. Finally, assess the student's progress by testing their mastery of the 4 times table through a quiz or observation and adjust learning objectives and digital games as necessary to support continued progress. Section 3: Main Approaches to digital game-based learning
Deng et al. (2020) discuss in their case study, "Digital Game-Based Learning in a Shanghai Primary-School Mathematics Class," how some students found that some of the digital games got their "brain working," while others relied on luck to solve the problems. One child pointed out that before the digital-game method, they only had to memorize, "but game class gets our brains working with a game we like" (p.713). However, not all children felt the same way. Therefore, it is important to provide tools for children to use before, during, and after the digital games so that they can understand the new information and relate the mathematical games to class instruction instead of relying on memorization or luck. Eredics (2018) discussed the first tool as "I Know It. I Learned It," a strategy used before and after a lesson to elicit direct responses from students (p.151). The strategy will be implemented in groups. Before the mathematical lessons and the digital game, students will be given a printed copy of the "I Know It. I Learned It" graphic organizer and will fill out the "I know" column first. After the instruction and digital games, students will complete the second column, "I learned." They will then discuss what they learned from the lesson in their groups and provide examples of how the digital game relates to the lesson. Children can express themselves through sentences, math equations, or images to illustrate their understanding. The second tool from Eredics is the "Draw It" strategy, where students can draw their understanding of new information after activities (p.155). The educator would ask the students to recall the main idea of the digital game and how it relates to the lesson. Then, they would be asked to illustrate the main idea based on their understanding. It is suggested that educators provide students with a choice in how they would like to illustrate the main idea (p.155). The child can provide a written, verbal, or math equation to describe the illustration, and the drawing can be primarily based on the digital game. The last tool, "Put It in a Flowchart" (Eredics), is a graphic organizer that can help students understand the sequence of
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steps needed to complete a mathematical word problem (p.161). After the lesson and digital game, the children will be grouped and asked to provide a step-by-step explanation of how they solved a specific math problem in the digital game. A discussion will then be held, where each group's steps will be condensed into one strategy for each child to use in the future. Section 4: Collaboration and Support This strategy would work well as a Tier 1 approach because computer-based learning can be customized to meet each student's needs without removing them from the classroom. For collaboration, the classroom teacher can offer guidance and assistance to the paraprofessional and parents on how to use digital games effectively in math instruction. They can also incorporate digital games into lesson plans and activities to reinforce math concepts and provide students with extra practice opportunities. If a student struggles with the computer-based digital- game approach, the classroom teacher can collaborate with parents in various ways. The teacher can inform parent's of the child's progress and any learning-related concerns by communicating through regular parent-teacher conferences, emails, or phone calls. Moreover, the teacher can suggest activities and strategies that parents can use at home to support their child's learning, such as playing math games or reviewing math concepts together. The teacher can also provide parents with additional resources, such as online tutorials or worksheets, to help their child with specific math skills or concepts. Holding team meetings with the parent's paraprofessional to discuss the child's progress and create a plan for additional support, if necessary, would also be beneficial. By working with parents, the classroom teacher can offer supplementary support and resources to help the student succeed with the computer-based digital-game approach.
References Deng, L., Wu, S., Chen, Y., & Peng, Z. (2020). Digital game-based learning in a shanghai primary-school mathematics class: a case study. Journal of Computer Assisted Learning, 36(5), 709–717. Eredics, N. (2018a). Inclusion in action: Practical strategies to modify your curriculum . Paul H. Brookes Publishing. Eredics, N. (2018b). Chapter 7: The Strategies, In Inclusion in action: Practical strategies to modify your curriculum (pp. 92-191) . Paul H. Brookes Publishing.