Showing posts with label creativity. Show all posts
Showing posts with label creativity. Show all posts

Friday, March 15, 2024

AI Creativity and the near future of education

AI and Creativity created by ChatGPT-4

This week, I spent two days at the Nebraska Educational Technology Association meeting in Omaha. It was great to meet with friends, colleagues, and new acquaintances. Everyone talked about AI as a catapult to changing, rethinking, worrying, and joy. Evi and I spent some time talking about how we humans are still better/ different than the machines. Much like humans have for centuries argued that humans were not like other animals, our current existential obsessive discussion (and fear) is about what happens when Artificial General Intelligence shows up. For me, the question is what we can do in the short run. The answer may very well be a focus on inquiry, creativity, and self-guided learning.

As highlighted by our work in Art TEAMS, integrating new tools and emphasizing creativity and divergent thinking in education presents a forward-thinking model that could significantly influence schools in the coming years. This approach, which blurs the traditional boundaries between art, sense-making, and metacognition, opens up several intriguing possibilities and challenges for education.

For example, schools might increasingly incorporate digital tools and platforms that foster creativity, such as digital art, coding for creative purposes, and virtual reality for immersive learning experiences. These tools can help students explore complex concepts in a hands-on manner, enhancing their understanding and using AI tools to amplify creativity and self-expression. 

By leveraging AI and other technologies, educators can create personalized learning paths for students. This customization allows students to explore subjects at their own pace and according to their interests, which can boost engagement and motivation. This can happen while we encourage metacognitive skills, thinking about one's own thinking, that can help students understand and regulate their learning processes, strengths, and areas for improvement. This self-awareness is crucial for lifelong learning and adaptability, especially in a rapidly changing world. 

This approach allows for breaking down the silos between subjects, especially art, humanities, and sciences, and encourages students to make connections across disciplines. This holistic method fosters critical thinking, creativity, and the ability to see problems from multiple perspectives. 

To reach this goal, we need to focus on teacher education and mindset shift. Teachers will need training and support to adapt to these new tools and pedagogies. Shifting from traditional teaching methods to a more student-centered, creative, and interdisciplinary approach requires time, resources, and a change in mindset. This can happen during pre-service and in-service teacher education and requires attention to equity and access. Our educational system has a robust tendency to focus on basic skills for those with perceived deficiencies who never get to interact with more complex educational experiences.

 As AI and other technologies become more integrated into education, maintaining a balance between technological efficiency and the human elements of learning—such as empathy, ethics, and emotional intelligence—will be vital. The potential for human flourishing through this educational paradigm is significant. By fostering an environment where creativity, critical thinking, and personal reflection are paramount, students can develop not only the skills needed for future careers but also the capacity for resilience, empathy, and ethical decision-making. This approach not only prepares students to thrive in a world where AI plays a significant role but also ensures they contribute positively to their family, community, and society.

Wednesday, September 30, 2015

Four Reasons to Create a Low Stakes Classroom

© Copyright wfmillar
Toward the end of class on Tuesday, one of my students asked: "we have only one grade on the grade book, is that right?". I stopped for a second, my co-teacher and I have provided individual feedback on assignments to every student and had many other meaningful opportunities to interact and respond informally. At the same time, I had to respond "yes, only one grade." She continued: "I know that you do not care about grades, but we do!"

She is right of course. After so many years of conditioning and signaling through grades, it is unfair of me to expect they will be able to accept this approach. Even more so when they have high stakes in the form of a GPA (for grad school, job search), scholarships and more.

That same evening Justin Olmanson brought up the same feature in a Q & A we both participated in. I have also seen it in many of the classrooms using Minecraft as part of instruction. It seems like we have a much easier time letting go of stakes in informal making tasks (art, shop, Minecraft) than in traditional school ones. So, I wanted to take the opportunity and clarify why I try to create a low-stakes classroom:

1. Honest dialogue. When I ask my students to teach and report about their experiences, I want them to be honest, open, and reflective. Honest dialogue is hard to do in a high-stakes environment. If a successful lesson is a high-stakes yardstick, I am pretty sure that each student would try and spin their lesson in the best possible light (maybe even bend the truth). All their efforts would be to protect themselves instead of reflect on what they learned. In a sense, they would be learning about self-preservation instead of personal growth.

