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Lisa Cruz
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Table of Contents
I. Abstract………………………………………………………………………….3
II. Introduction……………………………………………………………………..3
Problem Statement………….…………………………………….………….….4
Hypothesis Statement………….……………………………………………....5-6
Literature Review………….….……………………………………….………6-18
III. Method……………………………………………………..…………………...19
Participants/ Instruments………………………………………………………..19
Experimental Design…………………………………………………………19-20
Procedures………………………………………………………………………..20
IV. Results……………………………………………………………………..…22-23
V. Discussion/ Graphs……………...………………............................................23-24
VI. References…………………………………………………………………...25-28
VII. Appendices…………………………………………………………………...29-32
I. Abstract
The action research was done with 15 English Language Learners’ (ELL) in a New York
City public school, using educational computer games to try to help these students become
more engaged during math lessons. The duration of the research was three times a week for
four weeks. The main focus of this action research project was to see if we could help ELL
students become more engaged during math activities by allowing them to interact with
technology that they may fine more entertaining. Reducing the gap of engagement levels
between ELL and non ELL students is another goal. Students were given a pre math test, and
then allowed to take part in the computer interactive games three times a week for four
weeks. A post test with the same math question as the pre test was given to these students
after the four weeks. The results showed that the ELL students who took part in the action
research test scores increased, some more than others. After pre and post interviews and
observations with the teacher, noticed that the ELL students who took part in the research
also showed evidence of increased engagement during other classroom lessons.
II. Introduction
education with bilingual extension. I am currently certified in early childhood education birth-
second grade. I am working as a substitute teacher with the New York City Department of
Education in a New York City Public School. The school has a current grade level of A, with an
overall score of 83.0. They have a current enrollment of approximately 825 students in grades
Pre Kindergarten to Eight. There are approximately 20.9% of the students with an IEP, and
23.8% of the students are ELLs. As of May, 2012 the school has 406 females and 419 males
enrolled. 0.12% of the students are not reported and American Indian or Alaskan, 0.36% are
TEACHING ELL'S WITH COMPUTER GAMES 4
Native American/ Pacific Islander and Multi-Racial, 11.52% are Black, 18.67% are Hispanic,
27.88% are White, and 40.97% are Asian. The school has 24.24% of their students who are ELL,
82.30% are General Education, 14.79% are Least Restrictive Environment, and 2.91% are Most
The neighborhood surrounding the school also has a very diverse population; a number of
different languages are spoken. Based on Movoto.com, the residents identify with a variety of
ethnicities, such as Asian Pacific Island, English, Spanish, Other Indo-European, and Other. The
average rental prices are approximately $600- $1,000$, with most of the occupants being renters.
The residents of this neighborhood fall in the lower-middle income category with less than
At this school I have been to a number of different classrooms and I have seen many
things that I think are being done well and a few things I feel that can use a little working on.
One think that I have noticed in many of the classes is that there are a few children that are
ELL’s and they don’t speak English very well. Some of these children sit in the back of the room
either doing their own thing or sleeping with their heads down. Even though they don’t disrupt
the rest of the class, I feel that this is something that should be focused on for the benefit of the
students. This is what led me to my research questions, and throughout my research I plan on
finding a way to engage these children with the rest of the class during lessons.
Problem Statement
I have noticed that some of the students don’t speak English well and have trouble focusing
and staying engaged during lessons. These students end up sitting at their desks doing nothing or
TEACHING ELL'S WITH COMPUTER GAMES 5
with their heads down. I think this problem is occurring because there are many non or limited
English speaking students in the classroom and only one teacher who don’t speak the many
languages of the students. The teacher doesn’t have enough time to give each child the one on
one focus and help they might need during the day and still teach the rest of the class.
