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The Most Powerful Tool in the Classroom

 

Times must change in the classroom. The role of teachers and textbooks must transform to better prepare students for the jobs of today and tomorrow. Textbooks, although a valuable source of information,  must no longer be considered THE source of all information. The role of the teacher must also change from the ‘sage on the stage’ to the ‘guide on the side’. Despite the need for this role transformation (from lecturer to facilitator), teachers are absolutely critical for learning and assessment in today’s classrooms. Hear from Sarah Wike Loyola at the Huffington Post on her insights into preparing students for their future, and not our past.

Image Source: iStock
Image Source: iStock

Posted by: Ryan Schaaf

Original Source

Historically, the teacher has been the omniscient presence in just about every classroom in the world. They were the only ones who possessed the all-mighty knowledge which was passed on to their yearning students. Traditionally, pupils were placed in rows directed towards the maestro perched at the front of the room spouting facts that the students madly scribbled in their notebooks. The aforementioned students would then, at a later time, pour over their notebooks attempting to commit these facts to their short-term memory for long enough to get a decent grade on the corresponding test. Then, they would promptly forget most everything they “supposedly” learned. Sound familiar?

The only other source of knowledge on any particular subject was the textbook. In modern times, these were, and still often are, assigned in a course to each student at the beginning of the school year. Textbooks have existed since the time of papyrus and have represented a portable form of knowledge for centuries. However, for many of us who toted them around risking scoliosis for nearly two decades, textbooks have left a very negative taste in our mouths. I can clearly remember trying to read from them while fighting to keep my eyes from clamping shut.

Okay class, let’s review. For thousands of years, there have generally only been two sources of knowledge in a classroom: 1) the teacher; and 2) the text book.

So, is it possible that all of this could change in a matter of a few short years? Is it conceivable that educational tradition and history could be disrupted in a radical way? Is it imaginable that neither the teacher nor the textbook are the most powerful tools in the classroom in 2014? The answer to all of these questions is a resounding YES.

The most influential tool in the classrooms of today is the Internet, and districts, schools, and/or teachers that are not dealing with this reality are truly doing a huge disservice to their students. As we progress in this technologically charged world, we face a very important question. What is to become of the role of teachers? Will they become obsolete?

Fortunately, the answer is no, but what I hope to prove to you is that a teacher’s role in the classroom must change. We have all heard teachers referred to as the “sage on the stage”, but now that they are no longer the most sagacious presence in the room, they truly must become more of a “guide on the side”. I too am a teacher, but like to describe my role to students as one of facilitator, mentor and coach.

The hard truth is that the tech-savvy students of today do not want to be lectured to about facts they can instantly find with the click of a button on their smart phones. Siri can often give a more comprehensive answer than many of us on any given topic. Therefore, the honest truth is that HOW we teach must change. Making students memorize rote facts and regurgitate them is no longer sensible, and educators now have the opportunity to have students think much more critically, solve problems, and use their creativity in ways they never have been pushed to do in the past.

This can be done by making classrooms much more student-centered than ever before. We, as facilitators, can broach broad and meaningful questions based around the units we teach, but our students can do the research, seek out the answers, and teach themselves the material. Let me give you an example. In my AP Spanish class, one of our themes is “World Challenges”. I start the unit by simply asking, “What are the greatest challenges facing our world and how do we solve them?” I know the answer to this question, but that is unimportant because I charge them with seeking out the answers. I divide them into small groups and give them time to investigate on their own. Once they have researched the topic, I have them make a poster using the Explain Everything App that demonstrates their results. If your students do not have an iPad, they can use actual poster board. Then, they present their poster and their discoveries to their classmates. I guide them through the process, but they teach themselves and their peers the material. Later in the unit when they have to write a persuasive essay on, “What is one of the greatest challenges facing our planet and how can we solve it?” they are able to think critically on the matter because they already did when they explored the material earlier.

We were taught very differently because we only had access to the “Encyclopedia Britannica”, text books, and card catalogs. The students of today have access to a colossal amount of information. We must take this into consideration if we are going to prepare them for the modern workplace and a future so technologically advanced that it is inconceivable at this moment.

For teachers, the hardest part is letting go of control in their classrooms. Many educators are experts in what they teach, so it can be hard for them to not demonstrate their breadth of knowledge in their subjects on a daily basis. Also, teachers must now become receptive and open to a classroom full of lively, yet organized chaos. Educators have to develop a level of comfort with the fact that they are no longer simply lecturing to a silent audience.

I hope that I have shown that students need to be more in control of their own learning. In order for this to occur, educators must move aside and give up some power. This is the only way we can begin to make true educational progress, and the Internet must be our guiding force.

If you are an educator, a parent, or anyone else interested in education, get inspired the same way I did by watching Sugata Mitra’s TEDTalk.

Follow Sarah Wike Loyola on Twitter: www.twitter.com/SWLoyola

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A Guide to Game-Based Learning

Vicki Davis at Edutopia shares with us the fundamentals of game-based learning and provides helpful definitions and scenarios for educators to consider when they are incorporating learning games into instruction. 

Photo Credit: Games in Gear
Photo Credit: Games in Gear

Posted by: Ryan Schaaf

Original Source

You want students to learn. Shall we play a game? Absolutely!

But what is a game?

Game: a form of play or sport, especially a competitive one played according to rules and decided by skill, strength, or luck.

Is Game-Based Learning the Same as Gamification?

Not exactly. Gamification is “applying typical elements of game playing (e.g., point scoring, competition with others, rules of play) to other areas of activity.” Great classrooms often use both.