2. Creating cycles of self-improvement. Feedback in a low-stakes environment allows my student to revise and improve their learning products no matter how good they are. High stakes grading shift foci from growth to outside criteria.  A great example is high achieving students who often get very high grades. Once the grades are in they see no reason to go on and improve their performance.

3. Improving performance. There is quite a bit of experimental work showing that high-stakes reduce performance in high cognitive load tasks. At the early stages of their career, my students need to focus on process and procedure as a way to get better.

4. Creativity. Creativity and expertise are closely related. I believe that when expertise level is relatively low, as is the case with students, creativity can happen when the stakes are low as well. In a low-stakes environment failed experiments are acceptable as steps towards expertise and the thrill of creating something new.

Lowering stakes does not mean lowering standards. It means that we allow learners to participate and find their way to reaching and surpassing the standards.

Friday, July 3, 2015

Creativity, Coding, and the Adolescent Mind

Matt asked me this week what I thought about the Hour of Code. I answered honestly that I simply do not think it is enough. He continued to make the point that it was a good introduction, I think I made a face.

The bottom line is that introduction is not enough. My analogy is the arts. In the arts we take students to the museum, we believe that it is important, but it does not constitute a curriculum in the arts. If we look at the analogy of the arts even further it can get even more interesting. As I read some of Austin Kleon this week some of his points resonated with me. Young children will create art without reservation when you ask them or even on their own. Wait a few years, by middle school, they will refuse to create saying something like- "I am not an artist" or "I am not creative". This reaction is not a mistake, it is a natural consequence of creating self-concept in different areas. As students mature and acquire experiences they learn what they are good at and what they are less so. Social comparisons play a big role in this development. So by the time they are in middle school most children develop a sense of what they are good at.

The point here is that if we want students to become coders or artists they need rich experiences of mastery and growth in that domain. If they will have them at the elementary years they will have a much higher chance of having a positive self-concept for art and coding leading to a higher probability they will stay engaged.

Hour of code will not create self-concepts of students as artists nor coders, only making it part of school will!


Tuesday, June 9, 2015

Creativity Moments (a note)

Jeff Bernadt presented today and included a segment on creativity. Creativity is not just a message for us as teachers, it is also for our students as a conscious act. Tell them that it is part of our goal in the classroom.

The main message is that creativity can be in any domain and that it is a local concept.

How does all of this connect to technology? It doesn't have to, but my argument is that technology opens more doors and enables students to create even with lower skill levels.

I still maintain that creativity can emerge only when you have a deep understanding of a domain with lots and lots of practice. Technology can facilitate practice and learning that is guided by the learner that can use the web to increase their knowledge and apps for repeated practice.

Saturday, May 30, 2015

It is about Play- Digital and otherwise

I think that most early childhood experts in the last few years have been both amazed and annoyed at the "discovery" of the importance of play to all humans but especially young ones. Play it turns out, is important, maybe paramount, in developing inquiring minds, creative minds that will be flexible enough to deal with the constantly shifting environment kids seem to be growing in. But then again, we've actually known that for a long time.

Since it is summer I have been watching my younger kids at play with friends in and out of the house in a constant movement and social realignment that seems to characterize semi-supervised activities in the summer.

As you can imagine our house has quite a few devices in it for digital creation and consumption. My kids (and their friends when they come) have access to three iPads, PlayStation, three TV's, a Wii, and a laptop computer. As I have shared in the past we do have some rules about digital use. While it is summer we still have strict start and end time, although during the day they have a lot more access to devices.

What I have observed is that kids who grew up digital are constantly shifting between digital and nondigital play activities. They start the morning watching video on YouTube and Netflix a passive waking up activity. As soon as others join in they go outside and play. Yesterday after two days of planning they created a Streetside Sandwiches stand at the corner- an enhanced lemonade stand that they put all on their own including making food items, pricing, choosing location and printing out the menu.

After 4 hours of restauranteurship and a very messy kitchen they all poured back into the house, settled on the couch and played a cooperative game of Minecraft, enhancing the elaborate world they have created together bit by bit over the last few weeks. So what is my point? Well, I have two of them.

