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Digital Learning

Parents Struggle to Balance Screen Time Rules With Digital Homework | MindShift

Original Source

Posted By Sherwen Mohan

As technology becomes a more common feature of classrooms and computer-based testing becomes the norm, even the youngest learners are being pushed to master keyboarding and computing skills. But what does it feel like for a kindergartener, whose family has faithfully followed the American Academy of Pediatric’s suggestions to limit screen time, to arrive at school and immediately be assessed on a computer?

In her PBS MediaShift essay, Jenny Shank describes the tensions emerging between parents with low-tech child rearing styles, teachers frantically trying to prepare students for computer-based tests that could determine the future of their careers, and districts following the latest trends. Shank’s essay gives voice to that “stuck in the middle” feeling when a parent supports the idea of technology integration in school generally, but isn’t sure she thinks it’s being done well. Shank writes:

“I’m all for teaching kids about technology, which will be a part of their personal and work lives forever. But shouldn’t they learn how to write software programs rather than how to scan a text and answer multiple-choice questions on a screen? Shouldn’t they learn about how to assemble computer hardware, build an object with a 3-D printer, or shoot and edit digital video footage rather than passively watch as a computer reads them a book? Many studies suggest that when people read on a screen rather than paper, they read less attentively and retain less. So why aren’t schools using computers for what these machines are actually good at instead?”

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Uncategorized

Game Face On: Gamification for Engaging Teachers in PD

Game Face On: Gamification for Engaging Teachers in PD

Original Source 

Posted By Ian Jukes

This article by Matt Baier, for Edutopia, published on February 19, 2015 outlines a professional development program that inspires teachers to feel the emotions of creativity, contentment, awe and wonder, excitement, curiosity, pride, surprise, love, relief, and joy while learning and developing skills that promote more effective use of technology tools.

Creativity, contentment, awe and wonder, excitement, curiosity, pride, surprise, love, relief, and joy. These are the ten emotions that game players experience, according to Jane McGonigal in Reality is Broken: Why Games Make Us Better and How They Change the World. Do teachers report feeling any of these emotions when they describe professional development? No (except for maybe relief when it’s over).

Conquering Technology

My colleague Kathy Garcia and I decided to create a professional development program that inspired teachers to feel these emotions while learning and developing skills toward more effective use of technology tools. We created a professional development game, accessed through the iTunes U platform, called Conquering Technology. Our teachers learn skills like taking advantage of the iPad’s accessibility features, digital workflows, creating their own iBooks, using Google Apps, and authoring their own iTunes U courses.

The critical component for success was for teachers to become self-motivated in advancing their skills. For inspiration, we incorporated badges, awards, levels, gift cards, and public recognition, as everyone is uniquely motivated. Our focus has remained on positive motivation rather than a fear of negative consequences.

Conquering Technology was created for the novice-to-advanced user. Starting with basic skills, faculty members progress through challenges with support resources available any time, anywhere. While some challenges develop general iPad skills, our focus revolved around using the iPad effectively and creatively in our 1:1 iPad educational environment. We didn’t have too much difficulty creating a list of skills in which our faculty should be proficient. Our challenge was determining how faculty would demonstrate their knowledge. We called each skill-learning unit with assessment a challenge and grouped them into levels, which in turn were grouped into episodes.

Motivation and Recognition

Each level has an associated badge that is displayed within faculty profiles on the Cathedral Catholic High School website once all challenges have been completed. We wanted faculty to be publicly recognized for their hard work, so when they pass all the levels in an episode, they earn a $50 gift certificate. In addition, they receive an award that is presented to them either in front of their class or at an all-faculty meeting. Public recognition is a key component — not only do we want to publicly acknowledge our pride, but it’s also critical in motivating some people.

All faculty members are expected to complete one episode per year. As an iPad school, we find that iTunes U is the perfect tool for delivering our professional development game. iTunes U is an outstanding platform for delivering a wide variety of content to an iPad. Videos, links, apps, documents, audio — anything from the iTunes Store, App Store, or iBook Store can be easily added. Even more importantly, any training content that we create ourselves can be easily delivered to our learners.

We use a private course with our faculty but have made the first two episodes public. The third episode is still in development and should be published before the 2015-2016 school year begins.

The first episode focuses on how teachers can use the iPad for themselves. The second episode focuses on how the teacher can use the iPad to manage his or her classes and engage students. The third episode will focus on how teachers can help students to use the iPad to create. The fourth will focus on helping students connect to the wider world (e.g. publish content, connect with other learners or professionals, etc.).

Accessible Resources

As technology trainers we saw several positive outcomes.First of all, there was a marked increase in teacher motivation to participate in our technology training. Even reluctant learners were willing to take part, and many of them reported that they appreciated the opportunity to have all of the necessary resources available to them on their own time. We saw much more buy-in than we expected across our whole faculty. We cannot seem to publish episodes fast enough for our most motivated teachers. This is a great problem to have.

In addition, teachers worked on the game on their own time. Even though we have professional development time set aside once a month, teachers were working on their own during prep periods, after school, and even on the weekends.

Another benefit is that more teachers would actually use the resources that we created. Kathy and I have made many tutorial videos and screencasts that unfortunately were not used as widely as we hoped. Now that they are part of Conquering Technology, they are being used more frequently by teachers.

