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Uncategorized

Teaching Google Natives To Value Information

Terry Heick from Te@chThought is one of the most prolific and insightful writers in education today. This article, published in Te@chThought on September 22, 2014 gives a great perspective on essential skills the Google Generation need. Enjoy!

Posted by Sherwen Mohan

Original Source

The usual term is a digital native–students born into our digital, connected, and uber-social world who have always had Wikipedia to ask questions, and Google to bail them out.

There is nuance to this phenomenon that can distract a bit from the big picture. As with so many complex issues, it is tempting to over-generalize things—claims that 21st century students need to be taught with 21st century tools, or raging against the machine and forcing students to use books, dammit.

Both extremes miss the point that while neurological functions may not change, how students access, use, share, and store information is. This makes 21st century thinking simply different whether we acknowledge it or not.

The Solution

There is no solution. There is no single way to respond to a changing world—no correct path that we all can take to make digital rainbows jump out of the monitor and color the room in brilliant, perfect spectacle. But we can slow down for a moment, look at some trends, and respond with some good old-fashioned diversity.

The most immediate and relevant trends is that students use Google quite a bit. In fact, we all do, to the tune of over 5,000,000 searches every single day (if my own Googling skills haven’t failed me). That number’s almost impossible to fathom or appreciate. Did we all pour into public libraries by the billions when we were young? Or did we just not ask so many questions?

Our Response

Borrowing for a moment from basic business principles, if supply-demand ratio contributes to value, in an increasingly broadband, social, and digitized world, information itself is in danger of losing apparent value, yes?

Put another way, the easier something is to access, the less it is valued. It still may be useful, but the process of seeking information—one so full of learning potential in and of itself—is replaced by smarter keyword searches, and improvement by Google of their own search engine algorithm.

None of this is bad in and of itself, but in the long-run it provides students with the convenient and troubling misconception that searching for information is a waste of time that needs to be circumvented by “smarter searching.”

And worse, it creates an illusion where the packaging and popularity of information determines its relative value, rather than its credibility, insightfulness, or relevance. This is not to say that students should spend hours lost in dusty old libraries pouring over out-of-date information because by golly that’s what we had to do. But it does suggest the possible need to re-impress upon digital natives the importance of thinking in absence of endless—and endlessly accessible–data sources.

(So help me if I see one more student type full-on and open-ended questions into Google, I’m going to pull a Henry David Thoreau and go sit in the woods and chew on tree bark for the next five years.) So then, 10 strategies for you and your classroom to help students think before they search, more naturally contextualize information, improve how they use information once they’ve found it, and ultimately better appreciate the value of information.

Or that’s the idea anyway. They’ll probably Google a way out of it.

10 Strategies To Encourage Digital Natives To Value Information

  1. It sounds counter-intuitive, but periodically create information-scarce circumstances that force students to function without it.
  2. Illuminate—or have them illuminate—the research process itself.
  3. Do entire projects where the point is not the information, but its utility.
  4. Use think-alouds to model the thinking process during research.
  5. Create single-source research assignments where students have to do more with less.
  6. Change the assignment mid-course by demanding new resources other than those most accessible.
  7. Create the need for “open-ended data” they can’t possibly Google.
  8. Have them create a visual metaphor, analogy, or concept map before and after the research process that demonstrates the role that Google, and Google-sourced information, played.
  9. Have students create a concept-map or other clever characterization for the limits of Google (or any other search engine).
  10. Use a balance of both post primary and secondary sources.

Image attribution flickr user tulanepublicrelations and khamtran; Teaching Google Natives To Value Information

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Uncategorized

Marzano’s 9 Instructional Strategies In Infographic Form

Bob Marzano is known for, above all else, identifying “what works,” and doing so by reviewing and distilling research, then packaging it for schools and districts to use. Among his most frequently quoted “products” is the “Marzano 9?–9 instructional strategies that have been proven by research to “work” by yielding gains in student achievement. This September 18, 2014 article by  Dr. Kimberley Tyson and Te@chThought staff  turns the nine instructional strategies into infographic form.

Posted by Ian Jukes

Original Source

In education, louder than the call for innovation, engagement, thought, or self-direction is the call to be research-based.

In fact, being research-based may even trump being data-based, the two twins of modern ed reform. The former stems, in part, from deserved skepticism of trends that have little evidence of performance, and the latter comes from a similar place. The big idea behind the both is “proof”–having some kind of confidence that what we’re doing now works, and that because of both data and research, we can more or less nail down what exactly it is that we’re doing that works or doesn’t work, and why.

