Access keys Search Skip navigation

Handheld Games Consoles

Summary

 

Several MoLeNET projects have used handheld games consoles, i.e. the Nintendo DS and Sony PSP, with learners.  These were found to be particularly useful for motivation, literacy and numeracy, re-engaging disaffected learners and coping with behavioural difficulties and can contribute to improving attendance and achievement.

Literacy and Numeracy

“Students have given feedback to the teacher that they feel it has helped with their maths and motivation.  They recognised that their maths was improving and they were focusing more easily.  Some pupils recognised that their handwriting was improving.  One particular student experienced a problem writing the number 3 and often write the number backwards - use of the Nintendo DS and Brain Training has helped to correct this”  Cornwall, Fowey. 

“.....The use of the Nintendo DS with Brain Training removed the stigma of a maths lesson with generally disengaged learners.  It improved the learner’s performance and memory of basic mental arithmetic.  It also allowed basic arithmetic to practiced and improved without them becoming disengaged after a short period of time due to boredom.....” Cornwall College, St Austell.

“Can m-learning provide mini-lessons in literacy/numeracy? learners in Leicester have particular difficulties with these skills. Gateway and Regent College both have entire departments and divisions of teachers that provide support lessons in these areas. By looking at previous research, we knew the greatest benefit would be to use existing packages such as the Nintendo DS and Nintendo wii and their associated ‘Brain Games’. The literacy/numeracy levels of these games and motivational/competitive aspects captured the students’ imaginations and re-focused their energies. The games were often used as a study break (e.g. in IT lessons) or students were given the games as a reward to take home for a night.”  Regent College.

“The Nintendo DS Lites were used in Maths lessons as a device to provide a breather, a change of activity for students during double lessons.  Students responded well to programmes such as the Brain Training and the Maths Training, but this software was in no way a substitute for the teaching that went on in class.”  Regent College.

“In particular, there has been a focus on literacy and numeracy levels which are poor in Leicester, and these have certainly been improved with some of the gadgets such as the Nintendo DS and the Wii.”  Regent College.

“During an IT class, the teacher decided to give the students a study break by letting them compete on literacy/numeracy tests on the Nintendo DS. This proved to be very successful and the teacher is now using it as a regular motivator for the students” Regent College.

Motivation, behaviour, attendance and achievement

“....Motivation to complete class task - they knew they had the reward of time on DS.  Practical & fun activity - engaged learners.  Informal skills assessment - learners did not realise they were being assessed and so felt no pressure.....” Cornwall College, Camborne

“During an IT class, the teacher decided to give the students a study break by letting them compete on literacy/numeracy tests on the Nintendo DS. This proved to be very successful and the teacher is now using it as a regular motivator for the students” Regent College

“The NEET project was started before the MoleNet project, though MoleNet funding was used to provide the students with better, and more equipment. Because the project has run for a year it is possible to make a more informative analysis of whether or not gaming devices actually re-engaged disaffected learners. There were improvements in attendance and attainment compared with previous years, and the learners seemed genuinely more engaged. Stephen Thorne has led the initiative in engaging NEET learners with the use of PSP’s in his . Stephen argues that:

The project was initially about getting bums on seats and keeping them there. The games themselves were fun for the students but they were also designed to test their numeracy skills. The project was successful and not only was retention increased but the students tended to be more well behaved in the classroom.”

The portable games machines have made a genuine improvement on learner engagement and Stephen is continuing with the project and will be trialing new software specifically designed to improve the learners numeracy skills.”