Jezequel KM Technologyintegrationplaninformation 8461
Jezequel KM Technologyintegrationplaninformation 8461
Jezequel KM Technologyintegrationplaninformation 8461
Home:
Change Agents: Josh Waldroup, Aaron Stevenson, Robert Brooker, Kaitlin Jezequel
Client: GMS
Innovation:
Innovation: Introducing a new method or product to help increase rigor, enthusiasm, and
academic success. The innovation described here is digital gaming in the classroom. According
to An & Cao, "...digital games [can] help students develop higher-order thinking skills and 21st
century skills beyond making learning fun and engaging" (2016, p. 162).
Rationale: One of the most difficult things that teachers face is getting involvement with
students through the use of materials they find relevant in real world situations. The majority of
students enjoy gaming outside of school. Many of the games played by students happen to be
collaborative, often through the use of online gaming and digital applications. In a classroom
setting, the use of online gaming platforms such as Quizlet, Kahoot, and Quizizz are available to
teachers and conveniently allow students to get immediate feedback from material covered
throughout the game. The classroom online gaming platforms such as these can also be
programmed to promote peer-to-peer interaction simply by setting the program to be for an entire
group, or teams within a classroom. This not only allows students to enjoy the same gaming
atmosphere at school as they do in the home setting, but increases student engagement by
incorporating an activity that grasps students interests. This rationale is mirrored by the findings
of Chen & Hwang when they state "Several studies have reported the effectiveness of
educational computer games in enhancing the learning interest of students, and even increase
their motivation" (2014, p. 125).
5 Attributes:
Relative Advantage: By allowing students to use online gaming applications in the
classroom, students are able to see personal areas of strengths and weaknesses due to the
immediate feedback the online programs provide. Through the use of technology in the
classroom, students are able to feel comfortable with the tools that they are using. The
students' relative comfort level with the online tools occurs because they are familiar with
using online instruments such as these on a regular basis. By allowing students to use
technology they will use in everyday life, it allows students to embrace the digital world
around them and allow for a further connection to real world settings.
Compatibility: Students love gaming and they love their devices. Teachers can use this
to their advantage and incorporate Quizlet, Kahoot, and Quizizz with the students'
interests in mind. Online gaming programs such as these are fun and available for all
grade levels, including the middle school perspective discussed here. Many students who
are in middle school have access to their own personal devices; however, some students
do not have this advantage. To accommodate students who do not have their own
personal devices, school iPads can be made available. Students may also partner up and
share with another student who does have a device. Quizlet, Kahoot, and Quizizz all
foster student learning and collaboration through a gaming setting, which students enjoy
and can be easily accessed from a device.
Complexity: The biggest issues with using any type of technology in the classroom
is having the means and ability to access the technology programs. Many schools do not
have the funds for devices such as iPads, and/or do not have the internet bandwidth
requirements which are needed to teach some gaming lessons to a whole class. Another
complex element will always be unforeseen bugs with the programs and/or user-
errors when implementing technology, especially with students who may be
inexperienced with using technology. These issues will inevitably create down-time for
students (and teachers while trying to resolve the issues), and can result in
frustration. Lastly, it can be difficult for teachers to adapt their habits and want to use
gaming as part of their teaching arsenal when there can be finite time available to learn
the program, or limited training available on the technology or gaming itself.
Trialability : The use of digital gaming in the classroom has a high trialability. This is
because students and teachers can immediately begin using this style of assessment in the
classroom since it can be easily assessed on devices. The platforms can be used for
review games, or to give a quick assessment and show mastery of standards in the
classroom. Students that are performing well can move on and continue with more
complex ideas, such as projects that relate to the material being covered. Students who
need more assistance can have the opportunity for continued review. There is no cost
involved with using Quizizz, Kahoot, or Quizlet in the classroom. Students that do not
have their own device will be allowed to use one of the five teacher assigned iPads in the
classroom.
Observability: Using Quizizz, Kahoot, or Quizlet in the classroom has a high rate of
observability. These programs provide immediate feedback based on the answers
students provide on an assessment. This not only gives the individual student the
feedback they need in order to make improvements, but it also provides teachers with
information on which students are struggling with various questions. This allows for
teachers to be able to assist struggling students after the assessment has ended because
they will know which students need more help. Teachers can also make self-
improvements to their teaching by using these programs. These programs allow for
immediate results and can allow teachers to see which questions students are getting
wrong the most. If there is a particular question students continue to miss, teachers can
make adjustments to their own teaching in order to help students better understand the
materials being taught. Many times, the results of assessments can be projected onto the
board. When students see their final scores, they typically want to be able to compete in
the review games, or "play" the quiz, again so they can have the opportunity to see their
scores increase.
