According to Texas state law, all 8th grade students must pass the Texas Assessment of Knowledge and Skills (TAKS) mathematics test in order to be promoted to the 9th grade. They have three chances before the end of June and then a Grade Placement Committee determines their fate. Couple that pressure with the uneasiness many students already feel about learning math, and the result is some very anxious students. At Austin Independent School District (AISD), educators have addressed students’ fears by teaching math through games -- immersive educational video games, that is.
This month,
AISD is expanding its use of the DimensionM educational video games to 7 middle and 15 private schools.
The district first began using the immersive games in a summer pilot program that
proved beneficial to math-challenged students.
Developed
by Tabula Digita, the DimensionM
multiplayer video games are designed to teach and reinforce key mathematics
concepts from grades 3-12. The games incorporate
a series of first-person action adventure missions that feature graphics, sound
and animation similar to those in popular video games. By successfully
navigating a myriad of embedded lessons, students can master the mathematics
concepts previously discussed in class.
The
introduction of the supplemental games began in July, as part of the intensive
10-day JumpStart program for 350 students in the 8th grade who
failed the mathematics portion of the TAKS retest, for the third time. The program, designed to prepare students for
9th grade Algebra I, ran from July 22 – August 4 and offered students
four hours of accelerated core instruction each day.
“Students
were given 30 minutes a day to play the games,” said Norma Jost, Secondary
Mathematics Supervisor for AISD. “What we saw next was amazing – our students
were not only succeeding but truly becoming interested in learning mathematics
again.”
According
to Dr. Mary Thomas, who oversees state and federal accountability for AISD, “An
important consideration in selecting the DimensionM gaming software for the
pilot program was the mounting research showing that game-based learning is a
highly successful 21st century teaching and learning tool for
today’s digitally-advanced students.
Equally important was its alignment to standards set by the National Council of Teachers of Mathematics and
the Texas state standards (Texas
Essential Knowledge and Skills) for mathematics,” she said.
During the
10-day program, students were assessed twice by way of a survey. Nearly 82 percent of the student respondents
indicated they were improving in understanding key mathematics concepts such as
negative numbers and generalizing patterns. Over 86 percent of the students responded positively to the question about whether they liked the
games and whether they thought they were helping them to improve their mastery
of mathematics.