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The Kinds Of Grading Mistakes That Haunt Students

In this Te@chThought article written on September 21, 2014 by the legendary Terry Heick, Terry suggests that traditional grades “work” for students who come to school for any reason other than intellectual curiosity, literacy, or understanding; and that we need to design systems to communicate progress and performance to students, parents, and communities.

Posted by Ian Jukes

Original Source

Yesterday, Justin Tarte shared a thought about grading that’s indicative of a growing dissatisfaction with grading in education. So let’s take a look at what we’re doing, and how we’re doing it, shall we?

Great point. Mark Barnes also recently started a facebook group for throwing out letter grades altogether. Clearly this is an issue, even if it’s not new.

Should grades support, report, or punish?

If to support, support who?

If to report, report what, and to whom?

If to punish–to “hold students accountable like in the real world,” does it work like that? Does this work for the students?

Who Do Letter Grades “Work” For?

Our current system of letter grades works well for many kinds of students. These are the students who learn to play the game. Form relationships with teachers. Can see the rules and parts of the games–which assignments matter, what the teacher values, how to format responses, how to use a rubric, how to study, and so on.

They also probably read and write fairly well. They value their own academic image–how people see them as a student. Their grades, GPA, and assortment of certificates and achievements are a source of intense pride for these students. The grades function as an extrinsic reward that push them to wade through whatever you put in front of them because they see themselves as “smart” and successful, and that’s what smart and successful students do.

Letter grades may help students that “hate school,” and come just for extracurricular activities. If they get the grades, they play; if not, they don’t. Grades simplify it all for them. In short, grades “work” for students who come to school for any reason other than intellectual curiosity, literacy, or understanding.

Which means they don’t work for anyone.

What Should Grades “Do”?

We’ve talked in the past about alternatives to the letter grade, but this is something slightly different–looking at the mistakes we make in grading so that we can better design systems to communicate progress and performance to students, parents, and communities. And that’s what we want “grades” to do, right? Historically, grading has been expected to do two things:

1. First and foremost, give students some kind of idea how they’re doing, because–in our system of teaching and learning–we’re the content experts and how else would they know? (Hopefully it’s clear how crazy this is.)

2. Secondly, work as a living, breathing document of their academic travels–what they’ve studied and how they performed therein? (And hopefully here, it’s obvious how woefully grades perform in this role.)

What about “begin to communicate the nuance of the habits, character, knowledge, and critical thinking ability of the student right here in front of you”? To not reflect failures, but affection? Potential? Creativity? There is a much larger conversation here about curriculum design, instructional design, literacy, learning models, and even technology. But if we isolate letter grades as they are used now in the system we have now with the thinking we use now, we are left with the following.

7 Grading Mistakes That Haunt Students

1. Grading too much

Or worse, grading everything. What sort of masochism makes us think this is a good idea? It’s an incredible workload for you, and doesn’t do them any favors. An alternative? Be very selective about what you grade. Choose assignments that aren’t threatening, or confusing in exactly what it is that you’re measuring. In short, don’t grade “practice,” grade landmark assignments.

Or have no landmark assignments at all–use a “climate” of assessment that adjusts for the day-to-day drudgery of a classroom, and simply uses tests, quizzes, exams, projects, and the like as part-and-parcel to the process of learning.

2. Highlighting weaknesses

As used, grades highlight weakness, deficiency, and mistakes, which only motivates the most well-balanced, dedicated, and supported students.

Offer corrections to performance rather than mechanisms to help students reflect.

3. Use letters and numbers

They’re reductive–artifacts from an old way of teaching and learning that valued the institutions and the flags they fly over the students themselves. There’s got to be a better way. (See gamification in learning and alternatives to the letter grade to get the conversation started.)

4. Equate grades with understanding

Most teachers worth their salt don’t make this mistake, but everyone else in education–from university admissions to parents to businesses to the students and their peers–do. Grades are, at best, a reflection of how well the teacher designed an assessment to reflect the language of a particular academic standard. At worst, they’re subjective conjurings that mislead.

5. Averaging numbers

See Justin Tarte’s tweet above. The learning process isn’t gas mileage.

6. Waiting too long to grade

After a certain point, it’s less about feedback or reporting, and more about students “wanting credit” and teachers “needing to get grades in.”

7. Making them fixed

Rather than flexible. (See below.)

8. Not using the data

That’s the point, yes–using data to revise planned instruction. Not using that data-and those corresponding grades–to make key adjustments that keeps learning in their “ZPD” is a problem, no?

Students:Letter Grades::You:Credit Rating

The closest analogue I can think of for adults is the credit score. It acts as a record of what you’ve borrowed and what you repaid and have not repaid in an effort to predict–for someone that doesn’t know you well enough to make an evaluation of their own–the likelihood that you’ll repay. This predictor is reduced down to a number, arrived it by some combination of both accurate and mistaken reporting on behalf of the companies you’ve borrowed money from.

