What if Students Designed Their Education?

Originally published on Getting Smart, updated

In education today, there have been a lot of discussions in regard to what skills students may need for the future. We hear conversations about “21st century skills” and how to best prepare students for life and work in the 21st century. Often these 21st-century references are followed by reminders that we are well into the 21st century.

According to Alan November, keynote speaker and international leader in educational technology, there are certain skills that students need and that teachers need to promote within the classroom. Students need to be taught “how” to learn and prepare for more than knowing the content, by developing skills that are transferable to multiple areas of life and work. During a keynote presentation, November stated: “I think we should begin to move more and more toward the skill side, because if we teach you to memorize and regurgitate content and your job is wiped out by technology, you’re not well prepared to reinvent yourself if you didn’t learn how to learn.”

November’s message reinforces the importance of students developing skills such as being able to communicate, collaborate, problem-solve, think critically, to name a few. These are some of the key skills that will enable students to be adaptable to whatever type of work they ultimately find or whatever the next steps are once they leave high school, whether enrolling in college, seeking employment, pursuing specialized training.

With changes in technology and in the capabilities when it comes to learning and the future of work, we don’t know skills will be needed years down the road. The best we can do is to provide students with access to the right tools to equip themselves with not only the content that we are teaching, but infuse the curriculum with choice through independent learning and exploration of interests that students have.

Changing the Look of Schools and Learning

We’ve heard about the “gig economy” and how students need to have the capability of working in different industries and with different types of work. In a gig economy, each job or work assignment is comparable to an individual “gig” or temporary employment.  We need for students to do more than simply consume content, we need for them to create and beyond just creating with the content we have given them, they need to come up with their own questions and problems to be solved. Students need to be the designers of their learning journeys.

So what can we do to help our students become part of Generation DIY?

Students need space to design their own learning path and to take charge of their education. There are instructional strategies that lend themselves to this “generation do-it-yourself” such as a genius hour, project-based learning, service-learning, experiential learning, and makerspaces, among others. As educators, what can we do to ensure that all students have an equal opportunity to explore and have access to whatever it is that they might need? How can we truly know what they will need in the future to enable us to help them? We can best prepare by giving and being open to options that diverge from the traditional look of schools and learning.

Schools around the country have started to offer more courses based on emerging trends and what the “predictions” are for future-ready skills. Some courses or components of courses available in schools, including my own, are entrepreneurship, web design, sports and entertainment management, and other courses with content and opportunities to help students develop the skills necessary to design their own learning journeys. Students need more real-world opportunities to engage in that connect them with their community and develop the skills to assess needs in the community and globally, and brainstorm ways to offer services that will be beneficial for others. It happens that educators often assume that students have certain skills, for example, they know how to use and leverage technology effectively because they have grown up in a technology-infused era. However, the reality is quite different. Students need time to learn to adapt and be flexible and move beyond the traditional format of school and move into more learning that does not necessarily have clear-cut specifications.

Options for Generation DIY

You might wonder what options exist for students in the Generation DIY. Here are a few ways for students to explore different choices after high school that would promote some of the skills they will need as they prepare for the uncertainty of the future of work and learning.

  1. Schools can consider creating more opportunities for students through Career and Technical Education (CTE) programs. Through these programs, students can explore careers and work on building skills that are transferable to diverse types of work. When students have access to  CTE programs, they get to look into emerging trends in the workforce, explore different careers and walk away with certifications that can increase their marketability in the workforce. For students who may be unsure of the next steps after graduation, CTE programs can offer them time to be curious by exploring possible career options, while developing their skills in high school.
  2. Place-based education gives students the opportunity to explore their communities, learn about the geography and immerse more in authentic learning by stepping out into the “real-world” for more meaningful ways to develop skills in math, social studies, science, language arts, and other content areas. There are six design principles in PBE, which are not required as part of the place-based education, however, when they are included, lead to more authentic and higher quality experiences. The Place Network is a collaborative of rural K-12 schools which provides a wealth of resources for learning more about PBE and becoming a PBE school.
  3. Service learning programs give students an opportunity to learn by exploring real-world issues, even investigating on a global scale and then taking action in their own community. Educators can implement methods such as project-based learning or inquiry-based learning to engage students more by addressing problems or challenges identified in their local environment. Involving students in service learning programs gives them the chance to build skills for the future and learn about their own interests in the process.
  4. The Generation DIY Campaign is aimed at giving students the chance to “chart” their own course through high school and college by exploring different careers and developing diverse skills that are transferable to multiple areas of work. The Generation DIY toolkit provides information and resources for educators and students to get started and also includes personal stories about the process and impact of Generation DIY.
  5. Artificial intelligence (AI) is a growing area in which students can design their own technologies to address issues they identify in the world. AI use is increasing and students can become the creators of AI that can possibly change the way students learn, by creating things like chatbots, or learn how to code and create a virtual assistant. There are many tools available for students to explore how AI is used in everyday life and design their own project based on  AI. These technologies help students to build skills in problem-solving, critical thinking, collaboration, and creativity, to name a few, which are essential skills for whatever the future holds for them.

In the end, it comes down to the different choices that we make available for students in schools today. While we certainly cannot predict the jobs that will exist in 10 years, when the current kindergarten students will be entering their high school years, the best way to prepare is by having options in place and connecting school and community.

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Providing Different Learning Tools

As educators, it is important that we find ways to provide more personalized learning experiences to meet the individual needs of our students. What this means is that beyond simply offering more choices in the types of assessments we offer students, we must do more by learning to understand the specific learning styles and interests of each of our students. We must differentiate our instruction and to do so requires that we develop a clear picture and gain a deeper understanding of the various learning styles of the students in our classrooms. When we do this, we can then design lessons that are focused on the specific student learning styles and offer more individualized choices for students. Whether that offers more options to work independently or in groups based on a specific topic, an area of interest or even based on the level of understanding of the content, we serve them best by having the right resources available for them.

