Thursday, July 20, 2017

I'm Back

It has been almost a year since I blogged last. I took much needed time away from blogging to think, rethink and pursue other duties in administration. But now, that I have finished some of my administrative duties I have decided it is time to come back to blogging as a path to thinking and sharing projects ideas and thoughts. My goal for blogging is to think through what is next and tinker with bringing some of that vision to life.

Sunday, August 7, 2016

Ten Ways to Use Pokemon Go in your Classroom this year

You may or may not be a Pokemon player. Either way as Pokemon Go fever sweeps the world it can serve us well to understand it and find ways to make it useful in our classrooms. And, NO, I do not mean use it as a reward. We have been here before with Minecraft so you can definitely take some of the ideas and use with other games as well.

1. Make them write fan fiction about Pokeomn Go adventures.
When it is appropriate let and even encourage students to write about Pokemon Go. Students often lack detail in their writing, Pokemon Go can be a great catalyst to adding details to a story. The complexity and richness of the Pokemon world can also encourage students to write fan fiction stories that spean multiple chapters. The advantage of supporting longer more complex writing is conducive to writing development, new and rich vocabulary and reading comprehension.
2. Make them write tips or steps.
Expository writing is often hard for students. One expository task is writing directions. I have seen many students struggle to write out directions for making a sandwich. Instead, we could challenge our students to write out the steps to achieving a goal on Pokemon Go. Imagine the direction to hatching a Pokemon egg, or getting your squirtle to evolve. If you know nothing about Pokemon, that's OK, your students can generate these ideas very readily.
3. Make a directions video.
This is very similar to the previous point but this time the composition is multi modal. Students can use still frames or video of a partner playing to create those. They can even narrate and edit the video teaching 21st century composing skills.
DO NOT FORGET TO LET THEM PUBLISH ELECTRONICALLY
This will create a sense of audience and provide examples of products

4. Learn about cultural or art sites.
POkemon Go relies on public sites. Ask your students to report on the sites available in the community. Students can write down the sites and then research the site, artist and significance.
DO NOT FORGET TO HAVE EQUIVALENT ACTIVITIES FOR THE NON-PLAYERS
You can use non- gaming apps like Google Maps or paper alternatives.

5. Work on the metric system and conversions.
Poekemon Go is metric. This is a great opportunity to discuss metric measurement and their conversion. This is great because I hear that metric is important for science.
6. Discuss the value of effort and learning from experience.
When we develop Grit in students we emphasize the role of persistence and coping with failure. Make students relate their efforts on Pokemon Go. Every one of them will have a story of persevernce that you can then turn into a story about academics.
7. Gamify your classroom with Pokemon Go like idea.
This is definitely for those ready to use game mechanics in their classroom. You will need to get at least a rudimnetary sense of the game before you start. I can easily see a classroom in which workstations are poke stops generating tokens for completed works. The tokens can be converted to Pokemon eggs. Hatching eggs can be related to number of pages read, homework completion- you name it. Leaderboards would also be helpful.
8. Create a Pokemon Go diary.
Have students write a daily diary about Pokemon or other daily activities. The richness of their experiences can help support their notion of strategic thinking and problem solving- if you help them occasionally to think in those terms.
9. Use Pokemon go ideas to teach about observation in nature (bird watching, animal watching etc.
10 Teach self-regulation with devices using activity journaling.
Maybe the hardest challenge in teaching 21st century kids is the difficulty in teaching self monitoring of device use. A way to negotiate this difficulty is to ask students to log in their device use as a way to start thinking about how much and for what ourpose they use the phone. Manuaaly logging the information in is crucial because it makes them actively think about their use.

In short I belive we can use popular games to support learning of skills and as a way to update our classrooms and make them more engaging!

Monday, July 18, 2016

The Three (Plus) Collaboration Apps I Use Every Day

1. Google Drive
There is nothing like it! No one has figured out how to enable real-time digital collaboration like Google did. At the composing and creating phase, I do everything in google drive and especially in google docs. The ability to travel in time in a single fully integrated documents has made collaboration seamless and always a blended experience. Even when I work right next to colleagues, we all look at the same product. In the days before the Google suite, we shuttled documents back and forth often losing the flow at one point or another.