First, kids growing up digital have porous boundaries to distinguish different kinds of play. They shift easily from one mode to the next and I do not think they consider one form privileged or more authentic than the other. I believe many adults hold the notion that the physical world is REAL and the digital one IMAGINARY. I believe that for our kids the digital world is just as real and just as imaginary as the analogue one. This is their reality.

Second, given (almost) free reign to choose digital and analogue activities kids move from one to the other based on interest, the participants and other factors. That is, with very little parental guidance they choose well and do not become digital "addicts" as we sometimes worry they might become.

So let's let them play, in and out of digital worlds.



Sunday, May 17, 2015

Five things I want to tell parents about iPad use for kids

We have recently finished a parent survey in rural Nebraska about digital technology use. A few things became clear (though not really surprising).
1. All participants had access to the Web in one way or another.
2. All participants had access to multiple devices. The most common were smartphones and tablets with laptops a close third. Over half of the respondents had family access to 4 or more devices.
3. Email, social media, and web surfing were the three most common personal uses.

Parents also worried about device use for children:
The number one worry is inappropriate sites, social media, and interacting with strangers online (27%). A close second is the worry about how children choose to spend their time, namely overdoing device use (19%). Parents were also worried that devices will limit social interaction and creativity (11%) and will not have enough physical activity (8%).

I am a parent and an educator. Two of my kids grew up before the age of the mobile device (well they had a Gameboy) and two are living through this age of mobile digital devices.
Yes my kids have access to iPads. No, they are not addicted and they do spend time outside, in extra curriculars, and playing off line. And, like most parents I am still searching for the best way to manage a balance between device time and opportunities to learn in multiple ways. At the same time I am aware of the opportunities that the devices present to be creative, interactive, and learn about the world. Oh yes and have fun.

So here are some rules I live by:
1. Limit access to devices in both location times and a general time limit. For example we take iPads with us for car use on long trips but never on local drives.

2. No social media until we feel it is appropriate (maturity over age) and safe.

3. On iPads you can easily prevent web access and app store access so kids can't buy anything, although we do not do this. We've had conversations with our kids about what is appropriate and we do not share our iTunes password which means they cannot purchase any app without us.

4. Make it fun to do other things. For that we have to participate, digital devices are a fun alternative when you are bored BUT it does not beat a good game of capture the flag.

5. Maybe most importantly, kids do not have to use "educational apps" to learn or be creative. Many of the apps challenge kids to be problem solvers (the room anyone?), creators (minecraft), or artists. Embrace the learning!

Sunday, March 1, 2015

What should Classrooms look like?

Last week I had the chance to speak at the E N Thompson Forum as a warm up act for the inspiring Milton Chen. I decided to talk about what creativity looks like and can look like in Elementary classrooms. To start off I asked my audience to draw what classrooms should look like. The results (I am attaching examples of work in progress) were very interesting.

What was very clear from the work is that most of the people showing up thought classrooms should look very different than they do now.

The question that occured to me was: if there is a growing concensus that classrooms should be more open and integrated why aren't we trying to do something about it? The example of Pegasus Bay in New Zealand sticks in my mind as an option for new schools but I believe that there is much we can do inside older buildings as well.
I believe that with a bit of ingenuity we can do a lot. It is NOT a replacement for excellent teaching but it provides an environment that encourages teacher and students to learn and teach creatively.




Sunday, August 24, 2014

Four things your students can learn from watching Minecraft videos


My two youngest kids have been playing minecraft for quite a long time. For those who are not familiar with minecraft think of a game platform with lego like blocks of many kinds that allows you to create or explore worlds created by others.

This summer, however, my kids got hooked on YouTube videos documenting the adventures of of others online. An example can be the Dumb and Dumber videos for an example click on the pic to the right. 

In the beginning I thought this was just a way to pass the time when they did not have access to Netflix or were not allowed to play (we have restriction on play time). Soon I found out that they sometimes prefer to watch the videos over other shows. This is something that is hard for me to understand. I like playing games but watching somebody else do it? That's something you do when you run out of quarters...