Each of our students have specific needs and preferences for how they learn and we do the best for them when we help them to identify these preferences and then offer a variety of materials and resources for them to explore. It is not about always using a digital tool or shifting away from traditional methods, but rather being able to determine which of these options will work best for each of our students. It also means helping students to become more self-aware of their own interests. One change that has helped me to better identify these styles and guide students in my classroom is by using the station rotation model.

Through the use of stations, I am able to provide multiple activities that enable students to interact with the content in a variety of ways. There are tech and no-tech options, student and teacher-created materials, hands-on activities to choose from, and times where students decide on a focus for their group. By providing a variety of learning options for each student, giving them all the opportunity to explore, we empower students with more meaningful and personalized learning that will lead to more student engagement and content retention.

Learning Styles: The VARK Model

In 1987, Neil Fleming designed what has become known as the VARK model. Fleming developed this model as a way to help students learn more about their individual learning preferences. The VARK learning styles include: visual, auditory, read/write, and kinesthetic.

Personally, I have always been more of a visual and somewhat kinesthetic or “hands-on” learner. At varying points throughout my life, I can recall taking a test and being able to see specific notes that I had written in my notebook, but still being unable to respond to questions. I tended to create graphic organizers and had my system for making more visual connections with the content. Many of my students are visual learners and over the past two years, have often noticed that they have specific ways of processing the information in class as well as how they prepare and respond during assessments. We must be able to provide different options for our students where they can choose a format that will best suit their interests and needs in more authentic and personalized ways.

Visual Learners

Visual learners are more likely to use charts, icons, images and are able to more easily visualize information and as a result, can retain it longer. An estimate is that visual learners make up approximately 65% of the population, and remember 75% of what they read or see. Visuals learners prefer to do projects and presentations that involve creating visualizations of their learning. For visual learners, some good options include creating infographics, using Augmented and Virtual reality for creating immersive experiences, designing 3D objects, sketchnoting, or using digital tools such as Padlet or Wakelet to curate content in ways that promote better visualization of content. Visual learners would also benefit by creating a mindmap or making flashcards, which can also be done using a digital tool like Quizlet.

Auditory Learners

Auditory learners listen carefully and often focus on the tone or the rate of speech, and may also benefit more by having supplemental resources made available to them such as videos or audio recordings. Learners of this type can recall information such as song lyrics and conversations, and can often recreate a story more easily because of that auditory connection they have. There are many options to engage auditory learners more by selecting options that promote listening and speaking skills. Some ideas include using video response or podcasting tools to have students explain concepts or brainstorm ideas. Another option is by creating a more interactive presentation using a tool such as Voice Thread, students will connect with the sounds, dialogue, and tone used in a presentation such as this, where they can listen and respond.  Another idea is to use Flipgrid to post a question and have students also respond to classmates to further the discussion and promote higher-order thinking. Try using Synth to create a podcast for students to have the active listening component addressed, and invite students to listen and respond to the prompts by adding a thread to the podcast.

Read/Write Learners

Read/write learners prefer to have the text available to them in some written/tangible format. Whether students first take notes and then decide to rewrite their notes for additional practice, or read over their notes each day for review and class preparation, these learners benefit from sustained interactions with the text. The more they interact with written formats, the better equipped they are to understand the content. Beyond writing in pen or pencil, or creating a document, using some tools such as Kidblog, for writing a story and getting started with blogging is a good way to promote reading and writing opportunities. Another idea is to have students create a multimedia presentation with a tool like Buncee to tell a story, adding text and icons to make the content more meaningful. These options make the activities more authentic and aligned with the needs of learners of this type.

Kinesthetic Learners

Kinesthetic learners learn best through hands-on learning opportunities. Students spend a lot of time sitting in classrooms and perhaps more passively learning. We need to design ways for students to be more active in the classroom. Some choices would be through a STEAM curriculum, the use of makerspaces, place-based learning, game-based learning and creation, designing projects and having students engage in project-based learning (PBL).

Multimodal Learners

For some students, providing options that foster a multimodal learning style is most beneficial. A multi-modal learning style means that you benefit through multiple ways of processing the information which can be through images, sounds, movement, speech, audio, visuals and more.  When I have used stations in my classroom, providing the different options at each station was helpful for students who are multimodal learners, to be able to interact with the content in different ways. Some of the tools that I have used include NearpodKahootQuizlet, in addition to giving students options to create something based on their own choice, which lends itself to more hands-on learning. The use of infographics, hyperdocs, choice boards, and even digital breakouts can give students a variety of ways to engage with the content and provide activities that will meet each learning style.

All students benefit from multimodal learning options that support a Universal Design for Learning (UDL). Providing something for each student and offering a mix of learning tools will help students to master the content in more authentic and personalized ways.

Interested in learning more about your own learning style preferences? You can take the VARK questionnaire and find out what type of learner you are.

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Buncee Holiday Hugs

 

 

Have you heard about the Buncee Holiday Hugs? This is an absolutely amazing project that has taken place during the months of November and December. Through this project, students from around the world have created Buncees and shared their work on a Buncee Board for everyone to see. There are now 957 Buncees added to this Board!

So what are these Buncees being used for?

 

Buncee is partnering with children’s hospitals from around the world to share the Buncees that have been created for Holiday Hugs. These amazing Buncees will be shared with children who will be spending their time in the hospital during the holidays.

The Holiday Hugs project was started by Amy Storer with inspiration from Michael Drezek. The idea evolved from Amy’s own experience as she was spending time with her mother in the hospital over the holidays. The idea for Buncee Holiday Hugs then came to life through the connections with Amy and Marie Arturi, Creator of Buncee. Holiday Hugs is another wonderful project that follows past projects such as the Buncee Buddies (a penpal project that connects students globally to collaborate on different themes) and Miles of Smiles with Michael Drezek.

