Showing posts with label engagement. Show all posts
Showing posts with label engagement. Show all posts

Saturday, January 13, 2018

Google Draw - the neglected sibling




Click here to go to tips.

For the last several years I have been using Google products for most of my authoring needs. However, my students and I seldom venture outside of the three products that appear when you click that red NEW button on our drives.

Although I also create Forms and have my students create Sites, we have all mostly turned a blind eye to Draw. In fact, up until a few months ago a search of the thousands of documents that I have in my Drive produced maybe 50 or so Draw documents, and those were mostly simple flowcharts or places to host images that I collected to add to Slides and Docs.

This all started changing after I took the "Making Infographics" course at KQED teach. The course itself walked me through the creation process, thinking like a designer, and provided me with many resources for images, icons, fonts and color palettes. From Pixlr to build graphics, to Pexels - a great source of CC0 high def images, to Piktochart - an easy to use infographic maker, the course gave me the tools to start creating.

Now, you may be thinking what does this have to do with Google Draw? Well, once I started on that creative path, I started exploring what I could bring to the classroom. Piktochart, like Canva and Smore (two other sources for creating visually appealing graphics), have two limitations to their use in the classroom - they require an account on the platform and they do not allow multiple editors, or if they do, it cannot be simultaneous. On both those fronts, Google Draw becomes the winner; yes you do need a Google account to use Draw, but most schools have that in place. Before I continue, I do have to give kudos to Canva for two great "side" resources they have - Font Combinations and Color Pallete that you can then use on Google Draw.

Anyway, once it became clear that I would be "limited" to using Draw for creating infographics, I set about figuring out how my students could make them "pretty". Thankfully, many educators and designers have shared their own tips and tricks freely:



 Clickable Google Draw Image

Once you familiarize yourself with the basics, the possibilities that open up are endless.Using Google Draw my students and I have created posters, mind maps and trading cards like the ones you see below.

     

Using the technique discussed in "Embedding a Google Drawing with Clickable Links", I've also used it to create clickable learning paths (below) and even display the ranking system for my gamified classroom, which you see at the top of this post.


Have you found other ways to use Google Draw? I'd love to hear about them.






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, May 31, 2017

Avoiding the Summer Slide - Teacher Edition

Parque 2 by Fotoblog Rare is licensed under CC BY 2.0

For many of us, the beginning of June marks the end of another school year. Almost everywhere you look at this time you find all sorts of activities and ideas about keeping students engaged in learning and "stopping or preventing the summer slide".

From the teacher perspective, summer means teaching summer school, taking those well-planned trips with family and friends or simply having the time to read a good book. However, it is also a great time to explore new ideas and engage in some self-directed professional development. You know, those things that you bookmarked for later and never got the chance to look at since you had to grade all those essays and lab reports. What can you do (for free or close to free) to avoid your teacher summer slide and come back in the fall refreshed with something new to try?

Things you can do in an hour (or less)

Twitter Chats: Every day, at almost every hour of the day, there is an education-related Twitter chat going on. All those hashtags you see in your colleague's Twitter feed mean that they are having conversations about something you may find interesting with people from all over the globe. This education chat calendar lets you know what is being talked about. Pick one (or more) and off you go. If you have never done a Twitter chat before, it may seem daunting, but it is really not. First off, if you are unsure about what to do, you can simply search for the hashtag and see what the participants are saying, without even having to tweet yourself! If you ar ready to participate, but are afraid to get lost, you can use things like TweetDeck (tool that helps you organize your tweets) or my favorite Participate Chat (tool that organized the chat in one place, adds the correct hashtag automatically and also lets you look over what was posted in previous chats). Here is more information on how to get started with Twitter chats.

