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Digital Learning

Meet Pecha Kucha, the Japanese presentations changing everything about PowerPoint

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

Posted by: Ryan Schaaf

Original Source

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

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

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

I had to stop the madness!

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

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

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

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

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

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

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

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

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

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

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

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

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Digital Learning Gaming

6 Minecraft Lesson Ideas for your Common Core Math Class

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

posted by: Ryan Schaaf

Original Source

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

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

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

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

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

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

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

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

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

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

Categories
Digital Learning Gaming

Some Struggles Teachers Face Using Games in the Classroom

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

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posted by: Ryan Schaaf

Original Source

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

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

TIME IS THE BIGGEST BARRIER

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

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

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

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

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

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

ADMINISTRATIVE SUPPORT

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

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

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

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

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

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

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

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

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

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

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Digital Learning Research

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

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

Posted by: Devin de Lange

Original Post

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

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

Differentiation as effective instruction

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

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

Overcoming obstacles to effective differentiation

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

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

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

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

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

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

Setting the scope

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

A framework for technology integration

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

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

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

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

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

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

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

Differentiation in 2-D

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

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

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

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

Understanding learners’ needs: The student-dependent dimension

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

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

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

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

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

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

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

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

The teacher-dependent dimension: Four variables

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

Differentiating by content

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

Video: Using Technology to Differentiate by Content

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

LOCATING CONTENT

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

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

Students with ADHD

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

English language learners

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

Students with reading or processing difficulties

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

AUGMENTING CONTENT

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

 

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

Screen-reading software

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

Concept mapping

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

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

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

Digital textbooks, eBooks, and audiobooks

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

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

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

CAST UDL Book Builder

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

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

Microsoft Word

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

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

Differentiating by process

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

Video: Using Technology to Differentiate by Process

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

FLEXIBLE GROUPING

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

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

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

PROCESSING AND RECORDING INFORMATION

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

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

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

MANIPULATING INFORMATION

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

EXTENDING LEARNING TIME
(WITHOUT EXTENDING YOUR WORK DAY)

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

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

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

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

Video: Screen capture demonstration of a geometric proof

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

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

Differentiating by product

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

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

Video: Using Technology to Differentiate by Product

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

BLOGS, WIKIS, AND OTHER WRITING PLATFORMS

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

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

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

DEMONSTRATING UNDERSTANDING THROUGH MULTIMEDIA

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

Digital posters

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

VoiceThread

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

Digital storytelling

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

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

EVALUATING STUDENT PRODUCTS

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

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

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

Differentiating by environment

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

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

Video: Using Technology to Differentiate by Learning Environment

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

CONTROLLED CHAOS

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

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

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

THE SENSORY EXPERIENCE

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

CULTURALLY INCLUSIVE CLASSROOMS

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

Breaking down the barriers

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

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

Categories
Digital Learning

8 Ways Technology is Improving Education

From increasing student engagement to improving assessment efficiency, the implementation of technology in the classroom has observable benefits for teachers and students alike. Sarah Kessler from Mashable describes eight ways technology is improving classrooms.

posted by: Devin de Lange

Original Post

Don Knezek, the CEO of the International Society for Technology in Education, compares education without technology to the medical profession without technology.

“If in 1970 you had knee surgery, you got a huge scar,” he says. “Now, if you have knee surgery you have two little dots.”

Technology is helping teachers to expand beyond linear, text-based learning and to engage students who learn best in other ways. Its role in schools has evolved from a contained “computer class” into a versatile learning tool that could change how we demonstrate concepts, assign projects and assess progress.

Despite these opportunities, adoption of technology by schools is still anything but ubiquitous. Knezek says that U.S. schools are still asking if they should incorporate more technology, while other countries are asking how. But in the following eight areas, technology has shown its potential for improving education.

1. Better Simulations and Models

While a tuning fork is a perfectly acceptable way to demonstrate how vibrations make sound, it’s harder to show students what evolution is, how molecules behave in different situations, or exactly why mixing two particular chemicals is dangerous.

Digital simulations and models can help teachers explain concepts that are too big or too small, or processes that happen too quickly or too slowly to demonstrate in a physical classroom.

The Concord Consortium, a non-profit organization that develops technologies for math, science and engineering education, has been a leader in developing free, open source software that teachers can use to model concepts. One of their most extensive projects is the Molecular Workbench, which provides science teachers with simulations on topics like gas laws, fluid mechanics and chemical bonding. Teachers who are trained in the system can create activities with text, models and interactive controls. One participant referred to the project as “[Microsoft] Word for molecules.”

