A Review of how -Based Resources Impact the K12 Classroom: An Application Approach Dr. Lequisha Brown-Joseph, University of Phoenix Dr. Michelle Susberry Hill, University of Phoenix Dr. Sandy Nunn, University of Phoenix

Abstract Most technology-based resources are created to meet the needs of As part of the 21st Century transition, digital learning through have Contributions educational institutions for profit; however, there are many technology- taken charge. Since digital games no have a permanent place on the home- This research explores the underpinning theories and education based sites that will be shared that are free or can be used at minimal cost. base, the affects have made its way into the classroom (How Digital The information shared in this presentation is provides teachers with used in the classroom in the form of different -based The following are popular technology-based resources or games used in K- Based Learning is Altering Education, 2016). Currently, students are information and resources to aid them in providing engaging learning in games that students use to learn content material. The research at the 12 classrooms to enhance learning: engaged in digital games in the classroom at least 55 percent of the time the classroom via gaming. Game-based learning unrelated to curricula various education technology theories that connect to educational according to a survey conducted of K-8 teachers (Teachers Surveyed on might be fun, however, it is not possible to enhance progress of learning Technology-Based Resources Free/Minimal Technology-Based Games Free/Minimal technologies such as websites that entertain students and explain their Cost Cost objectives if the game is not integrated with other instructional material TeacherTube Free FunBrain Free Using Digital Games in Class, 2014). What does this really mean? Digital connection to theory, uses, ages, and ability to align with student’s https://www.teachertube.com/ https://www.funbrain.com/ (Spector, et. al.). As a teacher, it is possible to integrate game-based Video sharing website for those in the Educational browser game website. game-based learning is using digital or web-based games as teaching and different cultural backgrounds. We also explored whether students can educational industry. learning with external resources such as labs, internet resources, and YouTube Free Cool Math Games Free learning in an educational setting. The different types of games that learn from these different technology-based programs or if they are just https://www.youtube.com/ https://www.coolmathgames.com/ printed materials when teaching specific courses of study (Spector, et. al.). America Video Sharing Website Online Math Games can be use are (a) educational games, (b) online games, (c) serious games, playing games. TED Education Free Prodigy Free https://ed.ted.com/ https://www.prodigygame.com/ and (d) simulations. Educational games entail video and games Features free customizable lessons. Math Game Website BrainPop Some parts of the Spelling City Minimal Cost that use an appealing learning experience to implement learning goals. In addition, most resources are available for students to use at home on https://www.brainpop.com/ site are free & https://www.spellingcity.com/ Group of educational websites covering a wide the rest offered Vocabulary/Spelling website that encourages Online games classified as simple or complex, such as virtual worlds that their cell phones. Internet is no longer a requirement for students to have variety of subjects. at minimal cost. game-based learning. Flocabulary Minimal Cost Bloomboard Free use multiple players. Serious games usually or educate the player and at home, although it would be helpful. With internet being available in Introduction https://www.flocabulary.com/ https://bloomboard.com/Interactive Creates educational hip hop songs, videos, & Social Studied & History Websites (lesson plans & have a specific purpose. Last, simulations allow games to model the real many public restaurants, including fast food restaurants, students may now additional materials K-12. games) CNN Student News Free PBIS Free world (Learning in Immersed Worlds: A review of game-based learning n.d.) access these resources outside of school. The local libraries also provide Many educators struggle with incorporating technology in to the classroom https://www.cnn.com/cnn10 http://pbskids.org/games/social-studies/ A 10 minute daily news program for middle & Social Studies Games and internet for patrons and many times the use of these to meet the need of their learners and many times refrain from using high school students Hippocampus.org Free Legends of Learning Free technology because of a marginalized fear of venturing into the unknown. https://www.hippocampus.org/ https://www.legendsoflearning.com/ In a world of ready information services