Webinars: In a similar vein as Twitter chats, webinars are online meetings, but in this case, there is an official presenter or host. I think of these as old-school lectures. This does not mean that they are boring, but rather there is someone that will be talking most of the time, there is an official slide deck of some sort, and although there may be time for questions, the pace is less frantic than that of the Twitter chat. Most of them have the advantage of providing you with an "after the fact" link, so if you were not available at the specific time, or you have to step away to reapply sunscreen, you can still benefit from participating. My favorite webinar for education sites include EdWeb and ASCD, but there are many others. Sign up for a couple and you will start receiving e-mails with invitations.

Things you can do for dedicated chunks of time  

If you are interested in developing a new skill or trying out a new platform, there are two sites that I would like to share with you:

KQEDTeach: In his introductory blog post, Randy Depew explains it much better than I ever could. They offer free mini-courses aimed at growing educators' media literacy and bring those skills back to your classroom. I have taken several of their courses myself, and they are super easy to navigate and, because they are self-paced, you can advance at your leisure.

BadgeYourClassroom: Created by Christopher Tucker in Indiana, in this site you will find mini-challenges that will help you learn how to use a variety of platforms in your classroom. All you need to do is visit the site, select the tool you want to explore and watch a video that explains how to use the tool. Once you complete the tasks, and fill out the required form to "show what you know", Chris will award you a shiny badge.

For those want to delve more deeply in education technology (or have a bit more time), you may want to look into becoming a Google or Microsoft Certified Educator. Both of these companies have several pathways to choose from, with corresponding certifications.

Google for Education Training Center: Whether you want to obtain certification, or simply want to hone your technology integration skills, the Google training center will provide you with self-paced courses. Even though I had been using GaFE for years before I actually took the courses, I still found them incredibly valuable to hone my skills and remind me of things that my students needed explicit teaching on.

Microsoft Education Courses: Some of their offerings are product specific, but others are more pedagogy based, aimed at teaching you how to better integrate technology in your classroom. Their Digital Citizenship and 21st Century Learning Design proved invaluable additions to my own PD last summer, and I am looking forward to taking some more of their courses this summer.

Things you can do if you prefer face to face interactions

EdCamps: This will require a little bit more planning, simply because they happen on specific locations, dates and times. However, they are well worth the effort for a day of conversation with educators who are interested in collaboration and sharing ideas and best practices. The site will allow you to search for Edcamps that are happening in your area, and though there may not be one near you, it is the perfect excuse for a road trip.


So what are your plans? I would love to hear about any other ideas you may have to grow as an educator this summer.

Saturday, April 15, 2017

Chrome Extensions for Teachers

Although I have been in a 1:1 classroom for many years and my students have been exploring Chrome extensions for a while, it was not until my district disabled student access to Chrome extensions that they became an issue for me. Perhaps it was that little rebel in me that questioned that decision or simply a case of "you don't know what you got till it's gone". While I understood the need to get rid of the annoying bee in student devices, having to go to IT to enable a specific extension pushed me to find the ones that I believe are a must for every teacher and student.

So what exactly is a Chrome extension?

Chrome extensions are small programs that live inside your Chrome browser, allowing you to customize Chrome, adding features and functionality. Once you install them, they appear next to your address bar, and you access them by clicking on them, much like you would a bookmark. Watch this video to learn how to install them.



The cool thing about extensions is that once you have added them, they are "attached" to your Chrome browser, so it does not matter which device you are using, as long as you are logged in to your Chrome browser, they are there for you to use.

There are thousands of extensions, and a simple search of education related extensions in the Chrome Webstore is bound to be overwhelming, so which ones are the ones that I chose for my students?

Chrome Extensions You Should Know About


Share to Classroom : Allows both teachers and students to push web pages directly to Google Classroom. Everybody goes to the right page without the need to type or copy/paste long URLs.



Mercury Reader: You found the perfect article to share with your students, but it is riddled with ads and distractions. With one click, this extension removes all that noise leaving only the text and images and helping your students focus on the content. You can even print the uncluttered article.


Read&Write for Google Chrome: By far the accessibility tool. With dual color highlighting, this extension will read any article, web page or document to your struggling readers. Premium functionality, as explained by Teacher's Tech, is available for free to teachers.