To learn more, watch this interview with Amy Storer and Brian Romero Smith in which they discuss this amazing Holiday Hugs project and their hopes for it during this holiday season.

Here are a few of the wonderful messages shared with the children. What I love the most is that the messages written on each of these Buncees can be enjoyed by everyone through the use of Immersive Reader. A fifth grade class created this Buncee story for their Holiday Hug and with Immersive Reader, not only can the language be translated, but the story can then be read to the children as well. Beyond simply sharing a wish for the holidays, students can tell stories, send messages, tell jokes, express themselves and it is accessible and can be enjoyed by everyone.

Each Buncee is uniquely different, adding in winter themes, specific holiday traditions and celebrations, animations and even video messages for the children.

Seeing each student share a story, a joke, offer encouragement, record videos, or share their picture to lift others up, truly is inspiring.

Each Holiday Hug is heartfelt from student to student.

With Buncee’s integration with Immersive Reader, students can write a message and share it with any child around the world for them to enjoy. The use of Immersive Reader in Buncee enables students to create multimedia content, improve language skills and build global awareness in authentic and meaningful ways.

Please take time to explore the Buncee Holiday Hugs and read more about this project and its incredible impact on the lives of so many children and on everyone who has participated.

Look at the different creations! I hope you will take some time to explore the Buncee Holiday Hugs and read more about this wonderful project and its incredible impact on the lives of so many children and on everyone who has participated.

 

How Teachers Can Develop Computational Thinkers

Guest Post by 

Get students computer science ready by teaching them how to think with computational thinking.

The demand for computer science (CS) in schools has many teachers wondering which components of CS they should implement first.

A couple of years ago, I asked myself the very same question, and I had to remind myself that creating a computer scientist could take up to 25 years! I was relieved that I wasn’t responsible for developing middle school computer scientists in only one semester.

I realized that what I needed to do was build the capacity of my students for deeper learning of the right skills — so they could experience success, which would inspire them to continue studying CS after leaving my class.

Advanced expertise in computer science requires knowledge in mathematics (namely discrete math and linear algebra) and problem-solving, and there are plenty of CS fundamentals to choose from.

In my previous position with Richmond Public Schools, we chose to dive in with computational thinking, programming and coding (yes, in that order). Because computational thinking (CT) is the highest order of problem-solving, is a cross-curricular skill, and is understandable to both machines and humans, I recommend building student CT competency by developing their versatility for recognizing and applying the four elements of CT to familiar problems/situations.

Video by JULES discussing the 4 elements of ‘Computational Thinking’

The Difference Between Computer Science and Computational Thinking

CS is part of computing education and it’s the foundation for ALL computing. So, in essence, CS is the study of computers and the algorithmic design processes in both hardware and software — their application and overall impact on society.

On the other hand, CT is a problem-solving skill(s) that involves decomposition, abstraction, pattern recognition and algorithm design.

Element 1: Decomposition

Facing large, complex problems will often discourage and disengage the students who aren’t fully equipped to begin the deconstructing process. Decomposition (like factorization) develops the skill of breaking down complex problems into smaller and more manageable parts, thus making even the most complicated task or problem easier to understand and solve.

To introduce your students to decomposition, begin by having them break down a simple task they do all the time, like brushing their teeth, baking a cake, making a sandwich or tying shoelaces. This will help them focus more on their ability to analyze and synthesize familiar information.

Next, introduce them to more complex problems/scenarios that are both unfamiliar and engaging enough to compel them to decompose them, such as investigating a crime scene, coping with the aftermath of natural disasters or planting a school garden.

Teachers who aren’t teaching traditional CS classes can help learners build their decomposition skills in their own subject areas by having them apply the concept to improving their writingcreating timelinesfactoring quadratics or understanding living organisms. CS teachers can start building student capacity for decomposition with this CT lesson by Code.org. In this lesson, students assume the role of imaginary players and figure out how to play a game with no given instructions.

Element 2: Pattern recognition

Pattern recognition is a skill that involves mapping similarities and differences or patterns among small (decomposed) problems, and is essential for helping solve complex problems. Students who are able to recognize patterns can make predictions, work more efficiently and establish a strong foundation for designing algorithms.

You can introduce pattern recognition by presenting a slide with pictures of similar types of animals or foods, such as pizza or desserts.

Next, have learners map and explain the similarities/differences or patterns. The beauty of this technique is that once students can describe one category (animal or dessert), they will be able to explain the others by following patterns.

For example, the general characteristics of desserts are that they are all sweet; they can be fruit, custard, puddings or frozen; and usually are served at the end of a meal. One or more dessert may be pink, have fruit and served cold, while another type may be yellow, have sprinkles and not use fruit.

Then task students with either drawing or making a collage of their favorite desserts using the patterns they identified (like in the examples above) to help them. Also, have them reflect on how they’d have to start from scratch with either creating or finding each instance of a dessert if they hadn’t first identified essential patterns (classification, color, texture, ingredients).

The primary goal here is to get them to understand that finding patterns helps simplify tasks because the same problem-solving techniques can be applied when the problems share patterns (pattern recognition is also used in mathmusic and literaturehuman intelligencehistoryweather, etc.).

Class projects can be more authentic by focusing application of pattern recognition in forensics, medical sciences, photo identification or behavioral patterns like web browsing and credit card spending.

Once students know what to do, have them map the patterns in some of the decomposed problems described above in Element 1. CS teachers will need to help students comprehend how computers use pattern recognition by numbers, text and pictures. Students using visual programming languages should also learn how the use of pattern recognition helps to find the commonalities of repetition in code for avoiding redundancy, and they can begin doing so with this Code.org lesson.

