Showing posts with label motivation. Show all posts
Showing posts with label motivation. 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, 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, 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!

Sunday, June 5, 2016

Simulations and the Gamified Classroom

The use of simulations in the classroom is a long-standing tradition. How else could we provide students with high end experiential learning, when our students seldom have access to anything other than basic scientific equipment, and in many cases not even that? If we want want our students to learn how to gather data, analyze it and come up with solutions grounded on evidence we need to provide them with the necessary tools, going beyond the simple inquiry that can be accomplished with household tools.

In the gamified science classroom, tech-based simulations are a handy tool to help us engage students in deep learning. Students can use simulations to develop and use models to predict outcomes. They provide them with data that is directly applicable and transferable to the gamified (and often real-life) scenarios that they are working in. Often, they have the advantage of already looking like a game, making it easy to assign them as part of your gamified experience.

The simulations best suited for a gamified classroom are interactive, animated, provide dynamic feedback, and allow for productive exploration. But, where do you find them?

PhET

PhET, created and maintained by the University of Colorado, Boulder, has hundreds of NGSS aligned simulations, complete with teaching resources. They have been working hard at converting all their sims to HTML, allowing access on any device. Not only that, they are constantly adding new sims.
PhET by NGSS for Middle School
PhET by NGSS for High School



Spongelab

Already completely gamified for you, Spongelab has  thousands of pieces of content that can be searched, organized and annotated. Take a look,  at their Energy Literacy collection as an example of how to integrate SpongeLab in your gamified classroom.




Glencoe Virtual Labs

VIRTUAL LABS offered by the Glencoe textbook company. These labs give the students the adventure of laboratory experimentation without costly supplies, worrisome environmental and safety issues, or time-consuming clean up. They are from all different areas of science: Biology, Physics, Genetics, Earth Science, Physical Science, and Chemistry.


Go-Lab is a EU-based site that allows science teachers access to online labs and inquiry learning applications. The students receive the opportunity to perform personalized scientific experiments with online labs with access to virtual labs, remote labs and data sets. 
Setting up is a little time consuming, but they have a very well done tutorial.


Gizmos

Gizmos is the only paid service on this list. This service provides hundreds of Science (and Math) simulations, aligned to NGSS and searchable by topic, grade level and/or standard. Gizmos allow for manipulation of variables and include graphing tools that help students compare the results of their experiments, creating opportunities to apply the concepts to a variety of scenarios,


Let's take advantage of our students tech skills and allow them to use simulated tools and experiments. Go ahead and incorporate simulations in your gamified classroom. Your students will thank you for the opportunity to use technology, work in groups using sims as a substitute for real-life experiences and develop the skills needed to excel in the 21-century. 

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.


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?

Saturday, April 9, 2016

StunConference - A Student Led Unconference



If you are an educator you have probably have heard of un-conferences. Maybe you have even attended a couple. You might have even toyed with the idea of doing one with students, especially if you are a project based teacher. After all, they kind of feel a little like the "need to know" discussions you have after your entry event.

However, the logistics  seem daunting. Where are you going to hold it? How are you going to keep students on track? Do you really have the time? What if the students do not buy into it? What if a session creator gets no participants? These are the questions that good friends and masterful educators Samantha McMillan and Melissa Garcia had a couple of months ago when they decided to "Just do it". Today, I was in Samantha's class and witnessed what I had thought impossible: A 6th grade student led un-conference.

So, what did it look like? Engagement and deep conversation centered around "Imagine the Future". All students were:
- Participating
- On task
- Holding each other accountable
- Learning from each other
It was a teacher's dream.

Now for the tricky part. How do you achieve this?

Your break-out sessions do not need to be separated by walls. Student led un-conferences can be done in a regular classroom. You just need to have students sit together. It will get loud, but not much louder than in any group activity.

Decide on an un-topic conference appropriate for the students. It should be broad enough and interesting to the students. Start with a topic that inspires conversation: Imagine the Future (today's topic), College, Immigration, Equality. You know, the small stuff.
 
