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Research Proposal



This is my final summative assessment piece for my Research Methods course at Endicott.  I found this to be an extremely demanding project, but also a very rewarding accomplishment.  The course was designed to perfection and Dr. Barrie Jo Price was an absolute pleasure and inspiration to work with.

This is the first of two courses so there are some sections that will be filled in once I have actually conducted the intervention.



Minecraft for Reading Comprehension
Timothy J. Wilson
Endicott College



Abstract
 “This will be completed during IED574 Research Project in the fall semester.”


























Background
Study Location
This study will be conducted at St. Francis College in São Paulo, Brazil.  St. Francis is an International Baccalaureate (IB) school providing each of the Primary Years Program (PYP), Middle Years Program (MYP), and Diploma Program (DP) following an inquiry model of learning.  St. Francis, as required by the Brazilian Ministry of Education, adheres to the Brazilian curriculum in addition to and in conjunction with the IB curriculum.  The college has two campuses, which are located approximately three kilometers apart.  The Jardim Europa campus has early years and primary students preschool to grade five, While the Pinheiros campus has students from early years straight through grade twelve.  St. Francis College was founded in 2004 with the mission to offer a challenging educational program with rigorous assessment through inquiry-based instruction.

Student Demographics
The population of the school is made up of 700 preschool to grade 12 students spread across the two campuses.  The campus in Jardin Europa has two and three form entry classes from preschool to grade 5, while the Pinheiros accommodates single form entry classes from preschool to grade 12.  The student population is predominantly comprised of Brazilian national students, making up over 50 percent of the student body.  There are many other nationalities represented including many from South America and in less frequency, some from Mexico, the United States, Canada, Asia, and Europe.  The most common language spoken by the student population is Portuguese, however the language of instruction is English, with the goal of mastery in preparation for university.
The Researcher
The Researcher is the educational technology integration specialist at St. Francis College.  He holds a Bachelor of Science degree in education from Western Michigan University in the United States of America.  He is currently working toward his M.Ed. in administration through Endicott College; additionally, he is in the process of becoming a Google Certified Teacher.  The researcher has taught educational technology, physical education, and heath education at three different international schools in China and Brazil over the past eight years.
Importance of the Study
Reasons for Undertaking the Project
St. Francis College serves a diverse population of students and highly interested using technology in innovative ways to increase student learning.  Using creative video games, games in which players create the content, as learning tools has sparked much interest in the education world.  The effectiveness of using Minecraft specifically to develop reading comprehension has not been explored as much as the use of Minecraft in other curricular areas.  The researcher seeks to investigate the effects of using Minecraft in the learning of reading comprehension skills.
Significance to the Researcher
The researcher is an educational technology integration specialist and is examining various technologies that can be integrated into the classroom to increase student learning.  Prior knowledge of the game and plus observations of students’ engagement while playing Minecraft indicate that using Minecraft for specific instructional purposes may have positive impact on student learning.  The researcher seeks to use quantitative data to sample whether or not the use of Minecraft for specific instructional purposes in reading might be valid.
Significance to the Students
The role of the educational technology integration specialist is to determine the best ways for teachers to use technology to enhance student learning.  Students learn in many different, individual ways.  They have different interests and learning styles.  Using Minecraft provides multifaceted interactive opportunities for students to create understanding.  It is the aim of the researcher for the students to be able to express their understanding in a multitude of ways, which most efficiently suit the individual.  If the proposed research shows innovative ways to use tools like Minecraft, there is potential for positive impact on student learning and the teachers’ approach to using technology in the classroom.  The use of the game for educational purposes could be expanded into other subjects and more specifically in a trans-disciplinary manner.  Students will benefit by understanding the interconnectedness of all areas of life and developing strategies for navigating through their experiences.  The researcher will keep the benefits to students as a point of reference for the study.
Significance to the School
Many of the teaching staff at St. Francis College have not yet embraced using technology to enhance student learning.  The findings of this study may produce interest among these teachers in using any technologies for the benefit of their students.  It may also show the leadership that more resources and training should be allocated to technology education and professional growth in the use of instructional technology within the school as a whole.
