What did they learn?

This post is about my 9 IST 2014  Game On project originally premised on the notion of making the world more humane (see links for related posts). This was essentially a project-based learning approach (PBL) and it had the 8 essential elements of PBL according to the Buck Institute of Education (BIE), a PBL leader.  It’s tempting to see how I’ve done against that checklist and I dare say it was a good PBL but what I really want to do here is ask the harder question of whether or not this project has achieved what I set out to do.

That is, has the project somehow made the world more humane?

Have the process and product of answering the driving question – “Can developing games help develop resilience?” – somehow created a more humane world, on top of achieving curricular outcomes?

The previous Game On event post has partially answered this … and it is a YES. Connecting with others. Making time for play and enjoying it. Celebrating achievements. Laughing out frustrations. Giving feedback. All good stuff and all told from my perspective.

Let me share what my students said. I used one of  Harvard University’s Project Zero Visible Thinking Routines, “I used to think…now, I think” as a student reflection tool. I’ve quoted a few below but if you want to read more, find it here – SDP reflection (PDF).

on Game Design

I used to think… now I think…
Would be pretty easy as there are so many games already made It’s challenging but now I realise how creating a game isn’t so simple and coming up with a new idea is not as easy as you think. However, designing games is a rewarding process and is absolutely fun.
It is easy to come up with an idea and develop a game and it is the programming and algorithm which is the difficult part in the game designing process. That coming up with ideas take up a lot of patience and skill. It is vital to come up with an idea which has a vitally fun and interesting output. It is essential to consider how the gamer or viewer will find the game as well.
That games you could just tell the computer what you wanted without having to use certain blocks and that it would be quite simple once you have an idea, it would do the rest for you. Actually, there are specific instructions you must use to make games. You have to be determined because sometimes things don’t work and you have to try again.

on Software design and programming

That software design and development has to strictly follow the design process of design, produce, evaluate. That evaluation is the most key part of design as it enables communication between the designer and user.
That it was really boring and that there wasn’t really many things you could do with software. Also, that people just made things that already existed and that it wasn’t helpful or fun. Software design and development is very good and useful and there is so much you can do with it that is not already created but you make new things and new ideas.
It really only involved one person and that you always typed in binary. It involves a whole group of people for it to be successful. Now I know there are many other computer languages that you can use.

on being a Software Designer / Developer

That it was a simple and mindless job people did and that it was boring and stressful. It takes a lot of creativity and thinking to be able to design and produce something. Also, that although it may be stressful, it’s a lot of fun and incredibly rewarding when you see your finished product.
That in order to create a good idea, it was only the creator’s mindset or viewpoint on it that shaped how it turned out. That repeatedly seeking advice and information is important to keep you on the right track. Reviewing your work from different perspectives help in taking your creation to a new level.
You didn’t need to know much maths. Never have I been so wrong.
It involved a set of rules to need to follow to do your job. It involves more creativity. Successful games have creative people who made them.

They’re thinking of software as a creative process and tool.

They’re thinking of and “using” others.

They’re thinking of writing games for others to enjoy.

They’re seeing challenges – and perseverance – as a way to learn.

They’ve realised that their thinking has changed.

 

This being the last teaching day in 2014, it is good to reflect that teaching can be good. It’s not always good but good times, like this, make up for when it’s not so good.

Perhaps a relevant recap to where this “journey” started with a quote from John Maeda (Make it more humane) is this new video by @veritasium looking at the on-going search for technology to revolutionise education, and I quote…

The foundation of education is still based on the social interaction between teachers and students. For, as transformative as each new technology seems to be…, what really matters is what happens inside the learner’s head and making a learning think is best achieved in a social environment with other learners and a caring teacher.

 

Multimedia PBL and wrestling with the marriage problem

After a term break from PBL, I’ve gone back to it with both my 9 and 10 IST classes. I’ve been meaning to share the ‘idea’ but just haven’t got there (Is it really week 4 now?). Anyway, I’m glad I’m doing PBL again now as well as incorporating some of the things I’m learning as I do my Masters in Special Ed.

