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August 30, 2010

Links for 2010-08-27 [del.icio.us]



Thinking out of the (x)Box: Gaming to expand horizons in creative writing

Nintendo_dsOriginally shared October 11, 2007. Updated August 22nd, 2010.

As a high school French teacher I found the Sims one commercial game that had both the interest of the students and something that directly helped instruct the content I wanted. Since the early 2000s the quality of commercial off-the-shelf games (COTS games) has risen to match the values of feature films.

Most people's perceptions of games and gaming have more to do with the arcade or shoot-em-ups that they experienced when they were teens. How wrong (happily) could they be.

Certain games are incredibly effective at generating more expanded horizons in students imaginations when they are writing and speaking creatively or transactionally. But play itself is not easy to define. In school we have "play time", which must be both different and more fun than any other time in school. If you hear this three times a day over 13 years of schooling what happens to your notion of work and play? It can't be good.

The opposite of play is not work. The opposite of play is depression.

Jane McGonigal is probably the leading expert in what games offer. She suggests that it's arguably not what most educators think. 'Fun' is but one element that many, but not all, games inspire in us. For learning this is great. 'Fun' gets you the same effect as in this video - you grab attention in the short term, you might even change behaviour. For a while:

'Engagement' is something different. Toledano's pictures of engagement show all sorts of emotions and experiences: fun, fear, angst, perplexity:

Toledano gamers
I delve into the difference between engagement and fun, and how the former makes video games particularly powerful for learning, in another post just on that.

I've opened some training sessions by looking at something from which is relatively easy to draw the educational link: the arithmetic and literacy challenges in the Nintendo DS game Dr Kawashima's Game Training. LTS's Derek Robertson has undertaken some small-scale case study work which revealed, in this example at least, some increase in attainment, but, more importantly, a great motivation on the part of students to undertake mathematics drills using the game. The interviews with teachers and students help us see where the game added a certain value, and in late summer 2008 this research is being scaled up to 500 DS users.

"New Contexts for learning"

The educational links have to be sought out, though, when the game is not quite so obviously related to curriculum. This is a skill and confidence teachers have to generate by playing games, or at least spectating their children's efforts and discussing the potential with them. Take Nintendogs as an example. In one Aberdeenshire school we have seen how a game about putting virtual dogs through competitions can generate multiple contexts for learning and activities, from running a business to art and design work.

This is what Derek Robertson, heading up the Scottish Centre for Gaming and Learning, refers to as seeking out fresh contexts for learning.

Another popular Commercial Off-The-Shelf (COTS) game, Guitar Hero, has been used in hugely varied ways by clusters of primary schools and their local secondary school in Musselburgh, Scotland. Depute Head Ollie Bray explains the background to the project, the planning that had to take place and some of the activities that prepared primary school students for a day of collaborative Guitar Hero action in the secondary school at the end of the school year to get secondary mentors and their new primary school friends to get to know each other. Activities included designing guitars, learning how to DJ, designing CD cases, writing fictional band member descriptions and life stories, finding out about suitable locations for a world tour using Wikipedia, tourist websites and Google Earth, planning and costing said tour, and, of course, learning how to play a real guitar.

This example, like the others before it, have been inspired by the work of Learning and Teaching Scotland's Consolarium.

We also need to consider the kinds of skills games can help students learn before jumping in. Marc Prensky's breakdown of the stages of learning in a game are useful for starters. Most teachers would see the 'how' in playing as the main activity in a game, but moving into the moral dilemmas and complexity of decision-making in more long-term "no endgame in sight" games like Sim City or Rollercoaster Tycoon, we can see that very quickly students are moving into the areas of when, where and, ultimately, 'whether and if' type decisions.

To see where this might head in the very near future, it's worth bearing with Sim City creator Will Wright as he takes us exploring his forthcoming PC and console game Spore:

Expanding the horizons of our imaginations
The environments within Spore are far more graphically advanced and appealing, far more personalisable than anything that has gone before it. While we wait for Spore to hit the shelves, though, we can still get that buzz and expansion of our imaginations by touring around Myst, Samorost 2 or Haluz. Taking Myst first, a $20 game that has been around for 10 years now, we have ample resource on the web already to see how it could be exploited to bring students' use of language up a bar or two.

