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Adhd in schools research paper
Commentary essay adhd impact in school
Adhd in schools research paper
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Sir Ken Robinson states that, “Children are living in the most intensely stimulating period in the history of Earth” (TheRSA). They’re getting distracted by Iphones, television, recreational video games, etc. Which is leading to a possibly rampant misdiagnosis of ADHD in children across America. This is important to gamification because it exemplifies the dissonance that instructors may express towards this idea of bringing play into work. The students are going to require mental stimulation from an alternative source to keep their attention upon their work. Gamification introduces a method in which mental stimulation is a possibility through intractability with the coursework. One way that we saw this was through the implementation of …show more content…
badges to produce intrinsic motivation. However, this is not the only game mechanic professors aim to borrow to enhance their courses. Another game mechanic that may be used to implement gamification would be an adjusted grading scale. I claim that the current grading scale that exists in modern education has a few flaws, and that there exists a solution to these problems. An example of one of these issues is the mere grade that a student receives on an assignment. As children grow up they become accustomed to weighted grading scales that determine their proficiency in a subject. Moreover, students begin to correlate the grade that they receive with their own self-worth (Dittmann). To remedy this, we need to consider the grading scale as a whole for a moment. The grading scale, as it is now, determines the amount of proficiency that a student possesses within that certain subject area. I know that my opinion is not a popular one when I state that this shouldn’t be the only indication of a student’s worth. A scale of 0-100 should not determine how valuable a student is, based solely on comprehension of course material. Educators, we share a common goal regarding these student’s schooling. We both want these children to be prepared for their futures by teaching them to practice our methods and to learn our ways. Yet, we also want these students to become well rounded individuals that have the ability to follow their dreams. We cannot distinguish the precious flame of these children’s academic careers. The solution is not to change how we grade students on their coursework. This is an existing structure of education that can be enhanced to improve the output result of the student. Rather, the solution lies in setting up the game mechanics to work for us. In the specific case of creating a solution for student’s grading scale we can look to the game mechanic of the leaderboard. Mr. Levin developed a leaderboard for his classroom that accounted for a multitude of variables. A few of these variables are common ones that would be seen on any grading scale such as homework scores, quiz grades, and presentation points. In addition to this however, Mr. Levin has included variables such as “other” and “badges.” These extra variables are a possible solution for creating well rounded and academically successful students. First, focus on a struggling student. There are two types of underperforming students, one who gives up on trying to succeed, and another who tries to do well but fails. We do not want to leave the child who gives up behind, nor do we want to fail students who are putting in their best effort. We stated already that Levin’s badges level the playing field for students. It achieves this by rewarding students who show the desire to succeed, the students who show the responsibility to come to class everyday with their textbook. Levin believes that by adding in these extra variables into the mixture of his grading scale he can help underperforming students. This approach is helpful for discouraging the evaluation of student’s worth, yet it doesn’t prevent the demoralizing idea of being ranked out of 100. This is where one key characteristic of Levin’s approach sets it apart from other researcher’s methods, and what’ll create yet another hybrid gamified mechanic that may be applied to a modern-day course.
Levin agrees that a student should not be judged on a 100-point scale, rather students shouldn’t have their knowledge scored as a percentage value at all. Instead, he proposes a system where assignments, quizzes, tests, etc, are all based on “experience.” This is borrowing an element from video games in which characters’ progress over time through the experiences they transverse through. He suggests creating a strange conversion factor that would be used to convert a student’s score from a percentage into a value of experience. This is to discourage the student from attempting to devalue themselves. Since students are ranked in a value of experience, they are free to consider these assignments they complete as tasks that yield personal knowledge that they’ve acquired regarding the subject they are working on. The more knowledgeable they are in the area that is being tested, the more experience they’ll receive (up to the maximum score on the assignment). Whereas, if the student doesn’t perform very well in a topic they’ll see that they do not have a very high amount of experience in that topic. To encourage the student to better themselves the student should be given opportunities to retake course material to gain more experience. Levin’s badges are incorporated …show more content…
into this grading scale as well to encourage students’ academic growth. Ensuring that a student who was unprepared for class in the past, but now comes to class ready to learn, will be a goal of Levin’s badge implementation. I’m in agreement with Levin’s badge and grading scale adjustments.
