Showing posts with label Gameify. Show all posts
Showing posts with label Gameify. Show all posts

Tuesday, August 4, 2015

How Technology Can Foster Divergent Thinking in Our Students

By EdTechManiac, Darin Anderson

In his book Outliers: The Story of Success, Malcolm Gladwell lines out the differences between convergent thinking and divergent thinking by discussing two different types of questions.

raventest.net
The first question type, Gladwell explains, is the convergent kind, often used by prestigious universities and high-powered corporations to measure intelligence and aptitude of potential applicants and employees. Convergent assessments, such as the Raven's Test (or Raven's Progressive Matrices), developed by psychologist John C. Raven in 1939, are typically used to determine a person's IQ.

Raven's assessment gives users a series of multiple choice questions in the form of patterns, and they are to identify the shape that will complete the pattern. Simply stated, the convergent mind will be better able to decipher the patterns and ultimately end up with the single correct answer. From the total number of questions answered correctly, the test-taker is given a final IQ score. If it is high enough, Gladwell notes, he or she receives a free pass to Harvard, Cambridge, or another such institution. If it is too low...hello, State U!

Gladwell also touches on a second question type - those of a divergent nature. This style of questioning opens up opportunities for creativity and imagination, as well as analysis and cognition (landmarks of convergent tests). Outliers describes just such a question:
"Write down as many different uses that you can think of for the following objects:
1. a brick
2. a blanket"
The testing subject is then given a fixed amount of time to provide as many responses as possible. There are no "right" or "wrong" answers...just answers. Thus whatever direction(s) the test-taker chooses to go, the results are divergent.

A quick comparison between the two types of questions may lead to some of the following conclusions:
  • Only Smart people do well on convergent tests
  • Average and Below Average people do not excel on convergent tests - they're too hard for them
  • Smart people can also do well on divergent tests...because they are smart...Duh!
  • Average and Below Average people can do well on divergent tests because there are no wrong answers; they are fail-proof
  • Convergent tests are a better method of assessing intelligence than are divergent tests
  • Analysis and reasoning are more important to intelligence than creativity and imagination
I suppose in the world of "logical" thinking, these theories might pan out. However, before you draw your final conclusion, take a look at the divergent test responses of two people tested by Liam Hudson, a noted British psychologist:
  1. High School Student named Poole: (Brick) To use in smash-and-grab raids. To help hold a house together. To use in a game of Russian roulette if you want to keep fit at the same time (bricks at ten paces, turn and throw—no evasive action allowed). To hold the eiderdown on a bed tie a brick at each corner. As a breaker of empty Coca-Cola bottles. (Blanket) To use on a bed. As a cover for illicit sex in the woods. As a tent. To make smoke signals with. As a sail for a boat, cart or sled. As a substitute for a towel. As a target for shooting practice for short-sighted people. As a thing to catch people jumping out of burning skyscrapers.*
  2. High School Student named Florence: (Brick) Building things, throwing. (Blanket) Keeping warm, smothering fire, tying to trees and sleeping in (as a hammock), improvised stretcher.*
*Source: Gladwell, Malcolm. Outliers: The Story of Success. 1st ed. New York: Little, Brown and Company, 2008.

Given the choice to associate with either student, which of you would pick Poole and who would chum around with Florence?

Now, how about a closer look at their respective aptitudes?

Poole is defined in Gladwell's book as a student "in a top British high school," while Florence was described by Hudson himself as "a prodigy, with one of the highest IQs in his school."

Both able and willing, but, as Gladwell poses it, which student is more likely brilliant and creative enough to win a Nobel Prize?

Looking back at some of the most successful people of our time, we see names like Walt Disney, Martha Stewart, Steve Jobs, and Oprah Winfrey. Certainly, these folks, and hundreds of others, have exhibited a certain creativity and innovation along with astute cognitive abilities that helped them on their path to greatness.