Maintaining rigour and engagement
Tim Rylands is by far the Myst Master, using the dreamy and occasionally spooky landscapes in Myst III in particular to get students loving creative writing - and improving attainment as a result. LTS has also carried out a Myst case study to show how replicable this way of teaching can be. Viewing Tim at work you'll notice that although the method appears spanking new, the pedagogical background is as firm as it's ever been. I love the use of realia to help students find out what sand really feels like, for example. You'll also notice writing being modeled around extensive use of adjective and adverb, effective punctuation using the punctuation pyramid to differentiate and escalate grammar use:

.
. ?
. ? , !
. ?, ! ’ “”
- . ? , ! ’ “” : ; ()

He sits with the children in the class, with one computer, a wireless keyboard and mouse meaning he's not bolted to the front stage. He praises students by repeating, affirming their work. Students write, write, write, all the time engaged with the task in hand. The result is the kind of writing from young children that is well beyond their (apparent) years. And even with our youngest learners, these ones just seven years old, we can use paired writing to achieve equally magical results. The trick is not the technology, but the support it provides to a great teacher intent on getting kids exploring the wonderful world of words.

Visuwords.com was a wonderful tool introduced to me here in New Zealand just minutes before the workshop in Auckland, which will provide more independent learners with a means of seeing the connections between the basic vocabulary they already have and the new words they don't know exist yet.

We can analyse students' writing afterwards, seeing which words they are overusing or if they could make their text more powerful (by taking a deluge of continuous presents into the active (e.g. the clock chimes, instead of "the clock is chiming") by copying and pasting their text into Wordle.com.

The kind of tasks you can do with these games, though, is not limited purely to 'creative' writing in the fantasy-land way:

  • journalistic accounts of what has happened (past tense)
  • descriptive tourist brochure of the place you are
  • "What happens next?" cliffhanger writing
  • poetry or haiku (this could even be done through Twitter, as I described here).
  • writing a transactional piece of writing (a cheat sheet or walkthrough)

And the writing needn't be done individually: group and collaborative writing is possible, too, either using the technology of Google Docs and wikis for some virtual collaboration, or using large A3 paper, rectangle drawn to create a large margin in which up to four students write a little before spinning the paper to add to their friends' texts.

Other ideas to help structure writing might be found in books that have spawned from Raymond Quéneau's original "Exercices de style". The notable visual literacy offspring from this masterpiece would be Matt Madsen's 99 ways to tell a story, some of whose pages you can preview on the web. You might also think of taking the writing into a new format, copying some of the ideas in Penguin's We Tell Stories series by incorporating place into writing using Google Maps, for example.

'Free' writing
Buying Myst or a bunch of Nintendo DSes (for which Myst was launched in November 2007) might still be too much of an investment for a teacher just wanting to dip their toes in the water. In terms of Dr Kawashima-like games, plump for Tutpup, a free online mathematics and literacy gaming platform that keeps children's identities safe and provides email reports for parents or teachers. In terms of Myst-like creative work, there are some flash-based free games on the web which provide equally mysterious imagination food.

Samorost is available in two versions. Samorost 1 is great fun, although the opening scene with a hooka-smoking hippy may push some teachers away. Samorost 2 is a great game for all ages when it comes to dreamy landscapes on which to base some creative writing. When I blogged about it last session Kim picked up on it and almost instantaneously jumped into creating some amazing teaching and learning opportunities in her classroom. Thankfully, she's blogged about the process and her thoughts on using the game as a stimulus for creative writing. I don't want to copy and paste her thoughts, so take a look for yourself at this great teacher's work, in particular:

I think I know the answer to the last question, and it's the answer with so much of this technology. It's not that the technology is particular cool, funky, well-made or educationally sound. It's that the teacher's style of teaching and learning has almost undoubtedly changed. We've been seeing it since, too, with Ant's students with additional support needs.

Here, in this last example, we witness Kim going from the unknown into the deeper unknown. Living on the edge, not sure how it will pan out, being on the same level of anticipation and discovery as the kids in this new emerging world, means that her practice is also constantly emerging. And that, as I have said [too] often, is a central key to us doing better.

Are you using games or game-making to expand the imaginations of yourself or your students? Are you talking about it on your blog or wiki, or even sharing your students' work? I'd love to know about it.

Pic: Nintendo DS


Links for 2010-08-29 [del.icio.us]

