Showing posts with label classroom culture. Show all posts
Showing posts with label classroom culture. Show all posts

Tuesday, August 7, 2018

Beat the Teacher - Back to School Edition



On many occasions during the game-based learning and gamification Tweeter chats I participate in, we've talked about game skins (#games4ed, #XPLAP). For those of you that may be unfamiliar with the term, a game skin is a cosmetic change to a game that does not change the basic gameplay. Much like what I shared when I talked about my FLUXX Mod project, or what @MrPowley shared in his Skin in the Game post the idea is not to create a new game from scratch, but simply to change the topic of the game adapting it to specific situations.

As I was going through my collection of board games thinking about what I could do to start the 2018/2019 school year I happened upon the Spin Master game called "Beat the Parents". As I remembered, the gameplay was pretty easy, but being a full-on trivia game it did not make my family's game-night rotation too often. However, after dusting it off, I figured that it would be perfect to mod as a Back to School game, giving my class the opportunity to review expectations, policies, procedures, and locations of classroom items, while allowing me to get to know my student's trivia and preferences.


Thus, I started by creating the board (click to open the file), which I plan to project to the class, using post-its as tokens (mover pieces) so that the whole class can play at once.
Normally, I would have created and laminated the necessary cards, but I decided against it for this skin since I want the students to come up with their individual "getting to know you" trivia questions. The plan is to provide each student in my 5 periods with a couple of index cards where they can write questions like "What is my (the student's) preferred nickname?", "How many siblings do I have?" or "What is my preferred sport/book/content area?", really anything that would be traditionally asked in a student interest survey. On the other hand, I prepared a file with the teacher questions that are specific to my class (sharing to give you ideas in case you also want to try this out).

Since I was not going to create physical cards, I then had to figure out a way to create digital wild-cards. These became the numbers 1-20 at the top and bottom of the board you see above, and the plan is that when we land on a wild card, I will roll a 20 sided dice and click on the corresponding card. The wild cards linked on the board are simply links to individual slides in this slide deck.


I tried to make the wildcards somewhat generic, but if you find that they are too specific or you are interested in creating your own set, just remember that you can obtain the links to individual slides in any slide deck as explained here.

The gameplay itself is exactly as the original (Beat the Parents instructions), except that there will always be only one question per turn (in the original there are up to three). The game is so easy to play that once you have the board, you can have students create questions for a topic at any point during the school year for an impromptu review and quick game of Beat the Teacher.

While I am certain that the students will beat me when I present this as part of my getting to know you activities, before knowing the new students very well or at all, I think they will get a kick out of beating the teacher, and who knows, maybe I'll surprise them.

Saturday, May 19, 2018

#EdTech and the 4Cs



I started my career as an educator 10 years ago. At the time, the buzzwords regarding preparing students for college and career was "21-century skills". In fact, I received Trilling and Fadel's "21st Century Skills" as a graduation present from my mentor teacher, and it was the text under which we anchored the AdVENTURE program. Of late, the 21-century skills framework has been distilled into what we now call the "Four Cs" (communication, collaboration, critical thinking, and creativity), and while all of them can be taught and practiced using Google Drive Tools, there are many other free tools that can also be used effectively by both teachers and students as we progress in our educational journey.

These are my favorite:

📝 Collaboration: Tools that help us work together



Scrible: My students use this chrome extension to curate, annotate, tag and share articles. The extension also reminds you when you are on a webpage you previously annotated and prompts you to load previous annotations.

Padlet: A digital canvas that allows users to add all sorts of items as they work together on a project.
I know. There is an uproar among educators because of their new pricing/limits on the number of free Padlets. However, once a Padlet is no longer active, you can export the content to make room for more.

Trello: A project management tool that helps keep teams organized as they work. I create board templates for students. They make a copy of the board, add collaborators and move things around/upload documents, etc. as they get done.


💬 Communication: Tools that help us share what we've done



Blogger: Although part of the Google Apps suite, I still mention it since it is not part of Drive and it is a powerful tool to elevate student's voice. My students write a post at least once a week sharing their learning with the world at large.

