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8 Tips to Create a Twitter-Driven School Culture

Thanks to Joe Manko, Liberty Elementary School principal, for inspiring this blog post during an impromptu edcamp at #SXSWEdu this year. For an example of a school trying to create a connected culture through Twitter, follow Liberty Elementary’s hashtag and jump into the conversation.

Posted by Sherwen Mohan

Original Source

Twitter is one of the most powerful tools that you can use for your professional development — 24/7. It’s estimated that hundreds of thousands of educators around the world are currently using Twitter to connect, share, and collaborate.

While it’s fantastic that educators are flocking to Twitter, many of them still feel even more alone and isolated within their own school and district. There’s an unfortunate inverse trend I’ve noticed in education: the more connected you are on Twitter, the less support and collaboration you tend to have within your school.

So I ask — why can’t we have both? Why can’t we be connected virtually and face-to-face? What’s stopping us from using Twitter to support and collaborate with our colleagues? Although many of you may teach in rooms with closed doors, there is no reason not to connect with your colleagues through Twitter. Here’s how administrators can help move this needle.

Creating a More Connected Culture

1. Model First

First and foremost, you need to model the change you want to see in your school. It never works to just tell people to do something that you don’t even want to or are too scared to do. Here is my favorite collection of getting-started resources out there. And remember, you’re going to make mistakes. Don’t get down on yourself — embrace the mistakes and tweet on.

2. Display Your Twitter Handle

It may sound simple, but make sure you add your @name on Twitter to your email signature, your voicemail, and your school website. As a good rule of thumb, wherever you list your phone number or email, display that handle.

3. Offer Real-Time Encouragement

Take a minute or two out of your day and scan your staff’s tweets. Favorite, reply to, and retweet them to show public encouragement.

4. Transform Your Faculty Lounge

Display the real-time flow of tweets from your staff or school hashtag on a screen. If this is a hit, consider doing it in other places within your school. Note: There are many cool (and somewhat free) services that display hashtags. Check out TweetbeamVisible Tweets, or Twitterfall.

5. Encourage Backchannels

During meetings and professional-development sessions, encourage your staff to use Twitter as a backchannel. Not sure what a backchannel is? Read this post. And remember — model this, and be an active participant in the backchannel.

6. Create a Speaker Series

Invite guest speakers (in person or virtually) to talk about the power of Twitter. Sometimes, the adoption of new technology can only work when people hear it from others in their role or people that they admire.

7. Conduct a Twitter Chat for Staff to Participate

Twitter chats are a great way to get your staff to collaborate in real-time around specific themes or questions. Pick a day of the week and time, and let your staff know about that chat. Here’s some helpful information on how to create a school-wide Twitter chat. Tip: Make sure your staff gets to pick the weekly topic.

8. Create a Twitter Team

You can’t do all of this alone. Recruit a team and meet with them regularly to do things like:

  • Survey staff: Information is powerful. As a first step, you may want to create a quick survey to see how many people in your building are either currently using Twitter or have interest in using Twitter. Then ask about their specific challenges or concerns. Make sure to read their answers, provide support, and address those concerns.
  • Create goals: Here’s a Google doc listing some sample goals that you can customize for your school. Feel free to edit the doc and add your specific goals, too. Start brainstorming questions like: What does success look like? In the short or long term?
  • Provide incentives: This is the fun part. Some ideas:
    • Highlight the most improved Twitter user at an assembly or school gathering.
    • Have a friendly competition with Klout scores or for the person who collaborates and helps others in your school or district the most (this can be measured by replies and your school hashtag).
    • Simply tweet a “Follow Friday” (a tweet using the #FF hashtag) that recognizes specific staff on Twitter, or highlight staff in your internal newsletter or your website.
    • Work with local businesses to donate products. The more staff members tweet using a specific school hashtag, the more eligible they become to win the prize. This can be weekly, monthly, or quarterly.

