Categories
Digital Learning

106,000 Free Teacher-created Digital Textbooks Hit the Web

Times are changing. Old, outdated textbooks are sooo 20th century. Laura Devaney, Director of News at eSchool News shares the news of CK-12 Foundation releasing 106,000 free and open digital textbooks for teachers and students to utilize. Please read ahead to learn about this exciting initiative. 

posted by: Ryan Schaaf

Original Source

More than 100,000 teacher-created digital textbooks are now available online through the CK-12 Foundation’s free STEM content and tools platform.

The 106,000 digital texts, or FlexBooks, come from the roughly 30,000 schools using CK-12’s free and open digital resources. CK-12 is launching two new tools in addition to its new content.

One is a new physics simulation module that uses real-world interactivity to increase student engagement. Students relate often-abstract concepts to real-world examples to increase learning.

The second is called PLIX (Play, Learning, Interact, and eXplore), and it gives students an interactive and immersive experience that helps them learn by doing.

PLIX “makes it simple for students to play around with concepts, follow up, and model those concepts,” said Neeru Khosla, the executive director and co-founder of the CK-12 Foundation.

“Learning best happens when you’re exposed to something–you first learn very basic facts and then you think about the material in deeper ways,” she said. “[PLIX] takes students through deeper thinking, critical thinking, and creativity,” in the hopes that they use their knowledge to create new ideas, tools, and concepts.

“We want to make learning happen in any way that it happens for individual students,” Khosla said. “We’re giving them the tools to learn in their own way. We’re on a path to prove that free doesn’t mean low-quality.”

The El Paso Independent School District (EPISD) in Texas is using CK-12’s free online resources for high school science classes, with plans to expand the resources into other subject areas.

Instead of purchasing textbooks, money from the instructional materials fund went toward 15,500 laptops and resources for high school students. District leaders found that opting for CK-12 FlexBooks and purchasing laptops was still cheaper than buying new science textbooks, even with laptop upgrade or replacement costs.

Because CK-12’s resources and digital FlexBooks are adaptable, teachers can customize the resources in whatever manner suits their needs–and this, said EPISD Director of Instructional Services Timothy Holt, is invaluable.

“That’s empowering to teachers–they can modify resources on their own. That’s power that no paper textbook has,” he said.

Initial plans for a spring 2015 rollout were slowed to incorporate intensive professional development, ranging from practical use tips to in-depth tutorials and examples on how to integrate the FlexBooks into instructional practice.

“Nothing will kill a tech initiative faster than poor PD,” Holt said.

And come fall, EPISD leaders hope teachers and students will be using CK-12’s FlexBooks in as many lessons as possible.

Categories
Digital Learning

Questions to Ask Oneself While Designing Learning Activities

Dr. Gerstein shares her expertise and insights into lesson planning. She provides teachers with some forward-thinking reflective questions to ask themselves as they plan learning experiences for their students. 

posted by: Ryan Schaaf

Original Source

I absolutely love planning lessons from scratch.  I just got a job teaching technology units for a summer camp for elementary age students. I can design and teach whatever I want – planning for a different theme each week. Some of the themes I am planning are: Expanding and Showing Your Personal Interests Through Blogging, Photos, and Videos; Coding and Creating Online Games; Tinkering and Making – Simple Robotics; Hacking Your Notebook; and Creating Online Comics, Newspapers, and Magazines.  I have begun the process of planning these classes through reflecting on what the lessons will look like.  Here are some questions I ask myself as I go through this process:

  • Will the learning activities provide learners with opportunities to tap into their own personal interests and passions?
  • Will the learning activities offer the learners the chance to put them “selves” into their work?
  • Will the learning activities provide learners with opportunities to express themselves using their own authentic voices?
  • Will the learners find the learning activities engaging? interesting? relevant? useful?
  • What “cool” technologies can be used to help meet both the instructional and the learners’ goals?
  • Will the learning activities provide learners with opportunities to have fun and to play?
  • Will learners be able to do at least some of the work independently?
  • Will the learning activities give all of the learners opportunities to shine?
  • Will the learners get the chance to share their work with other learners, with a more global audience?

Categories
Digital Learning

Meet Pecha Kucha, the Japanese presentations changing everything about PowerPoint

PowerPoint has become such a go-to program for educators to present information with. Unfortunately, it can also be overused – spawning the phrase, “death by PowerPoint”. Ivy Nelson at eSchool News introduces users to Pecha Kucha; a presentation style that displays 20 images displayed for 20 seconds each. Ivy expressed utter joy at the improvement in her students’ presentations. 

Posted by: Ryan Schaaf

Original Source

As I prepare for my presentation this week at the Florida Educational Technology Conference (FETC) on “Presenting with Pecha Kucha,” my colleagues have repeatedly asked me, “What is Pecha Kucha?” The short answer is it’s a great presentation style that gets students thinking and learning, not reading slides. A longer one might be to explain that the term comes from the Japanese words for “chit chat,” so as you might guess this unique presentational style embraces a more conversational tone. But more importantly, it is transforming presentations as we know them.

My performance arts background as an actress, director, and theatre teacher gives me a great understanding of what it takes to be a dynamic performer, and an even greater appreciation of a great performance. Knowing this, it comes as no surprise that after several years of teaching high school theatre and English, I became utterly dejected by the quality of presentations my students gave.

It wasn’t their fault; my students simply had never been taught how to present information in a way that was engaging and interesting. In fact, many adults struggle with this same task. We have all seen so many bad presentations in our lives, we have come to think that’s what presentations are supposed to be like. My students honestly thought the act of giving a presentation meant looking something up on Google, copy/pasting some information into PowerPoint slides, and then getting in front of the class and timidly reading those slides verbatim to a disinterested and disengaged audience (myself included).

I had to stop the madness!

Around this same time, a teacher colleague of mine introduced me to Pecha Kucha. I was very intrigued by this presentation style, as it relies on visual images instead of slides crammed with a thousand bullet points and so much information it will only fit on the screen in 6-point font. I also liked the fact thatPecha Kucha forces the presenter to actually know what they are talking about and puts a conversational (“chit-chat-y” if you will) tone in their presentation (you can watch sample presentations online).

I had to try it immediately with my sophomores. They of course hated me for this. “We can’t read from the slides?!” they exclaimed. I apologized for trying to ruin their lives and being the worst teacher ever.

This did, however, make me reconsider my initial plan. A presentation in the true style of Pecha Kucha is 20×20: 20 images displayed for 20 seconds each. The presentation is timed so that it advances on its own, and the speaker talks along with it, making the presentation six minutes and 40 seconds exactly. My students’ protests helped me realize that I needed to ease them into this, and help them break the bad presentation habits that they had developed over time gradually, instead of cold turkey.

I decided that for their first Pecha Kucha presentation, they would be allowed to have no more than three pieces of information on each slide, but they had to include a picture that encapsulated the gist of that slide’s information. I decided to keep the 20×20 format for a 6:40 presentation, but allowed my students to work with a partner this first time to share the responsibility of presenting.

I was pleasantly surprised at how well my students did with this first go-round of Pecha Kucha, and they were too! For the next presentation I assigned students, they were required to have only images on their slides, but they could use speaking notes during the presentation. Eventually, all of my students were presenting in true Pecha Kucha style. Some ran with it and excelled, others plugged along, and some begrudgingly suffered through it. In time, though, their presentations improved, and their learning also increased. I didn’t see anymore slides with information copied directly from a website; my students were finally researching their topic, synthesizing the information, and presenting it in a way that showed me they actually understood the subject matter.

Here are four tips to other educators wanting to try Pecha Kucha in their classrooms:

1. Model the style for students and get their feedback. It will be easier for them to buy-in to this big change if they have a good example set before them and if they have discussed what makes a good presentation “good” (engaging, interesting, not monotone, not word for word from slides, etc.).

2. Don’t be too rigid at first. Explain what Pecha Kucha is to students, but feel free to alter the style for beginners. For example, you might want to allow minimal words on slides with images at first like I did, or you might consider allowing students to use notes. You could even tweak the format of 20×20 by beginning with 10 slides at 20 seconds each. Eventually, challenge students to use the true Pecha Kucha style. My experience has taught me that students will work to reach whatever expectations you have set, so don’t keep the bar low if you want them to achieve at a higher level.

3. Bad habits are hard to break. Students will need lots of opportunity to practice this skill in order to perfect it. With time, this will become the status quo in your classroom, and may even spill over into other teachers’ classes as well.

4. Don’t be discouraged. I joked earlier about being the “worst teacher ever” because I wanted to challenge my students to improve, and you probably will have students that will give you a hard time for pushing them. Stick with it.Celebrate the small successes you see and trust that, with time and practice, your students will only get better.

It wasn’t always easy when I was first implementing this into my classes; however, I am very happy that I did. When you first try Pecha Kucha with your students, you’ll get complaints, you’ll hear whining, and you may be tempted to take the easy way out because you are tired of being chastised for setting high expectations; however, that’s just a sign that you’re #winning at this whole teaching thing.

Ivy Nelson is the Technology Integration Specialist for the Harrisonville R-9 School District in Harrisonville, MO. She previously taught at Monett High School in Monett, MO.

Categories
Gaming

4 Best Practices in Implementing Game-Based Learning

Using gameful design for teaching, learning and assessment is such an enticing learning approach. Student motivation and engagement are such powerful ingredients to deep learning. Yet there are also important factors educators must consider before implementing gaming mechanics in the classroom. Sam Patterson at Edutopia shares four such considerations for gameful design.

