A district I work with has been focusing on literacy especially reading in the last few years. In multiple ways the district keeps redefining what are can be accepted as grade level achievement. In essence they keep raising the bar. As I was reviewing some of the data fro the district it was clear that teachers across the district are struggling to help their students reach the new criteria bu are slowly making significant strides in their efforts. This is the dream of all those interested in education - successfully raising outcomes by increasing the expectations. It's hard to argue against success but I am going to do it anyway. I am not against raising the bar I just want everyone who goes down that road to be aware of the impact beyond that specific area.
1. Discouraging struggling students. Students who are already behind and struggle with the material as it is are even less likely to meet increased demands. The target seems even farther for them which as they become aware of the demands may actually discourage them from trying harder.
2. No teacher flexible time. If teachers are focusing on new and more challenging goals they will take any available time to make their students are making progress in that area. They will used the most comfortable "surefire" methods. That seems great except that it will prevent teacher from trying new things, whether supported by research or not. Teachers know that when you first try new things you waste time learning new ideas and finding "your groove" often it leads to a temporary drop in results. In a high expectation, high stakes environment they are much less likely to try new things.
3. Other subjects get "cannibalized". If you set a high bar in one area, say reading, teachers and administrators will cannibalize instructional time. They do not do away with other subjects they just give them less favorable times. For example unit studies tend to be pushed to the end of the day when kids are most restless and where the time spillover of the day is most felt. Officially science might have 25 minutes daily but in reality it is 15-18 minutes of actual instructional time. That may not sound like a big difference but over time we are losing a third of the instructional time.
4. New areas get no time whatsoever. You want to add future oriented skills like entrepreneurship? Coding? creativity? Engineering? It will not happen during school!
5. New pressures affect teachers in low performing schools disproportionately. If teachers give up on reaching standards with students at-risk they will move to other schools or leave the profession altogether. This is not because they are giving up on students but instead giving up on pleasing a system that seems hell bent on making sure they will fail even if students reach a grade-level standard.
This blog focuses on ways that art, technology, and literacy can interact in all educational settings.
Saturday, October 18, 2014
Sunday, October 12, 2014
Five Ways My Kids are Growing in a Different World
Some people always call for back to basics. Decoding memorizing facts and old technologies (for example cursive writing). As the day No Child Left Behind predicted will be the day of 100% of students at grade level have come and gone we are left to wonder if the effort was the right one. We cannot deny, however, that kids today are growing up in a world that is changing while their progress is still measured in very old ways.
Watching my kids and students in elementary schools I can immediately see the transformation:
1. They judge the environment by access to wireless bandwidth. My son was asked (10) what was his favorite place for vacation. He answered: "Israel" (we spent a month there this summer). "Why Israel?"I asked. "They have the best internet connection..."
2. Information and entertainment are on demand. One day my 8 year old Itai came back and saw his brother (10) watching an epic episode of Phineas & Ferb. "Are you watching TV?" he said incredelously. The answer was of course, no, it was Netflix. Kids are used to able to access information and entertainment on demand- as they need it and at a touch of a button. They are information privileged but that demands a whole new way to be in the world.
3. They are global. Kids play games with players look at websites from all around the world. They use social media of different kinds with kids next door (sometimes in the next seat) to those across the globe.
4. Their lives are often defined by information overload and not information scarcity. The new information age is not actually more about abundance than scarcity making the old economic rules less successful in describing reality.
5. Reading and writing are no longer limited to print on page. There are rich multi modal compositions that are accessible to all kids (in connected societies).
These differences make growing up today very different than any other period in history and requires us to reconsider many aspects of modern education. Not because it has failed but because using old ways of thinking will privilege the few that already have full access to this new world.
Watching my kids and students in elementary schools I can immediately see the transformation:
1. They judge the environment by access to wireless bandwidth. My son was asked (10) what was his favorite place for vacation. He answered: "Israel" (we spent a month there this summer). "Why Israel?"I asked. "They have the best internet connection..."
2. Information and entertainment are on demand. One day my 8 year old Itai came back and saw his brother (10) watching an epic episode of Phineas & Ferb. "Are you watching TV?" he said incredelously. The answer was of course, no, it was Netflix. Kids are used to able to access information and entertainment on demand- as they need it and at a touch of a button. They are information privileged but that demands a whole new way to be in the world.
3. They are global. Kids play games with players look at websites from all around the world. They use social media of different kinds with kids next door (sometimes in the next seat) to those across the globe.
4. Their lives are often defined by information overload and not information scarcity. The new information age is not actually more about abundance than scarcity making the old economic rules less successful in describing reality.
5. Reading and writing are no longer limited to print on page. There are rich multi modal compositions that are accessible to all kids (in connected societies).