These are not by any means all of the things you can to do to create a more connected culture in your school. Try some, try all of them, or do your own thing — just make sure to share what you’re up to in the comments below — and on Twitter, of course! My friend Adam Bellow once reminded me, “Not sharing is selfish.” Make sure you tell your story — it might just inspire others to do the same. 

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Hattie Ranking: Influences & Effect Sizes Related To Student Achievement

Dr. John Hattie, from the University of Melbourne in Australia, has written several incredible books, including his latest one – Visible Learning and the Science of How We Learn. His books represents the largest-ever collection of evidence-based research about the strategies and approaches that work and the strategies and approaches that don’t work in improving learning in the classroom. Hattie’s books are amazing – he has done more than 1000 meta-analyses of tens of thousands of studies that involved tens of millions of students that shows the effect size of using different instructional strategies. An effect size is a quantitative measure of the effectiveness of using a specific teaching and learning strategy. He has identified the effect size of more than 50 educational strategies used today – some of which have been in use for 100 years. His research is remarkable because it definitively dismisses some of the longstanding beliefs, assumptions and practices that continue to be used in the classroom today.

Posted by Ian Jukes

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http://visible-learning.org/hattie-ranking-influences-effect-sizes-learning-achievement/

John Hattie developed a way of ranking various influences in different meta-analyses according to their effect sizes. In his ground-breaking study “Visible Learning” he ranked those influences which are related to learning outcomes from very positive effects to very negative effects on student achievement. Hattie found that the average effect size of all the interventions he studied was 0.40. Therefore he decided to judge the success of influences relative to this ‘hinge point’, in order to find an answer to the question “What workAs best in education?”

Hattie studied six areas that contribute to learning: the student, the home, the school, the curricula, the teacher, and teaching and learning approaches. But Hattie did not merely provide a list of the relative effects of the different influences on student achievement. He also tells the story underlying the data. He found that the key to making a difference was making teaching and learning visible. He further explained this story in his book “Visible learning for teachers“.

Here is an overview of the Hattie effect size list that contains 138 influences and effect sizes across all areas related to student achievement. The list visualized here is related to Hattie (2009) Visible Learning. Hattie constantly updates this list with more meta studies. You can find an updated version in Hattie (2011) Visible Learning for Teachers.

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5 Tools for Helping Students Find Creative Commons Images

I’ve really enjoyed the articles posted by from fractuslearning.com – lots of very topical, useful stuff. This is a terrific September 22, 2014 article by Wade Gegan. Note that some of the sites do bring up commercial images. I found that Photo Pin and Flickr were pretty much the “F Word”…free!!!

Posted by Ian Jukes

Original Source
 

Overview

Photos, logos, graphics and images are an important part of any multimedia creation that students produce. A few well placed, high quality images ca

n transform class work from amateur to spectacularly professional. So, unless you plan on taking your own photographs or creating your own artwork, finding legitimate Creative Commons images is an essential digital skill.

To help students (and teachers) navigate and understand the often confusing space that is digital copyright, here are five tools that we recommend using to to search, reference, attribute and download Creative Commons images.

1. Photo Pin

Photo Pin is one of the best tools for using with students for both the results it returns and its focus on correct image attribution. My favorite feature is to sort results by what they call ‘interestingness’, this places the images that just look great first. When selecting an image, you are given links to download all image sizes as well as a ready made html block giving the correct reference and attribution to the image creator.

2. Iconfinder

Iconfinder is a little different to other Creative Commons image searches as it specializes in returning icons and logos. The tools is especially useful if students are looking for well known brand logos or are trying to find generic glyphs and symbols to place in their work. I find the detailed filtering options especially useful in Iconfinder, allowing you to refine results by styles such as flat, handdrawn, 3D and much more.

3. Pixabay

Pixabay is a very popular image search tool among educators due to its huge catalogue of hand picked photos, vectors and art illustrations. One feature that can help students think outside the box when searching, is the ability to browse by tags. This means students can find an image close to what they want and then click associated tags to find similar images.