Element 3: Abstraction

Abstraction involves filtering out — or ignoring — unimportant details, which essentially makes a problem easier to understand and solve. This enables students to develop their models, equations, an image and/or simulations to represent only the important variables.

As the values of variables often change and can be dependent upon another, it’s important for students to be introduced to abstraction in relation to patterns. In the previous element, we noted common characteristics of desserts. Have students make a simple drawing of a dessert focusing on the important/common features (like classifications) and abstracting the rest (texture, fruit, sprinkles). The abstraction process will help them create a general idea of what a problem is and how to solve it by removing all irrelevant details and patterns (abstraction is also used in math and when creating models — the water cycle, the nitrogen cycle, the rock cycle, etc.).

CS teachers will need to help students focus on the layers (or levels) of abstraction they will want in the models they develop, along with correlations between abstraction and pattern generalization to figure out the right relationships between abstracted variables to accurately represent a problem. They also need to understand how abstractions are built with purpose and can represent an entire class of similar objects. CS students can become excellent coders using abstraction. Use this lesson to help them get started.

Element 4: Algorithm design

Algorithm design is determining appropriate steps to take and organizing them into a series of instructions (a plan) for solving a problem or completing a task correctly. Algorithms are important because they take the knowledge derived from the previous three elements for execution.

Keep it simple when teaching algorithms to students and have them create small plans using their newly learned CT skills, again using simple functions like brushing teeth, baking a cake, making a sandwich, tying shoelaces. Each algorithm must have a starting point, a finishing point and a set of well-defined instructions in between.

CS teachers will also need to help students understand that algorithm design builds upon the previous three elements — which moves a problem from the modeling phase to the operation stage. Students will also need to learn to design algorithms that are both efficient and allow for automation through the use of computers.

Also, by learning discrete math and how to create flowcharts, students can practice and build expertise in algorithmic thinking and design over time. Here is a great compilation of lessons for helping students bridge the gap between understanding basic algorithms to actual programming.

Resources to get started

Here are a number of resources to turn to for help:

Remember, learning has no finish line!

Take a moment to reflect on the words of Dr. Stephen R. Covey, “Though you may find some of it to be simple common sense, remember, common sense is not common practice, and I guarantee that if you will focus your efforts in these areas, you will find that great peace and power will come into your life.”

I believe these words can be applied to learning CT (and any new concepts or practices) as we help our students use what they already know to develop their CS superpowers!

Coding is a superpower video by Code.org

This article is adapted from an original post on this link.

If you like this work, please give it some claps, follow our publication and share this with your friends and colleagues.

Jorge Valenzuela is a teacher at Old Dominion University and the lead coach at Lifelong Learning Defined. Additionally, he is a national faculty of PBLWorks and a lead educator for littleBits. His work is aimed at helping educators understand and implement computational thinking, computer science, STEM, and project-based learning.

You can connect with Jorge @JorgeDoesPBL via Twitter and Instagram to continue the conversation.

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Looking for a new book to read? Many stories from educators, two student chapters, and a student-designed cover for In Other Words.

Find these available at bit.ly/Pothbooks  

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Reaching All Learners

Guest Post by  Laurie Guyon, @smilelearning

If you have met me at a conference, a workshop, or in a school, you would consider me an extrovert. I’m friendly, always smiling, and comfortable talking to anyone.  Even as a self-proclaimed chatterbox, I get anxious in certain social situations. One on one conversations makes me nervous. My mind reels with thoughts like “will I talk too much” or “will I overshare” or “will I say something stupid” or “what if there is a lapse in the conversation’.  These thoughts have caused me to avoid what might have been a wonderful conversation. I try to step outside my comfort zone and engage in these moments more often. I know that these thoughts and ‘what ifs’ are part of being human.

“I restore myself when I am alone.” – Marilyn Monroe

While reflecting on these moments, I thought about my teenage daughter.  She is a self-proclaimed introvert. Her anxiety in social settings is completely the opposite of mine.  She is fine one on one, but crowds get her inner thinkings reeling. She hates public speaking and will avoid group situations whenever possible.  She once told me that my teaching style would give her hives because I like a loud and active classroom. She prefers quiet and independent work. In our classrooms, we have students with all different communication abilities and fears.  How do we foster an environment that can support all learners and communicators?

 

In the TED talk about introverts by Susan Cain, she defines shyness as fear of social judgment.  She states that introversion is more about how you respond to stimulation.  In the classroom, there is a multitude of stimulation. These can be visual noise, people, and expectations.  How each of our students responds to this stimulation tells us if they are comfortable or not. We may even discipline students based on their behaviors.  But, what if we are pushing students outside of their social norms?

 

Bob Dillon and Rebecca Louise Hare ask educators to make sure that there are spaces for all learners in their book, “The Space: A Guide for Educators”.  They mention creating areas that give students a chance to learn and work so they can thrive. When I taught 6th grade, I created a variety of learning spaces.  I then asked my students to choose the spots in the room where they feel they could learn best. I learned so much about my students by giving them the agency to choose.  I utilized choice boards to give students autonomy. Students were more likely to create quality work when given a choice on how they would showcase what they learned.

Have you ever gone to a presentation or a workshop and the presenter asks you to do something you don’t want to do?  For example, I was in one recently where they asked us to do charades. I am not a fan of playing that game for a variety of reasons, but we had to.  I did everything I could to be the guesser and never have to act it out. Then, at ISTE I lead a mini engagement session with the amazing MCE Melody McAllister and Nearpod.  In the session, we had to lead the participants in a rousing game of charades. Once again, I was outside of my comfort zone. The energy of Melody, the Nearpod team, and engaged educators allowed me to participate in the activity.  It was the support and encouragement that allowed me to be successful.

