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simSchool and SMART Technologies

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simSchool and SMART Boards



What can they do for us?



By: Angela Potorski

What is “simSchool”?

 A classroom simulation program funded by

the Preparing Tomorrow’s Teachers to Teach

with Technology (PT3) program of the U.S.

Department of Education

 simSchool immerses novice teachers in some

of the complexities of teaching 7th-12th grade

students who have different learning

characteristics and personalities.

Additionally…

simSchool players must analyze

student needs, make

instructional decisions, and

evaluate the impact of their

actions on student learning in

order to succeed at the game.

simSchool classroom

simulations…

 Play an important role in aiding new

teachers in real classroom situations by

providing immediate feedback.

 Better educate teachers for this first

encounters.

 Allows teachers to experience more

practice time and allows them to try out

new teaching strategies and methods.

simSchool is…

 A “first person” game where the player,

a teacher, is responsible for the success

of students.



The player’s choice of interactions affects

the students’ academic and behavioral

responses.

simSchool example scenario:

As class begins, the

player immediately

gauges students’

reactions by

observing their

posture.

Conversation Controller

Using the conversation

controller, players may

select particular phrases

to interact with students.

Particular phrases reflect a

particular stance

pertaining to behavior or

academics. Whatever the

player chooses will

automatically trigger a

variety of student

responses.

Lesson simulation

If a task the player gives

to the students exceeds

the students’ abilities

but lies within their

zone of proximal

development, students

will learn. If the task

falls short, students get

bored and learning

declines.

Time Simulation

The clock on the wall of

the “simClassroom”

records the passage of

time. High-performing

students may finish

tasks early and begin to

get bored. The player

must devise an extra

challenge for them.

Feedback…

 It is crucial that teachers learn the

importance of time management and

how to engage a wide range of abilities

for students in a diverse world.

 At the end of class, simSchool

generates a summary assessment for

each student in the role of a grade

book.

Populating the classroom…

Each classroom will have a

different mix of races,

performance profiles, and

personalities, enabling the play

of the simulation many times

with many different results.

Personalities of the “students”

In simSchool, each student’s

personality consists of three classes of

components with ten settings in each:

1) Five “Traits and Needs”

2) Seventeen “Learning Preferences”

3) A variable for “Social Expectations”

Traits and Needs

Constructed from the Five Factor

(OCEAN) Model of McCrae & Costa

(1996), for example:

 Extroversion

 Agreeableness

 Conscientiousness

 Emotional stability

 Intellectual openness

Learning Preferences

Based on the theories and models such as

Howard Gardner’s theory of Multiple

Intelligences.

 Verbal (writing and oral)

 Interpersonal

 Intrapersonal

 Logical-math

 Spatial

 Kinesthetic

 Music

Social Expectations

Simulations include…

 How will they react in small and large

groups?

 How will students react when you are



speaking with students individually? Will

they remain quiet or become

disruptive?

The player (teacher) has two forms

action to influence student

performance:

1) Designing and adjusting tasks

2) Talking to students through selected

phrases that appear in dialogue

balloons

The downside is?

 This is a new technology that is just

beginning.

 Many people may feel that simSchool is a

“videogame” and may respond negatively to

this new technology.

 Dialogue between student and teacher is pre-

programmed into the program. Although

there are trillions of scenarios in this

program, you cannot personalize your

conversation.

Conclusion

 Simulations are a powerful way for new

teachers to connect with new classroom

situations.

 simSchool allows teachers to test out new

ideas before entering the classroom.

 simSchool is a relatively simple game to learn

how to manipulate with enormous

opportunities for teacher education.

What is a SMART board?

 The SMART Board is an affordable

interactive whiteboard that works with a

computer and a multi-media projection

system to create a powerful tool for

teaching, discussing and learning.

 With a computer image projected onto

the Board, the surface becomes a touch

screen to control any application.

What is a SMART board?

 You can interrupt the application to highlight

key information with a color electronic pen or

use the Board as a chalkboard to list

instructions, draw diagrams, offer notes,

illustrate ideas and highlight important

information.

 You can capture the information at any time,

print it out, save it or email it to your

students and colleagues.

Is it hard to use?

No, in fact, it is quite simple to use!



If you can use a computer, you can use a

SMART Board interactive whiteboard.

 The touch-sensitive

interactive whiteboard

saves time.

 You can use notes over

computer applications,

save them in a file and

deliver the notes

electronically to all of your

students.

 The interactive

whiteboard also facilitates

lesson planning.

Case studies have shown…

 In the Bridge School, SMART boards have helped

special education students who have difficulties

in holding pens.

 Kearsney College has reported that after using

interactive whiteboards the impact on students

was tremendous, specifically in their science

matriculation scores.

 Mammoth-San Manuel Unified School District has

reported a drastic improvement in their reading

skills using a SMART Board interactive

whiteboard in their classroom.

 BOCES students declare

that they are “eager to

incorporate the

technology into daily

classroom activities.”

 Teachers will like that

they can stand at the

front of the room and

simply touch the screen to

move to the next slide.

They aren’t anchored to a

computer.

Interactive whiteboards

allows teachers and

students to access and

display websites, run

educational software,

run live video from a

camera, record,

capture, highlight and

review notes from a

classroom discussion,

deliver PowerPoint

presentations and more.

What’s the bad news?

 SMART boards are expensive. One

interactive whiteboard and the

accompanying tools costs thousands.

 But don’t worry! There are several

grants that may help to cover these

costs, such as the PD, eInstruction,

NEC, PREP, and much more.

What’s the bad news?

 Teacher training is also inevitable and

time consuming.

 Luckily, SMART boards are easy to use

and several teachers have some

experience with them now.

 There are several workshops that one

could attend to learn the technology.

Conclusion

 The SMART Board interactive whiteboard is

an amazing product because it is interactive,

flexible, and easy of use.

 There has been a significant increase in

teacher productivity and student performance

across all grade levels with the

implementation of the SMART Board

interactive whiteboard within the K–12

learning environment.

Conclusion

 This technology tool is one of the most reliable

ways for schools to change the way students

interact and learn with the least amount of

capital investment.

 Teachers will appreciate the selection of user

templates and other great features that can only

enhance their existing instructional

methodologies.

 This is the technology tool for teachers and

classes of the 21st century

References

 http://www.smarttech.com/

 http://www2.smarttech.com/st/en-

US/Products/

 Gibson, David and Zibit, Melanie.

simSchool: The Game of Teaching.

2005


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