Context:
GMS: Is a 7th and 8th grade middle school located in Murray County, Georgia. There are 571
students at GMS; 291 male students and 280 female student enrolled in school for the 2016-2017
school year. The school sits in the small town of Chatsworth, Georgia with a population of 4,290
residents. Overall, the population of Murray County is 40,180. GMS is one of two middle
schools in the district. (Claar, 2016)
Norms: Gladden Middle School prides itself on being a BYOD (Bring Your Own Device)
school. Although 80% of the student population is considered to be free and reduced, most of
the students have their own devices. This allows teachers to better implement technology and
learning in the classroom daily. Students get along well at GMS. There are plenty of
opportunities for all students to be involved in the school including but not limited to: football,
soccer, baseball, archery, volleyball, golf, band, wrestling, tennis, cheer, FFA, Quiz Bowl,
basketball, and after-school tutoring.
Culture: Gladden Middle School is a school in Murray County, Georgia. Murray County is
located in North Central Georgia on the border of Tennessee. Many of the students have
parents that work for the carpet industry in the nearby city of Dalton, GA. The student
population is 71.8% white, 25.9% Hispanic, and 0.9% multi-racial (Claar, 2016). The majority
of the students (80%) are on free and reduced lunch. This number accurately represents the
economic population of the Gladden district. There is a large number of families who struggle
economically. One of the major struggles for teachers at Gladden Middle School is getting
students interested in their education. There is very low parent participation at Gladden, which
results in a lack of emphasis on a quality education. GMS is a great example of Ruby Payne's
(2003) description of poverty and the trends that are associated with mindsets of poverty. Ruby
Payne's reading can be seen here: https://drive.google.com/open?id=1lewMEJ-0M8tQgs-
IjDKJ5bqgbKVUTSLC
Adopters: There are 32 full time teachers at GMS. There are thirteen male teachers and
nineteen female teachers. There is one male principal and one female assistant principal. GMS
also employees one full time academic coach in the building. The academic coach is there to
help with integration of new material, as well as to collect and analyze data. GMS has a 100% of
staff labeled as highly qualified. There is one staff member that holds a Doctoral degree, three
staff members have a Educational Specialist degree, eight hold a Masters degree, and twenty
staff members hold a Bachelors degree.
Analysis:
Interviewing protocol was used. Information was collected about digital gaming in the
classroom. Opinions, feelings, and ideas were gathered to determine what can be changed
or needed to implement digital gaming into a classroom setting. We interviewed two
students and three teachers from Gladden Middle School.
Enablers:
Student 1 (Cameron): I am a student at the school, I will be starting the 8th grade this
year when school starts back.
Student 2 (Joshua): I am a student and will be starting GMS this year as a 7th grader.
Teacher 1 (Ruth Williams): I am a Biology and Environmental Science teacher at the
school.
Teacher 2 (Dana Tankersley): I teach 8th grade Physical Science at Gladden Middle.
Teacher 3 (Rosanna Volz): Next year will be my third year as an Agricultural teacher and
FFA coordinator at the school.
Perceptions and Attitudes:
Student 1 (Cameron): The biggest problem that I would have is being able to have
enough charge on my phone to last throughout the day. What if all the classes are using it
and I run out of battery life?
Student 2 (Joshua): My biggest concern will be my parents understanding that I will be
using the school WiFi and not using all of our data, because we only have a small amount
of data each month. My parents would likely need a note that states that I will be using a
device inside the classroom and what the process of using the phones or tablets in the
classroom will be.
Teacher 1 (Ruth Williams): I personally struggle with technology and cell phone use in
the classroom. I continually fight students on using their phones when they should be
paying attention in class. A BYOD (Bring Your Own Device ) policy seems like a good
policy. However, I think more problems come from letting students have their devices in
the classroom than providing technology for them. The games seem like they will provide
me with the chance to make class more fun for students while allowing me to get
formative assessment data.
Teacher 2 (Dana Tankersley): I've used these programs before so I'm confident with the
programs. I only see using technology as a problem when students use it in the wrong
way. Last year we had some issues with our internet connection going out for hours and
even days, so I'm also concerned about having consistent internet accessibility.
Teacher 3 (Rosanna Volz): Screen-time usage has been an increasing problem in only the
couple years I have been here. I feel students are getting the idea that they are entitled to
use their cell phones at school and if we encourage more usage then I could see this
problem even getting worse.
Student 1 (Cameron): I have used Quizizz and Kahoot before in school last year, but
using Quizlet Live will be a learning experience for me this year.