Flipgrid: Easily and quickly create topics for students to discuss ideas. These quick videos provide insight into student thinking. I also use it for mini classroom presentations that students can then watch over and over.

Seesaw: Allows students to capture, organize and share their learning. Extremely popular with my elementary colleagues as a way to share classroom activities with parents.

Jilster: A really cool tool that allows you to create online magazines. The best part is that it is collaborative. I create a magazine, assign pages to student editors who can then work collaboratively on their assigned pages.


🎨 Creativity: Tools that help us develop products to explore the content 


WeVideo: Online video editing software. We video has a shallow learning curve and gets students creating in minutes. 

Canva: Easily and quickly create visually stunning flyers, posters, collages, infographics and more. They also have a complete selection of tutorials that help students (and teachers) explore how different design elements work together (or not) to tell a story.

Tinkercad: This easy to use 3D modeling software allows my students to bring their ideas to life in a way that 2D drawing cannot, even if it remains as a virtual product for lack of a 3D printer. 

MakeBeliefsComix: What my students and I like about this site is how easy it is to start creating and the fact that the comic can be printed or e-mailed. Its major con is that it is a "one sitting" deal. However, other comic creator sites come at a price making this site my go-to for quick student developed comics.


💡 Critical Thinking: Tools that help us go beyond the content.


Coggle: Collaborative mind mapping Chrome extension that integrates with Google Drive. My students use it to brainstorm ideas and develop maps to show how the content they are learning integrates with previously understood ideas.

KQED Learn: Students work in a semi-gated environment (all students must be attached to a teacher but can communicate with each other), responding to prompts and investigations. Absolutely awesome to help students extend their thinking as they curate resources and craft responses. This is only available to students in the U.S.

I'm sure that I missed some of your favorites. I invite you to add them in the comments.

Tuesday, January 2, 2018

Grades in the Gamified Classroom

https://twitter.com/mr_isaacs/status/885658805002018816

In a recent #games4ed conversation we were talking about gamified grading, and the two tweets above came up. This resonated with me for several reasons:
1. As I am sure it is true in most cases, at the end of the day (term, school year), I have to submit regular letter grades. 
2. I have been guilty of falling for the above-mentioned pointification, or simple substitution of traditional grading for an XP-like system and leaderboard. While the change did infuse some excitement in my classroom, the students quickly discovered that it was simply "a rose by another name" and rebelled accordingly - Gamification - Don't Fake It

Simply changing the grades to points does not change the student's mindset. At its core, gamified grading can be a visual representation of competency-based grading, which as Matt Townsley reminds us is different than standards-based grading.
"Competency Based Education is a system in which students move from one level of learning to the next based on their understanding of pre-determined competencies without regard to seat time, days, or hours.
In a competency-based system…
  • Students advance to higher-level work and can earn credit at their own pace. (In a building, district, or classroom using a standards-based grading philosophy, this is not necessarily the case. Students are likely required to complete x number of hours of seat time in order to earn credit for the course.)
  • Learning expands beyond the classroom. This may or may not take place in a standards-based grading philosophy. For example, in a competency-based system, a student who learns a lot about woodworking over the summer may earn credit when he or she returns to school the next year. Similarly, students are encouraged to learn outside the classroom so that they can demonstrate competencies at their own, rapid rate.
  • Teachers assess skills or concepts in multiple contexts and multiple ways. (This may or may not be the case in a standards-based grading classroom; however, it is non-negotiable in competency-based education.)"
How does this translate to a gamified environment?

1. Explicit criteria and targets are made available to students ahead of time. The students in a gamified classroom know exactly what it takes to "defeat the boss" (AKA demonstrate mastery). Basically, everything is assessed using rubrics. The rubrics are created using objective measures, provide actionable feedback and are presented in kid-friendly language. 

2. There are multiple opportunities to gain XP (practice the standards). Every piece of work submitted results in XP, even incomplete or half-correct work! Let's think about this from the gamer standpoint. A player going through the third level of Mario falls and must restart the level. The XP he gained does not go away, and he/she will try the level again using what he/she learned from the previous attempt in order to pass the checkpoint and proceed to the next level. This cycle continues throughout the game. This is also true in the gamified classroom. That half-correct work is re-done based on the feedback, resubmitted for a new assessment and opportunity to gain more XP.