are free. Educational resources for middle school to Games This review of literature presents an outline of technology-based resources college. and instant gratification, the Khan Academy Free Gizmos Some Free & in the form of games that can be used in the classroom. The field of https://www.khanacademy.org/ https://www.explorelearning.com Some at Minimal review explored whether As a result of this review, it is hoped that teachers will use this as a Online Courses Interactive math & science simulations (games Cost Simulations education has sparked a revolution of newly created technology-based based on real world situations) traditional style learning is out IXL Minimal Cost PhET Free Webquests roadmap for positive implementation in their classrooms. These resources resources to engage learners and aid them in exploring the world around https://www.ixl.com/ https://phet.colorado.edu/ of date or meeting the mark for Focused learning system with courses in math, Non-profit educational resource w/interactive have the capability to be used with lesson planning and organizing student science, social studies, & English. simulations in Physics, Earth Science, Biology, them. Learners come to schools from many different backgrounds and Chemistry, & Math. the learning environment. Now data. Ultimately, it is hoped that it will be a fun, learning experience for need to be able to engage in learning and technologies that align to their edpuzzle Free Kahoot Free Interactive that technology is a part of our https://edpuzzle.com/ https://kahoot.com/ Websites students. Pick a video, add your magical touch and track Games-based learning many differences and cultural backgrounds. This review will provide a your students' understanding everyday lives, it is time to Plickers Free wide variety of technology-based resources that can be used with both https://get.plickers.com/ rethink the concept of students and adults within the learning environment. A review of how Game-based assessment integrating technology and into technology-based resources that impact the K-12 classroom was explored Based on the review of literature, students may carry the excitement of the the curriculum and instead through an application approach. classroom beyond the walls if they access the websites at home or during Game-Based Learning meet the challenge to embed after school tutoring or enrichment programs. Zheng (2016) would Resources technology into pedagogy, to consider this a healthy approach and this would also enhance the learning support the learning process environment. But, what effect does this approach have on the learning (Eady & Lockyer, 2013). Discussion environment in the classroom? Students make better connections with the world around them when they are given an opportunity to learn within Many of the technologies created have sparked an increase in student their own cultural experiences. This research provides a realistic overview Recommendations achievement. According to Spivey and McMillan (2013) a study was done of the K-12 educational settings that incorporate technologies to aid that looked at how often students accessed resource materials for classes. instruction in the classroom. This research is recommended to They determined that the more students accessed materials, the higher the Participants will walk away with a preservice and veteran teachers that chances of obtaining better grades. Other scholars such as, Green and resource that they can reference for have trouble with implementing Stormont posit that students can better learn material when it caters to pedagogical or instructional technology in their classrooms via students who are ethnically and culturally diverse. They gave the example purposes, in addition to the benefits games. Research on multimedia of Flocabulary being used to help teach a math lesson on the Pythagorean and struggles of using these learning have shown optimistic Theory. Last, Stephan (2015) did a study on using video clips in a Finance websites in the classroom. Also, References class. They all founded their study on the premise that students should be outcomes for students who learn posed solutions will be offered to • Cuban, L. (2003) Oversold and underused: Computers in the classroom. Cambridge, MA: Harvard University Press. from digital resources that excited and engaged their learning. When using the clips in the classroom, continue to make incorporating • Eady, M. J. & Lockyer, L. 2013, 'Tools for learning: technology and teaching strategies', Learning to Teach in the Primary School, a teacher should be thoroughly prepared as with any lesson; perhaps more successfully combine words and Queensland University of Technology, Australia. pp. 71 How Digital Game Based Learning is Altering Education. (2016, technology just as fun for educators November 16). Retrieved from