But what about this list of similarly successful folks?
(L-R) Taylor Swift, Rhonda Rousey, Kevin Hart, and Lionel Messi (Highlights here!)
While this group exhibits notoriety in pop culture arenas, they each certainly display the same kinds of creativity that we look for in sports and entertainment figures. Those qualities and ideas have even crashed their way into the corporate world. Enterprises like Google, Microsoft, and Facebook are famous for offering - even requiring - their employees to spend time being creative. This freedom to explore and create without fear of failure has led to some groundbreaking technology that most of use daily without so much as a cognitive thought.

It is this kind of philosophy that should permeate each and every school system across our country. So much is said in education today about creativity, imagination, and risk taking...but nothing ever really has happened on any kind of large and meaningful scale. There is so much resistance to change.

However, the ball is rolling and it is gathering steam (S.T.E.A.M. - get it?) as is evidenced by the huge movement towards education technology and associated programs such as Ed Camps, Maker Movements, and Hack-a-Thons that pop up all over the country on an almost daily basis.

And that is the crux of my argument. Technology use - in and out of the classroom - can help foster divergent thinking in a way that was unheard even 5-10 years ago. Divergence has typically been seen as an anti-societal norm, especially by the so-called establishment. Going against normalcy was met with detention, suspension, or expulsion when in fact it could have been an opportunity for exploration and development. (Understand I am not talking about malicious behavior in school, although such is often exhibited as a result of boredom or irrelevancy of content in the classroom.)

Now that divergent ways of teaching, learning, and thinking are becoming more mainstream, educational technology is poised to make an even bigger splash.

Here are a few examples of how technology can help foster divergence in the classroom:
  • Collaboration with other like-minded users via social media. No matter how big or small one's location is, a student cannot always rely on having someone nearby who shares the same ideas and interests. With the ease of social media, students of all ages can find and reach out to others with similar goals and aspirations. In the case of October Sky, for example, how much would those boys have benefitted from social media contacts outside of West Virginia?
  • Access to various points of view. With careful and calculated consumption, our students can learn as much as they want about nearly any subject and from all angles. A wolf protector in Chicago, for example, may learn how the predator affects the very way of life for a farmer in the Intermountain West. Or an avid hunter might understand how some Native American cultures view certain animals.
  • Access to material that was once only available for the social elite. No longer must the teacher or the textbook be the sole sources of information. In fact, we have more access available to us in digital format now than ever before. In Good Will Hunting, there is a famous line that goes as follows: "You dropped 150 grand on a (expletive) education you could have got for $1.50 in late charges at the public library." First uttered in 1997, the words seem to be even more true now, and we don't even have to leave our couches!
  • Avoiding functional fixedness with online gaming. Growing up, you perhaps thought that your mother's sauce pan was made for just one thing...a drum, of course! Then one day, you had a crazy idea - what if you could make macaroni and cheese in the inside of your drum?? Viola! Functional fixedness destroyed. Daniel Pink is well known for his book Drive, in which he offers this set of pictures that depict and experiment conducted by psychologist Karl Dunker in 1945. The task was to attach the burning candle to the wall with only the thumbtacks. With some creativity, it becomes possible...as long as the box is seen as more than just a container for holding tacks. This kind of divergent problem solving is on display in a game called Limbo, available here. It's a bit dark, but it does get the job done. As do many, many other games.
The notion of divergent thinking is nothing new. However, encouraging our students (and teachers) to think that way has often been viewed as a bit of rebellion at worst, or non-compliance at best. Changing the perceptions of "it-worked-for-me" parents, community leaders, and legislators has been a struggle as well.

The fact is, while some aspects of traditional education are irreplaceable, so many others are outdated and irrelevant with 21st Century teachers and learners.

In the early 1900's, Robert Frost penned words that turned out to be well ahead of his time:
What if Frost's teacher had told him there was only one road to take?