Within this number there is a lot going on–how frequently you borrow, how much you borrow, errors that claim you still owe money you paid, open accounts you forgot about years ago, and so on. And the next time you apply for credit somewhere–to buy a car, a house, even a cell phone–this is the number lenders go by, with cut scores of their own .

But even credit scores have multiple reporting agencies, mistakes drop off after a certain amount of time, and there are ways to get mistakes fixed, and strategies to reestablish credit after years of less-than-perfect decision-making.

As flawed a system as credit rating is–and it’s awful–it’s downright brilliant compared to letter grades. So how can we design that kid of flexibility in our grading system? Or better yet, something light years better? Parts of gamification in learning may help–especially badges, unlocks, and achievements–but that’s not it either.

As it exists, our current system for grading sets up the students that need it the most to fail. It provides a laundry lists of weaknesses and failures that often haunt students the rest of their lives–paint them as this or not that. More often than not, they lock students out of possibility by offering inaccurate and subjective evaluations of performance without letting anyone in on the joke.

That’s the dirty little secret about grades–and the public doesn’t know. If we admit grades are exactly that–best guesses that summon an alphanumeric character to reflect a student’s performance in “our” class, then they’re probably fine. But if we want something more–something student-centered that to “begins to communicate the nuance of the habits, character, knowledge, and critical thinking ability of the student right here in front of you“?

Well then, we’ve got some work to do. And the answer may lie in a combination of learning models and technology.

The Kinds Of Grading Mistakes That Haunt Students

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With the Right Technology, Can Children Teach Themselves?

This is a fantastic article written by Anya Kamenetz for Mindshift and published on September 23, 2014. In it she writes about the $15 million Global Learning XPRIZE, which is being billed as the largest-ever technology competition in the private sector, to “revolutionize global education.” XPRIZE is a nonprofit organization led by tech entrepreneur Peter Diamandis. Previous XPRIZE contests produced the world’s first private space flight, a new method for cleaning up oil spills in the ocean, and a hyperefficient 100- mile-per-gallon car.

Posted by Ian Jukes

Original Source

A boy plays with a solar-powered computer tablet on Mount Wenchi, Mirab Shewa Zone of the Oromia Region of Ethiopia. (Courtesy of Tim Freccia/Xprize)

A rural tribe is living peacefully in the Kalahari desert, free of contact with the modern world. One day, a Coke bottle drops from the sky, falling from a passing airplane.

The villagers find many uses for this unfamiliar new technology: a fire starter, a musical instrument, a stamp for printing on cloth. But because of its very uniqueness, they start to fight over it, and one of the villagers decides that to preserve harmony, it’s best to return this “gift” to the gods.

The Gods Must Be Crazy, a South African comedy, was a global smash hit in the early 1980s. It’s only in the past decade, though, that its plot — or at least, the setup — has been adapted as a playbook for transforming education.

The idea: Some previously unknown technology could, all by itself, catalyze a revolution in children’s learning, especially in the developing world.

‘We don’t know if this is going to work, but if it does, it’s transformative, and why not try?’

The latest incarnation of this idea was announced this week. The $15 million Global Learning XPRIZE is being billed as the largest-ever technology competition in the private sector, to “revolutionize global education.”

XPRIZE is a nonprofit organization led by tech entrepreneur Peter Diamandis. Previous XPRIZE contests produced the world’s first private space flight, a new method for cleaning up oil spills in the ocean, and a hyperefficient 100- mile-per-gallon car.

The winning team of the Global Learning XPRIZE, organizers say, will “develop a free, open-source and scalable software solution in 18 months that can enable children to teach themselves basic reading, writing and arithmetic.” The software, says the challenge’s director, Matt Keller, will be designed to be deployed on very low cost Android tablet computers.

THE READING PROJECT

Keller explains that the idea emerged from his previous work with the One Laptop Per Child project. Announced in 2005 by Nicholas Negroponte of the MIT Media Lab, One Laptop Per Child has distributed over 2.4 million of its specially designed “XO” laptops and tablets around the world.

While the majority of these have gone to school systems, Negroponte and Keller ran a side experiment called The Reading Project, where solar-powered computers with literacy apps were distributed directly to children in remote areas of Ethiopia. The children were given no instruction in how to use them.

The initial experimental sites chosen were villages with no schools, no libraries, no printed material, even without road signs. “We tested the supposition that kids could teach each other how to read,” Keller says. “The theory was, if you had the right kind of application and design for self-learning, you could conceivably see a breakthrough.”

Maryanne Wolf, a professor of child development at Tufts University, has been researching the outcomes of the project, now called the Global Literacy Project, with sites in Uganda and the rural American South. She says that while the children haven’t learned to read, they have learned the English alphabet from the tablets alone. “Our data serves as a kind of germinating first round of evidence that this approach can really help many children,” she says.

The Global Learning XPRIZE grows from this seed. According to the press release for the XPRIZE, it aims to prove “that through technology a child can learn autonomously.