3. Some may demonstrate mastery on their first attempt earning a set amount of XP and perhaps a badge that shows the students (and community) that mastery of the standard has been achieved. This does not mean that the "learning is done". The student can then go on a side quest to earn even more XP and continue to level up within that standard. While this is happening other students are re-working/adding to their work and even going through the same side quest that the "masters" are completing, practicing the standard until they have collected enough evidence of mastery and the total amount of XP available for the standard is achieved.

All of this made public to my students on the leaderboard. But what happens at the end of the week, when I am contractually obligated to publish at least one new grade in the grade book? For that, I choose the most recent evidence of learning. This means that what goes in is not the same piece for all, but rather the individual piece of work that illustrates the learning from that particular student for that week. So, for example, the student that demonstrated mastery on week one and decided to sit back and relax on week two may, in fact, receive a failing grade for the week (no evidence of learning), while the student that has not shown mastery could be receiving an A. 

I know that this system is not perfect, and there is a possibility of inflated grades. Have you found a different solution? I would love to hear your thoughts.


Saturday, November 4, 2017

FLUXX MOD Project - Board Games in the Classroom

Although I am not affiliated with FLUXX® (or Looney Labs) in any way, I think that FLUXX® is a great game that everyone should own.


We often think of board games as a staple for Family Fun Night, and because many of them help teach soft skills and facilitate higher order cognitive abilities, teachers routinely incorporate classics like Monopoly, Risk, Scrabble and Apples to Apples in their classrooms. By the same token, creating MODs or skins for existing games is a time-honored classroom activity. A simple Google search will bring up a plethora of "create your own board game" classroom projects. For those of us that have tried it, we see it as an opportunity to review content, both as the game is being created or modified and while the students play them during those extra-long rainy day recesses.

A couple of years ago, my own children introduced me to a great little game called FLUXX® - The card game with the ever-changing rules. The game was very easy to learn and portable which made it a staple for my family. Over the next few months, we purchased several versions happily bringing them out as part of our game repertoire.

Not long after that, I started toying with the idea of not only sharing it with my students but also having them create MODs for it to play in the classroom since the gameplay itself is based on reaching a goal of paired concepts. This makes it super efficient in helping the students revisit concepts, while at the same time allowing for some deeper thinking about the relationship between ideas. For example, in FLUXX's original version one of the goals is Rocket Science, which "needs" Rocket and Brain on the table to win.

After a little refining and tweaking of the idea, I set about creating a project page with directions, templates and of course a rubric for my middle school students. I introduced the project on a Monday, and gave them two weeks to come up with their skins.

Of course, there were some students that did not know what I was talking about, which made me realize that before anything else happened, we needed to play a couple games of FLUXX. After a couple of rounds, and some more clarifying of where to find the "big ideas" and how to keep track of their paired goals so they would not repeat them, I had them get into groups (of 4) and choose a topic for their MOD.

Students took to this creative form of review in a way I had seldom seen otherwise. They loved the idea of coming up "funny" titles for their goals and were seen scouring textbooks and notes to figure out how they could pair ideas that at first glance may not have been obvious. In one of my favorite examples, a group that developed a Newton Motion FLUXX Mod, included Robert Hooke as a creeper.
Here is the full set of "Newton Motion" cards in case you want an example for students:
I have run this project now several times, and I am always amazed not only at the cards they create but also by the enthusiasm that they show whenever I declare "it's review time", and bring out stacks of student-created FLUXX decks.

For obvious reasons all of my students' FLUXX decks are science related (Motion, Evolution, Genetics, Matter, etc.) However, I can easily see FLUXX decks for novel studies, American Revolution, and even Linear Equations. In case you missed it above and are interested, here is a link to the Instructions and Templates that I share with my students.

If you try this, let me know. I would love to know how it went for you and your students.

Wednesday, November 1, 2017

A Chemical Bonding Lesson with Old-School Manipulatives


For many years, I have been using ACS's "Middle School Chemistry" as my main curriculum to teach chemistry concepts in my middle school classroom. I love the simplicity and ease with which these lessons can be used in a classroom that does not have a traditional lab set-up. I have also always felt very confident with the knowledge gained by my students through the use of this curriculum. However, this year, as I was moving along in the unit, I came to the realization that this particular crop of students was very comfortable reciting answers without much in the way of understanding.