What I would like to do with this problem is find a way to help the ELL students learn using
technology and by helping them learn, I will help them to focus on the lessons due to the fact that
they will be able to follow along. I also will help the teacher by giving them a way to have the
ELL students learning and focusing on something while he/she does a lesson with the rest of the
What I would like to do with this problem is find a way to help the ELL students learn using
technology and by helping them learn, I will help them be able to focus on the lesson. I feel that
technology is the way to go with this because every classroom has at least one computer in the
room for the children to use and, most of them have interactive smart boards. Technology such
as computers are being used by children more and more each day with this generation and what
better way to help children learn and stay focus then by letting them use something that interest
them, and they use already. My research questions are; How can giving ELL students access to
learning games on the computer help them learn in the classroom? And How can helping ELL
students learn using computer games, help them stay engaged during classroom lessons?
Hypotheses Statement
TEACHING ELL'S WITH COMPUTER GAMES 6
Based on my observations and my research questions I wanted to see if introducing and using
computer math games in the classroom to introduce and to reinforce math concepts could help
increase ELL students test scores. I wanted to see if using these tools could help increase the
Reviewed Literature
(Abedi, 2009) This study compared ELL’s and non-ELL students in the fourth and eighth
grade, under two different testing conditions. They used various tools on the computer to help
the students with the test. Some student used the tools and some did not. The research questions
that they had were; is computer testing a form of accommodation effective in making content-
based assessments more accessible for ELL students? Does computer testing accommodation
impact the validity of the assessment, i.e. change the content of the assessment? Can the
computer accommodation be easily implemented? The students were each given computer based
test to take and were shown how to work the tools that were provided such as translations;
English dictionaries, English glossaries, extra time, etc. The results showed that some of the
accommodation strategies help some of the students and made a difference while others didn’t
(Abuseileek, 2012) This article was on the effects of EFL (English as a foreign language)
speaking and writing skills in a computer based environment. The study also looked at grouping.
They felt that smaller groups would provide a better learning environment for people so the
groups were formed with two – seven members. The study used 216 general English language
students, all with Arabic as their native language and their ranges between 19-31 years old. The
participants were randomly assigned to one of two cooperative learning mode; Positive
TEACHING ELL'S WITH COMPUTER GAMES 7
interdependence and Individual accountability. Each group category had eight groups ranging
from 2-7 members. All members were assigned task to do on the computers, and test to take. The
results showed that the Independents group significantly outperformed the interdependent group.
The fie member group also gained the highest mean on the post test, with the lowest mean gain
being the groups of two and three members. These results showed that the way the groups are set
(Atif, 2013) This article is about using the conventional learning model in a classroom,
set up with technology. The point is to show how technology can enhance the learning of
students in a conventional classroom that is set up in a way where the children are seated in
groups, with each having desktop computers and are facing three touch screen interactive wall
mounted screens. Based on the information gathered though the case study, it showed that it
favored a generally conventional learning approach in the classroom designed, over conventional
(Charsky & Ressler, 2011) This article was on a study done to see if playing a computer
game Civilization III, could help motivate them to learn historical concepts. The research
question was Does the use of commercial computer games improve student motivation as
instructional activities, specifically concept mapping activities, affect students’ motivation when
they play a commercial computer game as part of their classroom instruction? If so, how are
concept maps and commercial computer games most effectively employed to elicit greater
student motivation? The participants of the study were from the ninth grade, of a high school in
north Colorado. The schools population included 65% white, 33% Hispanic, and 23% of students
TEACHING ELL'S WITH COMPUTER GAMES 8
who received free lunch. The results of the study showed that the answer to the question is it
depends; sometimes the scaffolding and lack of time or support had the opposite effect with the
game.