Posted by: Ryan Schaaf

Original Source

Are you seeking a high-engagement makeover for some content you’re required to teach? Do you need an organizational structure for individually-paced hybrid learning? Gamification might be just what you are looking for.

Here are some truths about gamification and some tips for success.

1. The game needs to play well with students and their parents.

Your gamified lesson needs buy-in across the board. When you introduce gamified instruction, make it an event. Write a blog post, send newsletters, run an ad campaign on the whiteboard — but most of all, send clear communication home about the learning goals for the lesson and how you will be helping all students to meet those goals. Be prepared for frustration from parents and students, especially those students who are good at traditional school. This won’t always be the case, but don’t let it surprise you. School is already a game, and now you’re changing the rules. If the gamification is effective, these students can learn more, but it also might be more work for them. By communicating early and often with parents and your administration team, you can help everyone understand how this instructional modality is helping all of your students.

While I’m doing a project like this, I drop into my principal’s office and give her informal briefings. I’m excited about the work happening in my classroom, and I want her to hear about it from me. These briefings also prepare her for conversations that she might have with parents or other teachers.

2. With great data comes great responsibility.

Some of the best uses of gamified instruction involve helping students navigate a large amount of content in a self-paced, hybrid-learning environment. Once we move the teacher out of the traditional “sage on the stage” role, we have to really pay attention to assessment. When I’m running a class, I’m constantly assessing how well my students understand the lesson. I ask them questions, peek over their shoulders while they work, and sometimes I even give quizzes. Most of this assessment is formative and informal, and I adjust the class based on the results.

Thinking about the gamified classroom, I want to know where this formative assessment happens. How will I design the game experience to assess how the students are doing? The opportunity in this challenge is that I can invite my students into the assessment process. Whenever possible, I ask them to self-report their progress and understanding, which brings them into an assessment dialogue. This is real empowerment. I’m thoughtful about the types of learning I ask students to self-report on, and the process requires auditing. In the best case, while they’re engaged in playing the game, I’m looking at spreadsheets connected to the Google Forms I designed to help the students self-report. The bottom line is that you shouldn’t waste the data opportunity in the game — have a plan for how the data you collect will shape instruction.

3. A leaderboard is no fun for struggling students.

When we think about gamification, what immediately springs to mind are levels, badges, and leaderboards — the visible trappings of the game. While I can imagine an amazing leaderboard at the front of the room proudly displaying the top students in the quest to understand Romeo and Juliet, I have to pause and consider the other end of this list. I see some clear connections to behavior charts, and I am reminded of Pernille Ripp’s blog post on charts and shaming, forcing me to ask, “If I am hoping to engage my most challenged students in a gamified instructional model, would they feel supported by a leaderboard?”

Clearly-defined levels of achievement are one of the most useful aspects of gamified instruction. In fact, that is what makes it such a great way to support individually-paced hybrid instruction. The kids know which level they’re on, and they’ll talk to each other and find out where their peers are. I don’t need to make a leaderboard available to the whole class. It would send the message that I highly valued those students in the lead positions. The challenge is finding ways to celebrate all learners in your classroom, and in this case you’ll have to work against the natural mechanics of most games. We need each student to be able to win his or her own quest.

4. Play is a powerful teacher.

When we have fun in a safe social setting, our brains are ready to learn and we are fully present in that learning moment. When you approach gamified instruction, discover how you can use game mechanics and choice to have fun together. Don’t just wrap some worksheets up in the trappings of play. Get the content off the page and into a more playful space. Don’t forget the fun. Friendly opt-in contests can give kids the option to compete directly with each other. If you design levels with flexible requirements, students can develop really fun ways of working together to show their understanding. For example:

  • Write a song about factoring.
  • Create a stop-motion movie that models water’s change in state from a gas to a liquid.
  • Design a Google lit-trip detailing some part of the Underground Railroad.

In these cases, the fun comes in the form of choice and creative empowerment.

Have you gamified a lesson or unit? What best practices can you add to this list?

Categories
Uncategorized

The Characteristics of a Highly Effective Learning Environment

Terry Heick, the driving force behind TeachThought, examines ten crucial characteristics of a highly effective learning environment in which students learn deeply. 

Posted by: Ryan Schaaf

Original Source

Written by: Terry Heick

Wherever we are, we’d all like to think our classrooms are “intellectually active” places. Progressive learning (like our 21st Century Model, for example) environments. Highly effective and conducive to student-centered learning. But what does that mean?

The reality is, there is no single answer because teaching and learning are awkward to consider as single events or individual “things.” This is all a bunch of rhetoric until we put on our white coats and study it under a microscope, at which point abstractions like curiosity, authenticity, self-knowledge, and affection will be hard to pin down.

So we put together one take on the characteristics of a highly effective classroom. They can act as a kind of criteria to measure your own against–see if you notice a pattern.

10 Characteristics Of A Highly Effective Learning Environment

1. The students ask the questions—good questions

This is not a feel-good implication, but really crucial for the whole learning process to work.

The role of curiosity has been studied (and perhaps under-studied and under-appreciated), but suffice to say that if a learner enters any learning activity with little to no natural curiosity, prospects for meaningful interaction with texts, media, and specific tasks are bleak. (Interested in how to kill learner curiosity in 12 easy steps?)

Many teachers force students (proverbial gun to head) to ask question at the outset of units or lessons, often to no avail. Cliché questions that reflect little understanding of the content can discourage teachers from “allowing” them. But the fact remains—if students can’t ask great questions—even as young as elementary school—something, somewhere is unplugged.

2. Questions are valued over answers

Questions are more important than answers. So it makes sense that if good questions should lead the learning, there would be value placed on these questions. And that means adding currency whenever possible—grades (questions as assessment!), credit (give them points—they love points), creative curation (writing as a kind of graffiti on large post-it pages on the classroom walls), or simply praise and honest respect. See if you don’t notice a change.

3. Ideas come from a divergent sources

Ideas for lessons, reading, tests, and projects—the fiber of formal learning—should come from a variety of sources. If they all come from narrow slivers of resources, you’re at risk of being pulled way off in one direction (that may or may not be good). An alternative? Consider sources like professional and cultural mentors, the community, content experts outside of education, and even the students themselves. Huge shift in credibility.

And when these sources disagree with one another, use that as an endlessly “teachable moment,” because that’s what the real world is like.

4. A variety of learning models are used

Inquiry-based learning, project-based learning, direct instruction, peer-to-peer learning, school-to-school, eLearning, Mobile learning, the flipped classroom, and on and on—the possibilities are endless. Chances are, none are incredible enough to suit every bit of content, curriculum, and learner diversity in your classroom. A characteristic of a highly-effective classroom, then, is diversity here, which also has the side-effect of improving your long-term capacity as an educator.

5. Classroom learning “empties” into a connected community

In a highly-effective learning environment, learning doesn’t need to be radically repackaged to make sense in the “real world,” but starts and ends there.

As great as it sounds for learners to reflect on Shakespeare to better understand their Uncle Eddie—and they might—depending on that kind of radical transfer to happen entirely in the minds of the learners by design may not be the best idea. Plan on this kind of transfer from the beginning.

It has to leave the classroom because they do.

6. Learning is personalized by a variety of criteria

Personalized learning is likely the future, but for now the onus for routing students is almost entirely on the shoulders of the classroom teacher. This makes personalization—and even consistent differentiation—a challenge. One response is to personalize learning—to whatever extent you plan for—by a variety of criteria—not just assessment results or reading level, but interest, readiness-for-content, and others as well.

Then, as you adjust pace, entry points, and rigor accordingly, you’ll have a better chance of having uncovered what the learners truly “need”.

7. Assessment is persistent, authentic, transparent, and never punitive

Assessment is just an (often ham-fisted) attempt to get at what a learner understands. The more infrequent, clinical, murky, or threatening it is, the more you’re going to separate the “good students” from the “good thinkers.” And the “clinical” idea has less to do with the format of the test, and more to do with the tone and emotion of the classroom in general. Why are students being tested? What’s in it for them, and their future opportunities to improve?

And feedback is quick even when the “grading” may not be.

8. Criteria for success is balanced and transparent.

Students should not have to guess what “success” in a highly-effective classroom looks like. It should also not be entirely weighted on “participation,” assessment results, attitude, or other individual factors, but rather meaningfully melted into a cohesive framework that makes sense—not to you, your colleagues, or the expert book on your shelf, but the students themselves.

9. Learning habits are constantly modeled

Cognitive, meta-cognitive, and behavioral “good stuff” is constantly modeled. Curiosity, persistence, flexibility, priority, creativity, collaboration, revision, and even the classic Habits of Mind are all great places to start. So often what students learn from those around them is less directly didactic, and more indirect and observational.

Monkey see, monkey do.

10. There are constant opportunities for practice

Old thinking is revisited. Old errors are reflected on. Complex ideas are re-approached from new angles. Divergent concepts are contrasted. Bloom’s taxonomy is constantly traveled up and down, from the simple to the complex in an effort to maximize a student’s opportunities to learn—and demonstrate understanding—of content.

