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Finland schools: Subjects Are Out & ‘topics’ Are In As Country Reforms Its Education System

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Posted By Sherwen Mohan

For years, Finland has been the by-word for a successful education system, perched at the top of international league tables for literacy and numeracy.

Only far eastern countries such as Singapore and China outperform the Nordic nation in the influential Programme for International Student Assessment (PISA) rankings. Politicians and education experts from around the world – including the UK – have made pilgrimages to Helsinki in the hope of identifying and replicating the secret of its success.

Which makes it all the more remarkable that Finland is about to embark on one of the most radical education reform programmes ever undertaken by a nation state – scrapping traditional “teaching by subject” in favour of “teaching by topic”.

 

“This is going to be a big change in education in Finland that we’re just beginning,” said Liisa Pohjolainen, who is in charge of youth and adult education in Helsinki – the capital city at the forefront of the reform programme.

Pasi Silander, the city’s development manager, explained: “What we need now is a different kind of education to prepare people for working life.

“Young people use quite advanced computers. In the past the banks had lots of  bank clerks totting up figures but now that has totally changed.

“We therefore have to make the changes in education that are necessary for industry and modern society.”

Subject-specific lessons – an hour of history in the morning, an hour of geography in the afternoon – are already being phased out for 16-year-olds in the city’s upper schools. They are being replaced by what the Finns call “phenomenon” teaching – or teaching by topic. For instance, a teenager studying a vocational course might take “cafeteria services” lessons, which would include elements of maths, languages (to help serve foreign customers), writing skills and communication skills.

More academic pupils would be taught cross-subject topics such as the European Union – which would merge elements of economics, history (of the countries involved), languages and geography.

There are other changes too, not least to the traditional format that sees rows of pupils sitting passively in front of their teacher, listening to lessons or waiting to be questioned. Instead there will be a more collaborative approach, with pupils working in smaller groups to solve problems while improving their communication skills.

Marjo Kyllonen, Helsinki’s education manager – who will be presenting her blueprint for change to the council at the end of this month, said: “It is not only Helsinki but the whole of Finland who will be embracing change.

“We really need a rethinking of education and a redesigning of our system, so it prepares our children for the future with the skills that are needed for today and tomorrow.

 

  Pupils at Siltamaki primary school perform a rap as part of their cross-subject learning (Jussi Helttunen)
  Pupils at Siltamaki primary school perform a rap as part of their cross-subject learning (Jussi Helttunen)

“There are schools that are teaching in the old fashioned way which was of benefit in the beginnings of the 1900s – but the needs are not the same and we need something fit for the 21st century.”

The reforms reflect growing calls in the UK – not least from the Confederation of British Industry and Labour’s Shadow Education Secretary Tristram Hunt – for education to  promote character, resilience and communication skills, rather than just pushing children through “exam factories”.

But there would currently be little appetite in the UK for going as far as ditching traditional subjects.

Even in Finland, the reforms have met objections from teachers and heads – many of whom have spent their lives focusing on a particular subject only to be told to change their approach.

Ms Kyllonen has been advocating a “co-teaching” approach to lesson planning, with input from more than one subject specialist. Teachers who embrace this new system can receive a small top-up in salary.

About 70 per cent of the city’s high school teachers have now been trained in adopting the new approach, according to Mr Silander.

“We have really changed the mindset,” he said. “It is quite difficult to get teachers to start and take the first step… but teachers who have taken to the new approach say they can’t go back.”

Read more:
Finland to remove cursive handwriting from education curriculum
This is what school lunches look like around the world

Early data shows that students are benefiting too. In the two years since the new teaching methods first began being introduced, pupil “outcomes” – they prefer that word to standards – have improved.

Finnish schools are obliged to introduce a period of “phenomenon-based teaching” at least once a year. These projects can last several weeks. In Helsinki, they are pushing the reforms at a faster pace with schools encouraged to set aside two periods during the year for adopting the new approach. Ms Kyllonen’s blueprint, to be published later this month, envisages the reforms will be in place across all Finnish schools by 2020.

Meanwhile, the pre-school sector is also embracing change through an innovative project, the Playful Learning Centre, which is engaged in discussions with the computer games industry about how it could help introduce a more “playful” learning approach to younger children.

“We would like to make Finland the leading country in terms of playful solutions to children’s learning,” said Olavi Mentanen, director of the PLC project,

The eyes of the education world will be upon Finland as it opts for change: will it be able to retain or improve its showing in the PISA league tables published by the Organisation for Economic Co-operation and Development.