Every day in my classroom, I’m using the essentials: gamification elements, reward systems, and game-based learning. I’ve already covered 5 Ways to Design Effective Rewards for Game-Based Learning. Let’s learn how to pick the games.

Understanding Games

Powerful games in the classroom often include:

  • Multiple levels or challenges
  • A compelling or intriguing storyline
  • A personalized, unique experience for each learner
  • Rewards such as unlocking certain capabilities based upon achievements
  • Additional rewards and feedback from the teacher or classroom.

Tools to Analyze Game-Based Learning

As you choose games, you’ll want to mix up the games you use. These tools will help you analyze which works for you.

Computer Games vs. Simulations

Computer games are often fantasy based. Simulations are a form of computer game that simulates something happening in real life. Both are useful.

A simulation might have students dissect a body online, while a computer game that teaches the same thing would be Whack a Bone. Both can teach the bones and parts of the body. Dissection is more realistic than the game to “whack” the proper bone.

Single- vs. Multi-Player

In a single-player game, each student plays as an individual. There may be a leaderboard at the end, but they aren’t playing against or with other players inside the game.

Multi-player games include other players as either competitors or teammates.

For example, the AIC Conflict Simulation from the University of Michigan is a multi-player simulation of the Arab-Israeli conflict. Students play the role of world leaders, and their mentors are grad students at the University of Michigan. Every single game is unique. The learning experience is powerful.

A single-player game, PeaceMaker, also simulates the Arab-Israeli conflict — however, it’s just the student against the computer. There are no unique elements determined by other players in the game, just the software.

Single-player games can be easier to play and coach, but I’ve gravitated toward at least one multi-player simulation per school year per course. Multi-player simulation environments require higher-order thinking. Students are analyzing, creating, and having to deeply understand their topic.

One of my favorite methods to amp up single-player games is creating teams. For example, using the typing speeds of my students, I create teams with the same average typing speed. These evenly-matched teams play their favorite typing game, Baron von Typefast. We add up all the scores, and the winning team receives a medal (as I play Olympic music). I’ve seen my eighth graders wear these all day long!

One-Time vs. Persistent Games

One-time games make fun bell ringers. Every time a student logs in, he or she starts over. A persistent game is a permanent game environment where the student achieves over multiple playing sessions.

Right now, my ninth graders are participating in the H&R Block Budget Challenge. In this persistent game, they have to create a budget, pay bills, and save money on the salary of a person who is just six months out of college. It goes along with the real calendar and will last from October through December. (Students can win real cash scholarships, which makes it even more intense.) If you coach a persistent game well, the game itself becomes the reward.

While students are playing the simulation game, I am still teaching with one-time games. This week I used a Tax Bingo game where students fill a bingo card by getting answers from their classmates. (Think of it as a massivethink-pair-share.)

Real-Life vs. Electronic Gaming

You can game in the physical classroom. Some gamers call this RL (real life) or IRL (in real life). For example, I invented an accounting game to use with a physical Monopoly board. As my students entered debits and credits, they produced financial documents. While electronic games are fast and easy, the physical classroom is a powerful place to use game-based learning.

Thematic Games with a Storyline

Some teachers like Michael Matera are using game-based learning every day. Every student is in a “house” or “clan,” and these groups compete for points all year long. (See Gamification in Education for more about this model.)

Preparation vs. On-the-Fly Game Play

Some formative assessment tools or games like Kahoot! require some preparation ahead of time. Socrative, another formative assessment tool with built-in games, has some “on-the-fly” tools that let teachers ask for answers without preparation.

Feedback vs. No Feedback

Teachers need data on gaps in knowledge. Many of today’s educational “games” have no feedback for parents or teachers. Look for games with good teacher feedback systems.

Where Do I Find the Games?

If you want to find great games, I recommend the Gamifi-ed wiki that my ninth graders compiled with the Master’s program students from the University of Alaska Southeast. (As an aside, we found a major disconnect between recommendations by app stores and the games that are actually the best for learning.)

Additionally, sites like Common Sense Media and Free Technology for Teachers are always featuring new games and simulations.

Game-Based Learning

Games have always been in the classroom, but improvements in technology have launched us forward. Not all games are alike, so be smart — but GAME ON!

VICKI DAVIS @COOLCATTEACHER’S PROFILE

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Gaming

Quantifying the Impact: An Interview with Dan Norton

Using digital gaming as an instructional strategy is being explored by many. Educators are attempting to leverage their students’ excitement to play digital games outside of school   by bringing them into the classroom. In this post, Joe Schmidt interviews Dan Norton, a founding partner and CCO at Filament Games. They discuss iCivics; a non-profit organization dedicated to reinvigorating civic learning through interactive and engaging learning resources. 

Screenshot of iCivics, produced by Filament Games
Screenshot of iCivics, produced by Filament Games

Original Source

Posted by: Ryan Schaaf

iCivics Teacher Council Member Joe Schmidt interviewed Dan Norton a founding partner and CCO at Filament Games who specializes in crafting educational game design documents and storyboards that originate from learning objectives. Here is their conversation on game based learning:

How did you get involved in creating games used for game based learning?

About nine years ago, I worked as an interactive designer at an online resource center in Madison that eventually partnered with the UW-Madison organization GLS (then called GAPPS).  That group was studying the effects of games and education and we got to work with them to get involved in game based learning. Combining what I had learned and my lifelong interest in games it was a natural fit.

Three of us saw an opportunity to make games that embodied the contemporary research about good games and learning, so we started Filament Games, and here we are today!