These differences make growing up today very different than any other period in history and requires us to reconsider many aspects of modern education. Not because it has failed but because using old ways of thinking will privilege the few that already have full access to this new world.
Labels:
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century,
education,
global,
information,
new,
no child,
technology
Sunday, October 5, 2014
A Note from the Minecraft Underground- Expertise, Mining and Music
by Andrew Beeston |
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.
Labels:
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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?
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?
Labels:
achievement,
based,
game,
integration,
learning,
mechanics,
rti,
technology
Sunday, September 21, 2014
Cognitive Flexibility, and Devices in 1:1 Environments
This week I visited a new 1:1 integration at a local school site with some of my colleagues. The site chose a "convertible" laptop that claims to be a laptop AND a tablet. It really isn't, it is more like a laptop with a touch screen but that is not the point I would like to make here.
In the course of discussion about the use of the devices I pointed out that some of the advantages of the laptop, stability and a keyboard, are also its limitations that truely limit mobility.
Justin then raised the idea of having a diversty of devices in the classroom. To be honest I have been so fixated on the idea of 1:1 with the same device that I have not really thought of the potential benefits of different devices that answer very differnt needs.
Don Leu repeatedly observed that the only constant in this area is that it keeps changing. As Kristin Javorsky and I presented recently in a Reading Teacher article the key to teach students to deal with the ever changing environment is to teach cognitive flexibility. Then why not do that with choice of device? The late Steve Jobs repeatedly made comparisons between vehicle and device diversity- fit the tool to the job. That can and probably should start in school, where else can you learn to be flexible, experiment and learn to match the tool to the task?
Education is about differentiation we can do that with devices as well.
In the course of discussion about the use of the devices I pointed out that some of the advantages of the laptop, stability and a keyboard, are also its limitations that truely limit mobility.
Justin then raised the idea of having a diversty of devices in the classroom. To be honest I have been so fixated on the idea of 1:1 with the same device that I have not really thought of the potential benefits of different devices that answer very differnt needs.
Don Leu repeatedly observed that the only constant in this area is that it keeps changing. As Kristin Javorsky and I presented recently in a Reading Teacher article the key to teach students to deal with the ever changing environment is to teach cognitive flexibility. Then why not do that with choice of device? The late Steve Jobs repeatedly made comparisons between vehicle and device diversity- fit the tool to the job. That can and probably should start in school, where else can you learn to be flexible, experiment and learn to match the tool to the task?
Education is about differentiation we can do that with devices as well.
Labels:
1:1,
choice,
cognitive,
device,
education,
flexibility,
integration,
tech,
technology,
touch
Saturday, August 30, 2014
Coaching Tech Integration in Elementary Schools- Second Year
Dr. Laurie Friedrich (newly minted) and I are back to Rousseau elementary coaching teachers in technology integration. This is one of the most productive ways we can explore working with teachers.
In many ways it is the ultimate low stakes environment. We use our own time and teachers have volunteered their plan time. We pose no demands we just ask, encourage, and explore dimensions of technology integration as we go.
As we work with each grade level team we fit our suggestions and ideas to the style of the team. Each team is different in their goals, the way they interact and where they are on technology integration. What is clear is that now in our second year each team has ideas and internal leadership. They are building on the work done last year and cautiously expanding their integration. The biggest obstacle right now is lack of access to devices that students can actually use individually or in small groups.
I am most excited about the potential for integration in the Arts as it will play out in the Music and Visual Arts rooms. There much promise there, but it is a promise that can be realized only with enough devices so students have access.
As we move forward the low stakes coaching model seems to be a success. Though I might add that the gentle but solid support by administration is an important component as well. In the next few weeks we will start an expanded model in some new schools and so test the boundaries of such a model.
In many ways it is the ultimate low stakes environment. We use our own time and teachers have volunteered their plan time. We pose no demands we just ask, encourage, and explore dimensions of technology integration as we go.
As we work with each grade level team we fit our suggestions and ideas to the style of the team. Each team is different in their goals, the way they interact and where they are on technology integration. What is clear is that now in our second year each team has ideas and internal leadership. They are building on the work done last year and cautiously expanding their integration. The biggest obstacle right now is lack of access to devices that students can actually use individually or in small groups.
I am most excited about the potential for integration in the Arts as it will play out in the Music and Visual Arts rooms. There much promise there, but it is a promise that can be realized only with enough devices so students have access.
As we move forward the low stakes coaching model seems to be a success. Though I might add that the gentle but solid support by administration is an important component as well. In the next few weeks we will start an expanded model in some new schools and so test the boundaries of such a model.
Labels:
art,
coaching,
elementary,
integration,
school,
team,
technology
Sunday, August 24, 2014
Four things your students can learn from watching Minecraft videos
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.
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