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Learn With Homer Heather Fritch
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What is it? They claim to be the #1 Learn to Read Program. Created by the company, Begin. (which I cannot find any information on) Uses interactive stories, songs, and games developed by learning experts, to tailor a unique learn-to-read system to each child. (para 2) Variety of Options for children to work on. A customized pathway. Leveled Games Songs Stories Themed Activities Art
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Works for both low and high students:
Student Wilnston scores on the higher end. He zoomed through the lessons and would spend a large amount of time playing with paint. I set him to a higher level and he began working through the lessons with minimal time on paint and fully interacting with the lesson. EX. /ch/ blend lesson. Student Don scores fairly low and struggles with blending. He keeps attention to the game and actually answers the questions (but only with someone watching). Zooms through the lessons.
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Cons The app crashes when trying to edit information.
Too many options for Kindergarteners. Fast Paced Constant cycle to art. Easy for kids to click rather than try.
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PROS Free for educators Parents pay for access. Interactive
Mouth movement videos Voice recording Variety of fast paced games Children enjoy it Reads stories Plays songs Fast Paced
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Thematics “In the end, I hope to convince you that today’s young people often see deeper and better forms of learning going on in the games they play than in the school they attend (Gee, 2004, p. 59).” “Numerous studies have shown that children at very young ages can gain important skills in literacy and language development if the content on the screen is designed for learning (Guernsey and Levine, 2016, p. 27).” “Observers such as James Paul Gee, the noted literacy and digital media expert, have postulated that video games may be the next “it” platform for educational interactions. Given the active, “learn by doing” nature of video games, these digital media possess qualities that may uniquely position them as -a tool in teaching (Chiong, 2009, p. 3).” “Although legitimate concerns about the prevalence of unhealthy or inappropriate products in the gaming marketplace still exist, the debate in the coming years should no longer be on whether we use games and digital media to support literacy learning, but about exploring how to use popular media to the greatest advantage (Chiong, 2009, p. 22).”
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Try It! I’ll give you the log in now!
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Citations Chiong, C. (2009, July). Can Video Games Promote Intergenerational Play & Literacy Learning. In Report from a research & Design Workshop (pp. 8-12). Gee, J. P. (2004) Situated language and learning: A critique of traditional schooling. New York, NY. Routledge. Guernsey L. & Levine M. H. (Fall 2016). Nurturing young readers: How digital media can promote literacy instead of undermining it. American Educator, volume 40, p23-28.
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