Announcing – Invent To Learn: Making, Tinkering, and Engineering in the Classroom

book coverSo some of you may have noticed that I’ve been pretty quiet here lately. All my writing energy has been going to a good cause though! I’m happy to announce a new book: Invent To Learn: Making, Tinkering, and Engineering in the Classroom, authored jointly by yours truly,  Sylvia Martinez, and Gary Stager.

This book has been cooking a long time, fueled by our belief that many schools are heading away from what real learning looks like – projects that are student-centered, hands-on, and authentic. But there is a technology revolution out there that has the potential to change that. New materials and technology can be game-changers: things like 3D printing, microcomputers like Raspberry Pi and Arduino, sensors and interfaces that connect the physical world to the digital, and programming. At the same time, a vibrant “maker movement” is spreading worldwide, encouraging people to make, tinker, and share technology and craft.

Invent To Learn is for educators who want to learn about these new technologies and how they can work in real classrooms. But it’s not just about “stuff” – we explore teaching, learning, and how to shape the learning environment. By combining the maker ethos with what we know about how children really learn, we can create classrooms that are alive with creativity and “objects to think with” that will permanently change education.

Student leadership
One chapter of Invent To Learn is about how learning by doing also gives students a chance to become leaders in their schools and communities. Giving students access to modern creativity tools and technology is not about “jobs of the future,” it’s about real learning NOW.

Making for every classroom budget
Even if you don’t have access to expensive (but increasingly affordable) hardware, every classroom can become a makerspace where kids and teachers learn together through direct experience with an assortment of high and low-tech materials. The potential range, breadth, power, complexity and beauty of projects has never been greater thanks to the amazing new tools, materials, ingenuity and playfulness you will encounter in this book.

Check the Invent To Learn website for information on getting the print or Kindle version of the book, and also about professional development for your district.

Gamestar Mechanic – Designing games through gameplay

I spend a fair amount of time encouraging teachers to think about “games in learning” not just as students playing games, but student designing games and other digital experiences. Game design is a great combination of systems thinking and design, offers students a lot of choice within constraints that make for concentrated problem-solving, supports a collaborative classroom, and more. It’s everything most people hope for when we talk about 21st century skills and project-based learning.

One of the issues, however, is that many teachers think that they can’t teach programming. Programming is seen as too difficult, something that is done only by highly trained professionals — the proverbial “rocket scientist.” In reality, programming is just like any other subject. Lots of teachers learn how to teach things that may seem very difficult. I know if you stood me up in front of a class and told me to teach Advanced German or Organic Chemistry I’d run screaming from the room too! But every day, teachers get up and teach all sorts of difficult things – programming is no different.

The great thing today is that there are lots of ways to teach programming to all ages. I’ve written about a few of these options before, but Gamestar Mechanic is a new tool in this toolbox.

Gamestar Mechanic is not exactly a programming language – it’s more like a toolkit, where students can construct games of all kinds. It also provides game-like entry to game design – the initial steps are “challenges” that take you one step at a time, just like a game. There are some other cool features, like an online showcase and community. With initial funding from the MacArthur Foundation (see Digital Media in the Classroom Case Study: Gamestar Mechanic), Gamestar Mechanic was fully released to the public in Fall 2010.

If you are interested in game design for children, the Gamestar Mechanic website is well worth your time. It includes sections for parents and educators, and offers both a free version and a premium version that seem reasonable, with pricing and features both for home and school use.

Related wiki: Games in Education Resources

Sylvia

Project-based learning explained – video

Another video from the nice folks at Common Craft:
Project Based Learning Explained

Other project based learning resources:

Like this video? There are lots more online explaining everything from Twitter to RSS at Common Craft.

Bonus idea: Why this is a great model for students to make their own videos

Sylvia

Project-ing Tech Literacy

More reaction to the new whitepaper Assessing Technology Literacy: The Case for an Authentic, Project-Based Learning Approach (Read more or download PDF)

From Education Week:

“A new whitepaper addressing recent calls for technology literacy education argues any such education should involve project-based learning, while a separate new report indicates the need for such education may soon increase. The whitepaper from Jonathan D. Becker, a grant evaluator for the U.S. Department of Education, and Cherise A. Hodge and Mary W. Sepelyak, doctoral candidates at Richmond’s Virginia Commonwealth University, insists that, despite contention over what exactly constitutes technology literacy, there is consensus in the 49 states with technology literacy goals that the construct is multidimensional, and that one of those dimensions is acting or doing. In other words, students don’t just observe technology. They interact with it, meaning any instruction involving technology literacy should include students using technology in an active or interactive way.”

via Project-ing Tech Literacy – Digital Education – Education Week.