  • Elliot Washor: Making Their Way: Creating a Generation of "Thinkerers"
    Making provides opportunities for young people to use their hands & minds together. Untold numbers of youth are messing around with all manner of tools to create, in tangible form what's on their minds. Equally important, the maker movement nurtures communities of practice that bring adults and young people together around common interests. Thus, to visit the Maker Faire or a community-based fab lab is to see an aspect of our young people that we seldom witness in schools.
    Sadly, however, to observe these young "thinkerers" is to be at least temporarily deluded into believing that this is what many of our young people are all about. Not so. Unfortunately, most young people do not experience making in their schools or in their lives. Literally and figuratively, most of our young people are not at the Faire. Research reveals that the vast majority of them are not into making at all and instead are frittering away their time in a variety of wasteful and unproductive learning activities
  • The city is a hypertext
    And whenever I read anything about the web rewiring our brains, foretelling immanent disaster, I've always thought, geez, people -- we live in cities! Our species has evolved to survive in every climate and environment on dry land. Our brains can handle it!
  • AT-AT day afternoon on Vimeo
    Lovely CGI
  • Documents - Facebook in the First Grade
    Guidelines for using Facebook in the Council Bluffs Community Schools
  • 1st Grade Facebook by Devin scho on Prezi
    Excellent presentation on how Facebook can be useful for connecting with parents and sharing student work with that larger community. Used with First Grader Parents AND students. Interesting,
  • Google for Educators
    Pretty complete rundown of the main tools and how to harness them in a schools setting
  • dy/dan » Algebra: The Supplement
  • dy/dan » Geometry: The Supplement


Links for 2010-08-28 [del.icio.us]


Links for 2010-08-23 [del.icio.us]

  • Office - Windows Live
    Windows Office tools for use online, for free, for collaboration
  • About Sifteo
    Siftables are our first product: sets of cookie-sized computers with motion sensing, neighbor detection, graphical display, and wireless communication.
  • Professional Development: A Great Way to Avoid Change ...
  • BBC - Dimensions - Index
    Dimensions takes important places, events and things, and overlays them onto a map of where you are.
  • eEducation MeTL
    Monash MeTL is the pioneering software being developed by the eEducation Centre team at Monash University. This technology transforms the lecture into an interactive experience for both the lecturer and the student, moving it away from the traditional 'information transfer' model to an open 'information sharing' model. Students become the focus of the learning activity, collaborating and sharing ideas from each other as the lecturer facilitates the learning event. This change in pedagogy allows for greater student engagement in lectures.

    MeTL takes advantage of the inking capabilities of the tablet PC, allowing collaboration over web content, web applications, images (e.g. PowerPoint slides prepared by lecturers) and text.


Links for 2010-08-22 [del.icio.us]

  • EtherPad: Realtime Collaborative Text Editing
    EtherPad is the only web-based word processor that allows people to work together in really real-time.

    When multiple people edit the same document simultaneously, any changes are instantly reflected on everyone's screen. The result is a new and productive way to collaborate on text documents, useful for meeting notes, drafting sessions, education, team programming, and more.
  • Buzz by Bernie Goldbach
    I think it's correct to view Twitter as a "transaction" zone, not a "conversation" place.
  • Scratch Cards | Scratch Documentation Site
    Scratch cards provide a quick way to learn new Scratch code. The front of the card shows what you can do; the back shows how to do it. Click to view and print each card, or download a zip file with all the cards.*
  • Giant metal people deliver electricity to your house | DVICE
    Most big public works projects get opposed by the people living near them. So one group of designers wants to fight NIMBY (not in my back yard) opposition by turning giant electricity pylons into huge human sculptures.
  • Conectd: Ewan McIntosh
    On the challenge of making the first step and sharing, even when no-one (appears to be) listening:

    If no-one's listening then there is little point in committing to paper, other than to remind oneself of what we have learned (could you peek back over the last 15 months and guarantee that there's no loose end of learning that you could build upon?).

    That alone is valuable, but could be done on a moleskine, rather than publicly.

    However, if we put in that small effort to leave comments on others' achievements and challenges, to help people online where we can, then we benefit from their insights, not just working in isolation. There's always that risk in that we don't know what we don't know. When we share, at least we know a little bit more than we were alone.


Do you *really* care about student voice? Live webchat

Mouth taped over

***Live webchat today/tonight - check your timezone for details***

Many moons ago I wrote a post that struck a chord with of this blog's august community: Do schools really value pupils' views? This Tuesday, I'm giving over 40 minutes of my GETinsight live webchat to get in depth on that issue. I'd love you to join me.

There's a blog post up on the GETinsight site already, showing some amazing examples of where student voice has not just been heard, but listened to, too, in the UK and in New Zealand. Student voice for deciding how schools operate is just one aspect. I'm most keen to hear stories and debate out how and whether students should have a 100% say on their learning journeys: the what, how and when of their learning:

[Learner voice] is quickly becoming edu-jargon, with its actual meaning for day-to-day learning becoming less clear to those teaching young people and, vitally, to young people themselves. Learner voice has all too often been reduced to making choices on what the lunch menu will be.

What do you think? Please join me for a live audio chat on your timezone this Tuesday/Wednesday. Details here.