“The greatest art is to sit, wait and let it come.” – Yogi Bhajan

To reach all learners, we need to think about our learning spaces.  We need to think about the amount of agency we give our students and give them a chance to be inside their own heads.  We also need to encourage them to try and do what may not be in their wheelhouse. We can support them with encouragement and time to build on their comfort level.

We want to maximize talent and success for all our students.  This does not need to always be group work and active activities.  Sometimes, the best activity is in speaking softly or to work alone in silence.  But sometimes, it’s using our talents as part of a community that can make us successful.  Finding this balance is what will help us reach all learners.  

 

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In Other Words: Quotes that Push Our Thinking

Teddy Roosevelt once said, “I am a part of everything I have read.” When I read his quote, it greatly resonated with me because of my love of quotes and the impact they can have in our lives. In Other Words is a book full of inspirational and thought-provoking quotes that have pushed my thinking, inspired me and given me strength when I needed it. The book shares stories around the importance of growing ourselves as educators, knowing our why, as well as learning from and embracing failures and taking risks with learning so we can become our best selves for those we lead and learn with.

Get your signed copy here: bit.ly/Inotherwordsbook

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There are stories shared by educators with different backgrounds and different perspectives. My own experiences and interpretations and the educator vignettes shared by my PLN (Personal or Professional Learning Network) will hopefully push your thinking, inspire you, and provide whatever it is that you need. My hope is that by sharing our stories, it will inspire you to share yours.

 

There were many people involved throughout this journey. I reached out to members of my PLN and friends to include as many educators and students as possible. I  wanted to share more than just my story, but rather many stories and experiences.   This book is one that can be read by anyone, not just people in education. There are many quotes, unique personal experiences, beautiful graphics and more.

About the book #Quotes4EDU

In this book, I share some of my experiences and reflections based on quotes. I have included the stories of different educators in the form of vignettes or guest chapters. One chapter was written by two of my students and my book cover was drawn by one of my 9th-grade students. The story behind the book cover is included at the beginning of the book.  The book is available on Kindle or in paperback: bit.ly/Inotherwords  A few of the stories are available for listening on Synth. gosynth.com/p/s/pyzbnm  

Chapter Authors
Dennis Griffin
Maureen Hayes
Holly King
Elizabeth Merce
Melissa Pilakowski
Laura Steinbrink
Amy Storer
Donald Sturm
Cassy DeBacco
Celaine Hornsby
Vignettes
Marialice B.F.X. Curran
Jon Craig

Kristi  Daws

Sarah Fromhold
Jeff Kubiak
Matthew Larson
Jennifer Ledford
Kristen Nan
Toutoule Ntoya
Paul O’Neill
Zee Ann Poerio
Rodney Turner
Heather Young
Graphics 
Michael Mordechai Cohen
Dene Gainey
Manuel Herrera
Shelby  Krevokuch
Amber McCormick
Dana Ladenburger
Heather Lippert
Scott Nunes
Chris Spalton
Tisha Richmond
Monica Spillman
Laura Steinbrink
Kitty Tripp
Julie Woodard
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Thank you Kristi Daws for creating these images!!

 

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Innovation: Creating and Learning in AR, VR

Originally published on Getting Smart

Every day brings a new opportunity to implement a new tool or method into the classroom, and what better way than to have students be able to immerse in a learning experience. Augmented and virtual reality are becoming more commonly used in K-12 classrooms and higher ed for this purpose. With the increased focus on and questions surrounding the use of AR and VR tools, educators and parents may be wondering about the benefits for student learning. In a recent report from Common Sense, 62% of the parents surveyed, stated they believe that VR will provide educational experiences, this same belief was shared by 84% of parents surveyed, who have children already using VR. In the recently published book Learning Transported, author Jaime Donally focuses a chapter on the reasons that these tools should be welcomed into our classrooms. Some reasons include more authentic learning, innovative learning spaces and a means to transform how students are learning.

The use of AR and VR is about providing powerful opportunities for students to explore objects or places, in ways that traditional tools such as textbooks and videos cannot provide. It enables students to have more control over how they are learning. It is through these augmented and virtual reality tools and apps that we bring never before possible learning experiences, such as travel and the use of holograms, to students. Students can travel anywhere around the world or outer space even and explore these places more closely, looking at what they want and learning in a more authentic way. It is a truly personalized way to learn and one which serves to engage students more by helping them to drive their learning and exploration.

Even more important than having students be able to immerse in learning by interacting with the content, it is of far greater benefit to move students from being simply consumers to being the creators. With the different educational AR and VR tools now available, we not only afford students the possibility of interacting with these objects as they have been, but we create a more engaging opportunity for them to develop the skills that will benefit them in the future. Learning how to create with these different tools and in some cases, being able to collaborate with their peers on projects, will help students to develop critical 21st-century skills. Students will build their ability to problem-solve, to think critically, and to enhance their creativity in the learning process.

Technology of the Future: Tools to get started with AR and VR in your classroom

With so many different apps available, it can be difficult to figure out where to start. As many wind down the school year, this can be a great opportunity to try one of these tools within your classroom. Students learn how to interact with these tools very quickly, it boosts student engagement, which is something that may be decreasing at this time of the year. Here are two tools and how we used them. They each offer many options for classroom use as well as ready-made examples that can be used to get started.

As a long-standing fan of technology and the endless possibilities, any time I learn about a new tool, I either immediately create an account and try to figure it out on my own or I learn just enough about it to get my students started working on something. In the last couple of years, I’ve come across CoSpacesEDU and Metaverse. I had no idea what to expect other than knowing I would be able to include unique learning experiences for my students, through the use of augmented and virtual reality tools.