Although they got Dr. Becker’s job wrong (he’s actually an Associate Professor of Educational Leadership at Virginia Commonwealth University,) it’s a nice analysis of the whitepaper! Hope you read it and share with principals, tech coordinators, and others wondering what to do about student technology literacy.

Assessing Technology Literacy: The Case for an Authentic, Project-Based Learning Approach (PDF)

Sylvia

New – Technology literacy whitepaper

Download PDFToday we are happy to announce the release of a new whitepaper written by Jonathan D. Becker, J.D., Ph.D. Associate Professor of Educational Leadership at Virginia Commonwealth University, with Cherise A. Hodge, M.Ed. and Mary W. Sepelyak, M.Ed. Dr. Becker is an expert researcher in achievement and equity effects of educational technology and curriculum development.

Assessing Technology Literacy: The Case for an Authentic, Project-Based Learning Approach (PDF)

This whitepaper takes a comprehensive look at the research, policies, and practices of technology literacy in K-12 settings in the United States. It builds a research-based case for the central importance of “doing” as part of technology literacy, meaning more than just being able to answer canned questions on a test. It also explores the current approaches to develop meaningful assessment of student technology literacy at a national, state, and local level.

Where “doing” is central to students gaining technological literacy, traditional assessments will not work; technological literacy must be assessed in ways that are more authentic.

Building on this definition, the whitepaper connects project-based learning and constructivism, which both hold “doing” as central to learning, as the only authentic way to assess technology literacy.

True project-based assessment is the only way to properly assess technological literacy.

Finally, it examines our TechYES Student Technology Literacy Certification program in this light.

A review of existing technology literacy models and assessment shows that the TechYES technology certification program, developed and implemented by the Generation YES Corporation using research-based practices, is designed to provide educators a way to allow students to participate in authentic, project-based learning activities that reflect essential digital literacies. The TechYES program includes an excellent, authentic, project-based method for assessing student technology literacy and helps state and local education agencies satisfy the Title II, Part D expectations for technology literacy by the eighth grade.

This whitepaper can be linked to from our Generation YES Free Resources page, or downloaded as a PDF from this link.

Sylvia

PS – Share this important research with your PLN!

Tinkering and the grades question

Tinkering is still at the top of my mind these days, even though I haven’t had much time to blog about it much (besides this). But often when things are on your mind, everything you see seems to relate. If you think about buying a yellow car, all of a sudden the world seems full of yellow cars.

So reading this Alfie Kohn News and Comments article about grades made me think about tinkering again. Because often when we talk about doing something different in schools, we hear, “but how will that fit into the current classroom?” And that means everything from 42 minute periods to test prep to grades.

But tinkering is one of those things that doesn’t fit in neatly. It takes time, doesn’t result in neat projects that work with canned rubrics, and might not have any impact on test scores. But should that matter? Can’t we help kids at least a little by making things more like tinkering and less contrived and pre-planned?

Then this hit me.

As for the research studies: Collectively, they make it clear that students who are graded tend to differ from those who aren’t in three basic ways. They’re more likely to lose interest in the learning itself. They’re more likely to prefer the easiest possible task. And they’re more likely to think in a superficial fashion as well as to forget what they were taught. Alfie Kohn

These are exactly what kids need to be able to do to tinker. And grades squash that.

Maybe we are asking the wrong questions. Maybe implementing “some tinkering” where kids are eventually graded, no matter how authentically, is a contradiction. Maybe even counterproductive if it confuses kids. Is it even worth doing?

What does project-based learning look like?

“Even as I write this, I am amazed at how much kids did in just 20 minutes. I can’t wait to see where they go next and what they do when I introduce ideas such as storyboarding, clay animation, etc. It will be interesting to hear their conversations about the things they notice outside of school–times when photos are manipulated, etc I didn’t realize how much they would learn from this one tool.”

via A Year of Reading: Discovering the Possibilities of Stopmotion in Grades 2-5.

People ask me all the time – so what does project-based learning look like? This blog post is a great example of a teacher explaining just that. It’s the details that stand out – the choice of a good tool, the thoughtfulness of finding the right balance between too much or too little initial instruction, and the reflection on what happened.

People think that project-based learning is more difficult for the teacher, but this article points out that the teacher used the same tool and same lesson plan for grades 2-5. The projects were age-appropriate and varied because students brought their own experiences to their projects, not because the teacher designed the lesson differently.