candidates using podcast, blogging and other technologies to help teach English language
learners. The research focused on two questions; how do ESOL teacher candidates produce
podcasts and blogs while compiling their EL case-study project? How do their attitudes toward
podcasts and blogs change and how do they grapple with processes geared toward implementing
instructional technology? Another question is how do ESOL teacher candidates construct their
pedagogical reports via podcasting and blogging? What matters? The study used a total of 6
people, five females and one male enrolled into being ESOL certified in elementary or secondary
education. Observations and field notes were collected throughout the study, to see how the
participants were using, and planning for the objectives given (using podcast and blogging in the
classroom). The participants were also asked to create portfolios, and reflect on what they were
doing. Results showed that though there were concerns about technological issues and
implementing and creating the podcasts and blogs, the rewards were greater and the participants
were able to have a greater impact on the new generation of students, while also gaining a new
(Edwards-Groves, 2012) This article is about a study done on teachers with experience
that ranged from three to twenty-four years. The study was to see if the teachers were given the
opportunity to have staff meetings and have trainings that help them integrated technology into
the classroom, would it help them become more comfortable with using it and would they have
TEACHING ELL'S WITH COMPUTER GAMES 9
changes in their pedagogical thinking. These teachers showed interest but had little change in
their pedagogical practices. These teachers met with mentors to learn and plan how they would
incorporate the technological software’s, generate learning lesson plans and to understand what it
is that they were doing. They would also have staff meetings to talk about what they were going
in the classroom and if they saw any changes. The results showed that there were changes in the
way the teachers arranged student’s interactivity. It also showed that there were three main
changes common in the lessons. The main result of this showed that there were changed in
pedagogies when teachers collaborated with colleges and with others about lesson planning and
(Fengfeng, 2013) This study was on the potential use of computer mathematics games as
an anchor for tutoring mathematics. The study was done with students at a middle rural school,
and a Hispanic serving school. The study used 10 computer games that were designed for middle
school math curriculum and were from credible educational organizations. The games chosen
were picked because they were thought to be likable, and enjoyable. The study lasted five weeks
with two one hour sessions each week. The results of the study showed that there were
improvements in students state test performance at the pueblo school after the program, but the
(Freeman, 2012) This article was on using technologies to fix the inequalities that ELL’s
face when learning math. The study used a mixed method approach. The program was done at
the end of the day for 40 minutes, over a six month period with two phases of the activity. The
research question was; what is the impact of a digital math intervention on secondary ELL
students’ mathematical capabilities and perceptions of their future possibilities? The results
TEACHING ELL'S WITH COMPUTER GAMES 10
showed that HELP Math improved students’ perceptions of their functioning’s and future
possibilities in math.
(Gerr & Sweeney, 2012) This article is about how important student’s voices are when it
comes to identifying 21st century pedagogical approach to learning. They talk about how
involved in the digital world children are today, and how this could be used to the advantage of
the teachers to help students learn. The study focused on a school in South Australia with about
460 students from 5 to 13 years old. The study analyzed data collected from the students.
Different forms of collecting this data were used for each grade level such as having the students
that were 5 years old draw pictures of things that they use or things that help them learn.
Computers were the most common thing picked by most of the students that help them learn.
Results from the study showed that students today are more involved in technology and have
become more independent in today’s world. This also shows that by integrating technology we
can increase the process in which and the content of what children learn.
(Hoffman & Nadelson, 2010) In this study a mixed method design was used to identify
factors associated with motivational engagement in video gaming. The games were administered
to 189 students who were assessed in various tasks, 25 participants were also interviewed and the
results were analyzed to identify patterns that influenced their gaming. Multi-level games were
used because they become increasingly challenging and complex as the player progresses. The
study was designed to answer three research questions 1) what factors do individuals consider
when deciding to engage in video gaming? 2) What aspects of the experience contribute to
consistent reengagement? And 3) what are the significant motivational variables associated with
video game play? The results revealed that the gaming was socially captivating, and had a
TEACHING ELL'S WITH COMPUTER GAMES 11
positive effect even when unsuccessful results were achieved by the gamers. They concluded that
unlikely to occur.
(Judson, 2010) This study was used to see if there was a connection between technology
literacy and achievements in math, reading and language arts. Approximately 5,000 fourth and
fifth graders and 5,000 seventh and eighth grader students were accessed. The technology
literacy was measure with the Tech Literacy Assessments. The research question was when
students improve their technology literacy, are there positive effects in traditional subjects areas?