So then, in this post I’ll share my 10IST PBL plus a (rough) lesson plan that targets content (IST: problem definition, GUI design) as well as an example of teaching approach that promotes active response (one of the effective teaching principles I’ve learned about recently).

PBL

PBL_HowCanMMengageLearners

We’re about a third of the way in and most of the theory have been covered (via direct instruction) by  now. However, I’ve noticed that while students ‘get’ the idea of what engagement looks like or what ‘good’ GUI looks like, I wasn’t convinced that they’ve wrestled with it enough to apply in their own projects.

(rough) Lesson Plan

So I designed this lesson to show how a topic could be presented online in three different ways. The topic is a probability problem popularly known as the marriage or secretary problem.

I divided the class into discussion pairs.

First, I showed the wikipedia version which provided a  brief description of the problem. Discussion was first done in pairs and then as a class. This is the first time the class have heard of the problem so there was a lot of “I don’t get it” and a few, “yeah, I’ve encountered that problem heaps of times”.

Then, I showed this academic article version which provided, as expected, a more academic description of the problem and solutions. There were ‘whoas’ as we scrolled through the voluminous and dense text blocks and equations. Again, discussion pairs followed by class discussions. We got to unpack some of the GUI principles to do with form, function, navigation, layout, etc. just by comparing this with the wikipedia version. They were applying the content previously learned, both in terms of concept and language. Their analysis of GUI design is becoming more sophisticated and this is awesome.

Finally, I showed this NPR article with a sensationalist and attention-grabbing title of How to marry the right girl: a mathematical solution (thank you @fawnpnguyen for the inspiration!). We went straight into class discussions on this one and highlighted which GUI principles made this one more engaging, including the use of graphics and share/comment buttons – a feature they may well include in their projects.

There was also a bit more discussions when one of the students piped in that she thought the wikipedia version was more engaging with its neutral tone and predictable structure. This emphasised one of the key things in the design process, i.e. problem definition and how wikipedia addresses a different problem (and audience) than the other two. Engaging‘ then, is relative (gotta love those lightbulb moments). Therefore, as they set off creating their own solutions (project product), they need to be mindful of the problem they are actually trying to solve.

Then, I asked them to create their own version of the topic in what they think is engaging. Students challenged themselves to learn more HTML and CSS tags and JS scripting, based on what they want to learn and incorporate in their own projects.

Sometimes lessons work according to plan, if not better. This was one of those. It can be better but I sure was pretty happy with it.

Discussions in pairs and whole-class with plenty of opportunities to raise and answer questions as well as working in pairs with plenty of opportunities to synthesise are strategies for active response to help with learning engagement. Students are constantly wrestling with the content from different angles. 

An exciting footnote:

The student who preferred the wikipedia version went on to do more research on the marriage problem because she really wanted to understand it (she was in the minority, I assure you, but enough to make this ex-maths teacher a little bit happy). And in doing so, has illustrated yet again the beauty of tangential learning and the power of inquiry driven by curiosity.

Game On 2013

At PLSM back in August I pledged to run a PBL unit getting my computing students to write video games and publish to a public audience. This may not seem like a lot to you but it was for me.

I’ve never written a video game before, let alone teach and inspire students to do so, using a programming language I’ve never really used before. My students have only just learned how to code – in Python – so, a different language (syntax, UI, etc).

While I’ve run PBL before, I’ve never had a public audience. I honestly didn’t think it was necessary until challenged at PLSM. And yet when I launched this PBL with my students, I told them they would have an audience beyond me, beyond the classroom,and possibly beyond the school.

My students took on to the task well enough BUT they did not take the public audience bit that seriously…..which, of course, challenged me even more! and made me more nervous as well. This PBL was running mostly AFTER formal assessments were done so I was also worried about the motivation factor as their efforts would not go towards grades or report comments.