Literature Review
Technology has become pervasive in today’s society, weaving its way into all areas of life.  Technology is used to monitor health, communicate, create, gather information, express ideas, and for an endless list of other purposes.  Technology has been moving into schools and with a wave of research many applications to develop teaching and learning have been produced.  Educators have been utilizing technology to more efficiently deliver content or deliver it in a more engaging way, for instance, providing video instruction for students to view outside of school. Educators have borrowed ‘gaming’ strategies for motivation from the video games their students play and incorporated the ideas into their teaching practice (Wakefield, 2015).  With the advent of ‘sandbox’ video games, games where the player can move around in virtually any direction and interact with the environment, choosing their own path, many more opportunities for learning have arisen.  These games develop collaborative problem-solving, digital media literacy practices, and computational literacy (Steinkuehler, Duncan, Simkins, 2007) 
Most of the research on the implementation of technology in the classroom has focused on the benefits that technology can have on enhancing math skills, computational skills, spatial awareness, and code writing.  In the United States there has been a big push for Science Technology Engineering and Mathematics (STEM) education, with 3.4 billion in federal dollars budgeted for the 2012 fiscal year, going to support schools and educators to develop these competencies (National Science and Technology Council, 2011).
However, there has not been much focus on how technology can enhance the non-STEM areas, like languages, physical education, social sciences, and reading development.  “Games like Minecraft, however, actually lend themselves more towards literacy and the humanities than they do to math.” (J. Tillinghast, personal communication, July 22, 2015) A known way that students learn best for understanding is for them to create representations of what it is they understand.  Students also learn when they are interested in the subject or the discovery path itself (Levin, 2015). 
Minecraft is a ‘Sandbox’ game where players discover and create virtual worlds.  The term ‘Sandbox’ refers to a child’s sandbox where play is not restricted but open to the players choice of how, when, and what to engage with (Glossary of game terms, n.d.).  Players can build structures, dig for minerals and resources, interact and collaborate with other players online, and advanced players even write code for special modifications or Mods, that are added to affect the gameplay itself (Tablets for schools, 2014).
There is a movement amongst educators that is not being driven by research, but by the practitioners themselves, to use Minecraft in all subject areas including reading comprehension.  There are many innovative ways in which teachers are using Minecraft to enhance learning.  Educators at the University of Alaska Southeast have created a program called Givercraft, which has students recreate, in depth, the entire setting from the book The Giver by Lois Lowry (Graham, n.d.).  There is a Google group with nearly 3000 educators who collaborate by sharing lessons and advice through reflections of their experiences in the classroom (Minecraft teachers, n.d.).  There is a clear interest in Minecraft from educators and students alike and more research is needed to determine the educational implications.     
“This will be started during IED582 Research Methods.”  It will be added to during IED574 Research Project in the fall semester.”
Statement of the Issue
            The purpose of this research is to determine if student reading comprehension is different when Minecraft is used to recreate setting and aid in retelling as opposed to when it is not.
Research Question
            What happens to grade 5 international school students’ reading comprehension, as measured by a teacher created test, when they use Minecraft to recreate settings and retell stories versus retelling stories without the use of Minecraft?  The null hypothesis is that the intervention of the using Minecraft in recreating settings and retelling stories will have no effect on student achievement. The research hypothesis is that students who use Minecraft will achieve at a higher level of comprehension on the post-test than those students who have learned with the traditional method. 


Research Methodology
Sample 
The population will consist of two separate 5th grade classes composed of 22 students each.  The researcher will then choose, from those groups, two equivalent groups as the sample.  The sample size of the control group will be [] and the sample size of the experimental group will be [].
Materials
General classroom materials will be used for the control group along with the standard plot diagram in which students write the exposition, rising action, climax, falling action, and resolution.  The experimental group will use their own devices (BYOD) with the Minecraft application (app) added.
Instruments
The pre-test, which will be identical to the post-test, will serve as an evaluation instrument and will be created by the researcher and his colleagues. The test will consist of short response and multiple-choice questions.  The researcher will rely on the content validity since the assessments were co-created.
Procedure 
A two-group quasi-experimental research method, as shown in Table 1, will be used to gather data related to the research question. The design is set such that the pre-test and post-test are represented as well as the measures of central tendency.

