Categories
Gaming

Here’s How Gamer-Teachers Use Video Games in the Classroom

 

Digital games are being used more often to teach students. An impressive 74% of K-8 teachers were using digital games in their classrooms. That number is astounding! However, another interesting tidbit reported by a study conducted by Joan Ganz Cooney Center indicated over 80% of teachers play games in their free time. Jordan Shapiro, gaming author, categories four different gamer-teacher profiles and identifies their potential classroom integration habits.

posted by: Ryan Schaaf

Original Source

Games are being used much more widely in schools than they were when I first started writing about them 2 or 3 years ago. As of fall 2013, 74% of K-8 teachers were using digital games. 55% of these teachers have students playing digital games at least weekly, 9% daily. The games they are using are mostly designed to be educational, with only 5% playing commercial games, and 8% playing hybrids (commercial games adapted for education like MincraftEDU orSimCityEdu).

These insights come from Joan Ganz Cooney Center at the Sesame Workshop, who recently released a study surveying K-8 teachers in order to understand how they are implementing digital games in their classrooms.

It seems the majority of teachers (82%) play games in their own free time and that there is a relationship between personal game play and in class game use.

Here are four different gamer-teacher profiles that the study identifies.

The Dabblers (20%):

Dabblers “play digital games less often than their peers” and “report relatively low levels of comfort when using digital games with their students.” This doesn’t seem surprising. One must be well acquainted with the skills one’s trying to teach. In the Guide to Games and Learning that I wrote for MindshiftKQED, I explain how important it is for teachers to play the games they are using to teach. Just dabbling won’t lead to success.

Dabblers report facing “moderate barriers” to implementation and “moderate levels of support from parents, administrators, and fellow teachers.” But I’m curious what they mean by support. Because they also report low access to professional development resources and the best kind of support that schools can offer is training and resources. Certainly Dabblers understand this, they have 15.9 years of classroom experience on average.

Interestingly, although they don’t necessarily have high confidence in the efficacy of games, Dabblers are more likely than the others “to indicate positive or no changes” rather than “negative changes” in student behavior and classroom engagement. Perhaps they are using games so rarely that they seem innocuous, just another moment in a much busier day.

The Players (23%):

Players are “avid gamers, but teach with digital games the least often of the four profiles–just a few times a month.” At first, I assumed this group must be fanboy gamers who wanted to preserve the purity of games as entertainment–that once you add educational content it is no longer a game, but suddenly work. I was wrong.

It turns out the Players “demonstrate concerted efforts” to implement digital game based teaching methods, but they report many barriers and “the lowest level of support from parents, administrators, and fellow teachers.” Perhaps these are folks who grew up playing Mortal Kombat under the early video game stigma. Maybe they’ve internalized some level of paranoia about external authorities’ perceptions of gaming in general. I’m just guessing.

The Players are the “most likely group to say that games haven’t changed student behavior or content delivery.” And on average, they’ve spent 14.5 years teaching (the national average for K-8 teachers).

The Barrier Busters (22%):

“Digital games are a common pastime” for this group. Barrier Busters use games with their students regularly–at least weekly. They “express high levels of comfort employing them in instruction.” But these Barrier Busters “face a high number of barriers.” Still, they take advantage of more professional development opportunities than the others. They use the largest variety of games/devices, and they use them both for content delivery and assessment.

I imagine these to be the rebels, the revolutionaries. These are the new rule-breakers. Gone is the old stereotype of the hippy English teacher, standing on desks and suggesting that students choose their own grades. The new cool progressive teacher found him or herself during the Silicon Valley boom. These teachers are entrepreneurial disruptors, not tie-dyed liberal activists. The Barrier Busters are motivated by innovation and the idea of overcoming barriers while taking the initiative to seek out opportunities for self improvement.

They have been teaching, on average, for 13.6 years and are “more likely than other groups to notice changes in student conflict after introducing games–for better and for worse.” It seems likely, however, that the more one implements games, the more changes one will see.

The Naturals (34%):

Naturals play games often and teach with them often–at least weekly. This group seems to take games for granted. It is not an innovation, just another teaching tool among many. Maybe they’ve already stepped into the future and integrated games, as fully as the chalkboard, into their image of what it means to teach.

Naturals “uses games to deliver core content more often than supplemental content.” Games are not a special side activity they sometimes use, but a central part of their teaching repertoire. Naturals report “the fewest barriers and the highest levels of support from the school community,” which may speak more to their perceptions than it does to the actual school circumstances.

Not surprisingly, Naturals have been teaching less than the other groups, only 12.3 years, on average. And their perception is that games just work. More than the other groups, they see the efficacy of game-based learning “in improving student knowledge, skills, and motivation.”

The full study, with great insights about how digital games are being used in the classroom is available here.

Jordan Shapiro is author of FREEPLAY: A Video Game Guide to Maximum Euphoric Bliss, and MindShift’s Guide To Games And Learning For information on Jordan’s upcoming books and events click here.

Categories
Digital Learning

6 Scaffolding Strategies to Use With Your Students

For educators, there is that fine line between too much or too little help for your students. Teachers want their students do excel, but they also want their students to develop into independent thinkers and doers. Scaffolding strategies help provide support for students without taking responsibility away from them. Rebecca Alber at Edutopia provides for us an updated post of scaffolding strategies for students.

Source: iStock
Source: iStock

posted by: Ryan Schaaf

Original Source

What’s the opposite of scaffolding a lesson? It would be saying to students something like, “Read this nine-page science article, write a detailed essay on the topic it explores, and turn it in by Wednesday.” Yikes — no safety net, no parachute, no scaffolding — just left blowing in the wind.