 

Pic from GreenPeanut


Links for 2010-08-21 [del.icio.us]

  • Kristina Schneider (edublogging) on Twitter
    Edublogging: A Qualitative Study of Training and Development Bloggers
  • Scope – Blog – BERG
    This was the stimulus for challenging more teachers to a 100 hour challenge this year:
    Let’s give this some scale. Malcolm Gladwell argues that you need 10,000 hours practice to become expert in something. So a concert pianist would put in 3 hours practice every day, every day, for 10 years.

    So the moon landing is the equivalent of 10,000 experts. That’s hard.

    But it scales down I think. After 100 hours, you’re pretty good at something. Imagine putting in 8 hours a week – one working day a week – every week for the next three months. 100 hours is nothing, but you’d be really pretty good. You could learn to dance, or to draw, or to program. Driving only takes 30 hours to learn. It’s rare you put a consistent 100 hours practice into something, but it’d be worth it I think.

    You know, in total, over three years and six missions, twelve men have spent, cumulatively, only one hundred and sixty man-hours on the actual surface of the moon. It’s not much.
  • Macbeth - An Online Version of Shakespeare's Tragedy of Macbeth
    Shakespeare's Macbeth opens with a mysterious scene in which a group of witches are discussing where next to meet. The play then cuts to a discussion between generals Macbeth and Banquo as they return home from battle.


edinburghmsc: via @sbayne: International Handbook of Internet Research (2010) Springer. Out now http://bit.ly/9uODqy

edinburghmsc: via @sbayne: International Handbook of Internet Research (2010) Springer. Out now http://bit.ly/9uODqy


August 25, 2010

edinburghmsc: via @flittleton: Interesting article re Virtual Worlds: http://bit.ly/btz9Zq

edinburghmsc: via @flittleton: Interesting article re Virtual Worlds: http://bit.ly/btz9Zq


edinburghmsc: via @sbayne: Networked Learning researcher needed at Lancaster. http://bit.ly/9wirw1

edinburghmsc: via @sbayne: Networked Learning researcher needed at Lancaster. http://bit.ly/9wirw1


edinburghmsc: via @sbayne: Association of Internet Researchers conference, Sweden, early bird registration closing soon. http://bit.ly/9iofeO

edinburghmsc: via @sbayne: Association of Internet Researchers conference, Sweden, early bird registration closing soon. http://bit.ly/9iofeO


August 19, 2010

Links for 2010-08-17 [del.icio.us]

  • Soccer Tycoon™ | Facebook
    Challenge your friends, hire the managers and build a soccer empire that will bring in vast amounts of money in this exciting tycoon game from Dynamo Games.


Links for 2010-08-18 [del.icio.us]

  • Lessons in 'classroom of the future' at global summit | Economic Development Board (EDB) | AMEinfo.com
    The forum is held each year in the Kingdom, having been founded under the initiative of His Royal Highness Prince Salman Bin Hamad Al Khalifa, the Crown Prince of Bahrain and Chairman of the Kingdom's Economic Development Board (EDB). This year's event is less than two months away (8-10 October) and features a 'live experiment' showcasing technologies that may boost engagement in a futuristic learning environment.

    Ewan McIntosh, Director at NoTosh Digital Media & Education in Scotland, is among a high-profile list of speakers at the event.


Links for 2010-08-16 [del.icio.us]

  • Curriculum development: St George's School for Girls - Video search - Journey To Excellence
    There was talk at that time of de-cluttering, of repetition, of excess overload on the curriculum and the need to actually slim that down. Ultimately, we came up with ‘The Learning Wall’. It's based on the capacities from a Curriculum for Excellence - that's the main aim of it, and it was thought that for the personal and social development, the actual student had to be the focus and therefore had to be the main frame of the wall. Each of these represents what one year group does within one subject area. Many departments focused on colour and used colour within the bricks to highlight different skills or different things within what they were doing. It may be investigative, it may be trips, it may be numeracy, it may be literacy - even within a different subject content. They have recognised that there is overlap, they have recognised that there is repetition, they've recognised that we are doing things at the same time and then we've found out we're doing them slightly differently.
  • 68i
    Percentage of children who report being bullied at school or somewhere else and children who report being worried about being bullied, 2009


Some ideas from Google on mobile developments

"We tend to overestimate the effect of a technology in the short run and underestimate the effect in the long run." Roy Amara.

It was a long time ago in tech terms, but last year I sat down with Robert Swerling who looks after mobile startups for Google UK. We're now in an age where Google App Creator (above video) will encourage ever younger developers (i.e. schoolkids) to make mobile applications, as well as an inevitable tipping point coming soon in those buying Android phones that run Google products and those kids' apps.