Scrible Toolbar: My absolute favorite collaborative tool for reading online. Scrible will allow you and/or your students to annotate any web page together! Once the permalink is created and shared among collaborators, Scrible will not only keep all notes and allow you to sort them, but also will notify you when you are on a web page you previously annotated.

Grammarly: Your students are ready to respond to a prompt, but they have been raised in a world with spell checker and although they know better, they don't always revise. Grammarly will identify misused homophones, subject-verb agreement and other common grammar and spelling mistakes. It can get annoying at times, but much better than the alternative.

Screencastify: If a picture is worth a thousand words, a video is priceless. Screencastify allows you to quickly record, edit, annotate, store, and share video screen captures. Create a mini-lesson or have your students record their thinking as they work out a problem. The mini-videos are instantly stored in your Google drive for easy access and sharing.



Install and Remove Chrome Extensions




More Extensions, please...

For more Chrome extensions for education, I invite you to visit ShakeUpLearning's searchable database. And if you use one that is a must in your classroom, let me know!

Saturday, December 31, 2016

We don't need badges, or do we?



When I started my gamification journey, one of the sore spots, if you will, was the awarding of badges. On the one hand, I agree with the ideas in Daniel Pink's Drive and the overjustification effect, and which translates into "Badges ruining intrinsic motivation to learn". On the other hand, I have a gamer son, who keeps going back to specific games in his collection simply because he wants to get that elusive gold badge just so he can show it off in his profile. So which is it?

As I continued to ponder the answer to this question, I participated in a couple of workshops and PD that offered badges that could be "added to my profile". I was surprised by my own drive to complete the activities, not really for the sake of learning, but because I wanted to show off the badges I had. Badges were giving me a sense of accomplishment and encouraged me to persevere, even when I got bored! If badges were doing this for me, why was I being so reluctant to add them to my classroom?

I began exploring different ways that other educators have used badges and came up with two reasons that if addressed would make me re-think the whole badging issue.

First, if I were to include badges, I had to make sure that the badges represented real achievement. One of my concerns with badging is that it can simply become a sticker chart. The idea that everyone gets a badge simply for showing up or participating in an activity takes away the value of the badges. Let's face it if the students know that they will get a badge simply for filling in boxes in an assignment, will they put any effort into making sure that their answers are correct? Probably not. However, if they know that they will only get the badge if they get a high enough score, then they may feel that the badge has some value attached to it. Even better, let's say that they did not get a high score in the badge assignment(s) the first time around. Will knowing that they can re-work the assignment giving them more than one opportunity to earn the badge, motivate them to keep at it, even if they think it is boring or not worth their time? I think it will.

Now, if this is the case, then I knew that I needed to be able to make my own badges. There are several online tools that allow us to do that. ClassbadgesCredly and OpenBadges come to mind. However, I prefer to fully create my own simply using GoogleDraw and clearly explained here by Alice Keeler.

Second, the whole idea of badges for me is that they must be public. Students will want to know, not only if they have the badge, but also who else in the classroom has it. That gamer sense of competition and being able to showcase achievement adds value to the badge. The tools mentioned before for creating the badges, also allow students to log in and view their badges. Now this would require students to create an account and/or log in with accounts that the teacher creates. That, for me, was a no go, and although I toyed with the idea of creating my own system using GoogleSheets, I decided against it (simply due to time constraints), when I came across Flippity.net's Badge Tracker. With a few tweaks, this tool allowed me to import the data of my existing leaderboard, use my own badges and embed it in my webpage for public viewing. All around win!

For now, I have decided on three types of badges:

Leveled Badges: These symbolize achievement in on-going assignments. Students will earn these badges by scoring well on their weekly writings and reading assignments.

Project Badges: These badges represent the skills and knowledge gained in a specific unit of study within the scope of science and engineering curriculum. 

Commitment Badges: These are badges awarded for achievement outside the leveled and project badges. What I envision here is, for example, a "Digital Citizenship" badge or a "Creative Commons" badge. 

