A Gamified Approach to Beginning Reading and STEAM
PROCEEDING
Cindy Coleman, TakePrideLearning, United States ; Steven Grubaugh, University of Nevada, Las Vegas, United States ; Daryl Coleman, TakePrideLearning, United States ; Greg Levitt, University of Nevada, Las Vegas, United States ; Richard Speaker, Penny Speaker, University of New Orleans, United States
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Las Vegas, NV, United States ISBN 978-1-939797-35-3 Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA
Abstract
This session will focus on the planning, implementation and astonishing results of a two-year pilot program, iKnow School + Home Adventure, in an inner-city elementary school. iKnow School + Home Adventure is designed to enable children who are English language learners to build a strong foundation as emergent readers and beginning readers. Its story-driven, blended approach to early literacy and Science, Technology, Engineering, Arts and Math (STEAM) fosters an interactive experiential learning opportunity for students to learn English as well as learning to read (Guccione, 2011) . Results indicated that students tested above 97% mastery in Letter Name Fluency and Letter Sound Fluency upon completion of Year Two of the Pilot Program.
Citation
Coleman, C., Grubaugh, S., Coleman, D., Levitt, G., Speaker, R. & Speaker, P. (2018). A Gamified Approach to Beginning Reading and STEAM. In Proceedings of E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 1547-1560). Las Vegas, NV, United States: Association for the Advancement of Computing in Education (AACE). Retrieved August 10, 2024 from https://www.learntechlib.org/primary/p/208361/.
© 2018 Association for the Advancement of Computing in Education (AACE)
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