Game-based learning continues to be one of the most engaging methods of learning for childing (as for adults), and fun, engaging learning apps can be very effective as well. Welcome to an interview with Lindsey Hill, Lead for Reading Engagement Innovation at Evanced Solutions and Evanced Games.
1. What is your name and your relation to elearning?
Hello, Susan. My name is Lindsey Hill. I’m the lead for Reading Engagement Innovation at Evanced Solutions, LLC and Evanced Games. My 14 years of teaching experience has provided me with a unique perspective on previous and current trends in improving reading proficiency.
We’re empowering children to be creative thinkers and problem solvers through today’s e-gaming technology. This enables me to shine a light on the real issues around children and reading and other learning deficiencies. Even though I’ve left the classroom, I visit classes regularly to help kids take ownership of their intellectual growth. I have noticed that when kids identify and embrace their particular interests, they can break through reading proficiency barriers and experience real success. I spend time with parents, teachers, librarians, and students in and out of elementary classrooms to demonstrate this.
In the modern classroom, digital games are a powerful platform for motivating student learning. That’s partly because we know that games tied directly to students’ interests drive frequency of use. Also, if a game offers achievable challenges, kids will have success. This, too, drives frequency.
If this seems a little vague, let me give you an example. I met a third-grader who told me he didn’t like to read, but he loved playing zombie-related video games. His interest in zombies led us to a discussion of R. L. Stine’s Goosebumps mystery series. I followed up my classroom visit with an email to his teacher about his interest in mysteries. Not long after, she told me he had been reading the series and writing his own zombie comics that he shared with the class.
2. Tell me more about Evanced Games.
Evanced Games is a division of Evanced Solutions, LLC. We’re a technology company that empowers children to pursue learning outside of the classroom and develop closer relationships with the people around them. Our dedicated team of educators believes that gaining and sharing knowledge through children’s keenest interests is the best path for learning success. We introduce kids to the world of technology, while helping them to uncover their interests further, with special consideration to their individual learning styles.
We have partnered with Demco, our parent company, and have gotten great inspiration from our sister company, Edupress, to create digital versions of its award-winning educational content. We offer edu-gaming apps for children in grades K-6 that encourage learning beyond the classroom walls. Our three mobile apps—Froggy Phonics, Tic-Tac Bananas, and That’s Baloney—offer a fun way for children to practice a variety of Common Core skills, from phonics and algebra to cause-and-effect and simple problem-solving.
3. What is your area of expertise?
As a former elementary teacher and my school’s two-time Teacher of the Year honoree, I’m able to bring my first-hand experience and perspective to Evanced. Each new school year gave me an opportunity to foster relationships with my students. Making personal connections with my students valdidated who they were outside the classroom, as well as inside. Through a daily Community Circle, my students had the choice to share their fears about a sick pet or last night’s winning touchdown, for example. This process proved their two worlds could coexist, showing school was a safe place to use their imaginations and discover who they were.
Leaving the classroom was one of my toughest decisions, but I knew I was joining a team to impact even more kids with Evanced. I think my role as a parent of two young boys also brings another interesting perspective to the table. My real passion—my favorite thing in the world—is to help kids to experience a love of learning that goes beyond the classroom walls. They do this through self-discovery and creativity.
4. How did you go about designing an elearning game? How, in your experience, does game-based learning offer special advantages to teachers?
The Evanced Games team is made up of designers, teachers, artists, and developers. We work closely with kids as our experts. They help us create games that they will want to play without being told to. We invite them and their families into our design studio to play prototype games and give us their thoughts. We make changes to characters, sounds, story lines, and other elements based on what we hear from them.
Game-based learning helps resolve some of today’s educational issues. Classroom practices are changing all the time. With the initiation of the Common Core State Standards in 46 of our 50 states, the classroom atmosphere will, no doubt, change slightly. But, the impact of those changes will be minimal. Classroom teachers will focus more heavily on the conceptual understanding of skills as opposed to procedural proficiencies alone.
Teachers will feel confident in their approaches, when they see results from their students. The students’ interest in the activity will soar, because it is related to what they tell us they specifically want.
5. Is there such a thing as a *bad* elearning game? What are some things to avoid?
Any game that is designed for children—including e-learning games—should be fun. Plain and simple. If kids don’t think a game is naturally fun, they won’t play it.
