Showing posts with label video. Show all posts
Showing posts with label video. Show all posts

Friday, March 27, 2015

Almost There- Reading Rainbow and Beyond



A few weeks back I had a chance to hear Dr. Twila Liggett discuss her work in the development of Reading Rainbow. In a wonderful walk down memory lane she described some of the more significant moments in the shows history. She recalled shows about incarcerated parents and a post 9/11 show with students from PS 234 (video below). These are great examples of public television and what it can do to help kids and parents understand the world around them and open up to new ideas, concepts, and events.

Reading Rainbow has since shifted to the iPad in a great App but I would argue that Reading Rainbow and other shows like it (few I admit) are not the format going forward. In this age of interactive cheap media we no longer have to wait for someone else to make shows for us. Any child, teacher, classroom, and school can create their own video, show, or review without needing big budget or complicated equipment. In fact most of us have everything we need in our pocket (smart phone) or at hand (iPad, laptop with webcam).

Liggett remembered these emotional moments and how wonderful it was to be within the doing. All of us can be producing not just consuming. All students can feel the emotional well being of creating together, having an audience, and performing to a potential global audience.

Sir Ken Robinson talked about the incredible feeling of being in the orchestra. The modern tools allow every child to be the star of their local Reading Rainbow like show. In fact maybe the future of such shows is like the present for TED talks with local TEDx. Yes we have the main event, but each school or locality can create their own show in the image of the original.

Dr. Liggett  did not draw that conclusion. To be fair it wasn't that kind of an event, she was asked to talk about the past and that she did. It is up to us to seize these lessons from those who have led ed media in the past and make sense of them for our times.

Reading RainbowX challenge anyone?


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!

Sunday, September 29, 2013

Six Lessons about Textbook Digital Alternatives- from Students Perspective

I've been working without a textbook this semester and discovered that my students do not read/ consume the media I included. My students are preservice teachers and I teach them teaching methods for reading and writing- a key area.

I decided to take Tricia's idea (more about that in a future post) and open the topic for discussion with my students. We set up a circle around the room and established rules for discussion: open, respectful to all, no grade repercussions, everyone has to contribute. I actually found it hard to phrase my concern about media consumption and what I wanted out of the discussion so I used a sort of a think aloud
sharing my goals and hopes for the no books approach but also reminding them that this innovation and it simply might not be optimal practice.

My students reaction was interesting. They made a few points:
1. They really prefer the digital resources. They all said that the variety of resources and the practical application examples are extremely helpful. I include high quality websites (e.g. ReadWriteThink.org, reading rockets) and articles from practitioner journals (e.g. The Reading Teacher).

2. They like classroom example videos the most. This was one of the main reasons I wanted digital resources the peeks at models different than their cooperating teachers can open up new ideas and break the first axiom of pre service teachers that states: When there is a dissonance between method classes and student field experiences the impact of method instructors is positively correlated with pre-service teacher achievement. Classroom videos help bring more evidence to the alternatives I am trying to bring to their attention.

3. They would like more chances to discuss and organize the information in class. The set of materials do not connect like a well organized textbook. Frankly they are not used to making these connections especially when different sources use somewhat different vocabulary. I believe that it is an important skill to learn as a professional but it requires some practice.

4. Sometimes they just "forget", or prioritize differently but that is true of traditional materials as well. We always knew they weren't always reading but with digital resources I have evidence. I do not want to turn the evidence into grading though- mostly because it can be easily "gamed" by opening files without actually engaging students.

5. Some often print out shorter pieces so they can comment. Students have obviously not used digital commenting options for consuming different media. This is something that they need to learn (and we must teach) since they will most likely have to teach this skill to their own students!

6. Some find long written pieces (in PDF) hard to follow digitally. (goes back to point 5).

So...
Together we came to some ways we can improve learning using these resources.
       I go over the assigned media in the class session before it is due. I briefly explain emphases and what I expect them to gain and provide some key vocabulary. This has been hard to remember but since then I have done it in 2 out of 3 meetings.
       We established a discussion board for questions about the reading to be posted before beginning of class. Students can either post their own questions or vote to support others questions. I have used this method extensively in my summer classes that I flipped to create "just in time" teaching.  I spend 10-15 minutes at the front end of class responding to questions that emerged from media consumption (for example- "the video showed how to do think alouds with fifth graders, how can you do it in first grade?"). The questions that I do not have time to respond to in class will be answered online through direct responses to posts (potentially too labor intensive) or a short video summarizing ideas.
      I will also try to avoid very long pieces (text or video) and establish a way for my students to evaluate the content and their satisfaction with it (still working on that one). The last piece is helping students find ways to comment on digital resources electronically maybe through a student user group...

Still work to be done.

   







Saturday, February 9, 2013

You Tube for Professional Development: or what I Learned Making iPads in the Classroom

Friday I had a conversation with Dave Brooks a colleague and a friend. He is also the person who seems to be two steps ahead of me in his thinking. Well, a few steps ahead of most of us. My favorite example is MOOCs, that he has been running for 15+ years on his servers.