Categories
Disruptive Innovation

Google to Revamp its Products with 12-and-Younger Focus

As a primary school teacher, I was always hesitant to allow my students to perform open searches using uncensored search engines. Leave it to an innovative company like Google to address that concern in improvements to their search engine. USA Today’s writer Marco della Cava shares the exciting new from Google.

posted by: Ryan Schaaf

Original Source

SAN FRANCISCO — With Google processing 40,000 search queries a second — or 1.2 trillion a year — it’s a safe bet that many of those doing the Googling are kids.

Little surprise then that beginning next year the tech giant plans to create specific versions of its most popular products for those 12 and younger. The most likely candidates are those that are already popular with a broad age group, such as search, YouTube and Chrome.

“The big motivator inside the company is everyone is having kids, so there’s a push to change our products to be fun and safe for children,” Pavni Diwanji, the vice president of engineering charged with leading the new initiative, told USA TODAY.

“We expect this to be controversial, but the simple truth is kids already have the technology in schools and at home,” says the mother of two daughters, ages 8 and 13. “So the better approach is to simply see to it that the tech is used in a better way.”

Google would not offer a timetable for the rollout. But executives noted this will be a full-time effort that comes on the heels of recent kid-centric efforts such as its virtual Maker Camp, Doodle 4 Google competition and Made with Code initiative, which Thursday will see the lights of White House Christmas trees illuminated based on coding programs created by kids from coast to coast.

“We want to be thoughtful about what we do, giving parents the right tools to oversee their kids’ use of our products,” says Diwanji, who will attend the White House ceremony. “We want kids to be safe, but ultimately it’s about helping them be more than just pure consumers of tech, but creators, too.”

Controversy may well follow in the wake of Google’s drive. While tech companies are always seeking out new markets, which in turn expand their user base and ultimately drive up revenue, traditionally kids younger than 13 have been off limits.

The Federal Trade Commission’s Children’s Online Privacy Protection Act so far has levied fines against 20 companies in its 15-year history for mining young user information without parental consent. In September, Yelp was fined $450,000 for failing to implement a functional age screen in its ratings app.

“We aren’t looking to play gotcha, it’s just about kids being protected and promoting business compliance,” says Maneesha Mithal, associate director of the FTC’s privacy and identity protection division.

Mithal says COPPA has been updated a number of times in the past decade to reflect the exponential growth of tech trends. Specifically, the act has been amended to include provisions for everything from geolocation data gleaned from mobile devices to photo- and voice-uploading protocols on social networking sites.

“One of the great things about technology is that we should be able to create safe places for kids,” Mithal says. “We don’t want to stifle that as long as parents are in the driver’s seat.”

But parents may have a tough time keeping track of everything their kids are into tech-wise, says Marc Rotenberg, president of the watchdog group, Electronic Privacy Information Center.

“The prospect of audio-based advertising targeting our children is very real, and that’s significant when you’re talking about an age group that is very susceptible to manipulation,” Rotenberg says. “The FTC will have to step up on this. I don’t think we want a world where our kids are sold things they don’t need.”

Diwanji says she understands those concerns, but adds that as a parent she “is a big believer in coaching moments for kids, rather than just blocking what they can do. I want to enable trust in them. Thirteen isn’t some magical number. I want to teach them what’s right and wrong, and bring families together using technology.”

If Google has a skunkworks for this kid project, it’s a small room in its Mountain View, Calif., headquarters dubbed the Kids Studio, where children of employees are encouraged to spend hours tinkering with various prototype projects.

Diwanji says that watching those kids tinker reminds her that a child’s-eye-view of, say, the Google search engine isn’t remotely the same as an adult’s. That fact was brought home by her younger daughter, who after Googling “trains” was stunned to see a list of Amtrak train schedules pop up.

“She came to me and said, ‘Mommy, you should tell Google about Thomas the Tank Engine, because Google obviously doesn’t know about him,'” Diwanji says, laughing.

Her point: User experiences for a range of Google products are ripe for under-13 makeovers. What also is being worked out are the ways in which parents will be able to oversee their child’s interactions with Google’s technologies, perhaps limiting usage to set time frames.

“We want to enable supervision but not be regimental,” says Diwanji during a visit to Google’s San Francisco outpost. “But that’s challenging because no two parents are alike. I have friends who are helicopter parents and others are even more liberal than me, but everyone has to be accommodated by whatever we create.”

Diwanji seems the right person for this push into unchartered waters. Growing up in a middle-class family in western India, she was technologically precocious, winning a coding content in seventh grade and eventually studying computer science as the only woman in her university program.

When she was accepted at Stanford University for a master’s degree in computer science, her father had to mortgage parts of his small software company in order to pay for just one quarter of his daughter’s graduate school education.

“I was determined to stay,” she says with a smile, describing how she approached a range of professors before finally landing financial assistance to complete her degree. A Sun Microsystems job and two start-ups later, she landed a job at Google a decade back.

“This is perhaps one of my greatest challenges,” she says. “We want to lay the foundation right, and then make sure every single part of Google is great for kids. They are the future, so why not give them the tools to let them create it.”

Categories
Digital Learning Gaming

6 Minecraft Lesson Ideas for your Common Core Math Class

My son loves to play Minecraft. The sandbox game was just purchased by Microsoft and is still the rage with digital children. More and more teachers are starting to leverage Minecraft’s popularity and functionality to use as a tool to teach concepts in the classroom. Jim Pike via eSchool News shares six exciting ideas for incorporating the popular digital game into math instruction in the era of the Common Core.

posted by: Ryan Schaaf

Original Source

Last year I taught third-grade math in a whole new way. Combining elements from the wildly popular sandbox game Minecraft, I had students thinking visually and creatively about mathematical models and theories that went way beyond a typical third-grade curriculum, transforming math class into what I like to call Mathcraft.

Why Minecraft? I could say I am using Minecraft for a number of reasons, like how I find Minecraft enhances metacognition by increasing students’ memory storage capacity. The game itself creates a relatable enjoyable experience that can be internalized and shared in a community of learners. The limitations on the working memory are minimized because the gameplay itself is an extension of our visual sketchpad. Working with students they always say, “I can see it,” and when they see it they share it.

However, the real reason I use Minecraft is that the students chose it. The popularity of the game is so overwhelming and when the lesson became the engagement their attention, confidence, and motivation soared. Here are six great ways to use it in your math classroom.

1. Let students create their world.
If you have an aggressive Minecraft class, you can put them in a single world and either let them all build it by themselves, or allow all the students to build a world together. Personally, I just open up a world in MinecraftEDU (which makes it easier for the teacher since you can do things like freeze the students and transport). I don’t use worlds that have already been created, opting instead to let the kids build their own. I use MinecraftEDU as my server runner and open up the superflat world. We start building and we end up with a crazy math city.

2. Create your own visual, conceptual math world.
I’ve tried to use base ten blocks before because they’ve got a lot of great conceptional knowledge, but they’re just a nightmare to use—to get them to fit in and take out, and with the kids always messing up each other’s blocks. But with Minecraft, the blocks are digital so the kids can’t mess each other up, if you know how to manage them, and the bonus is that the students are incredibly engaged. Then you can throw in the fun part. You can let them PvP (fight) and chase each other in their world. The structures they’ve just made make a lot of fun things to hide behind, like funky-looking trees based on prime factorization or stacks of blocks in patterns that represent long division. It’s kind of a conceptual math world.

3. You can use Minecraft, even without access to computers.
We were only able to play Minecraft in the computer lab twice a week but that was perfect because I just ran math class using Minecraft as the lesson on those days. On other days, we’d be doing similar things. The kids would have graphing paper and would make their models with colored pencils and crayons and we would play math. I was really trying to teach them how to read and write algebra and to look at math as a different language.

4. Minecraft is just one creative tool in the toolbox.
In my third-grade class, we did a lot of tracking and graphing slopes, and I turned it into a maker activity as well. We learned how to read rise over run, and how to build a slope in Minecraft. Then we chopped up a bunch of different cardboard boxes and made racecar ramps at different slopes around the classroom, and ran averages on how far the racecar would travel with each slope—and this was a third-grade classroom.

5. Let the dog drive—at least sometimes.
One way to get started is just to try a whole class lesson and to see how the kids respond to it. And be prepared to let the dog drive at times—meaning when the class is playing the game, let them take control and just play. Give them their time but take yours as well. If you need a jumping-off point to get started, look for Minecraft lessons online, or see mine on the website Educade. The Parthenon lesson I created is one example. It turns algebra into a puzzle and it gives students simple instructions on how to build something cool. (There’s also a video that explains why the formulas actually work).

6. Use Minecraft to help change your classroom culture into something students love.
By far the greatest effect Minecraft has had on my students was a change in the classroom culture and attitudes about education. When we were preparing for our benchmark test I gave them ten Common Core word problems for homework. When I put them on our Edmodo page, they got mad at me. Mathcraft—at least the way I use it in the classroom—is not all in a video game. There is a lot of reading and writing of algebra and word problems. Before, they used to complain and give up when they had to do similar problems out of textbook. But now my kids turned even that part of the curriculum into a game and can not put down the pencil.

[Editor’s note: For more on Jim Pike’s use of Minecraft in the classroom, see the video, produced by Educade]

Categories
Uncategorized

Privacy Concerns for ClassDojo and Other Tracking Apps for Schoolchildren

TMI? Not enough? The reality is that the world of big data allows us to store and analyze an unlimited amount of information about anything, including students. This is the medical model, coming to education, using past behaviors to prescribe future paths. It also allows us to predict activity, which, in the case of student behavior – both social and academic – can limit the possibilities and choices students are presented, leaving no room for inspiration, connecting with that magic teacher or learning approach, or having some kind of ah-hah moment that allows that lights up their minds.