The original plan was to have this Game On event with the public audience being the target audience of the game, i.e. our junior school (K-6 students).  But as end-of-year schedules typically are, it was difficult to find time to schedule the event, let alone synchronise with junior school as well. I’ve yet to share this with our junior school.

And, to complicate matters, we decided to use the event to launch the idea of a computing club ready for next year. The good thing about that was the opportunity to collaborate with @townesy77.

What I really wanted from a Game On event can be summed up thus: give my students a public audience, raise the profile of gaming, raise more interest in computing (why just play games when you can make them, right?), outsource feedback and give purpose to learning (software programming and concepts). Lofty aims needed a big event!

yada yada yada….let me just tell you a few of my strategies (which fortunately worked):

  1. I picked Scratch because no downloads/installs were required for either developer or game player. That, plus Scratch has a Studio feature which makes it super-easy to create and share a game arcade.
  2. I participated in the PBL. That is, I went through the PBL myself and designed and wrote my own game. Two, in fact. This forced me to learn Scratch more. Having to think through different algorithms demanded by the different student projects made me learn super-quick
  3. Get @townesy77 to do her magic…creating posters, organising and running the Xbox station for the Game On event, setting up the computer lab with generic logins ready to play the Game On Arcade, help me to announce the event at assembly, etc etc etc
  4. Get my students to talk up the event, invite their friends as well as speak at assembly
  5. The turning point was getting Google to sponsor the event. Much like how my Google excursion came to be, I just asked. Well, okay, I wrote a proposal! And they gave me enough funds to buy prizes and more besides (and really, this is worth another post…really, really). When I told my students about the sponsorship, they were stunned (as was I) and realised that I was serious about this public audience thing. I told them I sent a link to the arcade as part of the proposal (with only 3 games in it then) and that it wasn’t just me holding them accountable for delivery. Amazing!
  6. I tied prizes to feedback. For every 3 game reviews, each reviewer got a chance to win a prize (chocolates). The drawcard, however, was the Google goodies – which I got from my visits to Google (I just remembered I haven’t blogged about my other visit!). It’s a pity not all my students were at the event because they missed out on feedback that weren’t written – the buzz, the ‘oh, this is fun!’ comments, the ‘that looks good’, etc.
  7. Get my students to decorate and help out at the event.
  8. I called on my PLN to visit the arcade.

The Game On event today was amazing! My room looked amazing. The prizes looked desirable. The ‘sponsored by Google’ thing provided more gravitas. Many came and participated on the 2 main activities: playing Game On and Xbox. All up, I got over 60 entries to the feedback draw with contributions from all year groups! Ditto with Xbox participation. This is awesome stuff considering there were other events happening at the same time!

I’m knackered but my heart is full 🙂

Thank you to Bianca and Lee for staging PLSM and challenging me. Thank you to@townesy77 for being my mockingjay (Katniss). Thank you to Google Australia for sponsoring my event (special mention to Sally for giving me another Oprah moment) and Chris for opening my eyes (and my students) to the wonders of open source software. Thank you to Jeannette for getting her students to visit the arcade. Thank you to all the participants in the Game On event.

Most especially, thank you to my IST students for delivering! There wouldn’t have been a Game On event if there were no games at all.

Now for some pics:

GameOnArcade

Game On arcade – come and play 🙂

gameon1

prizes

gameon4

one of the banners. can you see the letters in Gallifreyan? hmm, maybe not – but it certainly attracted the Whovians!

gameon2

playing and giving feedback

gameon3

so many feedback sheets! yay!

It’s happening

Last Saturday, I went to the Project Learning Swap Meet organised by Bianca and Lee Hewes. It was inspiring, challenging and ultimately motivational in a ‘Make this happen’ sort of way. So then, while I thought my first blog post about PLSM would be about the day, I’m now blogging about how I came to making it real and happening on my first school-day back, in the middle of an existing project.