Here's some of Rob's stats that give me this confidence in believing we need children to be aware of how to create, as well as consume, the apps around them:

  • 91% of Americans keep a mobile phone within 1 metre for 365 days a year
  • 63% will not share their phone with anyone else
  • Mobile is the 7th mass medium
  • The prevalence of iPhone apps as an alternative medium to consume and share now generates 50x more search queries than pre-iPhone.
  • 60% of time on the mobile phone is now spent on non-calls activity
  • The average person downloads 40 applications, or apps
  • The Japanese spend 2 hours per day on the mobile web
  • There are 9m new subscribers each month in India
  • In Kenya paying by text message is fast superceding credit cards as a means of payment
  • Mobile video fingerprinting will soon create a translation magnifying glass when you're abroad
  • 5 of the top 10 novels in Japan were written on the mobile phone

These might be read in conjunction with the last stat dump I did in 2008 on the state of Mobile in Asia.

So, if you're going to get students making mobile apps, what would Robert advise the pros,  and how might these affect some higher order planning and thinking in your students?

  1. Velocity
    Give customers what they want as fast as possible. Stop putting up so many barriers such as checkout: experience is the same in Prada, fish and chip shop...
    If you give people what they want and get them away from your site as quickly as possible, then they'll come back.

    This is about students learning how to make less mean more. What is the core of what you're trying to say, write or achieve with a project? What elements can you do without? What elements will you save for later when you're upgrading the app for users? What will you leave out to keep the jar half full?
  2. Visibility
    Don't surprise customers. In a good bar the price is on the beer, you know whether it's available, you know how quickly you can get it. This affects choice.

    This got me thinking about how visible (or not) learning is when the learner is not driving its direction, its content, its timing and its pace. Teacher-driven planning of learning leaves too much invisibility. If it doesn't work in the marketplace, how on earth can it work for learning in the classroom?
  3. Value
    Understand the medium and deliver. Online is cheaper, offers depth, reviews, suggestions, interacting with others.

    A basic learning in doing your research - too many student-driven projects are let loose before the students have done their research. The result is painful for everyone involved. Building apps like this forces you to research in depth and from the perspective of a potential customer, so empathy is trained and honed here.
  4. Variation
    Never come out of beta. You can constantly experiment using your feedback and stats.

    Lifelong learning anyone? This is the core skill of the app builder, and the core skill of any successful learner. It's just that this has a context some learners might grasp a little more.



I like Robert. He works for a company known for its constant agenda of change, change in itself and making change in the world. But I like Robert for the realism that he betrays now and then. As he put it:

"A great wind is blowing and that gives you either imagination or a headache."

Quite. Which one have you got?


Cross-curricular planning: The Learning Wall

How do teachers in high schools know where their subject crosses over into another subject area, where learning moments might be better coordinated and more in-depth projects formed? You invite teaching staff to construct a learning wall.

This is a lovely idea coming through from St George's School for Girls in Edinburgh in order to stimulate the kind of cross-curricular thinking that takes place in their junior school throughout the senior area:

There was talk at that time of de-cluttering, of repetition, of excess overload on the curriculum and the need to actually slim that down, so we thought it was a good place for us to start. Ultimately, we came up with this thing called ‘The Learning Wall’. It's based on the capacities from a Curriculum for Excellence - that's the main aim of it, and it was thought that for the personal and social development, the actual student had to be the focus and therefore had to be the main frame of the wall. Each of these represents what one year group does within one subject area. Many departments focused on colour and used colour within the bricks to highlight different skills or different things within what they were doing. It may be investigative, it may be trips, it may be numeracy, it may be literacy - even within a different subject content. They have recognised that there is overlap, they have recognised that there is repetition, they've recognised that we are doing things at the same time and then we've found out we're doing them slightly differently. 

Watch the full video above (about 3 minutes) to see how it works.


edinburghmsc: via @sbayne: CFP Digital Memories conference, Prague March 2010. http://bit.ly/40Ahdo

edinburghmsc: via @sbayne: CFP Digital Memories conference, Prague March 2010. http://bit.ly/40Ahdo


August 18, 2010

edinburghmsc: via @claraoshea: University of Glasgow e-advisor on e-assessment job http://bit.ly/cMPmdI

edinburghmsc: via @claraoshea: University of Glasgow e-advisor on e-assessment job http://bit.ly/cMPmdI


August 17, 2010


Cyberbullying: the research reveals school itself is (a lot) more problematic than the open web

School punishments
When we perceive of risk in sharing publicly and interacting online we nearly always risk obscuring huge benefits with our own inflated fear of the unknown. Research shows that digital risks are far outweighed, in fact, by challenges more close to home and school.