Monday, August 3, 2015

Lessons in Education, Featuring Gary Larson: Part III

By EdTechManiac, Darin Anderson

Many of Gary Larson's comic strips from The Far Side tell so much of a story without so much as a word of dialogue. With his brilliance - no matter how off-the-wall it might be - Larson can indeed draw a picture that is worth well more than a thousand words.

In Part III of the EdTechManiacs comical Gary Larson series (see Parts I and II here), we will discuss how the "delicious" dish of liver and onions relates to the kinds of products we deliver to our students in the classroom and to teachers in schools across the country.
Compare this comic to a classroom
setting from your past. What did you learn?
This Larson offering is both playing off of the innocence of youth and preying upon the insecurities of all of us. Remember, ages ago, when you would clamber outside at the very sound of the ice cream truck rolling down your street? Do you also recall the opposite emotions upon finding out that your mom was making your least favorite meal that night? (Mine was goopy and neon green split pea soup.) This cartoon sums up both the elation of summertime treats and the gloom of unappetizing fare.

Honestly, most of us are fairly competent at sniffing out each kind of opportunity. As the old adage goes, if it looks like liver and smells like liver, it's probably liver, no matter what lengths a person goes to in order to make it seem otherwise. Our students, on one hand, are especially keen at this - and the younger they are the better they are at it.

Kindergartners enter their first year of "official school" having gone through six years of questioning and inquiry and curiosity. Many times, they also lack a filter that typically comes with maturity and age. (This is why a 5-year-old can get away with calling a man fat, while a teenager would get scolded for not knowing better.) All of this results in groups of children who know what they want ...and also what they do not want.

Our students come into our schools with preconceived ideas about what they want to learn and what they will attempt to avoid at any cost. Granted, so much of their desires center around content that schools cannot offer directly, but the students still show up with that yearning to learn more about them.

Even as traditional school may be a chief contributor to killing that creativity and inquiry, this Larson comic speaks volumes about changing school culture at fundamental and actionary levels.

How can we better gear our kids towards reaching standards outside of their control while also allowing them to achieve their own learning goals? This becomes the $68.6 billion question that educators must try to answer.

Let's begin jumping into the answers to this deep and broad subject by posing a few more questions.
  • How many educational opportunities are packaged as something inviting and cutting-edge, but really offer only outdated or irrelevant information and content?
  • Or worse, why is something viable and meaningful too often delivered via a vehicle designed for carrying disgusting meats?
  • How can we do it all without adding anything more to our already heavy plates?
To me, any response to this question begins with some analysis of your constituency - students, parents and/or staff. You may think you know what your kids need, for example, because of mandated testing, curriculum maps and such. But DO you really have a finger on the pulse of your kids? Or your staff?

Like the kids in the comic, you might be approaching them with some scrumptious liver...when they are actually looking for a dreamsicle. I mean, who would do that, right?

To a certain extent, our hands are tied when it comes to the WHAT in education. However, we have a multitude of options when it comes to the HOW. With that in mind, we can better serve others if we know more about what they like (ice cream) and what they do not (liver).

To begin, here are a few "Livers" (things that were once cool, but are now like the 8-Track) that might be better left behind:
  • Introducing and delivering content via PowerPoint - They are essentially the same as paper, but you can't doodle on them during classes or PD days.
  • Sit-and-Get lectures and PD offerings - Today's generation is mobile and agile; sitting is the new smoking
  • Pencil and Paper worksheets, graphic organizers, and, well, anything - While I understand that pencils will never become obsolete, ummm, neither will technology.
  • One-at-a-time student presentations - Not only do these take up valuable instruction time, they also take up way too much time. Did I mention that they are time-consuming as well as lengthy? Oh, and it's boring, too. 
  • Teacher-Assigned Products or Projects - Honestly, the world does not need any more landfills full of dioramas and tri-fold posters.
  • The Archaic "No Cell Phones" Poster - Nowadays, it's the same as telling folks to leave their textbooks and such at home. The mobile device is a powerful tool that can be used for good AND evil. The choice is up to you.
  • Speaking of Textbooks... - With constantly changes research landscapes, textbooks are almost outdated the moment they are published. Up-to-the-minute information is available at the touch of a screen. Why fight a losing battle when learners will head to Google anyway?
Rather than rolling down the street in our Liver-Mobile - even with the catchy trolley-style music - we could approach our Cell Mitosis unit or Standards-Based Grading PD (or whatever) from a different perspective.