Posted By Jason Ohler 

Original Source 

HUNTER, N.Y. — For better or for worse, the third graders in Greg Fletcher’s class at Hunter Elementary School always know where they stand.

One morning in mid-October, Mr. Fletcher walked to the front of the classroom where an interactive white board displayed ClassDojo, a behavior-tracking app that lets teachers award points or subtract them based on a student’s conduct. On the board was a virtual classroom showing each student’s name, a cartoon avatar and the student’s scores so far that week.

“I’m going to have to take a point for no math homework,” Mr. Fletcher said to a blond boy in a striped shirt and then clicked on the boy’s avatar, a googly-eyed green monster, and subtracted a point.

The program emitted a disappointed pong sound, audible to the whole class — and sent a notice to the child’s parents if they had signed up for an account on the service.

ClassDojo is used by at least one teacher in roughly one out of three schools in the United States, according to its developer. The app is among the innovations to emerge from the estimated $7.9 billion education software market aimed at students from prekindergarten through high school. Although there are similar behavior-tracking programs, they are not as popular as ClassDojo.

Many teachers say the app helps them automate the task of recording classroom conduct, as well as allowing them to communicate directly with parents.

But some parents, teachers and privacy law scholars say ClassDojo, along with other unproven technologies that record sensitive information about students, is being adopted without sufficiently considering the ramifications for data privacy and fairness, like where and how the data might eventually be used.

These critics also say that the carrot-and-stick method of classroom discipline is outmoded, and that behavior apps themselves are too subjective, enabling teachers to reward or penalize students for amorphous acts like “disrespect.” They contend that behavior databases could potentially harm students’ reputations by unfairly saddling some with “a problem child” label that could stick with them for years.

ClassDojo does not seek explicit parental consent for teachers to log detailed information about a child’s conduct. Although the app’s terms of service state that teachers who sign up guarantee that their schools have authorized them to do so, many teachers can download ClassDojo, and other free apps, without vetting by school supervisors. Neither the New York City nor Los Angeles school districts, for example, keep track of teachers independently using apps.

If parents wish to remove their child’s data from ClassDojo, they must ask the teacher or email the company.

“There is a real question in my mind as to whether teachers have the authority to sign up on behalf of the school,” said Steven J. McDonald, the general counsel of the Rhode Island School of Design and a leading specialist on federal education privacy law. “Since this is a free service,” he added, “one wonders if there is some other trade-off.”

Sam Chaudhary, the co-founder of ClassDojo, said his company recently updated its privacy policyto say that it does not “sell, lease or share your (or children’s) personal information to any third party” for advertising or marketing.

“We have committed in the terms of service to never selling the data,” Mr. Chaudhary said. “It’s the user’s own data.”

The company plans to generate revenue by marketing additional services, like more detailed behavior analyses, to parents.

But ClassDojo could make money from the information it collects in other ways. Another section of the privacy policy says the company may show users advertisements “based in part on your personally identifiable information.”

Mr. Chaudhary said ClassDojo gave students feedback as a way of encouraging them to develop skills like leadership and teamwork. Some special-education teachers also use the program to set individualized goals with students and their parents.

“Kids are being judged at school every day,” Mr. Chaudhary said. “They are just being judged on a narrow set of things. If we can broaden that set, it’s a good thing.”

But critics say that the kind of classroom discipline that Class Dojo promotes is not made effective by packaging it in an app that awards virtual badges for obedience.

“This is just a flashy digital update of programs that have long been used to treat children like pets, bribing or threatening them into compliance,” said Alfie Kohn, the author of “The Myth of the Spoiled Child” and other books on learning and child-rearing.

Teachers who use ClassDojo can choose which behaviors to reward or discourage. Kelly Connolly-Hickey, an English teacher at West Babylon Senior High School in West Babylon, N.Y., rewards students who “brought in supplies” or “brightened someone’s day” while docking points for cellphone use.

“Knowing that they are being graded on how they behave and participate every day makes it easier for them to stay on task,” Ms. Connolly-Hickey said of her students.

She added that she had not read ClassDojo’s policies on handling student data, but that she had shown the principal of her school how she used the app.

“I’m one of those people who, when the terms of service are 18 pages, I just click agree,” she said.

Teachers can decide whether to display students’ points or to use the system in private mode. Mr. Fletcher, the third-grade teacher, said he used ClassDojo publicly in an effort to be transparent. He deliberately awards many more points for good behavior than subtracts them for being off-task.

Last month, after a well-mannered class discussion about the motivations of characters in a picture book, Mr. Fletcher invited each student to the white board to award him- or herself a point for teamwork. With each point, the app emitted a contented ping.

“I don’t ever award the kids points or take away points without them knowing,” he said. “What I am trying to do is put the ownership back on the kid.”

Melinda McCool, the school’s principal, said she felt Mr. Fletcher used the app judiciously, and had asked him to show other teachers how he used it.

But at least one school is concerned that the app could make a student feel publicly shamed.

“I have told all my staff, ‘You cannot display this data publicly,’ “ said Matt Renwick, the principal of Howe Elementary School in Wisconsin Rapids, Wis.

His school also requires teachers to obtain permission from a child’s parent before they start using any app that transfers the student’s data to a company.

Parents are also divided over ClassDojo.

Some like being able to use the app to follow their child’s progress and receive reports from teachers.

“It’s a great way to get the prognosis on your child,” said Gabrielle Canezin, whose daughter is in Mr. Fletcher’s class.

But Tony Porterfield, a software engineer in Los Altos, Calif., asked a teacher to remove his son’s information from ClassDojo. He said he was concerned that it might later be aggregated and analyzed in unforeseen ways.

“It creates a label for a child,” he said. “It’s a little early to be doing that to my 6-year-old.”

ClassDojo has received nearly $10 million from investors, including General Catalyst Partners, Shasta Ventures, New Schools Venture Fund, Paul Graham and Yuri Milner. Mr. Chaudhary says he and his team have studied ClassDojo’s effectiveness by visiting classrooms, conducting weekly phone calls with a few dozen teachers, and surveying 1,000 teachers.

Such an anecdotal approach does not sit well with evidence-based educators.

“That’s like polling people in McDonald’s about how they like the food,” said Brett Clark, the director of technology at Greater Clark County Schools in Jeffersonville, Ind. “They are not asking the teachers who looked at the app, walked away and said, ‘Not in my classroom.’ ”

Categories
Digital Learning Gaming

Some Struggles Teachers Face Using Games in the Classroom

Although many educators are starting to see the potential of using digital games in the classroom, there is still several barriers they must overcome they are accepted as mainstream classroom tools for deep and meaningful learning. Katrina Schwartz at MindShift offers a teacher’s accounts of the challenges they face using gaming in the classroom.

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iStock

posted by: Ryan Schaaf

Original Source

Teachers have long known that making content more playful can be a great way to engage students and add diversity to classroom activities. As technology becomes an ever more significant part of modern classrooms, it makes sense that teachers are using video games for everything from teaching content, to keeping tabs on learning progress, and for skills practice. In a recent survey, the Joan Ganz Cooney Center found that 74 percent of K-8  use digital games for instruction in some way and 55 percent use them weekly.

While digital games are becoming more common, many teachers still use them primarily as supplemental material or as a reward when the “real work” has been accomplished, not as the main instructional tool. Many teachers are still skeptical that students will learn mandated content from digital games well enough to prove mastery on state exams.

TIME IS THE BIGGEST BARRIER

Tony Mai experimented with some digital games in his middle school English Language Arts classroom as part of a pilot project at William McKinley IS 259,  a junior high school in New York City. His principal chose him to participate because he’s comfortable with technology and likes to play video games himself. The game, The Sports Network 2, required students to take on the roles of employees at a media company trying to market a product to a younger audience.

In addition to the virtual gameplay, students had to do offline research on solutions they could use within the game. The Sports Network 2 is aligned with Common Core ELA standards but places the skills within the context of real-life tasks. “They had to read fake email and highlight important things on screen,” Mai said. “I saw improvement with students’ ability to figure out difficult vocabulary words using context clues.” He also said students stayed more motivated.

Still, playing the game took precious time and Mai slowly started to fall behind the other eighth-grade ELA teachers on the mandated curriculum. “It does take someone who’s willing to make sure the rest of the curriculum is covered while using these games in the classroom,” Mai said. Teachers are under a lot of pressure to make sure they cover a jampacked curriculum, and that can make any game feel like one more thing to do, something extra or supplemental.

“At the end of the day, if the teachers know that their curriculum already addresses all the other standards, then they won’t feel there’s a need for the game in the classroom,” Mai said. That’s why he thinks games that have robust data tracking and clear corollaries to standards will get the most teacher buy-in. “Teachers want to be able to see the gains that students are making on a specific skill and be able to link it to a specific question or part of the game,” Mai said.

The immersive quality of the game deeply engaged students and showed them how the skills they were learning applied to the real world, Mai said. But it was those same game qualities that made him worry that he wasn’t covering the basics. The more that a game maps exactly to the standards, the less game-like it becomes, he acknowledged, and the more it resembles educational software, not a game.