What does gamification in teaching mean to you?

I think as a term, it doesn’t just mean a development of reward system to what you are already doing.  I don’t believe that this [misconception] works and research tells us that just adding incentives doesn’t work.  If you are going to use games in the classroom, then you have to think about what you are adding as intrinsic rewards.  You have to develop ways of expressing learning objectives that have intrinsic values to them.  You can’t just add a reward to a boring lesson plan and expect it to work.  For example, with an egg drop activity, there are Newton’s laws and engineering  practices embedded in that activity, but there is a context with those objectives that allows students to be engaged and creative in the learning.  When you look deep enough into almost any lesson, you should be able to find the intrinsic motiving ideas for that lesson, that [motivator] can be tied to a gamified lesson plan.

What do you think are the benefits of using games to help students learn?

There are a bunch of them.  Games do a great job of helping more of the underserved students.  It is a different way to address literacy and hit different learning objectives. Filament looks to use games to help express: Identities– asking you to take on a role inside the game, allows different perspectives;Verbs– working towards a completion of a task; and System Thinking Rules and Principles– having to working within a set of rules.  These are all different ways that teachers are already looking to engage students.

How do you see game based learning evolving in the coming years?

I think what game based learning is good at is providing authentic assessments.  Games are the perfect way to assess learning objectives compared to taking a test.  In the future as we work towards more complicated assessment, I think that games will continue to evolve as the exemplar model of assessments that should be used.

What is your best example of how game based learning affected an individual/group/class?

Just about in every user test we do, there are always a couple students with a learning disorder or that traditionally underperform in the classroom and we see that they pull out all of the stops to play the game.  To try to pick just one is hard, because just about every time we have tested games, the students that seem to shine cover such a wide variety of student types.

How would you respond to someone that says, “They are not learning, they are just playing games”?

I would counter back that every game has value and the part of what we consider “fun” is just part of a learning cycle that takes place.  Games are naturally a learning engine.  When we no longer have fun, it is because we no longer find value with it.  Play is just an open learning environment and that is something that all living things do as part of a learning process.  The word “fun” is really just a code word for a learning in a game, and if that game is designed in such a way that the “fun” problems are aligned to learning objectives, we can create truly valuable experiences.

If you could tell teachers one thing about using iCivics games in their classroom, what would you say?

They shouldn’t just see iCivics as an arcade of cool Civics games, but rather as a robust and flexible curriculum that allows a great context for teaching civics far beyond the computer screen.

Joe (@madisonteacheris currently in his tenth year of teaching and is a dedicated life-long learner that works to support social studies teachers in his district.  He is looking to change the world one student at a time, and continue to look for ways to connect students and classrooms to the world around them through a variety of learning experience.

 

 

 

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Disruptive Innovation

Coding with the Kindergarten Crowd

 

Computer Science is an absolute critical area educators must address in their classrooms. There is always constant demand for programmers and coders in the United States (as well as abroad). Introducing students at a young age will plant the seeds of interest early. Laura Devaney at eSchool News presents educators with potential services to introduce young learners to programming and coding and some testimonials from educators leading the way. 

Original Source

Posted by: Ryan Schaaf

Introducing coding to kindergarten students helps them reflect on their own learning as they develop 21st-century skills such as problem solving and creativity, experts say.

Coding has emerged as one of the most popular learning trends in recent years, and when it comes to programming, young students are proving just as capable as older students.

Studies suggest that engaging students in STEM and computer-based learning at an early age will help students retain their interest as those subjects become more challenging in high school and college, and it is this line of thinking that has prompted such early introductions to coding concepts.

Teaching coding in kindergarten helps young students learn important creativity and problem-solving skills that will position them for success as they move through school, said Amanda Strawhacker, DevTech Research Group lab manager and research scientist on the ScratchJr Project at Tufts University, during an edWeb webinar on kindergarten coding. The DevTech Research Group identifies ways technology can positively impact children’s development and learning.

Tufts University and MIT collaborated to design ScratchJr, a free app that teaches programming concepts to K-2 students. ScratchJr differs from Scratch, Strawhacker said, in that it “makes it as simple as possible to get at the core of what you want to do.”

After piloting Scratch in classrooms and with groups of students, collaborating researchers developed a version of ScratchJr that is aligned to younger students’ developmental stages. The program tasks students with making colorful blocks jump and move, and Strawhacker said developers eliminated the possibility of syntax errors to help students focus less on how to use the tool and more on meeting coding challenges.

“Many technologies are ‘digital playpens’–they’re safe, narrow, and adult-directed,” Strawhacker said. “Digital playgrounds allow children to be creators of their digital or tangible content, rather than consumers of digital content. They let students explore what it means to make a mistake in that creation.”

The notion of making mistakes, or the popular “failure is a positive outcome” concept, is especially important for young students as they engage in coding.

“We believe that if your student or child succeeded on the first try, then your question wasn’t hard enough,” she said. “It’s not a failure, it’s just not the best opportunity for you to learn something new and be engaged.”

Students can emulate the engineering design process when they focus on their own creation challenges. That process uses the following sequence: ask, imagine, plan, create, test and improve, and share.

The process also helps to break down the idea of perfectionism.

“We love when children ‘mess up,’ because it’s an opportunity for learning,” Strawhacker said.

Teaching coding and programming concepts to kindergarten students is “a lovely way to introduce design-based learning concepts … When you teach something how to think or be or act, you really are thinking about how you yourself think or act–you’re reflecting on your learning,” she said.

Coding also touches on a handful of skills student develop as they enter school.