We both understand that schooling is vital to a child’s development, and that creating an ideal hybrid system from the start will be the only successful way to implement gamification into a classroom. However, these game mechanics are not going to work in every classroom environment. One may argue that high schoolers and college students would completely disregard the purpose of gamification so long as they received the grade they were searching for. They have the existing grading scale ingrained within their mind that they wouldn’t be able to prevent themselves from asking, “How much experience is this assignment out of?” I’m in complete agreement with this argument, and I do not believe that this version of gamification would be as successful for mature age groups. Similarly, I don’t believe kindergarten students would have a strong understanding of what responsibility and perseverance is in terms of their academics. This version of gamification can be used effectively at a time in a student’s life where they are not worried about what grades they are receiving and where they are willing to improve upon themselves. This age range can vary however, it seems that students would possess this mindset around their middle school years from as early as fifth grade up until
eighth. This age range should not discourage college professors and substitutes who instruct mature students from implementing gamification. Professors should still attempt to seek out knowledge in how to go about gamifying their classroom to engage their students. When properly setup, gamified classrooms will produce positive results. Specific implementations need to be devised prior to classroom injection regarding what age group the classroom will hold. The student’s age will help create the mechanics that will bet fit these student’s needs. At the moment, authors are continuously publishing mechanics that they’ve been able to incorporate into their classroom. The results of these studies can be considered, which can help guide professor’s future classroom implementations.
In her article, “The Case Against GRADES”, Alfie Kohn discusses the grading system and its faults. She opens her argument with information from an older psychological study that proves the negative impact of the current grading system, and she reinforces this with the proof that “no” research has contradicted this statement. Also, she gives many key reasons including: “Motivation”, “Achievement”, “Quantification”, and “Curriculum”. Kohn supports these topics with other reasearch for why the system is failing the students. She asserts that, “… the absence of grading is a necessary condition for promoting deep thinking and a desire to engage in it.” As support, she offers other solutions and then debunks them by proving that they would not solve
Intelligence has begun to define individuals globally, but the goal of the minimum grading system is fairness and equality. Fair share grading is when all students in the class take an intended exam, but the class average score of the test is given to every student. Each student will receive the same grade even if one did better or worse than the average score. That being said it could reduce dropout rates, test anxiety, and competition between students. On the other hand, students could be affected negatively because it could lead to false self-value and unfairness to those students who study harder in order to earn higher grades. The debate continues about whether students should be separated by intelligence or be given equal grades in order
In other words, two teachers may give the same assignment two completely different grades based on their own grading style. This puts an incredible amount of stress on a student because they need to complete assignments that will satisfy their current teacher, whose expectations and grading style could be very similar or very different from the student’s previous teacher. Alfie Kohn believes that the influence grades have on a student’s life doesn’t help this situation, and may even make it worse by providing students with a false sense of security about their knowledge. In her article “From Degrading to De-grading”, she states that scores on tests can be largely based on how the test was written and what skills were tested (Kohn 240). Therefore, it is up to teachers to identify what topics students must master in order to be proficient and score well on standardized tests. But when the class is not structured with a consideration for the material used on such tests, students enter the test blind to the skills that they will be expected to know and use. Anyone can memorize a list of facts off a study guide and score well on a multiple choice test the next day, but skills such as analyzing literature and interpreting a handful of graphs containing data from a scientific experiment are skills that require time and hours of instruction to master.
In today’s society we feel the need to be graded in order to learn. The topic of the grading system has sparked three essays, by three different authors, about the pros and cons of the grading system. First, Jerry Farber, professor at University of California at San Diego, wrote A Young Person’s Guide to the Grading System (333). Next is Steven Vogel, professor at Denison University, who wrote Grades and Money (337). The last two authors in this compilation are Stephen Goode and Timothy W. Maier. They both are journalists for Insight on the News. While each of these authors have their own point of view on the grading system, all three essays talk about how being graded affects learning.
...eases the societal costs of this risk factor” (Source F). The “delayed gratification” further exacerbates the addiction by the satisfaction one feels after winning a game (Source D). This is harmful because students will continue to play these games until they have reached the ultimate gaming accomplishment: winning the entire game. Some students are unable to pause their games for even a few hours. Therefore, these students do not gain necessary and appropriate communication skills since their focus is primarily on their game. Video games, thus, lead to harmful, addictive behaviors.