If it does, how will the rest of the education world react?

Case study: Finnish approach

It is an English lesson, but there is a map of continental Europe on the whiteboard. The children must combine weather conditions with the different countries displayed on the board. For instance, today it is sunny in Finland and foggy in Denmark. This means the pupils combine the learning of English with geography.

Welcome to Siltamaki primary school in Helsinki – a school with 240 seven- to 12-year-olds – which has embraced Finland’s new learning style. Its principal, Anne-Mari Jaatinen, explains the school’s philosophy: “We want the pupils to learn in a safe, happy, relaxed and inspired atmosphere.”

We come across children playing chess in a corridor and a game being played whereby children rush around the corridors collecting information about different parts of Africa. Ms Jaatinen describes what is going on as “joyful learning”. She wants more collaboration and communication between pupils to allow them to develop their creative thinking skills.

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8 Technologies That Will Shape Future Classrooms

Classrooms

What does the future of learning hold? What will classrooms of the future be like? Emerging technologies such as cloud computingaugmented reality (AR) and 3D printing are paving the way for the future of education in ways we may have yet to see. At the very least though, we can extrapolate from what these promising technologies and predict how schools will adopt them in time to come.

However, just as the original intentions for new technology often give way to innovative and unpredictable usage, we can never be sure if a twist is waiting for these rising stars. As for now, let us observe their progress and speculate on how these 8 up-and-coming technologies could potentially change education for the better.

Recommended Reading: Major Tech In Education Trends In 2013 [Infographic]

1. Augmented Reality (AR)

We’re still waiting for Augmented Reality to take the world by storm by way of Google Glass, gaming and awesome apps for astronomy.

It’s expected to wow audiences with its AR capabilities, which allow users to see additional information layered over what they see through the lens. Currently, however, access to AR technology for educational purposes is mostly limited to smartphone apps.

Read Also: 5 Top Augmented Reality Apps For Education

Apps like Sky Map lets you scout the night sky for constellations, but they are not fully integrated as a component of education as they have yet to reach the stage of seamlessness. The AR experience must be immersive enough to blend information readily with the reality.

With Google Glass and the other AR-enabled wearable devices that will soon follow, students explore the world without having to hold up a device which could distract from the experience. Created by Will Powell, an AR developer for Oxford, a simpler version of the Google Glass showcases how effortless this can be. Check out this video to enter a world with seamlessly integrated augmented reality.

Read Also: How Augmented Reality Is The Next Big Social Experience

A New Way To Teach

Virtual field trips are also possible with AR. Physics teacher, Andrew Vanden Heuvel, taught from inside the Large Hadron Collider in Switzerland, streaming what he sees through a beta Google Glass to his students thousands of miles away. They see him, and he sees them; it’s as if they are in the same classroom! The “Hangout” feature in use here is particularly promising for team collaborations in projects and assignments.

In other cases, students may be able to see supplementary and interactive information appearing on historical artifacts for them to get to know more about its history, just like how this AR advertising app can recognize images in the real world and interact with them.

Read Also: A Geek’s Wishlist – 10 Things We Want To Do With Google Glass

2. 3D Printing

What’s a better present for your 10-year-old than a LEGO set? How about a 3D printer, one specifically for children? The 3D printer should really be a must-have in classrooms. Instead of being restricted to what they can play with, pupils in the classroom of the future can print out 3D models for various purposes, including show-and-tell.

Engineering students and teachers are prime examples of who could directly benefit from 3D printing technology. In Benilde-St. Margaret’s School in Minneapolis, the school’s Dimension BST 3D printer lets students create design prototypes.

The 3D printer produces working mini-models to test out engineering design principles, so students can perfect their design before making an actual prototype. Together with CAD (computer-aided design) modeling software, 3D printing allows these students to experiment freely with their designs without expending considerable costs and time.

Abstract Thought, Real-Life Models

As it will be for many other subjects that require some form of visualization, the decreasing cost of 3D printers means that more teachers will be able to reconstruct complex concept models to teach theoretical concepts. For instance, the concept of molecular structures and configurations may be hard to grasp, but by printing out physical versions of these structures, this can help students put a form on abstract thought, and aid in better understanding.

Read Also: 20 Amazing Creations You Can Make With 3D Printing

3. Cloud Computing

“My dog ate my homework” just won’t cut it with teachers in the near future. Cloud computing is buzzing these days and will most likely continue to change many aspects of our society, particularly education. In a bid to modernize education in China, the city of Zhuji in Zhejiang has installed more than 6,000 cloud computing terminal devices in 118 schools.

