scholarly journals Engaging academically at risk primary school students in an ICT mediated after school program

Author(s):  
Lee Yong Tay ◽  
Cher Ping Lim

<blockquote>This case study documents how a group of 14 academically at risk Primary 5 students (11 year olds) were engaged in academic related tasks in an after school program mediated by a <em>3-D Multi-User Virtual Environment (MUVE)</em>. Although there was no significant difference in the students' academic performance, they were found to be more engaged in the learning tasks and had acquired a range of information and communication technology (ICT) skills. At the start of the program students attended irregularly, but this improved gradually over the weeks, and other Primary 5 students were attracted to enrol in the program. The planned schedule of the after school program and the <em>3-D MUVE</em> provided the structures and online learning environment to engage these students. This paper reports on the after school program from the perspectives of the students and teachers, emphasising its context, that is, the school setting. The main finding suggests that the role of ICT has to go beyond the role of a mediating tool. It has to entice these students to be first interested in the virtual learning environment and subsequently in the content embedded within this environment. Thus ICT becomes a means to an end as well as an end by itself, in this process of engaging students. This finding has design implications especially for the use of ICT to engage academically at risk students.</blockquote><p> </p>

Author(s):  
Lee Yong Tay ◽  
Cher Ping Lim

This chapter documents how a group of 14 academically at-risk Primary 5 students have been engaged in academic related tasks in an after-school program mediated by a game-like 3D multi-user virtual environment (MUVE), Quest Atlantis (QA). The case study explores the possibilities and potentials of using the game-like 3D MUVE for the re-engagement of this group of academically at-risk students. From the observation notes, interviews with the students and students’ activities in the MUVE, the two main elements in the MUVE that have been found to engage the students are: ‘play and fun’ and ‘recognition and affirmation of performance.’ However, these engaging elements alone could not purposefully engage these students. Non-ICT activities such as orientation tasks, support by teachers, and the careful selection of authentic assignments are necessary to further enhance their engagement with their learning.


2010 ◽  
pp. 1036-1054
Author(s):  
Lee Yong Tay ◽  
Cher Ping Lim

This chapter documents how a group of 14 academically at-risk Primary 5 students have been engaged in academic related tasks in an after-school program mediated by a game-like 3D multi-user virtual environment (MUVE), Quest Atlantis (QA). The case study explores the possibilities and potentials of using the game-like 3D MUVE for the re-engagement of this group of academically at-risk students. From the observation notes, interviews with the studentsand students’ activities in the MUVE, the two main elements in the MUVE that have been found to engage thestudents are: ‘play and fun’ and ‘recognition and affirmation of performance.’ However, these engaging elements alone could not purposefully engage thesestudents. Non-ICT activities such as orientation tasks, support by teachers, and the careful selection of authentic assignments are necessary to further enhance their engagement with their learning.


2019 ◽  
Vol 81 (6) ◽  
pp. 430-434
Author(s):  
Rhea Miles ◽  
Tonya Little

One of the goals of the Science Education Against Drug Abuse Partnership (SEADAP) is to increase student knowledge about drugs through the implementation of an inquiry-based curriculum. A science teacher who was a participant in the SEADAP program served as a facilitator for middle school students participating in an after-school program to assist them with designing their own experiment using planarians (flatworms) exposed to caffeine, sugar, and an energy drink. Results indicated that the average velocity of the planarians in 1 mM caffeine, 1 mM sucrose, and 0.1% Monster Energy drink increased in comparison to their behavior in spring water. The students also learned that substances such as energy drinks can be lethal to planarians.


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