Teacher PLC at the Learning Games Network

Teacher PLC | Learning Games Network

Are you a teacher interested in using games in the classroom? Help design a new Professional Learning Community (PLC) at the Learning Games Network.

The PLC will provide a forum for teachers to share experiences and ideas for using existing games in the classroom, as well as discuss ideas and concepts for where games could fill gaps and niches in curricula. Teachers involved in technology will also have the opportunity for professional development in workshops with developers and producers.

Be sure to fill out the short survey to share your interests and sign up for more information. Pass this on to other educators interested in games!

Sylvia

Constructivist Celebration @ NYSCATE

Well, it’s official, there will be a Constructivist Celebration in partnership with the annual NYSCATE (New York State Association for Computers and Technologies in Education) conference in Rochester, NY.

Strong National Museum of Play
Rochester, NY
Sunday, Nov 22, 2009
9AM-4PM

The Constructivist Celebration is an opportunity for you to let your creativity run free with the world’s best open-ended software tools and enthusiastic colleagues who share your commitment to children, computing, creativity and constructivism. You might think of this stimulating event as a spa day for your mind and soul!

Best of all, the Constructivist Celebration @ NYSCATE is being held at the Strong National Museum of Play, a great setting that should prove inspiring and fun.

The day kicks off with a keynote, by Gary Stager on “Creative Computing”. By the way, for you Stager fans, this will be the only chance to see Gary at NYSCATE this year.

Then you will enjoy five hours of creativity on your own laptop using open-ended creativity software provided by consortium members FableVision, Inspiration, LCSI, and Tech4Learning. Representatives of the Constructivist Consortium will be there to assist with your project development.

Plus you get to keep the software and have a fabulous lunch!

For more details and registration, see the Constructivist Consortium registration website. (If you want to register for BOTH the pre-conference celebration and NYSCATE at the same time, click here to go to the NYSCATE website. You will be asked to become a NYSCATE member, but this is free!)

I’ll be co-leading this event, so I hope to see you there!

Sylvia

Choices for Children: Why and How to Let Students Decide

Choices for Children: Why and How to Let Students Decide

An oldie (1993) but a goodie from Alfie Kohn. What does it really mean when when students have the power of choice instead of being powerless? Why is it important, and what kinds of things can students really decide?

To be sure, there is nothing new about the idea that students should be able to participate, individually and collectively, in making decisions. This conviction has long played a role in schools designated as progressive, democratic, open, free, experimental, or alternative; in educational philosophies called developmental, constructivist, holistic, or learner-centered; in specific innovations such as whole-language learning, discovery-based science, or authentic assessment; and in the daily practice of teachers whose natural instinct is to treat children with respect.

But if the concept is not exactly novel, neither do we usually take the time to tease this element out of various traditions and examine it in its own right. Why is it so important that children have a chance to make decisions about their learning? How might this opportunity be provided with regard to academic matters as well as other aspects of school life? What limits on students’ right to choose are necessary, and what restrictions compromise the idea too deeply? Finally, what barriers might account for the fact that students so rarely feel a sense of self-determination today? A close inspection of these issues will reveal that the question of choice is both more complex and more compelling than many educators seem to assume.

The rest of the article is well worth reading!

Sylvia

Why Creativity Now?

via ASCD Inservice: Why Creativity Now?

In “Why Creativity Now?” creativity expert Sir Ken Robinson dispels the myth that giving precedence to creativity in education will result in unstructured curriculum or initiatives targeted to a select content or students.

I like how the article emphasizes that creativity is about DOING, not just thinking.

Sylvia

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:

Tinkering with Twitter

By now you’ve probably heard of Twitter, the latest techno-craze taken up by those-in-the-know, celebrities, and well, me too. It’s so popular that the inevitable “it’s not so great” stories are now making their way into the news. According to this Harvard study (link from BBC news) Twitter hype punctured by study, “…most people only ever “tweet” once during their lifetime…”

“Based on the numbers, Twitter is certainly not a service where everyone who has seen it has instantly loved it,” said Bill Heil, a graduate from Harvard Business School who carried out the work.

That quote alone got me thinking. Since when does everyone have to love the same thing instantly and do things in exactly the same way. Oh, right — school.

A couple of months ago I wrote two posts on the subject of tinkering that have probably gotten me the most (offline) comments of anything I’ve written. Technology Literacy and Sustained Tinkering Time and Tinkering as a mode of knowledge production in a Digital Age.

Part of the magic of tinkering is that everyone does not do the same thing, that people can easily pick up tools and materials (digital or otherwise) and quickly do something that is personally engaging.

