Games, technology, creativity, and creative reporting

A new study came out from Michigan State University this week – Information technology use and creativity: Findings from the Children and Technology Project by Linda A. Jackson , Edward A. Witt, , Alexander Ivan Games, Hiram E. Fitzgerald,  Alexander von Eye, Yong Zhao.

First problem – it’s behind a paywall. It costs $19.95, or becoming a subscriber of the journal, Computers in Human Behavior. Well, sure, I could pay for it, or better yet, I “know people” and could probably get it free, but then I can’t post it, and worse, I can’t link to it and therefore we (me + you out there) can’t talk about it. Even the links in the abstract to what the tests of creativity are based on do not go anywhere (see the funny little anchors?). The only other information from MSU is the press release.

Abstract
“This research examined relationships between children’s information technology (IT) use and their creativity. Four types of information technology were considered: computer use, Internet use, videogame playing and cell phone use. A multidimensional measure of creativity was developed based on and test of creative thinking. Participants were 491 12-year olds; 53% were female, 34% were African American and 66% were Caucasian American. Results indicated that videogame playing predicted of all measures of creativity. Regardless of gender or race, greater videogame playing was associated with greater creativity. Type of videogame (e.g., violent, interpersonal) was unrelated to videogame effects on creativity. Gender but not race differences were obtained in the amount and type of videogame playing, but not in creativity. Implications of the findings for future research to test the causal relationship between videogame playing and creativity and to identify mediator and moderator variables are discussed.

Highlights ► Positive relationship between videogame playing and creativity. ► Relationship held across types of videogames (e.g., violent, interpersonal). ► Despite gender and race differences in videogame playing, there were no gender or race difference in creativity.”

Already the abstract has got my antennae tuned. Did they really call videogame playing “Information Technology Use”? I mean, I see what they were going for – do the things kids do with common technology correlate to measures of creativity?

But it really makes me want to see the actual study. I wonder what the correlation was between the three other types of “information technology use” – computer use, Internet use, and cell phone use. What kind of “use” did they test? Was it a survey? What did they ask? Was it just hours? What were the kids doing?  What was the difference between Internet use and computer use (isn’t one a subset of the other?) Questions, questions, questions.

Plus, if ed tech enthusiasts are happy that creativity is linked to videogames, what does it mean that computer and Internet use did not show the same link? For learning game enthusiasts, what does it mean that the link to creativity didn’t depend on what kinds of games the kids played.

Next problem – the press picks up the story, reads the abstract (if we’re lucky) and proceeds to write a story that really isn’t what the research says. That’s true even just reading the abstract.

USA Today Headline Research: Video games help with creativity in boys and girls starts off, “Here’s another reason to include The Legend of Zelda: Skyward Sword on those holiday shopping lists: children who play video games are more creative.”

OK, so the headline implies that video games are responsible for making children more creative – but the article is fairly carefully worded about assuming that playing videogames MAKES children creative.

The Register (an IT site from the UK) headlineKids! You get back in front of that Xbox right now: Playing videogames makes kids more creative. Positive news for gamers, and their parents. Hours in front of the glowing box hammering zombies as a youngster can make you more creative.”

Several commenters point out that correlation does not equal causation, but there are an equal number of commenters who believe that videogames cause children to be violent, so therefore we will have a lot more creative axe-murderers due to games. So it’s not like you can really look to the comments for wisdom.

There are lots of headlines that get it right, or at least use some caution, using words like “linked” or “tied” to connect creativity to videogames, but from my brief survey, plenty more that get it wrong.

Play More Video Games, Be More Creative? – Parenting.com
Study: Playing Video Games Promotes Creativity
Video Games Are Making Your Kids More Creative
Study Finds Games Make Kids More Creative

Repeat after me… Correlation is not causation!

Sylvia

Arts and Education: Experiential Learning

I had the opportunity last week to participate in a symposium on Arts & Education last week in Harrisburg, PA. I spoke on a panel about Experiential Learning. My main contribution was to connect the arts and sciences through a hand-on approach.

So my point of view is not focused on technology, but uses technology as a lens to change the culture of a school – to encourage collaboration between teachers and students where the learning is being co-created – to give students opportunities to do meaningful and important work, and what schools can do to encourage those kinds of learning environments.

A prevalent view of education is that young people are empty vessels and schools simply open up their heads and pour in knowledge. Unfortunately this is a vision of education that is not serving us well in the 21st century. For a few students, this clearly works, but for many, this is a futile effort — made worse by an increasing focus on testing a few subjects at the expense of high-interest subjects like art and music.

Project-based and experiential learning has been around for a long time. You might say that the classroom is the new-fangled technology here. You certainly don’t see lion cubs sitting in desks in rows. For thousands of years people learned skills through apprenticeship and showing that they could do simple tasks, and gradually more complex ones until they became the masters.

Projects are not simply longer versions of traditional school-work, nor are they crafts. The presence of glue and scissors does not create a project. Nor is a project simply following a recipe.