Communication and self-expression: Programming is a non-verbal way to represent thoughts or personality on a screen

Sequencing and order: Young students focus greatly on patterns and ordering, including learning how to create and discern patterns, telling stories, and even learning to tie their own shoes. This more mathematical or structured way of thinking lends itself nicely to coding, where students can see the immediate effects of changing a sequence or order.

Problem solving: Kindergarten students learn as much about social behavior as they do about academics, and coding helps them develop social skills when they collaborate with peers. “Problem solving is excellently addressed when we introduce programming with ScratchJr,” Strawhacker said.

The Bureau of Labor Statistics predicts that computer science and IT jobs will continue to grow into 2020, but the current and future U.S. workforce may not be prepared. Code.org statistics indicate that just 1 in 10 high schools offer computer science classes.

In an effort to build lasting enthusiasm for coding and programming, many schools and districts are bringing coding programs down to the elementary levels, first experimenting with older elementary students before expanding the coding programs to kindergarten students.

In Pittsburgh, the Kids+Creativity Network offers a number of programs to bridge the coding skills gap, such as the Remake Learning Digital Corps, a gropu of mobile mentors who focus on robotics, coding websites, and programming mobile apps; the Computer Science Student Network, which gives teachers out-of-the-box computer science tutorials and games provided by robotics and coding instructors; and Arts and Bots, a robot building program for students.

The focus on creation, whether through coding for the web, app creation, or robotics, “builds on the theory of connected learning—we meet kids where they are, engage them in a social setting, and provide them with project-based learning,” said Cathy Lewis Long, executive director of the Sprout Fund, the force behind Kids+Creativity.

“A lot of skill adoption is deep at the middle school level,” Long said. “How do you get kids turned on to coding and computer science? How do we extend that learning and how do we do it in a way that kids are prepared to understand the coding or science behind it?”

“When we think about computer science in the past, it was in high schools,” said Linda Hippert, executive director of the Allegheny Intermediate Unit (AIU), an educational service agency serving 42 school districts in Pennsylvania. AIU works with the Pittsburgh Kids+Creativity Network to introduce students to digital concepts and help them develop digital skills.

“Now, it’s beginning at a very early age, and it’s intentional. It’s going to the elementary levels. What students are doing with that, and how they respond to coding, is very exciting,” she said.

Students in the districts served by AIU are using coding programs such asScratch to program and operate robots, said Rosanne Javorsky, AIU’s assistant executive director.

“When I really knew things were changing in our classrooms was when students as young as second grade talked about the new skills they learned and how school is different for them,” she said.

“The kids aren’t just listening to info the teachers are providing; they’re actually doing and teaching others,” Hippert said.

She estimated that coding and programming courses and opportunities are available in more than half of the schools AIU serves. Most of those schools offer it at both the high school and middle school levels, with a fair number of programs trickling down into the elementary grades.

“What we see is students engaging with tools they’re familiar with,” Hippert said. “Through the Kids+Creativity Network, initiatives such as coding and programming and the Maker Movement have grown in our schools, to the point that the enthusiasm for it is almost contagious as students learn from one another.”

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What’s Wrong With the Teenage Mind?

It makes sense that the rise in teenage weirdness is directly related to our children reaching puberty earlier and adulthood later. It also makes sense that we don’t have to just accept this developmental change without recognizing our responsibly to “properly instruct and exercise” the brain of our adolescent children.

Posted By Sherwen Mohan

Original Source

“What was he thinking?” It’s the familiar cry of bewildered parents trying to understand why their teenagers act the way they do. 

How does the boy who can thoughtfully explain the reasons never to drink and drive end up in a drunken crash? Why does the girl who knows all about birth control find herself pregnant by a boy she doesn’t even like? What happened to the gifted, imaginative child who excelled through high school but then dropped out of college, drifted from job to job and now lives in his parents’ basement?

If you think of the teenage brain as a car, today’s adolescents acquire an accelerator a long time before they can steer and brake. Harry Campbell

Adolescence has always been troubled, but for reasons that are somewhat mysterious, puberty is now kicking in at an earlier and earlier age. A leading theory points to changes in energy balance as children eat more and move less.

At the same time, first with the industrial revolution and then even more dramatically with the information revolution, children have come to take on adult roles later and later. Five hundred years ago, Shakespeare knew that the emotionally intense combination of teenage sexuality and peer-induced risk could be tragic—witness “Romeo and Juliet.” But, on the other hand, if not for fate, 13-year-old Juliet would have become a wife and mother within a year or two.

Our Juliets (as parents longing for grandchildren will recognize with a sigh) may experience the tumult of love for 20 years before they settle down into motherhood. And our Romeos may be poetic lunatics under the influence of Queen Mab until they are well into graduate school.

What happens when children reach puberty earlier and adulthood later? The answer is: a good deal of teenage weirdness. Fortunately, developmental psychologists and neuroscientists are starting to explain the foundations of that weirdness. 

Photos: The Trials of Teenagers

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James Dean in the 1955 film ‘Rebel Without A Cause’ Everett Collection

The crucial new idea is that there are two different neural and psychological systems that interact to turn children into adults. Over the past two centuries, and even more over the past generation, the developmental timing of these two systems has changed. That, in turn, has profoundly changed adolescence and produced new kinds of adolescent woe. The big question for anyone who deals with young people today is how we can go about bringing these cogs of the teenage mind into sync once again. 