Let’s start by agreeing that scaffolding a lesson and differentiating instruction are two different things. Scaffolding is breaking up the learning into chunks and then providing a tool, or structure, with each chunk. When scaffolding reading, for example, you might preview the text and discuss key vocabulary, or chunk the text and read and discuss as you go. With differentiation, you may give a child an entirely different piece of text to read, you might shorten the text or alter it, and you may modify the writing assignment that follows.

Simply put, scaffolding is what you do first with kids, then for those students who are still struggling, you may need to differentiate by modifying an assignment and/or making accommodations for a student (for example, choose more accessible text and/or assign an alternative project).

Scaffolding and differentiation do have something in common though. In order to meet students where they are and appropriately scaffold a lesson, or differentiate instruction, you have to know the individual and collective zone of proximal development (ZPD) of your learners. (As education researcher Eileen Raymond states, “[T]he ZPD is the distance between what children can do by themselves and the next learning that they can be helped to achieve with competent assistance.”)

So let’s get to some scaffolding strategies you may or may not have tried yet, or perhaps you’ve not used them in sometime and just need a gentle reminder on how awesome and helpful they can be when it comes to student learning:

1. Show and Tell

How many of us say that we learn best by seeing something rather than hearing about it? Modeling for students is a cornerstone of scaffolding in my experience. Have you ever interrupted someone with “just show me!” while they were in the middle of explaining to you how to do something? Every chance you have, show or demonstrate to students exactly what they are expected to do.

  • Try the fish bowl activity, where a small group in the center are circled by the class as the group in the middle, or fishbowl, engage in an activity, modeling how it’s done for the larger group.
  • Always show students the outcome or product before they do it. If a teacher assigns a persuasive essay or inquiry-based science project, a model should be presented side-by-side with a criteria chart or rubric. You can guide students through each step of the process, model in-hand of the finished product.
  • Use think alouds, which will allow you to model your thought process as you: read a text, solve a problem, or design a project. Remember that children’s cognitive abilities are still in development so opportunities for them to see developed, critical thinking are essential.

2. Tap into Prior Knowledge

Ask students to share their own experiences, hunches, and ideas about the content or concept of study and have them relate and connect it to their own lives. Sometimes you may have to offer hints and suggestions, leading them to the connections a bit, but once they get there, they will grasp it as their own.

Launching the learning in your classroom from the prior knowledge of your students, and using this as a framework for future lessons is not only a scaffolding technique, many would agree it’s just plain good teaching.

3. Give Time to Talk

All learners need time to process new ideas and information. They also need time to verbally make sense of and articulate their learning with the community of learners who are also engaged in the same experience and journey. As we all know, structured discussions really work best with children regardless of their level of maturation. If you aren’t weaving in think-pair-share, turn-and-talk, triad teams or some other structured talking time throughout the lesson, you should begin including this crucial strategy on a regular basis.

4. Pre-Teach Vocabulary

Sometimes referred to as frontloading vocabulary, this is a strategy that we teachers don’t use enough. Many of us, myself included, are guilty of sending students all alone down the bumpy, muddy path known as Challenging Text — a road booby trapped with difficult vocabulary. We send them ill-prepared and then we are often shocked when they: a) lose interest b) create a ruckus c) fall asleep.

Pre-teaching vocabulary doesn’t mean pulling a dozen words from the chapter and having kids look up definitions and write them out (we all know how this will go. Again, see above a, b, and c). Instead, introduce the words to kids in photos, and in context to things they know and are interested in. Use analogies, metaphors and invite students to create a symbol or drawing for each word and give time for discussion of the words (small and whole groups). Not until they’ve done all this should the dictionaries come out. And the dictionaries will be used only to compare with those definitions they’ve already discovered on their own.

With the dozen or so words “frontloaded,” students are ready, you as their guide, to tackle that challenging text.

5. Use Visual Aids

Graphic organizers, pictures, and charts can all serve as scaffolding tools. Graphic organizers are very specific in that they help kids visually represent their ideas, organize information, and grasp concepts such as sequencing and cause and effect.

A graphic organizer shouldn’t be The Product, but rather it’s a scaffolding tool that helps guide and shape the student’s thinking so that they can apply it. Some students can dive right into the discussion, or writing an essay, or synthesizing several different hypotheses without using a graphic organizer of some sort, but many of our students benefit from using them with a difficult reading or challenging new information. Think of graphic organizers as training wheels; they are temporary and meant to be removed.

6. Pause, Ask Questions, Pause, Review

This is a wonderful way to check for understanding while students read a chunk of difficult text or learn a new concept or content. Here’s how this strategy works: a new idea from discussion or the reading is shared, then pause (providing think time), then ask a strategic question, pausing again. By strategic, you need to design them ahead of time, make sure they are specific, guiding and open-ended questions. (Great questions fail without giving think time for responses so hold out during that Uncomfortable Silence.) Keep kids engaged as active listeners by calling on someone to “give the gist” of what was just discussed / discovered / questioned. If the class seems stuck by the questions, provide an opportunity for students to discuss it with a neighbor.

Trying Something New

With all the diverse learners in our classrooms, there is a strong need for teachers to learn and experiment with new scaffolding strategies. I often say to teachers I support, you have slow down in order to go quickly. Scaffolding a lesson may, in fact, take longer to teach, but the end product is of far greater quality and the experience much more rewarding for all involved.

Please share with us scaffolding strategies that work well for your students.

REBECCA ALBER’S PROFILE

 

Categories
Digital Learning

8 Engaging Ways to use Technology in the Classroom to Create Lessons That Aren’t Boring

Teachers are constantly vying for their students’ attention. A great deal of the trouble teachers face with engaging students in their classrooms is because some of the old ways of teaching no longer work with the digital generations. Kelly Walsh at Emerging EdTech shares with readers wonderful tools and strategies to use with students to boost engagement in the classroom while promoting crucial 21st century skills.