Other simulations the organization is developing include a software that allows students to experiment with virtual greenhouses in order to understand evolution, a software that helps students understand the physics of energy efficiency by designing a model house, and simulations of how electrons interact with matter.

2. Global Learning

At sites like Glovico.org, students can set up language lessons with a native speaker who lives in another country and attend the lessons via videoconferencing. Learning from a native speaker, learning through social interaction, and being exposed to another culture’s perspective are all incredible educational advantages that were once only available to those who could foot a travel bill. Now, setting up a language exchange is as easy as making a videoconferencing call.

3. Virtual Manipulatives

Let’s say you’re learning about the relationship between fractions, percents and decimals. Your teacher could have you draw graphs or do a series of problems that changes just one variable in the same equation. Or he could give you a “virtual manipulative” like the one above and let you experiment with equations to reach an understanding of the relationship. The National Library of Virtual Manipulatives, run by a team at Utah State University, has been building its database of these tools since 1999.

“You used to count blocks or beads,” says Lynne Schrum, who has written three books on the topic of schools and technology. “Manipulating those are a little bit more difficult. Now there are virtual manipulative sites where students can play with the idea of numbers and what numbers mean, and if I change values and I move things around, what happens.”

4. Probes and Sensors

About 15 years ago, the founders of the Concord Consortium took the auto focus sensor from a Polaroid camera and hooked it up to a computer graph program, thereby creating the ability to graph motion in real time. Today there are classrooms all over the world that use ultrasonic motion detectors to demonstrate concepts.

“I’ve taught physics before, and you spend a lot of time getting these ideas of position, and what is velocity, and what does motion really mean and how do you define it,” says Chad Dorsey, the president and CEO of the Concord Consortium. “And you end up spending a lot of time doing these things and trying to translate them into graphs. You could spend a whole period creating a graph for an experiment that you did, and it loses a lot of meaning in that process. By hooking up this ultrasonic motion detector to a graph right away…it gives you a specific real-time feel for what it means to move at faster rates or slower rates or increasing in speed or decreasing in speed and a much more foundational understanding of the topic than you could ever get by just drawing the graph by hand.”

Collecting real-time data through probes and sensors has a wide range of educational applications. Students can compute dew point with a temperature sensor, test pH with a pH probe, observe the effect of pH on an MnO3 reduction with a light probe, or note the chemical changes in photosynthesis using pH and nitrate sensors.

5. More Efficient Assessment

Models and simulations, beyond being a powerful tool for teaching concepts, can also give teachers a much richer picture of how students understand them.

“You can ask students questions, and multiple choice questions do a good job of assessing how well students have picked up vocabulary,” Dorsey explains. “But the fact that you can describe the definition [of] a chromosome … doesn’t mean that you understand genetics any better … it might mean that you know how to learn a definition. But how do we understand how well you know a concept?”

In Geniverse, a program the Concord Consortium developed to help students understand genetics by “breeding” dragons, teachers can give students a problem that is much more like a performance assessment. The students are asked to create a specific dragon. Teachers can see what each student did to reach his or her end result and thereby understand whether trial-and-error or actual knowledge of genetics leads to a correct answer.

The organization is also developing a program that will help teachers collect real-time assessment data from their students. When the teacher gives out an assignment, she can watch how far along students are, how much time each a spends on each question, and whether their answers are correct. With this information, she can decide what concepts students are struggling with and can pull up examples of students’ work on a projector for discussion.

“What they would have done in the past is students would make a lab report, they’d turn it in, the teacher would take a couple of days to grade it, they’d get it back a couple of days later, and two to three days later they’d talk about it,” Dorsey says. “But they’ve probably done a couple of lessons in between then, [and] they haven’t had time to guide the students immediately as they learned it.”

6. Storytelling and Multimedia

Knezek recently saw a video that was produced by a group of elementary students aboutBernoulli’s Principle. In the video, the students demonstrated the principle that makes flight possible by taking two candles and putting them close together, showing that blowing between them brings the flames closer together. For another example, they hung ping pong balls from the ceiling and they pulled together.

“With a simple assignment and access to technology, researching and also producing a product that would communicate, they were able to do deep learning on a concept that wasn’t even addressed in their textbook, and allow other people to view it and learn from it,” Knezek says.

Asking children to learn through multimedia projects is not only an excellent form of project-based learning that teaches teamwork, but it’s also a good way to motivate students who are excited to create something that their peers will see. In addition, it makes sense to incorporate a component of technology that has become so integral to the world outside of the classroom.

“It’s no longer the verbal logic or the spoken or written word that causes people to make decisions,” Knezek says. “Where you go on vacations, who you vote for, what kind of car you buy, all of those things are done now with multimedia that engage all of the senses and cause responses.”