The first of these systems has to do with emotion and motivation. It is very closely linked to the biological and chemical changes of puberty and involves the areas of the brain that respond to rewards. This is the system that turns placid 10-year-olds into restless, exuberant, emotionally intense teenagers, desperate to attain every goal, fulfill every desire and experience every sensation. Later, it turns them back into relatively placid adults. 

Recent studies in the neuroscientist B.J. Casey’s lab at Cornell University suggest that adolescents aren’t reckless because they underestimate risks, but because they overestimate rewards—or, rather, find rewards more rewarding than adults do. The reward centers of the adolescent brain are much more active than those of either children or adults. Think about the incomparable intensity of first love, the never-to-be-recaptured glory of the high-school basketball championship.

What teenagers want most of all are social rewards, especially the respect of their peers. In a recent study by the developmental psychologist Laurence Steinberg at Temple University, teenagers did a simulated high-risk driving task while they were lying in an fMRI brain-imaging machine. The reward system of their brains lighted up much more when they thought another teenager was watching what they did—and they took more risks.

From an evolutionary point of view, this all makes perfect sense. One of the most distinctive evolutionary features of human beings is our unusually long, protected childhood. Human children depend on adults for much longer than those of any other primate. That long protected period also allows us to learn much more than any other animal. But eventually, we have to leave the safe bubble of family life, take what we learned as children and apply it to the real adult world. 

Becoming an adult means leaving the world of your parents and starting to make your way toward the future that you will share with your peers. Puberty not only turns on the motivational and emotional system with new force, it also turns it away from the family and toward the world of equals. 

The second crucial system in our brains has to do with control; it channels and harnesses all that seething energy. In particular, the prefrontal cortex reaches out to guide other parts of the brain, including the parts that govern motivation and emotion. This is the system that inhibits impulses and guides decision-making, that encourages long-term planning and delays gratification.

This control system depends much more on learning. It becomes increasingly effective throughout childhood and continues to develop during adolescence and adulthood, as we gain more experience. You come to make better decisions by making not-so-good decisions and then correcting them. You get to be a good planner by making plans, implementing them and seeing the results again and again. Expertise comes with experience. As the old joke has it, the answer to the tourist’s question “How do you get to Carnegie Hall?” is “Practice, practice, practice.”

In the distant (and even the not-so-distant) historical past, these systems of motivation and control were largely in sync. In gatherer-hunter and farming societies, childhood education involves formal and informal apprenticeship. Children have lots of chances to practice the skills that they need to accomplish their goals as adults, and so to become expert planners and actors. The cultural psychologist Barbara Rogoff studied this kind of informal education in a Guatemalan Indian society, where she found that apprenticeship allowed even young children to become adept at difficult and dangerous tasks like using a machete. 

In the past, to become a good gatherer or hunter, cook or caregiver, you would actually practice gathering, hunting, cooking and taking care of children all through middle childhood and early adolescence—tuning up just the prefrontal wiring you’d need as an adult. But you’d do all that under expert adult supervision and in the protected world of childhood, where the impact of your inevitable failures would be blunted. When the motivational juice of puberty arrived, you’d be ready to go after the real rewards, in the world outside, with new intensity and exuberance, but you’d also have the skill and control to do it effectively and reasonably safely.

In contemporary life, the relationship between these two systems has changed dramatically. Puberty arrives earlier, and the motivational system kicks in earlier too. 

At the same time, contemporary children have very little experience with the kinds of tasks that they’ll have to perform as grown-ups. Children have increasingly little chance to practice even basic skills like cooking and caregiving. Contemporary adolescents and pre-adolescents often don’t do much of anything except go to school. Even the paper route and the baby-sitting job have largely disappeared.

The experience of trying to achieve a real goal in real time in the real world is increasingly delayed, and the growth of the control system depends on just those experiences. The pediatrician and developmental psychologist Ronald Dahl at the University of California, Berkeley, has a good metaphor for the result: Today’s adolescents develop an accelerator a long time before they can steer and brake.

This doesn’t mean that adolescents are stupider than they used to be. In many ways, they are much smarter. An ever longer protected period of immaturity and dependence—a childhood that extends through college—means that young humans can learn more than ever before. There is strong evidence that IQ has increased dramatically as more children spend more time in school, and there is even some evidence that higher IQ is correlated with delayed frontal lobe development.

All that school means that children know more about more different subjects than they ever did in the days of apprenticeships. Becoming a really expert cook doesn’t tell you about the nature of heat or the chemical composition of salt—the sorts of things you learn in school.

But there are different ways of being smart. Knowing physics and chemistry is no help with a soufflé. Wide-ranging, flexible and broad learning, the kind we encourage in high-school and college, may actually be in tension with the ability to develop finely-honed, controlled, focused expertise in a particular skill, the kind of learning that once routinely took place in human societies. For most of our history, children have started their internships when they were seven, not 27.

The old have always complained about the young, of course. But this new explanation based on developmental timing elegantly accounts for the paradoxes of our particular crop of adolescents. 

There do seem to be many young adults who are enormously smart and knowledgeable but directionless, who are enthusiastic and exuberant but unable to commit to a particular kind of work or a particular love until well into their 20s or 30s. And there is the graver case of children who are faced with the uncompromising reality of the drive for sex, power and respect, without the expertise and impulse control it takes to ward off unwanted pregnancy or violence.

This new explanation also illustrates two really important and often overlooked facts about the mind and brain. First, experience shapes the brain. People often think that if some ability is located in a particular part of the brain, that must mean that it’s “hard-wired” and inflexible. But, in fact, the brain is so powerful precisely because it is so sensitive to experience. It’s as true to say that our experience of controlling our impulses make the prefrontal cortex develop as it is to say that prefrontal development makes us better at controlling our impulses. Our social and cultural life shapes our biology.

