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OPUZZO 360 PUZZLE CARD GAME K-12 MATH COGNITIVE EXERCISE

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OPUZZO 360 PUZZLE CARD GAME K-12 MATH COGNITIVE EXERCISE

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OPUZZO 360 PUZZLE CARD GAME K-12 MATH COGNITIVE EXERCISE

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OPUZZO 360 PUZZLE CARD GAME K-12 MATH COGNITIVE EXERCISE
Opuzzo Game and Cognitive Skills
OPUZZO 360 PUZZLE CARD GAME K-12 MATH COGNITIVE EXERCISE
OPUZZO 360 PUZZLE CARD GAME K-12 MATH COGNITIVE EXERCISE
OPUZZO 360 PUZZLE CARD GAME K-12 MATH COGNITIVE EXERCISE

OPUZZO 360 PUZZLE CARD GAME K-12 MATH COGNITIVE EXERCISE

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OPUZZO 360 PUZZLE CARD GAME K-12 MATH COGNITIVE EXERCISE

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RESEARCH K-12 MATH STEM CAREER VIDEO GAME

RESEARCH PROBLEM

 There is overwhelming evidence about why American public school math student scores are 28 in the world. Primarily K-12 in the public school really hate math. This is based on the way it’s being taught that is creating a dislike and low motivation for math. Math is the door of stem to all the major careers from: the medical field, computer, science, engineering, business finance, physical science, life science and economics, etc. The big problem is that the United States only spends about 2% of the budget on education. Finland and Singapore number one and two in education in the world spends 25% of the budget on education. Also, Finland and Singapore engage their students in visual and game-based learning in all subjects. This motivates students to learn by making learning fun and exciting.


The United States public school system K-12 is ranked 28 in the world in math. According to recent OECD (Organization for Economic Co-operation and Development) data, of 37 OECD countries in math achievement. Also, the majority of STEM (Science, Technology, Engineering, Mathematics) career jobs in the United States are being held by immigrants from China, Pakistan, India, Japan, Europe, Singapore, North Africa, and Finland to name a few.  Primarily K-12 US Public Schools do not integrate Game-Based and Visual-Based learning in the curriculum. In contrast the K-12 education curriculum in Finland and Singapore utilize interactive Game-Based learning in their curriculum called Gamification Math. Finland is ranked #1 in Math and Singapore is ranked #2 in math. 


My current research has concluded Game-Based learning motivates students to learn by engaging them in fun problem solving utilizing interactive game technology. Math is the door to all major careers in STEM, which has a shortage of career employment in the following careers: Physician, Biologist, Scientist, Engineering, Geologist, Chemist, Website Designer, Computer Scientist, Cyber Security, Engineer, Statistician, Accountant, Nuclear Scientist, IT Manager, Aeronautical Engineer, Psychologist, Nurse, Software developer, Dentist, and Orthodontist.


PURPOSE OF RESEARCH AND RESEARCH QUESTIONS

 The purpose of this research study is to become a catalyst in investigating the use of visual and game-based learning to improve K-12 learning in the United States public school system.

  

RESEARCH QUESTIONS

Questions

1)-What is causing the decline of K-12 math scores in the United States?

2)-What is causing Finland and Singapore K-12  Math educational to be superior in the world?


RESEARCH SOLUTION

-Design high-level, entertaining, professional math sports and stem career video games. These games will compete with the top video-game systems with music, animation, sound effects, visual effects, etc. 

-I will utilize my background as a Game Designer, researcher and artist to direct these exciting new educational video-game to motivate K-12 public school students toward loving and becoming more efficient in math and eventually other subjects.


This project intends to improve student learning in K-12 level Mathematics which is predicated on successful careers in STEM (Science, Technology, Engineering and Mathematics). The Mathematics is challenging and many K-12 Public School students in the United States are struggling to master the important concepts. This K-12 Math Sports and Career video games project will utilize a virtual reality simulated environment will engage students into exciting and fun interactive math problem-solving challenges. This K-12 level Mathematics interactive virtual video game environment will emulate the highest level commercial Videogame design strategies. 


Each grade level in math challenges will include intrinsic professional video-game design element elements: animation, music, sound effects, graphics characters, environments, incentive rewards, adjustable, learning, styles, instant student feedback, student and program evaluation, and cell phone access for game play. The project will expand to evaluate the effectiveness of the program. Also, service 

a wider range of K-12 students needs including learning disabilities. The K-12 Math Sports and STEM Career video games will include training unit for parents, teachers and administrators.