To be clear, being data or research-based isn’t anywhere close to fool-proof. So many of the modern trends and innovations that are “not grounded in research,” or don’t “have the data to support them” suffer here not because of a lack of possibility, potential, or design, but because of research and data itself being sluggish in their own study and performance.

But this is all way, way beside the point–a long-winded contextualizing for Robert Marzano’s work. Marzano is known for, above all else, identifying “what works,” and doing so by reviewing and distilling research, then packaging it for schools and districts to use. Among his most frequently quoted “products” is the “Marzano 9?–9 instructional strategies that have been proven by research to “work” by yielding gains in student achievement.

And so Dr. Kimberly Tyson thought to gather these nine instructional strategies into infographic form because like moths to a flame, teachers to infographics.

Marzano’s 9 Instructional Strategies  

  1. Identifying similarities and differences
  2. Summarizing and note taking
  3. Reinforcing effort and providing recognition
  4. Homework and practice
  5. Non-linguistic representations
  6. Cooperative learning
  7. Setting objectives and providing feedback
  8. Generating and testing hypotheses
  9. Cues, questions, and advance organizers

Categories
Gaming

The ‘Makers’ of Minecraft

Posted by Ryan Schaaf

No, this is not about the game developers of Minecraft (although they deserve accolades). The ‘makers’ refers to a movement picking up speed in the realm of education and society as a whole. It is not a new trend, as I helped my third graders construct race cars using household items over a decade ago. It is a trend that is being explored with its potential to bolster STEM education initiatives in classrooms and beyond.

The Maker movement is about creation. Whether the product is new or improved, makers are experiencing deep, engaging learning while using 21st century skills. According to Bloom’s Digital Taxonomy, creating demonstrates the highest level of thinking and learning, because we must utilize all other forms of thinking to create something new or improved.   So, what does the Maker movement have to do with a video game such as Minecraft?

 Makers are our Future

With STEM education being such a hot topic in schools, business, and the government, a resurgence of hands-on, brains-on manufacturing and engineering is reemerging.  What demographic is feeling the excitement of this resurgence? Children!

It has never been more important and exciting for students to learn the process of creating, tinkering, engineering, making and producing. The students of today will design the space ships of tomorrow, solve pollution and hunger, cure cancer and develop technologies we have yet to fathom.

Before a promising future is developed, teachers, parents and the business community must prepare the digital generation to excel at making. Video games like Minecraft can help

 Minecraft: The Maker’s Digital Playground

My son, Connor, is an active six year old with the mind and drive to make and create. Through my classroom experiences using digital game-based learning, I encouraged him to play Minecraft because of its educational potential. Connor was now in charge of a digital realm with unlimited space and pixelated materials to build with. He started off slow with minimal instruction or training. I monitored the amount of time he could play and adhered to the ‘hour of screen-time a day’ rule.

What I’ve seen is extraordinary. Connor has developed his own little world filled with underground bunkers, monolithic skyscrapers, oceans, buildings and vast landscapes built brick by brick. Everyday, Connor is excited to report his progress and share his plans with me. Jane McGonigal would be proud of his “blissful productivity”. 

Courtesy of C. Schaaf
Courtesy of C. Schaaf

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Digital vs. Non-Digital Making

Is reality-based creation better than digital creation? A few years ago, we might have given reality-based as our collective answer. However, technological innovation and disruption has a way of changing our minds at times. Nowadays, the digital tools are a great way to help conceptualize what to make before building it. Honestly, physical materials cost money and are often consumed after one use.  Digital materials in Minecraft are never scarce.  The game doesn’t penalize for constructing and deconstructing virtual products. Makers can simply build, destroy and rebuild without significant consequence. As a real world application, makers can duplicate their build using real materials.

Support and Collaboration

The potential applications for Minecraft in the classroom seem endless. Numerous Minecraft educational forums, communities and services have sprouted up to support teachers with the ambition and courage to introduce digital game-based learning into their classrooms.

MinecraftEdu.com

MinecraftEdu is the collaboration of a small team of educators and programmers from the United States and Finland. They are working with the creators of Minecraft, to make the game affordable and accessible to schools everywhere. They have also created a suite of tools that make it easy to unlock the power of Minecraft in YOUR classroom.

 Minecraft Wiki

The Minecraft Wiki is a publicly accessible and editable “wiki” for gathering useful information related to Minecraft. The wiki holds thousands of articles related to game play.

Minecraft is available here for a PC, on Xbox consoles, in Apple’s App Store and Google Play.