Concerns about time and explicit instructional standards being met are mirrored in the Cooney Center report. “Few teachers are using learning games of the immersive variety, the kind that lend themselves to deep exploration and participation in the types of activities that set digital games apart from more didactic forms of instruction,” writes Lori Takeuchi in the report’s executive summary. “Most teachers instead report using short-form games that students can finish within a single class period. While lack of time is a likely explanation, teachers may also find shorter-form games to be easier to map to curriculum standards.”

ADMINISTRATIVE SUPPORT

Heather Robertson teaches English language learners (ELL) in a K-5 school in Wisconsin.
The district has great access to technology — they’ve gone one-to-one with Chromebooks, but the devices are mainly used for what Robertson calls “worksheets on a computer.” She’d like those setting policies and vision in schools to recognize that while online testing may have brought the devices into schools, they can be used for far more than that. “We’re so focused on our testing and we’re not going deep in our learning,” Robertson said. “We’re just really trying to get through the surface of it.”

Robertson used to teach in a less conventional district in Madison where she had more freedom to explore different teaching strategies. “The most exciting thing is that research around ELLs shows that concrete experiences are the best way for them to learn,” Robertson said. But how can teachers give students concrete experiences of abstract ideas like government? Robertson has used the digital game iCivics to help give students that virtual experience.

“Games like that allow kids to interact in an almost concrete way that is very powerful,” she said. “They take on the role of the characters and understand it in a much deeper way than they would otherwise.”

That virtual experience, paired with conversation, can be very powerful for students who are having trouble accessing the content. “I believe what English language learners need more than anything is a lot of talking and interaction,” Robertson said. “Game-playing is actually a key component of that.” She treats games a bit like she would a text, scaffolding learning around gameplay, and using students’ excitement about the game to connect more meaningfully. Kids play the game for a while and then stop and talk about it with Robertson.

“I think [games are] best when paired with reflective conversation,” Robertson said. “It’s developing the awareness of what you’re doing. The only way to really develop metacognition is to have a conversation with someone who can ask Socratic questions.”

Robertson still uses games in her classroom, because she has support from her principal, but she doesn’t feel that same commitment from the district leadership. “Localized leadership allows me to use games during intervention time, but it’s not something that’s supported broadly,” Richardson said. Despite the barriers, she pushes on with the practice because she has experienced how motivated struggling learners can be by games and how much that inspires her.

But without support it’s getting harder to hold onto that conviction. For example, this year Robertson put MinecraftEDU on her supplies list and got it approved by her principal, only to have the request held up at the district level. Another time, Robertson was invited to help develop a game-based assessment by World-Class Instructional Design and Assessement (WIDA), an assessment consortium focused on English Language Learner growth. “Which seems to me like an incredible learning experience, but I was told no because I’d already used my three professional development days,” Robertson said.

It’s these experiences that make Robertson understand why so many teachers are reluctant to step out of line or try something new. Most teacher professional development focuses on the subjects that are tested — reading, writing and math — not tools like digital games that could provide a more engaging way of teaching those things. And teachers don’t have a lot of extra time to experiment and play with unfamiliar games, let alone find quality games that suit their needs.

There are some good game-rating sites now available, but too few teachers know about them. And, when districts are actively encouraging teachers to focus on prescribed curriculum, there’s little incentive to put in the time to play around and test out more immersive games.

The obstacles to widespread teacher adoption of games as the primary means of instruction are many, but despite the struggles, many teachers do use digital games creatively to push students to think critically. Those early-adopting teachers will be the ones to inspire and teach their colleagues about what works and where the pitfalls lie as this trend grows.

Categories
Digital Learning Research

Inclusion in the 21st-century classroom: Differentiating with technology

Today, teachers are required to meet all of their students learning needs. However, as students needs become more diverse and curriculum becomes increasingly more difficult, teachers are finding it challenging to meet students where they are and to bring them to where they need to be academically. Bobby Hobgood, ED.D., and Lauren Ormsby describe how the incorporation of technology in the classroom can serve as a strategic tool for differentiating to meet students growing and changing academic needs.

Posted by: Devin de Lange

Original Post

The diversity of the 21st-century classroom creates numerous challenges for teachers who may not have known the same diversity themselves as students. Among these, teachers must balance the requirements of high-stakes accountability while meeting the needs of diverse students within their classroom. The 26th Annual Report to Congress on IDEA reported that approximately ninety-six percent of general education teachers have students in their classroom with learning disabilities.1 This is not a surprising statistic, considering there are over six million students with disability classifications in the United States. The frequency of special education students in the classroom, however, is only one of the obstacles that teachers face. Teachers must also contend with an increasing number of students from culturally and linguistically diverse backgrounds and from high-poverty families.2

While many teachers express frustration over high-stakes accountability standards, they acknowledge pressure to “teach to the test,” fearing non-proficient scores, dissatisfaction from school administrators, and in smaller systems, the potential risk of embarrassment when scores are made public. Compounding the issue, data has shown that students with disabilities perform well below their peers in standardized testing.3 In their research, McTighe and Brown articulate a disconnect between the instructional practices found in today’s classrooms and educational research that delineates “requirements for promoting genuine student engagement, understanding, and longitudinal achievement progress.”4 The popular practices and attitudes critiqued by McTighe and Brown include developing curriculum that is too broad, teachers’ flawed perception of the necessity to “cover” content, the overuse of worksheets that are modeled after test formats, and “teaching to the test” in order to boost test scores.

Differentiation as effective instruction

By contrast, the practice of differentiating instruction helps teachers address rigorous standards while responding to the individual needs of students. Differentiation allows teachers to focus on essential skills in each content area, be responsive to individual differences, incorporate assessment into instruction, and provide students with multiple avenues to learning.5 The result is a classroom where specialized instruction is the norm for all students. Students with disabilities have access to appropriate modifications, while students who excel have access to appropriate challenges. This model for instructional planning and delivery is not a new idea and is widely touted as the most promising solution to many of the obstacles presented by the proliferation of diverse classrooms.6

But while numerous studies have established the effectiveness of differentiated instruction, research indicates that some of the practices central to differentiated instruction, such as flexible grouping and specialized instruction, are not widespread.7 A 2005 U.S. Department of Education study found that whole-class instruction was the most common format experienced by secondary students with disabilities as well as students in regular education academic classes.8 The same study showed that only thirteen percent of secondary students with disabilities in general education classes experienced substantial curriculum modification or a specialized curriculum.9 If we know that differentiated instruction is effective in improving student performance, while still meeting required performance standards, why aren’t more teachers using it?

Overcoming obstacles to effective differentiation

In a pivotal piece in 1991, Schumm and Vaughn explored teachers’ perspectives on making adaptations for students with disabilities in inclusive settings. Their findings indicated that teachers largely do not feel prepared to address students’ diverse needs. Furthermore, teachers felt pressured by the necessity to cover a wide range of content in a short amount of time, the excessive classroom management needs of the classroom, and a lack of time to prepare lessons.10 If we compare this to the criticism of instructional practices by McTighue and Brown, we see that these feelings have not changed over the last decade.11 In fact, in addition to these problems, teachers report the additional obstacle of decreasing resources in their classrooms.

Many of the obstacles to implementing differentiated instruction can be overcome with the effective use of technology. Teachers who feel ill-prepared to address the diverse needs of their students, for example, have ready access to more options than ever before as a result of the wide range of software and hardware tools available. Technology can equip teachers to address students’ needs in an almost limitless number of ways, through content input, learning activities, and opportunities to demonstrate comprehension. And because many students come to the learning environment with a predisposition for using it seamlessly, technology can become an intermediary that bridges the relationship between teacher and student, allowing the teacher to meet a student in a familiar realm.

Technology also addresses the necessity to cover a wide range of content in a short amount of time by minimizing the need to take curriculum at a slower pace. Students with special needs may benefit from technologies that assist them, allowing them to keep pace with their peers. For example, a student with dyslexia who might normally struggle with a reading passage could benefit from reading the text while listening to an audio recording through headphones. By providing audio, visual, or concept-mapping supports while introducing new concepts, teachers lessen the need for review and remediation after the initial instruction.

The pressures of classroom management needs can also be alleviated as a result of using technology to differentiate instruction. Classrooms enhanced by technology provide support and structure to students who need scaffolding and enrichment to students who thrive on challenge. The result is a learning environment that is task-centered and predictable, in which students understand what’s expected of them and how to succeed.12 In a classroom where gifted learners, learners with learning disabilities, and learners with other special needs are all challenged at appropriate levels at the same time, students are more likely to be engaged in learning activities and less likely to be engaged in inappropriate behaviors. In such environments, classroom management works differently: Teachers act more as facilitators, which allows for more individual attention to students who need attention and might otherwise behave inappropriately as a result.13

The obstacles presented by limited financial resources need not prevent teachers from differentiating with technology. Many tools and practices that facilitate differentiation, including many suggested in this article, make use of free software and programs, as well as basic technologies found in almost every classroom.

The obstacle presented by a lack of time to prepare lessons is perhaps the most difficult to overcome when implementing differentiated instruction, even with the aid of technology. Learning to effectively differentiate instruction does take time. As with any instructional practice, fluency comes with experience. But the initial investment of time to develop facility with a new strategy can offset time that might otherwise be spent re-teaching material that students failed to learn as a result of a non-differentiated approach. Teachers who seek to differentiate but are hampered by limited time may find success in focusing on just one strategy at a time, gradually building fluency with differentiation practices.