Source: iStock
Source: iStock

posted by: Ryan Schaa

Original Source

Dozens of free web tools and ideas that can pack a technology integration punch and kick those lessons up a notch

Are you tired of delivering the same old lectures on the same subjects year after year? Are you using the same lesson materials over and over and wishing you could make learning in your classroom more interactive?

While lectures and lessons can be informative and even “edutaining” when delivered with passion and good materials by knowledgeable experts, sadly many traditional lectures and lessons are boring, and even worse often ineffective. The good news is that the Web is loaded with great free tools that can enable teachers to bring a sense of fun and engagement to their lessons.

Of course, you do need devices with Internet access to give these tools a try. Even if you don’t have computers or tablets available in your classroom, the fact that an increasing number of High School and college students have smartphones is making it easier than ever to leverage technology to create engaging, active lessons students enjoy working on. For younger grades, if you don’t have access to devices with Web access, perhaps you can access a computer lab by request, or use devices in your library.

Here’s a whole bunch of ideas for leveraging technology to kick those lessons up a notch!

1. Incorporate Student Input & Gather Feedback

There are many applications that allow students to provide live feedback. A lot of them can be used from smartphones. You can also gather feedback by creating a “back channel” using Twitter.

  • Quick, easy Polling ApplicationsPollDaddy andPollEverywhere are two of many applications that make it quick and easy to create simple polls that can let you gather feedback from students – determine if they are struggling with a topic, if they know the correct answers to questions you ask, and so on. They can often participate in these polls using a smartphone.
  • Take it up a notch with Socrative: Socrative is a powerful free app that lets you go well beyond simple polls to more elaborate quizzes. Learn more here.
  • Plickers: This is a pretty cool lo-tech approach to collecting student responses during class that doesn’t require students to use technology. Learn more here.
  • Twitter: Twitter is a great way to gather input by creating an easy to use ‘backchannel’. This is great for students with smartphones (they will need the Twitter app and an account). Simply create a unique hashtag and have students post feedback to Twitter using that hashtag.

2. Gamify It

Leveraging gaming mechanics can make learning more fun is probably easier than you think. For example, any time you bring competition or levels of achievement to a classroom exercise, you’re gamifying your classroom. For example, in one recent assignment in my classroom, I had students search through an interactive computer history timeline for specific facts. The first student to correctly identify a fact (like “what was the first computer bug?”) that I had them seek out “won” for that question!

Here’s a variety of resources and ideas for using gaming in the classroom:

3. Let Students Create

There are so many fun free tools and apps available today that can let students create all kinds of awesome digital content. Below is diversified set of different article and resources that share different tools and ideas for students (and teachers) to create digital content – presentations, interactive digital posters, eBooks, videos, and more. In the spirit of creating in the classroom, we also included an article introducing the burgeoning Makerspace Movement in education.

4. Get Interactive

Many teachers enjoy using interactive tools with their students. Here’s a few tools and ideas to consider.

  • Online Interactive White Boards: Did you know that there are several good free interactive whiteboards available online? If you have a computer and a projector, you can make them work a lot like a “smart board”. Some of these applications even allow students to log on online and collaboratively edit content. Check out these 6 Online IWBs to explore this idea further.
  • Bounceapp (bounceapp.com): You can review, notate, and share any web page with Bounceapp. Just paste a web page address into the “app” and it turns it into an interactive screenshot where students can jot ideas.
  • Interactive apps that work with Smartphones: Many of the tools in this article work on smartphones!
  • If you happen to have a physical white board in your classroom, get more out of it with these creative ideas.
  • Explore additional tool and ideas in this popular article that we published earlier this year.

5. Have Students Collaborate

Getting students to work together as partners, in small groups, or maybe even as one large group, teaches them about team work. Collaborative work can be fun. It is even possible to collaborate with students across the world thanks to many of today’s technologies.

Here are a number of tools and techniques for classroom collaborations.

  • Share writing and encourage feedback with NewsActivist:NewsActivist is a free tool that lets teachers set up their students with a private area where they can write about selected subjects. You can enables them to share what their write with just their classmates, or with the larger audience of students from across the world using NewsActivist. Students can then provide feedback on other students’ writings. Learn more in this brief article.
  • Collaborative Document Edited with Google Drive(drive.google.com): Google Drive lets you share and collaboratively edit Google Docs with anyone else who has a Google account, for free. This is a powerful capability.
  • Collaborative Mind Mapping with MindMeister(mindmeister.com)This applications lets users easily create mind maps that can be edited collaboratively.
  • Collaborative Research: Working in pairs or small groups to find, assess, summarize, and present content in specific topic areas make for a great learning experience and assignment.

6. Project Based Learning

When students apply what they are learning to projects that they undertake, the topics they are learning about can take on a much deeper meaning. Not only does the activity and the increased sensory exposure of project work help to stimulate the mind, the extended time often required of project work, and the visible, tangible results further reinforce learning.

Here are two excellent, rich resources for further exploration of PBL from TeachThought.com:

7. Simulations

Simulations can be a powerful addition to the classroom. Since they tend to be somewhat complicated, they are typically suited towards high school, college, or post-graduate or professional studies. Here are some examples of simulations being used in education:

  • Economics: This site, Economic-Games.com, offers free online classroom games for teaching economics.
  • Marketing: Have you ever wished you could give your Marketing students the chance to practice different e-marketing skills and techniques? Check out Simbound.
  • Medical: Simulations have been a significant teaching and learning tool in the medical field for many years. Harvard Medical School has even created a web site focused on their use of Simulations.
  • BusinessBusiness Simulation Games are a great way to bring active, applied learning into Business courses.