During our conversation he mentioned that he watched one of my iPads in the Classroom shows recently. I smiled, he said "how are planning you monetize it?" I looked back somewhat quizzically. He continued: "This is a new area you should write it up. Writing is how we academics monetize". I whole heartedly agreed.

So what have we learned making iPads in the Classroom?
Just do it- don't wait until you know what you're doing. The medium is new and the only way to move forward and create something meaningful is to try. Everything about the show has changed. It is shorter, snappier, easier to make.
Keep changing- listen to your audience and team and make changes that allow you to deliver a better PD product.
Learn from others. We are constantly looking at other outlets trying to see what may work for us. Our original model was "iPad Today". More recently we've been looking at "AppleBytes"
PD is unlike other media. Content and quality rule. This limits how much you can learn from other video outlets.
Persistence- perhaps the hardest thing is to keep producing. But viewership and feedback come only if you keep at it.

Simple I know but as more PD goes online it is important that we learn from each other!



Saturday, August 18, 2012

Video Game like Thinking

Years ago I remember Sarah and I observed our boys playing when suddenly one of them called 'pause' then proceeded a discussion about the nature of pressing the 'X button'. This was not a video game but rather a game they were playing outside borrowing the rules of video games they were playing at the time.

Fast forward a decade or so. Two weeks ago we were in Breckenridge for a family vacation. We sat for lunch in a small pizza/italian place. It's one of these places with paper and crayons so everyone was busy creating in one form or another. Oren who is 8 was busy creating mazes. Now Oren has been a maze fanatic since he was 5 or so. Usually he creates very elaborate designs that can be challenging. He often uses what appears to be mishaps in drawing (e.g. what appears to be accidentally incomplete lines are actually openings) to make the mazes harder.

This time he hands me a this puzzle with a smug look on his face.

Patiently he explains: S is for start F is for finish. I stare at him blankly, he smiles and encourages: "Just do it Abba". I draw a straight line from S to F and he responds smiling: "yes that's it". Then he proceeds to draw this one:

My first instinct is to see if any of the corners just appear to be connected or have tiny gates in them. No the boxes are all closed. "Can I go around?" I ask suspecting a trick. "No" he answers smiling. I know something is going on but I honestly cannot figure out where he is going with this. "I give up" I finally say. Oren then explains patiently. The thicker lines are doors and when you step on the lower case 'f'
they open. "How am I supposed to know that?" I ask incredulously. He looks at me not sure what I mean: "you try it out. You move until you step on the 'f' and see what happens."

It is common to hear "grown ups" criticize video games and the way they seem to engross kids. Here in a different way you can both see what video game thinking is and its impact on learning and thinking.
Oren created a basic level that demonstrated some of the basic rules. Then he proceeded to the real challenge. He also assumed a level of interactivity that is a part of all such games. The static paper and pencil game rules are too simple interactive/ experimental rules are so much more interesting and challenging- mostly because you have to experiment before you know the solution for sure.

I could go on for a while analyzing what appears to be his thought process but I would like to suggest that this video game thinking is analogous in many ways to learning in new domains, especially science and the arts. Instead of repeating known solution to familiar questions, what scientists and artists seek are new ways to respond to problems. They have to interact with ideas, materials and symbols to solve the problems. Video games fostered the right way opens our children to a new creative and thoughtful world of discovery and creation.

Saturday, June 30, 2012

One Skill for Teachers

This week I promised my students that I will do as I asked them. Come-up with something I have not done before. True to my promise and to my own thinking about use flipped classrooms I came up with a within class activity focused on making a short instructional video. I presented some options using the iPad including using the front facing camera, the ShowMe app and a few other great options. The assignment was simple. Think of the most important strategy you taught your student this summer, design a short video reminder of it and shoot it in one take (two at the most). No editing, low expectations.

The response was stunned silence followed by "do we really have to?'s". I was a bit surprised, almost every teacher in the group said "I do  not like my voice". I get a similar reaction when I ask everyone to draw. Every student hesitates, apologizes and does her best to find a way to avoid the task. Making movies was along the same lines.

Part of it is the fear of the complete product that will be there to be judged without our ability to mediate. The other part is the fact that we fail to meet our expectations to be Bogart or Knightly. It took me a while to adjust to viewing myself on the techedge01 videos for iPad in the classroom. It was jarring at first but after a short time I got over myself and moved on. I have come to realize that I am not and will not be Bogart. I can tell you that I am too stiff, wordy and academic but I am getting better.

Video in my eyes is too good a tool to avoid using for instruction, especially when we need to individualize instruction for students at very different levels. My students reaction opened my eyes to this barrier of discomfort about performance. Maybe we all need to dabble in performance arts to let go? or just get used to making videos for instruction.

My conclusions force everyone in teacher education programs to make short videos enough to desensitize them. This way when they teach the option to supplement, support or even flip using videos will be just a few simple steps.