Showing posts with label learning. Show all posts
Showing posts with label learning. Show all posts

Wednesday, January 28, 2015

Aurora 1:1 or what I learned this morning

Today we had our 13th TechEDGE conference. We spent the whole day with brave teachers in Aurora Public Schools who are integrating technology in a 1:1 iPad environment and agreed to let us come in and observe.
It was great. It was also the first conference that I have participated in (let alone organize) that happened during regular school time with authentic teaching presented.
Here are my three takeaways, not new, but refreshing to hear from teachers:
1. One to one integration does not mean all tech all the time. Teachers integrated analog and digital across lessons
2. Social media is encouraged. I have heard multiple teachers start with "as you saw in my email" or "please post to twitter with the hashtag...". One teacher declared: "it is my job to model digital citizenship on social media. I let them know if they misbehave online.
3. Teachers need to know that what they are doing is special and of high quality. The school admins said that the conference was a great efficacy boost for their teachers.

Saturday, December 13, 2014

Why my new Apple TV will not matter (much) for learning and Why it will!

I caved in and got an Apple TV. I spent a few minutes setting it up and enjoyed the way all my work looked on the large screen. And then I had to remind myself that while it is slick and easy to use it will not matter much for learning.

Where it doesn't matter- Learning happens with student devices handled individually or in small groups. It is the active interaction that really pushes students forward (and engages them). The question is: is it a teaching technology or a learning technology? Apple TV falls much more in the teaching than learning. Teaching is important you might say. True, but we've focused on teaching for a few thousand years, time to focus on learning.

Why it will matter- As a teaching device the Apple TV will allow me to share presentations, websites and media from anywhere in the room. This allows me the flexibility to move around, interact with students while giving all students access to what I am looking at. This improved mobility and ease of operation will make me a more effective teacher. One that has to spend less time on tech and more on students. The sharing extends to my students they can share their thinking with the rest of the class using their own devices- a way to teach and learn t the same time.

Don't get me wrong, I love my Apple TV and will use anytime I can BUT I will remind myself constantly that real change will come from individual learning devices not the fancy teaching ones.

Sunday, September 28, 2014

Game based Mechanics at School

Last week I went with my kids to their school's "fun night". The fun centers around a fair like set of activities that generates funds for the school. My kids love the little games and winning all the nearly worthless little prizes and punches on their cards. This time the organizers decided to simplify things by taking the stuff and punches out of the activities.

I was watching my son Oren walk around trying to decide what to play. "Why don't you play this one?" (pointing to bean bag target game) I asked. He looked at me and said "You can't win anything so what's the point?". The organizers have definitely simplified the organization of the fair but they completely missed the game mechanics. To keep humans motivated and in this case creating enjoyment the game has to have a point. The point can be a prize, points, a leaderboard or boasting rights but it has to have a point.

I think this is the point that people miss when we talk about how our understanding of games can inform education. It is not about making educational games. Instead it is about importing the idea of feedback and rewarding incremental progress. Education has always been very good about long term rewards- semester and course grades, GPA and even entry to college. We are considerably less adept at rewarding incremental progress and specific achievements. The only example that I can think of in recent years is the work in RtI (Response to Intervention) on reading fluency. In it students receive weekly probes and chart their progress. This has worked almost too well encouraging students (and teachers) to focus on rate too much. This however highlights the enormous promise in using feedback on incremental achievement progress. Badging anyone?

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, May 4, 2014

Technology, Creativity, and Windows of Opportunity

At another academic year's end I have much to reflect on so this post is the first of a few that will try to help me think through and share what I've been doing. Throughout my research, visits to schools and teaching I have a growing sense that we are truly at a crossroads. Technology is becoming ubiquitous and schools are embracing it. The working assumption of many early technology integration leaders was that technology will help open learning up. It will help teachers individualize instruction and students to learn independently and follow their own learning paths.
This option is still open but at the same time a second option opened. Technology in schools can be used as a top down delivery of curriculum and assessment that would stymie any creativity from teachers and as a result students. As I watch school districts I see both trends happen. Larger districts tend to be top down using technology to deliver content and increase centralized control. Smaller more agile districts tend to be more open to diverse practices. This week I visited Aurora Public Schools and saw some of that agility. Teachers were creating their own assignments, thinking through steps and allowing their students to do the same.
I believe that we have a window of opportunity, the call for 21st century skills may be enough to make sure that the top down approach does not win. For that we have to act, lead and show the options. In teacher education we must make sure that our future teachers are ready to use technology in ways that will promote creativity. We need to make sure that young teachers joining schools that are often called on to lead technology integration are ready.

