Posts Tagged ‘project-based’

Gamestar Mechanic – Designing games through gameplay

Tuesday, May 10th, 2011

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

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Project-based learning explained – video

Thursday, December 16th, 2010

Another video from the nice folks at Common Craft:

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

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Project-ing Tech Literacy

Tuesday, July 6th, 2010

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

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New – Technology literacy whitepaper

Monday, June 21st, 2010

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!

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Tinkering and the grades question

Thursday, February 18th, 2010

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?

Sylvia

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What does project-based learning look like?

Tuesday, February 2nd, 2010

“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

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

Monday, November 2nd, 2009

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.)

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Start the year off with hands on

Friday, September 4th, 2009

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

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New project-based tech literacy curriculum – TechYES TLC

Thursday, May 28th, 2009

Well, we’ve been working like busy little bees for nearly a year and it’s finally time to make the big announcement! We are releasing a new product – TechYES Technology Literacy Curriculum (or TechYES TLC) in June.

tyonlinegroupIt’s been a long time coming and a lot of hard work, but we are finally getting near enough to the finish line that we can begin to share things publicly.

TechYES TLC is all online, with nothing to install or download. It’s completely new and (we hope) the best, most engaging project-based technology literacy curriculum out there. It’s geared towards middle school, just like our TechYES Student Technology Literacy Certification model, but it goes deeper than just certification.

Engaging, student-centered activities
In the five years since we created the TechYES – Student Technology Literacy Certification model, we found many schools in search of new curriculum to use for their technology classes. Not satisfied with existing technology curriculum, they want to give students a more engaging, student-centered experience using a project-based, constructivist philosophy and 21st century tools.

This is the big idea behind TechYES TLC. Units include:

  • Web safety, netiquette, cyberbullying, ethics
  • Internet searching, copyright and citations
  • Peer mentor training
  • Digital publishing – presentations, word processing, visual literacy
  • Web publishing – websites and wikis
  • Online collaboration – email, blogs, RSS, networks
  • Media literacy
  • Graphics – photography, drawing, art, animation
  • Audio – editing, podcasting, music
  • Video – production, editing, digital storytelling
  • Computer programming
  • Simulation and modeling
  • Web 2.0

Each unit contains multiple activities and mini-projects, all with resources, teaching tips, and extension activities. Included are training and support, with suggested pathways to customize the units to fit multiple timelines such as rotations, block schedules, trimester, semester, year-long, even multiple years.

Technology literacy reports and project tools
And it’s not just lesson plans, there are online tools that support projects and authentic assessment:

  • Individual student project planning and evaluation
  • Blogs and wikis for students to document the progress of their technology projects
  • Customizable reports that track student progress towards technology literacy certification
  • Plus the Generation YES special brand of support (the TLC) for our schools

Permanent license means a sustainable solution
By the way, for those of you with your eyes on the bottom line, this curriculum is available as a permanent site license. No renewal fees, all future upgrades included.

There is much more information on the website, and we’d be happy to start giving online tours after NECC in June. If you are going to be at NECC in Washington DC, be sure to stop by our booth and see it live!

Whew! It’s been a long road and a lot of hard work, but we are so very proud of TechYES TLC. We hope it finds its way into many schools!

Sylvia

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Enhancing Education Through Technology (EETT) and the Stimulus Package

Tuesday, February 24th, 2009

1104443_moneyFor U.S. educators, there has been one primary source of funds from the federal government for educational technology over the past few years. It’s part of the No Child Left Behind (NCLB) Act, Title 2d, or Enhancing Education Through Technology (EETT). With the passage of the stimulus bill, there is new, additional funding in the range of $650M that will be shared between the 50 states, Washington D.C. and Puerto Rico, according to the same formula that governed the previous EETT funds.

By the way, this money is in addition to the funding that will be in the regular budget, currently $269M. You can’t exactly add those two numbers up, as they cover different time periods, but any way you slice it, this is a lot of money coming — and really soon. (Anyone interested in following this at a federal level should subscribe to Hilary Goldmann’s blog at the ISTE Connects website.)

The hope is that by using existing EETT mechanisms and rules, this money will quickly make its way to states, and then out to districts and service centers, creating or saving jobs and expanding technology-enhanced learning opportunities for all.

Ready, Get Set…. GO!
The key word there is quickly – so the time to get ready is NOW. The next few weeks should see a flurry of information as state education departments decide exactly how to do this. If you’ve been saying… gee, if we only had the money… this is your chance. Dust off those grant proposals, call consortium partners, and watch your state ed tech department closely — because this will happen FAST.

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Now comes the shameless promotion — GenYES and TechYES have been the basis of hundreds of successful EETT projects. If you are looking at the power of technology to empower students, support teachers, and create a culture of shared ownership of learning at your school, you don’t have to reinvent the wheel or design your own curriculum from scratch.

GenYES is a curriculum and online toolset for student technology teams, either in a class or after school. GenYES students in grades 4-12 learn technology skills, project and collaboration skills, so they can teach teachers, do tech support, and share their technology skills with their school and community. GenYES combines the passion of youth for technology, the benefits of service-learning, support for teachers in their own classrooms, and provides all the resources to get a program up and running quickly. GenYES includes an online help desk where teachers can request help from a GenYES student – whether that help is to hook up a projector or plan a technology infused lesson. The really good news is that the EETT can fully fund GenYES, permanently.

TechYES and TechYES Science are project-based student technology literacy certification programs. Printed and online materials guide students in grades 6-9 through the project-process, allowing students to show technology literacy with real world projects, either academic or personal. One of the NCLB goals is that all students achieve technology literacy by grade 8. TechYES offers a way to meet that goal using a project-based philosophy, because you can’t really show technology literacy through a multiple choice test. (TechYES in Action video)

But whatever approach you take to the EETT funding, I hope you consider putting the emphasis on classroom technology that enhances the student experience, allows students control and ownership of their own learning, and gives teachers professional development that transcends old “sit and get” models.

Sylvia

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