nintendo project report

9
SS. Peter & SS. Peter & Paul’s Catholic Paul’s Catholic Primary Primary School School Nintendo DS Project Nintendo DS Project

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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…

The trial in action…The trial in action…

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.