It’s interesting that the word “project” is used both for the process and the finished product. And it’s important that it remain true to both. The process – the planning, production, construction, sharing is crucial. A project needs to be personally meaningful to the student – more than just for a grade. Having an audience that extends beyond your classmates and teacher is great for this. A project should not have a right answer (or one answer).

One question from the audience asked how arts could be incorporated into projects. My response was that students will naturally incorporate their own aesthetic into projects they care about. Respecting that is crucial.

Arts teachers know this, but it’s hard to articulate. Our culture places arts on a lower level than “academic” work. Like art, projects require judgment to assess, which means that the teacher has to be trusted to make those judgements.

Our experience with Generation YES  is that when kids are challenged and guided with expertise, they rise to the challenge and exceed expectations. In our schools we ask students to shoulder the burden of changing education with technology. It’s not a surprise to me when these students step up and regard this responsibility with great seriousness. PBL needs to be a school-wide culture shift – don’t forget that students are the key stakeholders. You can’t change culture by just telling teachers to change.

One problem with PBL is it can get very burdensome to the teacher. Share the burden. Allow students to help with the logistics, planning, even assessment. Don’t let yourself be the bottleneck that leads to being overwhelmed and then to failure. Good intentions go out the window when you have 300 projects to grade and you are the only one looking at them.

Students should be asked to be allies, advocates and leaders in our collective effort to make civilization better. They want to help. They need our guidance and wisdom, and we need their enthusiasm, passion and buy in. We make each other better.

Sylvia

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Tinkering and STEM – good for girls, good for all

I’m excited to be an invited panelist at the National Council of Women in IT (NCWIT) Summit on Women and IT: practices and ideas to revolutionize computing next week in New York City. The topic is Tinkering: How Might ‘Making Stuff’ Influence Girls’ Interest in STEM and Computing?… and I’m the “K-12” voice on the panel.

We were each asked to do an introductory 5 minutes to establish our point of view about these issues. I started with a slide deck I use about tinkering and technology literacy and managed to cut it down to about 20 minutes when I thought – why not share this version on Slideshare! So here it is.

School only honors one type of design and problem-solving methodology, the traditional analytical step-by-step model. It ignores other problem-solving styles that are more non-linear, more collaborative, more artistic, etc. These styles are seen as “messy” or “soft” with the implication that they are not reliable. However, who do we lose when we ignore, or worse, denigrate alternative styles of problem-solving. I think one answer may be “girls” but honestly, it’s broader than that. We lose all kinds of people who are creative, out-of-the-box thinkers. And these are exactly the people I want solving the problems we face in the 21st century.

Teaching a tinkering model of problem-solving is good for girls because it’s good for everyone.

Sylvia

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

Compare and contrast: using computers to improve math education

Compare and contrast these two approaches:

1. Conrad Wolfram: Teaching kids real math with computers

2. Salman Khan: Let’s use video to reinvent education

Wolfram talks about how computers should be used to advance the understanding of math the way it’s really used in the real world.

Kalman talks about using computers to deliver traditional math instruction and gold stars.

Kalman reinforces the “teaching” paradigm; Wolfram blows it up and insists we look critically at what’s being taught.

Both these talks are about “improving education with technology” – but they couldn’t be further apart in world view.

But the TED audience applauds them both. This is why conversations about reforming education are difficult.

Sylvia

PS Wolfram makes a great point at the end of his talk about how, if we think that learning to calculate teaches procedural thinking, we have a much better way to do it by teaching programming.

Students co-author the learning experience

It’s so great to have a string of stories about the positive impact of student technology teams in schools.

It’s tech time at Capital High – Generation Tech lets students become ‘co-authors of learning experience’

The Olympia School District was where Generation YES founder Dr. Dennis Harper settled in about 1990 after working around the world to bring computers to schools in countries from Africa to Afghanistan. He became the technology director and found a school district that wanted to be first class in technology, but had little to start with. He dug in and got started by involving students in every aspect of the district technology – from planning, to getting out the vote for a technology bond, to putting up a district website when no one even knew what that was.

One of the teachers he immediately started to work with was Scott LeDuc at Capital High School. Today Scott is still at Capital, still working with students to make “student-centered learning” a reality. This article profiles Scott and his students who work every day to make education better.

Today’s young people have grown up in a society that revolves around technology.

Want to talk? Send them a text message on their cell phone.

Want to see who their friends are? Visit Facebook.

Want to remove photos from your digital camera and fix that annoying printer error on your computer? Give them about five minutes, and they’ll probably be able to figure out and explain everything to you.

Their teen years are so much different from those of their parents and grandparents, and that’s why students in Capital High School’s Generation Tech class are exploring ways to change their learning experiences, too.

For example, several of the students have begun serving as “technology mentors” at the school, helping teachers and other staff members become more tech-savvy, according to Career and Technical Education instructor Scott Le Duc.

“Education is not going to change fast enough for anyone,” he said. “The only way it’s going to change is if students become the co-authors of the learning experience.”