8. Bring in a Guest or Two

With the power of video conferencing apps like Skype, Google Hangout, Facetime, and others, our ability to connect with people all across the world has never been better or less costly. Teachers have been using Skype and similar tools to being guest lecturers, experts, students, and others into the classroom for years. Nothing breaks up the monotony of “same old thing” like an enthusiastic subject matter expert from another county or a room full of students from another continent!

Check out this great video about Skype in the Classroom. This is a perfect way to wrap up this post about leveraging tech in the classroom to make lessons captivating, fun, and exciting!

Categories
Digital Learning

5 Ways to Collect Digital Exit Tickets

Exit tickets are a quick and flexible assessment method that provides teachers with a better understanding as to if their students understand the content of a lesson. Richard Byrne at Free Technology for Teachers provides 5 wonderful digital tools for teachers to use when providing their students with an exit ticket. These digital tools help collect student responses more efficiently and provides the teacher with valuable insights into their students’ understanding of the lesson. 

Source: iStock
Source: iStock

posted by: Ryan Schaaf

Original Source

One of the strategies that I use when creating lesson plans is to reflect on the previous lesson. Part of that reflection includes feedback from students. This can be done by simply asking students to raise their hands in response to a “did you get it?” type of question, but I like to have better record of responses than just a hand count. Here are some tools that can be used for collecting exit information from students.

Google Forms
Almost as soon as my school went 1:1 with netbooks six years ago, I started using Google Forms to collect responses from students. The Form that I created and frequently re-used simply asked students to respond to “what did you learn today?” and “what questions do you have for next class?”

Padlet
I started using Padlet back when it was called WallWisher. Padlet enables me to have students not only share exit responses as text, but to also share exit responses as hyperlinks. For example, if my students have been working on research projects I will ask them to share a link to something they found that day along with an explanation of how it is relevant to their research.

Socrative
I started to use Socrative after using the Google Forms and Padlet methods. Socrative actually has an exit ticket activity pre-made for teachers to distribute to students. The exit ticket in Socrative provides two questions; “how well did you understand today’s material?” and “what did you learn in today’s class?” As the teacher you can add a third question.

Socrative allows you to collect responses from students with or without seeing their names. Students can respond to prompts through any device that has a web-browser.

Poll Everywhere
Poll Everywhere has been around for a long time and it is still a tool that many teachers love. Poll Everywhere is a service that allows you to collect responses from an audience via text messaging or through the web. The free plan for K-12 educators provides a selection of features and quantity of responses that is adequate for almost any classroom. One of the neat ways to display feedback gathered through Poll Everywhere is in word clouds. The word cloud feature integrates with Wordle, Tagxedo, and Tagul.

Plickers – For the Classroom that isn’t 1:1
If not every student in your classroom has a laptop or tablet to use, then you need to check out Plickers as a student response system. Plickers uses a teacher’s iPad or Android tablet in conjunction with a series of QR codes to create a student response system. Students are given a set of QR codes on large index cards. The codes are assigned to students. Each code card can be turned in four orientations. Each orientation provides a different answer. When the teacher is ready to collect data, he or she uses the Plickers mobile app to scan the cards to see a bar graph of responses. In your teacher account on Plickers you can view and save all of the data that you collected from scanning your students’ Plickers cards.

Categories
Uncategorized

What Your Students Really Need to Know About Digital Citizenship

 

As educators teaching digital citizens, we must take on multiple roles to assist our students. Teachers must be facilitators, role-models, coaches, mentors, and more importantly the authority. Vicki Davis at Edutopia shares her insights on fostering digital citizenship in her classroom and instills her knowledge to teachers to help students traverse the digital landscape and promote proper netiquette while they do so.

 

 

Source: iStock
Source: iStock

posted by: Ryan Schaaf

Original Source

The greatest software invented for human safety is the human brain. It’s time that we start using those brains. We must mix head knowledge with action. In my classroom, I use two essential approaches in the digital citizenship curriculum that I teach: proactive knowledge and experiential knowledge.

Proactive Knowledge

I want my students to know the “9 Key Ps” of digital citizenship. I teach them about these aspects and how to use them. While I go into these Ps in detail in my book Reinventing Writing, here are the basics:

1. Passwords

Do students know how to create a secure password? Do they know that email and online banking should have a higher level of security and never use the same passwords as other sites? Do they have a system likeLastPass for remembering passwords, or a secure app where they store this information? (See 10 Important Password Tips Everyone Should Know.)

2. Privacy

Do students know how to protect their private information like address, email, and phone number? Private information can be used to identify you. (I recommend the Common Sense Media Curriculum on this.)

3. Personal Information

While this information (like the number of brothers and sisters you have or your favorite food) can’t be used to identify you, you need to choose who you will share it with.

4. Photographs

Are students aware that some private things may show up in photographs (license plates or street signs), and that they may not want to post those pictures? Do they know how to turn off a geotagging feature? Do they know that some facial recognition software can find them by inserting their latitude and longitude in the picture — even if they aren’t tagged? (See the Location-Based Safety Guide)

5. Property

Do students understand copyright, Creative Commons, and how to generate a license for their own work? Do they respect property rights of those who create intellectual property? Some students will search Google Images and copy anything they see, assuming they have the rights. Sometimes they’ll even cite “Google Images” as the source. We have to teach them that Google Images compiles content from a variety of sources. Students have to go to the source, see if they have permission to use the graphic, and then cite that source.

6. Permission

Do students know how to get permission for work they use, and do they know how to cite it?

7. Protection

Do students understand what viruses, malware, phishing, ransomware, and identity theft are, and how these things work? (See Experiential Knowledge below for tips on this one.)

8. Professionalism

Do students understand the professionalism of academics versus decisions about how they will interact in their social lives? Do they know about netiquette and online grammar? Are they globally competent? Can they understand cultural taboos and recognize cultural disconnects when they happen, and do they have skills for working out problems?