Wednesday, March 26, 2014

Six Ideas for EdCamp

So Enjoyed myself immensely at EdCampOmaha. At the same time my brain could not stop thinking about ways we could make it better. These are ideas and not critiques nor do I think I have a monopoly over these ideas in fact I will not be surprised if I learned that some have already been tried and may have even failed. I will not be able to sleep if I did not share them so here goes.
1. Newbie sessions. I noticed that most of the presenters/ session orgizers were veterans. There is nothing wrong with that but I wonder if allocating a room or a time slot that has to be reserved for first time session leaders will encourage others to dare and cross the threshold from attendee to session leader.
2. Requests online. Google employees have an online discussion page with voting to suggest topics for their weekly meetings. We can use a similar approach in which everyone interested in coming can suggest topics or vote on existing ones. This way people can have an idea of what attendees have on their mind.
3. Planning session. How about giving some morning time to plan joint sessions by people who have never before worked together and give those sessions their own time slot/ room. This can encourage new and wonderful sessions.
4. Going to scale- I would just love a district that does a professional development day like that. Ah to dream.
5. Un-poster session- most of the conferences I go to have poster sessions. These are some of my favorite since you can stop at one idea and have a long discussion. In an un-poster session paper and markers are provided and many presenters draw/ write a few key ideas from their practice or experience. Everyone else walks around and interacts.
6. EdCamp is right now mostly about technology (though @mrbalcom gamification session was decidedly low tech). Could we think of ways to bring in art, music or engineering?

Now that I shared I would like to repeat that I loved EdCamp and would come again no matter what the format. Keep it going...

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, January 3, 2014

Jazz as a metaphor: Creativity Diversity & Modern Media

 Papa Celestin’s band Circa 1927
Let me start with full disclosure. I know fairly little about music. In a sense my musical taste is non-existent. My family contends that I will enjoy any music performed live (true), but will prefer talk to music on the radio (almost always true). Despite all this I was thinking about Jazz this week.

As winter break set in I had time to watch some movies and shows on Netflix. One of the shows was the Ken Burns documentary Jazz. As I was watching it I listened carefully to the language used to describe Jazz especially by Wynton Marsalis. They describe what can only be creativity. Not "inspiration" but perspiration born out of practice, deep understanding of the craft, and the license to experiment. In essence the quintessential 21st century learning experience was created over a hundred years ago. Down in New Orleans musicians from all walks of life created a genre of music that allows all of its participants to be constantly engaged with creation and recreation. In many ways Jazz is a great metaphor for 21st century learning.
Thelonious Monk 1947


  • Creativity. Jazz requires creativity from all. Not just composers but players and even the audience.
  • Collaboration. Jazz is inherently at once a collaborative and highly individualistic endeavor. Musicians sit together and collaborate to create an experience for themselves and audiences. They must take turns, lead, and follow. 
  • Experimentation. For Jazz to succeed there must be room to experiment and fail (often to be saved by your fellow musicians- so I am told).
  • Communication. Musicians must communicate with each other to take turns, solve problems and create a cohesive sound, not an easy feat while improvising. They also must be able to communicate verbally and musically with their audience.
  • Subject Matter. This creativity and effective collaboration happens as musicians master their instruments. There is a threshold of understanding of music and of a specific instrument before the rest can come into play in meaningful ways.
  • Diversity. Jazz was also born out the meeting of many cultures led by African Americans and later Creoles. It shows how important diversity of culture, language and experience are. And how they can make something new, original and wonderful that has survived the test of time. When we argue for diversity in our schools, universities, and places of work, we should keep Jazz as a shining example of the possible.
  • Technology. The spread of Jazz was aided to a great degree by the information technology of its age. First the gramophone and then radio that became the great equalizer like the internet does now.

