This post originally appeared on the Huffington Post, an internet news and commentary website. The Education section features updated on college, teachers, and education reform, where I regularly contribute. View Original >
For those that follow my writing, speaking, and the like; you may know me for my advocacy of Game-Based Learning (GBL). I was a gamer as a kid, and, truth be told, I still am. I used to play World of Warcraft and other MMOs ritualistically. I binged on RPGs like Chrono Trigger and Final Fantasy. I became talented in FPS games like Left for Dead and Unreal Tournament. Games engaged me. They still do. My current game is XCom, although I am enjoying Casual games on my iPad as well.
In my teaching career, I experimented with games in the classrooms. I know my students played them. Many of my students played WoW. In fact, they would spend hours outside of school collaborating, questing and raiding. Ironically, they were having trouble collaborating with their teammates in class. There was a disconnect, and I wanted to rectify this by connecting the collaborative gaming environment to the classroom. Students were collaborating with each other outside of school. How could I get them them to use this skill they already had in the formal learning environment?
This moment illustrates a larger idea. What can we learn from games to improve our classrooms? Games are carefully and intentionally designed environments that create flow: the balance between challenge and progress. Great games are challenging, but not too difficult, and thus not boring. On the contrary, they have specific mechanics to create this game flow.
Freedom to Fail – This component is so powerful. I can guarantee that anyone who plays games has experienced this. When I am on the plane, I see people playing Angry Birds for hours on end. During that time, they are failing multiple times, and yet they still keep coming back to play. Why do we punish students when they practice? Why can’t we reward them at their best? Here’s an example to illustrate my point: A student is not doing so well on the practice worksheets and other assignments leading up to a test. However, the day of the test, this same student succeeds and gets an excellent score. You know what often happens; the students gets a grade for that learning component that is lower than the score on the test. Why? Because we average the work they did in the practice and learning phase with the summative test! To me, this seems unethical. Games don’t punish us for making mistakes in the learning process, Education shouldn’t punish kids for making these same mistakes. We should be creating a safe, engaging space where failure and learning from mistakes is just part of the process of learning.
Situated Learning and Complex Problem Solving – James Paul Gee in his book “What Video Games Have To Teach Us About Learning and Literacy” illustrates this point well:
“An academic discipline, or any other semiotic domain, for that matter, is not primarily content, in the sense of facts and principles. It is rather primarily a lived and historically changing set of distinctive social practices. It is in these practices that ‘content’ is generated, debated, and transformed via certain distinctive ways of thinking, talking, valuing, acting, and, often, writing and reading.”
Learning is not just about knowing content. It’s about learning content and using it. Whether you are playing World of Warcraft or Halo, you are learning about this immersive environment that the game provides. You are learning player skills and using them. You are strategizing. You are solving complex problems. You might even be collaborating with other players. We should be creating learning environments in our classrooms that do the same, and creating assessments that value the same level and rigor of learning.
Personalized – We know we need to meet students where they are at and take them to new places in the learning process. All of our students are different and one-size does not fit all. Games meet the player where he/she is at. With complex mechanics, players are given just enough information, but also challenged enough to create appropriate rigor. Good teachers do this to. They differentiate-instruction through a variety of instructional strategies. They know their students through personal relationships as well as data. Games are focused on player needs and ability, education should do the same.
Of course, there are many other things to learn from games (I would love to see comments on this), but these are some of the key and most important ideas in my eyes. I’m not saying that games will solve all educational issues and challenges, but there are already good examples of teachers using games as part of the curriculum, and schools that have embraced game mechanics to create a learning model. We can learn from games and leverage them as tools and models to engage all students in learning. I’ll leave you with this parting quote from Jane McGonigal from her book “Reality is Broken.” Consider how we might create this for our students.
“A game is an opportunity to focus our energy, with relentless optimism, at something we’re good at (or getting better at) and enjoy. In other words, gameplay is the direct emotional opposite of depression.”
This post originally appeared on Edutopia, a site created by the George Lucas Educational Foundation, dedicated to improving the K-12 learning process by using digital media to document, disseminate, and advocate for innovative, replicable strategies that prepare students. View Original >
Given the number of technology tools being used by educators and students, it’s no wonder that mobile technologies and mobile learning are being explored in various implementations. From data collection tools to mobile phones, students are learning at school and on their own.
