Ingrid Graves - Academia.edu (original) (raw)
Papers by Ingrid Graves
In social, action and adventure computer games, images and action tend to be more important than ... more In social, action and adventure computer games, images and action tend to be more important than words. This shift increases the development of representational skills from the verbal to iconic, with players now manipulating images to create action in the game mechanics and conventions to achieve specific goals. In this manner, players develop the spatial awareness and the cognitive skills which are crucial to many computer applications and real world scenarios. As Delvin (2011) stated, “for over 2000 years, the only way to provide mathematics education to everyone was through the written words-textbooks” (p. 2). E-learning has taken the place of the written word. While reading is one of the components of multimodalities of learning, video games foster strategic thinking, multitasking, trial and error, and social competence-valued skills in the workforce. With innovation in social media and research into video games, educators are ready for innovative practices.
The study was situated in an elementary school located in an urban setting in the southwestern pa... more The study was situated in an elementary school located in an urban setting in the southwestern part of the United States. The school serves a low SES minority neighborhood of predominantly Hispanic students who have traditionally not scored well on standardized wide-scale achievement tests. Often teachers in this setting engage their students in test preparations which reflect a skill-based approach to literacy teaching as opposed to a focus on higher level thinking and a transactional approach to literacy instruction. The teacher who is the focus of this study embraces a learner-centered view of instruction. She aims to promote critical thinking among her students through the reading of good literature, engagement in activities that build on students' knowledge base, and promotion of learner constructed knowledge. Her expectations for student accomplishment do not endorse a deficit view of children's intellect and potential. The results of the study suggest that teachers who facilitate student's knowledge development rather than engaging in test preparations, along with principals who support teachers in the "literacy of thoughtfulness," can help minority students score well on standardized achievement tests.
Introduction This study presents the quantitative and qualitative results of a Universal Design (... more Introduction This study presents the quantitative and qualitative results of a Universal Design (Behling & Hart, 2009) modification to a face-to-face blended learning environment which intended to quickly disseminate classroom information and provide for a diversity of learning styles. One of the most challenging components of teaching in higher education is on-going formative feedback between university professors and their students. According to a recent review of online learning studies by the U.S. Department of Education (2010),
Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds, 2013
International Journal of Gaming and Computer-Mediated Simulations, 2000
This study begins an interdisciplinary dialogue among game developers, researchers and educators ... more This study begins an interdisciplinary dialogue among game developers, researchers and educators to determine and realize the potential of using Avatars in a three-dimensional (3D) virtual world to support experiential learning, role-playing, and problem-based learning. This research further investigates the pedagogical and instructional implications for transitioning teachers and students through alternative realities. This study discusses the psychological and sociocultural need for play, delineating the pros and cons of utilizing video games, virtual 3D worlds for both online and in the classroom followed by two case studies, which demonstrate the power of becoming an avatar within virtual spaces. This qualitative research investigation uses methods employed by collecting data through voluntary participation, students discussion logs, formal and informal interviews, and observation through video recording. These studies identify the significance of psychological activities and co...
Proceedings of the 7th …, 2006
Introduction Accountability-oriented reforms present new challenges for elementary mathematics in... more Introduction Accountability-oriented reforms present new challenges for elementary mathematics instruction. The passage of the No Child Left Behind (NCLB) act requires increasing percentages of students to score at or above proficient benchmarks each year on criterion-referenced ...
International Journal of Gaming and Computer-Mediated Simulations, 2000
This study begins an interdisciplinary dialogue among game developers, researchers and educators ... more This study begins an interdisciplinary dialogue among game developers, researchers and educators to determine and realize the potential of using Avatars in a three-dimensional (3D) virtual world to support experiential learning, role-playing, and problem-based learning. This research further investigates the pedagogical and instructional implications for transitioning teachers and students through alternative realities. This study discusses the psychological and sociocultural need for play, delineating the pros and cons of utilizing video games, virtual 3D worlds for both online and in the classroom followed by two case studies, which demonstrate the power of becoming an avatar within virtual spaces. This qualitative research investigation uses methods employed by collecting data through voluntary participation, students discussion logs, formal and informal interviews, and observation through video recording. These studies identify the significance of psychological activities and co...