The phenomenon intrigued me. Why watch someone else play? Well I started with the obvious and asked my kids what they liked about it. Their answer was simple, we just like it. When I watched carefully I discovered a few ways that the videos afforded a great learning opportunity.

1. The video makers usually play in pairs or even three and a majority of the video centers around their collaboration. This model of collaboration has actually helped my kids learn to collaborate while playing and I even hear them produce a banter similar to the ones online.

2. In the videos that are usually in survival mode and require the players to solve many challenges. Since audio is a huge part of the attraction they actually produce something akin to a think aloud while engaged in problem solving. This model helps viewers get a window into complex problem solving.

3. Following different videos and finding new ones are part of information literacy skills that my kids who usually spend very little time on YouTube developed rather quickly.

4. The videos often share the creativity of the creators by sharing approaches ideas and actions. They provide a great model of divergent thinking and the joy of creation.

In short the videos provide a model for engagement with 21st century skills. As adults struggle to provide relevant 21st century models finding worthy individuals willing to share what and how they engage in creative activities provides exceptional learning opportunities.

Sunday, February 23, 2014

Gaming in Education- Observing Minecraft in the Classroom

In the last couple of weeks I have observed a few classrooms from Kindergarten to middle school using Minecraft EDU to support 21st century learning. To be completely honest I have not played Minecraft before this week, although I have watched my kids play it on the iPad and computer. I understood the theoretical affordances but for the first time I actually saw it in action in classrooms.

My first visit was to a fourth grade classroom facilitated by Jason Wilmot. As we walked into the classroom you could immediately sense the buzz of activity. As Matt Gordon shared later: "the first thing you get is engagement". All students were engaged moving around (the virtual world), asking for peer help, showing each other how to accomplish specific task. We (Jason, Ji and I) decided to start students with unstructured time seeing what patterns emerge. Jason is weaving in specific skills required by district and state standards making sure that students are receiving all the skills necessary.

I settled next to two students building houses one right next to each other. They were discovering functions and clearly helping each other produce the outline for their respective creations making sure that they each have enough space. This simultaneous communication off and on line is something we have observed across all grades. This is a fantastic illustration of the 21st century skills of Communication and Collaboration.

Moving to a different group I saw a student avatar in what seemed to be a vast underground cavern creating bales of wool and setting them on fire in large quantity. As I watched I could see no real reason for his actions. I casually asked: "I see that you are lighting a lot on fire". "Yes" he answered eagerly, "you see I am lost and can't find my way out. My friend is in the area", here he tapped the shoulder of his friend on the adjacent computer "he knows where he is. I hope that if the fire is strong enough he can see it and help me get out." I smiled. What I initially saw as a mindless activity, turned to be Critical Thinking and Problem Solving.

Two students were introduced to me as the "resident experts" since they have been playing at home for a few months. These two were mindlessly building, it seemed as if their position as experts was actually stopping them from exploring and innovating. I asked "What are building?"
"a house" they both answered almost in unison.
"can you make doors or windows in Minecraft?" I asked. One started showing me how you can make windows and seemed invigorated by the more structured task. Later I challenged him to create a second story with stairs leading up. He seemed somewhat disinterested but before I left he proudly showed me his new house with a roof garden and stairs that actually worked. His friend switched to creating a water area, a challenge to create a pool with a slide sent him on a creative bend as well.

On a visit to Matt Gordon's class in Horizon Middle School in Kearny we saw a real "Digital Making Space". His classroom hosted a variety of students working in Minecraft (set of tasks), creating video with iPads, editing work and probably a few other tasks that I failed to catch.

Both Matt's and Jason's spaces showed that the interaction of virtual world and a challenge led to Creativity and Innovation.

The biggest challenge that I observed across settings is the power of students to damage each others creation. While this problem can be managed with the tools embedded in Minecraft EDU, we would like to challenge students to create a civil society and foster democratic principles in which students set the norms and explore implication of personal and community boundaries. In this way we can address not just digital citizenship but citizenship in it's broadest sense.