9. Personal Brand

Have students decided about their voice and how they want to be perceived online? Do they realize they have a “digital tattoo” that is almost impossible to erase? Are they intentional about what they share?

Experiential Knowledge

During the year, I’ll touch on each of these 9 Key Ps with lessons and class discussions, but just talking is not enough. Students need experience to become effective digital citizens. Here’s how I give them that:

Truth or Fiction

To protect us from disease, we are inoculated with dead viruses and germs. To protect students from viruses and scams, I do the same thing. Using current scams and cons from SnopesTruth or Fiction, the Threat Encyclopedia, or the Federal Trade Commission website, I’m always looking for things that sound crazy but are true, or sound true but are false or a scam. I’ll give them to students as they enter class and ask them to be detectives. This opens up conversations of all kinds of scams and tips.

Turn Students into Teachers

Students will create tutorials or presentations exposing common scams and how to protect yourself. By dissecting cons and scams, students become more vigilant themselves. I encourage them to share how a person could detect that something was a scam or con.

Collaborative Learning Communities

For the most powerful learning experiences, students should participate in collaborative learning (like the experiences shared in Flattening Classrooms, Engaging Minds). My students will collaborate with others on projects likeGamifi-ed or the AIC Conflict Simulation (both mentioned in a recent post ongame-based learning).

Students need experience sharing and connecting online with others in a variety of environments. We have a classroom Ning where students blog together, and public blogs and a wiki for sharing our work with the world. You can talk about other countries, but when students connect, that is when they learn. You can talk about how students need to type in proper case and not use IM speak, but when their collaborative partner from Germany says they are struggling to understand what’s being typed in your classroom, then your students understand.

Digital Citizenship or Just Citizens?

There are those like expert Anne Collier who think we should drop the word “digital” because we’re really just teaching citizenship. These are the skills and knowledge that students need to navigate the world today.

We must teach these skills and guide students to experience situations where they apply knowledge. Citizenship is what we do to fulfill our role as a citizen. That role starts as soon as we click on the internet.

VICKI DAVIS @COOLCATTEACHER’S PROFILE

 

Categories
Gaming

How to Choose Learning Games That Don’t Bore Kids

 

What makes a learning game interesting and exciting for kids?  Sophia Dalal, a Common Sense Media intern, recently interviewed her 14-year-old brother about what makes a game great for learning. She also ran focus groups with more than 20 teens to understand how they evaluate learning games. Here’s what some of these savvy kids had to say.

Source: Minecraft Screenshot
Source: Minecraft Screenshot

posted by: Ryan Schaaf

Original Source

Student voices shape the way we rate and review on Graphite. Common Sense Media intern Sophia Dalal recently interviewed her 14-year-old brother, Kavi, about what makes a game great for learning. She also ran focus groups with more than 20 teens to understand how they evaluate learning games. Here’s what some of these savvy kids had to say.

Q. What makes a game great for learning?

Kavi, 9th grade: There are textbooks that try to teach you things like history or algebra just with the facts. There are some games with goals to teach you things like algebra or history the same way. That’s not very exciting. I don’t play games just to input information.

Maya, 7th grade: It’s important to have a balance between learning elements and how fun a game is. It has to have an intriguing plot that makes you want to keep playing. And there have to be objectives so you always have a challenge to work for.

Joby, 8th grade: You need to have some influence over what happens in a game. In real life, are you really going to stand back and watch everything happen around you? You need to have a say in what happens. Otherwise you might as well watch a movie instead of playing a game.

Q. What’s most engaging about games?

Kavi: What’s really engaging for me is the story. All the best games build really good worlds just like a good book creates a fantastic and believable world. There’s no other type of media where you are the first person character and you have to make real-time decisions.

Tess, 8th grade: Creativity is what I love in games because I like to make things. I think Pixton is fun because you get to create comics, and you can personalize them the way you want. You have power and more control over the whole thing.

Katherine, 8th grade: I think humor makes games really engaging. With humor, you can tell that the game maker put a lot of time and thought into it.

Q. Is it important to be challenged?

Lionel, 8th grade: Competition is important. If games have competition, kids want to play them over and over until they beat the other person. They’re motivated to learn without realizing it.

Joby: The goal of a game should change over time. In Minecraft, your very first goal is to build a place to live. After that you have to go mining to get to various levels of achievement. The goal is always moving and that makes you push even harder.

Steven, 8th grade: I like a game that’s not going in a predictable sequence. A good game needs a surprise element. You don’t know if this or that is going to happen next.

Tess: Having a goal is really important. In Sims you’re building things not just to take a screen shot and say, “Yay, I built this.” You’re building for the goal of having someone live in it and have a life there.

Q. What about the look and feel of a game?

Kavi: Beauty is really important. Ugly games are an instant turn off. I’ve played games with no dialogue and no other characters. Journey is incredibly moving because the space is so beautiful. A complex environment that feels real is also important. In my opinion that’s done best when you’re plopped into a realistic 3D world, although I’ve seen it happen other ways, like by creating sound environments. They do that in Sound Shapes — an incredible learning game.

Katherine: Colors are important. If you want people to stay on a game you have to engage them with colorful graphics. When you’re looking for games to play, you’re less likely to click on the ones that are gray and boring.

Joby: The smoothness of the interface is important. If buttons are organized it’s easier to find what you’re looking for than if they’re randomly placed.

Q. Anything else?

Kavi: It’s important to remember that games are another art form, like a book or paintings or music. And I think the most important stuff you get out of a game is the same stuff you get out of art … things like emotions or appreciating beauty.

Maya: I think that a website for teachers to find sources for learning is really helpful because then they can find resources and see if people think they’re good or not and how well they teach things. And if they don’t want to pay a lot of money before they find out what the game is about, they can find out whether they really like it or not. I think that’s really helpful.