Throughout my New Zealand masterclasses we've been exploring notions of risk management, seeking out the means to maintain positive benefits-based risk analysis rather than negative barrier-inducing risk management. When thinking of students sharing out onto the world wide web and not just to their 30 peers in a private learning network, most educators have a twinge of fear.

One of the most compelling cases for this attitudinal shift in thinking about technology, student-led learning and teachers-as-enablers-of-student-projects can be seen in Gever Tulley's "Tinkering School", whose empowerment of very young children with power tools, nails and saws to achieve something spectacular wowed crowds real and virtual at TED:

This innovative thinking on risk is not limited to those reaching the lofty heights of a $6000-a-ticket innovation conference. In North Lanarkshire, Scotland, infants are being empowered in similar student-led, student-designed projects that spawn from often banal-seeming 'inspirations' - the delivery of some sand to the school leads to children as young as four constructing their own machines from wood, metal and other materials:

"Yes there's nails and hammers and saws, but those are the tools that the children need to achieve what they have in mind... The children don't have a risk analysis done for them. They are actively involved in forming their own risk assessment."

Seeing others doing amazing work like this is all good and well, "but what about my school which doesn't think like that?" So, in addition to seeing others undertake positive risk assessment in this way, I pull heavily on the work of Caspar Berry, former child actor turned professional Poker player, advisor to Casino Royale filmmakers and, importantly, not gambler. Caspar is genius at exploring risk through the medium of coin-flips, roulette tables and Deal or No Deal. He knows I rip off his work (with due credit, I must add) and that it has helped hundreds of teachers start to 'feel' risk differently rather than just conceptualising it.

But even this acceptance that we perceive risk differently from one another even when the stakes haven't changed, isn't enough. So what about the research? What does the research show us about the likelihood of something negative happening online, something serious even? Perhaps if we know some percentages then these facts, along with some great anecdotes, examples and gut feel, can help sway our attitudes, and those of parents, towards setting our web defaults to social. This May's Pew report Cyberbullying 2010: What the Research Tells Us has a US focus, but almost certainly these butterfly wings create winds of recognition elsewhere. From it, we know first of all that...

Children access fast broadband, normally away from adult eyes

There is a slight decrease in teens going online from home since we first asked – broader use/access and also wide variety of access points/mobile access.
  • 93% of teens 12-17 go online
  • 63% of online teens go online daily
  • 89% of online teens go online from home, and most of them go online from home most often
  • 77% of teen go online at school
  • 71% go online from friends or relatives house
  • 60% go online from a library
  • 27% go online on their mobile phone
  • 76% of households with teens go online via broadband, 10% via dial up, and 12% do not have access at home.

Library access and cell phone access is particularly important to African American, and to a lesser extent English-Speaking Hispanic students. One quarter of low income teens (HHI under $30K) and 25% of African American teens say they go online most often from school, compared to 15% of online teens overall.

Mobile phone access to communication and the web, and video games, are treasured

  • 75% of teens have a cell phone
  • No gender or race/ethnic differences in ownership
  • 50% of teens with phones talk to friends daily
  • 54% of teens send text messages daily
  • 27% use their phone to go online
  • 73% of teens use an online social network site
  • 37% of SNS users send messages through social networks daily
  • 80% of teens have a game console
  • 51% of teens have a portable gaming device
    Teens connect and interact with others online through games

and the most important piece of research for schools shows that...

Bullying does happen more at school than online:

Bullying happens mostly offline, in school

School is by far the most common place youth report being bullied (31%) versus elsewhere (e.g., 13% online)

The prevalence rate of Internet harassment (both perpetration and victimization) appears to be stable (2006-2008). 

The majority (59%) of Internet harassment comes from other minors

Youth who report being harassed online report a myriad of concurrent psychosocial problems offline, too.

What does this all mean in terms of the risk of sharing and communicating with the wider world web?

It would seem that the problems associated with sharing on the web are a) very small in number and b) related to bullying going on already in school. But more importantly, the web provides an environment through which to collaborate that is, in many respects, safer than the physical environments of the school institution. What else have you spotted in this research and how does it relate to your own perceptions of risk?

Image: Page from a school punishment book at TheirHistory, published with Creative Commons permissions.


Book Review: Changing fixed mindsets (one by one)

Will Richardson's blog, of late, has featured dozens of posts pointing out the impending doom one might feel as we realise learners (and tomorrow's workers) need to be self-starting, entrepreneurial people with passions they know how to exploit, but our education systems seem largely incapable of teeing them up for this way of thinking and learning. It's getting harder to see how we can motivate DIY learners. I'm always slightly disappointed that the posts finish just as the thought process should kick into action. There's never an easy path to beat out (or blog out) in changing our systems, it seems. But what if we consider that the problem is not systemic: it's just a challenge with individual teachers.