Remember, however, that technology is a tool for learning, so we still need to focus on models that provide engaging uses for these tools. Project-based learning can pair well with tenets and best practices for mobile learning to create intention and flexible contexts for learning.
Here are some tips and ideas to consider if you want to try mobile learning with your next PBL project.
1. Backchannel Need To Know
Educators can use the “Need to Know” activity, and have students create a list of questions and “need to knows” to compete the project. This list is revisited often for revision, reflection and goal setting, and sometimes these questions and “need to knows” come up outside of the formal learning environment.
Use Twitter, or another related tool, with a hashtag to create a backchannel list of “need to knows.” Also, give students the flexibility and space to question and think outside of the formal classroom.
2. Field Work
PBL projects present a great opportunity to have students go out in the field. Perhaps students can interview experts in their area of study or ask witnesses of historical events to support a project.
Using mobile phones and apps like Evernote and Instagram, students can actively and quickly document the work. For example, they can record data on water quality or do video documentary work. The possibilities are endless, and PBL can create the intentional space for authentic real-world learning.
3. Limited Tools
It’s easy with mobile learning to get a little “technology happy,” overwhelming the classroom with Web 2.0 tools. Remember that even though many of our students are exposed to technology on a regular basis, we still must model their effective use.
This can require instructional time devoted to learning the tool. To curb this concern, limit the number of tools that students use in a PBL project and across multiple projects. Let them become experts with a finite set of great tools, allowing them to build their skills. Not only will this keep you sane as a teacher, it will also create college-ready students who have mastered several mobile tools.
4. Mobile Collaboration
Why limit when and where students collaborate with each other? I know my students text each other constantly to check in and set goals for work.
Allow students use this as evidence for collaboration. Not only can you use mobile tools to teach and assess collaboration, but you can also use them to document the assessment process. Model this practice for students and reward their collaborative work through text message logs and other mobile apps.
5. Celebration of Mobile Learning
It is important to honor collaborative mobile learning as a valuable component in the learning process. Therefore, have students not only share their work but also celebrate their work.
Perhaps you assign homework that involves a mobile device. If a student did extra work on a mobile device at home, acknowledge that student’s work publicly and have him or her share it to help teach others. An essential component of PBL is the public celebration of work. Do the same for mobile learning moments when they occur.
Because PBL provides voice and choice in how students use their time and how they explore, the flexibility in mobile learning can support a great PBL project. The key, as with any technology tool, is to be intentional in the choice. Know where the mobile technology fits within the PBL project.
Ultimately, we should move to a learning environment where technology is invisible. We can accomplish this by pairing PBL and mobile learning to create a space where technology is integral, and where the focus is on authentic, engaging and purposeful PBL projects.
This post originally appeared on the Huffington Post, an internet news and commentary website. The Education section features updated on college, teachers, and education reform, where I regularly contribute. View Original >
Virtual Schools Symposium has once again come to a close this year. There were many sessions, talks, and workshops on a variety of subjects including curriculum and instruction, virtual school models, and competency-based pathways. One of the overarching, as well as focused subject, was around this question: How do we prepare educators to teach effectively in the blended learning environment?
This is not a new question. There have been concurrent sessions at past conferences, and there were sessions on the same subject at this year’s conference. Yet, educators are still looking for answers. There are some things we already know about the role of the teacher in the blended classroom in terms of best practices. We know the teacher becomes the facilitator. No longer is the teacher the sage on the stage in the blended learning classroom, but the guide on the side. We know teachers need training on the technology tools as well and innovative ways to use them. We know that teachers need to know the content and standards to target for instruction and assessment. We know teachers will need to look at data to best meet the needs of their students. However, there is a better way to address all of these concerns, in more holistic and synthesized way.
We need to provide teachers with practical professional development in learning models. When we focus on the model, we focus on all the concerns and best practices articulated above. When we teach these best practices in “silos,” teachers may or may not see how all the best practices and tools work together. Consider Project-Based Learning as an example.