This was especially apparent when it came to bonding. In our assessment, my students were able to recite the difference between covalent and ionic bonding, but as soon as the question required even an iota of critical thinking, they were completely lost. Mind you, this is middle school chemistry, and I know that many of these students are not particularly interested at this point in pursuing chemistry careers, but I still felt an obligation to ensure that they could do more than simply recite information.

So, I set about trying to find some way for the students to gain that conceptual understanding of bonding that I saw as lacking. During these explorations, I came across a couple of good things that students could do in a virtual space - the ChemThink tutorials for example. These were good, but a little too much for middle school. As I continued to look for something that students could manipulate I found an awesome SEP lesson titled "Exploring Chemical Bonding", and that is when it became clear. If students could actually manipulate those valence electrons, perhaps they would finally move beyond stating "covalent bonds form when non-metals share electrons", and actually be able to explain why.

I modified the SEP lesson templates (simply to add color to the valence electrons so that students would not lose track of what they had) and  dedicated one full Saturday (and over 500 brass fasteners) to creating 9 sets of atoms. I also created a sheet to go along with the manipulatives that would help guide students through the task. Here is a link to the adapted lesson plan.



With all of this in place, Tuesday morning I finally taught the lesson, and was overwhelmed by the engagement and results. Although the students did struggle a bit to finally figure it out and at times I felt like a spinning top as I tried to listen in on all the conversations that were happening, having these old-school manipulatives helped my students visualize exactly what was needed for the different types of bonds to form. Physically moving electrons created the opportunity for actual discovery of concepts in a way that no computer simulation had been able to achieve. Even though creating all of those atoms took a lot more time than many teachers usually have, I highly recommend spending that time. Your students will reap the benefits of handling your "old school" manipulatives!

Wednesday, December 14, 2016

Formative Assessment Made Easy


Do you know where your students are? As you walk around the room today, can you state with some which students are ready to move on and which group do you need to pull for re-teaching? You know the answer lies in the use of formative assessments, but with all other things that pop up daily you may feel overwhelmed. If only there was a simple tool that would give you the necessary information...



GoFormative

With a few clicks, GoFormative allows you to create and share simple (and complex) assessments. You can use multiple-choice and true/false quick checks that are self-graded or add short-answer and "show your work" (where students upload images or draw answers). You can even provide feedback to the students as they answer in real-time. No waiting until they have all finished to gather data, allowing you to address minor misconceptions quickly. Best of all, absolutely free.



Flipgrid

This awesome tool allows your students to respond to your questions using video. You simply create a grid (i.e. post a question) and provide the link to your students. Your students can answer using any device they have, without having to create an account. Flipgrid can be used in lieu of traditional exit tickets, and it is much more fun to grade. Not free, but $65/year gives you unlimited questions and answers.


Socrative:

Socrative has been around for a while. This tool allows you to quickly assess your students through quizzes, quick question polls, exit tickets and space races (for those with a competitive edge or in a gamified environment). The tool can grade and provide you with visuals of the results making it easy to identify where each of your students is in their road to mastery.

What other tools do you have in your formative assessment toolkit? I would love to hear about them.

Sunday, September 4, 2016

Fines in a Gamified Classroom


Let me start by stating that I have two separate "but equally important" systems in my gamified classroom. The XP  system, which is tied to the students assignments (blog quests, mastery quests and PBL quests). In the XP system students are awarded initial points after submitting their work, and continue to gain XP as revisions are submitted. In true gaming style, one cannot lose XP. After all, once you have an experience you cannot undo it, you can only make it better. The XP system is shared out to students in my public leaderboards.

I also have a school currency system (we call them Patriot Bucks), which is tied to school and classroom behaviors, and stems from my school's PBIS. Students can earn Patriot Bucks at a staff member's discretion for things like picking up trash, participating in class, or basically any show of positive behavior. Students can use their Patriot Bucks to purchase items at the student store or enter them in weekly raffles. It is important to note that Patriot Bucks are a physical item (slips of blue paper, signed or stamped by the staff member who gave it out), and that no one, except for maybe the individual students, keeps track of them. This is what made it so easy to find a new use for them.