Tuesday, January 14, 2014

Teaching Reboot Starts Now

A new semester is upon me. A colleague mentioned today that we are lucky to restart twice a year. A new life a new opportunity to make it better- a reboot. As every semester rolls by I make improvements and adjustments. Last semester it was the addition of Open Educational Resources. This semester I am working on better integrating these resources, replicating past success and attempting to increase the visibility of democratic practices in my classroom.The ultimate goal is to present an alternative educational approach to the way our students are used to interact in education.

The dilemma is such an integration in a class that is essentially a content class in which students must acquire he basic teaching skills for teaching reading and writing in any school even schools that provide very little attention to democracy.

Right now I wonder how my students will accept these practices and the two graduate students that will help me work this out. I wonder how I can make sure they are making progress in their teaching of reading and writing while thinking about a more democratic option. Conceptually this is a simple problem but practically I am nervous. In some ways it is easier to fret openly before I start before I have names and faces. It is still conceptual but only for 10 hours more.

How does technology and creativity merge here?

Technology: some tools can be a great tool to increase participation, but to much emphasis on technology can take away from participation by creating added frustration. For example I thought about incorporating a Twitter backchannel to the class but now I am wondering if it is an overkill. Pinterest perhaps ? a choose your own?

21st century skills, I would love to add creativity to my class and reward my students for it but how? How do I provide a space for that in an already full class?



Friday, November 1, 2013

The NEA Foundation and Talking Ginger- Moving National Meetings to the 21st Century


My son, now seven, had a wonderful time with the Talking Ginger app last year. The app allows him to talk at Ginger the cat and Ginger repeats his phrase with a distorted high pitched voice. It also creates short movies based on actions and phrases created by the user. A few weeks ago I took a look at my YouTube channel and was surprised to find that he had uploaded about 50 videos he created to YouTube. To my chagrin his videos had more hits than mine, but I digress.

Last week I spent two days with the NEA Foundation in DC. The convening had exceptional organization, great speakers and quality content. It was also decidedly a 20th century affair. We had paper books, paper feedback sheets, paper poster boards, our tasks and responses and reports were also text and paper heavy.

There we sat creatures of the 20th century discussing 21st century education innovation in 20th century ways. Nobody created a movie a prezi or a piece of art, music or a storybird. We discussed globalization without global connections and just one global speaker. We discussed curriculum without open source ideas. We discussed ways we use technology on paper and reported orally- not a single image, collaborative product (say mural.ly) or a link was shared. Groups that complained about culturally insensitive curriculum didn't share any alternative- none have realized that with the advent of the Internet and online mostly free resources there was no reason to keep sticking with curriculum companies. The 21st century gave us ways to stop complaining and start acting.

Do not misunderstand ,we all had devices, iPads, iPhones and other smart devices. It was clear that as individuals we have entered the 21st century. But as a group we collectively act in 20th century ways. As a group we are not digital immigrants- we are still on the boat dreaming of the old country pretending we are still there. How can we lead change for students that have already uploaded 50 youtube videos of Talking Ginger?

Five suggestions for a meeting:
1. Have each grantee create a short 2-3 minute video describing what they do. Suggest some styles but let creativity reign. It could be a narrated prezi or ppt or a flash documentary
2. Have a Twitter back channel and share it on a video crawl
3. Have group products created digitally
4. Make the digital curriculum choices especially Open Educational Resources (OER) a major point of discussion
5. When discussing globalization connect globally in real time into group discussions
plus a simple one:
6. All materials should be available in apps/ live websites and paper should be shared only with those who request it (greener too!)

I could go on for quite a while...





Saturday, October 5, 2013

Benefits of Gaming

This week I have been thinking of the befits of gaming. It started as Jason initiated a conversation about MinecraftEDU. This was combined with an interest from Ji one of my graduate students. Minecraft is a veteran game that still engages millions around the world. The EDU version allows educators to create a self contained and "safe" environment for students to explore.

As it happened I also presented at NETA fall conference this Thursday and happened to see the tail end of Jason Schmidt's presentation on MinecraftEDU. We had lukewarm coffee right after my presentation and chatted about opportunities to not just do but also research. I am excited.

As Ji and I brainstormed the benefits of using Minecraft we came up with four areas that we think would matter greatly to our students growing up in the 21st century.