2. Video Conferencing
I did not name one such app because I use different ones with different collaborators. Since I am fairly adept at technology, I use whatever others are used to. That is why I use: Adobe Connect, Skype, Zoom, Hangouts, and even Facetime. If I were pressed, I would name Skype as my most commonly used video conferencing app. This is how I connect to co-authors, students, and potential collaborators.

3. Social Media
Social media is my way to learn from people I do not know (or at least know well). My favorites are Twitter and Google Plus. Twitter has a massive reach, and I find many like minds. The downside is the 140 characters limit that collaboration- and I often find myself frustrated by the speed and brevity. Google Plus is a much smaller community, but I often find that interactions are productive and more enduring.

There are many ways that technology complicates our lives, but in collaboration it allows us to collaborate better and further than ever before.

Sunday, July 10, 2016

The Power of Gaming- Pokemon Go

There is an ebb and flow in the attitudes and buzz around gaming in education. This week, with the release of Pokemon Go, I saw, once again, the power of gaming in action. Pokemon Go was released. Pokemon Go is an augmented reality game that allows users to interact with a Pokemon world overlaid on the real world.

My younger kids play it (10,12) of course delighting in the Pokemon they find as we drive around town. My 22-year-old son and 26-year-old nephew are also enjoying it. Reliving parts of their childhood they are interacting and discovering the hidden world around them.

Next to my house there is a park, now visiting the gazebo gives you Pokeballs and the sign is a Poke Gym. Traffic around the park has more than doubled with kids teens and adults stopping to explore the digital and the real.

My point is not to celebrate this particular game. My point is that gaming is something that appeals to the digital generation. This app makes participants move (you need 2K steps to hatch a Pomkemon egg). If done correctly it can generate learning, motivation and a sense of adventure. I can easily see a game app at a museum, sending users to find specific exhibits and discover ideas and histories. There can be a real reward but just as easily you can just have a leaderboard and levels that seem to motivate gamers. Imagine a city creating an app that provides points for each landmark, and cultural event.

Just imagine what we can do!

Sunday, June 26, 2016

Writing Tech into Grants? You must read this first!

In the last week, I have been on a panel for a federal grant. I cannot and will not reveal details but I do want to share some advice. In simple terms, grant proposals are supposed to address a pressing need and suggest that there are enough planned supports that would make said action succeed.

The proposals I have been reading have done an admirable job convincing me of their capacity to do everything they said. Except integrate technology. So here are some general rules:

1. Someone needs to manage devices. If you aim to purchase student or even teacher devices, you must show that you have a system that can distribute, manage the devices, provide basic support, and maintain when needed.

2. Technology is not magic (on its own). If you buy new  technology teachers and students have to be educated about its use and supported through modeling, coaching and on-going Professional Development.

3. If technology is a major part of your grant make sure that you hire or show that you have leaders who are well versed in technology integration. In the grant proposals I have been reading, all project directors were content and school experts but nowhere did they show evidence that their professional developers knew much about technology integration.

4. Have a theory of action of why technology will make a difference. Just buying teacher devices, for example, will  NOT automatically improve student achievement. It may, but as the grant writer, you should make the connection obvious.

In short, please treat technology like you would every other aspect of the grant. Technology can be magic but ONLY if you have all the conditions to ensure success.

Sunday, June 19, 2016

Are We Ready for Cyborg Ed?

Knee Replacement Vimeo
 I have been recovering from ACL surgery in the last two weeks. As I move (with difficulty) about, many passers-by notice my condition and share their own experiences. As a result, I am much more aware of the number of people who have had knee replacement surgery. The anecdotal information is informative but I was looking for a sense of the data on a US wide perspectives. Over a million operations of knee and hip replacements are conducted annually according to the CDC. If I add pacemakers, stents, and even selective plastic surgery the trend is clear. We are becoming what science fiction used to call cyborgs, a combination of man and machine. It improves our quality of life and increases our life expectancy.