Project Based Learning is a model that provides teachers with practical strategies to engage students. Teachers who are doing PBL in the blended learning environment carefully pick the digital tools to use with their students because these serve a purpose within the PBL project. They use it for collaborative purposes or as performance assessments, rather than simply using the tool for engagement. They learn best practices in management of the classroom that support the PBL learning environment. They differentiate instruction based on the needs of the students within the project. When teachers learn PBL and use it, it ties all the best practices of blended learning “in a bow” (for lack of a better term). More importantly, PBL contextualizes how to teach with practical steps and strategies. All the work that the blended teacher does with students makes sense.
Of course, there are other practical learning models out there, from authentic learning to game-based learning. If we invest in professional development for teachers on these practical and engaging models, teachers will learn all the best practices needed to facilitate a blended classroom. Let’s create a practical context for teachers to be the best blended learning educators.
This post originally appeared on MindShift a site dedicated to replacing familiar classroom tools and changing the way we learn. MindShift explores the future of learning in all its dimensions – covering cultural and technology trends, groundbreaking research, education policy and more. View Original >
The online educational video game site iCivics, created in 2009 by former Supreme Court Justice Sandra Day O’Connor that features civics curriculum, has partnered with EverFi, an ed-tech company focused on K-12 and higher ed. And through the partnership comes a new initiative Commons – Digital Town Square, offered free to all K-12 schools.
The focus of Commons – Digital Town Square is to provide schools with standards-based educational gaming, aligned to the Common Core, with social components. Students who play iCivics games will be able to move along at their own pace, according to Kara Hedges-Sasse, Executive Vice President of Product Development at EverFi. “We intend to utilize adaptive-pathing techniques as well as evidence-based practices to help guide each student differently as they learn and ultimately change behaviors,” she said.
So how is Commons – Digital Town Square different from iCivics? In addition to having the adaptive feature, it will have a variety of media including simulations and animations as well as pre- and post-assessments and behavioral surveys that “measure changes in students’ attitudes and behaviors regarding a variety of civic matters.”
Of course, an implicit requirement of using this game is student access to computers. Students and teachers who have access to computers in school will be able to play the games, take assessments, and collaborate with other students virtually. Here’s how it works.
Social Components. One of the most interesting features of Commons – Digital Town Square is its social features. Students will be able to interact not only with each in their virtual classroom, but also with other classrooms across the country. Students will be able to create social circles where students can cluster themselves in areas of engagement. Students might work together on projects on the local level or even at the national level.
Badges and Avatars. Public badges will be displayed along with each student’s avatar. These badges will not only connect to achievements within the platform, such as passing an assessment, but will also be connected to “civic rewards and even mentorships from national and local civic heroes,” according to Hedges-Sasse. Here the social components try foster knowledge of civics, but more importantly civic engagement itself.
Emerging Standards. Commons – Digital Town Square will be leveraging many standards in its design of instruction and assessment, from existing state standards to Common Core. EverFi already maps their existing work to ELA Common Core standards and they plan to “proactively pursue meeting applicable English Language Arts standards.” In addition, many states are already requiring Civics education as part of the social studies curriculum, whether integrated in a general social studies course, or as a stand alone. Currently, 29 states require high school students to take a course in government or civics.
This post originally appeared on Edutopia, a site created by the George Lucas Educational Foundation, dedicated to improving the K-12 learning process by using digital media to document, disseminate, and advocate for innovative, replicable strategies that prepare students. View Original >
There are methods and models for implementing blended learning — from the flipped classroom, to the flex model. All of them are on the continuum of just how much time is spent online and in the online classroom. Blended Learning can provide a unique way of not only engaging students in collaborative work and projects, but also personalizing and individualizing instruction for students.
However, there is still one piece that is missing from a great blended learning environment: engagement! As an experienced online teacher of both K-12 and higher education students, I am familiar with the challenges of engaging students in virtual work. Luckily, the blended learning model still demands some in-person, brick-and-mortar learning, so there is a unique opportunity to use this structure to engage students.
#1 Leverage Virtual Class Meetings with Collaborative Work
One of the most prominent features of blended learning is the virtual meeting or synchronous class meeting. Sometimes teachers spend the entire class meeting in a virtual meeting room lecturing and presenting content. The irony is that this meeting is often recorded, and available for students to watch later (so students can watch the meeting on their own time). Instead, use the time that you have with the entire class to problem solve together, collaborate on projects, and use virtual break-out rooms for guided practice. If you want students to be engaged in the class meetings, it must be meaningful. Collaborative work can be meaningful when students problem-solve together, plan, and apply their learning in new contexts.