1. Collaboration- to be successful students must learn to work together toward common goals, coordinate and learn to create a code of conduct. We also expect distributed practice and cognition. These are key skills and Jason suggested that he has already seen it at work.
2. Problem solving- since mine craft is a Lego like world with it's own rules any task requires some creative problem solving to reach goals (both ones you set for yourself and one set from the outside).
3. Engagement- we expect that incorporating Minecraft will improve attitudes toward school and engagement in school activities.
4. Creativity- The open ended nature of the world and the tasks can naturally lead to creative thinking and solutions.
5. Language- we expect that students will develop a community of practice that will distinguish itself using specific jargon and develop efficient ways to communicate.
By Megx see here
6. Democracy and control- Minecraft rests most of the control in the hands of students teaching them about decision making and creating opportunities for learning social skills and tolerance.

Our biggest challenge:
How do we measure impact?

We are currently collecting literature on these issues BUT we are thinking of designing individual and group tasks using Lego and
Keva Planks. More to come...
Comments and ideas welcome!

Tuesday, April 23, 2013

Grading, Creativity, and Teacher Education- Making Room fo Complexity

I caught the middle piece of a radio lab broadcast on choice. In it Gladwell (of Outliers and Blink) discusses the impact of explaining choice on the decision making process. In the battle between system 1 (quick snap judgements as in Blink) and system 2 (deliberate thinking), the latter seems to try and counter bias system 1- with the results being less than satisfactory (I borrowed the system 1 and 2 from Kahneman). In this he quotes Tim Wilson's work from VGA.

I started thinking about this effect as I was grading my students work on a rubric. I just finished grading and it dawned on me that my very specific rubrics, valued by my students, seem to encourage students to back away from ambiguity and complexity. In simple terms it means that when the rubric is specific it is economically beneficial for students to respond with simple lessons than complex ones, to choose one or two objectives than a complex integrated lesson. Going back to Gladwell (not fully Wilson's et al. point) forcing students to explain in detail may push them to make simplistic choices and shy away from complexity.

As  nation our testing system seems to be having exactly the same effect. Measuring creativity a popular subject recently may have the same exact effect. By clarifying what we mean by creativity we may be losing sight of the big picture...

Adding to my challenge is the fact that I do not control the milieu for the assignments. It is a negotiation between our students and their cooperating teachers. It is not always clear who sets the tone for the lesson- so I cannot penalize students for having simple lessons because it is not always up to them. The question is how do we make room for complexity- reward it in this context.

I suggest simply rewarding complexity (I know it when I see it) and demanding that simple lessons (like simple dishes on cooking challenge shows) are perfect. This note just like myself is a work in progress: We need more poetry! (A quote from a recent presentation by Sarah Thomas)

Saturday, February 16, 2013

Creativity in Teaching, Alchemy, and Technology?

One of my new colleagues Lauren Gatti has recently summarized her research interest as "The ways teachers are alchemizing a crappy curriculum". It is such an apt metaphor of what we do in teacher education- that I had to share. In alchemy early scientists tried to make gold out of lower metals, and we try to teach our teachers to make something out of top down often ridiculous mandates about content, delivery, and assessment.

The driving force in alchemizing I would argue is creativity. My reading and thinking about creativity has led me to think about creativity as a process and not a product. Bob Woody a colleague who has great insights about creativity has recently twitted this review of a working paper on creativity. At the heart of the argument is that creative minds are inquisitive, persistent, imaginative, collaborative, and disciplined. It occurred to me that while teaching creativity is an oblique idea, teaching these qualities is not just possible but in many ways is already happening. If we focus on process and not product we can help our peers, colleagues and students develop creative processes- the kind that can help them alchemize crappy curricula and directives into meaningful learning.


So what does technology has to do with this? Well, technology is not necessary for the process.You can alchemize without high-tech tools. Technology, however, provides a space and time to be creative and open horizons that are usually closed. I find that many of the more creative teachers I work with gravitate to technology because it provides them new, multi modal ways of being, thinking and alchemizing.

