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5 New Ways to Bring Play to Reading

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Colorado Convention Center, Bluebird Ballroom Lobby, Table 33

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Presenters

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Elliott builds great experiences by helping organizations understand the emotions of their customers. He earned his PhD at the MIT Media Lab using psychophysiological sensors to measure emotions in a new, objective way. Previously, Elliott worked at IDEO as a design researcher, where he learned how to combine sensors, design, and emotions. Today, he runs mPath, a design consulting firm. Elliott has had the privilege of designing a vast range of emotions, from the excitement of using Google, to audience engagement of the Blue Man Group, to customers’ confidence at Lowe’s Home Improvement, to the anxiety of children with autism in therapy.

Session description

Reading a paperback book is only one way to learn to read. For 10 years, with the Boys & Girls Club, we have been co-designing how to make reading a more playful, hands-on experience. Come try some new reading experiences and build a LEGO duck with us.

Purpose & objective

Audience members will:
1. Understand the neuroscience behind why struggling readers disengage from reading and what readers need to stay focused.
2. Understand the importance of play and feedback in reading. Know why math more naturally feels like play than reading for elementary school kids.
3. Understand why the future classroom will be using digital story and text books to enable deeper, more engaged, reading and critical thought.

Technology Used: www.wonder.io - a free interactive book library
Models Employed: Vygotsky - Children learn and engage through questions.

Evidence of Success: In a pre test, participating readers in elementary school scored 12% on a 2nd grade comprehension test. With Wonder.io, they scored 80%. Reluctant readers who verbally told us "reading sucks" were telling their parents they had to wait in the car and complaining when we finished after an hour.

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Outline

1. Read a 5 minute Interactive Wonder.io story the incorporates playing with a LEGO duck (15 Minutes)
2. Discuss with a partner: what was different. (5 minutes)
3. Present the neuroscience and evidence for why books need to be digital and interactive. (15 Minutes)
- Questions engage and build confidence
- Social Competition creates importance
- Why books should only be 5 minutes long
4. Showcase Playful Reading Strategies that are being used by adults and students today (emphasis on new AI applications) (15 Minutes)
5. Open Discussion (15 minutes)

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Supporting research

Motivating Struggling Readers to Mentally Show Up with Wonder Stories, 2021
https://www.buildempathy.com/s/HedmanELO2021.pdf

Redesigning Digital Reading, 2020
https://www.wonderstories.app/research/redesignremote

Effective Feedback Depends on the Emotional Weight of a Problem, AERA, 2018
https://www.buildempathy.com/s/AERA2018_student_feedback_symposium.pdf

Wired: How Sensors That Test Our Stress Could Revolutionize Product Design
http://www.wired.com/2014/12/sensors-test-stress-revolutionize-product-design/

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Session specifications

Topic:
Games for learning & gamification
Grade level:
PK-5
Skill level:
Beginner
Audience:
Library media specialists, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices useful
Attendee device specification:
Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials:
We will be access www.wonder.io but no subscription is neccessary.
Subject area:
Language arts
ISTE Standards:
For Educators:
Designer
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
Learner
  • Stay current with research that supports improved student learning outcomes, including findings from the learning sciences.
Disclosure:
The submitter of this session has been supported by a company whose product is being included in the session