Categories
Research

Hyperlink Lane: Creating a ‘Web Map’ for Learner Research

This post was written to accompany a soon-to-be released book written by Ian Jukes, Nicky Mohan and myself examining the attributes of digital learners. Below you will find a research strategy known as ‘hyperlink lane’, which is easy to prepare for students and saves teachers a great deal of instructional time.

Posted by: Ryan Schaaf

Learning is a process. Sometimes it’s messy, disorganized, and chaotic. In some cases this is favorable and will promote tenacity and perseverance, making the learner’s journey that much more enlightening.

On the other hand, the web is an imperfect place. The sheer volume of available information is incomprehensible. By the end of 2013, the number of indexed web pages reached over 1.68 billion. This statistic doesn’t include the invisible web; the web pages unindexed by major search engines is estimated to be 10 times larger than the number of indexed ones. That’s a conservative estimate of over 10 billion web pages! Imagine learners (especially younger ones) trying to find what they are looking for in this sea of information overload.

The web searching process can also be an exercise in futility and struggle. Entering a search term such as ‘Pixie’ can produce results involving a rock band, candy, a hairstyle, or a dress when in actuality the inquiry was searching for a fairy-like creature like Peter Pan’s companion.

There still remains more concern for the learner: The search engine bounces back nonsensical results, inappropriate content, outdated materials, or misinformation. Research fluency is an absolute imperative, but for young learners developing reading, writing, math, and critical thinking skills essential for today and tomorrow, time may be a valuable luxury they don’t have for practicing effective research skills during every learning experience.

Teachers provide links for students to explore and research.
Teachers provide links for students to explore and research.

As teachers, or better yet facilitators, we can help all learners on their quest for information by paving the way for them, so to speak.

Facilitators can locate the web resources their learners will benefit from, list the hyperlinks in a logical or sequential order and have learners use them to acquire the knowledge for themselves. The list of links subsequently becomes a map for the learner to explore and examine. The facilitator is taking the guesswork away from the learner and the search process by providing pre-screened quality content for them to mentally explore and ingest.

Categories
Disruptive Innovation Social Media

Phone Addicts Get Their Own Sidewalk Lane

There are any number of videos out there showing people so engaged in texting that they have failed to see the fountain or manhole or lamppost in their way as is demonstrated in the video below. This September 13, 2014 post by Mariella Moon for Engadget shows how one Chinese town has addressed the problem.

Posted by Ian Jukes

Original Source

Some places have lanes for bicycles, others for motorcycles, but there’s a place in mainland China that boasts a different type of lane altogether: one for phone addicts glued to their screens. According to a Chinese publication, the cellphone lane above was spotted along a place called Foreigner Street in Chongqing city, one of the five major cities in the country. The sidewalk was most likely painted on for everyone’s safety, because, hey, if there’s distracted driving, there’s also distracted walking, as perfectly demonstrated by the woman in this video. If the idea sounds familiar, it’s because the National Geographic did something similar back in July as an experiment. The society stenciled “NO CELLPHONES” on one-half of a DC sidewalk and “CELLPHONES: WALK IN THIS LANE AT YOUR OWN RISK” on the other half. The result? Well, among other things, they found that the people actually glued to their phones didn’t even notice the markings at all. Typical.

[Image credit: News.cn]

Categories
Gaming

Digital Gaming and Simulations: Real World Relevance and Classroom Applications

This post, originally appearing in Corwin Connects in June of 2014, is a tie-in to Making School a Game Worth Playing: Digital Games in the Classroom; a book written by myself and Nicky Mohan examining the potential of using digital games and simulations as instructional tools. Below you will find several suggestions for implementing digital game-based learning into your K-12 classroom.

Angry Birds Space : Rovio
Angry Birds Space : Rovio

Posted by: Ryan Schaaf

Original Source

Do you remember back in school when you were learning something and wondered why you were learning it? When would you ever use ancient world history, or exponential equations, or that dreaded algebra? When I was a freshman in high school, a student asked my teacher how they would use imaginary numbers in the real world. Sadly, my teacher didn’t know the answer off the top of her head. She had to ask the math chair for the answer. The next day, she informed the student with the good question that it was used in electrical engineering.

Do you think this student from my academic heyday was interested in imaginary numbers afterwards? Do you feel the teacher made a positive impression on the relevance of this topic?

Every concept must be immediately relevant to students. They must see that one day, when the situation calls for it, they will use what they are learning in the classroom in their future experiences. The classroom must prepare students for the real world.