Kids’ Ideas Will Affect Graphite

We learned so much from interviewing these teens:

  • Engaging games with style are central to learning and not just a “nice to have.”
  • Personalization features and the ability to create things or make decisions empower kids and help them learn.
  • Worlds, stories, and characters that are stylistically unique draw kids in.
  • Striving to meet a goal — especially if there’s competition — can make kids try harder.

We have a similar take on games. But to hear kids echo what we’ve been thinking about — evaluating games in their own unique way — was affirming.

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The Science of Storytelling Visually Explained

For generation after generation, humans have learned valuable information through storytelling. Whether around a campfire or in a classroom, storytelling is a powerful method of communication that has as much power over us today as it did centuries ago. The folks at Educational Technology and Mobile Learning share an intriguing infographic about the science behind storytelling and its importance to educating learners. 

Posted by: Ryan Schaaf

Original Source

How Storytelling Affects the Brain

1- Neutral Coupling
A story activates parts in the brain that allows the listener to turn the story in to their own ideas and experience thanks to a process called neutral coupling.
2- Mirroring
Listeners will not only experience the similar brain activity to each other, but also to the speaker.
3- Dopamine
The brain releases dopamine into the system when it experiences an emotionally-charged event, making it easier to remember and with greater accuracy.
4- Cortex activity
When processing facts, two areas of the brain are activated (Broca’s and Wernicke’s area). A well-told story can engage many additional areas, including the motor cortex, sensory cortex, and frontal cortex.

Source: onespot
Source: onespot
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21 Things Every 21st Century Teacher Should Do This Year

What I love about this list are that these are simple, purposeful, and pragmatic suggestions that any teacher could implement in existing class structures.

 

Posted By Sherwen Mohan 

Original Source 

A new school year always brings about new ideas and hopeful ambition for teachers. However, it’s almost 2015.  Gone are the days when we can use the excuse that “we don’t do technology”.  Part of being a teacher in the 21st century is being creative in integrating academics and learning into student’s digital lives. With access to content being ubiquitous and instant in student’s out of school lives, we can either reject their world for our more traditional one, or embrace it.

While some of the ideas that follow may seem a bit trendy, it’s never hurts to model ways to interact with all this new media as a covert way of teaching digital literacy and citizenship.   The great news is, you don’t need every student to have a device to make these happen. Heck, in most cases all you would need is a single smart phone.  All you need is an open mind and some student-led creative thinking.

And so, I present the 21 things every 21st century teacher should try in their classroom this year:

1. Post a question of the week on your class blog

One of the best ways to engage student (and family) interaction with your classroom is to have a class blog.  While these are becoming more common, I like the trend of having a weekly student “guest author” write up the ideas and learning objectives discussed in class.  This is also a good place to discuss appropriate commenting behavior on blogs and websites.

2. Have a class twitter account to post a tweet about the day’s learning

Just like a blog only smaller.  Nominate a “guest tweeter” and have them summarize the day’s learning in 140 characters or less. Then ask parents to follow the account so they can also get a little insight into the happenings of the school day.

3. Make a parody of a hit song

The ultimate form of flattery is imitation.  The ultimate form of stardom is when Weird Al makes a parody of your song.  Why not take that to an creative level and have students re-write lyrics to their favorite hit or a popular tune?  Sure, this might take more time than it’s worth academically, but the collaborative sharing and engaging aspect of producing such a thing can be a positive.  Who knows, maybe someone in history class will remake “Chaka Khan” into “Genghis Khan” or something like this classic:

4. Create an infographic as a review

Those clever little graphics are appearing everywhere from Popular Mechanics to Cosmopolitan. Why not make one as a way to help visual learners review and remember information?

5. Go paperless for a week

Depending on your grade level, this might be harder than you think. Even in a 1:1 district we still print or have need to print things from time to time.  The idea behind this challenge is see if you can figure out ways to make things more digital.  Maybe instead of a newsletter you print and send home, you write a blog or send a MailChimp?  Or instead of asking kids to write and peer-edit each other’s papers, you ask them to share a Google doc?   If your students don’t have devices, then challenge yourself to try this personally for a month.

6. Have a “No Tech Day” just for nostalgia’s sake

And then have your students blog about the experience.

7. Create your own class hashtag

Tell your students and their parents about the hashtag and have them post ideas, photos, and questions to it.  It’s a great way to get people from not only in your class but also around the world to contribute to your class conversation. You can also use this with your blog posts (#1) or classroom tweets (#2). Bonus points if you use something like VisibleTweets to display your posts in your class.

8. Create a List.ly list to encourage democracy in your class.

It could be as simple as a list of choices for a project or something as grand as what is one thing you want to learn about this year?  Whatever the choice, use List.ly to create a crowd-sourced voting list and let your students have some say in their learning!

9. Integrate Selfies into your curriculum

This one might take some outside the box thinking,  but I’m guessing that there are students in your class that could come up with a creative way to do this.  Maybe take a selfie next to a science experiment? Or a selfie with an A+ paper? #SuperStudent

10. Curate a class Pinterest account 

Pinterest is a great visible way to curate resources but why not create a class account that has a different board based on projects throughout the year.  Add students as collaborators and let them post their projects to the board.  You could also have a board on gathering resources and information for a topic which would be a good time to mention what is and what isn’t a valid resource?

11. AppSmash Something

Besides just fun to say, you should definitely take multiple apps on whatever device you use and smash them together into a project.  Check out this post for the basics and remember, it doesn’t have to be you who is doing the smashing.  Let your kids come smash too!

12. Participate in a Twitter Chat

Twitter can be like drinking information from a fire house at times, but finding a good twitter chat on a topic and participating can be a great way to learn and grow as a teacher.  Check out Cybraryman’s list of twitter chats and times to find one that interests you. Don’t see any you like? Make your own!Remember in step #7 when you created your own class hashtag?