It all started a couple of weeks ago as I wrapping up of Back to School unit, which as in most classrooms involves teaching students the expectations, rules and procedures of my classroom. My students had just passed the Acceptable use Policy quiz, and were eager to get their hands on our classroom devices. I had taught/modeled how to take the devices out of the cart and how to put them away. I had explained how it was important that all devices be plugged (with their own plug) in order for all classes to have enough charge for the day, as well as how to make sure that each device was put in the correct slot. I even had students come up one by one and "show" the class just how to do it. Everything was going well until that first eager student picked up a "random" device (i.e. a device that was not assigned to him). The natural consequence for this is that the student would not have access to devices for at least that class period. But, I did not want to do that since that would mean that I would be the one to come up with something related to the activity, but that did not involve technology. The student in question suggested that he write a letter of apology promising to not do it again. It just so happened that I had just had a conversation with a fellow teacher about something she called the "opportunity log", where students write a reflection on a class misbehavior and promise to do better. I had shared with her that in my experience those almost never work. It is a forced apology, akin to a mother telling her children to "apologize to your brother for ____", only to repeat herself the next day and ask for another apology for the same behavior. I shared that with the student, asking him how many times he had apologized to a sibling without really meaning it. He sheepishly smiled, and stated that just that morning he had "apologized" to his sister, but he had no actual plans for "never doing it again".

At that moment, inspiration hit. I told him that in order to get his device he would have to pay a Patriot Buck fine. We agreed that 20 Patriot Bucks would be appropriate. He went back to his seat, carefully counted and came back to me with a proud look. He had just enough! He placed the "fine" on my desk and asked if he could go get his device. I simply thanked him and told him to get to work. The rest of the class exploded in questions about the "fine" system. For some reason they welcomed the addition of fines and saw it as a perfectly acceptable and fair way to overcome infractions. There were many questions about specifics, "What is the fine for not logging out? What about for forgetting to plug a computer?" It was the little things that bugged them as much as me that in their opinion should warrant a fine.

After much discussion, we ended up just having two categories of fines - minor infractions (20 Patriot Bucks) and major infractions (50 Patriot Bucks). Minor infractions include things like not plugging in a device, putting a device in the wrong slot, and taking someone else's device. Major infractions include things like off-task behavior or mishandling of the devices. I left myself some wiggle room, creating a third category that states "Fines for anything not mentioned before can be assigned at my sole discretion".

In a surprising turn of events, something else happened once the fines were in place. Students have begun to help each other avoid fines. Instead of simply walking away from unplugged devices (which of course still happen every once in a while), they take the time to plug them in for each other. I've overheard statements of,  "Dude, stop goofing off, that's a 50 PB fine!" This is already pretty cool, but there is more. A new student who did not have enough Patriot Bucks to pay for putting his device in the wrong slot, and who I was ready to excuse from the fine, saw his classmates (students he had just met), pool Patriot Bucks to pay his fine. No prompting at all, simply a spirit of cooperation and doing right by each other.

So far, this system is working beautifully, and I am wondering if you are using something similar. Do you have any words of wisdom to add? I would love to hear from you.


Sunday, May 29, 2016

Gamification Year 2; The Quest Continues



As I am preparing to say goodby to another year of gamifying, I feel the need to write down some of the things that are buzzing in my head, lest I forget them in the summer days ahead. This year completed my year 2 in the gamification arena, and as always some things went well, while others will need a complete rethinking.

Story Lines

This year I worked with four distinct story lines, one at each of the grade levels I teach. They were fun to create, and although the students liked that they each had different avenues, I have to admit that keeping them all working at the same time became rather difficult. I would get ranks and achievements mixed up, and sometimes even directed students to a different story.

As I begin to rethink  and prepare for next year I will be going back to one story line as my main effort, allowing me to also combine some of the other aspects of the gamification experience for my students.