Read Also: 9 High-Tech Toys & Gadgets Designed For Kids

In the future classroom, students may just need an electronic device to access all their homework and all other learning resources in the Cloud. This means no more lugging heavy textbooks to school, and having constant access to your reading materials as long as you have an Internet connection.

Such convenience will provide students the freedom to work on their projects or homework anytime and anywhere. The digital library is accessible even when the campus library is not. In fact you can skip hitching a ride there, or to the bookstore or even to class (but being sick may no longer be an acceptable excuse to skip “attending” class from your bedroom).

An Online Learning Opportunity

Cloud computing seeks to virtualize the classroom. Schools can now leverage on cloud technology and set up online learning platforms for students to log on and attend classes in a virtual environment.

Take for example, the concept of cloud-based virtual learning environment (VLE), which allows students to access learning content and participate in discussions in forums. Assignments or even tests can also be easily disseminated to the class, minimizing the need for students to be physically present, but to encourage interaction and discussion, educators require another channel.

4. Online Social Networking

Numerous universities have already registered themselves with the online virtual world, Second Life to provide students with an online platform to socialize with each other. As a big part of the cloud platform, such social networks allows students to share their ideas freely, while teachers moderate.

This is a very empowering notion because it will imbue learners with a new perception – that learning is a personal responsibility and not that of the teacher’s.

For Homework… Discuss

Furthermore, this many-to-many interactive learning where ideas are allowed to flow freely will be more aligned with real-world scenarios where collaboration is usually the norm. Social networking tools can be incorporated to enhance collaboration and team-building initiatives.

Still, if there is a need, teachers, lecturers and professors can lend some guidance in the form of responses to forum queries or by uploading useful information to the cloud community instantaneously. Another benefit is that It also serves as a great feedback tool, to help improve the courseware. A social-based approach to education will seem more than relevant to students of the future.

5. Flexible Displays

Note-taking on memo pads is still very much alive during lectures although there may be a shift from paper to laptops, netbooks or tablets. As educational settings become more digitalized, how will the future classroom reconcile the differences between pen and paper versus keyboard and screen?

The answer might just be flexible OLED-based displays. Just like regular paper, these displays will be lightweight, flexible and extremely thin. This means we can roll them up into tubes or fold them like newspapers.

Read Also: Are Flexible Display Smartphones Here To Stay?

Paper-Thin Smartphones

Unlike regular paper however, these plastic e-papers are not only durable (“unbreakable” is the correct term), but also provides interactivity. With swipes, taps and pinching (maybe), these flexible paper-thin displays can take over paper-centric industries.

Feast your eyes on this paper-thin, A4-sized digital paper prototype by Sony which weighs only a mere 63g. Laptops and even smartphones can’t hold a candle to that kind of portability.

6. Biometrics: Eye Tracking

One technology that’s been gaining recognition is biometrics. Conventionally biometrics are associated with the security industry, as it uses what is unique to each one of us to authenticate our identity: fingerprints, facial recognition, iris patterns, voice. In terms of education, some schools are only using fingerprinting to prevent truancy and for borrowing books from their school library.

Read Also: A Look Into: Biometric Technology

However, eye-tracking can be helpful for instance, in providing invaluable feedback for teachers to understand how students absorb and understand the learning content. As a matter of fact, advertising research have been using eye-tracking technology to see how consumers respond to their ads and to determine what captures their attention.

Similarly, the same form of analysis can be conducted to ascertain course effectiveness or individual learning styles. Mirametrix is using its S2 Eye Tracker to assess how students learn by getting details of where they look during online learning sessions.

Cheaper alternatives are turning up in the form of Eye Tribe for Windows and Android, so it’s only a matter of time before this data is attainable by educators.

Read Also: 9 Minority-Report-Inspired Touchless Technology

The data may then be integrated with interactive adaptive learning systems in a manner that adjusts the content to best suit each student’s learning style. Alternatively, the eye movement patterns may also guide the delivery of the content, taking into account concepts students might have trouble understanding evident in the longer time they spend gazing at that particular section.

7. Multi-Touch LCD Screens

Over the past few decades, we’ve seen the transition from blackboard to whiteboard, to overhead projector and to video projector for computers in schools. If you’re guessing that the next in line will be something that is akin to our smartphones and tablets, you may be right. Specifically speaking, the next “board” is likely to be a giant touchscreen LCD screen which allows a greater amount of interactivity.

