Categories
Uncategorized

10 Team-Building Games That Promote Critical Thinking

Original Source

Posted By Ian Jukes

One of education’s primary goals is to groom the next generation of little humans to succeed in the “real world.”

Yes, there are mounds of curricula they must master in a wide breadth of subjects, but education does not begin and end with a textbook or test. Other skills must be honed, too, not the least of which is how to get along with their peers and work well with others. This is not something that can be cultivated through rote memorization or with strategically placed posters.

Students must be engaged and cooperation must be practiced, and often. The following team-building games can promote cooperation and communication, help establish a positive classroom environment and — most importantly — provide a fun, much-needed reprieve from routine.

10 Team-Building Games That Promote Collaborative Critical Thinking

1. If You Build it…

This team-building game is flexible. Simply divide students into teams and give them equal amounts of a certain material, like pipe cleaners, blocks, or even dried spaghetti and marshmallows. Then, give them something to construct. The challenge can be variable (think: Which team can build the tallest, structurally-sound castle? Which team can build a castle the fastest?).

You can recycle this activity throughout the year by adapting the challenge or materials to specific content areas.

Skills: Communication; problem-solving

2. Save the Egg

This activity can get messy and may be suitable for older children who can follow safety guidelines when working with raw eggs. Teams must work together to find a way to “save” the egg (Humpty Dumpty for elementary school students?) — in this case an egg dropped from a specific height. That could involve finding the perfect soft landing, or creating a device that guides the egg safely to the ground. Let their creativity work here.

Skills: Problem-solving, creative collaboration

3. Zoom

Zoom is a classic classroom cooperative game that never seems to go out of style. Simply form students into a circle and give each a unique picture of an object, animal or whatever else suits your fancy. You begin a story that incorporates whatever happens to be on your assigned photo. The next student continues the story, incorporating their photo, and so on.

Skills: Communication; creative collaboration

4. Minefield

Another classic team-building game. Arrange some sort of obstacle course and divide students into teams. Students take turns navigating the “mine field” while blindfolded, with only their teammates to guide them. You can also require students to only use certain words or clues to make it challenging or content-area specific.

Skills: Communication; trust

5. The Worst-Case Scenario

Fabricate a scenario in which students would need to work together and solve problems to succeed, like being stranded on a deserted island or getting lost at sea. Ask them to work together to concoct a solution that ensures everyone arrives safely. You might ask them to come up with a list of 10 must-have items that would help them most, or a creative passage to safety. Encourage them to vote — everyone must agree to the final solution.

Skills: Communication, problem-solving

6. A Shrinking Vessel

This game requires a good deal of strategy in addition to team work. Its rules are deceptively simple: The entire group must find a way to occupy a space that shrinks over time, until they are packed creatively like sardines. You can form the boundary with a rope, a tarp or blanket being folded over or small traffic cones. (Skills: Problem-solving; teamwork)

7. Go for Gold

This game is similar to the “If you build it” game: Teams have a common objective, but instead of each one having the same materials, they have access to a whole cache of materials. For instance, the goal might be to create a contraption with pipes, rubber tubing and pieces of cardboard that can carry a marble from point A to point B in a certain number of steps, using only gravity.

Creative collaboration; communication; problem-solving

8. It’s a Mystery

Many children (and grown-ups) enjoy a good mystery, so why not design one that must be solved cooperatively? Give each student a numbered clue. In order to solve the mystery — say, the case of the missing mascot — children must work together to solve the clues in order. The “case” might require them to move from one area of the room to the next, uncovering more clues.

Skills: Problem-solving, communication

9. 4-Way Tug-of-War 

That playground classic is still a hit — not to mention inexpensive and simple to execute. For a unique variation, set up a multi-directional game by tying ropes in such a way that three or four teams tug at once. Some teams might choose to work together to eliminate the other groups before going head-to-head.

Skills: Team work; sportsmanship

10. Keep it Real

This open-ended concept is simple and serves as an excellent segue into problem-based learning. Challenge students to identify and cooperatively solve a real problem in their schools or communities. You may set the parameters, including a time limit, materials and physical boundaries.

Skills: Problem-solving; communication

While education technology is a basic and crucial component of the 21st century classroom, educators must still ensure that students are engaging with each other in meaningful ways. Team-building exercises are a great way to do this, and because of this, they will never go out of style.

 

Categories
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?”

Categories
Uncategorized

63 Things Every Student Should Know In A Digital World

Original Source 

Posted By Ian Jukes

Digital World

It could be argued—and probably argued well—that what a student fundamentally needs to know today isn’t much different than what Tom Sawyer or Joan of Arc or Alexander the Great needed to know.

  • Communication.
  • Resourcefulness.
  • Creativity.
  • Persistence.

How true this turns out to be depends on how macro you want to get. If we want to discuss our needs as humans in broad, sweeping themes, then food, water, shelter, connectivity, safety, and some degree of self-esteem pretty much cover it.

But in an increasingly connected and digital world, the things a student needs to know are indeed changing—fundamental human needs sometimes drastically redressed for an alien modern world. Just as salt allowed for the keeping of meats, the advent of antibiotics made deadly viruses and diseases simply inconvenient, and electricity completely altered when and where we slept and work and played, technology is again changing the kind of “stuff” a student needs to know.