Leaderboards 

The self-ranking leaderboards are in place and served to keep the kids motivated in continuing with the game throughout the year. At times they are still chore to keep updated, but the kids kept me accountable for doing this, as they did check them often, particularly towards the end of the school year as they were looking forward to achieve the highest rank and obtain lofy perk of "Blog Immunity".

This is also where I think having a single storyline will come into play. During this school year, each grade level had their own leaderboard, ranking system, etc. However, I also published for the students the cumulative class ranking. Students were particularly interested in seeing how each class stacked up against each other, and often asked which students were in the lead. In looking forward, I am considering having the individual leaderboards for each class, but also publishing a "top ten", which will be easier to achieve if all classes are working under the same story.

XP

The structure of the game using the blogs as the primary way to get XP worked well, particularly for my upper graders. For the most part, kids blogged consistently about their learning, and we saw a couple of students reach 100 content-related blog post this year. Including the S&EP (as mentioned in my Gamifying the NGSS post) pushed the students to "think like scientists", and provided me with a tangible way to assess them in their progress towards mastery of the practices.

Although the blog points as XP has worked really well, I am re-considering not using their unit tests, performance tasks and projects within the XP structure. The XP has always been about progress towards mastery, and including them in the XP would allow me to encourage the students to perfect their work. It is an easy fix, but it will require a little work on the back end to make sure the playing field is even in regards to points, particularly since these are tied not only to rank but to privileges as well.

Gold Coins

The structure I had in place for obtaining gold coins this year did not work at all. Only three of my 240 students even attempted a cross-cutting "boss battle"(Gamifying the NGSS). When I asked why, the students reported that it was too hard to obtain gold coins, and although I modified the structure several times, by the time the changes came about the students had lost all interest in them. 

As I think about next year, I am considering reverting the gold coins back to simple participation points and displays of good citizenship or behavior, instead of tying them to the content. However, I need to figure out a way to keep the management simple. Walking around with an open app (like Class Dojo) or a spreadsheet has never worked for me. I guess I could create some tokens...

Other gamification things to explore

Escape Rooms: 
Recently I attended the Deeper Learning conference, and participated in an Escape Room experience. I think this has great potential for the gamified classroom, and I invite you to visit some of the things I've found regarding their use in education:


Choose your own adventure videos:
A year ago, my daughter showed me the Interlude tool and I remember thinking how well it could be integrated into a gamified classroom. This video creation tool allows you to design, create and publish an interactive video with relative ease, providing you with a way to enhance your gamified classroom with "choose your own adventure" videos. Unfortunately I forgot all about it until a couple of days ago, and I am sharing it here in case one of you gamifiers wishes take it on as a summer project.

Thursday, March 17, 2016

Is it cross-curricular?

Image: http://www.idiagram.com/ideas/knowledge_integration.html


I was in a PD the other day, and we were asked to provide examples of units that were cross-curricular. A couple of teachers started sharing how this particular math lesson was cross-curricular because the students were reading an article. Other teachers shared lessons that specifically said "cross-curricular integration" and used fancy fonts and colors to identify cross-curricular connections. I started thinking, all this is fine and good, but is something really cross-curricular simply because we added a reading? Is a science lesson on density cross-curricular because the students use math skills to arrive at an answer or perhaps included a couple of graphs? If students draw pictures or build dioramas, can I check off the "art" box?

By now, you have probably figured out that my answer is no. This is simply adding stuff. Even if during a science lesson we claim things like students provided textual evidence for their answers, thus "This lesson addresses CCSS.ELA-LITERACY.RI.6.1 Cite textual evidence to support analysis of what the text says explicitly as well as inferences drawn from the text.", unless the skill was specifically taught and assessed as part of the lesson, we cannot say the lesson cross-curricular (or integrated) Science and ELA. It seems really like a happy coincidence. 