In social, action and adventure computer games, images and action tend to be more important than ... more In social, action and adventure computer games, images and action tend to be more important than words. This shift increases the development of representational skills from the verbal to iconic, with players now manipulating images to create action in the game mechanics and conventions to achieve specific goals. In this manner, players develop the spatial awareness and the cognitive skills which are crucial to many computer applications and real world scenarios. As Delvin (2011) stated, “for over 2000 years, the only way to provide mathematics education to everyone was through the written words-textbooks” (p. 2). E-learning has taken the place of the written word. While reading is one of the components of multimodalities of learning, video games foster strategic thinking, multitasking, trial and error, and social competence-valued skills in the workforce. With innovation in social media and research into video games, educators are ready for innovative practices.
The study was situated in an elementary school located in an urban setting in the southwestern pa... more The study was situated in an elementary school located in an urban setting in the southwestern part of the United States. The school serves a low SES minority neighborhood of predominantly Hispanic students who have traditionally not scored well on standardized wide-scale achievement tests. Often teachers in this setting engage their students in test preparations which reflect a skill-based approach to literacy teaching as opposed to a focus on higher level thinking and a transactional approach to literacy instruction. The teacher who is the focus of this study embraces a learner-centered view of instruction. She aims to promote critical thinking among her students through the reading of good literature, engagement in activities that build on students' knowledge base, and promotion of learner constructed knowledge. Her expectations for student accomplishment do not endorse a deficit view of children's intellect and potential. The results of the study suggest that teachers who facilitate student's knowledge development rather than engaging in test preparations, along with principals who support teachers in the "literacy of thoughtfulness," can help minority students score well on standardized achievement tests.
Introduction This study presents the quantitative and qualitative results of a Universal Design (... more Introduction This study presents the quantitative and qualitative results of a Universal Design (Behling & Hart, 2009) modification to a face-to-face blended learning environment which intended to quickly disseminate classroom information and provide for a diversity of learning styles. One of the most challenging components of teaching in higher education is on-going formative feedback between university professors and their students. According to a recent review of online learning studies by the U.S. Department of Education (2010),
Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds, 2013
International Journal of Gaming and Computer-Mediated Simulations, 2000
This study begins an interdisciplinary dialogue among game developers, researchers and educators ... more This study begins an interdisciplinary dialogue among game developers, researchers and educators to determine and realize the potential of using Avatars in a three-dimensional (3D) virtual world to support experiential learning, role-playing, and problem-based learning. This research further investigates the pedagogical and instructional implications for transitioning teachers and students through alternative realities. This study discusses the psychological and sociocultural need for play, delineating the pros and cons of utilizing video games, virtual 3D worlds for both online and in the classroom followed by two case studies, which demonstrate the power of becoming an avatar within virtual spaces. This qualitative research investigation uses methods employed by collecting data through voluntary participation, students discussion logs, formal and informal interviews, and observation through video recording. These studies identify the significance of psychological activities and co...
Proceedings of the 7th …, 2006
Introduction Accountability-oriented reforms present new challenges for elementary mathematics in... more Introduction Accountability-oriented reforms present new challenges for elementary mathematics instruction. The passage of the No Child Left Behind (NCLB) act requires increasing percentages of students to score at or above proficient benchmarks each year on criterion-referenced ...
International Journal of Gaming and Computer-Mediated Simulations, 2000
This study begins an interdisciplinary dialogue among game developers, researchers and educators ... more This study begins an interdisciplinary dialogue among game developers, researchers and educators to determine and realize the potential of using Avatars in a three-dimensional (3D) virtual world to support experiential learning, role-playing, and problem-based learning. This research further investigates the pedagogical and instructional implications for transitioning teachers and students through alternative realities. This study discusses the psychological and sociocultural need for play, delineating the pros and cons of utilizing video games, virtual 3D worlds for both online and in the classroom followed by two case studies, which demonstrate the power of becoming an avatar within virtual spaces. This qualitative research investigation uses methods employed by collecting data through voluntary participation, students discussion logs, formal and informal interviews, and observation through video recording. These studies identify the significance of psychological activities and co...