4. Flickr (Creative Commons)

The original and some would say the best source for Creative Commons images, Flickr has an amazing selection of amateur and professional Creative Commons photos available for use. Although the level of filtering and browsability may not be as full featured as Photo Pin or Pixabay, the interface is beautiful and slick and it is a wonderful experience to browse.

5. Freepik

Created originally for graphic and web designers, Freepik’s image collection revolves more around vectors, icons and illustrations. These graphic designs and often modern artwork can be used directly by students, but are also an excellent source of inspiration if creating their own digital pieces.

Links and Next Steps

What tools have you used to help students find Creative Commons images? Let us know your picks in the comments below.

Feature image courtesy of Flickr, Giuli-O.

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A Straightforward Guide To Creative Commons

Katie Lepi from Edudemic lays out in simple terms a consumer’s guide to the Creative Commons in this September 14, 2014 article.

Posted by Ian Jukes

Original Source

Enter Creative Commons. (And thank goodness). The Creative Commons licenses allow any internet user to easily understand how they can (and can not) share what they find on the web. The licenses are visual, and if you aren’t sure of what you see on the work you’d like to use, you can refer back to the CC website to see. The handy infographic below gives a pretty thorough overview of the licenses and what they mean. Whether you have a personal blog, a class blog, or your students want to use a photo they’ve found in a presentation, this guide will be super handy!

Guide To Creative Commons Licenses

  • More than 90% of CC photos on the web are not attributed
  • More then 99% of CC photos on the web are not attributed properly!
  • ALL CC licenses allow you to: copy the work, distribute it, display it publicly, make it digital, and shift it verbatim into another digital form (eg: pdf to jpg)
  • ALL CC licenses: Apply worldwide, last for the duration of the copyright, are non revocable, and are not exclusive
  • There are conditions that may be applied beyond that. For example, some say: You must attribute the work, you may not make money off the work, you may not make a derivative of the work, or you may distribute derivative works only under the same license as the original work
  • It is preferable to place your attribution below the photo (for photos), or at the bottom of a blog post (if you’re sharing online).
http://www.edudemic.com/wp-content/uploads/2014/09/creative-common-resource.
http://www.edudemic.com/wp-content/uploads/2014/09/creative-common-resource.
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Gaming

24 Video Games You Can Say Yes To After School

Learning comes in all shapes and sizes. As soon as children arrive home from school they plug into their digital devices to connect and escape. However, learning does not have to stop outside of the classroom. Jeff Haynes, Senior Editor at Common Sense Media provides parents with 24 educational video games children can use for learning. This list also provides a wonderful resource for teachers to provide to parents for learning at home.

Posted by: Ryan Schaaf

Original Source

Summer’s over, and school’s back in session. Time to pull the plug on your kids’ video games, right? Not so fast, Mom and Dad. To the great relief of kids everywhere, it turns out video games and school are not incompatible. New studies on the effects that playing games has on kids indicate positive benefits for learning, thinking, social-emotional skills building, and, yes, even school performance.

Games provide new ways to engage with various subjects, whether it’s learning about math through an air-traffic-control simulator or practicing musical timing with a dance app. So the next time you see your kid playing a strategy or music game, know that he or she may actually be learning history or working on physical fitness. Below, we have recommendations of apps and games to support every subject on your elementary, junior high, or high school student’s schedule.

Math

Elementary School: Math Blaster Online, 7+
Do your little ones need help with equations? Math Blaster Online gives them plenty of practice as they join the Blaster Academy to save the universe using their math skills. It also lets your kids team up with other players to solve problems together in a safe, socially positive online environment.

Middle School: Monkey Tales: The Valley of the Jackal, 10+
The Valley of the Jackal is part of the math-focused Monkey Tales series, which tasks players with taking on a villain named Huros Stultas in his plan to resurrect the ancient Egyptian god Wepwawet. Using logic, strategy, and math skills, players defeat booby traps, fight mummies, and explore underground temples in an attempt to save the world. The game gauges how well your child does with its puzzles, and it ramps up the difficulty accordingly, so there’s always a challenge for players to test what they’ve learned.