Provide students with some time (whether in class or out) to come up with break-out session ideas. Have the "Session Wall" posted for a couple of days at least. It does not have to be fancy, some butcher paper and post-its will do. Make sure you emphasize that not all students need to create a session. Have them read the session wall before adding topics. Remind them that if they want to lead a session that is already posted they can simply participate.

Prepare the students. Explain the structure. Go over the norms. Emphasize collaboration. Here is the website Samantha used with her students for today's topic: StunConferenceAdVENTURE (Be aware that some of her links are specific to her class, so they will not work for you).
With her permission, I have tweaked it into a generic one that you can use in your class, with specific ties to PBL - to make your own copy of the documents open them in Google drive and click File>make a copy. 


The day of the un-conference, take a deep breath and step back. Visit the different break-out sessions as a participant. Above all, avoid taking over. Trust your students and see them soar.


If you are wondering about the electronics, that is where their note-taking documents are.
I invite you to try it out. You will not be disappointed. If you do, tweet it out using #StunConference. 

Tuesday, July 28, 2015

First week of school - What to do?


For many of us the first day of school is right around the corner. Many of you have been busy preparing for that "magical" day. You have your syllabus, you organized your classroom, you may have even written new lesson plans or tweaked some of your old ones. If you are like me, you are ready to start teaching your content. Let's not waste any time.

Although I would love to be able to start day one handing out green-sheets and getting right into the content, I know that my students need a couple of days to get settled into the classroom routines. They also need to get to know me and each other, as much as I need to get to know them. But, what to do? A quick Google search of "first day of school activities" brings out tons of different options.

Here are some of my favorites:

The Party 

or "Teaching students to recognize individual strengths of group members."

As the class enters they find small paper plates (cheap, unlaminated cake plates work best) on their desks. Once students are settled, set the scenario by stating ""You've all been invited to a party. It's like pot-luck, but instead of bringing food to share, you're bringing yourself and the strengths you believe you contribute to the class. For example, you may be a great with computers, a creative thinker, very organized, or able to keep others on task. On one of the paper plates, write down the strengths or talents that you bring to the party. After you have written your strengths, you may also decorate the plate, but do not write your name on it." I give students about 15 minutes to complete this. I also make my own!

Once they are done, collect all plates in the center of the room, and designate one person to pick up the first plate from the stack. That person reads what was written, and asks the author to stand up, share a little more, and then write his/her name on the plate and stick it/tape it on the wall. This person becomes the next to pick up a plate from the pile. We continue until all plates are up on the wall.

If time allows or the next day, we have a discussion about the activity, asking questions such as:
  • How can what you've learned from others be used to allow us to work in class?
  • How can you make the most of the strengths and talents of the class and still allow everyone a chance to try new things or use new talents?
  • Is the class missing any strengths? What are they and how can you build them? What if you can't? How can you overcome not having certain strengths or prevent the lack of them from becoming a class weakness?
The decorated plates from each of my classes not only make a cute Back to School mural, but also  become a reminder of everyone's strengths and can be used to guide students when trying to determine who is the best person for a team task.

Snowflakes 

or "The importance of clear communication and active listening in order to accurately express ideas and instructions or to receive messages from others."

Each student receives one piece of 8x11 paper, this may be white or colored. I tell the students to follow the directions they are about to be given, without asking any questions or looking at their neighbors for "correctness". Each student is working individually. I proceed by giving the following directions quickly, without demonstrating or clarifying in any way.
  1. Fold the paper in half and tear off a top corner. 
  2. Fold it in half again and tear off the top corner. 
  3. Fold it in half again and tear off the left corner. 
  4. Rotate the paper to the right three times and tear off the bottom corner. 
  5. Fold it in half again and tear off the middle piece.
I tell the students to unfold their papers and compare their snowflakes with those around them. Of course they find that most of their creations do not match each other. I follow up this activity with a class discussion asking questions such as:
  • Why is it that even though everyone received the same directions, not everyone's snowflake looks the same?
  • What would have changed if you could have asked questions? Why would asking clarifying questions in class be important?
  • Have you ever told someone one thing only to have the person hear and do something different? What happened, and how did you deal with it?
  • If you are the leader of a group, what steps can you take to make sure that others clearly understand what you're trying to tell them?
  • How can you improve your communication skills when it becomes obvious that others are seeing things differently than you intended?