Of course, these are just starters. Such a list really could go on forever.

The Changing Things They Need To Know: 13 Categories & 63 Ideas

Information Sources

1. The best way to find different kinds of information

2. How to save information so that it can be easily found and used again

3. Distinguish fact from opinion, and know the importance of each

4. How to think critically—and carefully–about information

Learning Pathways

5. How to self-direct learning

6. How to mobilize learning

7. How to identify what’s worth understanding

8. How to relate habits with performance

Human Spaces

9. The relationship between physical and digital spaces

10. The pros and cons—and subsequent sweet spots–of digital tools

11. What mobile technology requires—and makes possible

12. The nuance of communication in-person (e.g., eye contact, body language) and in digital domains (e.g., introduction, social following, etc.)

Socializing Ideas

13. The consequences of sharing an idea

14. The right stage of the creative process to share an idea

15. That everything digital is accelerated; plan accordingly. And this kind of acceleration doesn’t always happen in the brick-and-mortal world—and that’s okay.

16. The need for digital citizenship—and how to create their own rules citizenships in general–digital and otherwise

Digital Participation

17. How to remix, mash, reimagine, tweak, hack, and repurpose media in credible, compelling, and legal ways

18. How to identify what information is private and what is “social”—and how to make changes accordingly

19. What expertise they can offer the digital world

20. How to take only what you need, even when the (digital) resources seem infinite

Publishing Nuance

21. How to leverage both physical and digital media for authentic—rather than merely digital–purposes

22. The kind of information people look for on the internet

23. What to share with one person, one group, one community, and one planet. (And the difference in permanence and scale between a social message, email, threaded conversation, and text.)

24. How to take advantage of the fact digital text is fluid and endlessly updated and changing

Applying Technology 

25. What the relationship is between a smartphone, tablet, laptop, desktop, and wearable technology

26. How to use the cloud to their advantage; how to preserve bandwidth when necessary

27. How to effectively use technology in ways that might contradict their original purpose or design

28. How to use technology to perform tasks not traditionally thought of as technology-based—e.g., improving vocabulary and literacy, perform and update financial planning, eat healthier foods, etc.

The Always-On Audience

29. How to choose language, structure, tone, modalities, and other considerations based on a specific purpose and audience

30. Knowing the difference between who’s listening, who’s responding, who’s lurking, who cares, who doesn’t care, etc.

31. How to listen with curiosity when there are a million other things to do

32. Popularity and quality often fail to coincide; “traction” is as much timing and ecology as it is design

Social Rules

33. When it is socially-acceptable to check messages, update statuses, check scores, and so on. (Just because everyone at the table is doing it doesn’t mean it doesn’t have significant consequences.)

34. The acceptable timing of human responses depending on social channels

35. Even in a digital world, patience still matters

36. That mobile devices are “me” devices; the real world isn’t like that

Diction

37. Tone is everything; word choice is crucial when every thought is shared

38. Vocabulary & jargon can obscure communication, but also can communicate specific ideas and can’t always be avoided

39. Structure–essay level, blog post level, paragraph level, sentence level, world level, and acronym and initialism level–changes depending on where you publish

40. The benefits of being a polyglot (speaking more than one language) are increasing (not in lieu of, but because of digital translation tools). (This includes localized figurative language in the context of global communication.)

Connecting with Experts

41. Who the experts are

42. How—and when—to reach them

43. The difference between someone knowledgeable, someone experienced, and someone adept

44. When you need a closed group of friends, a crowd full of moderately-informed people, or a professional and/or academic expert

The Self

45. How to identify and fully participate in critical familial and social citizenships

46. How to prioritizing possibilities in spaces where it all seems so endless

47. How to self-monitor and manage their own distraction

48. How to choose the proper scale for work, thinking, or publishing

49. How to recognize niches and opportunity

A Life Built Around Software

50. The consequences of using a single operating system (e.g., iOS, Android, Windows, etc.)

51. The pros and cons of using social log-ins (e.g., facebook) for apps

52. How to evaluate an app for privacy permissions

53. That apps are businesses and some close–and take your media, files, or data with them

54. Nothing is free

Other Internet Pro Tips For Students

55. Passive-aggressiveness, snark, arrogance, unjustified brazenness, cyberbullying-without-being-obvious-about-it, blocking-for-dramatic-effect, ignoring people, and other digital habits carry over into the real world

56. A 140 character comment may not fully capture the nuance of a person’s stance or understanding of a topic. Don’t assume

57. Typos and grammar errors don’t make people stupid

58. Popularity is dangerous

59. Video games can make you smarter. That doesn’t mean that they do

60. People change their minds. That post from 2012 probably feels as dated to them as it does to you

61. If you often find yourself needing to “kill time” with Candy Crush and related fare, check your life choices

62. Just because you can sing, hack, code, paint, run, jump, lead, or dance doesn’t make you any more worthwhile than the next human being, no matter what your follower count suggests

63. Log-in info, passwords, old email address, and other trappings of digital life are a pain. Use password keepers and plan accordingly

63 Things Every Student Should Know In A Digital World

Categories
Uncategorized

Smartphones: Planet of the phones | The Economist

Original Source 

Posted By Ian Jukes

THE dawn of the planet of the smartphones came in January 2007, when Steve Jobs, Apple’s chief executive, in front of a rapt audience of Apple acolytes, brandished a slab of plastic, metal and silicon not much bigger than a Kit Kat. “This will change everything,” he promised. For once there was no hyperbole. Just eight years later Apple’s iPhone exemplifies the early 21st century’s defining technology.