So, what do you think about adding badges to your gamified classroom? I would love to hear your ideas.

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.

Friday, July 15, 2016

Pokemon Go in the classroom?


As I look around my neighborhood today, I cannot help but notice the bands of kids and teenagers walking around looking at their phones. Yes, Pokemon Go has hit my otherwise quiet street, and I immediately start thinking to a couple of weeks from now, when we get back to the classroom... I know the kids will come back from a summer of hunting Pokemon. I know they will be itching to talk about this or that amazing find. So, how can I harness that enthusiasm? What can I do to transform this "distraction" into some meaningful learning activities? Am I crazy for even thinking about it? Here goes:

Pokemon Go Math:


Pokemon caught are transferred into what is called a Pokedex. Clicking on the Pokedex, you can access data for individual Pokemons, including weight and height (in metric, Yay!) Students could use this information to determine things like, "If you were building a Pokemon dwelling, how many Squirtles would fit in an 64 square meter area?", the area needed to house all the Pokemon in their Pokedex, the height:weight ratio of unevolved to evolved Pokemon, or the ratio of "seen" vs. "capture" - does it vary by type or location? . You can even go as far as having students try to determine whether there is a proportional relationship between type of Pokemon and size.

The game also keeps records of all events in the Journal. The data gathered there could be used to figure out average Pidgey appearances for particular locations or times, or average out the number of Pokeballs given at Pokestops. Taking it one step further, they could also graph their Gym results, which has the added benefit (to the students) of helping them create the "best" team.


Pokemon Go Language Arts:


The game has the interesting feature of allowing users to take augmented reality pictures of "wild" Pokemon and placing them in the scene the camera is facing. Students can use these pictures to develop stories. Prompts could include things like "A day in the life of ...", or "When ____ took over the ____".


Pokemon Go Science: 


As part of a unit on biomes, students could use their knowledge of Pokemon types to develop habitats for specific types. This could also lead to lively discussions about why some Pokemons are more common in different places. What characteristics are shared by Ice Pokemon and the animals that inhabit the Tundra?

A study on the mechanisms of evolution could be followed by having students create scenarios that led to the traits observed in their favorite Pokemon.

On a more ambitious vein, you could have students develop a complete Pokemon utopic city, powered by electric Pokemon!

Pokemon Go Social Studies:


Many Pokestops and Gyms tend to be in historical landmarks.  Students could use these places as a basis for further research into the landmarks, or create virtual fieldtrips and advertisements encouraging others learn about those landmarks and/or visit them in pursuit of "Catching them All".


Any other ideas? I would love to hear all about them.

Wednesday, July 6, 2016

Chopped - An activity for the first days of school




















The first day of school offers up many opportunities for us to define what our student's experience will be like for the remainder of the school year. Many of us spend this wonderful day asking students what name they prefer we use, going over classroom rules and expectations, passing out green sheets and having students look at our carefully crafted syllabus. The adventurous among us might even create a classroom quest to get students familiarized with the layout and having students look for different items, creating a classroom constitution or perhaps playing a round of "Find someone who...". These are all cool, and I guess important, but your students are either "listening" to you drone on, or participating half-heartedly. This year, I invite you to forego these tried and true activities for something more exciting, a Chopped design challenge.

Before the first day of school, prepare identical "baskets" of 3-5 mystery materials. These can include empty water bottles, paper towel tubes, cereal boxes, baggies of pom poms or beads, trinkets from the dollar store, etc. The more the mystery materials "don't go together", the better. You will need one mystery basket for each group of 3-4 students.

