Showing posts with label Digitalis. Show all posts
Showing posts with label Digitalis. Show all posts

Sunday, May 20, 2012

Two sites, two opportunities

  Recently, in a 12th grade English classroom, I asked students to navigate between two different types of sites while researching to prepare for debates. I wanted them to begin their research on the New York Times Room for Debate page, so I showed them how the site worked and asked them specifically to read the introduction of a high-interest topic. Next, they had to read each of the expert articles associated with the topic. A week or so later, I sent them to a different site, Debate.org. This time, I asked students to find examples of strong and weak online debates. Instead of explaining how the site worked, I asked them to explain it to me.
I liked the assignment because it moved us away from the familiar discourse about these types of sites, where we identify one as informal, and therefore bad, and one as a formal site from a reputable publisher, therefore good. Certainly, we needed college-bound seniors to know that they cannot cite Debate.org in their research papers. Also, they had to know that the authors selected by the New York Times had a certain amount of credibility deriving from this publication, if not for their credentials under their bylines.
     Rather than stopping here with our consideration of the sites, though, I hoped they would see that Debate.or is a social network where people engage in competitive debates of varying seriousness and political correctness. The New York Times, of course, is the New York Times. This online, 21st Century version of the venerable newspaper is increasingly participatory and has many elements of a social network, too. In the 12th grade classroom, we wanted students to see that the sites differ in the level to which they invite participation. If I read the New York Times and do not comment, vote or debate, I'm a reader. If I read Debate.org and I don't debate, comment or vote, I'm a noob, or a lurker.
    Something these seniors and I obseved in our work is that some participants on Debate.org formulate better arguments than the experts invited to write for the Times. Students would read some expert articles and come away with no more information about their topic. Ironically, some of the arguments on Debate.org proved to be models of strong inline citation and link students to credible research about their topics. Readers have to filter more strategically in Debate.org, lest they spend their time reading an informal debate that consists entirely of “Your momma” jokes. So, filtering strategies were key, as indicated in the reflection written by Jacob, a student who successfully navigated the site. He wrote:

While I was siphoning through the challenges, I have acquired a basic working knowledge of how the site works and what can be done with the site. During my search the most well supported debate was a debate arguing whether or not the Muslim religion endorsed terrorism. The least supported debate was a joke debate that lacked any real knowledge of the subject to be funny.

    His critical thinking helped me decide that the exploration of a social network had benefits and I was glad that our research and preparation for class debates took students to a virtual space not normally travelled in an English class.  

Thursday, May 10, 2012

3 Challenges for a game design school


I’ll be blogging in response to a webinar series offered by connectedlearning.tv at the invitation of the National Writing Project’s Digital Is.


Maybe the most inspiring thing about listening to Antero Garcia, a young teacher who has pushed on the boundaries of pedagogy in a very difficult teaching environment, is that words like “problem” and “challenge” seem to have only the best connotations when he says them.  In this week’s connectedlearning.tv webinar, Garcia detailed some projects he has lead in his high school English class in south central Los Angeles. He shared his thinking about technology in schools and participatory learning. He also described a detailed game his students played which they later opened up to the larger community. After he did all of this, he asked a question:

He asked the connected learning community, "How do we do this with teachers who aren't necessarily oriented toward (game design) practices?" Garcia explained that he’s helping plan a new public high school in South Central Los Angeles, the Critical Design and Gaming School. His concern is that the school will be staffed with veteran teachers who might not have any interest in the type of pedagogy the new school hopes to employ.

As fascinated as I was by the air quality problem he posed to his English class, this problem- starting a school- strikes me as infinitely more interesting and exciting- not to mention difficult- than solving air quality problems in LA.  

Here are three ways I would frame the challenges he faces: 

1 H
ow can you incorporate game design into professional learning, instructional planning and community development so teachers begin to connect game design with tangible learning? For teachers who have never attended schools built on game principles, applying game theory to teaching will be very hard, especially if they have not learned a great deal in their lives from playing games. Since opening a new school will be a huge learning experience for every staff member involved (just ask someone who has opened a school), this is an opportunity to put your pedagogy to the test with adults.

What are some ways you can temper your commitment to the project- and to change- with a gentle voice and and a welcoming ear that honors the experiences of veteran teachers? In his book Instructional Coaching: A partnership approach to improving instruction, Jim Knight compares the delicate task of asking teachers to change with going over to your sister’s house and asking her to change her parenting. Your new school will symbolize in many ways the idea that teaching practices ought to change. This will sound like a criticism to many. How can you keep those folks involved?