So what’s the learning curve with some of these tools? Personally, I am the type of learner who would rather struggle and figure things out on my own first. Only after I have seemingly exhausted all of my efforts, will I then turn to YouTube or the tool’s website for video tutorials, or connect with other educators in a variety of educational communities found on social media.

CoSpaces: Bring a story to life

Two years ago, when I started creating with CoSpacesEDU, a virtual reality platform, I was immediately amazed at the possibilities for creating my own virtual reality space. Initially, there was a bit of a learning curve, but I was determined to work through it on my own. The benefit is that by allowing myself to push through the challenges I encountered, it helped me to better understand some areas that might require me to step in and help my students as they created their own space. I wanted to be prepared for their questions, and be able to help some, but not too much, as it is important for students to learn to problem solve and develop these skills on their own.

In prior years, students in Spanish II would narrate their childhood by creating a drawing and writing a story below their illustration. Authentic work such as this helps students to connect more to the content and it is a great way for teachers to learn more about students. However, this year, I wanted to take a different approach and decided to try CoSpacesEDU, with my Spanish II classes. I thought it would be a fun way to create a story and then be able to use headsets to walk through the spaces they created.

I started by grouping students randomly, having them select from chapter vocabulary cards, and then using the newer “Collaborate” feature of CoSpaces EDU, to have them create their story together. Students can now be placed in groups and collaborate on one project. Students began creating their spaces, adding in objects, animations and sound, using Blockly to code and more. They were amazed at the ability to collaborate in the same space and see objects moving on each of their screens. They worked as a team to create amazing, memorable stories that help them to meaningfully practice the content, narrate a story and have fun while learning.

We know that using technology just for the sake of using it does not make sense. However using technology that enables students to create, collaborate, problem-solve and be curious in learning, leads to more motivation and student engagement. It was a risk to do this, but one which had tremendous benefits for all of us “learners” in the classroom.

MetaverseApp

Metaverse enables the user to create an “experience” which includes activities and different features, for augmented and virtual reality. Creating with Metaverse offers students immersive ways to interact with the content. It can be rather simple to get started, as Metaverse has a library full of helpful tutorial videos and they are also available through the chat feature within the platform. Metaverse can be used to create an immersive, interactive learning “experience”, where students have so many choices in design, libraries full of different characters, GIFS, various objects, 360 images or videos, portals, Google Vision options and more.

When we began using Metaverse, I wasn’t sure if students would be able to navigate the platform (the layout is a storyboard). What I found was that students were able to quickly create their own experiences, which led me to ask them to also facilitate in the class and answer any questions that their classmates had.  What I noticed was an emergence of “student leaders,” a team of Metaverse creators, 8th-grade students who were sharing their knowledge and excited to do so.

How to use it? Have students create a quiz, a fun game, or simply tell a story.

Learning together

I don’t have all of the answers, but I enjoy being able to turn to students for help. I enjoy learning with and from them. Empowering students with the opportunity to share their skills brings about positive changes in the classroom, especially in terms of peer relationships and collaboration. Trying out new technologies shows we are interested in bringing new ideas and ways to learn into our classrooms, which is a good model for students.

Want to know more? There are a lot of resources available. I recommend joining in the weekly #ARVRinedu Twitter chat on Wednesday nights at 8 CT/9ET or taking a look at the many resources available on Jaime Donally’s website.

Bringing Augmented, Virtual and Mixed Reality to all Classrooms

Bringing Augmented, Virtual and Mixed Reality to all Classrooms

Jaime Donally’s book “Learning Transported” is the resource to go to to learn how immersive technology can be used in education. For anyone looking to get started with bringing augmented, mixed or virtual reality and different learning experiences into the classroom but not sure of where to begin, Jaime provides a well laid out format which provides the reader with the all of the information and resources they need to feel comfortable in using AR and VR in the classroom.
For some readers, knowing the differences between augmented and virtual reality or knowing the different apps available for each of these may not be clear. However, the structure of the Learning Transported book enables the reader to progress from understanding how it is used, and even more importantly “why” it should be used education, to reminders of some things to consider before getting started and then how to have a successful implementation into the classroom.

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Beyond just having students as consumers of the content, Jaime offers ways for students to become the creators and design their own stories through augmented and virtual reality experiences.
Jamie is constantly looking for more tools and new ways to bring immersive learning experiences to educators and students, and has done nothing but share her wealth of knowledge and fully invest herself in making sure that educators feel comfortable with using the technology and knowing that she is available to help them in the process.
Learning Transported is a book that can be enjoyed by anyone, as the resources and experiences that she shares within this book definitely have application to other settings besides education.

Before Jaime even dives into the content of the book, she engages the reader with her message of “why” for using AR and VR. She shares the reasons why educators need to understand the possibilities of using immersive technology and the benefits that will happen as a result. She explains how to use the book, and guides the reader on how to navigate each of the chapters, explaining the process involved when starting to implement some of these augmented virtual and mixed reality tools, and encourages the reader to join in with other educators through social media using the #ARVRinEDU chat.

Learning Transported is geared toward anyone looking to try immersive technologies in the classroom and Donally provides all of the resources and many examples, especially through the lesson plans written by Jaime and how they were facilitated in different classrooms.

Another key features of Learning Transported is in Jaime’s message about why educators should use AR, VR and MR in education. The largest benefit is for students being able to engage and explore in the content in a different and more authentic way. It also facilitates building skills of communication and collaboration as well as social-emotional learning, when students connect with their peers and learn more about places and life outside of their own community. Jaime also explains exactly how the use of these tools can meet the ISTE Standards for Students, and encourages the reader to think about how these tools can benefit the students in their own classrooms.