Prosthesis Legs
I believe that mobile technology in the form of phones and tablets is very similar. We always have it with us and we communicate with it constantly. In fact, we have come to rely on digital tools as a way to store information (phone numbers, email addresses, calendar etc) and provide access to information that in the past needed to be looked up laboriously or just memorized. The fact is that we are becoming cyborgs not just in limbs but in our mind as well. I know some lament this development, hey I am not completely sure I like it at times. But, like it or not, it is happening. The question is, what does it mean and are we ready for it?

In the book we are currently writing, called Mind, Models, and Mentors, my colleagues (Brooks and Sayood) and I had a long discussion about the way the internet changes education. If we are truly becoming cyborgs then education has to adjust. The key is moving away from knowledge accumulation and memorization to problem-solving and searching.

"While memory remains important, it is clear that technologies (language, writing system, printing press, Internet) change the demands on human memory. What was essential a thousand years ago in order to discuss a text effectively (memory of the whole text) is potentially less critical now when we can easily refer back to texts in paper or digitally. This does not mean that students are learning (memorizing) less; instead it means that they need to memorize a different subset of knowledge linked to more complex operations and procedures." (excerpt from Brooks, Sayood, and Trainin, 2016)

I do not believe that there should be no content knowledge. The most needed tasks and information should be available in long-term memory and immediately accessible. The rest... should be accessed through search. This change is guided by three interlocking facts:
1. We have devices that allow us to be constantly connected. They are fast and comprehensive.
2. Modern knowledge is too extensive for anyone to know it all in detail.
3. Knowledge is developing and updating at increasing speeds. It makes what your Dr. learned in med school 10 years ago is now potentially obsolete or even dangerous.

As a result, the skills that our students need are the skills of searching and evaluating the quality of information available, problem-solving and self-regulation of our memory to make sure that we remember is accurate and still relevant.

The term cyborg has always been a negative one. Reality around us shows that we are becoming cyborgs, mechanically, and cognitively. This is our evolution and we must make sure that we adjust our schools to fit reality.






Sunday, June 12, 2016

It's Time to Decide What's Next in Ed

Stanley Howe CC License
Over the last decade, education has developed a dual personality. One is the high stakes assessment driven culture that focuses on a narrow top-down curricular vision. It is a vestige of the 20th-century vision for education. It is organized, clear in its means and outcomes. The yardsticks are set, and we are all measured against them. After trying this way for the better part of 20 years, we can say a few things. The first is that the accountability put in place helped shine a light on educational inequities that were sometimes hidden by local reporting practices. Accountability done well showed clearly the "achievement gap" and its relationship to income and other inequalities. However, the neo-liberal expectation that exposing certain inequalities will lead to a self-correcting system through a system of rewards and punishments has failed miserably.

At the same time, educators have realized that the post-industrial economy presents new challenges and need a decidedly different educational output. The vision was not necessarily new (Dewey was right) but it was now deemed necessary not just by humanist but also by business leaders. The call for education that is creative, problem-solving oriented, and includes soft skills is now coming from all sides. The problem is that we cannot do both at the same time. At least not well.

We have tried for a while to claim that working on 21st skills will also lead to growth in test scores a-la Dr. Seuss and Jack Prelutsky (Hooray for Diffendoofer Day!). The linear nature of tests defies this logic. From an effort perspective, you get more "bang for your buck" (the buck here is time) if you focus only on tested skills than if you work on a complex wide array of outcomes many of them long term. My mentor Lee Swanson used to call it confusing the independent and dependent variables. In this case, limited measurement gives you a false sense of impact.

What I see in the field are schools trying to satisfy both personalities. Let's score high on the test with a narrow curricular vision AND be creative. The reality is that our days are too short, and both teachers and students find it very hard to pivot from a structured almost canned curriculum to creativity and soft skills and then back again.

The question is how to combine the advantages of the accountability era, namely accountability that shines a light on inequities, with 21st-century curricular goals. The answer is simple. Technology. Technology allows us to record everything students do. The need for a narrow window of time in which all students are measured on a narrow set of skills can be replaced by a flexible system that records everything that students do and tags their growing abilities. My personal work with Actively Learn is an example of how this can be achieved. But for that to work, we need to put our attention to making sure that we have the right personality.