Download - Nintendo Project Report
SS. Peter & Paul’s SS. Peter & Paul’s Catholic PrimaryCatholic Primary School School
Nintendo DS Project Nintendo DS Project
Aims of the projectAims of the project
Impact UponImpact Upon
AttainmentAttainment
One of our key aimsOne of our key aims
was to measure the was to measure the impact the regular use impact the regular use
of Nintendo Brain of Nintendo Brain Training would have Training would have
upon the attainment of upon the attainment of pupils in KS2.pupils in KS2.
Impact UponImpact UponEnjoymentEnjoyment
Our second aim was to Our second aim was to measure the impact measure the impact the Nintendo Brain the Nintendo Brain
Training would have Training would have upon the pupils’ upon the pupils’
enjoyment of learning enjoyment of learning in KS2in KS2
Designing the TrialDesigning the TrialIn an attempt to show the ‘value’ that the Nintendos would add to the attainment levels and enjoyment of the pupils in KS2 the children were divided in to two
groups.
A Pupils:
These pupils would continue the curriculum as normal, throughout the autumn term from September to
December
B Pupils:
This group of pupils would be timetabled to use Nintendo Brain Training several times a week as part
of their ‘Daily Digits’ initiative.
Preparing the staffPreparing the staffWe received an initial INSET session from Dawn We received an initial INSET session from Dawn
Hallybone who shared her experiences when using Hallybone who shared her experiences when using the Nintendos.the Nintendos.
Our Numeracy Leader, Robyn Shears managed the Our Numeracy Leader, Robyn Shears managed the timetabling and arranged for the data tracking.timetabling and arranged for the data tracking.
Over the period of the trial the teachers were asked to Over the period of the trial the teachers were asked to track the brain ages in Year 3 to Year 6. In years 3 track the brain ages in Year 3 to Year 6. In years 3
and 6 we also planned to track pupil progress in and 6 we also planned to track pupil progress in mental maths scores.mental maths scores.
We were ready to begin…We were ready to begin…
Attainment Results Average Mental Maths Results
A B
Average score rise = 1.5 Average score rise = 3.5
9.811.3
0
5
10
15
20
Average scores
Start End
Start and End of Project
A Classes Average Mental Maths Results (Non-Nintendo)
10.614.1
0
5
10
15
20
Average scores
Start End
Start and End of project
B Classes Average Mental Maths Results (Nintendo users)
Attainment Results Average Brain Age Results
Average Brain Age drop = 19.4 Years
72.1
52.7
0
20
40
60
80
Average Brain Age
Start age End age
Start and End of Project
Average Brain Ages (Nintendo users)
Enjoyment Results
What the pupils said…They were easy to
use and a fun way to learn. I liked that we were allowed to talk to others as we did the challenges so we could help each otherYou can
practice your
mental maths
without having
to worry about quick-fire
questions from
the teacher
The multi-
player made the
problems fun
and competitive
I actually
looked
forward to
morning
maths when
it was our
turn to use
the
Nintendos
A sample group of 20 pupils completed a brief questionnaire about the use of the Nintendo DS Lites with Brain Training. The results are
detailed below.
Enjoyment Results
100% said they enjoyed learning more when using the DS Lite.
98% said they noticed their concentration improve when using the DS Lite.
90% said they looked forward to school more due to the use of the DS Lite.
100% said they would like to continue using the DS Lite as part of their numeracy.