I often ask teachers to share in sessions what happens in their classrooms when they allow these experiences to unfold. These stories share a sense of wonderment at what students are capable of when given the chance. Yet it’s hard to explain exactly how this happens or what the teacher does besides “let go.” To many people, project-based learning seems like an “if you build it, they will come” kind of mystical promise.

Articles like this explode some of that mythology. It’s clear that the teacher is actively guiding students in their natural pursuit of learning. And it’s clear that for technology based projects, open-ended tools like Frames allow students to not only succeed quickly, but support longer and deeper experiences as students gain fluency.

Please read Discovering the Possibilities of Stopmotion in Grades 2-5!

Sylvia

Relevant research: Combining service-learning and technology fosters positive youth development

In an ongoing effort to promote youth empowerment in education, we’d like to offer this research synopsis. This one pulls together several of our favorite subjects: youth development, project-based learning, and technology.

Best Practices for Integrating Technology and Service-Learning in a Youth Development Program by JoAnn R. Coe-Regan, PhD and Julie O’Donnell, PhD, MSW.

Community-based programs that are meant to promote youth development have been around for quite awhile. Numerous studies indicate that youths benefit from these programs in many ways: a more positive self-image, a reduction in risk taking behavior, improved school behavior, etc. Because research illustrates the success of after-school programs, federal funding has increased from $40 million to $1 billion in recent years. A ubiquitous and recurring challenge these programs face is how to recruit and retain teens despite the potential barriers of boredom, family responsibilities, and spending social time with their friends.

In 2006 the YMCA Youth Institute of Long Beach, California developed a service-learning program to help overcome these barriers which “…uses technology as an integral mechanism for promoting positive youth development and enhancing the academic success and career readiness of low-income, culturally-diverse high school students.” (Coe-Regan & O’Donnell, 2006)

The YMCA Youth Institute research is unique in the fact that it focuses on the mutually supportive benefits of technology and service-learning. It also supports the idea that effective technology learning is more than skill acquisition, but is built into collaborative, authentic projects.

Overall, the study found that service-learning which emphasizes technology not only increases positive youth development, it also retains and sustains the service-learning program. Participants were particularly attracted to learning new technology skills and saw this as increasing the likelihood of being successful in life.

The participants spent the entire year working in teams to develop projects including digital storytelling, graphic design, 3D animation, and how to troubleshoot and use computer networks. Additionally, curriculum was developed to link the project content to school content standards.

Coe-Regan and O’Donnell identified five best practices to implementing a service-learning program that emphasizes technology to enhance positive youth development.

  1. Focus on under-served youth. The study found that ‘nesting’ such programs in low-income, diverse communities helped youth connect with a wide range of other cultures as well as helping reduce the ‘digital divide’ that many youths must overcome to be competitive in the 21st Century job market.
  2. Use collaborative, project-based techniques to teach technology. The study found that using projects to teach technology not only increased interest, but participants also gained better planning and problem-solving skills than traditional, specific skill acquisition. Youth also gained more confidence by learning from ‘trial and error’ and from working in teams to develop ‘real world’ solutions to problems as they arose.
  3. Emphasize the usefulness of technology skills in the workplace/higher education. It was found that many youths are well aware of the expectations teachers and employers have in regards to technology competency. Therefore, participants had an authentic desire to learn about new technology. It was found that the program retention increased due to the youth’s determination to succeed in college and the marketplace by developing their 21st century skills.
  4. Stress the importance of service to the community. The study found that 90% of participants found their service learning experience to be positive. Many of the youths continued their service learning beyond the program by participating in internships, volunteering, or helping teachers in their school with technology.
  5. Focus on personal growth and development. “The data suggested that this technology program appeared to have the ability to do more than simply influence technology outcomes. Many participants mentioned the technology skills when asked about the overall general knowledge and skills, but the majority of participants talked about other things they learned about themselves and life skills that went beyond technology skills and knowledge. These included: developing leadership skills, making friends, getting along with others, speaking in front of others and voicing their opinions, balancing life and gaining the motivation to continue with their career goals.” (Coe-Regan & O’Donnell, 2006).

Overall, the study found that service-learning which emphasizes technology not only increases positive youth development, it also retains and sustains the service-learning program. Participants were particularly attracted to learning new technology skills and saw this as increasing the likelihood of being successful in life.

Reference: Coe-Regan, JoAnn R, & O’Donnell, Julie. (2006). Best Practices for Integrating Technology and Service Learning in a Youth Development Program. Journal of Evidenced-Based Social Work, 3, 210-220. Retrieved from EBSCO Host Database.