Can you solicit dissent to better inform your overall design? Since you endeavor to rethink pedagogy and reform education, you need everyone’s best thinking, not just the small group of technophiles, or the passionate gamers who may teach in your school. How can you keep critical thinking at the forefront of your work with staff?

Monday, May 7, 2012

Three wishes for Mozilla Open Badges


I’ll be blogging in response to a webinar series offered by connectedlearning.tv at the invitation of the National Writing Project’s Digital Is.




After watching latest web session on connectedlearning.tv in which Erin Knight of Mozilla discussed the company’s vision for their Open Badge infrastructure, I discovered that Knight’s guarded optimism about the project was contagious. Here are three reasons I can get excited about open badges:

Badges might help us rethink motivation and learning


    Knight commented in the web session that the binary view of intrinsic and extrinsic motivation is too restrictive for learning. By recognizing interest-driven learning through badges, we can study motivation in spaces where learners have a great deal more time, autonomy and support than schools can provide. This new conversation about badges could spark a new conversation about learning and motivation.

Badges might help us recognize the learning students do outside of the classroom and employ meaningful measurements


    Students learn a great deal in spaces outside of the classroom and often do not see those as important learning experiences. A badge system might help students see themselves as learners by calling attention to learning that occurs in after school clubs, hobbies or recreational programs.
    Additionally, by inviting adult experts to use alternative measures to assess learning in a variety of places and spaces, we invite communities to think with educators about meaningful assessment that matters. At a time when people have ready access to the grades for their local schools determined by standardized tests, badges provide a welcome opportunity to rethink assessment criteria and learning. Might badges open the door for communities to think about qualifying the learning kids do rather than quantifying it?


Badge may popularize PLNs


Badge programs may help to popularize personal learning networks (PLNs), an emerging concept in online professional development for educators. More and more teachers have embraced online networks as powerful collaborative learning opportunities. By working online, teachers connect with colleagues and experts around the world to pursue learning that is relevant to them. A badge program like Mozilla’s may be a tipping point that allows educators who believe in self-directed, collaborative learning to open students’ eyes to a new approach to interest driven learning.   

Saturday, April 28, 2012

Game design and rethinking failure in school #change11


I’ll be blogging in response to a webinar series offered by connectedlearning.tv at the invitation of the National Writing Project’s Digital Is.




Katie Salen, executive director of the Institute of Play, offered principles for instructional designers to use in order apply the theories of game design in schools in this web session on connectedlearning.tv. Though the session title indicated there were six principles, I got four:

1. Create a need to know

2. Create a space of possibility

3. Create opportunities for authority and expertise to be shared and reciprocal.

4. Multiple, overlapping paths to mastery.

From failure to iteration and prototype

In her explanation and exploration of the fourth point, she made the observation that game designers have to construct games in a way that participants can find success. A game designer has executed a poor design if players cannot find success. This is a distinct contrast from traditional classroom settings, she noted, where the instructional design suggests that not all student will find success and when students do not, schools blame the students more than they rethink design.

Participants in the web session asked Salen how schools built on game design help students with the routine failure that players experience to learn in game settings. She explained that gamer view failure differently. In the schools she works with- one in Chicago and one in New York- educators intentionally talk about failed efforts as iterations, prototypes and proof that approaches do not work. The hope is that students see success as possible. They, like players in a game, learn that risk and experimentation pay off. When students try and do not succeed in game design schools, they can trust that there is a pathway to success and that they are in the process of finding it.

My own failure

During the recorded web session, I paused the discussion to do a little research when I heard a mention of the game Minecraft. Having read recently about classroom implications for games like Gamestar Mechanic and Little Big Planet, I wanted to familiarize myself with Minecraft, a title I’m encountering more and more in my online reading about games in education.

In minutes, I downloaded a free app for the pocket edition on my smartphone. In no time, my little avatar was running over the block landscape and stopping to stack blocks. I had to build a structure that would protect me after nightfall. Entirely too soon, night did fall and hordes of monsters came out of nowhere and destroyed me.

With my short experience with Minecraft, the pocket edition, I gained a new appreciation for the term my students use more and more: “Epic fail.” My epic failure may have hooked me on the game, though. Failure gave me a few objectives for my next experience, too. I know now that I will probably have to explore the terrain more, and figure out how to stack these blocks where I want them to go. Once I learn how to navigate and build, I will need to figure out what kind of structure will impede the murderous monsters. I’m probably going to fail, like, 10 more times before I develop the competency to advance in this game. Luckily, this is a game, though, so the learning is probably going to be fun.