Each chapter provides a wealth of examples and images for reference, explanations of each tool shared and ways that it can be used, and ends with a “Learning Transported” challenge for the reader. Jaime provides clears definitions and more detailed explanations throughout each chapter, and continues to encourage educators to challenge themselves to implement some of these different tools into their classroom and to share their experiences using the #ARVRinedu hashtag.

Some of the best features of the book are the way that Jaime conveys the information, reassuring educators that it is okay to take some chances with trying these in the classroom and involve students in the process. Chapters 5 through 8 include so many different examples of augmented and virtual reality tools, including ideas for creating with the tools, brief descriptions of how the tool works and for using it, as well as including some sample lesson plans that educators can try within their own classrooms.

The last chapter focuses on preparing for the future of mixed reality and Donally reminds us to keep moving forward as these tools are constantly evolving, and having an impact on the learning environment and educational market. In the conclusion, Jaime ends by stating “Teachers will facilitate a class of explorers, developers and designers as they experience, build and present their own immersive technology resources.”
Donally reminds us that “authentic learning experiences and opportunities that have never been accessible in the classroom are now possible with virtual field trips, interactive stories, and tools that can allow students to explore the world, the solar system and beyond.”

The book concludes with an appendix listing all of the apps shared within the book as well as the websites to find the apps and a brief description of what the after does. The standards for students are also included

She encourages the reader to share whatever they create after completing some of the learning transported challenges

Learning Transported makes a topic that can be overwhelming to anyone just starting with augmented and virtual reality, become something that is digestible and helps the reader to build confidence in learning more throughout the book. Donally provides answers to the questions that educators all have to consider when starting to implement these tools, and gathered everything into one well laid out guide for learning.

How Kidblog supports and meets the ISTE Standards for Students

 

  1. Empowered Learner
  2. Digital Citizen
  3. Knowledge Constructor
  4. Innovative Designer
  5. Computational Thinker
  6. Creative Communicator
  7. Global Collaborator

 

The Student Standards reflect the skills that we want the students of today to develop, so they can become more connected with their learning and prepare for their future in an increasingly digital world. The use of blogging is a good way to address the ISTE Standards for Students. The new standards, which were released in June 2016, focus more on what we want for students – The pursuit of lifelong learning and ways in which we can help to empower students in their learning. The emphasis is on providing opportunities which promote student voice and choice and help educators to implement technology in ways that will increase student growth and readiness for the future. The ISTE standards represent the skills and qualities that students need for su​​ccess in the 21st century.

Supporting the standards with technology
There are many educational tools (both digital and traditional) available to promote student voice in the classroom. Blogging is one tool that serves to support and meet the ISTE standards. Educators can refer to the standards as a guide for selecting tools to use with students that will amplify learning and promote student choice. The goal is to support students so they begin to take ownership in their learning. A move in the classroom from teacher-centered, to student-centered and optimally, student driven. Here is how Kidblog can help.

1. Empowered Learner: As empowered learners, students “leverage” technology to show their learning and demonstrate their mastery in a platform that is comfortable to them and in a personalized space. Students take more responsibility for and have choices in how to show their learning.

2. Digital Citizen: Blogging promotes digital citizenship as it helps students to develop their social presence. Through blogging, students become active in online communication, learn about proper use of internet and resources and interact in a safe learning environment. Posting online and sharing information helps students to develop the skills they will need in the future and to recognize their responsibility when it comes to digital resources. Blogging gives students the opportunity to practice appropriate and ethical online behaviors, which transfer into the classroom space as well.

3. Knowledge Constructor: Students gather information and resources to use in creating stories, conveying information in a way that is more authentic and meaningful for their learning. The use of blogs helps students to work on their writing skills and ties in nicely with gathering information to share in their digital space. Students can research and analyze the resources, to determine which is most relevant and applicable to their task.

4. Innovative Designer: Students can use the different tools and features in the Kidblog platform to express themselves in a more unique way, share ideas and create in an innovative way. Designing and creating more authentic ways to show their knowledge as well as creating new and more “imaginative” solutions to a question or problem presented.

5. Computational Thinker: Students can use blogs as a way to discuss and talk through a process of decision-making. Blogging is a great format for working through projects or solving complex problems, and to demonstrate the thought processes and analysis involved through their writing.

6. Creative Communicator: Students can use the different features of Kidblog to share their knowledge, convey information or tell a story in a more engaging and creative way, to be shared with peers and the teacher. Blogging opens up more opportunities for students to be more expressive than the traditional formats such as paper or other digital tools. Students can express themselves in a way which promotes creativity and with Kidblog, can incorporate other tools to present their information in a way that supports the learning goals and meets individual student needs and interests.

7. Global Collaborator: Students can use blogs as a way to learn about other cultures and connect with others by posting their blogs and sharing information with peers. Students narrate background experiences and connect with others in a safe learning environment that builds confidence and promotes student learning. Students share their blogs with peers and can also connect with other students from around the world. It facilitates the opportunity to local and global issues and perspectives, and to use the blog as a way to express their thoughts.

The focus of the ISTE Student Standards, helping students to become better with communication, collaboration, critical thinking, problem solving and to express themselves in more creative and innovative ways, falls in line with the features of Kidblog.

6 Digital Tools To Engage Students

 Original Post Published on Teach Thought May 22, 2017, few updates added

 

Are you looking for some new ways to get students engaged this school year?

Here are 6 tools that I had found to be quite helpful as this school year winds down. More importantly, these are also some of the student favorites, in no particular order.

 

Flipgrid

Flipgrid is another video response tool that offers ways for students and teachers to interact with a variety of discussion topics. You start by creating a “grid” and then adding a “topic.” There have been some major updates and new features added to Flipgrid this summer. Longer recording length, stickers, gifs, integrations and more. Be sure to check it out!