“Bad” games tend to miss the mark on the story behind the game. The story line needs to be compelling to kids. They need to be interested. They need to care. “Bad” games provide unachievable challenges, and they offer very little autonomy, or choices, for the players.
Only after a game is considered enjoyable to play by children, should it be made to include the content that parents and teachers want. In other words, if you first start with the educational elements you want players to practice and become proficient in, and make fun an afterthought, you will have a significant failure on your hands.
6. What is the relationship between motivation and game-based learning?
Kids are motivated to play games of all types because they provide them with choices, achievable challenges, and they allow for social interactions with their friends and family. For older kids, they may even have some social interaction with other online gamers in other parts of the world, if they’re playing something like Clash of Clans or Minecraft, which are both very popular.
When playing a well-designed game, kids feel that there is a purpose to it—whether it’s meeting all of your froggy friends in Froggy Phonics or beating your little brother at tic tac toe in Tic Tac Bananas.
7. Who are your favorite authors who are writing on game-based elearning?
In order to understand a variety of perspectives on learning proficiencies, I’m currently enjoying How Children Succeed by Paul Tough and Mindset: The New Psychology of Success by Carol Dweck.
I’m also reading The Age of the Image: Redefining Literacy in a World of Screens by Stephen Apkon. He discusses the concept of “screenagers” and the challenges of raising a very different generation of kids.
Each of these authors, however, explores building confidence in our children by using what kids know and how they use that knowledge. I also enjoy discovering different “mommy” and “daddy” bloggers, as well as teacher and librarian writers. They provide current, first-hand experiences with this next generation of kids that is our future.
******
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E-Learning Corgi focuses on distance training and education, from instructional design to e-learning and mobile solutions, and pays attention to psychological, social, and cultural factors. The edublog emphasizes real-world e-learning issues and appropriate uses of emerging technologies. Susan Smith Nash is the Corgi's assistant.
Showing posts with label game-based learning. Show all posts
Showing posts with label game-based learning. Show all posts
Wednesday, October 23, 2013
Tuesday, May 05, 2009
Interview with Bridget Clementi, BlueKids.org: Innovators in E-Learning Series
Game-based e-learning for students in grades 4 through 8 is an effective way to teach health education. Wisconsin-based BlueKids.org is both popular and effective, and provides courses in injury prevention, wellness, self-esteem, drug education, and more. Welcome to an interview with Bridget Clementi, executive director of Children's Health Education Center.
What is your name and your experience with e-learning?
Bridget Clementi is executive director of Children’s Health Education Center. Bridget joined CHEC in 2000 to work with the organizations’ injury prevention team. During her tenure, she established prevention programs and expanded the center’s injury prevention programming throughout Wisconsin. In 2008, she was promoted to executive director. She is a graduate of the University of Wisconsin-Whitewater and holds a degree in communication and public relations.
What is BlueKids.org? Please describe how it started and why?
BlueKids.org e-learning programs are innovative, online, game-based learning courses that deliver effective health and wellness topics to students in grades 4 through 8. With computers becoming more commonplace in the classroom, and children growing up more comfortable than ever with technology, educators have had to adjust their teaching methodology accordingly. Studies have shown that hands-on learning leads to greater retention than traditional textbook lessons. Engaging, interactive learning also allows students to develop the necessary critical thinking skills needed to make the right life choices as they get older and are faced with more complex decisions.
Children’s Health Education Center, a member of the renowned Children’s Hospital and Health System, created its Bluekids.org e-learning programs as an interactive way to educate kids on a variety of health and societal topics. These e-learning programs use web-based games and activities that allow children to become more involved in the learning process, enabling them to better retain the information discussed in each lesson.

All BlueKids.org programs are supported by Moodle, a learning management system that provides teachers the ability to track students’ progress and collect pre-test and post-test data.
What is the mission of BlueKids.org?
CHEC is the lead organization behind BlueKids.org. It is the mission of CHEC to develop and deliver engaging, interactive health education programs that help keep kids healthy and safe. CHEC accomplishes this mission by offering on-site field trips, outreach and e-learning programs.
Please describe the top three courses.
CHEC has been offering innovative online, game-based learning programs under the trade name of BlueKids.org for the past four years. It’s Up 2U and Drug Defense: Get UR Facts are designed for middle school age children, and teach the important topic of alcohol and other drug use and abuse prevention. The Real U, for middle school age children, helps develop positive mental and emotional health attributes. BullyFree Basics, for upper elementary children, teaches the basics of bullying, including both prevention and intervention techniques for bullying and related violence.