Student 2 (Joshua): In elementary school we used Kahoot regularly so that will be easy,
I'm sure the other sites will be just as easy to use.
Teacher 1 (Ruth Williams): I will need someone to show me how each digital game
works and how to collect the data. I would also like someone to show me how it looks
from a students perspective (their devices).
Teacher 2 (Dana Tankersley): I'm very familiar with these programs so I will not need
any training.
Teacher 3 (Rosanna Volz): I think it would only take a couple of trainings or
walkthroughs and I would feel comfortable with using these programs.
Student 1 (Cameron): I have used Kahoot and Quizizz in the classroom before.
Student 2 (Joshua): We played Kahoot as whole class activities the last few years in
elementary school.
Teacher 1 (Ruth Williams): I haven't used these types of programs before. I try to limit
the amount students have their devices out.
Teacher 2 (Dana Tankersley): Yes. I use all three of these programs on a weekly basis.
Teacher 3 (Rosanna Volz): I have not used Quizziz or the other programs much, but I
have seen them being used in other classrooms.
Support Needs:
6. Are there any barriers that you could see causing this not to work?
Student 1 (Cameron): If the WiFi goes out like it did last year then we wouldn't be able to
do it because a lot of students do not have enough data to have to use it at school.
Student 2 (Joshua): The biggest problem I would have is if the WiFi doesn't work and I
have to use my data my parents wouldn't allow me to do that. The only other thing I
would be able to do then is to use tablet, but I'm afraid there wouldn't be enough for me
to use if others need it also.
Teacher 1 (Ruth Williams): Consistent internet accessibility is important. I don't want to
plan a lesson or activity around relying on internet connection and then it not being
available. I'm also concerned about students who do not have their own devices and how
playing these types of games will affect them if they feel left out.
Teacher 2 (Dana Tankersley): The biggest barriers I see is the infrastructure and internet
connectivity. We had some issues last year losing internet connection. All of that was
supposedly fixed. If so, the largest barrier is now gone.
Teacher 3 (Rosanna Volz): Depending on the internet to always be up and working can
be a problem. It works, I would say, 90% of the time, but it definitely is a barrier if it is
not working. Other than that, with the proper support from our administrators, when a
student uses their device in the wrong manner, I do not see any other barriers.
Student 1 (Cameron): My parents are used to it from last year so they will be
understanding.
Student 2 (Joshua): My parents will be involved and understanding, but will need a note
that states that I will be using a device inside the classroom and what the process of using
the phones or tablets in the classroom will be.
Teacher 1 (Ruth Williams): I think parents will be involved as much as they currently are.
Some parents are very engaged and will appreciate their kids using devices for a good
reason. Other parents don't really care what happens at school anyway.
Teacher 2 (Dana Tankersley): For the most part parents will like how their students are
using devices for educational purposes. As far as being involved, I don't think this will
have any effect on that.
Teacher 3 (Rosanna Volz): Most parents are texting their children in the middle of class
(another issue that gets under my skin)! So when it relates to parent's understanding, I
think so, and if they do not, I will be sure to tell them personally to stop texting their
child in my class.
Student 1 (Cameron): Yes, I think it will help make learning more fun and make the
classes not be so boring.
Student 2 (Joshua): Yes, I am excited to come to GMS and be able to have more freedom
to play games while learning and other freedoms that comes with being in middle school.
Teacher 1 (Ruth Williams): I think these types of games, if used in the right way, could
help students and teachers in the classroom. However, it must be used in the right way
and controlled so students use their devices in the right way.
Teacher 2 (Dana Tankersley): I find using gaming in the classroom very useful for
creating a collaborative, challenging and productive classroom. I also collect a lot of
student data this way to further drive instruction.
Teacher 3 (Rosanna Volz): Very useful when it relates to capturing student's attention
and motivation to learn while having fun.
Overall, the perceptions and attitudes were positive. The teachers and students thought
the idea of using games in the classroom in place of their usual tactics was a great idea.
The only negativity was the fear that many teachers have when using something new and
how it would encourage more wrongful device usage (social media, noneducational
games). Although, with the proper training, administrator support, and classroom
management they felt these issues could be overcome.
Both teachers and students are familiar with using technological programs in the
classroom such as google classroom. Most have used Kahoot, Quizizz, and Quizlet
before as well. All the programs are user-friendly and require basic computer skills that
almost all teachers know.
Concerns:
The main concern is proper device usage. Many students are addicted to screen-time
usage and some teachers feel like this would encourage more. Though, teachers also see
the advantages that games in the classroom can such as helping students get motivated
and grasping their attention to the assignment. The only other minor concern is proper
training.