 

Post-it Towers

or "Teamwork is a strategy to solve problems."

I divide the class into groups of four and hand out 15 Post-its to each group. I tell students, "Your team must build the tallest Post-it note tower. Your tower must stand alone (no leaning your structure against anything). No glue, tape, string, staples or any binding material that is not the sticky part of the post-it. You have 15 minutes." At the end of the 15 minutes, I ask students to measure their towers, compare the different structures and declare a "winner". 
I follow up this activity with a discussion centered around questions like:
  • Did you have a plan before you started building?
  • What were the skills that helped you or would have been helpful to succeed in this activity?
  • How effectively did your team communicate ideas during the activity?
  • If you could do it over again, what would you change/keep the same?
  • What are some important teamwork agreements we can implement the next time we do an activity?
During the discussion, I write down the "Teamwork Agreements" on chart paper, and finish off by having student sign their names. The Teamwork Agreements stay up as a reminder to students of how we have agreed to work together in the classroom.

What about you? What do you do that first week of school?



Saturday, June 27, 2015

Gamifying the NGSS

The NGSS standards are asking students to apply science and engineering practices in order to understand how cross cutting concepts play out disciplinary core ideas. The three dimensions of the NGSS require much more than a simple addition to an inquiry lesson. The student who is not able to make connections across the content and apply his/her understanding to one DCI concept to solve a problem or answer a question in a different context or DCI has not mastered an NGSS standard.

As I considered different ways to modify my instruction in order to provide students with maximum exposure to the science and engineering practices (S&EP), as well as the crosscutting concepts (CCC), I read Leigh Roehm's lesson "pHun with Phenolphthalein" at the BetterLesson website*. In it she masterfully exemplifies just how to incorporate the crosscutting concepts into what she calls the Ladder of Discourse. Through the use of the strategy, she transfers the responsibility for the crosscutting concepts from the teacher to the students! This got me thinking about doing something similar with the S&EPs, which finally led me to the idea of gamifying the three dimensions of the NGSS.

Before I explain, I invite you to visit any of the grade-level sites I created for this. If you check out the How to Play in any of them, you will perhaps get the idea of just what I mean about how the NGSS are tied into the game.



Disciplinary Core Ideas

The DCIs are present in the training rooms. These are the concepts I cover, mostly using PBL which already gives a lot of opportunities for choice, and do not provide XP or gold coins. The main reason I have for this is that in my previous attempts at gamification, including them in the leaderboards becomes a grading nightmare (see Gamified Classroom - A Year in Review). However, as the year progresses I will be granting access to PowerMyLearning and MySciLife activities that will allow the students to gain XP and gold coins through choices in this area.

Science and Engineering Practices = XP

These are gamified, providing students the opportunity to gain XP and level up by writing weekly blogs. I first introduced my students to the idea of obtaining XP for weekly writing two years ago (see Gamification, starting really small). The structure of the posts has changed over the years, and in this iteration I am asking the students to engage with a specific character, depending on the game, and provide evidence that they have  acquired experience in the S&EPs. To gamify the S&EPs meant that students needed a structure that would allow them to make each of the practices visible in their writing. In order to create the structure I used Rodger W. Bybee's article "Scientific and Engineering Practices in K–12 Classrooms", transforming each of the practices into student-friendly statements that they can choose to write about.  It also meant that they needed a purpose to push themselves in the critical thinking required by the assignment. This is where the leveling up comes in as higher levels of XP mean privileges, such as being able to use their phones or listen to music in class.

Crosscutting Concepts = Gold Coins

In thinking about what I want students to get through the gamified experiences I was creating, it made sense that the crosscutting concepts became the boss battles. Being able to identify and explain big underlying ideas that span different content areas is what the crosscutting are about, and as such require a rather deep understanding of the content. It also means that students need to be able to revisit them over and over as their understanding grows. The irony is that these were by far the easiest to gamify. I created the Boss Battles by  transforming the K-8 statements from the NSTA's Matrix of Crosscutting Concepts, and added the Ladder of Discourse I mentioned earlier to further help the students draft their "battle". At the moment, the battle arenas are set up in blogger, providing students a dedicated space to engage in them. However, this might change as my goal is to have the students keep the same arenas for the four years that they have with me, so the page structure I propose might become too cumbersome. I am even toying with the idea of having actual "boss battle" days in the form of classroom debates - but that is a post for another day.