These online courses utilize design elements conducive to game based learning by implementing strong narrative context and attending to the theories proven to enhance overall learning. This advanced level game based curriculum requires higher order thinking, analyzing and synthesizing skills based on Bloom’s Taxonomy. The content has been reviewed by professional medical and teaching staff and is designed to capitalize on the attention given to intrinsic and extrinsic motivation.
Why do people like BlueKids.org?
BlueKids.org e-learning programs are easy for teachers to implement and the kids are happy to learn this way, so it’s a win-win situation for everyone. Using advanced game based technology and applications, the programs are developed in a way that engages the students, provides for problem solving and thinking on behalf of the students, and builds motivation from within the student.
99% of the teachers have a positive view of the online courses and would recommend to another teacher.
90% of the students like the online course format.

Are there a few things you're planning to change?
We continue to look for new ways to engage the learners and improve the outcomes of the courses – knowledge, attitude and behavioral intent. Specifically, this summer, we will build in more skills-based approaches to learning in an obesity prevention program series that will launch in the fall. The series will have programs available to school districts with students in kindergarten to grade 8.
What types of techniques are you using in your e-learning to encourage interaction and collaboration?
Participating students spend approximately six sessions in the computer lab followed by six classroom discussions with the teacher using this blended approach to learning. During the classroom time, students interact with each other and the teacher to bring the online lessons into their own context of classroom, school, home and community. The greatest value comes from the interaction between the teacher and the students, and the ability for the students to have dialogue and discussion around these “social” topics. This allows them to share stories and gain ideas for dealing with the issues. The teacher is guided by a comprehensive teacher’s guide that contains stem questions, objectives and all activities.
Are you using social networking in any way?
At this time we are not using social networking sites.
We have a grant proposal in process with the Robert Wood Johnson Foundation, where students will be divided so that half of the class will be in groups using the blended approach and the other half in groups facilitated asynchronously. The asynchronous facilitation will be conducted by a highly trained group of high school students called the Teen Health Crew. These students will be trained in asynchronous discussions, web etiquette and protocol, and will be supervised by adult professionals.
Do you have to be careful with privacy (health & kids)?
As administrators of the program, we do not assign individual logins and passwords to students. Each teacher we work with provides us with the number of logins/passwords that they need and we provide them with a generic list that they match to their classroom students. This way, we have no knowledge of the individual students’ names or any personal information. In addition, for any evaluations that we conduct, we need to go through an internal review board through Children’s Hospital and Health System to ensure quality and validity of the study.

How can BlueKids.org help develop human potential?
BlueKids.org e-learning programs are devoted to developing human potential. For example, ATOD (Alcohol, Tobacco, and Other Drug) abuse is a universal problem that this research will assist in mitigating through self care education to change knowledge and behavioral intent. The data for depression and suicide attempts is no better, and the prevention of bullying through our BullyFree Basics online program is a beginning in the quest to stem violence of all types. The evidence is extremely strong, or you might say overwhelming, that kids that are depressed, using ATOD or are afraid do not learn well…thus destroying the opportunity to excel.
For more information, visit www.HealthyKidsLearnMore.com or www.BlueKids.org.
What is your name and your experience with e-learning?
Bridget Clementi is executive director of Children’s Health Education Center. Bridget joined CHEC in 2000 to work with the organizations’ injury prevention team. During her tenure, she established prevention programs and expanded the center’s injury prevention programming throughout Wisconsin. In 2008, she was promoted to executive director. She is a graduate of the University of Wisconsin-Whitewater and holds a degree in communication and public relations.
What is BlueKids.org? Please describe how it started and why?
BlueKids.org e-learning programs are innovative, online, game-based learning courses that deliver effective health and wellness topics to students in grades 4 through 8. With computers becoming more commonplace in the classroom, and children growing up more comfortable than ever with technology, educators have had to adjust their teaching methodology accordingly. Studies have shown that hands-on learning leads to greater retention than traditional textbook lessons. Engaging, interactive learning also allows students to develop the necessary critical thinking skills needed to make the right life choices as they get older and are faced with more complex decisions.
