Showing posts with label Gamification. Show all posts
Showing posts with label Gamification. Show all posts

Thursday, April 28, 2016

There is Plenty of Room for Fun in Education


Perhaps the most powerful quote in this video is that it is okay to have fun while learning.
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While too many educators these days eschew fun and enjoyment in their classrooms for the opportunity for students to complete wind-numbing worksheets, endure boring lectures, and pore over selected response items, it appears that some places have it about right.

Ron Clark is famous for two things:

1) Being portrayed by the dreamy Matthew Perry in the movie The Ron Clark Story.

2) Being an innovative, unstoppable, and ever-caring educator.

The video attached above is just one shining example of Clark's ability to cultivate a culture of love and caring and respect among students and staff at the Ron Clark Academy in Atlanta, Georgia.

While this particular post refers to Clark's ability to foster greatness where it would otherwise be nonexistent, it is really a message to all of us about working with kids and being a mentor and guide to their own greatness. All through an avenue of "meeting them where they are" and having some fun!

Here are four key points to keep in mind (while they are not necessarily new, they all need to be re-remembered):

1. Be prepared - Fun does not just happen. Okay, well it does. But if you want to engage your students in purposeful fun and games embedded into content, you must have a method to your madness.

2. Be real - Make mistakes in front of your students and, more importantly, show them how to properly react to mishaps. If you get bent out of shape at the onset of a problem, guess what? Instead, have fun with mistakes and make them learning experiences for everyone.

3. Be genuine - If you merely pretend to care about a kid, he will see right through you. Genuine caring is palpable, just as a bull storm is. Make it work with your personality. Not everyone can dance like Ron, but we all have some way to inject fun into our daily routine.

4. Be there - Even when you have a bad hair day, you have to give your best effort to your students. Woody Allen once said, "80% of success is showing up." As a teacher, however, this is only true if you follow the advice above.

Friday, September 25, 2015

Plotagon: A Simple Coding App for Your Students

By Ed Tech Maniac, Darin Anderson

Coding in classrooms is becoming a wildly popular educational endeavor across the world. And for very good reason, as we are surrounded by apps, and smart devices, and software that effectively runs our daily lives.

While it is not necessary for the average user to understand the ins and outs of coding, those with even a basic knowledge can be led to jobs, careers, or just hobbies that can become revolutionary.

For students to get involved with coding, oftentimes schools or community programs find the need to purchase expensive programs that are sometimes beyond what young students can comprehend.

https://twitter.com/plotagonedu
I recently came across a program called Plotagon that allows students to dabble in the basics of coding without having to get too heavy into the backstory. And all the while they get to play, be creative, and - most of all - tell a wonderful story.

Here is just one short example about a possible water cooler chat that may have taken place this morning somewhere in the greater D.C. area. Oh, by the way, I put it together in about 10 minutes this morning. (Call me the Friday Morning Quarterback.)


Overall, Plotagon is simple to use yet has unlimited potential for teacher and students use. Here are just a few examples of what Plotagon could do in your classroom:
  • Summarizing a fictional story or play or a piece of non-fiction such as an article or textbook chapter (not that anyone uses a textbook anymore :-) )
  • Providing a response to literature or non-fiction.
  • Re-enacting a scene from literature or an historical event in order to check comprehension.
  • Re-enacting a personal narrative 
  • Takes the place of smaller, more informal class presentations - saving you and your students' time.
  • Teachers can easily create introductory learning material (hooks) with Plotagon videos.
  • With the capability to upload directly to YouTube, teachers can use Plotagon content to flip instruction.
  • Allows personal creativity and expression while also providing opportunities for students to develop rich content and demonstrate understanding.
But don't take it from me. Let the crazy bearded man tell you what's up:

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?

Friday, May 8, 2015

The Play's (Not the Only) Thing: Taking Your Students to "Why"

"It is not just about playing, it is about asking why things happen. Design your lessons around questions to be explored and analyzed."

If the above line sounds like something you heard at an instructional design training, you are not alone. But it certainly is more difficult to implement such a concept on a day-to-day basis than it first appears.

This is what we know: 

The "play" engages and hooks the students. The experimentation and trial runs are much of what they experience in the world of computer gaming consoles and tablet apps. Failure, to those in this realm, is of no major concern because they just try again and again until the elusive prize or final level is attained.

This is where it perhaps gets a little fuzzy: Why the struggle and why the joy therein?

Discussions of why certain aspects of games result in (most often) failure and (ultimately) success are the bedrock of learning. Think about it: within each video game exists rich academic content including physics, algorithms, patterns, and more. Those, combined with authentic problem solving and critical thinking opportunities, make game play in classrooms an almost too-good-to-be-true learning environment.

Photo courtesy of ww2.kqed.org
Obviously, there is an extensive amount of research out there about the positives of game play, simulation activities, and the like. It is engaging for students, and for the most part, they like it. It represents an escape from the typical lecture-style classroom and it brings authentic activities to the forefront of learning. I mean, who does not want to show up and play games in class?

However, if game play ends there, keeping the kiddos engaged and busy, yet only assuming they are learning something, we are doing our students a monumental disservice. And too often, any planned discussion that accompanies game play is either irrelevant or entirely superficial in nature.

As far as CCSS and best practice are concerned, here is the charge: Instead of just assuming gamification will lead to deep student investment and academic discovery, educators must ensure students have an opportunity to discuss/analyze/determine why things worked as they did.
“We should be careful not to view learning technologies as a replacement for deep teacher and student interactions. We see effective technology supports as enabling the opposite,” said Stacey Childress, deputy director of education at the Gates Foundation.
The idea is to lead students in identifying, defining, and clarifying the processes that are naturally occurring in their minds as they navigate their way through games or simulations. With concrete terms and concepts out in the "cognitive wide open," it becomes easier for teachers and students together to hone the skills necessary to analyze and critique situations and become better problem solvers in all walks of life.

Topics to cover when working towards true classroom gamification:


After beating your high score
The psychology of gaming - or why certain computer-generated conundrums elicit specific and real human responses and actions. Examination of these responses would lay a foundation for meaningful classroom discussion in science and psychology courses about the power of brainwork.

Game Mechanics - there is more to playing a video game than just mindless shooting or searching for lost treasure. Indeed an entire battery of psychological, physiological, and social factors come into play as students become involved with a game. Discussing what make a gamer tick could result in some interesting theories to explore.

Determination and Grit - two qualities that are highly sought after in both the academic and business world. For sure, teachers and employers alike demand that students/workers exhibit strong work ethic and "stick-to-it-ivness" and repeatedly say that those two characteristics are at least as important, if not more important than, previous learning and experience.

Decision Making and Morals - researchers suggest that playing certain video games can in fact increase a person's capacity to make better moral decisions as he or she encounters "real world" situations. The jury is still out on the overall mental and spiritual gains to be made with gaming, but the fact that the topic is out on the table suggests that more and more people are recognizing that game play is not all bad.

Of course, the major miracle that is the human brain always has been and will continue to be a focus of study. For every child who increases cognitive capacity in part due to game play, there will be another whose failures are attributed to too much wasted time with a gaming console. The debate will rage on and on.

But here and now, this is what I content: No amount of meaningful and deliberate discussion about what is occurring in students' minds and why it affects thoughts and behavior will ever be wasted.

Simon Sinek so adeptly described this idea in his TED Talk "Start with Why."


As students are led through opportunities to determine not only WHAT is happening in and around them but also WHY, they will be building and honing the skills necessary to tackle whatever life throws at them.


So go ahead and game on!












My thoughts exactly.



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