7. E-books

Despite students’ apparent preference for paper textbooks, proponents like Daytona Collegeand California Gov. Arnold Schwarzenegger are ready to switch to digital. And electronic textbook vendors like CourseSmart are launching to help them.

E-books hold an unimaginable potential for innovating education, though as some schools have already discovered, not all of that potential has been realized yet.

“A digital textbook that is merely a PDF on a tablet that students can carry around might be missing out on huge possibilities like models and simulations or visualizations,” Dorsey says. “It takes time and it really takes some real thought to develop those things, and so it would be easy for us as a society to miss out on those kinds of opportunities by saying, ‘Hey look, we’re not carrying around five textbooks anymore. It’s all on your iPad, isn’t that great?’”

8. Epistemic Games

Epistemic games put students in roles like city planner, journalist, or engineer and ask them to solve real-world problems. The Epistemic Games Group has provided several examples of how immersing students in the adult world through commercial game-like simulations can help students learn important concepts.

In one game, students are cast as high-powered negotiators who need to decide the fate of a real medical controversy. In another, they must become graphical artists in order to create an exhibit of mathematical art in the style of M.C. Escher. Urban Science, the game featured in the above video, assigns students the task of redesigning Madison, Wisconsin.

“Creative professionals learn innovative thinking through training that is very different from traditional academic classrooms because innovative thinking means more than just knowing the right answers on a test,” explains The Epistemic Games Group’s website. “It also means having real-world skills, high standards and professional values, and a particular way of thinking about problems and justifying solutions. Epistemic games are about learning these fundamental ways of thinking for the digital age.”

These eight technologies are redefining education. Which technologies would you add to the list? Let us know in the comments below.

Categories
Digital Learning Gaming

A Third Grader’s Plea for More Game-Based Learning

 

Listen to young Cordell Steiner makes a sincere argument for using video games in the classroom in this TEDx talk. His talk introduces two positive aspects of digital game-based learning teachers can take advantage of for deep and powerful learning. Thanks to the folks at MindShift for sharing this treasure.

 

posted by: Ryan Schaaf

Original Source

Third grader Cordell Steiner makes a pretty convincing argument for using video games in the classroom in this TEDx talk. He describes feeling more motivated to learn and master new skills because of his eagerness to beat his own high score or finish before the clock runs out. He says he used to be bored in class when his teachers had to slow down to explain concepts, but now each student plays games intended to help him or her with specific skills they’re trying to master. He even gives examples!

Check out his call to teachers, administrators, parents and students to think differently about education.

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
Digital Learning

‘A’ Is for Apps: Teachers Share Top Digital Tools of the Trade

 

With well over 2 million combined active apps in the popular app markets, more and more teachers are turning to mobile devices for today’s teaching, learning and assessment needs. On September 16, 2014, NPR featured Elissa Nadworny’s article about schools adopting Bring Your Own Device (BYOD) initiatives and the apps they may find useful.

Image:  Anthony Sigalas via Flicker 
Image:  Anthony Sigalas via Flicker 

Posted by: Ryan Schaaf

Original Source

Nestled between Julia Auster’s fantasy football app and Facebook Messenger is a relatively new bucket of apps: the education tools she uses in the French classes she teaches at Robert Adams Middle School in Holliston, Mass.

Auster isn’t alone.

With more students bringing their own tech into the classroom, teachers are finding that apps aren’t just fun — they’re valuable tools to help manage student behaviors, to communicate with parents and to connect learning with social media. In short, they help inform how and what to teach.

And the best part: Many of these apps are free.

As the new school year gets underway, NPR checked in with school technologists and teachers to see what digital tools they’re using.

Remind

One of the most popular mobile apps we heard about was Remind. Think of it as a combo of sticky note and class newsletter for the digital age: Remind allows teachers to send messages — via email, cellphone, iPad or Android device — to an entire class with the push of a button.

Teachers are using it to notify parents and students about homework, highlight upcoming school events or let parents know what’s going on in class.

An estimated 18 million people have downloaded Remind, the company says, with 200,000 to 300,000 new users coming on board per day. In states like Texas and Mississippi, the company says, 1 out of 4 teachers uses Remind.

Remind has recently added a voice messaging function, which Michael Buist, a fifth-grade teacher at Knox Gifted Academy in Chandler, Ariz., loves. His class is currently readingWhere the Mountain Meets the Moon by Grace Lin. To tell the class and their parents about the next reading assignment, Buist recorded one student, 10-year-old Robert Turner, reading a paragraph.

