Teach Math With the Wii Includes 48 Common Core Aligned Lesson Sparks for K-7 Classrooms
WASHINGTON, D.C. – Jan. 13, 2014 – Everyone is back to school from the winter break and likely more than a few kids got a Wii U or a new Wii game as a gift. Now with Teach Math with the Wii: Engage Your K-7 Students through Gaming Technology, by Meghan Hearn and Matthew C. Winner, a new book from the International Society for Technology in Education (ISTE®), teachers can learn how to use Wii gaming technology to engage learners and help them make real-life connections to math concepts.
According to the authors, Wii activities can be engaging, student-friendly data production tools that generate scores, times, and rankings for students to explore and discuss in the mathematics classroom. As students play the games, their teacher has an opportunity to guide them through rich dialogues, posing questions to elicit mathematical thinking.
Starting with the philosophy behind teaching with Wii games, Hearn and Winner tell the reader how to think like both a gamer and a math teacher and then provide 48 lesson sparks organized by grade level and aligned to Common Core State Standards. The book even guides teachers in strategies for acquiring a Wii for their classrooms and ways to promote this instructional approach with other teachers and parents. In addition, the book demonstrates the ways that teaching math with the Wii aligns to the ISTE Standards for Students and Teachers.
Teach Math with the Wii
Engage Your K-7 Students through Gaming Technology
by Meghan Hearn and Matthew C. Winner
ISTE Member Price: $12.57/Nonmember Price: $17.95
About the Authors
Matthew C. Winner is a teacher librarian in the Howard County Public School System in Maryland. Before teaching in the elementary school library, Matthew taught in fourth grade. He holds a bachelor's of science in elementary education from Towson University, a Master's of Science in School Library Media from McDaniel College and is a National Board Certified Teacher in the area of Library Media.
Winner has given presentations at conferences at the state, national, and international levels and has presented virtually at the TL Virtual Cafe. He has had articles published in Knowledge Quest and School Library Journal, and he is the author of the Busy Librarian blog. In 2012, Winner was named Maryland Outstanding Educator Using Technology by the Maryland Society for Educational Technology. His love of video games and passion for teaching have earned him recognition as a 2013 Library Journal Mover & Shaker. He is also the cofounder of the Level Up Book Club, an online book club for teachers and professionals focused on game-based learning and gamification.
Meghan Hearn is a mathematics educator and specialist in the Howard County Public School System in Maryland. She facilitates school-based professional development with elementary school teachers focusing on developing conceptual understanding through problem-based teaching. Hearn has contributed to a multitude of international, national, state and local presentations and has presented virtually at the TL Virtual Cafe and with the Maryland Society for Educational Technology. She has been published in School Library Journal and is an adjunct faculty member at Notre Dame of Maryland University, where she teaches courses in mathematics education at the graduate level.
The International Society for Technology in Education (ISTE®) is the premier membership association for educators and education leaders committed to empowering connected learners in a connected world. Home to ISTE’s conference and expo and the widely adopted ISTE Standards for learning, teaching and leading in the digital age, the association represents more than 100,000 professionals worldwide. For more information, visit iste.org. Follow ISTE on Twitter @ISTEConnects.
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