At this point you may be asking why I decided to award gold coins instead of XP for engaging with the crosscutting concepts. This really comes down to motivation and the difficulty I am expecting some of my students to have with this shift, especially in the lower grades. Not every student will make a big connection every week. However making that connection and being able to explain it can, over time, earn the students big rewards. 

So, what do you think? Let the conversation about gamifying the NGSS begin.

Saturday, February 28, 2015

Student Exhibitions, an Integral Part of Project Based Learning



Student exhibitions are not the traditional open house you might have experienced, where the teacher selects some material to show to parents, and breathes a big sigh of relief when "cookie cutter" projects finally make it home. In the project based model we use at AdVENTURE, exhibitions have the students front and center as they present work, chosen by them. The students are doing most of the talking and are actively explaining their work. 

Student exhibitions are about celebrating hard work. They give students an authentic audience to present their work, and showcase their learning. The final product often takes a secondary role as the emphasis is put on the journey the student took to get there. The celebratory nature of the event gives students an opportunity to engage in deep conversations with community members, and take on the risk of becoming a "teacher of adults".

Exhibitions promote deep learning of the content. The projects being presented are the end result of an extended, in-depth period of learning, and require that students demonstrate mastery of the content and standards. Students show that deep explorations in learning can have many different paths, and provide students with new questions to guide their inquiry.

Exhibitions are also about accountability. Community members get to see first hand what the students are learning. This goes beyond rigorous academic content, and includes 21st-century skills. During the event, students get to demonstrate how they have grown in leadership, responsibility and innovation, as well as practice communication skills authentically.

Student exhibitions provide a sense unity of within our community. Although our PBL is not static, and new essential questions lead our students down different paths, the content remains. Our older students are given an opportunity to reminisce about favorite projects, and often take on the role of mentors for the younger students, giving knowledgeable and caring feedback. On the other hand, the younger students get to see what older students have done, and on occasion, even begin to plan for what they now know they will work on in the upper grades.

Finally, student exhibitions increase student engagement. Students take ownership of their work because they know their work will have an audience beyond their teachers and classmates. Although at times, students have been known to say "Another exhibition night? We've had like five...", you just need to see the pride on their faces during the actual event to know that our exhibitions are here to stay.

What do you think? Leave your comments and let's start a conversation.


Friday, June 13, 2014

Beyond "I really liked this project"




Another school year has ended, and as I sit down to ponder what went well and what I would like to change, I once again am stumped by what I can do to improve reflection in my students.  Paolo Freire, in his book Pedagogy of the Oppressed, states that reflection is an essential part of learning and of becoming an agent of change in the world:
"Within the word we find two dimensions, reflection and action, in such radical interaction that if one is sacrificed -- even in part -- the other immediately suffers . . ."

If I am to promote changes in my students' thinking and growth, I need to improve their ability to reflect. So, last summer I read everything I could on the subject and promptly set about attempting to create a classroom where reflection was a big part of our daily and weekly activities, as well as a final requirement for our projects. I made a cutesy chart that was prominently displayed and used.


I made weekly reflective blog posts a requirement, and at the end of every project assigned a reflection, which was graded on a rubric.

My prompt for the reflections went something along the lines of:
"Describe what you learned in completing the assignment, identify what went well and detail what you will improve on for next time."
Most of my students did well with just this; however, even as I tried time and time again to give pointed feedback on the reflections, about 20% of my students seldom went beyond:
"I really liked this project/assignment because I got to work with my friends..."
"Next time, I will stay on task more and not get distracted."

What to do, what to do...

Recently, I came across Edutopia's 40 reflective questions, and I particularly liked how they separated them into categories (Backward-looking, Inward-looking, Outward-looking, Forward-looking). I think that by naming them, the respondent gets into a different mindset as he/she prepares to answer.

