| |
Skatekids
Visit www.SkatekidsOnline.com To Play!
By the time they enter school, children have already begun to take
conscious control of their thinking and their strategies for learning.
Quantum Learning Technologies, Inc. (QLT) designed and developed
Skatekids specifically for children 7-12 years old. As in
Ramps To Reading, the scaffolding (support) in Skatekids
accomplishes three important things: it teaches young learners
to reflect on their behavior; provides immediate feedback on their
performance; and prompts them to consider alternative strategies.
Skatekids not only strengthens the skills and strategies
learned in Ramps To Reading but also augments cognitive development
and the National Reading Panel recommended skills for literacy.
Skatekids cultivates early readers by engaging them in educational
activities scientifically designed to stimulate the development
of cognitive processes that are necessary in learning
to read. Skatekids provides multiple reading
levels and presents various formats for practice and
skill development, effectively creating critical thinkers
and teaching children how to learn. All of these activities
take place within a safe and age-appropriate online world
designed specifically for these young "digital natives".
Skatekids takes learners from early literacy
levels to word reading and comprehension; they
acquire skills in a developmentally appropriate
sequence, moving to higher levels only after prerequisite
skills are mastered. The scientifically-designed and
clinically-proven activities help students develop a
true mastery of skills that can be applied and
transferred to other academic areas.
Skatekids - Skills
To learn about all the skills Skatekids helps
develop, click on this quick overview.
Skatekids - Games
Click Here For Complete Game Descriptions (PDF)
|
Beach Builder develops oral comprehension, reading comprehension,
fluency, spatial and proximity relationships, vocabulary, and the
ability to mentally create visual scenes. At the beginning of each
round, students listen to a short passage with which they can read
along. When the student feels ready, they recreate the scene from
that passage by using
drag-and-drop objects on their screen - with no option of referring
back to the passage.
Through simultaneous processing and verbal rehearsal/internalized
speech, students
develop strategies to filter irrelevant and redundant information,
make inferences, and
chunk or reduce the information from which they'll recreate the
scene. These processes
further develop the student's visualization skills and planning
strategies.
|
|
|
Board Tech helps students develop verbal rehearsal
strategies, learn to reduce
information, identify patterns, visualize, incorporate visual
scanning, and develop
new strategies. In this activity, students study an abstract
pattern of decals on a
snowboard for ten seconds after which they must then reproduce
that arrangement on a blank snowboard without any visual
reference to the original pattern. To perform this activity
successfully, students must use planning skills to recode
the visual pattern; they must also adopt simultaneous
processing strategies in order to understand and retain
the relationships among the items long enough
to recreate the pattern.
|
|
|
Gallop Park develops reading comprehension, fluency and
vocabulary. Through the use of simultaneous processing
and verbal rehearsal/internalized speech, students
practice chunking and reducing information, as well as
planning and visualizing information. At the beginning
of each round, students read a passage and then recreate
the scene without referring back to the passage. Through
simultaneous processing and verbal rehearsal/internalized
speech, students develop strategies to filter irrelevant
and redundant information, make inferences, and reduce/chunk
information. Using these strategies helps students recall
the information needed to accurately recreate the scene;
the processes involved in creating those strategies aids
in the development of students' overall visualization
skills and planning strategies.
|
|
|
Kayak Attack builds working memory, sequencing, visual
scanning, planning, the use of speech as a rehearsal
strategy, pattern recognition, and
chunking/reducing information. At the beginning of
each round, students hear the names of various
objects that they must later collect in a specific order.
During this activity, students also develop motor
skills as they use the arrow
keys to steer their kayak through treacherous waters.
|
|
|
Kickflip Fury develops verbal rehearsal/internalized
speech and working memory. In this activity, several
objects are presented to students in a specific order; they
must then collect those objects, in that same order,
while using their mouse to
guide a skateboarder through a busy city scene.
|
|
|
In Skate Create, students practice chunking and
reducing information,
acquire awareness of spatial orientation, and learn to recode
visual information. This activity requires students to
reproduce an abstract design
on a skateboard after studying that design for ten seconds.
Students must recode the pattern in order to accurately
recreate it, and they develop simultaneous processing
strategies in order to remember the relationships
among the items; practicing these skills and strategies
leads to improved
reading comprehension. Later levels increase the cognitive
demands by incorporating more complex designs and
adding new features that need to be remembered.
|
|
|
Skidmarks, P.I. develops cognitive planning, working
memory, visual scanning, verbal rehearsal/internalized speech,
and reading comprehension. Working with Private Investigator
Archibald 'Skid' Marks, students are enlisted to help solve
various mysteries across SKO City. They are given sets of
instructions to collect and deliver certain items;
they must then navigate their car throughout the
crowded city in order to collect and deliver those
items according to the plan.
|
|
|
|
The activities in Snowboard Blast develop phonemic
awareness, phonics, working memory, spelling, word
decoding skills and reading vocabulary. Because learners
recode visual and auditory information in sequence,
students practice picking up a sequence of red letters,
each of which represents a sound (played for the student
when the letter is picked up) while guiding a snowboarder
down a mountain slope. The ultimate goal of the exercise
is to recreate the original sequence of letters/sounds to form a
word, which develops phonological processing, phonics
(sound-to-symbol mapping), and phonemic awareness.
|
|
|
The activities in Soda Jerk help learners develop
important planning and attention abilities such as
working memory. They also help develop two important features
of attention: focus and selectivity. These activities
encourage the use of strategies such as verbal rehearsal,
which aid in the development of working memory.
|
|
|
Space Bumpers is another activity that is based in the
SKO Amusement Park. Part carnival game, part inter-galactic
battle royale, and part cognitive mind-bender, Space Bumpers
develops phonemic awareness, phonics, working memory, word
decoding and working memory. The activities also encourage
the use of verbal rehearsal/internalized speech,
chunking/reducing information, and successive processing.
|
|
|
Temple of Trouble develops working memory, verbal
rehearsal/internalized speech, chunking/reducing information,
and simultaneous processing. When students enter the
Temple of Trouble they find themselves in control of a
mummy who's on a mission to collect colored gems. If
students collect the gems in the correct order, make
their way safely back to the base station, and then
recreate the order in which the gems were collected,
they are rewarded with extra credits.
However, there's danger at every turn, and if students
aren't careful, they could be captured by monsters
who's mission is to thwart their progress whenever possible!
|
|
|
Wake Thrash develops successive processing, phonemic awareness,
mapping sounds to letters, the use of speech as a rehearsal
strategy, and the decoding of short words. In this activity,
students are required to collect - in a specific order - the
symbols (letters) representing sounds (phonemes) that
are played at the beginning of each round. Early levels
present simple CVC words and progress to multi-syllable
and pseudo words.
|
|
|