Currently the school board has a policy on cell phones in the classroom to be left up to
the school itself. The current administration allowed cell phone/tablet use in the
classroom with teacher approval, which was different than what the previous
administration allowed. However, there will be a whole new administration at GMS next
year so the use or lack of use of technology in the classroom is up in the air still.
The majority of parents of the children in the district are very much for students being
able to use technology in the classroom as long as they are not the ones that are paying
for the data to be used in the classroom setting.
Being a school that has 81% of students on free and reduced lunch, some parents will be
concerned about their students not having a technological device to use in the classroom
setting and will be upset if there is any homework that must be done online as some
parents still do not have internet in their residence.
Barriers:
Enablers:
The greatest enablers to the diffusion of the innovation are the teachers themselves. The
faculty demographics is well suited for using newer technologies in the classroom. Most
(75%) of the teachers are under the age of 40 and use technology in the classroom on a
daily basis.
Surprisingly, even though GMS has 80% of students on free and reduced lunch, most of
them have their own devices.
Each classroom has an additional 5 tablets for students who do not have their own
devices.
Teachers are assigned computer labs with a partnering teacher that they can use all year.
This provides a lot of opportunity for student work on computers while only sharing a lab
with one other teacher.
New technology infrastructure was put in place last year because of a lot of connectivity
issues last year.
Voki Links:
http://tinyurl.com/y76wwbtu
http://tinyurl.com/yc24llz5
http://tinyurl.com/y9qeak6u
http://tinyurl.com/yauqda7j
http://tinyurl.com/ybzflu9b
Action Plan
Step 1: Identify which innovators are already using gaming
in the classroom and gain their support for a school-wide
gaming in the classroom innovation.
There are already many teachers around the school who implement gaming in the classroom as a
means of teaching and assessing students. Speaking with these individuals and gaining their
continued support of introducing gaming as a school-wide initiative can provide a huge relative
advantage to the innovation. These teachers who are currently implementing the gaming
technology can play a role of being a leader for other teachers within the building or within their
department.
Resources: Devices for innovation, time for change agent collaboration, list of change
agents/early adopters/innovators
Timeline: 1-2 weeks
Rationale: By determining which games are currently being used within the classroom, the early
adopters and innovators can compile a list of games that are appropriate to meet learning goals in
multiple subject areas. An and Cao state "Well-designed digital games or digital game-based
learning environments have the potential to make learning more meaningful by providing
situated learning experiences and just-in-time support" (2016, p. 162). Having a list of available
websites or apps that provide games for learning can give teachers who are hesitant about
researching the technology for themselves an easy go-to site or application. This removes any
stress that may be caused from a lack of personal time to investigate new gaming programs.
Identifying the purpose of the various games in the classroom can also help teachers who are in
the more hesitant late-majority adopter category see and observe the programs for themselves.
Resources: Devices for gaming, computers, Microsoft word for compiling list of gaming options
and purposes
Rationale: Simply explaining various games that can be used in the classroom to meet the
learning needs of students has the potential to be ineffective. However, presenting the gaming to
the staff by making them partake in playing the game itself can prove to more beneficial. This
gives teachers, as the biggest change agents, a true moment to observe the innovations being
presented. This also allows teachers to learn together and develop a shared understanding of the
purpose of using gaming in the classroom. Fullan, Cuttress, & Kilcher suggest "One of the most
powerful drivers of change involves learning from peers, especially those who are further along
in implementing new ideas" (2005, p. 55). Having the early adopters and innovators present
gaming in the classroom to the staff will allow teachers to see which teachers have already
successfully adopted this in their own classroom.
Key Actors: Change agents, early adopters, innovators, administration approval for faculty
meeting
Resources: Devices (school iPads or personal) for gaming, laptop, screen projector, presentation
via PowerPoint/Powtoon/other, time for faculty meeting, handouts with simple game play
instructions
Resources: Computers with internet and email capabilities, Microsoft word document compiled
of frequently asked questions and concerns
Timeline: 1 month
Rationale: In order for teachers who are less knowledgeable or skilled with the technology being
implemented to feel more comfortable using digital gaming in the classroom, it is necessary to
offer appropriate professional development and training. Ellsworth says "It is our responsibility
when we undertake educational change to ensure that effective training is provided to all
intended adopters" (2000, p. 69). The training provided by other colleagues can offer a less
intimidating, more appropriately paced, training session that will allow teachers time to use
devices, apps, or websites to further their understanding of the gaming options. This will also
offer teachers a chance to ask questions pertaining to their specific subject matter and how they
can use gaming in their classroom. This is also an opportunity to "...[identify] some of the ways
in which teachers in mainstream classrooms might differentiate the use of technology for the
students with disability in their class" (Main, O'Rourke, Mooris, & Dunjey, 2016, p. 326).