The notion that the world cannot change, and that we can't change within it, is more widespread than any of us can imagine. This is the fixed mindset, according to Carol Dweck, and it's not just stultifying if you work in an environment where questioning the present and changing things for the future is rare. It's fatal.

Colleagues who had heard Carol Dweck speak at the Scottish Learning Festival raved. They all said to buy the book and get my Dweck fix. If I wanted to understand why any stubborn students, teachers, parents and business colleagues were the way they were, then Carole Dweck's 'discovery' of the fixed mindset and growth mindset would explain all.

First of all, let me get the negative out of the way - this drug was a little too sickly sweet for more than a brief encounter - the writing style is indeed intended to be relaxed, accessible for a parent, coach, business person or teacher - and I think it is -  but for me comes across a little too much like a self-referential "our theory will cure your life of all ills" bible.

That said, the assertion is a useful one, a handy framework for beginning to think about how as a teacher you might handle a particular group, or as a dad you might handle the Terrible Twos.

For Dweck and her research team a fixed mindset is about non-learning, taking delight easy unchallenging tasks. It's about having at least once proven that you are great at something (the degree, the gold medal, the "we did this first… ten years ago"), but then not taking the risk to show that your knowledge has grown, evolved to keep apace of the times, your competition or your peers. This is the very mindset I see more than a few times each week when highly successful teachers who have, say, twenty years of experience are loathe to create changes in the way they work for fear that they'll shake out all the reputation they've built. What Dweck's mindset research reveals is that twenty years doing the same thing twenty times over is a fixed mindset approach to work.

I recognise bits of this fixed mindset in myself and in plenty of my peers. To have it spread over a few chapters really makes you realise the elements of thinking on which it's worth taking a moment of reflection in the future.

She points out that the ultimate in modern day fixed mindset benchmarking - Alfred Binet's IQ test - was designed to be a summative tool, to help show what work needed done to improve the learner's aptitude. I also began to wonder how many of those curating examination systems around the world also intend their examinations to act as summative tools, as assessment as learning or for learning, only to see their devices in the hands of policymakers and politicians turned into yet another Binetesque test.

The reason, Dweck asserts, that this fixed mindset is plain wrong, is that humans have for long shown that, with effort and desire, we can turn our hands to pretty much anything. Take a look, for example, at Betty Edwards' Drawing On The Right Side Of The Brain, to see how people with about as much artistic ability as, well, me at the moment, were able to produce what I would call semi-pro work after merely five days of effort and tuition:

Drawright
We also know that negative labels harm children (e.g. calling a child 'stupid' will generally reinforce their self-image as being stupid. That is why, in the long term, and certainly in the short term, it's not a great idea for an educator to do this.) Yet teachers use these 'stupid', 'incapable' labels on themselves all the time. I hear teachers call themselves stupid or incapable almost weekly, without a thought in the world that this may be causing harm to their own chances of learning a new skill or approach to learning and teaching.

The professional non-learner

Since 2005 I've spent most of my time not looking at how young people learn, but at how teachers and parents learn. Or don't learn. Dweck cites one of her professors Seymour Sarason (p.201) -

"There's an assumption that schools are for students' learning. Well, why aren't they just as much for teachers' learning?"

I often feel this way about educational conferences and seminars, especially those where, at some point, we see a group of impeccably dressed and rehearsed coathanger-smile students share with us their "learner voice", so well briefed by the teacher beforehand. This form of learner voice can end up being more of a distraction away from the deficiencies in the teachers' learning of the subject in hand than a genuine effort to take students' views and bake them into teachers' actions. Notable exceptions, by the way, are the Be Very Afraids, Becta X (disclosure - I helped bring that together) and, by word of mouth, Lehman's Educons - must get myself there next year.

This fixed mindset mentality is, I believe, probably at its most unashamedly visible in the teaching population in one specific area: understanding technology, both in terms of the clicks (how to) and the smarts (why to). The moment someone utters the phrase "digital natives and digital immigrants" they are simultaneously putting themselves into a position that runs contrary to their job description (teacher as learner, continually developing professional) and unwittingly tarring their profession with the same static, fixed mindset.

"Digital immigrants" as a phrase seems to come straight out of the "fixed mindset" - the inability to become fluent in something. But likewise, calling anyone under 35, 30, 25… a "digital native" is also forcing the fixed mindset on them. If anyone were to believe that an expert web programmer in 2000 were today of the same standing they'd be laughed out of the room. Likewise, a 10 year old in 2005 did not have the skills they require aged 15 to cope with the technologies they face today (from a pre-YouTube era to a Facebook and 3D television era), and unless they operate within a rapid growth mindset they will be unable to cope in 2011 when one in five British television sets alone will be internet and web browser enabled.