By nature, most students are brought up in an academic environment motivated to get A’s and B’s on their report cards. Those grades sometimes don’t thoroughly report how much a student has learned or gained knowledge in each topic. Some instructors throw in factors totally unrelated to learning, when the main objective of academic institutions is to learn. In order to clearly demonstrate how much a student has learned in the classroom, schools should change their current grading system and teach students how to learn.
Bedard (2015) takes an interesting approach to understanding motivation; she talks about gamification, which refers to the use of game elements in contexts other than entertainment. Businesses, she says, are increasingly “bringing game elements into the work place to motivate employees to engage in numerous kinds of efforts, from learning to creative idea generation to quality improvement” (Bedard, 2015, p. 43). It makes sense that games can serve as illustrations of motivation: people are drawn to playing games for a reason, and that reason is –often- to seek new challenges and become winners. Bedard (2015) uses the game Candy Crush Saga to analyze the different factors that motivate people; candy crush saga is a game that consists of a board
But is this really helping a student succeed? How are they going to succeed if they have not gained any knowledge? It is not right for someone to give a student a grade they do not deserve. Stuart Rojstaczer in “Grade inflation Gone wild” has an interesting opinion on students. He says, “When students walk into a classroom knowing they can go through the motions and get a B+ or better, that’s what they tend to do, give minimal effort”(75).
This article looks at a new type of video game that is actually beneficial, in that it aides’ students with learning disabilities such as ADHD.
There are several negative stereotypes associated with video games and those who play them; some of these may often hold true. However, there are plenty of learning opportunities in video games. While the direct purpose of some games is to educate or train, other games that do not directly have this purpose can still become a learning experience for the player. As Ntiedo Etuk, president of the educational video game company Tabula Digital said, “The traditional view of video games has been that they are distractions from the task of learning” (Electronic Education Report 1). Video games are an effective tool for learning and retaining skills both inside and outside the classroom environment. The basic cycle of game play--the introduction to the game, game play, collaboration, improvement of these between each round, and evaluation at the end of the game (Klievink and Janssen 159)--are nearly parallel to the traditional classroom learning cycle of reading a textbook or listening to a lecture, taking a quiz, studying, focusing on items missed on the quiz, and taking a test or exam. Within this cycle, there are many opportunities to develop and perfect both educational, life, and occupational skills.
The concept of “edutainment”- the hybrid of education and entertainment has existed almost as long as video games have. Evidence of this is The Oregon Trail, a game about the colo...
Saleem, M., Anderson, C. A. & Gentile, G. A. (2012). Effects of prosocial, neutral, and violent video games on children’s helpful and hurtful behaviors. Aggressive Behavior, 38, 281 – 287. doi: 10.1002/ab.21428
I can still see that there’s a lot of potential in the field of education Gamification. Clearly there should be a way to help kids learn from what they do best – play. This is why many educators are looking into a variety of new tools and techniques in Education Gamification. If we can harness/utilise the energy, motivation and sheer potential of their game-play and direct it toward learning, we can give students the tools to become winners in the real game of life.
Over the years gaming has become a widely popular aspect of our culture. Kids and teenagers have replaced riding there bike or playing with dolls for video games that connect people together all over the globe .We have all been there at one point and time, there are games for just about anybody. Video games are for all age’s yes us adults love to play them to. Playing video games are fun but not a lot of people realize the impact video games can have on the body physically and mentally. Excessive playing of video games can cause decreased social skills, deterioration in health and increased aggressive behavior.
One of the reasons that grading systems should be required is to ensure that each student has retained the information that is being taught. Diane Ravitch agrees with this statement in her essay “In Defense of Testing.” Ravitch says, “They [test] protect us…from inept drivers, hazardous products and shoddy professionals.” (139). Ravitch is saying that test as a form of grading help to ensure that each person is knowledgeable in the field that they are in and give people a sense of security when they must put their trust in such professionals. There are many basic classes that are required for each major depending on the university that one attends. It is essential that the information obtained during these courses is kept in case a need arises for it in a future career. If the grading system is taken ...