On the first day, assign  groups of 3-4 students randomly (using a count-off method or whatever you prefer), and distribute the mystery baskets. Then, in your best Ted Allen voice state:
"Welcome to Chopped. Your challenge - create a useful product from the mystery items hidden in each basket before time runs out. Every one of your mystery items must be used in some way. Also available to you, our maker items. When the bell rings (we have 10 minute bells), you will place your item in the judging table and clean up your space. During our next session you will present your product. Our distinguished judges will critique your work on usefulness and creativity. If your product doesn't cut it, you will lose the privilege of ____ for the remainder of the week ."
The maker items are any materials you have in the classroom. This may include glue, different types of paper and tape, cardboard, foam, etc. The privilege lost can be something like getting to choose seats or listening to music.

The student work time on this first day gives you the perfect opportunity to walk around learning student's names, conduct brief interviews and observing the class' dynamics.

On the second day, I provide students with a rubric to evaluate the products, and have each team present their product. Presentations on the second day allow students to introduce themselves to the class, and set the tone for peer evaluations which they will use for the remainder of the year. They also give you an insight into the students' personalities helping you create teams for future assignments.

As a follow up, you can hold a class discussion (or individual written reflection) centered around questions such as:

  • What worked well/did not work in your group?
  • How were decisions made in your group?
  • How did you organize yourselves?
  • What did you learn about yourself/your team members/your classmates during this activity?
  • If we were to do this again, what would you do the same/differently? Why?


What do you think? Isn't this a much more fun and engaging start of the school year?

Tuesday, June 28, 2016

Beyond the Leaderboard: Self-ranking charts




A couple of days ago, I talked about creating a multiple-class, self-ranking leaderboard. My students love the idea of being able to see where they rank, and compare themselves to one another, creating this competitive gaming environment that often leads them to perform and to keep working, simply to "outrank" one another. As I was updating my class website to include this new board, I started thinking about how to use the leaderboard as more than just a ranking system for the XP. Could I use it to inform students about how they are doing in different categories? Could I show the data in some way that would maintain the integrity of the leaderboard, but focus students' attention on opportunities for improvement as well? And almost as important, is there an easy way to do it; one that would not require much more than inputting values as the students grow? The answer turned out to be YES on all accounts.

Before I show you how, let me share the end products:

"I Need To Do More" chart



This first interactive chart, displays the totals for each XP category. As the year progresses, students can see how much each of the categories has impacted their XP totals. On their own, or with some help, they can decide to go back to assignments they may have missed or where they scored low XP and re-do/re-submit in order to up their total XP for that category. In my case, it could show an Aha moment akin to, "I have not done many of my blogs, if I do them now I can gain all those XP I missed".

"I Need To Do Better" chart



In this other format, the same data is displayed by average XP obtained in each category. When students see the data organized this way, they can quickly see areas where they can focus their efforts, to increase their standings.

The beauty of both of these charts is that they use the same Pivot Table I created for the self-ranking leaderboard, so not only do they update as soon as I input new values, they are also tied to the original ranking. The student order within the chart updates as well as they move up or down on the leaderboard, making it a "one-stop" responsive system that does not create more work for me to maintain or update.

The following video explains how to create the charts, and I am also sharing a template that you can use to draft your own.



Let the games begin!

Monday, June 27, 2016

Appsmash to Gamify - From Leaderboards to Quests


Although many of us agree that gamifying your classroom can provide benefits in terms of engagement and relevance for the students. Many of the teachers I have talked to have this idea that gamification is too hard, or that you can only do it by purchasing an app or some other tool, which may or may not limit what you can do. However, this is simply not true. With the myriad of free tools at our disposal and a little creativity, you can create your own gamified world for little to no money. Gamification is about creating a game-like experience, not about creating an actual game.

Before we go any further, take a peek at my "Island of AdVENTURE", where our ultimate goal is to take over the world. That is the simple storyline for my classroom. The benefit of such a broad and vague topic is that it will never be "done", and gaming elements can easily be added as they are needed. I talked about the decision to adopt a single storyline for all my classes in a previous post. If interested, you can visit Gamification Year 2 - The quest continues.

So, what was needed to create the Islands of AdVENTURE experience?