How can teachers bring this type of real world learning into the classroom? Learning through scenarios, simulations, and practical applications – situated learning experiences are the key to establishing relevance for students. How can teachers implement this intense focus on embedding curriculum into real world situations?

One of the teaching approaches teachers can embrace is using digital games and simulations during instruction. Games and simulations are rich in scenarios and have an amazing ability to embed information into their storylines or gameplay. With so many digital games and simulations available across numerous platforms such as web browsers, tablets, computers, and handheld devices, teachers have a wide crop of games to choose from.

Here are five strategies for teachers to embrace digital games and simulations for deep and powerful learning.

 Set Up a Scenario

This should be a fun and creative scenario to establish interest, relevance, and a connection to the concepts students are learning. For example, if a teacher is instructing their students on dividing numbers, then use a scenario such as cutting up apples for a pie or slicing pizza pies. Here is a game that students can play that aligns with the apple-cutting scenario mentioned above. Click here to visit KidsNumbers.com.

Although some storylines may be silly, bizarre, and complete fantasy, many of the embedded scenarios student gamers will find themselves in will be engaging and mentally transferrable to the real world. In other words, if an alien is measuring something using the metric system, the students will focus on the concept and mentally suspend the storyline for a brief moment. By doing so, the student will experience the information or accomplish the challenges set forth by the embedded assessment tactics of the game. The student gamers resume their gameplay unaware of the deep learning and assessment occurring during their fun— engaging in the digital game-based learning experience.

Use Questioning and Subject Discussions to Connect Gameplay to Lesson Content

The connection between in-class instruction and the gaming and simulation experience will be clumsy and an uneasy transition without the help of questioning and classroom discussions. These questions and discussions can occur naturally before, during, and after the gaming and simulation experience. For example, the teacher is asking questions such as, “Why must the apples be divided up equally? Why does the number start large and end up small in the quotient? What does each number represent in the problem in relations to dividing up apples? What other situations can you think of where division would be needed?” Teachers must remember to vary the questions they ask according to Bloom’s Taxonomy.

Use Strategic Classroom Observation to Differentiate Instruction

The digital game or simulation is not a teacher; it isn’t even a person. However, it will keep students engaged during the learning and practice portion of a lesson. Teachers must use this valuable time to observe student performance and use the gaming and simulation time to reteach students that may be experiencing difficulty with the concept. This also promotes the opportunity to differentiate instruction for students that are gifted or having learning challenges. Another potential strategy is to form a buddy system. Pair students that are academically strong in the lesson to a struggling learner. This form of peer coaching will help the struggling learners by providing a learning buddy to assist them with questions.

School/ Home Connections

If you are tired of the ‘death by worksheet’ mentality when assigning homework or recommending extra practice to parents for their children, send the name of a digital game home that matches the concepts they are presently learning at school with directions explaining how to access it. *It is important to be cognizant of the students’ access to digital devices at home. Teachers must try to select games accessible to all devices.*

The ‘Center’ 

Many classrooms have an area devoted to center activities — either a place students go when they are finished with their work or a station they visit during a subject activity block such as Language Arts (stations may include: Reading group, writing center, listening center, etc.). Most classrooms now have a desktop computer connected to the internet. Teachers can easily find and curate digital games and simulations for students to use independently during centers time. They must simply teach students how to access the list of digital games they will use at this learning station.

These strategies will help teachers (and parents for that matter) leverage the engagement and motivation students have for playing digital games in the context of learning with digital gaming. The only real potential implementation mistake teachers or parents may face is pretending digital games will teach their child or student. As wonderful as games and simulations are, they are not teachers and never should be treated as such. Teachers and parents must use digital games and simulations in the proper manner — as valuable learning tools.

Ryan Schaaf

Ryan Schaaf is the Assistant Professor of Educational Technology at Notre Dame of Maryland University, and a faculty associate for the Johns Hopkins University School of Education Graduate Program, with over 15 years in the education field. He is the co-author of Making School a Game Worth Playing.

Categories
Gaming

6 Ways To Find Video Games You Can Teach With

Digital games are being touted as instructional tools with incredible teaching in the classroom. Written by Ryan Schaaf and posted on March 15, 2014 via TeachThought, the article describes 6 strategies teachers, administrators and even parents can use to find potential digital games for learning. 

Minecraft: Image Courtesy of C. Schaaf
Minecraft: Image Courtesy of C. Schaaf

posted by:  Ryan Schaaf

Original Source

Many people, whether young or old, male or female, introverted or extroverted, love playing video games. Why is this form of media so enticing for such a wide range of people?