Wynton Marsalis reflects:
"Well, we have to realize that just like in New Orleans, a, a band
would march down the street; everybody heard the music. Buddy Bolden’s open this trumpet up. If you were white, green, red, it didn’t make a difference. You were going to hear some swinging jazz music. If you played trumpet, you wanted to play like him. The radio did that in an ad… The radio did that nationally. Now, you could be in Dubuque, and you could hear somebody playing in a ballroom somewhere in New York, many times, you, you didn’t know whether the band was black or white. All you knew was, Man, whatever this is, I want to get a part of this. And the radio did a lot to break down segregation. In fact, even though the laws remained, in fact those m…, tho…, the, in fact, people all around the United States of America were listening to the mind and the soul of the Afro-American unguarded.
They could really check out the music of Duke Ellington, the music of Count Basie."(full transcript here)

Wynton points out the ability of technology to break down barriers, serve as a voice that is more democratic, more human, transcending some of the stereotypes generated by time and place.

So, Jazz can be a great metaphor, or maybe just maybe it can be part of a 21st century curriculum. A kind of learning that really goes to the uncommon core that can make our students truly creative, collaborative, and embracing diversity.

Friday, December 27, 2013

QuizUp- Motivation, Learning, and Dashboard Design, and 6 ways it can work in education



QuizUp is one of these flash in the pan games that takes the mobile world in a storm. In less than two months it amassed over 5 million users. If you haven't tried it you should, but not just because it is addictive, but also because it points to some aspects that QuizUp does well, and that we can do better in education. In short I believe that some of the things QuizUp does right we can use in education.


The key is motivation, and QuizUp uses every game mechanic and social aspect to drive you to use the system out of your own volition. First QuizUp allows the user to select the areas they want to be a part of. While we can't always let students choose what they want (vs. need) we know there is great motivation in choice. Second comes the sense of developing an area of expertise. I am for example the "Best in Ancient Rome in Nebraska" a dubious title but it works! We can imagine a best in multiplication in Mrs. Hendriks class or best in Ancient Greece in Washington Elementary.

QuizUp adds to it achievements (win 500 games, get a perfect score). We could structure those in more meaningful categories, imagine an achievement for knowing all the characters in Othello or all the multiples of 9, or the features of the table of elements. Points also work to motivate users, you get points even if you lose (although less) making sure that your effort is always rewarded. In short QuizUp activates all the short reward cycles that make us persist at game based tasks.


Feedback in QuizUp is exceptional. Beside the obvious leader boards, levels and points there are a slew of ways to get feedback. After each game you can study the questions and your responses, you can also see a graph comparing your score and you opponent's. The dash board is the most brilliant piece of design in the game. As you can see on the right one of the main dashboards shows you the areas you have been participating in and the level in each. It allows in one glance to see where the user had put the most effort and how well the user have been doing overall.

QuizUp has some challenges as a learning idea as well. The format of multiple choice works well for this kind of work but it does limit the sophistication of questions as they relate to different levels of learning (think Bloom's taxonomy). In my own participation I figured out I actually think through my responses through the first 15-20 levels. After that my responses are increasingly automatic as I have seen most of the available questions and must activate my mnemonic devices and memorization based on repetition.

So how does it fit into 21st century learning? Well:
1. It is a great way to develop basic knowledge
2. It is a great way to develop fluency (word recognition, basic math facts, historical facts). This will allow the teacher to focus on more meaningful material in class
3. Taking away the time element can help in some cases.
4. Have enough questions in any bank to remove straight forward memorization except when it i the goal (say multiplication facts).
5. The complexity of the question is up to the author, even in a multiple choice format you can get sophisticated thinking
6. If students can actually create questions it becomes a much more sophisticated task (the feature is available)

Wednesday, December 11, 2013

iPads in Chinese Classrooms

We just finished with our second professional development with educators in China. This time it was an elementary school that would like to be part of our long term project. The plan was for 20-25 teachers that have been identified as leaders. Over 40 showed up. Every event like this is fraught with difficulty: bandwidth, technology on both sides but more than everything it is the physical and cultural distance. It is hard to get a read on a large crowd through distance and it is almost impossible to get the personal commitment that would drive change.

I started with a very short theoretical foundation. We then used Socrative as a demonstration of a way to engage participants.  Jason Wilmot proceeded to discuss the Flipped Classroom and Krista Barnhouse showed a few apps she uses in her classroom. It then turned into a mini app shootout. Overall it was a successful if stressful session with Ji at the helm producing the event, Dandi translating and Qizhen as a backup/ backchannel discussant. It is a fairly big team but it probably is the only way we can manage that.