Game Website:  

If you have been here before, you know that my go to place for this is WIX, because it allows for ultimate flexibility in item placing, allowing you to embed practically anything you may wish to add. WIX is free to use, and gives you one place to create as many web sites and subpages within a site  as you need. On the game website itself, I like to add links to my blog, class calendar, and all of our classroom policies, procedures and even the green sheet. This gives the students a central place to go for everything related to the gamified classroom, and completely eliminates any "but I didn't know..." moments. These different documents are added as tabs, or in the case of the classroom management stuff, an interactive Thinglink image that gives access to all documents with a simple click.

Maps: 

This is the only item in my gamification arsenal that I paid for: Profantasy Campaign Cartographer. I could have used art from other sources and/or even used maps from Google Mapmaker, but creating my own allowed me utmost flexibility to include what I wanted, down to shaping the islands to represent grade levels, and creating distinct homes for each class.

This was also where I began to Appsmash. The islands on the game website are linked to the grade level houses and leaderboard using "invisible" shapes that act as buttons. The quests inside the houses are linked using interactive Thinglink images. The reasoning for this is simple. I wanted the students to be able to quickly and easily identify the quests they have, without cluttering the images with a lot of text or buttons. By hovering over each icon, students can quickly access the quests they are undertaking without any instructions from me regarding the icon that was used to represent a specific assignment.

XP and Leaderboards:

In my class, students gain experience points (XP) by blogging consistently and by completing the different projects they work on. Whatever you choose for XP, I recommend that you do not tie it to behavior, but rather mastery of skills or concepts. Just like in games and real life, XP does not "go down". Once you gain experience, you never get experience taken away. 

To create the leaderboard(s), I use Google sheets. I previously shared how to create one for a single class. This year, I am adding a leaderboard that functions much the same way, but since I am working with a single storyline, I needed to create one that could rank all my students from different classes and give us a way to compare classes. The following video will show you how.



Quests:

In my project based learning (PBL) environment we have two types of quests. The PBL Quests that culminate in a Boss Battle (i.e. the project product itself) and Mastery Quests. The PBL Quests are created using WIX for the bigger projects or Tackk for smaller assignments. Both allow embedding and manipulation of the color schemes, backgrounds, etc. giving you the opportunity to create a different aesthetic feel for each quest. The PBL Quests are embedded into the class game site and linked through Thinglink.

The Mastery Quests are the worksheets (level 1), quizzes (level 2) and tests (level 3) I use with students.  This simple renaming and leveling of the different types of work, tells the students how they need to prepare, and gets them excited about completing them. Don't you agree that it is much cooler to complete a Mastery Quest Level 3 than to take a test?

To create the first two types of Mastery Quests, I use the capabilities of Wizer.me. Mastery Quests Level 1 usually have links, videos and/or simulations embedded (example) and Level 2 may still have some supports (example). For Level 3, you can still use Wizer.me if you wish to give access to articles or graphs that the students must analyze. For a more "traditional" level 3 Mastery Quest, however, I use Google forms.



I usually do not embed the Mastery Quests in the game website itself, but rather give access to them by posting the individual URLs for the different assignments on our Edmodo stream. Of course, they can be shared in Google classroom or whatever other way you currently have to distribute online work.

Class Currency:

The behavior rewards, if you would like to have them, can be handled in several ways. In the interest of Appsmashing, you could use Class Dojo, and have it embedded into your WIX page. However, that has never really worked for me. I find it cumbersome to walk around with a device and scrolling when I want to assign behavior points. For this I go old-school, and use my school's paper based currency (Patriot Bucks), giving them out as needed. Since they are physical objects, I do not have to create a way to manage them. The "store" is created again using a Thinglink  embedded into the WIX class game page so that students can simply hover over the different items, and check "prices". 

What do you think? Have you tried gamification in your class? Please share your experiences.

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.