Second, development plays a crucial role in explaining human nature. The old “evolutionary psychology” picture was that genes were directly responsible for some particular pattern of adult behavior—a “module.” In fact, there is more and more evidence that genes are just the first step in complex developmental sequences, cascades of interactions between organism and environment, and that those developmental processes shape the adult brain. Even small changes in developmental timing can lead to big changes in who we become.

Fortunately, these characteristics of the brain mean that dealing with modern adolescence is not as hopeless as it might sound. Though we aren’t likely to return to an agricultural life or to stop feeding our children well and sending them to school, the very flexibility of the developing brain points to solutions.

Brain research is often taken to mean that adolescents are really just defective adults—grown-ups with a missing part. Public policy debates about teenagers thus often turn on the question of when, exactly, certain areas of the brain develop, and so at what age children should be allowed to drive or marry or vote—or be held fully responsible for crimes. But the new view of the adolescent brain isn’t that the prefrontal lobes just fail to show up; it’s that they aren’t properly instructed and exercised.

Simply increasing the driving age by a year or two doesn’t have much influence on the accident rate, for example. What does make a difference is having a graduated system in which teenagers slowly acquire both more skill and more freedom—a driving apprenticeship.

Instead of simply giving adolescents more and more school experiences—those extra hours of after-school classes and homework—we could try to arrange more opportunities for apprenticeship. AmeriCorps, the federal community-service program for youth, is an excellent example, since it provides both challenging real-life experiences and a degree of protection and supervision. 

“Take your child to work” could become a routine practice rather than a single-day annual event, and college students could spend more time watching and helping scientists and scholars at work rather than just listening to their lectures. Summer enrichment activities like camp and travel, now so common for children whose parents have means, might be usefully alternated with summer jobs, with real responsibilities. 

The good news, in short, is that we don’t have to just accept the developmental patterns of adolescent brains. We can actually shape and change them.

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10 Steps for Avoiding Teacher Burnout

Teachers face a great deal of stress. Although there are many intrinsic rewards in the profession, there also exists many stressors. Endless faculty meetings and paperwork, stacks of grading, answering email and lesson planning are just a small number of the pressing duties expected of teachers today on top of teaching our future digital citizens. Edutopia’s Ben Johnson offers some helpful suggestions to diminish teacher burnout. 

Posted by: Ryan Schaaf

Original Source

 “Why did I want to be a teacher?” We all face burnout, sometimes on a daily basis, and in my case, especially after fourth period. Most of the time, we can pick ourselves up, brush ourselves off, and go back to the drawing board to try another strategy to find success with student learning. I have to admit that it is getting more and more difficult to make that transition back to a willingness to try again.  I can’t help to think students are more difficult than they used to be a few years ago, and pressures from accountability are becoming more oppressive. And of course, the pay for teachers is inadequate. With all of this we may ask, is it worth it?

Rather than provide a list of things to avoid, I would like to take a more proactive stance by sharing things that will help diminish burnout feelings and help you answer, yep, it is worth it.

Step #1) Have Fun Daily with Your Students

Share jokes, brief stories, puzzles, brain teasers, etc. This keeps it interesting for you and for your students. It only takes a minute and they are easy to align to the topic of the day.

Step #2) Take Care of Your Health

The physical status of your body affects your emotional responses, so never feel guilty about taking care of yourself. Skipping lunch or breakfast are bad ideas. Make sure you get enough sleep each day. Take a rejuvenating micro-nap when you get home. Get some better shoes to put a spring in your step. I used to think that I was an active teacher and did not need exercise, but I realized that I need cardio-vascular and upper body exercise, too. Thirty minutes on a treadmill, two days a week will do wonders. Simple pushups strengthen your abdomen, back, and arms. You will be surprised at how much it helps you not be worn out at the end of the day.

Step #3) Learn Something New and Share It with Your Students

Read an interesting book — education or non-education related. I have been reading, The Smartest Kids in the World and How They Got that Way from Amanda Ripley. It is interesting and education related, so I don’t feel guilty about taking time away from lesson planning and grading. Read a classic that you have always wanted to read but never got around to reading. Watch a TED Talk or go to Iuniversity and find something interesting about brain research (that’s what I like to explore anyway).

Step #4) Help Another Teacher

Share your motivating experiences locally or online. Edutopia is always here for that. If you take the time to respond to a blog, you may be surprised at the response. Start your own uplifting blog to help beginning teachers or nearly burned out ones. Be active in your professional organization by volunteering to teach, facilitate, or prepare workshops. Mentor another teacher, either formally or informally. We can all use as much help as we can get.

Step #5) Make Someone’s Day

Call a parent and tell them how good their student is. Find a student that is struggling and sincerely complement him or her on something they are doing well. Show gratitude for an administrator, or fellow teacher by sending them an appreciative note, giving them a hug, or presenting to them a small gift.

Step #6) Lighten Up

Smile (it’s after Christmas and it’s ok). Try looking in the mirror, putting on a smile and then try not smiling for real. It is nearly impossible. So try smiling when you do not feel like smiling. When you greet your students at the door, smile at them and a miracle happens: They will smile back.

Step #7) Be a Scientist

Experiment with new strategies and become an expert in them. Ask your students to help. Do a control group and an experimental group. Document your results and share them at a faculty meeting or a conference. Celebrate success.