In the results we see that there were non-significant differences among the fifth- grade groups in
the areas of math, and reading, and the same with the eighth grade group in math. In the seventh
and eighth grader reading levels there was a gain. The fourth and fifth graders had a significant
(Kim & Chang, 2010) This is about using computer games to improve students’
academic performance. They wanted to find out if computer games in a math classes associated
with the fourth grade students performances in math, if it changes with different linguistic
groups, and if the connection changes with gender. The study used the NAEP 2005 database to
analyze fourth grade math. The statistics showed that the mean math score for the males were
higher than the mean math score for the females. The results also showed that the mean math
score for the non-ESL students was higher than the mean math score for the ESL students. Based
on the study gender and linguistic differences have an effect on NAEP fourth grade math skills.
(Lee, Waxman, Wu, Michko, & Lin, 2013) This article is on the effects of teaching
children in K-12 grade with technology. The study focused on answering two research questions;
TEACHING ELL'S WITH COMPUTER GAMES 12
what is the general magnitude and direction of the relationship between teaching and learning
with technology and student outcomes? And are there specific technology characteristics,
teaching strategies, and instructional features that affect teaching and learning with technology
on student outcomes? Due to the fact that this study had 58 studies with 366 effect sizes. For the
cognitive outcome the mean weight was 0.42 with 243 effect form 48 studies. The affective
outcome was 0.18 with 92 effects from 21 studies. Between the different grade levels 9th -12th
grade had the lowest mean effect at 0.22 compared with grades K-3rd at 0.50, grade 4-6 had 0.41
(Liang, Huang, & Tasi, 2012) This article is on a case study of an Interactive Whiteboard
Based Learning environment and its interactions of support and lack of teaching and learning for
the children. The study was on one teacher and 29 students in a Mandarin course. There were 17
males and 12 females in a second grade classroom. The students all had only half a year
experience with the whiteboard before the experiment started. The interactions were categorized
into different subcategories for the study. IST (Whiteboard supported teacher), TSL (Teacher
supported learning), ISL (Whiteboard supported learning), and SIL (Student interactive learning.
The results show that ISL and TSL were the two dominate factors over SIL and IST. This shows
that most of the learning done on the smart board was teacher supported.
(Lopez, 2010) This article focuses on a digital learning project conducted in a Round
Rock Independent School District for a year. Three schools took part in this study. It focused on
ELL’s and the use of interactive whiteboard usage. They wanted to focus on the students’
achievement gap between two groups in the third and fourth graders math and reading scores.
Three research questions guided the evaluation; 1) was the performance parity achieved between
TEACHING ELL'S WITH COMPUTER GAMES 13
ELL students and regular students in traditional classrooms? 2) Was performance parity achieved
between ELL students in digital learning classrooms and regular students in traditional
classrooms? 3) Did student’s achievement increase for ELL students in digital learning
classrooms compares to ELL students in traditional classrooms? The classes were put into two
groups ELLs in digital learning classrooms and ELLs in traditional classrooms, in both grades,
and were assessed in both math and reading. When using the quasi-experimental design, the
results showed that the IWBs can help by increasing the student achievement gap between ELL
(McNeil, 2012) This article was on the use of talk to scaffold referential questions for
English language learners. In the article it stated the importance of the language that is used,
during teacher student communications. A teacher was observed in a fifth grade urban dominated
southeastern city in the United States. The teacher was away that she was being observed but not
the content that was being observed. Data was collected over a five day period in all subjects,
and questions and answers were recorded. This gave them a way to see how she spoke to them
and how they responded. In order to identify referential questions they put the questions the
teacher asked into categories. The data showed that when the teacher failed to scaffold the
questions that she asked to the ELL’s most of the time they didn’t answer the questions correctly.
This shows the connection between the languages that a teacher uses when asking referential
questions and the quality of the answers that they get in return.
(Oliver, 2011) This article was about how drama could help engage ELL’s. The research
question was; how can incorporate drama in the curriculum provide an interesting context in
which to involve students while they are learning? The teacher would act out stories that she was
TEACHING ELL'S WITH COMPUTER GAMES 14
doing with the children and saw that she was involving the children in problem solving, helping
them interact with each other, and learning new vocabulary. The teacher helped the children with
their creativity by helping to create list of props they would need for each story. The children
also gained problem solving skills by reading the beginning of a story that they didn’t know and
stopping in the middle, then the children had to come up with and write what they thought was
going to happen next in the story. In conclusion using drama helped her ELL children engage in
learning, through problem solving, learning new vocabulary, in interacting with fellow students.