Smartphones matter partly because of their ubiquity. They have become the fastest-selling gadgets in history, outstripping the growth of the simple mobile phones that preceded them. They outsell personal computers four to one. Today about half the adult population owns a smartphone; by 2020, 80% will. Smartphones have also penetrated every aspect of daily life. The average American is buried in one for over two hours every day. Asked which media they would miss most, British teenagers pick mobile devices over TV sets, PCs and games consoles. Nearly 80% of smartphone-owners check messages, news or other services within 15 minutes of getting up. About 10% admit to having used the gadget during sex.

The bedroom is just the beginning. Smartphones are more than a convenient route online, rather as cars are more than engines on wheels and clocks are not merely a means to count the hours. Much as the car and the clock did in their time, so today the smartphone is poised to enrich lives, reshape entire industries and transform societies—and in ways that Snapchatting teenagers cannot begin to imagine.

Phono Sapiens

The transformative power of smartphones comes from their size and connectivity. Size makes them the first truly personal computers. The phone takes the processing power of yesterday’s supercomputers—even the most basic model has access to more number-crunching capacity than NASA had when it put men on the Moon in 1969—and applies it to ordinary human interactions (see article). Because transmitting data is cheap this power is available on the move. Since 2005 the cost of delivering one megabyte wirelessly has dropped from $8 to a few cents. It is still falling. The boring old PC sitting on your desk does not know much about you. But phones travel around with you—they know where you are, what websites you visit, whom you talk to, even how healthy you are.

The combination of size and connectivity means that this knowledge can be shared and aggregated, bridging the realms of bits and atoms in ways that are both professional and personal. Uber connects available drivers to nearby fares at cheaper prices; Tinder puts people in touch with potential dates. In future, your phone might recommend a career change or book a doctor’s appointment to treat your heart murmur before you know anything is amiss.

As with all technologies, this future conjures up a host of worries. Some, such as “text neck” (hunching over a smartphone stresses the spine) are surely transient. Others, such as dependency—smartphone users exhibit “nomophobia” when they happen to find themselves empty-handed—are a measure of utility as much as addiction. After all, people also hate to be without their wheels or their watch.

The greater fear is over privacy. The smartphone turns the person next to you into a potential publisher of your most private or embarrassing moments. Many app vendors, who know a great deal about you, sell data without proper disclosure; mobile-privacy policies routinely rival “Hamlet” for length. And if leaked documents are correct, GCHQ, Britain’s signals-intelligence agency, has managed to hack a big vendor of SIM cards in order to be able to listen in to people’s calls (see article). If spooks in democracies are doing this sort of thing, you can be sure that those in authoritarian regimes will, too. Smartphones will give dictators unprecedented scope to spy on and corral their unwilling subjects.

The Naked App

Yet three benefits weigh against these threats to privacy. For a start, the autocrats will not have it all their own way. Smartphones are the vehicle for bringing billions more people online. The cheapest of them now sell for less than $40, and prices are likely to fall even further. The same phones that allow governments to spy on their citizens also record the brutality of officials and spread information and dissenting opinions. They feed the demand for autonomy and help protest movements to coalesce. A device that hands so much power to the individual has the potential to challenge authoritarianism.

The second benefit is all those personal data which companies are so keen on. Conventional social sciences have been hampered by the limited data sets they could collect. Smartphones are digital census-takers, creating a more detailed view of society than has ever existed before and doing so in real time. Governed by suitable regulations, anonymised personal data can be used, among many other things, to optimise traffic flows, prevent crime and fight epidemics.

The third windfall is economic. Some studies find that in developing countries every ten extra mobile phones per 100 people increase the rate of growth of GDP-per-person by more than one percentage point—by, say, drawing people into the banking system. Smartphones will remake entire industries, at unheard-of speed. Uber is a household name, operating in 55 countries, but has yet to celebrate its fifth birthday. WhatsApp was founded in 2009, and already handles 10 billion more messages a day than the SMS global text-messaging system. The phone is a platform, so startups can cheaply create an app to test an idea—and then rapidly go global if people like it. That is why it will unleash creativity on a planetary scale.

By their nature, seminal technologies ask hard questions of society, especially as people adapt to them. Smartphones are no different. If citizens aren’t protected from prying eyes, some will suffer and others turn their backs. Societies will have to develop new norms and companies learn how to balance privacy and profit. Governments will have to define what is acceptable. But in eight short years smartphones have changed the world—and they have hardly begun.

Categories
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.

 

Categories
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.

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

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

‘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.”