A grid in my case is one of my Spanish classes.  Students go to the grid to see new topics which are posted for discussion and then record a response and even reply to classmates.

I have used Flipgrid as a way for students to reflect on their project-based learning, and for basic speaking assessments with my Spanish 1 and 2 students, where I can listen to their pronunciation and provide feedback. Flipgrid is also a way to connect students with other classrooms or even professionals in different fields, to connect with real-world applications of the content material.

Some additional features include the ability to give a rating to the response, read the transcript, provide written feedback which can then be emailed to each respondent, as long as an email address has been provided.

When setting up the topic, there are options for recording a video prompt, adding additional details in writing, and then customizing the topic based on whether or not other people can see the responses. You can freeze a topic, so new responses cannot be recorded but all prior responses can be viewed.

There are other features such as tracking the number of views, likes, and comments. Flipgrid is available on Chromebooks, iOS and Android devices and can also be embedded into an LMS or other websites. It is another tool that is easy to set up and might just be what you are looking for, especially at the end of the year,  to have students provide feedback on the course, to offer some information to help with the summer reflection.

 

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Recap 2.0

Recap 2.0 is a Question and Answer platform available on Chromebooks, iPads, iPhones and Android devices, which can be implemented right away and is easy to use. Recap enables teachers and students to ask questions, share a reflection, and provides a comfortable way for students to communicate their thoughts. Recap also had many new updates this summer and is a great way to spark curiosity in students and to help students learn ways of asking questions and seeking more independent learning.

Students can submit questions and receive direct feedback from the teacher, parents can receive feedback by email through Recap, and there are many other features available for assessment and classroom management. Recently Recap added another feature to its platform by introducing ‘Journeys.’

In a Recap Journey, teachers create a multi-step path for students. It starts with a 60-second video and then the learning path, which leads to more independent learning and can also be a great way to differentiate instruction. As an end to the “Journey”, students can share their information or create a presentation.

In my experience with the Journeys, I had students explore Spanish-speaking countries and included different links for them to explore more based on their own interests.

It was very easy to create my own Journey and there are also many Journeys available to try through the Recap Discover.

2016 Pioneer Badge

Kahoot!

By now, you’ve likely heard of Kahoot! Especially last week when CHALLENGES came out after a period of Beta testing following discussions at ISTE in San Antonio. I was fortunate to be one of the testers and Challenges are great for having students practice the content and even for fun with family and friends.

Kahoot! is great for assessments and having a game based learning element added to your classroom. It can even be used for professional development or family fun. Kahoot! offers many quizzes in the public library which can be duplicated and then edited to make your own.

When playing, it also has added new features for auto advancing, playing in ” ghost mode ” which enables players to try and beat their first score. ‘Jumble,’ which is one of the most recent additions has proved to be a lot of fun and very beneficial for learning.

In Jumble, you create a question and each of the four colored tiles becomes part of the response. When the question appears on the board, the squares on the board are shown but the order is “jumbled.” Players must then slide the squares into the right order to either spell the word, properly form the sentence, or answer the question.

As a foreign language teacher, this has been quite beneficial for having students practice their spelling as well as for reinforcing proper word order for sentence structure in Spanish. Playing with Jumble mode has livened up the classroom because it is something different to try and the students are always excited about trying new things.

Setting up a game played in Jumble mode, or encouraging students to create games as a review, will add to classroom resources and be more authentic practice for the students.

Buncee

Buncee is a multimedia presentation tool which can be used to create interactive presentations, cards, signs and other engaging visuals.  (see recent post on new Buncee features, and look into Buncee Classroom)

There are many new items added to their library and some additional features, including the ability to use it for assessment. I have enjoyed testing out Buncee with my students. It is easy to create with Buncee, you can add multiple items o n to the canvas and move them around very easily. Teachers can create lessons with assessments through the classroom edition.

But what is most exciting about Buncee is that it offers many ways for students to be creative and more engaged in learning by creating something authentic, as there are thousands of items that you can add to bring it to life and make it your own.

Students can design Buncees for any class and will have the opportunity to create more authentic work which represents what they can do with the language material we have covered. Creating will be a lot of fun for students and teachers. And great for doing a Twitter Chat too! Lots of great templates.

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Telegraph

Telegraph is a very easy site to publish a stand-alone web page, which can be used to create a sign, a newsletter, a journal entry, or anything as an alternative format to pen and paper or using a Word or Google Document.

It is simple to use: type in the website, add a title to it, your name and add some pictures or links to other websites and once you’re finished, you publish it and it provides you with a web address. You can easily share that link with anyone.

My students created a site to tell about a favorite trip, one to talk about sports and favorite athletes, and another some even made Mother’s Day pages and then printed them. If you’re looking for a way to have students practice simple writing skills and do so in a more digital way, I’d recommend trying Telegraph. No log-in is required and it’s very easy to use.

Quizizz

Quizziz is a fun assessment tool that continues to add more features, which makes obtaining feedback from students and providing feedback to them much easier. Some of the newer features include receiving a daily report of the Quizizz summary and being able to send parents the results of a student’s Quizizz game. (See new Quizizz features)

The daily summary report shows the number of Quizizz games used, number of responses, percentage correct as well as additional information. It’s nice to be able to have that data available so quickly. There is also the option to email the data directly to parents, which is great especially for communicating student progress and in a timely manner.

Quizizz is another tool which is easy to implement, you simply create your own by adding your own questions or search from the public Quizizz available and drag in the questions you want and then edit them according to your preferences.

Other benefits include the ability to either play it live or assign it as “practice” or homework. You can store your Quizizz games into Collections to find them easily, quickly build games and it has a much improved UI, and it was pretty good to begin with.

And if you create the Quizizz and do not have enough time for students to finish, no worries because when students use the same login and pin number, they can pick up right where they left off in the game.

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