Showing posts with label minecraft. Show all posts
Showing posts with label minecraft. Show all posts

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.

Tuesday, August 18, 2015

Minecraft, Art, and ADHD

I was recently asked about my experience with students with ADHD. I am always careful talking about disorders. Most of the time such discussions are framed generally but the person asking has a real person in mind, an individual I have not personally met. I find myself asking more questions than providing answers keenly aware of the great variations that are typical in attention-disorders.

As a teacher, researcher, and later as an academic I have worked with students with disabilities and attention disorders for about twenty years. In fact in many ways I myself function often in ways that are similar to those with ADHD- patterns that I seem to have picked up from my students.

When I answer questions about attention disorders we invariably end up discussing the intersection of my two worlds of expertise: education and  technology. Sometimes instead of technology it is art. It almost always goes like this. I am not sure s/he has an attention disorder because when s/he are creating art or interacting with a device, they are entirely focused for extended periods of time. With that focus, they are able to handle frustrations a bit better and persist in their chosen task.

It is not, of course, a sign that the attention deficit (with or without hyperactivity) is gone. Instead, it is the nature of the task itself. Playing Minecraft or drawing supply a rich set of feedback cues that keep attention. Trying to create while regulating the result and making the small adjustments needed to improve seems to draw those with attention problems in and flood them with enough overlapping input that satisfies the need for stimulation. It may very well be that the rich activity helps block irrelevant information that student with attention problems find hard to block when their senses are just marginally engaged (for example during lecture).

If that is true, what is our next step? Gamification may offer part of the answer, art the other. Can we engage all learners and especially those with attention problems with rich, focused overlapping inputs? I believe that rich applications like Minecraft can do it, so can pottery or playing an instrument. These environments have to be carefully thought out, though. For example teaching geometry through painting is the wrong approach because we are trying to achieve a secondary goal through a primary activity. The power of the activity is the overlapping foci. As we disperse the focus, the impact will be significantly reduced.

For such experiences to be effective we need to design immersive experiences carefully, so the focus remains, and we achieve the goals we set for ourselves.

Wednesday, August 5, 2015

The Value of Shared Experience

My sister has been visiting with her daughter (8). All three young kids start each morning on their iPads. My sister became frustrated with extended periods of side by side playing and watching. Finally, she suggested they watch a movie together instead. I agreed, and after thinking a few minutes asked: "how is watching a movie together better than individual iPad use?" My sister said nothing apparently thinking about my question.

Later that day she said: "I watched them as they watched the movie. They laugh together, chat about the movie and have fun together." In essence, she was pointing to shared experiences that can then be a basis for communication and reminiscing. This can happen with devices as well if kids play together in a shared digital space such as Minecraft.

Curiously, this coincided with a video I watched by Dan Ariely on Big Think. In the video, Dan discusses the fact that the vacation experience has three phases, anticipation, execution, and reminiscing. All phases have emotions attached and a very different "half life". I would argue the same can be said for learning experiences (and vacations, at least good ones, are learning experiences). We create anticipation, a learning event and then opportunities for recall. We hope that the reminiscing phase is long and carries with it relevant lessons.

The shared experience becomes important across all phases. First, it heightens the anticipation. We have all seen learners getting each other excited about a coming learning experience. During the event, learners share key moments with oral comments, back channel comments, or even non-verbal comments (e.g. laughter). Finally, and maybe most importantly, learners can remind each other of the shared experience. In this way, they keep enhancing the memory trace and increase the half life of the learning event.

I would argue that the value of shared experiences is linked to the uniqueness of the learning experience itself. If students are busy practicing and gaining fluency (essentially performing at the lower range of their Zone of Proximal Development) then shared experiences are much less important and might actually get in the way. When creating we also seem to need some time without interaction with others to let our ideas grow. But, when we use meaningful and challenging learning events the value of the shared experiences increases.

Individualizing instruction to fit student personal needs must be balanced with shared learning experiences!




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, October 5, 2014

A Note from the Minecraft Underground- Expertise, Mining and Music

  by  Andrew Beeston 
We had the TechEDGE 12 conference on campus two weeks ago. Rick Marlatt presented about Minecraft. He was excited about the presentation but I was secretly worried that very few will come to his presentation. Most of the participants teach or plan to teach in Elementary schools and I was not sure they will be excited about minecraft. Well I was utterly wrong. The session was full of faculty current and future teachers.

In conversations with my students afterwards I got the gist. For example M said "students talk about Minecraft all the time I have to at least find out what it is. They take turns reading the few Minecraft books we have".

Ann Brown called young students universal novices, at the same time we all strive for competency usually stemming from our areas of expertise be it football, brain science, or Harry Potter trivia. Minecraft provides a niche of expertise. Compared to most adults even fairly beginning Minecrafters have expertise. Minecraft has a rich vocabulary that includes complex words like bedrock, obsidian, and creepers to name a few. Jargon flies whenever students get together. And practice, practice, practice, hours of effort go into it.

This is very similar to what happens to students as they learn to play an instrument. They practice, get better, and with others get a sense of growing expertise. At the same time they watch others play with new eyes and new understanding. Slowly they learn new vocabulary and can communicate in ways that others not privee to this domain will not understand. Finally they get the experience of "being in the orchestra" a sense of collborating and sharing with your peers sensing a whole greater than the sum.

The worlds with their unique construction and opportunities allow students to become experts and learn not just about skill and  citizenship but also about what it feels like being an expert.

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.

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!