This is an evaluation of the effort through our back channels (edited version so I take full responsibility):

         "There were a total of 43 teachers and two principals joined our conference physically. There were three teachers joined our conference online. According to the responses, teachers who participated in online felt more engaged than those who joined physically. This is because those teachers all had a one-on-one technology person sitting next to them solving the technical issues, such as installation and registration. All teachers love our apps introduction but some of them suggested to get rid of theory section because they all know the theories. Moreover, teachers asked us to bring real-time classroom instructions rather than only introduction. 

I talked with a couple teachers yesterday and they said they need the conference but they all indicated that Chinese teachers will never integrate technology into classroom unless principals force them to do so. A teacher stated that there is only five who want to learn among 100 teachers in similar trainings in China, meaning those teachers did not get engaged. The lack of quality of motivation, will hinder them to learn."

I do not share the morbid evaluation. At the heart of it, it seems that teachers in China are like teachers everywhere. They want to change but know it is hard and are afraid that it might not work. Change if any will be slow and will depend on our ability to deliver tailored information and on-going support. It is true with the schools we work with at LPS, it is true with pre-service teachers, and it si true when we work with Chinese educators. Heck based on a faculty meeting last friday, it is also true with our teacher education faculty.

Our Chinese experiment will continue!

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!

Monday, August 12, 2013

The Bridge, Layering Information and Redefining Literacy

The Bridge is a new FX TV show that I picked up on demand recently. The topic of a thriller around the border crossing between the US and Mexico seemed like an intriguing opportunity to examine how pop culture is viewing the issues.

While I found the series thoroughly enjoyable I was even more intrigued by their effort to integrate media. The website for the show includes everything in both English and Spanish just like the show itself alternates between English and Spanish as appropriate for a scene.

In addition the series created a free iBook that provides additional textual and photographic layer. I think that this aspect of the show is very interesting for educators trying to create content that is interesting, integrated, and meaningful. The way I think about it is purposeful layering of information in different information without guiding the conclusion. For example the series shows many facets of immigration and the people who are impacted by it but it does not come at it from an obvious pro or con stance. The book just thickens that layer and allows those who are interested to explore further.


In a way the show is a good example to how popular culture and the entertainment industry are seeing as the next step and I see as a redefining of literacy. Literacy is no longer primarily reading and wring on paper but instead a multimedia weave of forms and content- including visual, audio, video, word, and social. It is as interactive and social as we'd like to make it. The layering allows each person to choose an entry point and explore in different directions.

Tuesday, October 16, 2012

What Teachers do, the role of teachers in the 21st century.

I recently happened upon this meme on Facebook. The forlorn (yet handsome) man laments that everything he learned in college can be found on wikipedia. I glanced at it smiled and moved on only to double back and think. How is it different from previous generations? While it is true that wikipedia provides an ease of access and somewhat vetted information, it is not inherently different from the world in the last century. We had (and still have) books and journals in libraries some even available (gasp) for purchase. This made reflect on an ongoing question that we are grappling with as we rewrite our book on the Universal Learning Model (first edition here). The question is the role of the teacher in the learning process. We know that we are not the first nor the last to tackle this problem. Our angle though is cognitive, that is why do individuals  need a teacher for learning when the learning process itself is a set of brain activities? Why don't we just go to the library and read (or go online)? It is easy to understand the role of the teacher in the primary years. Early on they provide the skills that will allow you to access information effectively. The question is why continue into high-school and beyond?

Some might argue that schools are part of the power structure and seek to replicate themselves. While not without any merit, the universality of education in complex societies proves otherwise.

Here are my efforts to place the role of the teacher:
- Motivator- Teachers motivate their students to learn. We need motivation because learning is effortful. We seem to be much more motivated through human feedback than through any other means. For example Krashen described what he calls the affective filter.
- Model- Since thinking and learning is a temporal task largely absent from reading activities teachers can model the "how to" or procedural knowledge top their students in a way that is easier to follow than that of a text.
- Connector and organizer  This is true today more than any other time. We have access to a lot of information but we need models of how and when toi make connections. Even more so to have an organized view of  domain it's development boundaries and connections. These are hard to discern without a guiding hand.
-Mediator- Teachers adjust their action to the reader to make sure they are "getting it" and provides incremental steps to make sure a student experiences success.