Step #8) Look for the Positive

Be a voice for positive thinking, even in the staff lounge. It won’t change the situations, but you will feel better and others might be uplifted too. While teaching is hard, it is not all bad. Half empty glasses are not nearly as exciting as half full ones.

Step #9) Redecorate

Switch out the bulletin boards, move the desks, and adjust the lighting. Add your favorite smells or be adventurous with new ones. I found interesting ones: rhubarb, teak wood, and Hawaiian breeze (usually spray, or solid.) Check with your schools policy about bringing plug-in oil or scented wax warmers.

Step #10) Trust Students More

Let the students know that you will be trusting them more and give them opportunities to earn your trust. Try some project-based learning. Develop strong rubrics, share them with students, and then let them learn as you facilitate and coach.

Turning Things Around

It seems it is easier to fall into the trap of pessimism and negativity because of all the (okay, I will say it) “garbage” teachers have to endure, but that does not have to be our choice. We can choose our attitude, and choosing to do proactive things like those I listed above will go a long way in helping us keep our sanity and avoiding burnout. What helps you keep plugging away? Please share in the comments section below.

BEN JOHNSON’S PROFILE

 

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20 Google Tools Teachers Should Try – And How To Use Them In Classrooms

Just this summer, Google launched “Google Classroom” for all Google app schools. It is basically a course management system that is linked with drive and all the other google fun. I’m discovering something new on it everyday. If you have access and haven’t played around, do it!

Jen C. 

September 18, 2014 at 1:23pm

Posted By Sherwen Mohan

Original Source 

There’s a reason teachers like Google tools. They’re free, easy to use, and you already have an account on basically all of them. Add in the fact that Google is making a huge push into the world of teacher tools and you quickly realize it’s a good time to be a teacher.

There are a ton of Google tools that you should try out. But not all of them are relevant to your classroom. What’s a teacher to do? Well, leave it to the Daily Genius team who had waaay too much fun making this graphic and list. We experimented with every single one of these tools to make sure they’re highly useful.

See Also: 6 little-known Google tools you should try today

First, check out the graphic we worked hard on making for you. Then, scroll past the graphic to view links and descriptions of each tool. Want to add a Google tool? Do so down in the comments of this post – just add the tool and how to use it in the classroom. Looking forward to your contribution(s)!

GOOGLE TOOLS TEACHERS SHOULD TRY (AND HOW TO USE THEM IN CLASSROOMS)

Scroll the whole way down this VERY long visual for links and more!

LINKS AND OTHER INFORMATION

Privacy and Security Tools

Ensure your students’ (and your!) data is safe and secure with things like 2-step verification, analytics opt-out, off the record, incognito mode, and more.

Google Drive 

Take your classroom paperless, collaborate, and share easily with this one stop for all of your documents.

Docs/Sheets/Slides

Easy to use word processing, spreadsheet, and presentation tools for classroom work and professional development.

Google Sites 

Build a personal website, a classroom site, or have students build project sites with no coding necessary

Calendar 

Keep all of your appointments straight (across all your devices). Keep/share/collaborate on group calendars (classes, departments, whole school).

Forms 

Create polls, feedback forms and more. Great for class projects, data collection, and teacher feedback.

Google+

Create communities, host and participate in hangouts, bring virtual guests to your classroom, connect with just about anyone you choose

Groups

Connect with other like-minded groups around the globe via email and online forums

Moderator

Get input from your various audiences. Works especially well for large professional development groups, or very large classes.

Blogger

Have your students create and maintain blogs, or make one for your own purposes!

Course Builder

An open source education platform that lets you put your course content online for just about any audience! Use for your classes or to share your edtech prowess with other educators.

Chrome

An excellent web browser that supports a myriad of awesome extensions

Chromebooks

These relatively inexpensive laptops are a great choice for classrooms and offer a lot of bang for your buck

Scholar

A search engine especially for rooting through scholarly literature.

Mapmaker

Update Google maps with information pertinent to your area. Could make an excellent geography and cultural project.

Cultural Institute/Art Project/World Wonders

Explore things like world heritage sites, famous art collections, and information on significant historical events in this virutal museum.

A Google A Day

This game encourages efficient web researching. It is a great way to help your students rsearch quickly and easily – and it is fun, too!

Accessibility Tools

Tools to help blind, low-vision, deaf, and hard of hearing users navigate all that Google has to offer. A huge bonus for both special-ed classrooms or anyone that needs it.

Google Now

A personalized homepage of sorts for your device. Includes personalized weather, calendar, traffic, and other information it guesses will be relevant to you.

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The Benefits Of Texting

Posted By Ian Jukes

Original Source 

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Post-it Notes Now Have A Productivity App To Capture Your Scribbles

Posted By Ian Jukes

Original Source 

Even with all of the digital optionsPost-it Notes are still a handy way to jot things down for future reference. To help you keep those small pieces of paper organized and with you at all times, 3M released the Post-it Plus app for iOS. Capable of capturing up to 50 of the squares at once with the camera on an Apple device, the software allows to you sort by category and share with your fellow collaborators for further brainstorming. There’s also the option to export to PowerPoint, Excel, Dropbox and other places should the need arise. More size compatibility is on the way, but for now, the app recognizes all square Post-it Notes. Of course, Evernote has been doing something similar for the Moleskin faithful, and now folks who prefer the individual stick-on option can quickly digitize their work.

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BeamPro: From Parlor Trick to Paradigm Shift

It is easy to see how this could evolve into a classroom of the future. We like high tech, but on a deeper level we crave real time, interpersonal connectivity. More importantly we want to be able to blend on-site and telepresence attendance. For a long time we have managed this with limited tools, from Google Hangouts to Twitter. But tools like BeamPro steps it up a notch.