Tuesday, April 17, 2012

Touring a virtual classroom #change11


I’ll be blogging in response to a webinar series offered by connectedlearning.tv at the invitation of the National Writing Project’s Digital Is.




Last night I had an interesting, 21st Century choice to make: read my newest e-book, Net Smart, by Howard Rheingold, or watch Rheingold’s webinar on connectedlearning.tv.

I stopped and thought about how I wanted to learn about technology and education.

As a lifelong bookworm, I have always enjoyed the reading I choose outside of school over assigned reading at an assigned pace. The choice I make to hoard books and binge on texts is constructive personal foible that leaves me in a house with an overflowing bookshelf or book basket in every room. When I choose to grab a book and settle in, I make a familiar choice.

Increasingly, I have a new, less familiar option. With the time that I used to devote to personal reading, I can choose to join, observe or facilitate online learning conversations, reminiscent of class discussions. And I do. More and more, I log in to webinars and find myself using a different implement to scratch a personal learning itch.

So, I might have settled in with a good book and read Rheingold’s latest. Instead, I watched a webinar recording and found the author, the regular host of these sessions, in the role of the subject, talking with a panel of educators, with Mimi Ito facilitating the conversation. He shared the work he is doing in his Social Media Classroom, explaining the way he facilitates cooperative learning.

Watching from the comfort of my workstation at home, I toured his virtual classroom, detailing how these learners collaboratively construct mind maps during their online sessions, sometimes refining these maps individually after the session. Each part of the virtual space has a thoughtful, experimental purpose. The group uses a wiki to define terms and develop a common language. Discussion forums house the questions the group values, while blogs are spaces of personal reflection for the learners, and all the spaces invite participation. In this virtual space, Rheingold experiments online with cooperation and learning. He calls it “peeragogy.”

Watching Rheingold’s tour of his virtual classroom and hearing his discussion with the panel, I was reminded of the 21st Century choices I have when I leave the comforts of my personal space and go to work in schools. I get to decide about how to approach learning with colleagues and students. I, too, might engage with learners in some of the ways he modelled. My colleagues and I might construct our own mind maps, engage in asynchronous discussions and publish our reflective writing online for a larger, global audience.

As these 21st Century choices start to add up, I think about another affirming choice I have: How will I frame my own experiments in rapidly-evolving contexts like the Internet? (And school.)

Friday, March 30, 2012

Reconceptualizing the library #change11

I’ll be blogging in response to a webinar series offered by connectedlearning.tv at the invitation of the National Writing Project’s Digital Is. In this week's session, hosted again by Howard Rheingold, we heard from Buffy J. Hamilton, The Unquiet Librarian, who engaged in a discussion about libraries and learning spaces.





Dr. David Preston’s high school class “hung out” during the connectedlearning.tv webinar and asked a big question: "What [does] the future of libraries look like, considering the rapid growth of reading technologies such as the Kindle and the iPad?"

A great question by itself, this inquiry only gets better when you consider the context: from their classroom in California, this group of students asked this question of Buffy Hamilton an innovative librarian in Georgia, Howard Rheingold, prolific author and a teacher at Stanford, and a live stream audience of educators. It appears these students came to the right place for answers.

In her opening remarks, Hamilton hinted at the work that educators will have to do to answer the students’ question. She challenged her audience to “reconceptualize the library as a place that is a shared composition.” She said educators have to collaborate with the students they serve to “compose and construct the story of library participation,” with the goal of developing responsible, agentive students who learn what education can be in a lot of different spaces.

Where do we even begin?

Well, we might begin here- Librarian 2.0. It’s Rheingold’s 2010 interview of Hamilton. When I read this the day after the web session, still thinking about connected learning, I stopped only for a brief moment to name what I was doing.

I’m looking at exemplary student work that came from an nationally-recognized librarian’s collaboration with a classroom teacher, mediated by the writing of an expert on the Internet and learning. (And I’m in my pajamas!)

I poured through some student projects, and I read for a while on each of the two blogs I found that Hamilton offers, The Unquiet Library, The Unquiet Librarian. (I found three or four other virtual platforms for the work she does with her school, and skimmed those, too.)

I think I got a glimpse of the future of libraries, which is what those students in the web session asked about. I saw pictures of a dynamic physical space and I toured an unbounded virtual space.