High School: Sector 33 App, 12+
Sector 33 gives kids an idea of how math works in the real world, as they take on the role of an air traffic controller, directing flights to San Francisco International Airport. Players must not only gauge distance, time, and the rate of speed of each plane, they also have to balance flight plans, delays, and other complications.

Science

Elementary School: Lifeboat to Mars, 8+
Young scientists can experiment with creating a brand-new ecosystem on Mars to help support terrestrial life on Earth. Players can choose to work on microbes or on animal and plant missions to accomplish the task of terraforming the red planet. Even cooler, once they’ve finished a few missions, players can design their own missions for other players to try.

Middle School: Spore, 11+
Can you design and develop the perfect creature? Spore lets you develop a species from its microscopic origins to an intelligent, social alien life form that can venture into space and interact with other sentient life forms. This is a great way for your young scientist to explore the methods and ideas behind biology.

High School: Solar System for iPad, 13+
Bring stargazing to life for teens with this far-out collection of astronomy facts, photos, and animations. The app focuses on our solar system in particular, with information about the sun, planets, moons, asteroid belts, and more. Kids can learn about gravity, patterns (such as rotations around the sun), and each planet and moon, including facts about diameter, mass, volume, gravity, and atmosphere.

Language Arts

Elementary School: My Reading Tutor, 5+
My Reading Tutor builds on the basics of early reading skills to help strengthen kids’ literacy. Phonics, letter sounds, and more are presented in a fun, engaging manner, and kids can even record their voices as they read stories. Parents can track their children’s progress in the reading tasks to see how well they’re doing and what they need help on.

Middle School: Duolingo App, 12+
Whether your kids need help with a foreign language class or are simply interested in learning a new language, Duolingo can help. In a friendly environment, the app provides practice in basic words, phrases, and sentence structure in six languages. Players can test what they’ve learned against the computer or other players in competitive games or help translate Web pages for other users around the world.

High School: Shakespeare in Bits: A Midsummer’s Night Dream, 13+
Shakespeare is a staple of high school English, but the old English text is challenging.Shakespeare in Bits helps make the Bard more accessible, with animated characters acting out the plays and multiple ways to understand confusing or obscure words.

History/Social Studies

Elementary School: Oregon Trail, 9+
Oregon Trail has been teaching and entertaining kids for more than 40 years. The game continues to innovate through digital versions that provide realistic story lines and context. Players take on the role of a wagon leader directing settlers from Missouri to Oregon in 1800s America while dealing with issues such as disease, food, and weather.

Middle School: Sid Meier’s Civilization V, 11+
With a total of 43 playable civilizations from around the world, Civilization V is an ideal supplement to history class. Players lead a civilization from the Stone Age to the future with a range of political, scientific, or military goals, learning how cultural, ideological, and geographical factors can change a world’s geopolitical landscape.

High School: Tropico 4, 15+
Political analysts frequently talk about unstable or corrupt countries that spring up around the world, but how many times do you get the chance to run your own? Tropico 4 makes you president of your own island and lets you choose factions to appease according to your political goals. A parody of political simulations, Tropico 4 will make teens laugh — and teach them at the same time.

Music

Elementary School: Just Dance: Disney Party, 5+
You don’t have to be a fan of Disney classics such as “It’s a Small World” to love Just Dance: Disney Party. Players imitate characters on-screen that are dancing to hit songs from Disney movies and TV shows. The completely contagious game teaches how movement and music work together in a fun, social environment.

Middle School: GarageBand, 10+
GarageBand has exactly what fledgling musicians need to take their music to the next level. Kids can record vocals and instruments and mix tracks to create — and share — new songs while learning essential audio-engineering and composition skills. It’s like having a professional recording studio in the palm of your hand.