12. Make part of your classroom “Augmented”

Why not make take an app like Aurasma and hide some easter eggs around your room? You could make them about a project or just secret nuggets about you.  It’ll keep kids (and parents during back to school night) engaged and turn dead space in your classroom into an interactive learning opportunity.  Need some ideas?  Check out Lisa Johnson‘s List.ly List (Remember, you know how to make those now from #8!) of over 50 Augmented Reality apps.

13. Create a recipe on IFTTT.com to make your life easier

With all of these tools and social media platforms, it might be a good idea to create some ways to automate tasks in your classroom.  IFTTT.com has some great pre-made “recipes” to combine some of your accounts into simple workflow solutions.  You can even have your plant email you when it needs water.

14. Create a Class Instagram Account 

Have a daily student photographer who’s job is to post an example of something your class/students did that day. If you don’t want to mess with “do not publish” lists, you could ask that it be of an object or artifact, not a person.  This would also be a good time to talk about when and how to ask permission to take someone’s photo.  Mix in your class hashtag(#6), throw in an IFTTT (#13)recipe, and all the sudden you can also auto-post selfies (#9) to your class Pinterest board (#9)

15. Perform in a LipDub Video 

This can be either a solo project or for even greater effect, tie in your parody song (#3) and have your students act out their learning throughout the video.  Don’t forget to hashtag it. Bonus points if said video goes viral like this one:

16. Make a class book

The ease with which you can publish books now is amazing.  Using a tool like Book Creator or iBooks Author, you can publish to the iBooks store or Amazon.  Don’t want to do something that intense? Keep it simple and make a book using Shutterfly and then have it printed as a keepsake.

17. Participate in a Mystery Hangout

This sounds a lot scarier than it is but essentially think of playing the game 20 questions with another classroom somewhere in the world. Here’s a link to a community page with more resources. It’s a great way to increase cultural and global awareness and you could event invite the other class to add to your Pinterest board (#10), vote on your List.ly (#8), comment on your blog (#1) or maybe co-collaborate on an eBook (#16).

18. Produce a class Audio podcast

Have students create a podcast highlighting classroom activities, projects or students.  To get it to the web quickly, post it to Soundcloud.  For the more advanced user, use a podcasting site like Podbean.com and actually get the podcast posted to iTunes.  That way mom and dad can listen to the weekly recap while going on their evening walk or driving to work.

19. GHO on Air with an expert

With so many resources and experts available, it only makes sense to bring in someone from “the real world”. This not only creates interest in the topic, it adds an air of authenticity.  Using Google Hangouts On Air means you can record this session on the fly and post it to your class site or embed it on your blog to generate discussion at home.

20. Become an activist for a worthy cause.

If the ALS Ice Bucket Challenge can teach us anything, it’s that sometimes a little creativity is all you need to awareness to a cause. Whether it’s helping a country in need or finding a cure for a disease,  our new connected society can be a powerful thing when galvanized for good.  Participating in a global project gives students perspective on their own lives while helping others with their own life challenges.

21. Let your students drive the learning

While you could do all of these challenges by yourself, the real power comes in letting students own a piece of it.  They have the curiosity and the digital acumen, it’s the teacher’s job to give them instructional focus and empowerment.  We live in wonderfully connected times.  Despite all of technology’s perceived misgivings and the apocalyptic fears that we are losing ourselves as a society, why not use some of this power for good?

Just know that as a teacher in the 21st century you ultimately hold the key to unleash this creative beast.  So try something on the list this year that may force you a bit out of your comfort zone because there is no better way to learn than trying.

Just be sure you blog about it when you are finished as learning in isolation helps no one.

Oh….and be sure to hashtag it.

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Report Finds Teachers Underutilize Resources for Digital Games in the Classroom

It’s no surprise that teachers help other teachers. Sharing textbooks, lending supplies and co-planning lessons are just a few examples of how teachers pull together to share materials and wisdom for the betterment of their students. Not surprisingly, teachers are also helping other teachers find digital games to incorporate during instruction. MindShift continues its analysis of the report entitled Level Up Learning: A National Survey on Teaching with Digital Games published by the Games and Learning Publishing Council.

iStock
iStock

posted by: Ryan Schaaf

Original Source

While more teachers are using digital games in the classroom, how they decide which games to use and why is less standardized, according to a teacher survey of 694 K-8 teachers by the Games and Learning Publishing Council called Level Up Learning: A National Survey on Teaching with Digital Games.

The report finds that teachers learn about games through informal means, such as peers within the school or school district, and could benefit from more explicit training programs. By not having a more formal process, the report finds that “teachers may not be getting exposure to the broader range of pedagogical strategies, resources, and types of games that can enhance and facilitate digital game integration.”

“There’s a problem with discovery. They aren’t aware of all the types of games they could be using and all the ways they could be using them,” said Lori Takeuchi, senior director and research scientist at the Joan Ganz Cooney Center who co-authored the report. The GLPC is a project of the Cooney Center. “We need an easier way for teachers to find the best game titles that will meet their needs,” she said.

The report says a minority of teachers are using resources available to them. Teachers already using digital games get most of their professional learning  from other teachers within the school or district (68 percent) and a quarter of surveyed teachers go to online forums for educators. For those reasons, the report authors recommend finding alternative ways to reach out to teachers. The report states, “This means that we need to do more to promote these online resources and identify how they can more effectively address teachers’ pedagogical questions as well as their lifestyles, learning styles, and organizational constraints.”

Overall, most teachers they surveyed use games in the classroom. Many times, a teacher’s exposure to gaming outside of school impacts whether students get the benefit of games in the classroom. Of the teachers surveyed, 74 percent use digital games to teach in the classroom. Most of those said they let their students play at least monthly. About 40 percent of teachers who use digital games are using them to meet curriculum standards.

