Teaching students how they learn sometimes requires "Thinking Outside the Box". Handheld technology captivates the minds of students. Through the usage of educational programs for video game consoles, students will take on learning challenges and enhance their academic skills, the goal of education!
When I think of the students that I teach, I am reminded of the coined phrased, "Why Johnny Can't Read".
It is heart-breaking to see students struggle with sounding out letters, not recognizing basic sight words, reading text and unable to recall what happened or answer questions that relate to the story. Nevertheless, my role is to provide them with high quality instruction through intervention; however, from experience, I know that my students have grown up in a digitized world, and this is the learning platform that engages them into reading. Given that some of the students are not able to afford video game consoles and educational games, l would like to provide the tools that support students as they navigate and enhance their academic skills through the use of technology. More than 99% of the students receive free lunch, and many parents rely on government "once-a-month stable" income to support their families. Nevertheless, the students and their teachers still "DREAM BIG"!
My Project
My goal is to create more engaging interventions that will target and improve students' reading skills in student learning centers. Struggling readers tend to internalize concepts better when applying their eyes, ears, and hands to experience learning. Academics delivered in a digital format provides visual stimuli for learners that learn by "seeing" and "doing". Each core subject requires that students are able to read across the curriculum; therefore, the Nintendo SD 3XL game consoles will allow students to interactively engage in reading, spelling, word knowledge, math, geography and art (Nintendo educational programs). Given that struggling learners deal with disabilities such as low working memory skills, visual impairments, and slight cognitive delays, Nintendo programs that target the deficits of diverse learners with special needs (brain training) programs were selected.
The learning center will embrace the interests and abilities of each student.
Research has shown that the lack of exposure/resources are among the disparities of the achievement gap.
Donating to this project, students will walk away from the poverty-line towards the pipeline of success through gaining reading skills through the usage of academic achievement through gaming. I want to create a literacy-rich,technology-infused classroom that is engaging, interactive and where learning is viewed as fun!
Nearly all students from low‑income households
Data about students' economic need comes from the National Center for Education Statistics, via our partners at MDR Education. Learn more
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