| |
Ramps To Reading
Visit www.RampsToReading.com To Play!
Ramps To Reading helps early readers by introducing
them to engaging educational activities in a safe,
age-appropriate online world. Quantum Learning
Technologies, Inc. (QLT) designed and developed
Ramps To Reading specifically for learners 4-7 years old.
As in Skatekids, the scaffolding (support) in the Ramps
To Reading activities accomplishes three important things:
it teaches these young learners to reflect on their behavior;
provides immediate feedback on their performance; and
prompts them to consider alternative strategies.
Ramps To Reading takes learners from initial pre-literacy
levels to basic word reading and comprehension; they acquire
skills in a developmentally appropriate sequence, moving to
higher levels only after prerequisite skills are mastered.
Scientifically-based methods of cognitive processing
instruction and basic skill development are embedded in
engaging, interactive programs. Children develop a true
mastery of skills that can be applied and transferred to
other academic areas.
One of the key features of the activities in Ramps To
Reading, which is true of all Quantum Learning Technologies
products, is not only are the activities scientifically
designed and clinically proven, but they're also a lot of
fun! Inspired by video game design techniques, QLT's
programs harness the natural power of game play and
engage young learners; kids work harder and longer and
achieve greater success because they are immersed
in activities that are fun, meaningful and highly effective.
Like Skatekids, Ramps To Reading represents a unique
value proposition: research shows that even moderate,
regular use of Ramps will help pre-kindergarten and
early learners get a valuable head start towards
becoming higher functioning and more literate students.
Ramps To Reading - Skills
To learn about all the skills Skatekids Online helps
develop, click on this quick overview.
Ramps To Reading - Games
Click Here For Complete Game Descriptions (PDF)
|
The activities in Animal Roundup prompt children to
practice inhibiting impulsive responses, which helps
improve attention and concentration. These activities
presents what is known as a "go/no-go" condition; as
various animals appear on the screen, learners must
quickly sort and categorize them based on criteria that
were introduced at the beginning of the round. Learning how to make decisions quickly and accurately
helps youngsters develop valuable, lifelong learning skills such as focus and selectivity, which can then
be applied and transferred to other academic areas. Additionally, because they are instructed to use the
arrow keys for sorting the animals, this activity also helps children to develop familiarity with the
computer keyboard.
|
|
|
The activities in Desert Dash develop sound-to-symbol
matching, successive processing, phonemic awareness, and
mapping sounds to letters. They also develop the use of
speech as a rehearsal strategy, sound blending, and in later
levels, the decoding of short words.
In these activities, learners are presented with a series of phonemes (sounds) at the beginning of each
round; they must then collect these sounds and match them with symbols (letters). However, at the
time these sounds are played, the learner sees only a question mark, making the task of collecting the
symbols (letters) of these sounds (phonemes) an interesting challenge for young learners.
|
|
|
The activities in Design-a-Door encourage young learners to
shift from successive processing strategies to simultaneous
processing through visualization skills, associative strategies,
spatial relationships, and mentally creating visual analogues.
Design-a-Door begins with an interactive tutorial that teaches children how to use and switch among a
variety of tools, including those that can drag, flip, paint and resize stickers. The objective of the tutorial
is twofold: 1) help the learner gain competency in the dragging and dropping objects; and 2) allow the
learner to become familiar and comfortable with all the tools that will be available to them during the
activity.
|
|
|
In Rocket Racer, learners practice keyboarding, employ
successive processing, and develop the use of speech as a
rehearsal strategy. At the beginning of the round, they are
presented with a series of symbols (letters). As the letters
are introduced, the corresponding sound is played, and the
learner has an opportunity to search for the appropriate, matching symbol (letter). Then, they blast off
for an exciting trip through space; their mission is to collect those same letters in that same order. This
activity develops working memory and employs successive processing. Additionally, phonics, phonemic
awareness, and sound-to-symbol mapping are emphasized as well. While carrying out their mission,
learners must also avoid distracters such as non-target letters.
|
|
|
The activities in Scuba Dude develop successive processing
and working memory. They also help young learners
become proficient at using a computer mouse. Learners
must control the movements of a virtual scuba diver in
order to collect jewels in the specific order that was
presented to them at the beginning of the round. They must use successive processing to remember and
pick up the correct items in the correct order, paying close attention to differences in color, shape, etc.
|
|
|
Silly Scenes develops simultaneous processing, oral
comprehension, reading comprehension, and spatial and
proximity relationships. In this activity, learners listen to
passages of increasing syntactic complexity and are then
asked to recreate, on the computer, the scene they just
heard described. The child may read along with the passages if they wish. Early levels begin with simple
noun phrases; longer paragraphs are presented in the later levels. As the passages increase in length
and complexity, learners are required to employ oral and reading comprehension strategies.
|
|
|
The activities in Tubin' Trouble develop successive
processing, the use of speech as a rehearsal strategy, and
rehearsal of auditory information. At the beginning of each
round, learners hear the names of various objects that
they must later collect in a specific, serial order. Once their
journey to collect the targeted objects is underway, young learners are developing motor skills by using
the mouse to steer their character (who is riding an inner tube) through treacherous waters. Tubin'
Trouble also provides audio instructions to help ensure that the youngsters are able complete their
tasks.
|
|
|
The activities in Zoo Adventures help develop planning
and executive functioning, working memory, attention,
simultaneous processing, visual scanning, the ability to use
inner speech for guiding and verifying behavior, and the
capacity to make adjustments. In this activity, animated
zoo animal characters are randomly scattered throughout an outdoor scene. Although the animals can
hide behind various objects, the student must take photos of all of the animals. A round is completed
under two conditions: either all of the animals have been photographed, or the user has run out of film.
|
|
|