After all, we’re talking about a screen that will be attached to a computer capable of generating infinite combinations of images, sounds and videos, just like our smartphones. The major difference with this new “board” and our smart devices is that it will be capable of detecting multiple touch inputs from many students simultaneously.

LCD Touch boards

Instead of the traditional big board in front of the classroom, it will probably be just like the Samsung SUR40 for Microsoft Surface, a giant tablet with its LCD screen lying flat atop a table-like structure. Students will sit around the table tablet, swipe on the board to manipulate and drag images around the screen, or type notes with their onscreen keyboards.

Think of the possibilities if every pupil gets one of these desks. Along with the social networking feature, these multi-touch surfaces will also allow students to collaborate live with peers around the world by manipulating virtual objects in real-time. The Multi-touch project by SynergyNet in Durham University is a great existing example of how such technology can be used by school children.

8. Game-Based Learning

Growing up at a time when the world is connected by the internet, kids today seems to have very short attention spans. This is unsurprising, since their childhood revolves around YouTube, Facebook and smartphones that provide them with on-the-go 24-hours updates and the answers to all their queries through Google and Wikipedia.

To cater to such a fast-paced generation, schools will eventually abandon traditional teaching methods of rote learning to align themselves with the times. One great way to achieve that is to use what had always been considered as a major distraction to learning – video games.

Gaming For Grades

KinectEDucation provides a one-stop online community for interested educators and students who want to use Microsoft Kinect for learning purposes. As can be seen from their video, some of the best suggestions on how educators and students can benefit from the motion-sensing technology include enabling students to learn sign language and how to play the guitar by detecting their hand movements.

In another example, a professor from the University of Washington Bothell teaches mathematics to her class by giving them the first-hand experience of learning through their motions which are captured by Kinect. Along with successful devices like Wii Remote and PlayStation Move, the motion-sensing technology is believed to be able to provide the necessary level of interactivity for students to feel more engaged with learning.

Learning To Design Games

Another concept adopted by educators does not focus on the gameplay or interactivity; rather, it emphasizes on how learning the game design process can educate students. In Gamestar Mechanic, the idea is to impart students with basic game designing skills (without the complexity of programming) to create their own games and consequently help them develop broad skill sets such as language, systematic thinking, problem-solving (through simulation, trial-and-errors, etc), storytelling, art and many more.

School children from fourth to ninth grade learn how to design one by playing a game itself where they assume the role of a young aspiring game designer who’ll go through quests, missions, etc to be awarded with various Sprites to use in their Toolbox (an area for them to design their own games). This is not unlike the role-playing video games we see in today’s market.

This illustrates how educators are moving away from traditional classroom teaching to that of letting students have fun and learn while they play interactive games. It’s inevitable that students in the future who grow up with such technology will require much higher levels of fun and excitement before they see education as appealing and captivating.

Education Beyond the Classroom

In the future, education will no longer be restricted to formalized institutes like schools and classes. Using AR, cloud computing, online social networking and adaptive learning systems utilizing eye tracking technology, learning can take place outside the tradtional classroom.

Experimentations and mistakes will also be encouraged as simulations are made possible through 3D printing and game-based learning without actually incurring real-world consequences or costs. Chief among all, students will soon be imparted with the wisdom of seeing learning as not a chore, but as a critical and gratifying part of their life which requires their proactive involvement.

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Less Is More: 4 Strategies To Streamline Your Curriculum

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Posted By Sherwen Mohan

Less Is More: 4 Strategies To Streamline Your Curriculum

Less Is More: 4 Strategies To Streamline Your Curriculum

by Renee Rubin, Ed.D., educationmomentum.com

Educators often wonder how they are going to meet all the demands of Common Core. One important point is that the standards require more depth and less breadth. Meeting these standards can be done by doing less, not more. In this post, we’ll look at three effective ways to do this: integrating curriculum, combining test prep into daily learning, and cutting topics.

First, let’s look at what the standards mean by more “depth.” For example, fifth graders need to “conduct short research projects that use several sources to build knowledge through investigation of different aspects of a topic.” This means that students need to be able to find and read with comprehension several sources on the same topic. They need to evaluate those sources for relevance and validity. Finally, the learners need to demonstrate that they have built knowledge about different aspects of the topic.

This is just one example of how the Common Core requires teachers and students to spend extended amounts of time on one topic. The problem is there simply is not enough time to spend days or weeks studying one topic unless changes are made. In our recent book, Less is More in Elementary School: Strategies for Thriving in a High-Stakes Environment, we suggest a variety of ways to find the time required for the in-depth teaching and learning needed for the Common Core Standards. Here, we’ll focus on three major strategies; integrating, combining, and cutting.