So then, what do we mean by cross-curricular integration? A lesson, or unit that is:
  • Based on individual subjects, and their specific standards.
  • Developed by individual teachers, with excellent subject knowledge, working together to connect different subject matters in authentic and explicit ways.
  • Requires sustained collaboration between all participating content area teachers. Not only is pacing of content delivery necessary, but also the teachers involved need to have a relatively deep conceptual understanding of the different subjects being addressed. Going back to our previous example, the science teacher must know just how the "citing of textual evidence" looks like and is taught, while the ELA teacher must be able to explain photosynthesis using the same language as was used in the science classroom.
  • Provides opportunities for students to develop one end product that demonstrates mastery of the content in all the subjects that were considered as integrated. This means for example, that the essay assigned in Language Arts is assessed for craft and structure by said department, but for concept mastery in Science.
In short, cross-curricular integration requires work. This is not something we can do by simply "tweaking" and adding a couple of standards to the list. Let's provide the time for teachers to really develop cross-curricular units. Let's embrace PBL and provide students ways to demonstrate mastery in meaningful ways. The students will reap the benefits!

Saturday, February 6, 2016

App Smashing - Hstry and Thinglink and Tackk, Oh My!




App Smashing began well before the term was coined. You might remember way back, when you created your first website (or really any digital product), and you decided to try to embed a video and then asked yourself, "How can I add some questions for my students to answer?" Perhaps you gave them a paper worksheet, or if you were a bit more adventurous, you might have added the questions directly to your site. Now you had the "problem" of collecting papers, so maybe you embedded a Google form.

As new tools became available you found yourself adding them to your repertoire, and sharing them with your students. Before long, you had your students creating rich multimedia projects and portfolios that included all sorts of cool things, from word clouds to interactive images. You had in fact taught them how to App Smash and you did not even know it...


What is App Smashing?

App smashing as defined by Greg Kulowiec (@gregkulowiecon Twitter) is the process of using multiple apps in conjunction with one another to complete a final task or project.

Why App Smash?

Even with all the options available to us, there is rarely one tool that can do everything you need/want. App Smashing demands creative thinking, making the issue of not having the "perfect app" into a positive. It allows you and your students to take a topic as far as it can be taken, providing opportunities to create engaging learning products. Most importantly, App Smashing is plain fun.

Let me share with you an example. This is a Tackk + Thinglink + wizerme + edpuzzle  + lessonpaths + blendspace + Youtube, in which the students will end up responding to a Wix by using Hstry. I know, it is probably too much, but I wanted to show you just how far you can take things. 



App Smashing Rules

https://goo.gl/Gni2Bl



There are really no rules. It is really about choosing what you (or your students) consider the best tool for the job. App smashing is really about pushing yourself out of the ordinary, and teaching your students to use technology as a tool to increase their learning.








My Favorite App Smashing Tools in no particular order


Mrs. Garcia's Classroom Webtools, by mrsgarciaserrato


Are you ready to App Smash?


For more on App Smashing, particularly with students, visit K12tecnology

Saturday, December 19, 2015

Edmodo Spotlight - The Gem You Have Not Heard About


A long while ago, I talked about Edmodo -  an educational website that takes the ideas of a social network and refines them and makes them appropriate for a classroom. If you have not heard about it, I invite you to read about its benefits and how I use it in my classroom. (Edmodo at AdVENTURE). 

What you might not know is that they recently came up with the idea of Edmodo Spotlight, a place where teachers have come together to share, collect and discover resources. I know what you are thinking, "There are lots of sites where you can find lessons or ideas" or "I can find what I need on ____". While this is true, Spotlight is different in that it can become your one place not only for inspiration, but also the place to find that quick sub plan, or discover new tools. Teachers from all over the world are adding content daily, and if you are like me, you will always look for ways to "make that lesson better". Edmodo Spotlight can help you do just that!

Let me give you some examples. In the past month on Edmodo Spotlight I:

Would I have been able to do all of this without Edmodo Spotlight? Maybe, but Spotlight made it so much easier!

To access Edmodo Spotlight, simply log on to your Edmodo account, then click on the spotlight (top right), and click on "Check it out":




Thursday, November 26, 2015

Three ways to display student work

We all know the importance of displaying student work. Displaying student work send the message that the teachers and community values the work they do. It allows opportunities for students to learn from each other and make connections that they might have otherwise missed.

Unfortunately, not only do we have limited wall space, but the classrooms displays need to be taken down to make room for new work. All that hard work gets given back to the students and usually gets tossed out for recycling as soon as it gets home. 