https://online.aurora.edu/game-based-learning/ prepared. The teacher must review the clips to make sure they are pictures, then those that include • Green, A, L., & Stormont. “Creating Culturally Responsive and Evidence-Based Lessons for Diverse Learners with Disabilities.” as it is for learners. Intervention in School and Clinic, vol. 53, no. 3, 2017, pp. 138–145., doi:10.1177/1053451217702114. appropriate for the audience. The clips must be introduced to the class. words alone (Mayer, 2008). At the • Spector, J. M. et al. (eds.), Handbook of Research on Educational Communications and Technology, DOI 10.1007/978-1-4614- This is synonymous with other websites that are used in education. middle and high school levels 3185-5_38, © Springer Science+Business Media New York 2014 • Learning in Immersed Worlds: A review of game-based learning. (n.d.). Retrieved from Students are not just having fun. Vygotsky’s Theory of Social teachers have the power to assess https://www.webarchive.org.uk/wayback/archive/20140615100504/http:/www.jisc.ac.uk/media/documents/programmes/elearni Development (Müller and Carpendale, 2000) says students learn more nginnovation/gamingreport_v3.pdf communication learning activities • Lindblom, K. (2018). Gamify Literacy: Boost Comprehension, Collaboration and Learning. English Journal, 107(6). when they are having fun. Lindblom aligns with Vygotsky’s theory stating that include journal , speech • Mayer, R. E. (2008). Applying the science of learning: Evidence-based principles for the of multimedia instruction. American Psychologist, 63(8), 760–9. that teachers must use games with educational outcomes. Teachers who use writing, preparing topic talks, • Müller, U., & Carpendale, J. I. (2000). The role of social interaction in Piaget's theory: Language for social cooperation and social games in the classroom help to motivate and engage students in their newsletters, and debates. cooperation for language. New Ideas in Psychology, 18(2-3), 139-156. doi:10.1016/s0732-118x(00)00004-0 • Nilsson, M., & Ferholt, B. (2014). Vygotsky's theories of play, imagination and creativity in current practice: Gunilla Lindqvist’s learning (Lindblom, 2018). In addition, Vygotsky’s Theory of Play states Therefore, technology is a resource that can be implemented in a “creative pedagogy of play” in U. S. kindergartens and Swedish Reggio-Emilia inspired preschools. Perspectiva, 32(3), 919. doi:10.5007/2175-795x.2014v32n3p919 that children play and discover beyond their age, (Nilsson and Ferholt, meaningful and engaging way (Eady & Lockyer, 2013). Many new and • Ouyang, R. J., & Stanley, N. (2014). Theories and research in and distant learning instruction through 2014). This thinking is what perpetrates the increased interests in blackboard. Universal Journal of Educational Research. 2(2), 161-172. Retrieved from http://www.hrpub.org DOI: seasoned teachers are not comfortable with technology implementation 10.13189/ujer.2014.020208 technology. It is hoped that through play or the use of the internet, students let along using games in the classroom. Although, a teachers role and • Spivey, M, F., & Mcmillan, J, J. (2018). “Using the Blackboard Course Management System to Analyze Student Effort and Performance.” Vol. 39, no. 1/2, 2013, pp. 19–28. Retrieved from www.jstor.org/stable/41948695. will increase their knowledge of the given task. expertise is important because teachers are on the front line of teaching • Stephen, Sheryl-Ann. “Enhancing the Learning Experience in Finance Using Online Video Clips.” Vol. 41, no. 1, 2015, pp. 103– and learning. It is argued that just making the necessary technology 116., www.jstor.org/stable/24331041. Accessed 13 Feb. 2018. Behaviorism Cognitivism • Teachers Surveyed on Using Digital Games in Class. (2014, June 9). Retrieved from • Diffusion of • Elaboration Theory of available in schools does not mean that teachers will use the technology http://www.gamesandlearning.org/2014/06/09/teachers-on-using-games-in-class/ Instruction • Experiential Learning Theory or even plan for it effectively (Cuban, 2003). The resources presented are being made available to provide teachers with a positive Technology-Based Acknowledgements Theories & to using technology and give teachers a place to begin in actively Instructional Strategies engaging learners via games and other related technology resources. The authors are Associate Faculty members of the University of Phoenix where they Constructivism Multiple Intelligence implement regular research initiatives through the Center for Educational and • Anchored Instruction • Script Theory • Cognitive Flexiblilty • Symbols System Theory Instructional Technology Research (CEITR). The team would like to thank the • Situated Cognition university and center for support their research initiatives.

(Ouyang & Stanley 2014)

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