Try these on for size:
  • YouTube - Your kids use it...so should you. Perfect for flipping or blending instruction and for anytime learning.
  • Social Media - Of course, this is a biggie for most of us. So brainstorm ways to get your kids and/or peers discussing and collaborating on Twitter, Facebook, and Instagram.
  • 3D Printing - What if your 2D doodles could come to life as tangible 3D objects? This is a current craze that will only gain more ground as the products advance. What was once untouchable technology if now fairly standards in most schools.
  • 4D Augmented Reality - Programs like Aurasma, Augment, and DAQRI have taken interacting with content to a whole new level. Once limited to just consumption, AR programs are now beginning to allow kids to create and publish their own 4D designs.
  • Green Screen Technology - What used to be sophisticated and expensive is now available on laptops and tablets alike. Going green allows for creativity and expression while also producing quality content that is digitally shareable. Did I mention that it also saves valuable instruction time?
  • Making the World a Classoom - Whether it is connecting with someone from abroad on Twitter or sharing resources with a classmate from across town on Google Drive, people are no longer limited to what they can see from their own location.
  • Gamification - On the heels of the recent Microsoft purchase of Minecraft, the EdTech world is all the more abuzz about combining what many kids already know - gaming - with what they "need" to know (in an academic sense). With some creative thinking Clash of Clans can indeed become a viable curriculum.
As we look to advance our field and hone our craft, we will be in a constant state of research and reflection. Change is certain. No longer should we disguise liver and onions as quality education. One taste and they'll figure it out. 

Tuesday, July 28, 2015

10 Ways to Use Clash of Clans in your Classroom

By EdTechManiac, Blair Einfeldt

If you have been living under a rock, or as us in the education world call The School Year, Clash of Clans is a very popular game on the iTunes and Google Play App Stores. That in fact is putting it mildly. It is the number one ranked game, in terms of gross net profit and has been a top 20 downloaded game for nearly two years on both app stores.


To add more context, it is estimated by thinkgaming.com to rake in $1,653,936 daily with nearly 70 thousand downloads per day. It boasts 4,153,000 current active users. That is ACTIVE users. To put that into perspective, that is more active users than people who live in Wyoming, Vermont, North and South Dakota, and Alaska combined. So big is this industry that they were even able to purchase and air a commercial during the 2015 Super Bowl.

I am one of those Clanners but I came to it in a vastly different way. Last year while teaching in a classroom with an iPad lab, each day as I put the iPads away, I was finding that students had found a way to hack into the iTunes store and were downloading Clash of Clans. Hacking a pedagogy is a topic for another day, however I decided to look into this game to find out what my students were doing.

As I have always adopted the idea of "if you cant beat them, pretend to join them and take them over" model of teaching, I began trying to find logical and functional ways to utilize what my students were already doing, as learning tools. Bear in mind, I teach Language Arts, however more and more, I find that the effectiveness of education is the ability to cross pollinate, so to speak, and teach many subjects at the same time, while it being masked into one subject.

That being said here are some of the many functional uses for this app/game in the classroom setting. Obviously this requires a 1:1 situation or at the very least, a class with smart phone capable students. However with the advent of computer based mobile gaming (Bluestacks, Live Android, Android SDK), C of C can be played on a PC or MAc computer as well free of charge.