Sunday, December 2, 2012

On Being Puzzled

A few weeks ago I found "The Room" from Fireproof Games for my iPad. It is a beautifully executed puzzle game but that is not the main point. I enjoyed playing and marveling at the quality and challenge of the game play. What I didn't expect was the excitement and joy that my two younger sons had helping me advance. Oren (8) and Itai (6) were full members of the team and we all had great ideas moving us forward at different points. Their joy in discovering another clue or opening another section was hard to contain- and they literally broke into a dance when we figured out a particularly hard puzzle.

The series of small joys at each step solved reminded me very much of Johnson's "Everything Bad is Good for You". The way video games can reward our brains in small bursts is almost unparalleled. To me this is what a learning game should be like. I try to avoid the term educational as it invokes unpleasant memories of unimaginative drill games. Well it is a learning game...
It teaches to think creatively, look closely, experiment and persist. These are skills that transfer well to any open ended problem that artists and scientists attend to. My play with my boys added another dimension, namely learning to work as a team: we take turns, practice patience, share victories and most importantly never play without the others.

We have since moved to new puzzle games not all of them as visually pleasing but the effects are still the same. They now insist on daily common gameplay and I happily concur. We are creating habits of mind and family bonding. I can only wish that we will find ways to combine this superb game play with content that reaches educational standards.

Monday, October 22, 2012

Speaking of Khan


A couple of weeks ago I caught Salman Khan on CNN. I have been a critic of Khan at times, but I do have to admit that the "unpolished" demeanor he has in interviews is somewhat endearing and usually lessens my resistance enough to actually listen. The anchor was interviewing him about the current state of education. I have to admit that I was initially miffed. There are many professionals that have dedicated their life to studying education and are coherent speakers on the matter. But here is this innovator commenting on the status of education, the Obama initiatives and what may come next. I understand why you would interview Khan about the future, but about the current state of affairs?

Then I listened to the interview (you can watch part if here Khan Video) and I have to admit that I was impressed by the clarity and focus of the statements. I especially liked these:

1. International rankings are not what we should worry about. We still lead in creativity and initiative.
2. At the same time we need to worry about who has a chance to participate in this economy- namely issues of equity.
3. We need room for creativity and problem solving.
4. We should preserve the room to make mistakes.
5. More homework is not rigor...

Saturday, September 22, 2012

Teacher Self-Efficacy and Educational Change

Last year my students had iPads in elementary classrooms. The school had a set of iPads that was sitting idle most of the time, yet the teachers were reluctant to integrate them into their instructional units. It was not because they thought they were useless, instead the most common response was: " I do not know how to use them or what to do with them". Now this a response from a few teachers, and our data actually shows that even when there is low level of deployment iPads and iPods are the technologies most easily integrated into the classroom. That said I would like to address the issue of teacher efficacy.
One of the biggest challenges in trying to integrate curriculum using new skill subsets like art and technology seem to hit the same stumbling block. Teachers (and administrators) often do not believe that they know enough to make the change, they do not believe THEY have the capacity. This set of expectations is what Albert Bandura referred to as self-efficacy. The idea that having an expectation of success increases the odds that a person will persist with a task and stay engaged is not new, yet it is powerful. 

Changing expectations is not easy especially in teachers (adults) who have accumulated experience that may point to failure. Teachers come to believe (like many adults) that they cannot draw, play music or sculpt. On the surface they are right- at present state they probably would have limited results. But that is often not what they mean. What they mean is that they lack some innate ability to draw, or sculpt, or use technology. This sense of efficacy about a task limits their ability to explore new ideas and integrate  art, technology or just new ideas like project-based learning. When they do this they deprive their students from exposure to skill sets and new problem solving spaces. 

Students at all levels tend to see their teachers as having a finite and magically acquired knowledge, they seldom see them work through a new skill or solve a new problem. As a result they deprive their students from seeing a model of an individual who is gaining expertise through interaction with a task. Ironically, in this time of accelerated change, our students need thinking and problem solving skills more than at other time in history. We expect that in their life time they would have to repeatedly develop areas of expertise- in a way what Ken Robinson talks about when he discusses creativity.

So what can we do? I see the answer along two lines. the first is giving teachers the knowledge and skill so they would engage with more confidence while they learn to work in conditions of ambiguity. We did this in our ArtsLINC grant with what we called the studio experiment. Teachers were invited to participate in studio experiences with a teaching artist so they can feel confident (efficacious) integrating visual art production in their classroom. It was a great success.