Wednesday, May 18, 2016

Student AppSmash - A PBL success story



Many of you may have experienced that gut wrenching moment where, before the students have even begun to understand what the PBL experience they are in entails, they have already opened Google slides. The blank stares I get when I dare ask, "Are you sure that a slide deck is the best way to go?", tell me that they are much more product driven than I hope, and that most have been exposed to the "wrong" answer shown in the image above. Presentation equals slides! This is what has driven me to make sure that my driving questions are as vague as possible, at least with respect to the type of product the students create, which brings me to the real reason behind today's post.

A couple of weeks ago, my students began their exploration in our Interdependence of Organisms unit, which culminated in the students "Convincing the general public to care about an endangered species, and developing a realistic plan to bring it back from the brink of extinction".  As always my students launched into "presentation" mode, which was when I officially stated that I was incredibly tired of sitting through slides, so anyone "caught" even thinking about creating a slide deck without a storyboard would lose their tech. I then added that I expected to be entertained, because "no one cares about what is being presented if they are bored, so if the goal was to convince people to care, boring them to tears with slides was definitely not the way to go". What followed was a flurry of student engagement that culminated in one of my favorite student app-smashes of all time - the AyeAye Need You website

http://goo.gl/Z5LVrb



The Aye Aye Need you WIX website includes a student produced screencast-o-matic video, two Thinglinks (one of them used simply as a presentation aid), a HSTRY timeline and a Piktochart infographic.

I unfortunately did not think to record the students' presentation of their work, but their recovery plan included comments like:

- The US and Madagascar are not "besties", so they will need to put aside their differences and work together to restore the forest.

-  Why do we need charcoal? That just pollutes the air. What we need is more Aye-Aye's!



Did the student's achieve the goal of raising awareness, driving action and starting conversations to save the lowly Aye Aye? Yes.
Did they use technology to do it? Yes.
Did they "make a Google slide deck"? Most certainly not.

Now, on to the next step in this PBL evolution - guiding students to develop empathy for the user of a product before even thinking about what the product is/should look like/do.


Thursday, April 28, 2016

PBL - Project Management Made Easier with Trello



A while back I posted some ideas on how to keep the students on track during a PBL run (PBL - Avoiding the pitfalls of "Doing Research"). I've been working with several iterations of the Project Timetable, Daily Project Work Report and Project Management Sheet with some success, but my students and I still struggle with some of the finer points of PBL management in the classroom.

You see, some of my students hear project and immediately jump up to get scissors and glue, while others get a computer and open Google slides. Often I find myself saying, "You don't even know what the project is about and you are already thinking about the final product?" So the question continues, "How can I help students visualize the steps needed to successfully complete a project run without micro-managing?", and more importantly, "How can I see where everyone is at any given time?" I think I may have found the answer in Trello.

Trello is a free project management tool. The interface is simple. You create a board, which is really a list of lists, filled with cards. The cards can include pictures, attachments, checklists, labels and due dates. These cards can be moved around and edited all members of a board. Basically anything that you would need to know about a project run can be added to the board.

Here is how I am using it for my PBL runs:

  1. I create an assignment board master and make it public. The master includes the assignment, specific links I want to share, expected due dates, etc. 
  2. The "press secretary" from each team creates a copy my board master, and shares it with his/her teammates and myself.
  3. As students work on the project run, they update the board, moving the cards from "To do" to "Doing" to "Done", and add the evidence of their work. They can add links, pictures, documents, you name it!
  4. Things in the  "Done" list can be opened  by me to provide feedback. I can  even move things back to the "Doing" for revision. The board is updated in real time, so any time anything happens the students have the "latest" information.



Trello does not have to be only for PBL. Read what Melanie Pinola has to say about Trello. And no, I am not affiliated with Trello in any way. It simply has allowed me and my students to become better at this PBL business.

Sunday, April 10, 2016

The End is Nigh


The end of the school year is upon us. Students are dreaming about that long summer vacation. Behaviour issues are on the rise. You are asking yourself, what can I do to keep students engaged? How can I recap what was learned and end my school year strong?

Below are some of the assignments that I use:




I would love to add to these. What are some of the things you do to keep your students learning until the last day?