Construct Validity for ROI in a Nursing Game
Games for health talk View more presentations from Brock Dubbels
Reading Achievement Using Video Games
The work I have done surrounding games has led to improvement in reading scores. In 2006-2007, I took over the Language Arts Instruction for an entire middle school in Minneapolis, MN. The students were primarily drawn from North Minneapolis, qualified for free and reduced lunch, and were very bright, but were not scoring well on the standardized assessments. I implemented a curriculum that studied video games as new forms of narrative. Games tell stories, just like the anthologies stacked on my shelves. The difference was that when I pulled out the anthologies, classroom management became more challenging, as most of the ...
Technology and Literacy ~ Current and Emerging Practices with Student 2.0 and Beyond
Technology and Literacy Current and Emerging Practices with Student 2.0 and Beyond David G. O’Brien Brock Dubbels as pdf From Literacy Instruction for Adolescents: Research-Based Practice. Edited by Karen D. Wood and William E. Blanton. Copyright 2009 by The Guilford Press. All rights reserved. Guiding Questions What technology tools and Web 2.0 applications are important for literacy learning What are the best practices involving technology and literacies How can instruction in the classroom and curriculum be enhanced by using new and evolving technologies that support digital literacy practices? This chapter provides an overview of evolving research and theoretical frameworks on technologies and literacy, particularly digital technologies, with implications for adolescents’ ...
Reading-to-Learn: From Print to New Digital Media and New Literacies
Reading-to-Learn: From Print to New Digital Media and New Literacies Prepared for National Central Regional Educational Laboratory Learning Point Associates Submitted February 2003 Evidence for the use of digital media for traditional academic competencies David O’Brien Brock Dubbels Reading-to-Learn: From Print to New Digital Media and New Literacies Prepared for National Central Regional Educational Laboratory Learning Point Associates Submitted February 2003 Evidence for the use of digital media for traditional academic competencies David O’Brien Brock Dubbels Full text in pdf With the current emphasis on accountability and high stakes testing at the elementary level, districts all over the US have an increased awareness of the immediate need to raise reading achievement at all levels. The No ...
Reading comprehension as a transmedial (sub-medial) trait.
VIDEO GAMES, READING , AND TRANSMEDIAL COMPREHENSION. Games represent a high interest accessible medium to build comprehension, and in using games we can continue to engage in topics that are complex, provocative and motivating, and not often found in texts designed to be simplified for the sake of decoding. Games will also help to get these students to reconnect with reading and learning, and create a basis for developing and using comprehension strategies. With this in mind, this knowledge and experience of theory can provide an opportunity for educators to bootstrap traditional print-based literacy and engage students in comprehension development. Brock Dubbels The ...
Dance Dance Education
Dance Dance Education and Rites of Passage ---Lessons learned about the importance of play in sustaining engagement from a high school “girl gamer” based upon socio- and cultural-cognitive analysis for designing instructional environments to elicit and sustain engagement through identity construction. Brock Dubbels The Center for Cognitive Sciences, Reading Education The University of Minnesota, Department of Curriculum & Instruction, Abstract The experience of a successful adolescent learner will be described from the student’s perspective about learning the video game Dance Dance Revolution through selected passages from a phenomenological interview van Manen (1997). The question driving this investigation is, “Why did she sustain engagement ...
Old-Fashioned Play Builds Serious Skills -=- Assumptions and Anecdote
Think of toys as pivots-- as Vygotsky did, as well as prior posts on this site regarding play. Toys are representation,. where a child may imagine that they are participating in something imagined and fantastic that might otherwise be too dangerous to participate in or initially too difficult to do. However, with the toy, the child might come closer to realizing the fantasy. What the experts in the article seem to ignore is that more complex toys can make the act closer to the real act -- MIMESIS -- imitation of the thing to be learned and played to gain ...
The Jekyll and Hyde Effect — Play, Games, and Learning in the classroom Professional identities torn asunder?
The Jekyll and Hyde Effect calls into question approaches to accountability and implementation of mandated approaches to research-validated techniques and assessment in classroom instruction. Dissonance between teachers core beliefs about student learning and these new mandates, as presented to them, may be creating two different identities, two different classrooms, and two different sets of books to satisfy mandates and continue doing what they know works. This study utilized discourse analysis, coding teacher artifacts as outcomes of genre chains with themes from mandates, policy, and law for classroom changes in curriculum and instructional assessment tools, materials, and professional development. The informants ...
Games and play for productivity and defect prevention
In this post, Ross Smith, Director of Test, Windows Security, at Microsoft, and one of the authors of The Practical Guide to Defect Prevention (Microsoft Press, 2007), describes the groundwork on their approach to using games as a tool for productivity and defect prevention through Portfolio Selection, Game Theory and “crowdsourcing”. He makes a case for a diverse portfolio of defect detection techniques and a means for utilizing crowds for human computation for developing these techniques. Smith asks: "So, if the problem set for defect detection lies in our ability to balance our portfolio of discovery techniques, how can we involve ...
Video games: Play and learn — vgAlt in the news
Learning is a game to Brock Dubbels and the students in his class at Seward Montessori in Minneapolis. They spend their school time together playing off-the-shelf video games for the Nintendo Wii and other popular systems. But the 26 sixth- to eighth-graders aren't learning from the games' content. They're gaining key skills simply by playing and studying the games. "It connects to their lives," Dubbels explained. "Research shows that kids want to perform where they have competence. Games are part of their lives." That's where Dubbels' Video Games as Learning Tools class comes in. Over a three-week period, the kids split up into ...
More Featured Posts
Construct Validity for ROI in a Nursing Game
Games for health talk View more presentations from Brock Dubbels Read More →
Reading Achievement Using Video Games
The work I have done surrounding games has led to improvement in reading scores. In 2006-2007, I took over the Language Arts Instruction for an entire middle school in Minneapolis, MN. The students were primarily drawn from North Minneapolis, qualified for free and reduced lunch, and were very bright, but were not scoring well on the standardized assessments. I implemented a curriculum that studied... [Read more]
Technology and Literacy ~ Current and Emerging Practices with Student 2.0 and Beyond
Technology and Literacy Current and Emerging Practices with Student 2.0 and Beyond David G. O’Brien Brock Dubbels as pdf From Literacy Instruction for Adolescents: Research-Based Practice. Edited by Karen D. Wood and William E. Blanton. Copyright 2009 by The Guilford Press. All rights reserved. Guiding Questions What technology tools and Web 2.0 applications are important for literacy learning What... [Read more]
Reading-to-Learn: From Print to New Digital Media and New Literacies
Reading-to-Learn: From Print to New Digital Media and New Literacies Prepared for National Central Regional Educational Laboratory Learning Point Associates Submitted February 2003 Evidence for the use of digital media for traditional academic competencies David O’Brien Brock Dubbels Reading-to-Learn: From Print to New Digital Media and New Literacies Prepared for National Central Regional... [Read more]
Reading comprehension as a transmedial (sub-medial) trait.
VIDEO GAMES, READING , AND TRANSMEDIAL COMPREHENSION. Games represent a high interest accessible medium to build comprehension, and in using games we can continue to engage in topics that are complex, provocative and motivating, and not often found in texts designed to be simplified for the sake of decoding. Games will also help to get these students to reconnect with reading and learning, and create... [Read more]