If we want to prepare students for the Common Core and lifelong learning, we can’t keep adding to the curriculum. One response is to integrate, combine, and cut. Less is more!

Less Is More: 4 Strategies For A More Efficient Curriculum

1. Integrate subjects

This effectively meets the Common Core and saves time by removing duplication in different subject areas. For example, students may learn to compare and contrast two habitats and then apply similar skills to literature or social studies with the guidance of the teacher. With integrated curriculum, elementary school teachers no longer need to carve out specific times for reading, social studies, and science.

If students are studying a theme, such as cooperation, they may read realistic fiction about cooperation one week and social studies texts about historical or current examples of cooperation the next week during the same time of day. Integrated curriculum also is a good way of finding time to read more non-fiction texts as required by the Common Core Standards and assessments.

(See Less is More in Elementary School for examples of integrated units with appropriate Common Core Standard C)

2. Combine Assessment Prep Into Daily Learning

Although students need some practice with the format of high-stakes tests, we believe that most assessment should be integrated with daily learning to save time and improve student achievement. Extensive benchmark testinging and test-preparation materials take time away from the in-depth learning required by the Common Core.

Assessment that is part of instruction allows teachers to provide effective feedback to students during the learning process so they can improve their work. For example, the Common Core math standards call for students to “construct viable arguments and critique the reasoning of others.”

As students are working on math problems, the teacher can circulate through the room asking them to explain their reasoning. Thus, the teacher can informally assess the progress of the students and provide immediate feedback to encourage improvement. Students may do fewer, problems but their reasoning skills should improve.

3. Use Power Standards

According to edglossary.org, Power Standards refer to “a subset of learning standards that educators have determined to be the highest priority or most important for students to learn.” The big idea? They explain that “it is often impossible for teachers to cover every academic standard over the course of a school year, given the depth and breadth of state learning standards. Power standards, therefore, are the prioritized academic expectations that educators determine to be the most critical and essential for students to learn…”

Educators and authors Larry Ainsworth and Douglas Reeves “propose three criteria for selecting power standards:

  • Endurance: Standards that focus on knowledge and skills that will be relevant throughout a student’s lifetime (such as learning how to read or how to interpret a map).
  • Leverage: Standards that focus on knowledge and skills used in multiple academic disciplines (such as writing grammatically and persuasively or interpreting and analyzing data).
  • Essentiality: Standards that focus on the knowledge and skills necessary for students to succeed in the next grade level or the next sequential course in an academic subject (such as understanding algebraic functions before taking geometry or calculus, which require the use of algebra).”

In short, establishing Power Standards, and then designing curriculum and instruction around this critical and anchoring content, can be a powerful–and learned-centered–strategy to create a sense of priority in what you teach, and what students learn.

Note, the 40/40/40 Rule can be useful here as well.

4. Revisit Old Work With New Thinking

If we want to prepare students for the Common Core and lifelong learning, we can’t keep adding to the curriculum. We need to integrate, combine, and cut. Less is more. What’s most important in your curriculum?

Cut topics: Even with the above measures, educators probably need to make cuts, which can be tough to do since we all have our favorite activities or topics. Perhaps the easiest type of cutting to do is in quantity; fewer math problems or fewer integrated units. For example, students need to be given opportunities to revise and edit their writing and do peer editing. This may mean that they write fewer texts, but they will have a better understanding of the writing process.

Renee Rubin, Michelle H. Abrego, and John A. Sutterby areis co-authors of Less is More in Elementary School: Strategies for Thriving in a High-Stakes Environment. She is also an educational consultant at Education Momentum; Co-authors are Michelle H. Abrego and John A. Sutterby; Less Is More: 4 Strategies To Streamline Your Curriculum; image attribution flicr user jirkamatusek

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Digital Gaming and Simulations: Real World Relevance and Classroom Applications

This post, originally appearing in Corwin Connects in June of 2014, is a tie-in to Making School a Game Worth Playing: Digital Games in the Classroom; a book written by myself and Nicky Mohan examining the potential of using digital games and simulations as instructional tools. Below you will find several suggestions for implementing digital game-based learning into your K-12 classroom.

Angry Birds Space : Rovio
Angry Birds Space : Rovio

Posted by: Ryan Schaaf

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Do you remember back in school when you were learning something and wondered why you were learning it? When would you ever use ancient world history, or exponential equations, or that dreaded algebra? When I was a freshman in high school, a student asked my teacher how they would use imaginary numbers in the real world. Sadly, my teacher didn’t know the answer off the top of her head. She had to ask the math chair for the answer. The next day, she informed the student with the good question that it was used in electrical engineering.