The constant feedback and reward, the visual and audio stimulation, the player interaction, the variety of genres and game types, the rich storylines, and the opportunities for competition and collaboration are just a few of the enticing reasons players come back for more.

The Video Game Phenomenon

By 2016, global video game sales are expected to exceed 80 billion dollars a year. In Apple’s App Store and Google Play, the #1 app category downloaded to mobile devices such as smartphones, tablets, and media players is games. Whether using video games as a learning tool or a digital babysitter, more parents are exposing their children to digital games at an earlier age.

If you visit a restaurant, grocery store, or shopping mall, then chances are you see more and more children using their parent’s devices for hands-on, brains-on gaming experiences.

Digital Games: Teacher-Approved

More and more educators are turning to video games to engage their students in hands-on, brains-on learning. The Joan Ganz Cooney Center in collaboration with BrainPOP published Teacher Attitudes about Digital Games in the Classroom back in 2012. The report summarized the results of a national survey of 500 K-8 teachers using digital games in their classroom. Some highlights from the survey data include:

* 70% of the teachers agreed that using digital games increases motivation and engagement with content and curriculum.

* 62% of teachers indicated games make it easier to differentiate lessons for the wide range of learners in their classroom.

* 60% of teachers observed that games foster more collaboration amongst students.

* Negative classroom experiences using digital games were below 10%.

Further evidence of positive teacher attitudes towards digital games is also present in the 2009 PBS report Digitally Inclined Teachers Increasingly Value Media and Technology. The report, summarizing the results of a national survey of almost 1,500 teachers, indicated teachers are making significant progress in adopting digital media in schools.

Teachers value many different types of digital media, with games and activities for student use in school topping the list at 65%. Despite their popularity with students and teachers, it is a struggle to find digital games relevant for instruction.

These six strategies might prove useful when finding instructional digital games.

6 Strategies To Find Video Games You Can Teach With

1. Google It

This might seem too good to be true, but in most cases teachers will hit pay dirt. Using a search engine, enter content-specific search terms to find browser-based games. Search terms like “probability interactive digital games” or “food chain interactive games online” produce a robust list for previewers to choose from. In many cases, these digital games are free.

2. Skim App Stores

The App Store and Google Play now contain over 1 million apps each and the number is growing exponentially. More and more educational gaming apps are added each day. With BYOD initiatives and the popularity of tablets in schools, this strategy can provide an assortment of educational games for students to use in class.

Making it a habit to skim these sections, and even following a service like Humble Bundle, can be an easy way to find new games as well.

3. Use PC Platforms: Steam, Green Man Gaming, And More

The 1980s provided the first PC games. Where in the World is Carmen SanDiego, Number Munchers, and The Oregon Trail were just some of the digital games from the dawn of the personal computer. Nowadays, there are many popular titles specifically designed to be instructional; targeting specific learning objectives. Despite the decline in desktop computer sales over the years, personal computer games are still immensely popular and relatively easy to install and use with students in an individual, small-group, or whole-group manner.

4. Use Accessible, Popular Video Games

This might be a hard sell for some administrators, but it has been done before with success. In 2010, Learning and Teaching Scotland in partnership with Futurelab conducted surveys, interviews, and observations of console gaming in the classroom.

The study found students and teachers enjoyed the learning experiences present in game-based learning and offered opportunities to engage in activities that enhance learning. Although there are many obstacles to implementing console gaming in the classroom (namely content, violence in gaming, and money), students will be enthralled with the amazing graphics and immersive storylines present in professionally-produced commercial games.

5. Use An RSS Reader

This is a great way to discover new content, and can take just a few minutes a day. Set up your feedly (or other RSS reader) to grab articles from rockpapershotgun, ign, joystiq, and others to get a constant feed of info on video games that you can skim, save, and delete at your leisure.

6. Word Of Mouth

The power of sharing is alive and well in the field of education.

Teachers enjoy sharing new strategies, tools, and instructional approaches with others, because the pay-off of helping colleagues and/or students succeed is rewarding. Using new tools or instructional materials invigorates the classroom and the practice of teaching. Due to the abundance of digital games and the unlimited potential for teacher creativity in lesson planning, ideas will only spread and evolve.

Conclusion

The digital generations go home and tune in to a wide variety of media. Schools should not be a place they turn-off their digital lives. Educators will fail to reach them in the digital and media-rich reality they are growing up in. It is essential to use the tools of the digital generations to stay relevant in their ever-changing, never-static existences.

Digital games can be a tool with limitless potential for learning.