Key Actors: Innovators, administration, early adopters that can train others to use the games
Rationale: Developing and publishing a procedures list of acceptable use for gaming in the
classroom is essential for school-wide adoption. This ensures all change agents are on the same
page and understand how to implement gaming in the classroom appropriately and effectively.
Creating a list of procedures for every classroom, as well as hallways in the school, will ensure
students, teachers, and parents, know when it is appropriate to use gaming, as well as what
gaming sites are appropriate to use. A broad goal is to implement gaming about once a week in
class but it should be understood to "...only [offer gaming] when appropriate; if overused, [the
games] may lose their motivational advantage" (Devlin-Scherer & Sardone, 2010, p. 140).
Resources: Poster maker program, poster printer, list of acceptable use procedures, laminating
machine, handouts of the list of acceptable use procedures to give parents at curriculum night
Timeline: 3 weeks
Step 7: Present school-wide gaming in classroom initiative to
students and parents at curriculum night.
Having parents on board and supportive of gaming in the classroom will allow for a much easier
transition into a school-wide gaming in the classroom innovation. Curriculum nights, similar to
an open house, will allow for parents to visit their students teachers and explore how the gaming
will be used in specific subjects throughout the school year.
Rationale: All adopters need to have an understanding of the new innovation. By presenting the
gaming options that students will be playing in the classroom to both students and parents, it
gives them an opportunity to gain knowledge and support of the innovation as a whole. There is
some research that suggests parents of students could be a potential barrier that gets in the way of
an innovation's success (An & Reigeluth, 2011-12, p. 59). Parents, while not a direct adopter of
the innovation of gaming in the classroom, could potentially have concerns or questions about
the motives of gaming in school. Each parent can be given the handout of frequently asked
questions, concerns, and answers that was developed by the teachers earlier in the year. Parents
can also be handed a copy of the list of appropriate use procedures for gaming in the classroom.
Timeline: 1 day
Step 8: Implementation of innovation for gaming in the classroom and continued teacher support.
Implementing digital gaming in the classroom will be an ongoing process as the school adopts
this innovation. A goal has been set that teachers will try to implement gaming about once a
week in their classroom. While this may sound achievable, it will also be necessary for continued
support to be offered to teachers who may start to feel overwhelmed or burdened with this
expectation. Support can be offered from innovators, change agents, administration, or any other
adopter who feels confident in supporting the teacher/s in need.
Rationale: Since teachers will be the biggest change agents of using gaming in the classroom, it
will be imperative to continue to offer support for their needs. Some research suggests that
implementing gaming in the classroom will alter the role of the teacher and that educators
"...should also act as coaches, encouraging the students to rationalize..." (Carenys & Moya, 2016,
p. 633) as they explore the digital gaming being offered in each class. A broad goal is for
teachers to incorporate gaming in their classrooms about once a week. Teachers will need to
collaborate together to make sure they know when will be an appropriate time to incorporate the
gaming in each classroom.
Resources: printed list of appropriate use procedures for gaming in the classroom, devices such
as iPads/laptops/computers for gaming
Timeline: Ongoing
Summary Table
Action Steps/ Rationale Key Actors Resources Timeline
Strategies
Step 6: In order for there -Change agents -Poster maker program 3 weeks
Develop and to be school-wide -Innovators -poster printer
publish consistency, -administration -list of acceptable use
acceptable use posters will be procedures
procedures for created that -laminating machine
the classrooms. publish the rules -handouts of the list of
for acceptable use acceptable use
procedures for procedures to give
gaming in the parents at curriculum
classroom. This night
allows all
teachers to be on
the same page
about what types
of gaming are
appropriate and
most effective.
References:
An, Y., & Cao, L. (2016). The Effects of Game Design Experience on Teachers' Attitudes and
Perceptions regarding the Use of Digital Games in the Classroom. TechTrends, 162-170.
doi:10.1007/s11528-016-0122-8
Carenys, J., & Moya, S. (2016). Digital game-based learning in accounting and business
education. Accounting Education, 25(6), 598-651. Retrieved July 10, 2018.
Chen, N., & Hwang, G. (2014). Transforming the classrooms: Innovative digital game-based
learning designs and applications. Education Tech Research & Development, 125-128.
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https://www.schooldigger.com/go/GA/schools/0384001386/school.aspx
Devlin-Scherer, R., & Sardone, N. B. (2010). Digital Simulation Games for Social Studies
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your-camp-cytp-members-join-spring-camp/