Setting the scope

A complete discussion of using technology to differentiate instruction could fill several volumes. The range of tools and resources is vast, and the instructional practices that make use of them are innumerable. By necessity, the scope of this article is limited, and focuses on students with learning disabilities (including disabilities with spoken language, written language, mathematics, and reasoning), students who learn differently because of their linguistic or cultural backgrounds, and students who are academically gifted.

A framework for technology integration

Before exploring specific technologies that can support a teacher’s differentiation practice, it’s important to consider how to effectively integrate technology into instruction. The first and most important principle of technology integration is that the focus should be on the outcome of the instruction, and not on the technology itself. When technology is used just for the sake of doing something new and different, teachers fail to harness the affordances of the technology to support the needs of the learning situation.14

Before making the decision to use a particular technology for a particular lesson, teachers should first make decisions about the learning goals, activities, and assessments that will shape the learning experience. During the process of making these decisions, teachers can more easily envision opportunities to integrate one or more technologies. This perspective is central to the conceptual framework for educational technology known as TPACK: Technological Pedagogical Content Knowledge.15

TPACK proposes that thoughtful technology integration occurs when teachers are attuned to the interplay of content (the subject matter), pedagogy (the methods of teaching, both general and content-specific), and technology (both electronic and “traditional”). Considering all three domains together results in a lesson in which all the component parts are aligned to support the learning goals and outcomes of the instructional plan.

The TPACK model acknowledges a distinction between use and integration of technology. While a teacher may understand how to use a handheld device like an iPod touch to listen to music or access the internet, her facility with the device does not ensure understanding and application of sound pedagogical practice with the device within the context of the classroom. Skillful integration of any piece of technology demands a more intentional approach to its instructional use.

Judi Harris and Mark Hofer identify five basic instructional decisions that form the basis of planning a learning event.16They are, in order:

  • Choosing learning goals
  • Making practical pedagogical decisions about the nature of the learning experience
  • Selecting and sequencing activity types to combine to form the learning experience
  • Selecting formative and summative assessment strategies that will reveal what and how well students are learning
  • Selecting tools and resources that will best help students to benefit from the learning experience being planned.

This framework emphasizes that the selection of tools and resources should follow naturally from the other instructional planning decisions. Following this model increases the likelihood of seamless, successful technology integration that meets the needs of all learners.

Differentiation in 2-D

Differentiated instruction comprises two major dimensions — the teacher-dependent dimension and the student-dependent dimension. The two dimensions play off of one another, and each consists of its own set of variables:

  1. Teacher-dependent dimension
    1. Differentiation through content
    2. Differentiation through process
    3. Differentiation through product
    4. Differentiation through environment
  2. Student-dependent dimension
    1. Differentiation according to student readiness
    2. Differentiation according to student interest
    3. Differentiation according to student learning profile

Differentiating instruction involves manipulating the teacher-dependent dimensions — those variables over which teachers have control. But differentiating instruction effectively requires manipulating those variables with attention to the student-dependent dimension — the variables over which teachers have no control, but that make each student unique.

The power of technology lies in the teacher’s ability to use it for customizing instruction. It helps teachers to address those student variables by manipulating the complexity or level of difficulty of the content, the ways in which students receive and engage that content, their options demonstrating what they have learned, and the circumstances under which they do so.

Understanding learners’ needs: The student-dependent dimension

While teachers cannot control the variables that make up the student-dependent dimension of differentiation — students’ readiness, interests, and learning profiles — they can learn to differentiate instruction effectively as a result of understanding those variables. Knowing the contents of a student’s Individualized Education Plan (IEP) is important, but does not provide enough information to create a differentiated classroom. A student learning inventory, an example of a diagnostic assessment, offers a solution for addressing this initial challenge. With the aid of technology, a teacher can create, host, and administer a learning inventory, and then easily analyze the results — all without students feeling put on the spot.

For example, at the beginning of the year, students may respond to a teacher-created online survey that asks questions about their preferred learning styles, where and how they typically study, and what the teacher can do to help them to learn. Sites like Zoomerang and SurveyMonkey offer free, customizable surveys that will display both individual results and a composite of a group of students. Using one of these tools, the inventory might include a question like this one:17

  1. Rank your learning preferences for learning math by ranking the following activities:
    • Using manipulatives
    • Observing demonstrations
    • Sketching out the problem
    • Reading
    • Comparing work with a partner
    • Solving problems as a team

Having this knowledge of student learning preferences is very useful when designing instruction and creating flexible grouping for students during classroom activities.

Student response systems, or “clickers,” offer another strategy for collecting data from students. These devices connect to a computer and LCD projector or an interactive white board and allow students to answer questions in class without sharing their responses with classmates. This option requires devices that must be purchased, but because some interactive white boards are packaged with clickers, many schools may already have them. Clickers provide immediate data that is aggregated with no additional effort. The data can be either anonymous or tied to the individual learner, as many systems can associate the number of the device with a given student to keep a running record for that student. Once collected, student data can then be used to develop either an individual or classroom learning profile.

Using clickers to conduct a learning inventory is a formative assessment technique that provides feedback for both teacher and student. And for students who are challenged with dysgraphia, which affects the ability to write, clickers focus their attention on identifying the appropriate response, avoiding preoccupation with writing so that a student can participate as readily as his or her classmates.

Less expensive and even free alternatives to student response systems include web-based tools like Poll Everywhereand PollDaddy, which allow users to create polls that can capture data on a group of students. These options record responses students submit through text messaging, handheld devices like iPod Touches, or laptops. Poll Everywhere also includes an option to store data for individual students.

The article “Using Student Responders Responsibly” offers a thorough discussion of how to make the most of clickers and web-based alternatives.

The teacher-dependent dimension: Four variables

The teacher who develops a basic understanding of his students’ readiness, interest, and learning profile is ready to use that information to adapt his instruction based on the four variables of teacher-dependent differentiation: Content, process, product, and environment. As instruction continues, the teacher can return to these student-centered formative assessment techniques to adjust and enhance his understanding of his students’ needs.

Differentiating by content

Differentiating by content can happen in a variety of ways, but the two primary means include 1) using different content to teach the same subject to students with different needs, and 2) enhancing or augmenting existing content to make it accessible to all students. Technology can facilitate both strategies — finding new content and augmenting existing content.

Video: Using Technology to Differentiate by Content

In this video, classroom footage and interviews with educators illustrate a variety of ways to differentiate by content using technology.

LOCATING CONTENT

The use of the worldwide web to find information is now so ubiquitous that it’s easy to forget how we taught — or lived — without it. But it wasn’t long ago that teachers and textbooks provided the sole sources of content for students in the classroom. Now the range of material immediately available to students is almost without limit, and includes research-based articles by university professors, digitized books, manipulative images, archived radio programs, scientific videos, and much more.

Most teachers already understand how to find relevant content for students on the internet. What isn’t always so obvious is how to find content that supports the learning goals for a lesson while meeting students’ individual learning needs. How do you find just the right piece of content, in the right format and at the right level, to reach a particular student? Unfortunately, there’s no magic formula that can answer this question correctly every time. Formative and summative assessment strategies are necessary to gain feedback on whether a certain type of content is successful with a particular student. But there are certain basic concepts that can provide a useful starting point:

Students with ADHD

Students who have problems attending to lecture or reading lengthy texts benefit when verbal and textual input can be supplemented with visual reinforcement by video or images. Video-streaming subscription sites like Discovery Education Streaming offer authentic content produced with the learner in mind. These online video databases are easily searchable and offer a range of topics and levels.

English language learners

Students for whom English is not a first language can become frustrated when presented with information that meets their English comprehension level but is far below their cognitive level. These students also benefit from supplementing verbal and written information with videos. Discovery Education videos include closed-captioning, which reinforces the language by providing spoken and written speech at the same time, while supporting vocabulary acquisition with images.

Students with reading or processing difficulties

Students who have difficulty reading or processing text similarly benefit from visual reinforcement for a reading passage. Supplementing a reading passage with images provides valuable context that can scaffold the learner’s understanding. Before sharing a reading selection with students, the teacher can identify the elements of the passage that lend themselves to visual enhancement and create a list of images to enhance comprehension. Image databases like Flickr and the Wikimedia Commons provide easy, searchable access to countless images, which can be displayed in slideshow format as a pre-reading strategy for the entire class. Alternately, images can be inserted into a multimedia presentation to be viewed individually alongside a text while the student reads. If the text is available electronically, it may be possible to insert both the text and the associated image in the presentation.

AUGMENTING CONTENT

Just as technology offers a way to bring different content to students, it also provides a way to make the same content accessible to students for whom that might not otherwise be a possibility. A reading passage that may not meet the needs of every student in a classroom can easily be made accessible with the aid of technology. As with all differentiation practices, begin by considering the needs of the learner, and let the technology follow.

 

This concept map, created using the free program Bubbl.us, illustrates key ideas and relationships from a reading passage about animal habitats. Click on the image for a larger version.

Screen-reading software

If the chosen text is web-based, an initial starting point to support students who have difficulty with reading is to use screen-reading software. This category of software assists students with learning disabilities by reading aloud text from a web page or document using a synthesized voice. In some instances, the software highlights the words as they are being read, allowing students to follow along as they hear the text. This strategy is also useful for English language learners, although it’s important to ensure that the quality of the audio input offered is comprehensible to the listener. Screen readers have suffered harsh criticism because the synthetic voice may not provide the fluency and authenticity needed by some learners. But in recent years, these voices have become more human-like. Most screen-readers offer a free trial and some of the more simple programs are available for free.