Keller says this is important because an estimated 250 million children around the world lack basic literacy, and 58 million are not in school. Schools are overcrowded and teachers are undertrained.

“I did a lot of work in Afghanistan,” he says. “Teachers there are often just one grade more educated than the kids, and sometimes they’re not literate at all.”

But why not just spend the money to train teachers or build schools?

“Even just to get the kids that are out of school into school, you need to train 3 million more teachers and build 1.1 million more schools, which is going to take a really long time,” Keller says. “You can say you’re looking at a model that has arguably failed many, many, many kids. We’re not in the business of looking back.”

He says the time is ripe to gamble on new approaches.

NO GIRLS ALLOWED

Payal Arora is not so sure. A media and communication professor at the Erasmus School of History, Culture and Communication in the Netherlands, she has studied a similar attempt at technologically driven self-learning, the Hole in the Wall project in India.

Started by Sugata Mitra, Hole in the Wall simply places computers with an Internet connection in locations where they will be accessible by children. Mitra’s concept of “minimally invasive education” won the 2013 TED Prize, given to a “visionary leader” with a “high-impact wish for the world.”

Most of the positive research on Hole in the Wall comes from Mitra himself and his collaborators. There are reports of children acquiring basic computer literacy and researching topics like genetics.

Arora visited a few such sites in the Himalayas and found very different results. “The two most popular things are porn and video games,” she says. “The boys download them and take over. It becomes a male domain, and daughters don’t want to go there.”

Mitra has responded publicly to Arora’s claims, calling them “armchair debate.”

Arora says the Global X Prize, like Hole in the Wall and One Laptop Per Child, represent not an evidence-based approach but an ideology: the belief that “Human resources are so deeply flawed that investments in technological resources will be much more effective.”

But in reality, she argues, “learning is never 100 percent self-directed. Of course we want children to be agents of their own learning, but no one in their right mind would say let’s get rid of human input, from parents, schools, or communities.”

Arora says that before we continue to sway resources toward a quick technological fix, she’d like to see “substantive evidence that self-directed learning autonomous from human mediators can be a stand-alone tool.”

Keller says his prize, if it works as designed, will generate exactly that evidence.

Unlike previous XPRIZE challenges, the final phase will be a controlled trial. Applications developed by the five finalist teams will be distributed to a few thousand children in West Africa, and the program deemed most effective at raising the kids’ basic literacy and math scores from a baseline will be called the winner.

“We don’t know if this is going to work,” he says. “But if it does, it’s transformative, and why not try?”

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You Can Learn Anything!

Khan Academy is on a mission to unlock the world’s potential. Most people think their intelligence is fixed. The science says it’s not. It starts with knowing you can learn anything. Join the movement at http://khanacademy.org/youcanlearnanything.

Posted by Delia Jenkins

Every child has the potential to be anything they set their minds to, and that includes kids who don’t think they’re smart. The Khan Academy believes in this, and they think kids only need to hear four magical words to get them started on the right path.

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1 In 5 Workers Laid Off In Past 5 Years Still Unemployed, Survey Finds

WASHINGTON — Twenty-two percent of workers laid off in the past five years are still unemployed, according to a new survey.

Posted by Sherwen Mohan

Original Source

The John J. Heldrich Center for Workforce Development at Rutgers University surveyed more than 1,100 workers, including nearly 400 who are unemployed. A slim majority of laid-off workers in the survey, or 54 percent, said they received unemployment insurance when they lost their jobs. However, 83 percent of those who received benefits said the compensation ran out before they found jobs.

Congress dropped extended unemployment benefits at the end of last year, despite complaints from Democrats and a few Republicans. Last week House Speaker John Boehner (R-Ohio), who refused to allow a House vote reauthorizing the benefits, said that some unemployed people want to “just sit around” instead of trying to work.

The number of long-term unemployed in the country has fallen to 3 million, down from a high of 6.6 million in 2010. While some are finding jobs, others are no longer counted as unemployed because they’ve given up looking for work. Economists are unsure how much the decline in long-term joblessness owes to people finding jobs.

The Rutgers findings are consistent with a recent U.S. Bureau of Labor Statistics report on displaced workers, which found that among the 9.5 million workers laid off from January 2011 through December 2013, nearly a quarter remained unemployed in January of this year.

The BLS survey is a bit more positive than the Rutgers report because it shows some progress in recent years. Compared with its previous displaced workers survey in 2012, the government’s latest data show that more laid-off workers had gotten new jobs at the time of the survey. Among displaced workers who had lost jobs they’d held for more than three years, a majority of the re-employed were earning more money than in their previous positions — up from 46 percent in the previous survey.

HuffPost has been telling our readers’ stories about unemployment and bad pay. Have a story you’d like to share? Email us at workingpoor@huffingtonpost.com or give us a call at (408) 508-4833, and you can record your story in your own words. Please be sure to include your name and phone number.

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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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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

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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.

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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.

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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]

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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.