Question & Review:: Higher Order Questions Games
Question & Review:: Higher Order Questions Games
CHAPTER 1
First Impressions
How do I gauge student content knowledge?
How do I encouraging students to make deep
connections?
What activities engage students in the learning
process?
Section 1
Objectives
After viewing this
higher order thinking
document, you should
be able to:
1. Define higher order
thinking skills.
2. Identify the purpose
of using higher
order thinking
skills in the
classroom.
3. Identify at least two
examples of how to
use higher order
thinking skills in
the classroom.
4. Articulate the
benefits of using
higher order
thinking skills in
the classroom.
Compose, Design
Debate, Critique
Categorize, Compare
Construct, Implement
Interpret, Summarize
Identify, Name
Categorize,
Interpret,
Identify, Name
Compose,
Debate,
Construct,
Check Answer
Section 2
Asking Higher
Order Questions
1. Scaffolding starts
with basic skills or
information before
enhancing the
learning process with
higher order questions
that increase the depth
of student cognition.
2. Wait Time- Instead of
fearing silence,
teachers must accept
that thinking time is
necessary for
students to fully
process their responses
to a question.
3. Autonomy- Students
structuring their own
higher order questions
ensures that they are
deeply delving into
the material and
provides instructors
opportunities to
observe students
levels of cognition
Section 3
Benefits
Complex, real-life problems often demand
complex solutions, which are obtained through
higher level thinking processes. Teaching higher
order thinking, then, provides students with
relevant life skills and offers them an added
benefit of helping them improve content
knowledge, lower order thinking, and self-
General Benefits
Benefits of Higher Order Thinking: All Students
http://teachingasleadership.org/sites/default/files/RelatedReadings/LT_Ch5_2011.pdf [pp. 55 & 56]
Which of the following does NOT require students to use a higher order thinking skill?
Check Answer
CHAPTER 2
First Impressions
How has the gamification of learning helped us
understand the effectiveness of problem-based
learning (PBL) and simulations?
How are teachers able to capitalize on students
identities to create motivating lessons?
Image: Todd Finley
Section 1
Objectives:
Students will be
able to . . .
1. Identify two general
strategies supported
research on gaming.
2. Define and give
examples of PBL
and simulations.
3. Describe the benefits
of teaching with
PBL & simulations.
4. Distinguish between
examples and nonexamples of PBL &
Simulations
5. Articulate the
purposes for
incorporating
simulations and
PBL activities into
classroom
instruction.
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1.
simulations
2.
6.
Outcome: How will the simulation end?
What does the action build toward, and
how does it conclude? How can
participants evaluate the effectiveness of
the simulation in developing their own
thinking and practice? How can we
represent the learning that has
occurred?
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Section 2
Examples
Examples of Simulations
Students must make the best choices for their health, safety, and
money. A great addition to the Gold Rush information in Social
Studies 10.
1. Civilization III:
Students are required in this game to plan, manage, and compete
with other civilizations. Students will learn about system of
governments, geography, and about different civilizations
historical leaders. This game requires students to use their
problem solving skills to build their civilization while learning
what cause the rise and fall of empires.
5. Oregon Trail:
Just like the old TV show, this classic game showcases many
historical events, people, and places. Students will attempt to
thwart Carmen Sandiego as she steals relics from history. This will
This game also allows students to learn about the causes of the
rise and fall of empires from all over the world. Students are able
to strategize based on military, resource development, and
expansion.
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showcase problem solving skills and will help them learn historical
facts.
7. Pharaoh:
Pharaoh is a strategy game where students are building Egyptian
civilizations. The game involves Egyptian mythology, conflicts,
leaders, and vocabulary. This would be a great addition to a unit on
Egypt.
9. Sim City 4:
8. Making History:
This was one of the first simulation games that had widespread
success. Sim City allows for students to manage finances, growth,
resources in a city. Students can build cities in all types of
environments. This games allows students to gain an
understanding on human impact on the environment and also how
citizen are effected with the growth of a city. This game would be
best suited for geography or a sociology course.
This game allows students to learn about the railroads and the
basics and running a business. Students could build track, mange
resources, and buy and sell companies within a virtual stock
market. This game would be perfect for a Entrepreneurial class or
Social Studies 10 during the study of the railroad.
individually, in pairs, or in larger groups (Barron & DarlingHammond, 2008; Thomas, 2000),
Interactive 2.1
Examples of PBL
learning activities
Section 3
Simulation
software
Physics Abstraction
Layer
SimPy
CircuitLogix
Sim City
SIMUL8
The Stock Market
Game
Constitutional
Convention
Simulation
http://www.vwer.org/2013/04/25/april-25-2013-language-learning-in-virtual-worlds/
17
Benefits of
games, PBLs and
simulations
1. Positively impact
learning.
2. Positively impact
learner motivation.
3. Vocabulary
development.
4. Produces high
quality learning.
5. Aids in long term
retention.
6. Improves problem
solving skills.
7. Improves students
attitudes toward
learning.
Benefits
Benefits of Simulations
18
http://21centuryedtech.files.wordpress.com/2012/01/pbl9.jpg
19
Section 4
Resources
Barron, B., & Darling-Hammond, L. (2008). Teaching for
meaningful learning: A review of research on inquiry-based and
cooperative learning. Powerful learning: What we know about
teaching for understanding, 11-70.
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Gee, J. P. (2005c) Why video games are good for your soul:
Pleasure and learning. Australia: Common Ground.
Gersten, R., Taylor, R., & Graves, A. (1999). Direct instruction and
diversity. In R. Stevens (Ed.) , Teaching in American schools.
(pp. 81-106). Upper Saddle River, NJ: Merrill/Prentice Hall.
Hill, J., & Flynn, K. (2006). Classroom instruction that works with
English language learners (pp. 14-22). Alexandria, VA:
Association for Supervision and Curriculum Development.
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Interactive 2.2
Higher Order
Thinking
CHAPTER 3
CREDITS
Development of the ISLES modules was supported
financially by the Teacher Quality Partnership grant
program of the U.S. Department of Education, Office of
Innovation and Improvement.
Creation, development, and editing were provided by the
following individuals:
Adu-Gyamfi, Kwaku; Berry, Crisianee; Brown, Cindi;
Flinchbaugh, Michael; Finley, Todd; Guidry, Allen; Harris,
Julie; Hutchinson, Ashley; Kester, Diane; Knight, Liza;
Jenkins, Kristen; Liu, Yan; Noles, Stephanie; Smith,
Jedediah; Todd, Clinton; Thompson, Tony; Williams, Scott.
Images used with permission.
2013 East Carolina University.