(This synopsis was written by Steven Hicks, Generation YES grants and special projects coordinator.)

Start the year off with hands on

Teacher Magazine: Teaching Secrets: How to Maximize Hands-On Learning.

Good teachers know that students learn a lot more when they get their hands on real materials, and get to do their own projects and experiments. But sometimes we get frustrated thinking about the students who won’t cooperate, don’t clean up, waste materials, or misbehave during our hands-on learning time. In my work as a science teacher and coach, I’ve seen teachers who decide to delay lab activities until behavior is rock-solid. Instead of starting off with a bang, they tiptoe toward inquiry learning.

The author, Anthony Cody is an award-winning science teacher, and this article has some great ideas, tips and practical suggestions for all grades and subject areas.

Some people wonder if computers are “real” materials, thinking that what happens on the screen is virtual, not real. But if students are allowed to use computers as part of their toolkit – making things can include digital things. Making, doing, constructing are all possible on a computer, and part of many student’s everyday lives, outside of school, at least. Empowering students to believe in themselves as capable of making things that matter, both in the physical and digital world, is a crucial part of learning.

So whatever you call it, project-based learning, hands-on, or inquiry learning – the time to start is always NOW!

Sylvia

Related posts:

The people in the room are the right people

Last week I was the closing keynote at NEIT 2008, the New York State Association of Independent Schools (NYSAIS) Education and Information Technology conference. It was an “unconference” and used a structure called “Open Space” to plan and manage the meetings. Other than the two keynote “anchors”, there were no planned sessions.

Open Space Technology is “a simple way to run productive meetings, for five to 2000+ people, and a powerful way to lead any kind of organization, in everyday practice and extraordinary change.”

At NAIS 2008, I found it very successful, and at the same time, a powerful metaphor for learning.

At the beginning of the conference, everyone is free to step up and propose any session they want. Not just ones they want to present, but anything they want to know more about. And then as these suggestions begin to fill the slots, more ideas come forward. After a few sessions, you have another meeting and fill more slots, propose more ideas. (More about how this works)

When it started, it seemed like there were way too many open spots and not enough ideas. People worried that voting would help sort out what to do, that their ideas wouldn’t be popular, that they would miss things, or that we would run out of ideas. But as we heard the Open Space Four Principles and One Law it started to make more sense:

Four Principles

  • Whoever comes is the right people
  • Whenever it starts is the right time
  • Whatever happens is the only thing that could have
  • When it’s over, it’s over

The one law is The Law of Two Feet, meaning, if you want to be somewhere else, do it – just don’t waste the time.

How it worked
Sure enough, most sessions had enough people. Part of the success was due to the facility having many small rooms, enough to accommodate all the proposed sessions. Some had projectors, some didn’t but it all worked out. When we re-gathered for the next planning sessions, people were energized, more sessions were proposed, people decided to continue or repeat a session, and slowly the open slots were filled

I’ve been to other unconferences, and this one was different. Because there was no voting, there was no competitive element and no hidden message that only the most popular ideas or people are important. While I understand that often the physical space is a limitation, I think there must be ways to acknowledge that everyone can contribute.

As I went to various sessions, people were passionate and focused. It’s the first conference in years where I went to every session and wished there were more. Lots of people said the same thing. You know when you go to a conference and the best part is the conversation in the hall? This was all hall.

The kids in the room are the right kids
But really, isn’t this what we hope for classrooms, especially project-based learning environments? Sometimes it’s hard to explain project-based learning. It’s hard to convince others that it actually works, because it’s hard to “see” the learning when the teaching is not continuous direct instruction. You have to trust the process, design situations that will engage students, and then give students time to become immersed in them. You have to trust the students and allow them to take risks, make mistakes, overcome frustrations and work through momentary distractions. You have to believe that your kids are the right kids, that you are the right teacher, and that when it all works, it will be magic.

I took a risk too, I didn’t prepare my keynote presentation until the night before. I felt I wanted to honor the process and trust that the experience of the conference would provide support for my topic of leadership vision to action, especially student leadership. And it did. I liked what I came up with, and the audience seemed to as well. It was videotaped, but apparently only the audio worked. Oh well!

I knew I wasn’t going THAT far out on a limb; I have enough videos and examples that I can pull together fairly quickly. But the theme of trusting the process and the participants ended up providing the perfect context.

Your kids are the right kids, you are the right teacher, and now is the right time. Trust them, trust yourself, trust the process. Now let’s get busy.