High School: The Beatles: Rock Band, 14+
The Beatles created classic, timeless music, and this Rock Band will take teens on a magical mystery tour of their entire career. Similar to the other Rock Band games, you can sing and play drums, bass, or guitar on 45 remastered Beatles tracks. 

Art

Elementary School: Art Academy, 8+
Art Academy is more than a video game — it’s a fun art tutorial. The game walks you through the basics of drawing, shading, and other skills so you can apply them to real-life creations.

Middle School: Scribble Press App, 10+
With more than 500 writing and drawing tools and 50 pre-made story templates, Scribble Presslets kids write and illustrate their own tales. This is kid-led learning at its creative best, as kids choose which type of writing or storytelling they want to try — for example, greeting cards or full books — as well as whether they prefer private sharing or online or print publishing.

High School: Scoot & Doodle, 13+
If you’re looking for a way for kids to collaborate on artwork or projects, Scoot & Doodle is the solution. Teens can gather up to nine Google+ friends to work on a single shared artwork, communicate their ideas via video and voice chat, and share the final products via social media channels.

PE

Elementary School: Zumba Kids, 6+
Want to get your little ones’ blood flowing? Zumba Kids takes kid-friendly songs from pop artists and lets them perform 30 routines in a wide variety of dance genres. Plus, they get to imitate the kids dancing on-screen, who provide lots of positive reinforcement through each song.

Middle School: Wii Fit U, 10+
Wii Fit U turns getting physically fit into a game. In between the many mini-games and activities, kids will learn that moving their bodies can be fun and yield meaningful results. Wii Fit U comes with a pedometer to help track your steps taken, calories burned, and distance traveled so you can make fitness progress even away from the game.

High School: Dance Central 3, 13+
The most advanced dance game on the market, Dance Central 3 tracks every bit of your body, making you a better dancer as you perform routines for more than 60 popular songs. This game includes a new story mode for dancers to move through, as well as a dance tournament for up to eight players and even a fitness mode that acts as a serious workout for dedicated players.

Social Skills

Elementary School: Sesame Street: Once Upon A Monster, 6+
Parents who want to make sure their kids learn about friendship, generosity, and other positive life skills should look no further than Sesame Street: Once Upon A Monster. An interactive experience wherein players engage with characters from the show, the game teaches as it lets kids play active roles in stories and participate in entertaining games.

Middle School: Thomas Was Alone, 10+
Thomas Was Alone is a unique puzzle game. It doesn’t focus on graphics, complex control schemes or tense gameplay; instead, the two-dimensional game tells a story about friendship and human relationships. With humor, well-paced storytelling, and an emphasis on diversity and trusting others, Thomas Was Alone will stay in players’ minds long after they’ve finished it.

High School: Papers, Please, 15+
Papers, Please manages to meld social and historical commentary with an exercise in making ethical decisions and navigating their consequences, forcing you to think during every portion of the game. Players take on the role of an immigration inspector in a communist nation, approving or rejecting applicants seeking to enter the country. As political events change throughout the story, players will need to handle situations such as terrorist attacks, asylum seekers, and the undocumented while also dealing with the effects of their choices. 

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5 Steps To a Problem-solving Classroom Culture

This article was originally written by Laura Devaney for eSchool News on September 17, 2014.  It outlines five steps to building a problem-solving culture. These include Conjecture, Communications, Collaboration, Chaos and Celebration.

Posted by Ian Jukes

Original Source
 

Problem solving is one of today’s top skills—students who apply problem-solving strategies in the classroom are building important talents for college and the workforce. The math classroom is one of the best places to help students build these skills.

Creating a culture of problem solving in a math classroom or in a school involves prompting students and educators to think a little differently and systemically.

“The world does not need more people who are good at math,” said Gerald Aungst [2], supervisor of gifted and elementary mathematics in Pennsylvania’s Cheltenhamn Township Schools. “What the world needs are more problem solvers and more innovators.”

“We want people who are innovators, and don’t assume that what people tell them is impossible is impossible,” Aungst said during an edWeb leadership webinar [3].