MacClan??
1. Social Classes - Within the game there exists many different types of troops. As a Language teacher, we used Clash of Clans as we read Shakespeare's MacBeth. We compared the Barbarians (Ground troops used mostly as front line suicide soldiers) and Archers (Shooters who cost more to train but did more damage from a distance), among the many types of troops, to different educational social classes (jobs requiring high amounts of expensive training vs. Jobs that require less training). We also compared these to the social classes in MacBeth, in society, and even more real scenario, the social classes and cliques in High School. This opened up the door to some great discussions about the importance of each social class and what they provide for society.

2. Basic Math/Cost Efficiency - As the students would begin raiding other bases for elixir, money etc., it becomes important to quickly add up the cost of training vs. the amount receiving in an attack. It may cost 30 thousand elixir to train a dragon but is it worth an attack if you are receiving less than that in return?

3. Delayed Gratification - One of the common core language standards discussed is being able to teach through literature the importance of putting off what one wants now, for what they may want in the future. They will end up having to weigh out the options of speeding up elixir collectors or building of defenses with gems. However the gems are the most important commodity. This again, opens the door to some great conversations about priorities and instant gratification.

4. History - This is a great app and game to use to discuss medieval times. While reading Beowulf, we were able to make a tie in to the importance of the Town Hall being in the center of the community. We discussed what would happen in the event that the town hall is destroyed and why Grendl attacked the townhall specifically. It could also be used to discuss the way we as a society create our own cities and how it depicts our society's values.

Kids love me!
5. Symbolism and Deep/Close Reading of Visual Texts - Common Core is making a strong push for visual literacy as it is estimated that our students are surrounded by 90% visual language. Being able to look at the symbolic nature of each character (Giants, Goblins, Wizards etc.), the colors of each character, the direction in which they move, and all other visual aspects, can create real world learning of those important traditional and non-traditional literacy tools.

6. Governmental Systems - As we played, each class was put into a clan together competing against other classes. I would give out prizes to each class based on certain weekly competitions. Each of these were strategically done to foster discussions about certain governments present in the stories we were reading.
For Example: For Capitalism we had a competition to see which clan could get the most money by the end of the week. We later had a discussion about how it felt to attempt to better oneself while others in ther group did not seem to care. For Communisim I took the top four clan members' trophies and the bottom four and subtracted them from the top. The clan wth the number closest to zero, won. It was interesting to see how many clans, rather than pulling people up, dropped trophies to equal out the bottom. This made for very interesting discussions on governmental systems.

7. Argumentative Writing - Where this can be done with basically anything, I had my students write a persuasive essay discussing which set of troops was the most important, weighing in on cost effectiveness, as well as power and strength, and durability. The results were much more debated than one would imagine.

8. Public Speaking - As a debate teacher I used Clash of Clans to spur on certain debates and asking them to use Clash of Clans as analogies within their debates. It made for some fun quick impromptu debates and speeches as well as required the students to think in analogous terms; another aspect of Common Core.

9. 21st Century Skills - Make your students do a tutorial video either explaining a certain attack strategy or discussing a specific base construction. This can help in terms of writing a short script, taking screen captures or screen shots, video and audio editing. It can also give them a secondary lesson on self promotion, sales, and the viral nature of the internet of they are required to post their video on YouTube. You would be surprised how much higher of a quality of work turned in when the audience is the internet and not just you as a teacher. Go figure, teenagers care more about what some random internet troll thinks than that of a college degree holding teacher.

Friends, Romans, Clashians!
10. More Writing Prompts and Rhetorical Triangle - I had my students take a screenshot of their base and then write a paper arguing why their base is sound. I required the use of each aspect of the Rhetorical Triangle (Ethos, Pathos, Logos) to defend why they made their base that particular way. This went in conjuncture with Julius Caesar as we discussed Marc Antony and Brutus' speeches and their use of rhetoric. It was a great tool to solidify their learning that we were already doing.

As with anything, gamifying a classroom is only limited to your imagination.

As I am a language teacher, my thoughts fall that direction however I would love to hear how any of you would use Clash of Clans or any other mobile based games in your classrooms.

Let me know on my Twitter page.