Hurray for Twitter for making it so easy to try out, so easy to decide if it’s right (or wrong) for you. Hurray for a world where you can twitter about lunch and twitter to save your country.

Are there parallels to learning?

In some ways, yes… especially for technology, making simple tools available means people (students and teachers) can try them out and find immediate uses. Or discard them quickly. They have a low barrier to entry. Twitter fits this bill nicely.

In some ways, no… education is about asking youth to find their passion and make meaning of the world, without making them hate it. Even if it takes effort to push them into it, even if it takes a caring, persistent adult to show a youth that that passion does indeed exist. Tools that offer a high ceiling, a potential to go further than you ever thought possible, to create, to creep into complexity, to explore a craft deeply, meet this need. That’s not Twitter, nor most of the Web 2.0 world.

Tools that offer both are indeed extremely rare and valuable.

Sylvia

New report from the EU on Games in Schools

A new research report – How are Digital Games Used in Schools has just been released by a group called European Schoolnet, a consortium of 31 ministries of education in Europe. This study was sponsored by the Interactive Software Federation of Europe , representing companies in the interactive software industry.

How are Digital Games Used in Schools covers  the use of games in schools in Europe: video games, computer games, online games that run on consoles, computers, handhelds or mobile phones.

Full report (180 page PDF) – English version
Synthesis report (40 page PDF) – English version

The researchers interviewed over 500 teachers, 30 decision-makers, and included 6 case studies and a review of the scientific literature. They came to some interesting conclusions, both from a teaching and learning standpoint.

  • “The teachers who are involved in these practices leave nothing to improvisation in their pedagogical use of these games; on the contrary, they prepare them very carefully.”
  • “Experiments in the classroom use of games are bringing teachers together in a community of practice, and associating the whole educational community and parents around the pupils’ achievements.”
  • “Practices centred on games rehabilitate more traditional teaching tools in the eyes of the pupils.”

European Schoolnet also established a social network as part of this study for teachers interested in using digital games in the classroom.

From the conclusion – “The investigations that have been made show that electronic games favour a way of learning that is particularly in tune with the modes of learning now regarded as effective. The table below summarizes several major principles of learning that are now known and recognized. It relates them
to the characteristics of electronic games and the modes of use that they generate. The correspondences that
emerge argue in favour of a‘re-opening of the case’ [of using digital games in the classroom].”

Report table

Full report (180 page PDF) – English version
Synthesis report (40 page PDF) – English version

Sylvia

Join us online – student participation in building the learning environment

TONIGHT! Join us Wednesday, June 3rd, at 5pm Pacific / 8pm Eastern / 12am GMT for a panel discussion with both educators and students on the topic of Student Participation in Building the Learning Environment.

Moderator Susie Boss will lead a panel discussion with Connie Weber, Sylvia Martinez, Marcie Hull, Jane Krauss, and their students. The discussion will include:

  • How does more active participation change how students see themselves–and the wider world?
  • How can we shape learning spaces so that kids are able to take more of the lead of their own learning?
  • How can we change the culture of school so that student participation is the norm?

Date: Wednesday, June 3rd, 2009

Time: 5pm Pacific / 8pm Eastern / 12am GMT (next day) (international times here)

Location: In Elluminate. Log in here. The Elluminate room will be open up to 30 minutes before the event if you want to come in early. To make sure that your computer is configured for Elluminate, please visit the support page.

Recordings of the session will be posted within a day of the event.

Thanks to Steve Hargadon for organizing this event – see you online!

Sylvia

Two new white papers on games in education

Two white papers were released last month from The Education Arcade at MIT. Both are about video and computer games for learning, but look at this issue from slightly different angles.

Moving Learning Games Forward looks at games, learning and education with a long lens. It provides a detailed historical analysis of how computer games first were used in schools and proceeds through the heyday of educational software in the 1980s to the present move to web-based games. I was very pleased to see how much of this mirrors my presentation on Games in Education for the K12online conference, but of course, my 20 minute presentation barely skims the surface where they dive deeply. I’ll be adding this to my Games in Education resource wiki for sure!

The paper goes on to lay out some ideas for how learning games should be designed, and has great references and sources for additional reading. This is a must-read for educators seriously interested in games in education.

The second paper, Using the Technology of Today in the Classroom Today, is slightly narrower in focus. It is written for classroom teachers interested in bringing games and simulations into the classroom, with practical suggestions and case studies to help with planning and implementation.

Sylvia