I remember my first semester of undergraduate studies in History. My brain was on fire, fully engaged for the first time in my life. I read a lot but without classroom interaction, feedback, discussion, and lecture (yes lecture) it would not be as engaging and I would have probably stopped. So I would argue that the one piece of teaching that cannot be effectively emulated by machines or strict curricula is the affective/ motivational aspect of teaching- that is why machine based instruction (google, wikipedia, online video lessons or wolfram alpha) will never work. We need human interaction to motivate us to put this effort forward.

Tuesday, September 11, 2012

Dragons and the Curse of the 99₵ App


As I sift through hundreds of apps for our iPad in the classroom podcast I am occasionally surprised by quality apps. In our TechEDGE conference yesterday Rob McEntarffer from Lincoln Public Schools showed me DragonBox. In this brilliant app (see geek Dad review) students learn algebra in a way that "sneaks up" on them. It teaches them algebra principles through a true game environment (bringing Gee's vision to life) . Such brilliant apps are rare because they are brilliant. But in effect most of the educational apps have limited learning value. Most have limited content and focus on drill in ways that leave the educator in me cringing and hoping for more.

The problem though may be that the app store set the income margin too low. Right now an app for 5.99 is expensive and gives purchasers pause. The dominant modes are free and 99 cent apps. I just wonder if developers can create and maintain quality educational apps at these prices. I have gone through more than a thousand educational apps in the last year and I can answer with a "not yet". There are some great apps but most fail even my basic criteria to be useful.

I believe that mobile devices with an emphasis on tablets are going to be dominant in education in the next decade maybe even longer. Apps are an important part of this ecosystem but to be useful we need a bigger pool of great apps that serve students need to learn.

The lesson from the print news industry is that new pricing models connected with technology seem to create changes that are irreversible. Some companies are trying to buck this trend by creating educational subscriptions e.g. Footsteps 2 Brilliance and BrainPop.
This is an interesting direction that I hope can be successful but here I want to identify here other possible solutions.

As we discuss flipping classroom I would like to suggest flipping the curriculum and professional development equation. That is, providing the materials for free (or for a nominal sum say 99¢) and charging for backend services such as professional development and data services. This is a concept I have written about before and I think can potentially be viable. The Dynamic Indicators of Basics Early Literacy Skills (DIBELS) seem to have successfully followed this model providing the assessment for free but charging for training, data services and optional assessment materials. While it is a not-for-profit organization it still proves the concept.

An effort like this may benefit from a partnership with a university combining the entrepreneurship of start-ups and the educational know-how of university faculty. This combination can make excellent products for the educational market that mesh gaming concepts and excellent content that lead kids to learn.

Finally, states and districts can choose to partner with universities and invest in creating digital materials to replace the commercial curricula altogether. Such efforts would require upfront costs but may actually reduce the dependence on commercial products and save districts significant amounts of money that can then be invested in professional development and emerging learning technologies.



Sunday, July 29, 2012

Talking About His (My) Generation

My oldest Erez is now 18, for a few years now he has been drawing on the generational divide between us as he makes his point about pop culture discussions. While I have a very different way of looking at the world I truly appreciate his point of view. It matters because this is how our students learn and if we do not adapt we will stop being relevant.

More than anything else I learned from Erez how to flow with change. He is an early adopter of new ways of doing and social media. At the same time he is an early deserter of new technologies as they wear thin.
This is how I observe the cycle. First he finds a new technology, a few years back it was StumbleUpon. For a few months Erez was on StumbleUpon everyday for a few others. In fact he stumbled so much that the service told him they were out of new webpages to share with him. For a while he continued visiting occasionally but now he rarely uses it anymore if at all.


So, contrary to commonly held beliefs, his generation does problems with attention. Instead they just use attention differently. It seems that he has learned to concentrate on one problem very intensely for short period of time and develop expertise that is very local. Once, however, that the technology has been mastered and maximized attention shifts quickly to something else. Considering the current and projected rates of change in technology it seems to be a very effective strategy- that holds no emotional or cognitive ties to a specific technology. Instead concentrates on maximizing short term benefits (even if they are social) and then moving to the next technology.

Erez adds:
I find it exciting to discover new ways to manipulate technologies that I am given. As before mentioned I master different technologies and move on. Though sometimes rather than move to a different technology I just modify the one I am given. For example after playing Fallout New Vegas non-stop until I finished, rather than immediately move on I stayed with FNV and installed mods which modify the game whether it be graphics or actual gameplay. This allowed me to be comfortable in the fact that I had basic knowledge of the technology, but now I have a new technology to master.