The second is changing efficacy orientation. That is shifting in thinking and deed from the individual to the collective. Collective-efficacy is the notion that as a group we can tackle a task. This is very different because now I can estimate whether a group effort is successful. Data from research I have conducted a few years back showed that when teachers feel that they can tackle teaching reading for all students as a school they have better student outcomes. Not just that but their collective feeling predicted student result better than their personal efficacy.

So, to move ahead with the kind of school change that our students deserve teachers must have opportunities to learn, experiment, and enjoy a sense of collective efficacy that says- together, with our different skill sets, we can do it.

Sunday, July 22, 2012

What Tech Startups can Teach Educational Reform

Photo from: yoursmallbusinessgrowth.com
Let me start by saying that I have never been part of a tech startup so my view may very well be skewed. I recently read that many venture capitalists prefer investing in entrepreneurs that have already failed once. Actually in a phone conversation with my father he quoted the late Uri Menashe who told him once that he likes hiring retired IDF officers after they had failed their first civilian position. The main lesson for me is that to be successful you need to fail a few times, sometimes many times.

The problem is as Sir Ken Robinson likes to point out repeatedly is that we are building educational systems that seem to converge on the exact opposite direction. High stakes tests that constantly push one answer and the notion that failure is not an option.

So what are the lessons of startups?

1. Collaboration: most if not all startups are based on a group of individuals with different capacities and skills working together to accomplish something that hasn't been done yet. Relationships and the ability to work with others are crucial.
2. Failure must be an option: while the long term must be successful the road to success must include many short term failures.
3. High expectations: startups are successful only if they do something new, or something old considerably more efficiently that it essentially becomes something new.
4. Continued innovation: Once you do succeed you must work to improve and work on the next problem.

There might more and different ones for those who are inside startups but these are my takeaways. What does that mean in education? I believe that points to a very different system than the one we have now. Instead of a high stakes low expectation system I advocate a low-stakes high-expectation system. That is true in the classroom and in the school, for students, teachers, and administrators.

The fear of high-stakes is driving administrators, teachers and students to focus on the most direct route to a known answer- the exact opposite of a startup. Low stakes allow honest discussion and the option to fail occasionally so you can succeed in the long run. If every failure has high stakes we who are a risk averse species (see Arieli) shy away and stop innovating and taking risks. For education to match the needs and fast paced changes in modern society we must make room for low stakes so educators can experiment and provide room for short term failures leading to subsequent spectacular successes. We do not need to give up on high expectations instead we need to be patient for long term gains while short term fluctuations occur. In essence its what your investment advisor told you- don't pay attention to short term. In essence it makes all the leaders managing our educational systems akin to day traders instead of high-tech entrepreneurs.

Sunday, June 17, 2012

Creativity, Literacy and Gaming: An Anecdote about Little Big Planet

My six years old son has been asking me to help him spell lately. "Dad" he shouts from the general vicinity of the TV "how do you spell test? Oh I got it". After a few questions I was curious so I came to see what he was doing (the yelling back and forth was getting less fun). I see Itai perched on the couch in front of the tv manipulating characters and obstacles as he is creating a level in the game LittleBigPlanet. He was integrating writing, his knowledge of games, and design decisions to create a game level. As I was expressing my wonderment about his creativity Asaf who is 16 turned to me and said. "He has been doing it for months!". "I knew he playing" I said "but has he published them online?" "Yes", was the answer, "he made about a hundred, but he can publish only 20".

My thought is something like this: while we argue about how much technology and how should be part of our children's educational experience they are actually moving ahead. But only if we give them great tools to work with: Lego, iPads, LittleBigPlanet, all commercial ideas yet all outstanding educational tools. With some guidance children of this generation can become the most imaginative generation the world has ever seen- combining powerful tools, experimenting and social dimensions. Piaget talked about the child as a scientist learning about the physical world about her. Now after the physical world they can start exploring virtual worlds of possibilities- expanding the potential for development.
This somehow made me hopeful.
Trailer About LittleBigPlanet Publishing