Children’s Health Education Center, a member of the renowned Children’s Hospital and Health System, created its Bluekids.org e-learning programs as an interactive way to educate kids on a variety of health and societal topics. These e-learning programs use web-based games and activities that allow children to become more involved in the learning process, enabling them to better retain the information discussed in each lesson.

All BlueKids.org programs are supported by Moodle, a learning management system that provides teachers the ability to track students’ progress and collect pre-test and post-test data.
What is the mission of BlueKids.org?
CHEC is the lead organization behind BlueKids.org. It is the mission of CHEC to develop and deliver engaging, interactive health education programs that help keep kids healthy and safe. CHEC accomplishes this mission by offering on-site field trips, outreach and e-learning programs.
Please describe the top three courses.
CHEC has been offering innovative online, game-based learning programs under the trade name of BlueKids.org for the past four years. It’s Up 2U and Drug Defense: Get UR Facts are designed for middle school age children, and teach the important topic of alcohol and other drug use and abuse prevention. The Real U, for middle school age children, helps develop positive mental and emotional health attributes. BullyFree Basics, for upper elementary children, teaches the basics of bullying, including both prevention and intervention techniques for bullying and related violence.
These online courses utilize design elements conducive to game based learning by implementing strong narrative context and attending to the theories proven to enhance overall learning. This advanced level game based curriculum requires higher order thinking, analyzing and synthesizing skills based on Bloom’s Taxonomy. The content has been reviewed by professional medical and teaching staff and is designed to capitalize on the attention given to intrinsic and extrinsic motivation.
Why do people like BlueKids.org?
BlueKids.org e-learning programs are easy for teachers to implement and the kids are happy to learn this way, so it’s a win-win situation for everyone. Using advanced game based technology and applications, the programs are developed in a way that engages the students, provides for problem solving and thinking on behalf of the students, and builds motivation from within the student.
99% of the teachers have a positive view of the online courses and would recommend to another teacher.
90% of the students like the online course format.

Are there a few things you're planning to change?
We continue to look for new ways to engage the learners and improve the outcomes of the courses – knowledge, attitude and behavioral intent. Specifically, this summer, we will build in more skills-based approaches to learning in an obesity prevention program series that will launch in the fall. The series will have programs available to school districts with students in kindergarten to grade 8.
What types of techniques are you using in your e-learning to encourage interaction and collaboration?
Participating students spend approximately six sessions in the computer lab followed by six classroom discussions with the teacher using this blended approach to learning. During the classroom time, students interact with each other and the teacher to bring the online lessons into their own context of classroom, school, home and community. The greatest value comes from the interaction between the teacher and the students, and the ability for the students to have dialogue and discussion around these “social” topics. This allows them to share stories and gain ideas for dealing with the issues. The teacher is guided by a comprehensive teacher’s guide that contains stem questions, objectives and all activities.
Are you using social networking in any way?
At this time we are not using social networking sites.
We have a grant proposal in process with the Robert Wood Johnson Foundation, where students will be divided so that half of the class will be in groups using the blended approach and the other half in groups facilitated asynchronously. The asynchronous facilitation will be conducted by a highly trained group of high school students called the Teen Health Crew. These students will be trained in asynchronous discussions, web etiquette and protocol, and will be supervised by adult professionals.
Do you have to be careful with privacy (health & kids)?
As administrators of the program, we do not assign individual logins and passwords to students. Each teacher we work with provides us with the number of logins/passwords that they need and we provide them with a generic list that they match to their classroom students. This way, we have no knowledge of the individual students’ names or any personal information. In addition, for any evaluations that we conduct, we need to go through an internal review board through Children’s Hospital and Health System to ensure quality and validity of the study.

How can BlueKids.org help develop human potential?
BlueKids.org e-learning programs are devoted to developing human potential. For example, ATOD (Alcohol, Tobacco, and Other Drug) abuse is a universal problem that this research will assist in mitigating through self care education to change knowledge and behavioral intent. The data for depression and suicide attempts is no better, and the prevention of bullying through our BullyFree Basics online program is a beginning in the quest to stem violence of all types. The evidence is extremely strong, or you might say overwhelming, that kids that are depressed, using ATOD or are afraid do not learn well…thus destroying the opportunity to excel.
For more information, visit www.HealthyKidsLearnMore.com or www.BlueKids.org.
Labels:
bluekids.org
,
children's health
,
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e-learning
,
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,
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