Frankly I am reminded of a book from a time when I still read books, I Robot by Isaac Asimov. In this book robots are powered by a brain that has become so complex that all the scientists are unsure of how its basics work, rather they just add on to it. I believe this is where my future is headed, the mods I have on FNV will have mods, and those mods will have more mods and so on and so forth until the original game no longer resembles what I play now. However, no one will complain because no one remembers the original, not because it's taken a long time, but rather because no one was attached to it like my father says above, "no emotion or cognitive ties to a specific technology." In truth I am unsure if this is a good thing that will continue until we have super robots, or a bad thing that will see us hit a capacity of understanding and watch the latest generation struggle to stay focused on one technology for a long time. Anyways, all we can do is wait and see.



Last word from Guy:
I find it interesting that Erez's goto metaphor is from gaming. I was thinking about it as I wrote my piece but was wondering if I was stretching the concept too far. Apparently it was not far enough.


Thank you to Erez for being a co-Blogger

Saturday, July 21, 2012

Making Connections through Art

A few days back I was invited to the Kamishibai presentations in the Arts and Literacy workshop class. Monique and Nancy led the class which ran for the fourth time in five years. The presentations were on the last day of the workshop and were as always fun, creative, and thoughtful. One of the groups presented a fractured Goldilocks allegory to their preservice program.
While it was funny and creative what struck most of all was their conclusion. They explained that the arts integration workshop helped them put all the rest of the information together. In that way art didn't just integrate different subject matter but instead it helped them connect theory and practice in a way that didn't just replicate what there was. It allowed them to imagine what might be possible if you imagine.

Monique then introduced me and asked me to say a few words. I naturally wanted to extend their thinking to the ways technology fits in all of this. The point I tried to focus on (on the fly) is that technology has changed the arts equation once again. Once technology gave access to art to all through reproduction, book, and poster making art possible in all homes, consuming art stopped being just for the rich. Now technology has enabled all of us to produce art for an audience.

Music, movies, poetry, and visual art can be created and shared through digital means. It is a revolution in creativity, in art and in consumption.

Saturday, July 14, 2012

The Future of Teacher Education

In the last few weeks the videos describing the demise of higher education institutions has been making the rounds on my discussion boards. If you haven't seen it take a peek at EPIC 2020. Obviously I do not take this projection literally. It is one of many possible turns we can take. It does point to a problem that has been well identified. It seems that many perhaps most of the colleges and universities have adopted a wait and see attitude. Let's see how it turns out attitude that watches the few pioneers or the leading institutions and then turns to act.

This attitude served institutions well over the last 100+ years. Higher education seems to be averse to risk and very slow to react and move in new directions. The question that EPIC 2020 asks is relevant though. It is relevant because the pace of change has accelerated so much that the wait and see attitude may very well have some devastating outcomes.

If you have read my blog in the past you probably know that I believe that in teacher education we must move to mobile, social, and flipped learning. I have yet to have serious institutional backing. I would argue that universities should use multiple pilot projects to find out what works and constantly explore the boundaries of what's possible.

When I think of teacher education I am referring to both pre-service and in-service. I believe that we can create large scale classes that can serve many practicing teachers in schools around the country (the world?). Thinking about this brought me back to the work the exceptional Dave Brooks have been doing at UNL more than a decade ago. In many ways the learning paths in massive courses have been outlined in the work he did then and is still doing.

This topic with some ideas about mobile learning may very well be the topics that guide my work this fall. Welcoming thoughts and partnerships. 

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

Monday, May 28, 2012

On Inspiration

It is the end of the year in our school district so my children came home with all that was left in their class. Oren who is in second grade came back with his writing notebook. It turns out he has been prolific and wrote among other creations a 13 chapter story. I give full credit to his fantastic language arts teacher Todd. What I found curious among his story is his take on Khoya. Khoya is a digital book on the iPad made somewhat famous through a TED presentation. The book itself delightfully integrates visual, musical and text elements while taking advantage of interactivity (see review and demo here). Oren has created his fan fiction- version of the story with borrowed vocabulary, storyline, and characters. Yet the story had a lot of him as well. I relearned what I already knew and we keep hearing from research. Reading with and to your students and children is crucial, it expands their vocabulary and world of ideas- it makes them creative and gives them a foundation from which to soar.