One of the most important mindsets comes in realizing that, even in math, the context of a statement makes all the difference. Students should understand more than just the mechanics of math, Aungst said—they should investigate the context, the meaning, and how math problems and concepts work in a particular situation.

The five steps to building a problem-solving culture aren’t quick fixes or easy tips, Aungst said, but can be impactful when applied with the bigger picture of the classroom environment in mind.

Conjecture

“Our need to have things explained is as strong an impulse in our kids, and in us, as being hungry and thirsty,” Aungst said. “The problem with how we usually teach math is that we take all that wondering away.”

Educators usually teach math by laying out the facts, showing them processes, and asking students to practice until they achieve “mechanical perfection”–students have nothing to wonder about.

“One element of conjecture is being able to provoke that sense of wonder in kids, and allowing them to look for explanations and let that drive keep them engaged,” Aungst said.

But it goes deeper than that, he said.

“It’s about students not just solving problems–it’s about them looking for problems, too,” he added. “Innovators are looking for problems and they try to solve them before anyone even realizes the problem exists. We need innovators. Math class is a great place to start doing that.”

Educators should strive to avoid ending with the answer. Instead, they should ask students why they think the answer is what it is, how they arrived at the answer, if other answers are possible, if other methods of solving are possible, if students encountered difficulty, and if so, how they overcame it.

Digital tools to support conjecture include:
http://data.gov [4]
http://edte.ch/blog/maths-maps [5]
http://www.geogebra.org [6]

Communication

When students are able to explain their thought processes and understanding, their own knowledge increases.

One way to promote better math learning is to think of math as if it were a foreign language.

“If all we’re doing is teaching students how to move the symbols around and get an answer out of it, without embedding meaning into that, then the meaning behind the math is completely lost,” he said. “Learning how to do math is like learning how to read a foreign language.”

Students should be able to explain, in their own words, what numbers and symbols mean and represent.

Instead of asking students to show their work, ask them to convince mathematical experts that their solution is a good one–students understand what they do, but communicating it to someone else is a challenge.

Digital tools for communication include:
Infographics such as http://piktochart.com [7] and http://infogr.am [8]
Social media (speaking to others about the math students are doing)
YouTube and Vine
Classroom blogs

Collaboration

“Problem solving in the real world is nearly always collaborative,” Aungst said. “In fact, competition might even serve to dampen innovation. We want to get our kids working together.”

Working together inspires students to consider other points of view and other approaches to problems. This, in turn, informs, and may change, their thinking.

Educators could begin with a “You, Y’all, We” approach: present the problem first, and let students work on that problem individually. They’ll struggle, Aungst said, but that’s OK. Then, move to small-group discussion, before involving the whole class in the discussion or in solving the problem.

Aungst also recommends the “three before me” strategy, in which students consult three other resources or people before bringing an “unsolvable” problem to their teacher.

Digital tools for collaboration and building classroom teams include:
Wikis and Google Sites
Google Classroom
Skype and Google Hangouts
Wiggio
Edmodo

Chaos

As odd as it seems, chaos promotes learning and discovery, Aungst said.

“What it really is about is the fact that problem solving is messy–it’s not a linear step-by-step,” he said. “Real world problem solving is a messy thing.”

Students should struggle in productive ways, and if they’re not, instruction isn’t particularly effective. In short, they need “cognitive sweat,” Aungst said.

Digital tools to support chaos include:
http://enlvm.usa.edu [9]
http://ohiorc.org/for/math/stella [10]
http://mathpickle.com [11]

Celebration

Educators should celebrate students’ growth, successes, “and even their failures, and what you can learn from their failures,” Aungst said.

Sometimes, a “catch me if you can” strategy works well. Educators tell students they plan to make mistakes, and students must try to identify those mistakes. This makes it safe for students to point out errors.

“It’s really important that you validate effort, and not answers,” he said. “It’s really important that we recognize that the students who start out as the smartest at the beginning of the year may not be the smartest at the end of the year.”