As I move forward, I will be modifying them a little bit  to address not only the end products, but the weekly work. I will also ask students to "ACE" their answers, citing examples and non examples, as well as expanding with a "what it looks like or sounds like". Of course, there will be a rubric.




Will it work? I don't know, but I would love to hear your thoughts. How have you improved student reflection in your classroom?


Further reading:


  • Block, Joshua. "Let It Marinate: The Importance of Reflection and Closing."Edutopia. Edutopia, 18 Apr. 2014. Web. 13 June 2014. <http://www.edutopia.org/blog/let-it-marinate-reflection-closing-joshua-block>.
  • Boss, Suzie. "High Tech Reflection Strategies Make Learning Stick." Edutopia. Edutopia, 4 Mar. 2009. Web. 13 June 2014. <http://www.edutopia.org/student-reflection-blogs-journals-technology>.
  • Yoshida, Clyde. "Creating a Culture of Student Reflection: Self-Assessment Yields Positive Results." Edutopia. Edutopia, 1 July 1997. Web. 13 June 2014. <http://www.edutopia.org/creating-culture-student-reflection>.
  • Clements, Mark. "Using Reflection to Help Students Learn." Edunators. N.p., n.d. Web. 13 June 2014. <http://www.edunators.com/index.php/becoming-the-edunator/step-5-reflecting-for-learning/using-reflection-to-help-students-learn>.


Sunday, June 8, 2014

Reflective teaching and learning - the e-portfolios




I started toying with the idea of having my students create e-portfolios about a year ago. At the time, I found a lot of information and examples for their use in professional settings and higher education levels. Fortuitously, I stumbled upon Helen Barrett's "EPortfolios with GoogleApps", and since I already had my students blogging weekly, and set up my class to turn in mostly digital work, I figured that I just might take the last step. I wanted to give my students an opportunity to reflect on a year's worth of hard work, and be able to share their accomplishments. In other words, I wanted their learning to become visible outside our walls.
However, I also wanted it to be more than another assignment for my students. I did not want them to feel that their final grade depended on it (most of my students are still very grade driven). My purpose for the e-portfolios needed to be clear:
"Showcase the work already done and provide a space for my students to reflect on their experience at our school."

Finally, about two months before the end of school, I gave out the assignment (E-portfolio assignment). Although I did include a rubric, I purposely did not assign points to each level, nor did I tell them that I would not be adding the e-portfolio as a graded assignment. I just stated the due date and left it at that.

There was no class time allocated to developing the portfolios, but when some of them asked for help I offered after-school workshops - to my surprise these quickly became standing-room only. I asked myself, and eventually some of my students: "Why would an 8th grader give up their social time to come in and work on an ungraded assignment?" Their answer speaks to Pink's "Drive" - "Because I have a choice in all aspects of this assignment, and I don't have to worry about a grade.I'm doing this for me."

This is not to say that all my students completed their portfolios (about 25 out of my 140 didn't), but those that did turned in amazing pieces. Since I loop students for 4 years (5th through 8th), I know I will need to come up with some strategy to ensure that everyone completes the assignment next year. Also, by their very nature, the portfolios are living documents, so I will need to make sure that the students that did complete them this year avoid overwriting their work (I guess extra tabs will be in order, although I'm sure my students will come up with something more interesting).

What did we accomplish?

  • I developed a deeper understanding of my students. As I read through their responses "What it means to be an AdVENTURE student", I cried, laughed and sometimes cringed. The truth is that they revealed themselves and their truths deeply. Their selections of artifacts and reflections also helped me view students in a new light. Their reflections on the samples of their "best work" were often poignant and included ideas and specifics I would not even think about. I also got to see what was important to them in a piece of work.
  • Students took pride and responsibility for their work. I witnessed students sharing their portfolios with their other teachers, and conversing with each other about what they were including and why. I had parents thanking me for the assignment, which had opened up dinner conversations about school and their students accomplishments throughout the year. If nothing else, this strengthens my conviction in making the e-portfolio a standing assignment.