Before classes begin, one grade 5 class will be assigned as the intervention group while another grade 5 class will be assigned as the control group. The assignment will be decided based on two sections that are closest in number and provide a homogenous group of students. There will be two separate teachers, the regular class teachers, for the two classes.
Classes will begin on August 3rd and the reading of the chosen book will begin by August 24th to ensure that they have completed the reading before the first of October.  Upon completion of the reading, the pre-test will be administered. This pre-test will serve as a test of equivalency for the intervention group and the control groups. Data will be collected for both groups.
The intervention will be implemented during three weeks from October 5th until October 30th excluding the week of October 12th, as the students are on holiday.  Both groups will discuss the components of a story, however the control group will be using plot diagrams to retell the story while the intervention group will reconstruct the settings using Minecraft to retell the story.  The researcher will make descriptive observations of both groups during the study. After the unit is complete, the post-test for the unit will be administered. Data will be collected and analyzed.
Calendar Plan
In the lead up to the research project the researcher will coordinate the project permits and calendar with the school authorities within the first week back at school beginning Aug 3.  The researcher will also coordinate at this time with the grade 5 teachers to prepare them for the intervention involved in the research project.
            Parents´ permission slips will be given out at the beginning of September with September 23rd as a purposed collection date. The permission slips are designed to ensure the privacy of students when data is collected. Research will begin the first full week of October with the following dates:         
Week 1: October 5th
            Week 2: October 19th
            Week 3: October 26th
Data Collection and Analysis
The data for this study will be collected and analyzed with measures of central tendency. The mean, median, mode and standard deviation will be presented as shown in the table 1 below.  The researcher will use Microsoft Excel software for all statistical functions, including p values in determining statistical significance of the data set.
Table 1
M. Central Tend.
Control Group
Intervention Group


Pre-test
Post-test
Pre-test
Post-test
Mean




Median




Mode




Standard Deviation





            The pre-test and post-test data for each of the two groups will first be analyzed using a two-tailed, type 1 t test to determine statistical significance within the same group.  The two groups will then be compared by their post-test results using a two-tailed, type 2 t test to determine if the intervention has had statistical significance.  A p value of <.05 is considered to be of statistical significance.
Research Project in the fall semester.”
Results
“This will be completed during IED574 Research Project in the fall semester.”
Extraneous influences
“This will be completed during IED574 Research Project in the fall semester.”
Implications for Teaching and Research
Limitations of the Study
-Since two different teachers lead the classes there is a possibility of a difference in quality of instruction, which may skew results.
-This will be the first time the students use Minecraft for an educational purpose.
-There is a one week holiday in the middle of the three weeks
Implications for Teaching
“This will be started during IED582 Research Methods.”  It will be added to during IED574 Research Project in the fall semester.”
Conclusion
“This will be completed during IED574 Research Project in the fall semester.”

             






References
Glossary of video game terms: Sandbox game. (n.d.). Retrieved July 23, 2015 from Wikipedia: https://en.wikipedia.org/wiki/Glossary_of_video_game_terms#Sandbox_game
Minecraft teachers Google group forum. (n.d.) Retrieved July 23, 2015 from https://groups.google.com/forum/#!members/minecraft-teachers
Graham, L (n.d.) Retreived July 23, 2015 from Givercraft wiki: http://www.givercraft.com/
J Levin. (2015, July 2). Here’s what we’ve been up to. Retrieved from http://minecraftteacher.tumblr.com/
Lowry, L. (1993). The giver. Boston, Massachusetts : Houghton Mifflin
Mojang. (2015) Minecraft [Video Game]. Stockholm.
National Science and Technology Council. (2011). A Report from the Federal Inventory of STEM Education Fast-Track Action Committee Committee on STEM Education National Science and Technology Council (Pub. L. No. 111-358) Washington, D.C.
Steinkueler, C., Duncan, S., & Simkins, D. (2007) Massively multiplayer online games & education: an outline research. eLearning, 4(3) 297-318
Tablets for Schools. (2014). Teachers! Learn how to use Minecraft as an educational game. Retrieved from http://tabletsforschools.org.uk/teachers-learn-how-to-use-minecraft-
as-an-educational-game/

Wakefield, J. (2015) Technology in schools: Future changes in classrooms

          http://www.bbc.com/news/technology-30814302
Google groups. (n.d.) Retrieved July 23, 2015 from Minecraft teachers Google group forum   https://groups.google.com/forum/#!members/minecraft-teachers

 “This will be started during IED582 Research Methods.”  It will be added to during IED574 Research Project in the fall semester.”





Appendix 1  ….. as needed…..
Appendix 2
Appendix 3

Etc…

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