#2 Create the Need to Know
The key here is an engaging model of learning. Teachers can use project learning to create authentic projects where students see the relevance and need to do the work — whether that work is online in the physical classroom. The same is true for game-based learning. If students are engaged playing a serious game about viruses and bacteria, then teachers can use the game as a hook to learn content online or offline. Through metacognition, and the “need to know” activity, students “buy-in” to the learning — no matter when and where that learning occurs.
#3 Reflect and Set Goals
Related to the comment on metacognition above, students need to be aware of what they are learning as well as their progress towards meeting standards. Teachers need to build in frequent moments, both as a class and individual, to reflect on the learning, and set S.M.A.R.T. goals. Through these measurable and student-centered goals, students can become agents of learning, rather than passive recipients. Use reflecting and goal-setting both online and offline to create personal connection to the learning and personalized goals.
#4 Differentiate Instruction Through Online Work
In a blended learning classroom, there is often online work that needs to occur. This might be a module on specific content, formative assessments, and the like. However, students may or may not need to do all the work that is in a specific module. In an effort to individualize instruction, use the online work to meet individual students needs. Whether an extension of learning, or work to clarify a misconception, the work that occurs online can be more valuable to students when it is targeted. Students are no longer engaged in uninteresting busy work, but focused, individualized learning.
#5 Use Tools for Mobile Learning
Edutopia recently published the guide, Mobile Devices for Learning. The guide provides a variety of apps and tips, proposing teachers use mobile learning as part of the learning environment. The great thing is that blended learning can partner well with many strategies and apps. If you use the flipped classroom model, for example, apps like the Khan Academy, BrainPop, and YouTube are incredibly useful. Leverage the flexibility of where students can learn, having them learn outside the four classroom walls. Use scavenger hunts, Twitter, and back-channel chats to engage students in a variety of mobile-learning activities to support your blended-learning model.
Successful blended learning educators and schools are focusing on engagement as they work towards student achievement. We have the unique opportunity to not replicate a system that has not served all students. Instead, we need to look at flexible time and place to innovate through blended learning.
This article originally appeared in Washington State’s ASCD journal, “Curriculum in Context.” Washington State ASCD in as an affiliate unit of ASCD, and has a membership comprised of over 2,000 educators in diverse positions throughout the state. View Original >
In Washington State, and in many states across the nation, the implementation of the Common Core is finally coming to fruition. Districts and Schools have invested in training their teachers to align curriculum and instruction to these Common Core standards. This has been a major challenge for some, while not as much for others. Washington has been working with standards based instruction for some time, and teachers are familiar with targeting standards. The transition to the common core is a transition to new standards, not necessarily the process of standards-based instruction. Where, then, do we need to focus our efforts to ensure that students are meeting these standards? What is the next step in professional development for teachers? What does the Common Core not address in terms of reform? One answer to this question is engagement. To truly ensure that students are meeting standards, we need to focus on creating engaging learning environments where the Common Core Standards are taught and assessed.
Continue reading the article on Page 18 of the Fall 2012 edition of “Curriculum In Context” by clicking here.
This post originally appeared on the Gamification Blog, one stop for the latest news, insight, research and commentary on gamification.View Original >
Many people have submitted questions to virtual schools about whether of gamification is being utlized in the structure and model of learning. The quick answer is Yes! However, the momentum and legitimacy of it is just getting started. Here are some answers to some questions:
What examples are there of “gamified” schools?
Quest2Learn is probably one of the most famous of schools that have embraced gamification. There curriculum and instruction has been transformed into a elaborate set of quests, boss levels, and includes many other elements of gamification. GameDesk has also created a school, Playmaker, which uses a similar method where play and making have been infused into the learning process.
What research or work is out there about Gamification of Education?
The research on Gamification and education specifically is limited. There is a lot of literature about using games in the classroom, but James Paul Gee’s “What Video Games Have to Teach Us About Literacy and Learning,” is a great book to start your learning on how elements within games can be applied to the learning process. In addition, the MacArthur Foundation, of the partners in Quest 2 Learn, published “Quest to Learn: Developing the School for Digital Kids,” which explains their rationale and implementation methods for their “gamified” school.