(Osman & Bakar, 2012) This article discusses how children in Malaysia are very
familiar with computer games but how it hasn’t really been used for learning in the classroom.
The paper wanted to discuss the availability of learning games, the issues of adapting and
designing educational computer games and problem with implementing educational games all in
a Malaysian classroom. The educational computer games were for a chemistry class. Chemistry
was picked because it is the subject that is usually the most difficult for students. They thought
that since the curriculum is structure is what they felt made the concepts of chemistry difficult
for the students they figure that is the context in which the subject was taught was changed, the
information might be easier to comprehend. In the results the authors discuss that the initial
reason for integrating educational computer games into the classroom was for engagement and
motivation, but after research and the study it was clear that the games could provide much more
than just motivational change in students. The children get to work independently and game
social skills by collaborating with classmates. Computer games could also work for adults; some
(Padron, Waxman, Lee, Lin, & Georgette, 2012) This article is about the use of
technology in the classroom to teach English language learners. They say that the use of
technology has been shown to increase opportunities for these children. The study was done in
three urban elementary public schools in the south United States region. The study was done to
examine urban elementary schools using technology to teach math to ELL’s. The classes were
observed for 50-60 minutes during regular math time, and the teachers knew they were going to
be observed but not exactly when or what the purpose of the observation was. The findings were
that the use of technology, such as computers gets children to stay focused, and helps keep them
engaged in the lesson, but they aren’t being used very often in the three urban elementary
(Sarhan, Alzboon, Mufleh, & Al-Zboon, 2011)This article was about increasing the
educational level of the elementary school children in Jordan through Science educational
computer games. In the article they focused on the process in which a person goes through when
making problem solving decisions. This is known as the problem solving strategies. They wanted
to see if they provided computer games that focused on similar problem solving strategies that
we do in other aspects, if it could help elementary schoolchildren learn science using computer
games. Results showed that the participants of the study increased in their knowledge in science.
It was thought that this had to do with the fact that they say computer games engage the
(Paquette & Rieg, 2008) This article was about incorporating music into lessons for
English language. The teacher in this article used music to teach her kindergarten children many
different things. She wanted to see if integrating music in her everyday activity could promote
TEACHING ELL'S WITH COMPUTER GAMES 16
literacy development. She used music to teach her children things like rhyming words and
grammatical rules. She used music with literacy to promote reading fluency skills along with
individual letter sounds and how to spell words, as in the song BINGO. The teacher also used
music in art projects by having the children make different musical instruments and listening to
the sounds that they make and comparing them to the sounds of the real instrument. In
conclusion the teacher saw that integrating music into the classroom curriculum and everyday
(Sandberg, Maris, & De Geus, 2011) This article is on using mobile technology in a
primary school for English language learners. The study was don’t on three groups that all
focused on zoo animals during the study. The question that this study focused on was given a
well designed application how does mobile learning effect learning performance? With the three
groups each group was provided the learning mobile for a different amount of time. They were
also given the same post and pre test; each group got the same exact test. The mobile devices that
were used were T-mobile smart android phones. These phones provided games for the children
that would use visual and audio in a game to teach and lead the children with GPS to different
animals in the zoo. The questions ranged from yes/no answers to multiple choices even spelling
correction questions. The results showed that the groups scored higher on the post test than on
the pre test. The group that had the longest time with the mobile devices was also the group that
(Shaltry, 2013) This Article was on a program created for an undergraduate class, to
teach future teachers how to use technology effectively in their teaching strategies. The course
started with students that had little or no experience with using technology in the classroom.
TEACHING ELL'S WITH COMPUTER GAMES 17
These students were explained the importance and the benefits the use of technology could have
in a classroom and were given the freedom to choose many different aspects of technology to
focus on. The study compared three different courses like this that used different approaches.