During the connectedlearning.tv web session, Hamilton spoke about her work with students and Personal Learning Environments (PLEs), remarking that asking students to work in public, virtual spaces was asking them to take a “leap of faith.” Hamilton’s own work demonstrates for students and teachers alike the benefits of this leap. By publishing her work to the web, she gives us all access to her joyful approach and her strong thinking about physical and virtual spaces which promote inspired learning. By sharing in this way, she encourages other educators to take the leap of faith, to share and think with a larger community focused on answering tough questions.

Saturday, March 24, 2012

Watch the geeks

I’ll be blogging in response to a webinar series offered by connectedlearning.tv at the invitation of the National Writing Project’s Digital Is. I highly recommend the archived session hosted by Howard Rheingold in which Mimi Ito lead a discussion about connecting interests and achievement with a panel of librarians, teachers and parents.




Mimi Ito studies geeks.

It takes one to know one!

The geeks, she reports, are highly interest-driven and immersed in technology. Ito says geeks use different media platforms than other students because they put their interests first and friendships, while important, come second. To me, that means they might prefer figment.com to Facebook, for example.

I share Ito’s interest in geeks and I like to conduct my own informal studies on them.

It used to be easier to spot geeks. They were the ones wearing glasses, reading books. They were the only ones who knew how to use a computer, before using a computer became so social. Now everyone’s on some kind of a computer and you have to really look closely to see which kids are pursuing their interests. It is harder to know who is hanging out, who’s messing around and who’s geeking out. Before, you could stake out a library and find the geeks. Today, even if you go to the library, you’ll see a bunch of kids on computers. You have to sneak up behind them to figure out who the geeks are.

I like to sneak up behind the geeks because I’m a teacher and I have a sneaking suspicion that studying the geeks a little more closely will suggest possibilities for a way forward in education, especially in an era of increased accountability and emphasis on measuring educational outcomes. Schools can no longer take geeks for granted. We really ought to poke and prod them, prick them with pins, find out how they tick.

When I find a real geeky geek, about 11 or 12 years of age, and I poke him real hard, he gives up his secrets! “School is easy, when it isn’t too boring,” he wails. “Some classes are fun, when we get to do cool stuff, or when we read, write and talk about cool stuff.”

Geeks might not like homework, but if I prick them with a pin, they’ll tell me their ten favorite homework assignments. I record the answers in my notes because I think it will help us find a way forward in education.

Here’s a thing I’ve noticed: when you leave a geek to his own devices, he makes up his own homework, and he enters into his own intellectual discussions. Geeks use the Internet for this all the time. You basically cannot click twice on the web without encountering a geek collaborating with other geeks.

Geeks interests change all the time, but we can learn a great deal by studying how they pursue those interests.

To help in this effort, I’m growing my own geeks.  

The biggest one is six and her interests are as follows: dinosaurs, roly polys, dogs, singing, and animals.

Her mother won’t let me prick her with a pin, so I have hang out with my little geek and make careful notes about her interests. I recently took her to the local library. She’s learning to read, so it is an opportune time to watch this geek blossom.* I watch how she walks through the bookstacks, introduces herself to other kids and explores. It doesn’t get interesting until I start picking out the books.

I’m an English teacher, so I have an agenda.  My approach is complex- I look for books on her instructional level, but I also want high quality literature. I look for author’s names: De Paolo, Fox, Carle, Pollaco, and Yolen. Pulling books from the shelves, I look at the sentence structure, the patterns and the ratio of text to picture support. I find the perfect books for this reader's development and then things get interesting.

"No, Dad. I only want dinosaur books."

Despite my  assurances that she will love the books I have chosen, the little geek, unyielding, insists on a new search strategy for me, the reading "expert." Not only do I have to reshelve the instructionally appropriate materials, I have to find dinosaur books. Not real dinosaur books, I’m told, but dinosaur books where dinosaurs talk and play. We find about 10 and when the little geek concedes that dragon books will work, too, we check out 13 in total.

I record my observations.

Our oldest geek rejects expert-selected, instructionally appropriate materials in her zone of proximal development. She demands to focus on a topic and style of text. In the weeks following our trip to the library, she independently increases her time on text with the self-selected materials. Her method of reading practice, while different than the work I might have prescribed, increases instructional opportunities to model and mentor reading strategies.  


During her recent discussion on connectedlearning.tv, Ito asked a small panel of parents and educators an important question, “Have you seen in your own work some potential for interest-driven work with students?”
So, I believe Mimi Ito is onto something when she asks about the potential for interest-driven instruction. I also believe we can ask educators another question: Have you seen in your work the negative potential of continuing with a course of instruction that did not interest students?


*During the writing of this blog post, my oldest geek walked by and told me, “Don’t forget your periods at the end of your sentences, Dad!”