Preparing for next year:

  • Some of my students did not have pictures or had misplaced non-digital work that they wanted to include in their portfolios. Knowing that, next year I will introduce the e-portfolio early on. I will also encourage the use of their blogs and Google drives as storage not only for work created digitally, but for electronic images of models, paper based assignments, etc. 
  • Modify the weekly blog assignment to include a more solid reflective piece in order to help students develop a deeper narrative.

Have you used e-portfolios in your class? If you are, or if you are even thinking about it, I would love to hear from you.


Further reading:
  • Hartman, Elyse. "Free Ed Tech Resources (100+ Pages!) EBook." Emerging Education Technology RSS. Emerging Ed-Tech, 24 Mar. 2013. Web. 8 June 2014. <http://www.emergingedtech.com/2013/03/are-eportfolios-still-relevant-for-todays-students/>.
  • Barrett, Helen. "EPortfolios with GoogleApps." EPortfolios with GoogleApps. N.p., n.d. Web. 08 June 2014. <https://sites.google.com/site/eportfolioapps/Home>.
  • "Catalyst for Learning." Catalyst for Learning. The Making Connections National Resource Center, n.d. Web. 08 June 2014. <http://c2l.mcnrc.org/>.

Monday, November 25, 2013

Gamification, starting really small

One of the buzzes in education out there is gamification. A simple search of the term yields thousands of results. Gamifing your classroom can offer meaningful experiences to students, in the virtual worlds they already inhabit, but what does this actually mean for the teacher, and my big question, how can I create game-based learning opportunities?

Starting Small


I have one recurring assignment that some of my students put little effort in: the Weekly Blogs. Although I have provided many exemplars, sentence frames, and scaffolds, these students just do a "whatever" job, and, although I religiously post rubrics with pointed feedback, I had never received a  corrected paper, until ...

While reading some Edmodo posts on Gamification, another teacher posted "I am ready to use GoogleDocs for my class Leader Board." This got me thinking, what about just taking the plunge, and without anything fancy just go ahead and create a leader board for blog posts. This is what I came up with:




The Result

A couple of minutes after posting this to my class, I started fielding e-mails and response posts along the lines of,
  • "How do I get more points?" 
  • "If I go and correct my post of _____, will I get more XP?"
  • "I need ___ more points to level up. I just corrected last week's post and added ___ Please, please look at it again."
  • "Oh no, I forgot to post on Friday. Here is the link!"

Now, why did I not do this before?

See the full infographic below for more cool ways games can help in schools, plus a timeline of educational games since 1985.


Gamification Infographic

Created by Knewton and Column Five Media


Thursday, September 26, 2013

Choosing a topic for 20%

I had my students brainstorming ideas for their 20% projects. I used the Bad Idea Factory (Kevin Brookhouser  - http://www.iteachithink.com/), and created a Google docs form, which allowed us to collect all ideas in one central location. The mission was to come up with as many ideas as possible, and the table with the most ideas would get a TBD prize.

While going over some of the ideas posted, I ran across my first problem - I had not been as clear as I thought. About half of the class was submitting ideas that could best be described as Science fair projects. I don't know if this was partly due to the fact that they were trying to come up with more ideas, or simply because the idea of a "project that will allow you to explore your personal interests" was too vague or overwhelming. I asked several groups about this, and the response was mostly along the lines "I always wanted to do/find out _____, but never had the chance". I did not want to crimp the curiosity, but I worried about night before the pitch syndrome, when they realized that curiosity does not equal passion. One of the students in this group came up to me later and asked, "What if I did all the experiments I want to do, and publish them as a series of videos?" I replied with what has become my mantra as I work through this with them:

"Would you be caught working on this on Superbowl Sunday, while your family has having a party?" 

Once I got over that hurdle, I was also faced with the students that really were stuck on even finding a topic. For those students I devised a kind of systematic elimination:

- List three big ideas that you like.
- Under those, write down a couple of areas of particular interest.
- Now, write down one project that you could do for those. (If you cant think of any, eliminate that area)
- For the few that are left, tell me "Who will benefit most from you working on this?" (Eliminate any that include the word but in your answer)
- Finally answer the question "Would you work on this when no one is watching (AKA: Superbowl Sunday with a party in the next room)? (Eliminate any that do not receive a resounding "Yeah")

This appeared to work, I'll let you know after I read the introductory blogs.