You might think to take a picture of the display, but the pictures seldom not come out well enough for students to use them as reference. You might also be thinking about the impossibility of these classroom displays to show growth of a student or even whole class over time. This is where digital tools can come in handy.

These are my current favorites:


Thinglink

Shared with me by fellow Edmodo user Christi Collins, Thinglink is touted as the "leading platform for creating interactive images and videos for web, social, advertising, and educational channels." This user friendly digital tool provides students and teachers with the ability to turn any image into an interactive graphic. You can create multiple clickable spots within an image, and turn them into a multimedia launcher that can be used to include other images, video, audio or provide a link to any URL.





SpicyNodes

SpicyNodes is a mind mapping tool that provides "a way to visualize online information that mimics that way that people look for things in the real world. Bits of information — such as text, links, photos, and other media — are placed into "nodes," which are then linked together in an appealing interface that invites exploration." You can use spicy nodes to display student work not only for the sake of sharing, but also to provide opportunities to make connections between the different pieces of work that they created themselves.





HSTRY

Hstry is a web platform that allows students and teachers to create and explore interactive timelines. However, it really is so much more than a timeline. You can use it to create assignments and projects, the students can use it to create responses and draft portfolios. You can even use it as I did here to create an interactive display of student work. As with the two previous ones, the user can insert images, videos and text. If you use it for assignments, you can even include formative and summative assessments!





All of these were created with the same body of responses to a single assignment as a way to show you the possibilities of each webtool. 

Have you found other digital ways to display student work? Share them with us in the comments so we can all benefit.


Saturday, November 14, 2015

Teach students to "Take Over the World"



It all started as a bit of a classroom joke. As most days, students entered and at least one asked "So, what are we doing today?" My usual response up until then would be to direct them to the board where I, as many of us do, had already written down objectives and an agenda. However, on this particular day the question triggered a childhood memory. Was it the timber of that student's voice? Maybe. I just know that the theme song for Pinky and the Brain song popped in my head, which inspired me to state, "The same thing we do every day... Try to take over the world!" The student giggled, and took his seat. The next day, he asked again, and I said the same thing. By the third day, my agenda board morphed into a "Today's Plan to take over the World" board. This soon became our classroom mantra, and has often helped me frame the day's lesson as my "Plans" started to include:

  • What (are we learning)?
  • Why (are we learning it)?
  • How will I know if I am successful?
  • How can I apply this?

All of this was fine and good. The kids got a kick of asking every day, and smiled as I responded the same way every time.

Enter Nick into the classroom, one of those bright students that often push your pedagogy forward. As we repeated the same questioning about taking over the world, he raised his hand and asked that all important question, "Mrs. Garcia, exactly how are we supposed to take over the world?" Fortuitously, I had just read an article on Edutopia describing Costa and Kallik's Habits of Mind, and in that magical moment it came full circle. I was not able to identify all 16 habits of mind for Nick on that day, but I remembered enough to say "Well, you would need to persevere and think creatively. You cannot take over the world if you give up or if you do the same thing as others are doing, right? So, let's get started with our lesson for today." We went about our business that day, but by the next day, I had done more reading, printed out some art for my walls and even developed a slide deck identifying each of the habits.




I tabled my science lessons in favor of a lesson entitled "How to Take over the World". We went over each of the habits of mind, and I encouraged the students to not only discuss each one as they were presented, but also to find examples of the habits they were already practicing. We had conversations about practicing to get better at soccer and at playing a videogame, the difference between hearing and listening and how they apply knowledge to new situations, amongst others. The students were able to see that the habits of mind we were talking about could guide us in our ultimate goal "To Take Over the World".

The moment has since past, but we have constant reminders in our Plan Board, the posters I hung on the walls, and the slide deck (which I turned into a screensaver for our classroom devices). Since then, the habits of mind are ever present in the conversations between myself and the students, "I see that you checked your work a couple of times. You are on your way to take over the world.", and between the students themselves, "How are we going to take over the world if we do the same thing as everyone else!"

And that, my noble readers, is how I know my students are getting ready to take over the world. I invite you to joint the conversation by posting your questions or comments.