One is the Fully Integrated approach, the second is the single three-credit approach, and the third
is a combination of both the other two approaches. This last approach is the less adopted strategy
but has been shown to be effective. The main goal of the courses is to increase the technology
used in the classrooms by increasing the confidence, flexibility and knowledge of new teachers.
The results showed that the teachers were able to use technology successfully in collaborating
with other teachers to find solutions to problems and to reflect on ways that they could use
(Shelton & Scoresby, 2010) This article was on creating an educational computer game
that was fun and interesting. This game was implemented in a ninth grade English classroom.
They wanted to know if what we learned by playing computer games truly beneficial,
worthwhile, and valid. Researchers came up with three research questions; 1) How is the theory
of activity-goal alignment implemented for instruction through the game genre of Interactive
Fiction? 2) Why is interactive Fiction a good testing ground for the alignment theory, and how
do teams interact to pursue instructional goals through game activity? 3) What kinds of game-
like activities are designed to ensure successful alignment, and what instructional goals lend
them well to game play? The computer games were set up into three different general areas,
indicating that the games provide different opportunities and challenges. This means that they
have to be understood and applied differently as well. The game was designed by seven self
selected graduate students at a four year research university, and aged between 21 and 31. They
TEACHING ELL'S WITH COMPUTER GAMES 18
all had some online gaming experience. The results from the study showed that the alignment
theory created extra challenged and rewards for the game designers. They struggled with creating
an exciting game-like atmosphere with inventive programming techniques while staying focused
(Sun, Huang, & Liu, 2011) This article is about students who have Chinese as their first
languages and are learning English as their second language. The article demonstrates that these
students have difficulty with near-synonym words; words that start out the same such as the
“transf” in the words transfer and transform, may have a similar definition using the word
“change” but when you look at the context of the word you see that they have different
meanings. In the article they combine the Discovery Learning theory with the NSSL (Near-
Synonyms and Similar-looking words) word learning system to help them when learning
English. To prove the performance of the system there were three experiments conducted.
Results showed that the study enhanced the previous vocabulary learning system.
Based on the research that I have done I have learned what other researchers have done
with their classes to try to engage them and help them learn using computer games. I see that
games where children have to do thinking and problem solving as a way to help them achieve a
goal; such as building a bridge to get their character across a river by solving math problems, are
one of the best games to help kids learn. In games like this the children are solving a problem to
help them achieve a goal in the game, but are also earning how to correctly solve math problems.
The games I used are Math games that teach kids or have them problem solve and learn
as a hidden agenda. I think that kids will focus more on the smaller tasks they are given and
forget that they are actually learning. This could help with engaging them to the learning process
TEACHING ELL'S WITH COMPUTER GAMES 19
III. Methods
Participants
This action research project was conducted with fifteen first graders from a Brooklyn
New York City Public School. The students selected were all English language learners
(ELL’s) in the same class. The students were all on the lower half of the cooperating
teacher’s math grade list, and have all shown little engagement during math lessons. The
participant’s consistence of six girls and nine boys, five Hispanics students, six students of
Instruments
The teacher of the classroom signed a consent form for the students to participate in the
action research project. She also filled out a questionnaire indicating how she feels about and
if she has used computer games to teach prior to this research project. The students answered
interview questions before the beginning of the research project as well, inform the
researcher their familiarity and exposure to computer games. The researcher also
administered pre and post test to the students, and had the teacher as well as all the students
Experimental Design
This is a pre and post test quantitative experimental design. The students will not be
selected at random and they are ELL from the same first grade classroom. (O) is the test
TEACHING ELL'S WITH COMPUTER GAMES 20
scores prior to the experiment, (X) is the four week experiment, and (O) the test scores after
experiment.