Read this article – it’s not about technology, it’s about life-long learning…

Although students have access to some of the newest high-tech bells and whistles in their classroom laboratory, much of their growth is taking place outside the class, where students are serving as information resources for others, helping to locate computer support and projects for their teachers and peers, Le Duc said.

“They blow my mind; this group of young people is just awesome,” he said. “They want to see school change, and they’re making it happen.”

Scott authored the GenYES curriculum units on student tech support based on his experiences at Capital High School and years of teaching students how to “learn how to learn” by fixing real problems. Students don’t learn by being talked at – they learn by tackling challenging problems and issues that are meaningful and DOING something about them. And of course, teachers amplify the learning when they guide students through these types of experiences with expertise.

As one of the commenters on the article said – WAY TO GO, COUGARS!

Sylvia

Syracuse here we come!

I’m heading to Syracuse, New York next week to keynote the March ITD TALK series at the Central New York Regional Information Center (CNYRIC) on March 17, 2011. We have a really special day planned for all the attendees, because after my talk, there will be presentations by students and teachers from local GenYES and TechYES schools.

So if you are in the area and want to see student technology leadership and literacy in action, be sure to register and come by! I’ll be setting it up in the morning talking about how we must expand our narrow view of technology professional development to include more than one shot, one-size-fits-all, “sit and get” sessions.

GenYES and TechYES in Action
Teachers and students from Jamesville DeWitt High School and Baldwinsville’s Ray Middle School will be on-hand to discuss their experiences with the GenYES and TechYES programs in their respective schools. GenYES is the only student-centered research-based solution for school-wide technology integration. Students work with teachers to design technology-infused lessons and provide tech support. In TechYES, students show technology literacy by creating projects that meet state and local technology proficiency requirements. As part of TechYES, a structured peer-mentoring program assists the teacher or advisor, and provides student leadership opportunities that serve to further strengthen the program and enrich the learning community.

Hope to see you there!

Sylvia

This can’t be done in our school

Yesterday I wrote about my session epic fail. Don’t worry, I’m over that!

The thing that made me feel the worst, though, was a glimpse of a session evaluation. I know speakers aren’t supposed to look at them, but they were on the table when I was packing up and there it was in the comments section – “This could not be done at our school.”

That really made me sad. I try in the session to include a wide variety of examples of students taking charge of the technology at their own schools. Some are long term, some are just a day’s work. There are elementary students, middle school and high school students. Schools with refurbished computers and schools with one to one everything. There are ways for students to work alongside adults in every situation to make the technology use more effective school-wide.

So. how could this person think that simply asking young people to help out is impossible? What kind of school climate does that imply? I wish I could find that person and ask what they meant – are the relationships between adults and students at your school that broken? Nothing I said had any relevance to your school?

But I think the best question would be – what vision would it take to convince you to even try?

Sylvia

Free access – Educational Leadership: Working with Tech-Savvy Kids

Working with Tech-Savvy Kids article in Educational Leadership

ASCD’s magazine Educational Leadership has opened up our article Working with Tech-Savvy Kids for free online access. We really appreciate this!

Today’s students are increasingly savvy about the role technology plays in modern life. Yet schools are not keeping up. Students can be valuable resources in the areas of training and support. Five models have emerged that balance the benefits of service learning and leadership with the needs of schools struggling to integrate technology: students as committee members, students as trainers, students as technical support agents, students as resource developers and communicators, and students as peer mentors and leaders.

The article gives five models of student leadership that can support 21st century learning in schools, with case studies from real schools who use students as leaders, teachers, mentors, and advocates. There is lots more in the article, but here’s a quick “Getting Started” list for student leadership teams focused on technology.

Getting Started

Creating a plan that includes students in school technology decision making and implementation is just the first step. Keep the following in mind:

  • Provide student access to training, hardware, and software as needed.
  • Give students adequate time and attention to help them grow into their new roles. They will not automatically know how to participate in these opportunities. Encourage a student-led culture with real responsibility that increasingly challenges students to step up and prove themselves. Reward proven responsibility with increased trust.
  • Don’t forget your younger students. It’s never too early for authentic learning opportunities, and these students can be surprisingly helpful with concrete, well-defined tasks.
  • Plan for turnover. Continually recruit and train new students. Allow veteran student leaders to mentor new recruits.
  • Look for ways to encourage long-term student involvement. Make student involvement part of a credit-bearing class, which counts toward graduation or service-learning credits. This involvement can also take the form of independent study or an internship.
  • Create an adult advisory position. This person should have a passion for student empowerment. The advisor will monitor participation, recruit and train new members, and facilitate group activities.
  • Be sure to include school administration and staff in planning for any for-credit student tech-support classes or similar courses. School counselors need to know that these classes will have high expectations for students to participate, collaborate, and be independent thinkers and leaders. Create a plan to recruit students and persevere, even if the classes are small to begin with.
  • Don’t mistake the ease with which youth today use technology in their everyday lives for knowing how to use it in education settings. Teach them the appropriate use of technology and its role in enhancing learning.

Working with Tech-Savvy Kids article (Educational Leadership) – Enjoy!

Sylvia