What about the critics that say that gamification that say it is “manipulation?”
Gamification is a tool for engagement. It creates situated learning experiences with incentives and clear objectives. The Gamification Summit, which occurs every year has some of the best and brightest speak. Esteban Contreras of Samsung said, “Gamification is ultimately not about buzzwords and mechanics, but better and more meaningful experiences.” Jane McGonigal, game guru, also echos this sentiment in her book, Reality is Broken. Gamification is in fact meaningful play.
Is “gamification” more effective than traditional teaching methods? What age group is recommended?
As seen in the examples of schools above, we can see that gamification is being used with students of all ages, but mostly middle and high school. I think there is a misconception that gamification and traditional teaching do no co-exist. In fact, within a gamified curriculum, there are moments for traditional instructional strategies such as research activities, direct instruction, and the like. The difference is that these strategies do not dominate the entire learning experience. They are part of the engaging “gamification” model to support students.
Related to “gamification,” critics say that games have no place in schools. What response do you have to that?
There are many examples of teachers using games intentionally in the instruction process, and with serious games. Serious games balance play and learning objectives, where assessment is embedded along with learning of content. From games on BrainPop, to iCivics, teachers are using them as another tool to engage all students. There is a stigma attached to gaming, but that stigma is quickly fading, as more and more people realize that there is great potential to engage students in learning content and 21st century skills.
This post originally appeared on Edutopia, a site created by the George Lucas Educational Foundation, dedicated to improving the K-12 learning process by using digital media to document, disseminate, and advocate for innovative, replicable strategies that prepare students. View Original >
One of the most interesting ways game-based learning (GBL) is being implemented is with the use of Microsoft’s Kinect. Kinect specifically is an accessory to the Xbox 360, where motion and gestures control game functions. From sports games, to “hack and slash,” the Kinect physically involves the player in gameplay. But why use it in the classroom? And how should you use it in the classroom? Today I present not only a great rationale for use the Kinect in the classroom, but also some specific ideas and resources for doing so.
Brain-Based Learning
As articulated in Edutopia’s “Six Tips for Brain Based Learning,” using active, physical modalities can help the learning process. John Medina author of Brain Rules shows how exercise boosts oxygen-rich blood flow to the brain, which helps students concentrate better. In fact, many schools and classrooms are integrating more physical activity into the school, not just your regular P.E. class. Naperville Central High, for example, uses “brain breaks.”
Instead of having the physical activity as a break from learning to engage in later learning, the Kinect can use the best of both worlds, coupling brain-based physical learning and gestures with learning of content. In addition, we know that games engage us and motivate us to play, provide needed feedback, and provide a safe space to fail. These are all principles of brain-based learning!
Building Lessons
When building a lesson to use the Kinect, make sure you know the instructional purpose of using the Kinect. If you intend to use it as part of the lesson, why are you using it as opposed to something else? Is it used as guided practice? A formative assessment? An extension activity? A piece to differentiate? These are all good purposes, and you might use one or more of them in the lesson planning.
Another important consideration is what game to use. This also relates to cost. Kinect Adventures comes with the purchase of the Kinect itself, but you may have to purchase other games. If cost is a concern, there are many ways to mitigate this issue. I’m a big fan of Donors Choose, and I’ve been successfully funded through them. Just make sure you indicate specific objectives and clear plan. Also, Microsoft offers discounts on the Kinect, and includes a great chart that can help you make decisions for buying.
Resources
There are a great many resources to find not only lessons that use Kinect in the classroom, but also apps that can support more specific learning. One example is Kinect Math – A Kinesthetic Learning Experience that allows teachers to make abstract mathematical concepts more interactive through using the Kinect. Students can manipulate graphs, variables, and more.
In addition, Microsoft has a huge library of classroom lessons, many of which are aligned to the Common Core standards, as well as other learning objectives in physical education and science. The lessons include step by step instructions, grade level and the game that must be used with the game.
There is a great opportunity to use the Kinect in the classroom to not only meet specific learning goals, but engage in research-based practices for learning. Consider developing your own lesson and submitting it to an open-source database of GBL lessons. Let’s work together as a GBL community to uses games effectively in the classroom.