Procedures
The Action Research Project was conducted in six weeks, beginning in mid September
2013 school year. The fifteen participants were observed for one week by the researcher and
the teacher for one week to observe their engagement during math lessons and knowledge
with computer games. The researcher then began the ARP by giving the participants a 20
question math post test, and then allowing the fifteen participants to play educational math
games on the computer for 45 minutes, three times a week for four weeks. During this time
the student were observed by the researcher and the teacher for any change in their
After the four weeks the participants were given the post test, which was the exact same
test as the pre test, to see if there was an increase in this score. The next week the participants
were observed by the researcher and the teacher for any engagement behavior changes, and
were given a post research rating survey to see if there was a change in how they felt their
engagement on a scale of 1-5 with 5 being very engaged, during math lessons after the four
weeks. The teacher also ranked the students engagement pre and post the action research on a
History: This is a valid threat because I cannot control what video games the children are
accustom to playing and how they will react to playing the educational games.
Testing/Pre-test Sensitization: This could be a threat do my research due to the fact that I will
be using a pre and post test that contain the same questions. Once students have seen the test
questions they may have remembered their previous answers and answer the same way without
Mortality: This could be a valid threat to my research because if something occurs and a student
or students are not present for the duration of the experiment, it could affect the outcome of their
learning.
Statistical Regression: This could be a threat based on the fact that the participants are all at
different level of learning, and some might have a greater change then others. Also the
Differential Selection of Subjects: This could be a threat because the participants will all be at
Selection-Maturation Interaction: This may be a factor because some students have the ability
to learn things faster than others. Since the research is over a short period of time, some students
may be able to learn and use what they have learned while other may need more time to
Generalizable Conditions: This can be a threat because this same research can be duplicated
Selection Treatment Interaction: this may be a major threat because the participants are all
English language learners from the same class, and school. They will not be selected at random.
Specificity of Variables: I will be trying very hard to not make this a treat. I will try to make
sure I do everything I can while creating assignments that are easily measured.
Results
The main focus of this action research project was to see if incorporating Math computer
games would help increase the math test scores of ELL students, and if it would help increase
their engagement during teacher lead math lessons. According to the research done the results
showed that all the students’ math scores between the pre and post test shown improvement.
Figure 1.1
Students A B C D E F G H I J K L M N O
Pre-Test 11 13 9 12 11 11 14 13 10 12 13 12 13 13 11
Post- 18 18 18 19 20 16 20 17 17 19 19 19 20 18 19
Test
The average test score for the post test was 11.86, while the average test score for the
post test was 18.46. This resulted in an overall 6.6% increase in math test scores. See figure 1.1.
TEACHING ELL'S WITH COMPUTER GAMES 23
Figure 1.2 shows the correlation between the ranking each student gave themselves in math
engagement and the amount of points they increased in the post test.
Figure 1.2
10
Y- Axis Points Increased by on
6
test
0
0 1 2 3 4 5 6
X- Axis student engagement
The independent variable (X-Axis) is the rating of how the students felt they rank on their
engagement in math. The dependent variable (Y-Axis) is the amount each student improved by in
the post test. The data shows a strong positive correlation between the independent and
dependent variables.
Discussion
The action research results show that including educational math computer games can
improve the math test scores in first grade ELL students. It also shows that the math computer
games may also help improve the engagement of these ELL’s during teacher lead math lessons.
Some students improved more than others, and observations show that the students who
improved more showed higher improvement in their teacher lead math lesson engagement.
Students who did not enjoy the computer games as much, showed some but less increase in their
classroom engagements, and some but less improvement in the post test. Based on the teachers
TEACHING ELL'S WITH COMPUTER GAMES 24
and researcher’s observations and interview, you can conclude that the children who enjoyed
playing the math computer games more became more engaged with the teacher lead lessons, and
Based on the results from the action research project and the review literature, it can be
concluded that educational computer games have a strong positive correlation with ELL
student’s increased learning in math and increased engagement during teacher lead lessons. it can
also be concluded that technology and other learning aspects that children enjoy will increase
Graphs
15 C 5 9
Test Scores
D 4 7
10
E 4 8
5
F 3 5
0 G 3 6
A C E G I K M O
pre test H 1 4
Students
scores I 3 7
J 5 7
Figure 1.3
K 3 6
L 4 6
M 3 6
N 2 5
O 5 8
Figure 1.4
TEACHING ELL'S WITH COMPUTER GAMES 25
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