Might it just be that young people tend to be more likely to be of more of a growth mindset than over 30s, over-35s? Are we more likely to find teachers that are non-learners than those who pride themselves as being the Learners In Chief?


Links for 2010-08-14 [del.icio.us]

  • Albany Senior High School, Auckland - Wikipedia, the free encyclopedia
    Brilliant school where I was working yesterday:
    All classes except those which require other resources take place in large open plan areas called 'Learning Commons'. These spaces enable flexibility when planning and delivering classes, including the ability to combine two classes into one for some activities, combining similar curriculum areas, such as physics and mathematics and easy access to technology. The teaching periods are 100 minutes long, twice the length of typical periods in New Zealand.

    Every Wednesday, students engage in a 'community based' Impact project. This involves performing an act for the community. Impact projects completed include forming a business, organising and performing a 'School of Rock' concert[6], building a video server and digital signage solution for the school[7], restoring local waterways[8], designing, building and programming a robot for the Robocup competition and creating original artworks for the school. [9]
  • Ofcom | Media Literacy Audit: Report on media literacy amongst children
    Around one half of 12-15 year olds say they have no interest in four out of the seven prompted types of creativity.


ePortfolios & Learning Management Systems: Setting our default to social

Education has for too long defaulted to secrecy, opaqueness and inward reflection on "what education is". It's time to change that default setting.

Clay Shirky points out in his latest oeuvre Cognitive Surplus that the way startups choose to set their 'default' settings is hugely important in defining how users will exploit the technology. When you buy an iPhone or a Mac the default for seeking out wireless is set for you to open: you constantly search for the means to communicate. I've just helped a chap in Auckland airport to turn on his wireless: the PC on which he was working had its system settings default to 'closed' whenever he restarted.

Shirky's (and my) plea would be to set our own personal defaults to social: the benefits of others serendipitously bumping into our content, our ideas and our pleas for help greatly outweigh the perceived risk or inconvenience of 'losing' a piece of ourselves to the vast online wastelands.

For my latest Core EDTalk from New Zealand I was asked to give my own take on ePortfolios, that is, electronic means of students to share the best of their work. Unfortunately, as with all jargon, we bring our on preconceptions to the table of what an ePortfolio is for and looks like. Generally, the teachers and parents I meet believe that they are:

  • for students to use;
  • for showing the best of a student's work;
  • convenient tools for capturing assessments; and therefore...
  • for private use, shared with a closed community of the teacher and/or class and/or school, but rarely the open web.

In the above video, I present my own take that they should be:

  • for students, teachers and parents to use;
  • for showing the workings that led to a final product (it's time we stopped covering up our learning in English, showing our working in Maths - let's get the process of learning out there for all to see, contribute to and build upon);
  • convenient tools for capturing anything that might, one day, relate to some learning - light touch tools such as Posterous are transforming blogging from a web-based technically superior-feeling activity in education to something anyone can do, even when they are offline (you post by email with Posterous, so you can 'blog' when on a plane if you want to, and let Outlook do the catching up when you hit wifi again). ePortfolios for teachers should resemble those useful moments of sharing in the staffroom. For students, ePortfolios should be the messy learning log or journal de bord that, frankly, not enough of them keep on paper anyway;
  • for the whole, open web: otherwise we set ourselves up for nearly only introspective learning with people who share our viewpoints, cultural biases and outlook on learning and life.

The elephant in the room, of course, is that most Learning Management Systems on the market these days and being developed by Education Ministries the world over have their defaults set to 'anti-social': private, closed networks that experts and co-learners in the 'outside' world cannot see or interact with. Sure, you can have an open blog that anyone can read and participate in, but you have to flick the switch first to go open. The default position is closed.

The reasons for this are normally noble sounding enough: safety of learners, the perceptions of teachers and parents are currently too 'conservative' (i.e. they didn't learn like that) to 'cope' with the concept of anyone seeing the work of students. Allanah King in Nelson does a good job asking the difficult (and not-so-difficult) questions of Learning Management Systems in this respect in her post: why would a school spend good money on one?.

But the longer teachers put up with these attitudes, rather than challenging them and asking intelligent questions about the balance of risk in not having students share with the world wide web, the longer we do not have conversations with parents, and invite them to spectate and participate in what learning can look like now, then the longer we will continue to do a disservice to the digital footprints, competitiveness and understanding of otherness in our young people.

If you want to see what ePortfolios might look like when we push the boat out beyond simply writing a blog or sharing different media online through Posterous, take a look at my older post on the fascinating eScapes project - I'd love to know what happened to it since these early days, if anyone can help.


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