K-12 SPORTS MODEL 

This interactive Math Sports virtual video-game will engage students in K-12 Math problem, solving by playing the following sports: Basketball, Baseball, Football, and Tennis.


K-12 STEM CAREER MODEL 

This interactive Math STEM Career virtual video-game will engage students in K-12 Math problem solving by emulating the epistemic task and problem-solving in different careers such as: Engineers, Software Designers, Physician, Biologist, Scientist, Chemist, Website Designer, Cyber Security, nurse, Statistician, Accountant, Nuclear Scientist, IT Manager, Psychologist, Dentist, and Orthodontist.


RESEARCH FUNDING

RESEARCH FUNDING

  -My research funding grant is targeted to the National Science Foundation, the MacArthur Foundation and the Bill Gates Foundation. All these institutions have funded millions of dollar’s toward game-based learning at different levels in the past 15 years. I’m currently engaged in my research and writing, as well as funding opportunities at different institutions.

DR. RASHEED PHD DOCTORAL Dissertation Abstract

EDUCATIONAL VIDEO-GAME STRATEGIES USED TO IMPROVE LEARNING AND MOTIVATION IN ENGINEERING STUDENTS

 The use of traditional textbooks in engineering education is uninspiring and unrewarding  for engineering students, resulting in many such students’ low motivation and lack of  interest in their schoolwork. In contrast, the American culture’s ubiquitous factor of  computer technology devices contributes to effective communication and entertainment. Today, computer videogames are owned and played by 80% of American children  between the ages of 8 and 18. Plus, research studies have proven that computer  videogame technology can motivate students in learning environments. 

Purpose of Research Study

 The use of  videogames in education is therefore a user-centered strategy because most youth today  are familiar with the technology and also enjoy its entertainment value. The purpose of  this qualitative case study was to identify the videogame design and motivational  strategies of the educational engineering videogame Spumone. The researcher conducted  two interviews with the engineering professor who created Spumone, and also facilitated  three focus groups with a total of ten intermediate-level engineering students who had  prior experience with Spumone. The researcher organized the data findings into game  categories, which provided a structure that revealed evidence of several different design  strategies 

Research Questions

 The researcher also drew on John Keller’s ARCS (Attention, Relevance, Confidence and  Satisfaction) model of motivation, using this model to classify the engineering students’  different types of motivating reactions while engaged in the videogame Spumone. The  research data findings addressed the four research questions as follows: (a) identifying  the user-centered videogame design strategies; (b) providing evidence of the engineering  professor’s usage and application of several different videogame design strategies; (c)  enumerating different types of videogame design strategies used to motivate students,  such as relevance to engineering, captivating attention, and building students’ confidence;  and (d) providing engineering students’ descriptions of varying motivating factors they  experienced while engaged in problem-solving gameplay. 

Research Study Evidence

 This research study provides evidence that applying user-centered videogame design  strategies can successfully motivate engineering students who can then effectively solve  complex physics problems. The study revealed the motivational effects of user-centered  educational videogame design strategies that integrate educational content with intrinsic  technology and entertainment. 

Spumone: Educational Engineering Videogame

  https://www.youtube.com/watch?v=-SFRxm8K7Wc 

DR. RASHEED: RESEARCH K-12 MATH SPORTS AND STEM CAREER VIDEO GAMES

    Dissertation Oral Defense: ENGINEERING EDUCATIONAL VIDEO GAME Strategy

      Mac Arthur Foundation and Q2L-Quest To Learn USA EDucational Report

        RESEARCH: WEBSITE INTERFACE DESIGN K-12 math sports VIDEO games: BASKETBALL, BASEBALL, FOOTBALL & TENNIS

          USAGE: MATH SPORTS EDUCATIONAL GAME UI INTERFACE CLIENT: SCHOLAR4LIFE STRATEGY: 1ST GRADE INTRINSIC INTERACTIVE-USER CENTER FUN LEARNING  MEDIA/SOFTWARE: ADOBE XD EXPERIENCE, ILLUSTRATOR AND PHOTOSHOP 


        Copyright © 2018 Dr. Thomas Abdul Rasheed: Dossier - All Rights Reserved.

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