Concept mapping

Sometimes the challenge posed by the text is one of understanding and remembering relationships. The ability to understand these connections can frustrate the learner, interfering with comprehension of the text. In a narrative passage that centers around character interaction, students with processing difficulties may have trouble retaining the relationship between key characters. In a social studies classroom, the problem may be one of grasping how key events relate to a historical construct. In an English language arts classroom, the challenge might be understanding and remembering the organizational structure of a research paper.

Concept maps support students’ comprehension by identifying key concepts and making visible the relationships between them.18 These visual representations allow students to read the same passage as their peers without the frustration caused by the inability to synthesize information. To use concept maps as a pre-reading strategy, teachers can create concept maps and give them to students with processing issues or dyslexia prior to reading a text. Depending on the level of the students, the teacher may use this to preview the passage with the whole class or individually. Students can also create their own concept maps after completing a reading. Used in this way as a post-reading activity, concept maps can help students more closely review what they’ve read and can serve as formative assessment.

Concept maps can be created using web-based applications or stand-alone software programs. Tools like the web-based Bubbl.us allow the user to create a simple concept map that may be either printed or downloaded as an image file. Stand-alone software like Inspiration and Kidspirationfor younger learners, offer a broader range of features including the ability to insert images to represent the major nodes, and the ability to insert text to state the relationship between those nodes. While this software is not free, a trial version is available for download.

Digital textbooks, eBooks, and audiobooks

Digital textbooks, both online and CD-based, offer options for accessing the same content at different levels of complexity. The digital format offers an advantage over traditional textbooks because digital publications can incorporate time-based and interactive media directly within the text. For example, North Carolina History: A Digital Textbook contains a map of North Carolina agriculture from 1860-2007, illustrating the acres of farmland by county. By dragging a sliding bar underneath the map, the learner can visually see the decrease in land devoted to farming over time. Students who are dyslexic or who have processing issues benefit from multi-sensory input afforded by textbook features like this one.

CD-based digital textbooks provided by textbook publishers offer a variety of features, including pronunciation guides, text-to-speech, and vocabulary support, as well as features that allow the reader to change the formatting of the text to improve readability.

Many digital textbooks allow students to hear the text. This feature supports students with learning disabilities and English language learners, who benefit from the ability to hear and view the text simultaneously. Perhaps one of the best sources for audio-enhanced books of all kinds is the federally funded Bookshare. Operating under an exception to U.S. copyright law, Bookshare allows registered users to download books, textbooks, and newspapers to be accessed via text-to-speech readers. Bookshare is freely available to qualifying schools and students.

CAST UDL Book Builder

Some learning situations may require further customization not possible via pre-fabricated content. In these situations, the teacher must seek tools for enhancing text as opposed to already enhanced text. One of the gems of the web is the CAST UDL Book Builder, a free digital book database and book builder. Developed and hosted by the Center for Applied Special Technology (CAST), Book Builder helps educators “create, share, publish, and read digital books that support diverse learners according to their individual needs, interests, and skills.” The database and tool integrate a number of technologies like screen-reading software to make content accessible to students with learning disabilities, yet at the same time integrating functionality that engages the reader through the use of built-in avatars who pose questions and offer ideas as the students reads.

For example, imagine a student who has difficulty understanding cellular mitosis. The teacher may write his or her own explanation of the process, including illustrations, and upload them into a “book” on the Book Builder site. In addition, the program includes built-in avatars, up to three per book, that appear underneath the book as icons. The teacher may elect to use them to offer addition commentary on a page or to post comprehension questions for the reader. In this example, an avatar might ask at a certain point, “Who cares about cellular mitosis? Why is it important?” Just like the text of the book, the text of the avatars can also be read to the student.

Microsoft Word

One of the easiest differentiation tools for a reading passage is a software program that most teachers have readily at hand — Microsoft Word. Smaller reading passages, copied and pasted into Microsoft Word, can be easily enhanced to aid comprehension using standard formatting features within the program. Using the highlighting feature can help students focus on particular aspects of a text like parts of speech, literary devices, or key elements of a paragraph or research paper. Teachers can also use the comment feature to provide scaffolding or context for a student who needs help with a reading passage. Comments allow a user to insert a call-out box elaborating on a difficult vocabulary word, idiomatic expression, or complicated idea.

For example, imagine an English language learner reading a passage about summer vacation activities. One section of the reading mentions a family that spends the day at a water park, enjoying a water slide. Since the concept of a water park and a water slide are somewhat culturally bound, the mention of this activity might impede comprehension for the ESL student. By creating a comment associated with the term, the student receives support at the point at which it is needed. This strategy allows the student to continue reading with relatively little disruption.

Differentiating by process

As with differentiation by content, using technology to differentiate by process requires first attending to the student-dependent dimension of differentiation. Focusing on student readiness, student interest, and student learning profile yields effective differentiation centered on learners’ needs.

Video: Using Technology to Differentiate by Process

In this video, classroom footage and interviews with educators illustrate a variety of ways to differentiate by process using technology.

FLEXIBLE GROUPING

One way to attend to those student-dependent variables is to implement flexible grouping. In flexible grouping, students are organized in groups according to one of the three variables — ability/readiness grouping, interest grouping, or grouping by learning profile. The strategy is termed “flexible” because students may be grouped differently according to the activity or learning objective, and because students can move from one group to another.

A teacher might draw on an initial learning inventory to group by learning profile, identifying students who have similar preferences like learning through writing, learning by discussing, or learning by creating something. Grouping by interest would organize students based on their preference when given a choice like researching different careers that use biology. Grouping by ability or readiness would organize students according to their background knowledge of the subject or their ability to proceed through the information at a certain pace.

The strategy allows teachers to simplify their planning by preparing for two, three, or four basic groups. And because the groups are flexible students don’t feel pigeon-holed into one niche in the classroom.

PROCESSING AND RECORDING INFORMATION

Technology can be used to support how each student works to integrate new information, either alone or in flexible groups. A student with a learning disability like dysgraphia may feel frustrated that she cannot easily take notes or render responses to assigned questions because of her difficulty with writing. Using a laptop or portable word processor can alleviate that frustration, freeing the student to render notes or answers by keyboarding.

Technology can similarly support students who are diagnosed with dyscalculia, a learning disability related to mathematics. The use of a hand-held calculator can help students who have difficulty writing numbers in the proper sequence. For students without access to handheld devices, many online calculators offer the same functionality. Alternatively, students with dyscalculia can use spreadsheet programs like Microsoft Excel, which have built-in formatting options to help students organize and see data. The ability to color-code columns or rows of data, for example, can help a student who needs support to distinguish numbers.

Microsoft Word also offers a free Mathematics Add-in that can be used to create graphs and solve equations within the word processor. The add-in lets students choose mathematical symbols from a specialized menu and insert them onto the page. This level of scaffolding can make a difference when students are faced with a blank page and are not sure where to begin. The availability of mathematical symbols as choices from a menu creates a more equitable situation for these students.

MANIPULATING INFORMATION

For students with processing difficulties or kinesthetic learners, virtual manipulatives can be another powerful way to learn math. Crawford and Brown note that virtual manipulatives “create a conceptual understanding of mathematical theories beyond the mere formulaic models of traditional mathematical coursework.”19 The National Library of Virtual Manipulatives, supported by the National Science Foundation, is a database of freely accessible manipulatives and tutorials for K-12 mathematics. One example allows students to manipulate the variables in a linear equation using a web-based graphic of a balance beam. The tool helps students visually understand the concept of balancing an equation. Students who learn by doing or by touching things can gain tremendous insights into mathematical concepts by using virtual manipulatives.

EXTENDING LEARNING TIME
(WITHOUT EXTENDING YOUR WORK DAY)

Outside of the classroom, students with learning disabilities benefit from opportunities to access online tools and tutorials that enhance their integration of new information. Extending access to class content beyond the actual instructional period can make a big difference for students who require additional processing time. The ability to repeatedly review material like video tutorials, demonstrations, and archived lecture recordings outside of class can aid students’ comprehension and provide invaluable access to instructional materials for their tutors or parents.

Online course platforms like Moodle and Blackboardprovide a structure for content, allowing teachers to organize materials in a way to make them easily accessible to students. Teachers who do not have access to a learning management through their schools can create their own class websites using any of a number of free tools, including wikis and template-driven website creators like Google Sites and Weebly. (The process of creating a class website is beyond the scope of this article, but is addressed in the article “Keep Parents in the Loop with a Class Website.”)

Teachers can also use web-based tools and screen-capture programs to create archived presentations that combine images, video, and voice-over narration. Some programs also feature the ability to insert screen-based annotations in the form of callouts to draw attention to a particular element visible on the screen.

A science teacher might create a series of multimedia slides to illustrate a laboratory set-up for students who have difficulty with task differentiation, or breaking a project down into its component elements. Then, using a screen-capture tool like TechSmith’s Jing, the teacher could develop a tutorial, recording his or her voice to lay over the visuals. The end result is a stand-alone resource that allows the student to view it at his or her own pace, as many times as needed to understand the content.

