This is an open access article under the terms of the Creat ive Commo ns Attri butio n-NonCo mmerc ial-NoDerivs License, which permits use and distribution in any medium, provided the original work is properly cited, the use is non-commercial and no modifications or adaptations are made.
The use of learning games within the classroom is becoming increasingly common because of their potential to positively impact learning. Recent developments in adaptivity offer further possibilities to personalise learning by tailoring the game to an individual child's level or particular learning needs. However, designing an adaptive learning game is a complex process as many different game components have an impact on the provision of optimal challenge, crucial for maintaining player engagement, with limited prior work considering the multifaceted nature of this concept. This paper explores how to design for “challenge” within large‐scale adaptive learning games through a case study focused on the design of a literacy game for three linguistically and cognitively diverse learner groups—novice readers, children with dyslexia and children learning English as a foreign language. In reflecting on our design process, we identify three key design tensions that arose: (a) supporting longer‐term learning goals through game replayability; (b) fostering either replication or innovation in pedagogy through adaptivity rules; and (c) addressing diversity between learner groups. We present a set of design recommendations to guide researchers and designers in taking a multidimensional view of challenge when designing large‐scale adaptive learning games. What is already known about this topic? Adaptive learning games can have a positive impact on children's learning outcomes. Ensuring optimal challenge within games is important for maintaining engagement. Designing adaptive learning games is a complex process. What this paper adds? Designing for optimal challenge within adaptive learning game should be considered as a multifaceted concept. Identification of key tensions related to optimising challenge that can emerge during the design of large‐scale adaptive learning games. Recommendations for adaptivity researchers and learning game designers for how to address these tensions in adaptive learning game design. Implications for practice and/or policy? We need a more systematic approach to adaptivity game design to ensure wider spread adoption. Learning game designers seeking to utilise adaptive components in designing for optimal challenge should consider a focus on learners who may require a more targeted approach. Adaptive learning games offer opportunities for pedagogical innovation in the classroom through exploiting innovative game features as well as large‐scale data collection to support adaptive learning over time.
Mastering spelling is important for children to progress in writing. The National Curriculum in England details spelling lists linked to each year group in primary education. Assessment practices also emphasise the importance of teaching spelling. However, to date, little is known about how teachers feel about teaching spelling nor the instructional methods that they use in primary schools in England. This study addresses this gap by investigating approaches to teaching spelling. An online survey was distributed to primary-based teaching staff with roles in supporting teaching and learning. The survey asked for information about the respondents' teaching experience and school setting, and about their attitudes and approach to teaching spelling. The survey was completed in full by 158 respondents. Approaches to teaching spelling were varied and over two-thirds of the sample highlighted that their school did not have a spelling policy. The importance of explicit teaching of spelling was supported by the majority of teachers. This judgement was more frequent and rated more highly by teachers supporting younger children.Teachers largely reported devising their own spelling resources, highlighted that the curriculum spelling lists lack guidance for teaching spelling strategies
of sample included in analysis (distribution is equal across groups, χ2(2, N = 52) = 2.73, p = .256) *SD = Standard Deviation *The study facilitator did not explicitly prompt one child in relation to C5 and C6, so % are from a total of N=15.
Background: Approaches to teacher professional development, such as learning designs (LDs), can facilitate primary school teachers' appropriation of literacy technology in the classroom. LDs are detailed learning activities and interventions designed by teachers to plan their use of technology. Methods: Using a creative design methodology to carry out a series of LD workshops with teachers, we aimed to understand how primary school teachers envision learning and teaching with two distinct technologies designed to support children's reading skills: a game and an e-reader. Employing systematic qualitative content analysis, we compared LDs developed by teachers for each technology. Results: Our study shows that while principles of teacher instruction are consistently incorporated across the LDs, the design of each technology plays an important role in howThis is an open access article under the terms of the Creative Commons Attribution-NonCommercial-NoDerivs License, which permits use and distribution in any medium, provided the original work is properly cited, the use is non-commercial and no modifications or adaptations are made.
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