“We’re so happy with all this technology,” says Sarah Turner, Robert’s mother. “Robert has dysgraphia, a handwriting disability, so doing things with technology has really helped him.”

ClassDojo

ClassDojo might be described as a way to help students find their classroom mojo. The app lets teachers recognize both positive and negative behavior in real time during class.

Good behavior — like working hard, helping others, asking a good question — earns points and a high-pitched game-show chime for all to hear. Poor behavior — like disrupting class, being off task or wasting time — results in a loss of points and a sad, out-of-tune bass sound. The kids choose fun avatars — a purple bear with yellow lips and horn, a one-eyed furry gray creature — and parents who sign up for notifications receive updates on how their children are doing.

ClassDojo works on cellphones and tablets, as well as outdated Web browsers like Internet Explorer 8. And that’s by design.

“We want teachers to be able to use ClassDojo regardless of how much money their school or district has,” says Manoj Lamba, ClassDojo’s marketing lead. The company estimates that at least one teacher at one-third of all U.S. schools uses the app.

Libby Gronquist credits ClassDojo for getting her through her first years of teaching eighth-grade social studies at KIPP Liberation College Prep in Houston.

She connected ClassDojo to the class speakers so everyone could hear the app’s sounds — good and bad.

“It made all my students hyperaware of their behavior,” says Gronquist. “They all wanted that positive sound to be theirs.”

Since the app debuted three years ago, it’s developed new features that enable messaging and photo-sharing between parents and teachers.

Brenda Johnson was introduced to ClassDojo last year when her son Austin, 10, was a third-grader at Penngrove Elementary School in Rohnert Park, Calif. She says the app gave her a better understanding of what was happening in the classroom and helped spark conversation at home.

“Austin needed it. He’d come home from school and want to know how he did,” says Johnson. “If he hadn’t done well we could talk about it, so it became a conversation about his behavior.”

QR Code Readers

Teachers are also trying to break the QR code — that’s “quick response” code, a kind of digital bar code.

Among them is Ed Campos, a math and tech teacher at Visalia Charter Independent Study high school in Visalia, Calif. He recently emailed parents requesting they download QR code readers in preparation for the school’s upcoming open house.

To show off his students’ digital work, Campos plans to leave QR codes throughout the classroom so parents can scan them with their smartphones to access online portfolios.

Campos, a self-declared tech fanatic, incorporates technology into the majority of his assignments. Student work includes Google presentations and video testimonials; they will also use a website — QRStuff — to create QR codes that lead their parents to their online work.

“We’re using QR codes to link the physical to the digital,” Campos says. He recommends i-nigma as his QR code scanner of choice.

Twitter

Other teachers are employing the mobile apps their students are already using to reinforce classroom lessons and encourage kids to continue their discussions online.

Students of Nicholas Ferroni, a history teacher at Union High School in Union, N.J., send tweets sprinkled with emoji that describe historical events like the Triangle Shirtwaist Factory fire of 1911 or the British Stamp Act of 1765.

He’s also embracing his students’ digital lives in other ways, such as asking them to create memes using photos related to what they’re studying in class. For example, a student paired a picture of a typewriter with the line: “Macintosh … I am your father!” The students can then share the images on their own social media platforms.

Ferroni also uses everyday apps such as Vine, Facebook and Instagram, and recommends Poptok, a game structured like Candy Crush that teaches 1 of 11 languages.

Socrative

As its name suggests, Socrative relies on questions: In its simplest form, Socrative is a polling app. Teachers set up questions — multiple choice, short answer or true/false. Students use their version of the app to receive questions and submit answers.

“Socrative is a very easy, simple way to get a feel for your classroom,” says Chris McEnroe, an English teacher at Tabor Academy in Marion, Mass.

McEnroe uses the app — which is also free and multiplatform — to find out everything from what students’ favorite flavor of ice cream is, to their thoughts on a character in an assigned reading.

The app tracks and records the answers, and can generate reports based on the results. When shared, McEnroe says, the results connect students with similar views.

His biggest teaching challenge, he says, is trying to get an emotional reaction from his students. He finds he gets those introspective answers when students can respond to questions through their smartphones.

“Reaching students on their phones, a space where they are alone and it’s personal, is a way to do it that the students don’t find threatening,” he says.

The answers also help inform how McEnroe interacts with students and designs future class discussions.

“In addition to opening communication, digital tools create data for teachers to make teaching decisions that suit the individuals in front of them,” McEnroe says.

The information is particularly helpful for students who seem reserved or disinterested. These types of digital tools, McEnroe says, “have completely changed my approach to students.”