Video: Screen capture demonstration of a geometric proof

In this screen-capture video, a high-school math teacher demonstrates the process of proving that a quadrilateral is a parallelogram. The video was recorded using a Mobi device.

Most interactive white boards and associated tables have built-in capture software, making it possible to create or re-create a class demonstration or tutorial to be viewed at a later time. Features like these help teachers save time in teaching and planning since the archived presentation, including all the component images, demonstrations, and discussion, can be used immediately for students who need to review the materials.

Differentiating by product

Student demonstrations of learning reflect who they are as individuals, who they are as creators, and who they are as learners. Differentiating by product means offering options for how students will express their understanding of the target learning goals and objectives. Allowing students to choose from several options empowers them and increases their motivation and engagement. And because numerous studies have shown a positive correlation between student engagement, appropriate academic activities, and high achievement, differentiating by product often translates to improved student achievement.20

The range of technologies available for students to create and store products is vast and constantly increasing. Johnassen and Reeves consider these technologies “cognitive tools” because they “enhance the cognitive powers of human beings during thinking, problem-solving, and learning.”21 The options and flexibility provided by these cognitive tools offer support for a range of learning disabilities. As with all other aspects of differentiation, the key to successfully harnessing the affordances of these technologies lies in using the TPACK model — start with the learning goals and move through the steps, selecting the technology as the last step. Effective selection of technology should also be done with attention to students’ readiness, interest, and learning profile. For every learning objective and student need, there’s an appropriate tool that can play to students’ strengths while engaging and motivating them.

Video: Using Technology to Differentiate by Product

In this video, classroom footage and interviews with educators illustrate a variety of ways to differentiate by product using technology.

BLOGS, WIKIS, AND OTHER WRITING PLATFORMS

For students who do well with written products, online text platforms like blogs and wikis can increase motivation by offering the promise of an attractive product with a “real” audience. Some blogging sites offer teachers the ability to create a classroom blog linked to individual student blogs. For example, the Landmark Project’s Class Blogmeister is free to teachers and provides a secure environment where students can safely share and comment on the work of their peers.

Before students publish their written work on an online platform, they should first compose the work using word processing software like Microsoft Word. Built-in features in the software can support students who have difficulty with written language and processing:

  • Spell check helps students with dysgraphia and other learning disabilities — although it’s important to acquaint students with the pitfalls of relying on this feature. The autocorrect feature can be enabled or disabled depending on students’ strengths and needs.
  • Grammar check helps students identify awkward grammatical constructions like passive sentences.
  • Text-to-speech add-ins support auditory proofing before students submit their work. Numerous free text-to-speech add-ins for Microsoft Word are available.

DEMONSTRATING UNDERSTANDING THROUGH MULTIMEDIA

Students who struggle to organize their thoughts and students who have dyslexia are often paralyzed by anxiety when they’re assigned written work. When written work is a necessity (and in many cases, it is), appropriate supports should be provided. But in some situations, the appropriate use of multimedia products — either to supplement or replace written assignments — can be used to free students whose expression is often impeded by their learning disabilities. Free web-based multimedia tools provide students with options that respect their individual strengths and weaknesses:

Digital posters

Digital poster displays, like those created using Glogster EDU, incorporate media elements like images, videos, audio recordings, and drawings with text. Gifted students and students who thrive on creative freedom find engagement and challenge in such a format, and students with learning disabilities find support in the options for expression. For a thorough discussion of using digital posters in the classroom, see the article “Digital Posters: Creating with an Online Canvas.”

VoiceThread

Voicethread is an online platform where students can respond to a topic using text, audio, video, or images. The variety of options makes it possible for students with learning disabilities to contribute to the presentation using the method that works best for them. The option to record an oral response, rather than delivering it “live” in class, benefits students who need time to compose their thoughts, as well as students who have speech disorders like stuttering. In this third-grade example of a picture book of poetry, students have commented with both text and audio. (See the article “Using VoiceThread to Communicate and Collaborate” for a thorough explanation on how to use VoiceThread with students.)

Digital storytelling

Digital storytelling projects, in which students tell fictional or true stories, are another example of differentiating product by student interest: Each learner draws on his or her background or interest to provide the content for the product. Digital stories can be created in a range of formats, including pure audio, image slideshows with static text, image slideshows with voiceovers, and pure video. The options that prioritize audio over text benefit students who have difficulty with writing. The University of Houston offers a useful introduction to using digital storytelling in the classroom.

Free, downloadable audio-editing software like Audacitycan be used to create and edit digital stories. Students who need support in mapping out the characters, setting, events, and sequence of their stories can use concept mapping software to organize their thoughts.

EVALUATING STUDENT PRODUCTS

All students need the support of clear project guidelines in order to succeed. But students with special needs may need additional support to stay on task and complete each step in completing a project. Creating separate rubrics for students who have different skill sets can provide the appropriate level of support for those students.

For example, an oral presentation rubric might include criteria like, “Share multiple drafts with teacher,” to remind students with organizational/procedural issues of the importance of viewing the final presentation as a series of tasks. Web-based tools like Rubistar, a free rubric generator, can help teachers easily create a master rubric and then adapt it for students with special needs.

Alternatively, project-based learning checklists can help students who have difficulty organizing their work. Checklists break down projects into small component parts to make it easy for students to see the steps toward completion and the order in which those steps should occur. Consistent use of these checklists can scaffold students toward their own understanding of how to organize tasks. Teachers can use theonline PBL Checklist tool from 4teachers.org or create their own using a word processor.

Differentiating by environment

The importance of the fourth element of teacher-dependent differentiation, manipulating the environment to support all learners, has been established in numerous studies.22 The environment refers to the physical space where learning takes place and all the elements within that space that have an impact on student learning. While it is important to know students’ backgrounds and needs in order to effectively teach them, we must also attend to how students learn best and how environmental factors impact their ability to learn optimally.

Obviously, some elements of the environment cannot be manipulated. Where desks are bolted to the floor or the temperature is controlled elsewhere, teachers face limitations on how much of the environment they can influence. But even in the realm of the classroom environment, technology can support differentiation.

Video: Using Technology to Differentiate by Learning Environment

In this video, classroom footage and interviews with educators illustrate a variety of ways to differentiate by environment using technology.

CONTROLLED CHAOS

Differentiated classrooms are not quiet places of learning. Students move throughout the room as they collaborate with classmates. Table discussions occur on a regular basis. Students listen to (and create) audio recordings, and text-to-speech devices sound off, making reading passages accessible to all students. While this may sound like a symphony of learning to a teacher, a student with processing issues might experience it as an overwhelming cacophony.

Fortunately, where technology amplifies the learning noise of a classroom, it also provides solutions for keeping that noise under control. Individual student headsets are a critical component of a differentiated classroom, allowing students to access audio and video at any time without disturbing their peers. Effective differentiation by environment also requires careful planning so that some students work individually using headsets while others work in groups. The noise of students’ collaborative groups doesn’t distract students who are using headsets to access audio content, and vice-versa.

In schools that have adopted one-to-one initiatives, in which each student has access to a laptop, students have their own “differentiation in a box.” While each student has the same tools, those tools can be manipulated in ways that serve individual needs. A one-to-one environment simplifies other aspects of differentiation, because students have ready access to differentiated content, tools for differentiated learning processes, and resources for creating differentiated products. Teachers who don’t have the benefit of a one-to-one environment can use the same principles of differentiation, but need to plan more carefully to distribute resources equitably and make effective use of the school’s media center.

THE SENSORY EXPERIENCE

Sometimes the standard tools we use for teaching and learning do not meet the needs of students who are affected by environmental factors beyond anyone’s control. For example, some students have sensory aversion or motor skills issues associated with using common classroom tools like pen and paper. While these students are perfectly capable of completing the work and may even be identified as gifted, the physical sensation and auditory impact of putting pen to paper interferes with their ability to participate in classroom activities. These students may find that using the computer enables them to demonstrate learning while navigating around difficult or unpleasant sensory experiences.

CULTURALLY INCLUSIVE CLASSROOMS

Environmental differentiation also includes making the environment conducive to learning for students from a variety of cultures and backgrounds.23 A culturally inclusive classroom environment includes ready access to materials that provide a rich and global perspective on the world and allows each person to feel valued as a result of his or her background. Classroom displays provide a valuable avenue for creating such an environment. In a classroom that includes Latino students, for example, a display for National Science Month should include the contributions of Latino scientists. The ease of finding information on the web makes creating such a display far less time-consuming than in the past. Teachers can also use technology-aided communication like class websites or wikis to learn from students about their cultures. The ability to integrate students’ cultures and experiences into the classroom validates who they are as learners.

Breaking down the barriers

There’s no doubt that effectively differentiating instruction presents challenges to even the most experienced teacher. While technology cannot eliminate every obstacle, it can make differentiation easier for teachers and more engaging for students. Teachers who invest the time and effort to integrate technology into their differentiation practice can reap enormous benefits in classroom management, student engagement, and the pacing of instruction.

Successful technology integration, however, relies on intelligent planning. Teachers must understand those variables they cannot control — students’ readiness, interest, and learning profile. Planning should begin by acknowledging those variables and understanding the learning goals. The selection of technology follows as a natural result, as teachers select appropriate tools for manipulating those variables they cancontrol — content, process, product, and environment. Differentiated instruction designed with these principles in mind ensures classrooms that are rich centers of learning for all students.