This article originally appeared in “Net Assets,” a journal of the National Business Officers Association, a solution-oriented community focused on the financial and administrative success of K-12 independent schools. NBOA develops, delivers, and promotes best business practices to advance independent schools.View Website >
When new pedagogical models come around, we are often wary of them. This sentiment can be valid! Often, the implementation of practice is costly, from training new teachers on the model of learning, to purchasing critical materials that are needed to ensure effective implementation. Then, of course, there is the ongoing support and continued purchasing of materials.

So when Game-Based Learning (GBL) and Gamification are touted as new and innovative ways to teach, it is not a surprise when they are not instantly embraced—indeed, they have not yet taken hold. This is made even more complicated by the fact that there are many models within the umbrella of Games for Learning.
In the Games for Learning topic, there are sub-topics that are all viable in the classroom. One, Game-Based Learning (GBL) is defined as a branch of serious games that deals with applications that have defined learning outcomes. Generally, they are designed in order to balance the subject matter with the gameplay and the ability of the player to retain and apply said subject matter to the real world. Serious games, by relation, are games designed for a purpose other than pure entertainment. So what does this look like in the classroom? This is where things get a bit complicated, because it is all about contextualization.
This post originally appeared on InService, the ASCD community blog. ASCD (formerly the Association for Supervision and Curriculum Development) is an educational leadership organization with 160,000 members in 148 countries, including professional educators from all levels and subject areas––superintendents, supervisors, principals, teachers, professors of education, and school board members. View Original >
This past Monday, I had the honor of hosting an #engchat on the topic “Project-Based Learning (PBL) in the English/Language Arts (ELA) classroom.”
[Connect with ELA-minded educators in real-time #engchats on Twitter on Mondays from 7:00 to 8:00 p.m. eastern time.]
During the conversation, some crucial advice came up, and teachers both learned and gave their best advice on designing PBL projects that teach and assess ELA standards, particularly the Common Core State Standards.
Here are four key take-aways from the conversation:
1. Know PBL vs. Projects. I’ve seen this confusion around PBL and projects a lot in my work with teachers, and this Twitter chat was no exception. Projects aren’t bad, but they are not PBL. Projects usually occur after much of the teaching has already happened, and often take the shape of a culminating performance assessment. In the ELA class, this might look like reading a text such as Romeo and Juliet, and then creating a video where the students make a modern interpretation of it. A traditional project usually refers to just this summative assessment video piece.
A PBL project, on the other hand, is the entire learning process—from the summative and formative assessments to the lessons and activities that scaffold the learning. Students might be asked to create a dating guide for other teens, given a text (like Romeo and Juliet) to learn examples (and nonexamples) from it, and use what they learn along the way to create their product. The teacher would be teaching lessons and scaffolding material along the way to support that work.
2. Invite Authentic Writing. PBL calls for authentic products that are shared with a public audience. Instead of just an essay, students could write proposals, guides, letters, and other writing pieces where the writing is meeting a real need. These writing pieces are critiqued and refined as they are constructed by experts, self, and peer evaluations.
3. Create the Need to Read. When doing a PBL project in the ELA classroom, a common mistake is reading an entire text before doing a project. This defeats one of the crucial engagement strategies of PBL: creating the need to read.
Instead of reading the whole text upfront, teachers should give the engaging project upfront to students, where reading the text is essential to performing well on the project. Through this, teachers can scaffold the reading process with the great activities and lessons that they already do. In addition, students use what they learn to work on the project along the way. This creates manageable application of knowledge for all students and creates an ongoing, relevant connection to the text.
4. Don’t “Cover” Reading Standards, Target Them. During the #engchat, many teachers were concerned about targeting Common Core State Standards, especially in literature. My advice is to target specific standards that the text or piece of literature really demonstrates well. There is a tendency to cover all the possible pieces in a text, but in reality, we don’t need to. We have a year, and have time to hit the targets in-depth at intentional times. PBL projects create this opportunity. Use the PBL project to go in-depth on targeted standards, rather than trying to cover all the possible standards that a text might be able to demonstrate.
Designing PBL for the ELA classroom isn’t an easy task, but I believe PBL provides invaluable opportunities to engage students in reading and creating authentic products for real-world use. PBL can “tie up in a bow” all the literacy strategies and scaffolding that teachers must do while fostering inquiry processes for students.
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