Aug 112010
 

by Erin Kinard

As educators, our task is to push students to move past the boundaries of what they are currently able to do—to expand their abilities, stretch their knowledge, test their understandings, and apply skills in new and unfamiliar contexts. We do this in an effort to help students achieve their fullest potential—to be their best academic, social, emotional, and professional selves.GLF COnference 2010 For most students, taking risks in a learning environment is not an easy or comfortable process. For students who have experienced repeated failures in school, the prospect of taking risks can be paralyzing.

At the recent Games, Learning & Society (GLS) conference , Beth King, a PhD. candidate at the University of Washington at Madison, presented on the process of “creating possibility spaces” for students within the virtual world of Sims2. King described her research with adolescent boys who were disaffiliated with school and had low academic self-esteem. The boys also had a strong affiliation with video games and gaming culture. “The project goal was to encourage each participant to consider the future not in terms of current academic performance but instead based upon their unique hopes, dreams and passion using potential self (Markus & Nurius, 1986) strategies.”

King situated herself as an advocate for the boys by creating safe places for them to practice their “authentic” selves and explore “possible” selves. Within the virtual world of Sims2, she had the boys explore who they thought they could become, who they were afraid to become, and who they were likely to become. King then conducted a series of career development interventions that included a blend of self-explorations within the virtual world sandbox as well as visits to actual worksites and college campuses. After the project, the boys who participated reported an increased ability to visualize their “hoped-for” futures. They also spoke about their individual futures with language that indicated much more agency and ownership.

As educators of students with special needs, the “possibility space” opened up within the sandbox of the virtual world is something we should be fully exploring. If we can give students the opportunity to safely “try on” a number of different occupations and explore various futures and identities, they may surprise us in ways we could never imagine.

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Erin Kinard
Vice President, Product Development/Publisher

Erin Kinard joined PCI as the Vice President, Product Development/Publisher in December, 2009. Kinard oversees product development for the company. Prior to joining PCI, Kinard served as Editorial Director, Reading and ESL for Houghton Mifflin Harcourt Supplemental Publishers in Austin. During her eight years at Harcourt, Kinard held a variety of positions including Editorial Director of Steck-Vaughn, and Editorial Director of Reading for Harcourt Achieve. In addition to her educational publishing experience at other companies including Brown Publishing Network and Scholastic, Inc.,

Nov 102009
 

SayIt-RhymeIt-SpellIt-LogoEmergent Readers and Struggling Readers Have Fun Learning and Discover Reading Success

Say It, Rhyme It, Spell It is an engaging game, made in two levels, that helps emerging readers and struggling readers become familiar with words that follow a consonant-vowel-consonant (c-v-c) pattern. The reproducible worksheets binder can be used in conjunction with the board game, as a stand-alone program or supplement to another reading program. Say It, Rhyme It, Spell It Software offers picture representations of words as well as words without pictures for visual learners and students with developmental disabilities to reinforce the foundation and skills needed to begin reading and strengthen the reading skill process.

 

Playing the interactive board game or software game helps struggling learners develop phonological awareness. Students begin to understand individual sounds apart from words, how sounds form words, how words begin and end, and how to recognize parts and patterns of words. Once students recognize the parts and patterns of words and associate them with the letters of the alphabet, they begin to equate sounds with symbols. This is the beginning of reading. By playing these games, students improve their phonological awareness and learn to recognize, identify, spell, and rhyme c-v-c words with the most common letter patterns.

 

Say It, Rhyme It, Spell It 1 & 2 both consist of a game board and 150 draw cards. The game board features 28 squares. Each square has an icon to represent one of the possible tasks to complete during the game. As a student lands on a square, he or she selects a draw card from the appropriate stack and completes the designated task: saying a word, rhyming a word, or spelling a word. Say It, Rhyme It, Spell It 2 progresses in difficulty from the first board game by using c-v-c-c and c-c-v-c short vowel word patterns.

 

Say It, Rhyme It, Spell It is appropriate for a wide variety of classrooms, including specialized reading programs, language arts, resource, inclusive, and ESL classrooms. These easy-to-play games help students learn to read c-v-c,  c-v-c-c and c-c-v-c short vowel word pattern words and establish the foundation or reinforcement of reading skills for emergent readers, struggling readers, and students with specials needs and learning differences.

 

To encourage parental involvement and reinforcement of emerging reading skills at home, reproducible activities and a parent letter are included. These take-home activities provide an easy way for students to practice saying, rhyming, and spelling words.

 

Product Developed and Authored by Rosie Simms