Do you think this student from my academic heyday was interested in imaginary numbers afterwards? Do you feel the teacher made a positive impression on the relevance of this topic?

Every concept must be immediately relevant to students. They must see that one day, when the situation calls for it, they will use what they are learning in the classroom in their future experiences. The classroom must prepare students for the real world.

How can teachers bring this type of real world learning into the classroom? Learning through scenarios, simulations, and practical applications – situated learning experiences are the key to establishing relevance for students. How can teachers implement this intense focus on embedding curriculum into real world situations?

One of the teaching approaches teachers can embrace is using digital games and simulations during instruction. Games and simulations are rich in scenarios and have an amazing ability to embed information into their storylines or gameplay. With so many digital games and simulations available across numerous platforms such as web browsers, tablets, computers, and handheld devices, teachers have a wide crop of games to choose from.

Here are five strategies for teachers to embrace digital games and simulations for deep and powerful learning.

 Set Up a Scenario

This should be a fun and creative scenario to establish interest, relevance, and a connection to the concepts students are learning. For example, if a teacher is instructing their students on dividing numbers, then use a scenario such as cutting up apples for a pie or slicing pizza pies. Here is a game that students can play that aligns with the apple-cutting scenario mentioned above. Click here to visit KidsNumbers.com.

Although some storylines may be silly, bizarre, and complete fantasy, many of the embedded scenarios student gamers will find themselves in will be engaging and mentally transferrable to the real world. In other words, if an alien is measuring something using the metric system, the students will focus on the concept and mentally suspend the storyline for a brief moment. By doing so, the student will experience the information or accomplish the challenges set forth by the embedded assessment tactics of the game. The student gamers resume their gameplay unaware of the deep learning and assessment occurring during their fun— engaging in the digital game-based learning experience.

Use Questioning and Subject Discussions to Connect Gameplay to Lesson Content

The connection between in-class instruction and the gaming and simulation experience will be clumsy and an uneasy transition without the help of questioning and classroom discussions. These questions and discussions can occur naturally before, during, and after the gaming and simulation experience. For example, the teacher is asking questions such as, “Why must the apples be divided up equally? Why does the number start large and end up small in the quotient? What does each number represent in the problem in relations to dividing up apples? What other situations can you think of where division would be needed?” Teachers must remember to vary the questions they ask according to Bloom’s Taxonomy.

Use Strategic Classroom Observation to Differentiate Instruction

The digital game or simulation is not a teacher; it isn’t even a person. However, it will keep students engaged during the learning and practice portion of a lesson. Teachers must use this valuable time to observe student performance and use the gaming and simulation time to reteach students that may be experiencing difficulty with the concept. This also promotes the opportunity to differentiate instruction for students that are gifted or having learning challenges. Another potential strategy is to form a buddy system. Pair students that are academically strong in the lesson to a struggling learner. This form of peer coaching will help the struggling learners by providing a learning buddy to assist them with questions.

School/ Home Connections

If you are tired of the ‘death by worksheet’ mentality when assigning homework or recommending extra practice to parents for their children, send the name of a digital game home that matches the concepts they are presently learning at school with directions explaining how to access it. *It is important to be cognizant of the students’ access to digital devices at home. Teachers must try to select games accessible to all devices.*

The ‘Center’ 

Many classrooms have an area devoted to center activities — either a place students go when they are finished with their work or a station they visit during a subject activity block such as Language Arts (stations may include: Reading group, writing center, listening center, etc.). Most classrooms now have a desktop computer connected to the internet. Teachers can easily find and curate digital games and simulations for students to use independently during centers time. They must simply teach students how to access the list of digital games they will use at this learning station.

These strategies will help teachers (and parents for that matter) leverage the engagement and motivation students have for playing digital games in the context of learning with digital gaming. The only real potential implementation mistake teachers or parents may face is pretending digital games will teach their child or student. As wonderful as games and simulations are, they are not teachers and never should be treated as such. Teachers and parents must use digital games and simulations in the proper manner — as valuable learning tools.

Ryan Schaaf

Ryan Schaaf is the Assistant Professor of Educational Technology at Notre Dame of Maryland University, and a faculty associate for the Johns Hopkins University School of Education Graduate Program, with over 15 years in the education field. He is the co-author of Making School a Game Worth Playing.