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KEEP CALM & TEACH

ON
A Project Proposal by Renita Singh
EDUI 6500
Research Topic
◦ Classroom behavior management is a constant issue for teachers
◦ Behavior affects learning
◦ Current tools to record behavior is pencil/paper
◦ Records more negative behavior rather than positive ones

◦ New tools for behavior management


◦ Classcraft and Class Dojo
◦ No more paper/pencil record keeping
Needs and Purposes
Classcraft and Class Dojo

◦ Benefits:
◦ Immediate feedback
◦ Greater rate of positive behavior recorded
◦ Increased parent connection

◦ Concerns:
◦ Additional time investment required by the teacher
◦ Learning curve for teacher and students
Review of Literature
ØTheory: Behaviorism by B.F. Skinner

ØOperant Conditioning

ØReinforcement of good behavior becomes a stimulus


for further good behavior
Research Questions
Ø1. What are the classroom impacts of lesson plans with
integrated behavior management technologies for 5th
graders?

Ø2. What effects do the integrated lessons have on the 5th


grade teacher’s planning and executing of their daily
lessons?
Project Design
ØCreate a Website
ØIntegrate Classcraft and Class Dojo into lessons
ØUtilized by 5th grade teachers and students
ØLessons will be for Math review, English Language Arts, Science
review and Social Studies review

ØKey component: Classcraft and Class Dojo are embedded


within the lessons as positive reinforcement during the lesson to
become a more smooth incorporation of the behavior tool.
Project Design

Clascraft and Class Dojo will be offered for the same


lessons. A teacher can select which tool they are
using in class and search for lessons within that
category
Project Assessment
Subject Matter Expert
ØDesigner’s program instructor (Ph.D.)
ØPeers pursuing Master of Science

Field Trial
Ø5th grade teacher
ØSix – 5th grade students
Ø(3 boys, 3 girls of high, medium and low achieving students)
Conclusion
ØKey component to higher academic performance is level of student
engagement during lessons

ØWell-managed classrooms contribute to an environment that


encourages greater student engagement

ØReward and reinforcement are great motivators for good behavior


within the classroom
Conclusion: Research Proposal
ØIntegrate fun and interactive gaming tools specifically targeting
behavior management with everyday lesson plans

ØContinue developing and improving lessons based on feedback


from proposed project

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