Friday, February 14, 2020

Diagnostic Report and Content Reading Inventory Research Paper

Diagnostic Report and Content Reading Inventory - Research Paper Example They will be told, not every answer is right there on the page, they will have to read between the lines, make inference, and conclusion, and sometimes they will have to use prior knowledge. Students will be informed that this is not a test but an evaluation of their reading ability, to help teacher plan appropriate instructions for them. Both student did well answering the literal question, the 7th grader could have given more detail. The 12th grader was better at inferential than the 7th grader, the 7th grader was not able to use clues well. Their limited vocabulary caused them to do poorly on applied reading. Both students need to develop their context clue skills (inferential), even though these are not every day words and a little obsolete, students could have done better if their context clue skills were developed. Discovering students reading disability in middle and high schools is an awesome task for teachers. Therefore, teachers in the elementary grades need to pay more attention to their students’ reading ability; and as soon as possible , apply reading in the content area. Steve Peha writes about reading in the content area: What begins as a relatively small problem in elementary school looms larger and larger as kids move on to middle and high school. The difficulty of the reading increases as does the volume. And so do the tasks we ask kids to perform based on what they have read. At 11th or 12th grade, school gets very, very hard for students who dont read well in content area subjects. Its hard, too, for the teachers who try to teach

Sunday, February 2, 2020

Field study parts 3 and 4 Assignment Example | Topics and Well Written Essays - 750 words

Field study parts 3 and 4 - Assignment Example These children were then asked to be involved in the use of the technology game free rice online. This aspect of learning was selected to know the impact of gaming technology on the learning process of learners, whether it could be an avenue for them to acquire educational concepts at a faster rate. Based on the procedure used, it was possible to measure the attitude of learners to the acquiring of educational concepts before and after the innovative technology was implemented. This means as an action research, the innovative technology that was introduced was the intervention used (Yin, 2009). There were two major reasons for using the procedure that was selected. The first is that it gave the group the opportunity testing the effectiveness of the innovative technology as the learning attitude of the children were compared before and after the intervention was implemented. Secondly, the procedure used promoted the authenticity of data collected because data were collected at first hand without having to rely on any third parties in knowing the effectiveness of the innovative technology. The potential benefit of applying this technology is that it will make the whole learning process realistic and interactive. This is because at the early ages of learning, children require that concepts that are taught will be more tangible than abstract (Eisenberg, 2008). The technology will therefore solve the problem of abstract learning and promote rational thinking among students. A major challenge that has been associated with the use of gaming technology among children is how to control the learning process to be focused on what the educator trying to deliver (Fletcher, 2013). This is because the attention of children could be taken away from what the teacher is trying to make them learn into just enjoying the fan aspect of the game. The technology is meant to meet the language acquisition needs of children, especially when it comes to the meaning of