From “Level Up Learning: A National Survey on Teaching with Digital Games” from the Joan Ganz Cooney Center.
From “Level Up Learning: A National Survey on Teaching with Digital Games” from the Joan Ganz Cooney Center.

The report also finds that certain types of games are favored over others, and that duration plays a key part. Role-playing games, like World of Warcraft, can help students with problem solving skills, but only 5 percent of teachers surveyed report using such involved games. “All the research shows the potential of video games for learning and its usually through these immersive games, but those are not the types of games we’re seeing in the classroom,” said Takeuchi.

“Teachers tend to use shorter form games that could be finished in a class period or just a few minutes. Because developers realize that teachers can fit a shorter form game into a classroom period, they’re going to make those games.”

Part of the Bill and Melinda Gates Foundation funded report was released earlier this year and highlighted how teachers use games for reasons like assessment, reaching low-performing students, motivating students, and teaching new material. The full report shows which games the teachers surveyed are using in their classroom.

From “Level Up Learning: A National Survey on Teaching with Digital Games” from the Joan Ganz Cooney Center. Surveyed teachers listed titles of up to three digital games used with students.
From “Level Up Learning: A National Survey on Teaching with Digital Games” from the Joan Ganz Cooney Center. Surveyed teachers listed titles of up to three digital games used with students.

Note: MindShift has been developing The MindShift Guide to Games and Learning with the support of the Joan Ganz Cooney Center. The guide is a project of the Games and Learning Publishing Council.

 

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Digital Learning Games Used by Majority of Teachers, Survey Finds

 

The Games and Learning Publishing Council have published their findings in a comprehensive, 67-page report investigating if and how digital games are being used in classrooms. The survey illustrates the mainstream appeal of learning with games starts a new conversation of how to use long-form digital games for deeper learning experiences. Thank you to Benjamin Herold at Education Week for sharing the survey results.

Photo Credit:: Joan Ganz Cooney Center at Sesame Workshop
Photo Credit:: Joan Ganz Cooney Center at Sesame Workshop

Posted by: Ryan Schaaf

Original Source

Digital learning games have officially gone mainstream, with nearly three-quarters of K-8 teachers saying they use the games for classroom instruction, according to a new national survey. 

But the rise of digital gaming within schools still pales in comparison to the advances seen in the commercial gaming sector, according to a comprehensive, 67-page report issued by the Games and Learning Publishing Council, a project of the Joan Ganz Cooney Center at Sesame Workshop, a New York-based nonprofit that studies digital media use and children. 

Students are still mostly using desktop and laptop computers to access digital learning games in the classroom, and most teachers are still using short-form games to deliver content and allow students to practice basic skills, rather than leveraging the significant learning potential to be found in long-form, multi-player, and immersive games, the report found. 

“When scholars and practitioners first began inspiring us with their visions for digital game-based learning, they certainly weren’t writing about drill-and-practice games. Yet this is what so many K-8 teachers are still using with students today,” says the report. 

Barriers include lack of support and training for teachers, limited time within the school day, and difficulty finding games that are clearly aligned to curricular standards, according to the study. 

Recommendations from the report include creation of an “industry-wide framework” and taxonomy for categorizing and reviewing games so they are easier for teachers to identify and better and more widespread pre-service technology training and professional development on how to integrate digital games into the classroom. 

The results are based on a survey of 694 K-8 teachers from across the United States, conducted in the fall of 2013. Unlike previous research efforts, the study included teachers who don’t use digital games in the classroom. 

As part of their analysis, researchers from the Games and Learning Publishing Council/Joan Ganz Cooney Center used statistical methods to create an entertaining and illuminating typology of teachers. At one end of the spectrum, they say, are “dabblers” who use games to teach a few times per month, but are not particularly comfortable doing so, in part because they face significant barriers and a lack of training and other resources. 

At the other end of the spectrum are the “naturals” who frequently play digital games themselves, teach with them often, and receive lots of support. 

Really, though, the strength of the new study, titled “Level Up Learning: A National Survey on Teaching With Digital Games,” is in how thoroughly it surveys the field. 

Some findings that caught my eye:

  • 74 percent of the K-8 teachers surveyed report using digital games for instruction, most at least monthly and more than half at least weekly.

  • More than 40 percent of those surveyed say they use digital learning games to deliver mandated academic content, while roughly one-third said they use games to assess student learning.

  • Popular titles that teachers report using in the classroom included Starfall, Cool Math, PBS Kids, ABC Mouse, and Brain Pop.

  • Immersive and commercial games are not widely used.

  • 71 percent of teachers surveyed said digital learning games were helpful for teaching math, while just 42 percent said they were helpful for teaching science.

  • Of those teachers who do use games in the classroom, 56 percent said they base instructional decisions on what they learn from game-related assessments, and 54 percent said that games have been helpful in gauging student mastery of concepts or content.

  • The majority of teachers—more than two-thirds—report turning to other teachers within their school or district for support using games in the classroom.

  • Students are overwhelmingly accessing digital games via desktop PC or laptop (72 percent said they were doing so), followed by interactive whiteboard (40 percent) or tablet (39 percent). According to the report, “these data suggest that students’ gaming experiences at school are flipped images of ther gaming experiences at home,” where gaming systems are most popular.

  • Younger teachers, teachers who regularly play digital games themselves, and teachers working in schools serving high proportions of low-income students reported using digital games in the classroom more frequently than other teachers.

  • More than 60 percent reported playing digital games themselves at least once per week.

The word cloud below, from the report, provides a visual snapshot of the games that teachers report using most frequently.

Word Cloud Credit:: Joan Ganz Cooney Center at Sesame Workshop
Word Cloud Credit:: Joan Ganz Cooney Center at Sesame Workshop