Anyone can do this. Many of you probably already are. Let’s share and collaborate! Our courses are public and available for free in the iTunes U catalog. Use your iOS device to subscribe to Episode 1 and Episode 2. We’re proud of our work but are always eager to see what’s working in other schools as well. Please let us know about any technology-conquering PD you’ve used or created.

 

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Uncategorized

Why Students Should Take the Lead in Parent-Teacher Conferences

Original Source

Posted By Sherwen Mohan

The following is an excerpt from “Deeper Learning How Eight Innovative Public Schools Are Transforming Education in the Twenty-First Century,” by Monica R. Martinez and Dennis McGrath.

A particularly vivid example of putting students in the driver’s seat of their own education is the way they handle what traditional schools refer to as parent-teacher conferences. At these time-honored encounters, it’s not uncommon for students to stay home while the adults discuss their progress or lack thereof. But at schools built on Deeper Learning principles, the meetings are often turned into student-led conferences, with students presenting their schoolwork, while their teachers, having helped them prepare, sit across the table, or even off to the side. The triad then sits together to review and discuss the work and the student’s progress. The message, once again, is that the students are responsible for their own success.

The specific dynamics of these conferences vary widely. At California’s Impact Academy, three or four different sets of students and their families meet simultaneously, as teachers circulate through the room, making sure parents are getting their questions answered, and only intervening if the student is struggling. Yet in all cases, the basic spirit is the same: this is the student’s moment to share his or her reflections on achievements and challenges.

“Over time, the parents begin to set a higher bar for their students at these conferences.”

At King Middle School, the twice-yearly student-led conferences are “one of the most important things we do to have students own their own learning,” says Peter Hill, who helps prepare kids in his advisory class, or crew, for their meetings. “And yet, the students’ first impulse is to tear through their folders to find every best thing that they have done to show their parents.”

Instead, Hill encourages students to reflect on the connection between the effort they have made and the quality of their work. To this end, he asks them to choose three examples that help them tell their parents a deeper story: one that shows they have recognized both a personal strength and an area in which they are struggling. Most students, he says, have never thought about their learning in this way. Nor have most of their parents.

Indeed, many parents need some time to adjust to the new format, Hill acknowledges. Often, he says, a mother or father “just wants to ask me about how their child is doing, or how they are behaving. Sometimes I have to nudge the conversation back to let the child lead. We also have to teach the parents how to be reflective about their kids’ work and how best to help.”

Eventually, however, most if not all parents appreciate the new process, teachers told us. “They come to realize that report cards don’t tell them anything very useful,” says Gus Goodwin, Hill’s colleague. “And over time, the parents begin to set a higher bar for their students at these conferences.”

As crew leader, Hill has his students practice how they’ll discuss their work products with their parents. We watched as he spoke with one eighth-grade boy who initially shyly lowered his head as he confessed that he felt uncomfortable showing his work to anyone, including his mother and father. Hill told the boy he understood how he felt, and then offered some strategies for discussing his work in math, which both of them knew was a problem area. “You have done some good work of which you should be proud,” he told him. Together, they then picked out a paper that demonstrated the boy’s effort, after which Hill suggested: “When we have the conference, why don’t you use this assignment and begin by saying, ‘I have done a good job in math when I . . . .’ ” The boy wrote the phrase in his notebook, and visibly began to relax, after which Hill used the rest of the advisory period to find more examples of work that showed his effort.

As kids learn to advocate for themselves in this way, they discover how to let their parents know more specifically how to support them. Hill tells the story of one student who was clearly intelligent, but struggling with his independent reading. Rambunctious in class, the boy surprised Hill by sitting straight and quietly in his chair when his father, a seemingly stern man, walked into the room. But what surprised him even more was when the boy spoke up for himself during the conference, telling his father: “I realize now that I need to spend more time reading on my own and I need your help with that. I need my three brothers out of the room at night so I can read in silence.”

Such exchanges empower both students and their parents, Hill noted, adding: “When I checked in on the student a few weeks later, he was very pleased that his dad was keeping his brothers out of his room so he could do his silent reading.”

At Science Leadership Academy, health educator Pia Martin coaches her students in how to communicate with parents about difficult topics, such as why they might have received a C in a class. “How will your parents respond?” she asks. “What are the things that will trigger your parents and how will that play out? Will this lead to lost privileges or other forms of punishment? How do we minimize this?”

“In conference, I’m your advocate,” she always reminds them. Like Hill and several other teachers we spoke with, Martin said she usually helps begin conferences by encouraging students to talk about what they are good at, to prevent meetings from turning into blame-fests. She tells the students to start the meeting with two questions: “What do I do well?” and “How can I build on this?”

“I always tell them, ‘Own what you got,’ ” Martin says. Only after students spend a moment to recognize what they’re doing right does she encourage them to tackle the challenges, with the following questions: “What have I not done well?” and “How can I improve this?”

Copyright ©2014 by Monica R. Martinez and Dennis McGrath. This excerpt originally appeared in “Deeper Learning How Eight Innovative Public Schools Are Transforming Education in the Twenty-First Century,” published by The New Press Reprinted here with permission.

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Gaming

Quantifying the Impact: An Interview with Dan Norton

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

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

Original Source

Posted by: Ryan Schaaf

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

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

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

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

What does gamification in teaching mean to you?

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

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

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

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

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

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

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

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

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

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

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

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