Thursday, July 25, 2013

Stereotype threat in 20% projects, or just more "wall candy"

As I keep planning for our 20% project, some ideas of possible difficulties keep bouncing in my head. What about my students that do not see themselves as scientists or innovators? What about those that already believe that they cannot accomplish the goal? How can I counteract these fixed mindsets?

I just finished reading "Whistling Vivaldi: How stereotypes affect us and what we can do to" by Claude Steele, and came away with some big ideas that I wish to share:
"The identity contingencies that made the biggest difference in our functioning seemed to threaten or restrict us in some way... Remind test takers of identities that counter the relevant stereotype"
Steele's studies suggest that environmental cues could have a lasting effect on the performance of individuals under stereotype threat. In this case, "Would an environmental cue, like the one that follows, overcome the influence of the negative stereotype associated with minorities in Science, by reminding students that all ethnicities present in my classroom have accomplished greatness?", or will it just become one more piece of wall candy?




The hope is that this information will enable my students to create a more hopeful personal narrative, by allowing them to see themselves in the faces of the individuals.

The second big idea, critical feedback is well, critical. How can I ensure that my feedback is not seen as alienating, but rather as an opportunity for growth?
 "By changing the way you give critical feedback, you can dramatically improve minority students' motivation and receptiveness."
Steele suggests using what he dubbed "the Tom Ostrom strategy". Basically it boils down to the feedback giver explaining that  he/she used high standards in evaluating the work, and that he/she believed the student could meet those standards. This implies that any criticism is offered to help the student meet the standards, and not as a critique of the individual or a confirmation of a bad stereotype.

With this in mind, and Carol Dueck's research on growth mindset, I need to work towards fostering in my students the idea that the 20% project is an opportunity to practice, and train ourselves to become more intelligent than we were before. It is not a confirmation of intelligence reserved only to those bright enough, but rather a way to develop the passion for stretching yourself and sticking to it, even if things do not go well.

100% of my students will achieve greatness, now let's get started.



Thursday, July 18, 2013

From motivation to volition

The topic of grit and motivation has been in my thoughts lately. My students do not necessarily lack motivation. They are motivated to succeed, they want the grades; they want the pride; they want the status. What is it then that is keeping them from achieving?

In search of an answer I have been reading Paul Tough's "How Children Succeed: Grit, Curiosity and the Hidden Power of Character". While not actually a road-map, this book has brought to the forefront the idea of volition as actually more important than motivation, and the question "How to teach students to choose to achieve instead of just want to achieve?"

Don't get me wrong, wanting is great. Unfortunately wanting is not enough. For example: I want my students to succeed, and therefore, I spend hours souring for and developing lessons that will engage them and motivate them. I look at standards, set goals, develop rubrics, include interesting videos, games and simulations. This approach has worked for me and my students report loving my class. Together we have done some good things.

However, if instead I had "chosen that my students succeed", the framing of those good lessons would have been different. Tough states, "Choosing creates the bridge between the present and the future reality. It identifies obstacles and leads to the creation of specific implementation plans which allow you to overcome said obstacles." With this in mind, I would have delved more deeply into what they actually need to succeed,  identifying obstacles in the process, and leading me to develop not only the Science content that I teach, but also the related skills in ELA, Math and Social Studies. How great could my Human Body 2.0 project be, if I tie in social structures, ratios and public speaking? If this is true, I need to go back and move things from good to great.

In this context, then I also need to let the students experience the change. In the 20% time that I am planning, I need to explicitly model and have students move from the motivation of "I want to become ..." to "I choose to become ..." The Ted Talk pitch will need to reveal the choice, and the action plan will need to precisely identify obstacles and ways to overcome them. This is where I see the mentors as a key piece in the puzzle.

With this goal in mind, "I choose to become better at my craft." Now, I need to go develop my action plan!