Posted By Jason Ohler 

Original Source

This picture of my family was taken last week. You may notice that one of my sons looks like a talking head on a video monitor. Three weeks ago, he moved to Hong Kong. This is the story of how he attended a very important family gathering (from 8,047 miles away) using his iPhone as a 3G hotspot, his MacBook Air and a remarkable device called the BeamPro from Suitable Technologies.

I became aware of the BeamPro at a trade show a year or so back. To me it seemed like a complete parlor trick. Truly, what is the point of a remote-controlled webcam? Moving it has to be clunky at best and the experience is cute, but ultimately meaningless… or so I thought.

Necessity Is The Mother Of Invention

Fast-forward about a year and I find myself with a resolute, but despondent wife planning a super important annual family gathering with her middle child half a world away. My wife is not a technologist, but she came up with the right idea. “Let’s get an eye-level iPad stand on wheels and have Brent FaceTime into the party.” She said this with a smile that was illuminated by the satisfaction of a Eureka moment. While it was a good idea, I knew there was a better one. We reached out to the team at Suitable Tech and requested a demo unit; it arrived the day before the party in three boxes.

Some Assembly Required

Even for a tech-savvy expert, “some assembly required” says, “no chance this works on the first shot.” Wrong! Attach three cables, pop the video monitor on the base, plug the charging station into the wall and you’re good to go. Start to finish: 10 minutes – and seven of those were opening and unpacking the three boxes. The app downloaded in about a minute, set-up was very fast and about a minute later, I was controlling the BeamPro from my MacBook Pro. I sat in the kitchen and used the BeamPro to chase the cat around the living room. Super fun!!!

Best Laid Plans

The evening of the event (morning for my son), we got the bad news. The cable company had not yet installed broadband in his new apartment. All he had was an iPhone 5 to use as a hotspot. This is worse than it sounds because in Hong Kong, even with a 4G SIM card, an iPhone 5 is only a 3G device. 3G? Even Facetime is questionable over 3G; surely the BeamPro would not fare better. Wrong!!!

Not only did the BeamPro work over 3G, it worked flawlessly. Parlor trick? No, paradigm shift… here’s why:

According to Scott Hassan, CEO and founder, Suitable Technologies, the BeamPro “… enables anyone, anywhere to be present, participate and interact.” My son Brent agreed. He said that using the BeamPro gave him the ability to physically act and intervene on his own behalf. He was especially struck by his ability to look other guests in the eye, hear them perfectly and carry on a quality conversation with the “sensation of full agency.” From my point of view, BeamPro is a behavior changing technology.

Origins and Overview

Beam (the company) stemmed from its founders’ frustrations with remote work. Even though lots of technology (email, chat, etc.) helped people keep in touch, the company says, “… our remote team members felt isolated, things got lost in translation, and calling multiple meetings for daily work was disruptive.” That’s when the company set out to create an “effortless remote presence.”

That said, we have several great options for video chatting online. FaceTime, Google Hangouts, Skype, Snapchat… the list is not endless, but it is very long. If your computer has a webcam or your mobile device has a front-facing camera, you probably have several good video chat client options at your fingertips. With so many inexpensive options, why would anyone think sticking a 17? video monitor on top of a $20,000 remote-controllable robot was a good idea?

There are several reasons to like the BeamPro. The sense of agency is certainly a big one, but there are many others. As you can imagine, the BeamPro was the talk of our evening. Some people thought we had gone “Star Trek.” Others instantly adapted. Brent (a millennial with years of video game experience under his fingers) became an expert user within minutes. My wife was happy. I was happy. My son really experienced the evening; our guests all spent time with him and got some breathtaking views of the Hong Kong skyline as a bonus. Well done, BeamPro!

Hardware and Software

The unit has two wide-angle cameras: one pointed straight out and the other aimed at the floor. When you “drive” the BeamPro, the two views on the monitor become one and you quickly and effortlessly learn to navigate your remote physical surroundings. The sonic experience is truly amazing. A 6-microphone array with noise canceling capabilities makes you feel like you are in the room. You can screen share on the 17” 4:3 LCD screen or just display the image from your webcam. It is very useful for teaching or demonstrating anything.

The battery life is great, 8 hours (active), 24 hours (standby) and the BeamPro will auto-park in its charger when you hold down the “p” key. It can “walk” as fast as most people and there are all kinds of ways to change your viewing angles, speed of travel and optimize your experience.

$20,000? You Must Be Joking?

While $20,000 is a huge amount of money for a webcam on steroids, it is not a lot of money for a BeamPro. The device is industrial grade and is built for commercial use.

However, this winter, the Beam+ Suitable Technologies will debut. This new unit will retail for under $2,000 and it will be awesome in its own right. The Beam+ will feature a 10? LCD display, two HDR cameras, a 4-microphone array, two hours of call time and be perfect for having your son join you for a family gathering all the way from Hong Kong.

Isn’t $2,000 a little steep for a robotic webcam? Possibly, but let’s put it in perspective. A coach ticket to Hong Kong is approximately $1,700 round trip. That does not include transportation to and from the airport or hotel. So, for this use case, it’s an easy sale.

We’re going to have both the BeamPro and the Beam+ rolling around our upcoming 7th Annual Media Technology Summit on October 23 at the Sheraton Times Square. Want to get an up close personal view? Come join us. BTW, if you’ve read this far, email me for a discount code – you deserve it!