Circled are some of the ideas I thought I’d implement straight away.

notes on the back of the booklet Bianca shared

notes on the back of the booklet Bianca shared

I teach 8 Technology and on my rotation, students learn about Textiles and Digital Technology with a project involving the Design, Production and Evaluation of a pyjama set. It’s a common task for 4 classes taught by 3 teachers, including myself. The task has plenty of PBL elements including student voice and choice. Collaboration happens but more incidental than planned. Products are displayed along the hallway for all the school to see.

After attending PLSM, I felt inspired, challenged and motivated to implement some of what I learned on the day. Because I spent hours yesterday designing a Project Packet for year 7s (subject of another post), I decided to focus on something smaller for year 8s; something NEW that would be beneficial straight away.

Year 8s are submitting the Design products tomorrow which include sketches of their ideas and Final Design (the PJ set they’re actually going to make). I thought it would be good for them to get peer feedback prior to submission.

Techniques used (got all these from PLSM):

  • Gallery Walk – items for feedback are put on display and peers write feedback on post-it notes
  • Scaffolded Feedback – Based on @missjessm ‘s suggestion of “I like…Have you considered…”, the class decided to use +1 for “I like” and a star for the “Have you considered…”. Students suggested the ‘star’ and I’m still unsure why, maybe because it’s easy to draw?
  • Goals, Medals, Missions (I’ve used this before but the document here is new to me) – using the task assessment criteria, I listed the Goals. These were the basis of the +1 and star comments as well….i.e. things to consider when writing feedback

GW1

GW2

Students each had 3 post-it notes so they had to be more picky of what they wrote and who they wrote for. They could always add a +1 or star if they agreed on what has already been posted. It worked really well and every design got peer feedback. This went on for about 10-15 minutes.

Everyone then got their sketches and considered the peer feedback and filled in their Goals, Medals, Missions sheets.

Here’s what I observed:

  • Quality of peer feedback was excellent and the use of scaffold was evidently effective (eeek, that sounds so teacher-y)
  • Students appreciated the +1s and even more so, the stars – i.e. suggestions for improvements
  • Students were surprised at how true the peer comments were, making the +1 even more affirming
  • Students were more motivated and directed to create better quality products
  • Some students noticed things I haven’t (how good is this??? and yes, I’m collecting the post-it notes and GMMs)
  • I’ll know my students more based on their GMMs

It was soooooo worth getting this happening straight away. Read more about the above techniques and MORE in Bianca’s super post about managing the mushy middle.

Making progress

Maybe I miss teaching maths as I feel compelled to use some mathematical terms and concepts in this post about how my (non-Maths) PBLs mentioned in the previous post, are progressing. Oh, and this is inspired by this video on dissociating learning from performance, linked to me by the wonderful Kelli McGraw (@kmcg2375) who constantly pushes my academic thinking, among others.

Anyway, I had to watch that video lots and lots and lots of times. What really hooked me was this notion of variability as aid to learning and transference, even if the performance gain (observable stuff we teachers measure as evidence of learning) is non-existent or slow. See folks, this is why I love Algebra! And in fact, that’s how Algebra should be taught, i.e. change those variables so students can see that the relationships expressed in an equation will yield different values as variables change. This is transference in number terms, literally.

I’m not going to pretend I understand the video completely. I don’t. What does spacing even means? I’m guessing interleaving means making connections. Interleaving vs blocking new things to be learned. whoa!

This is exactly how my PBLs are progressing. Variability. Interleaving vs blocking new things. Conditions are neither constant nor predictable (these terms are from the video, ok?).

Precisely because of how the Year 9 Digital Media Jedi Academy is set up, there is so much variability. I’ve got kids learning to write HTML code, writing ebooks, creating wikis, typography and critically analysing their process…yep, writing their applications to level up. And they’re excited about what they’re doing that invariably (haha) I have to boot them out when bell goes. Comments heard today: “I’ve done so much”, “I’ve learned so much”, “This is exciting”.  They’re collaborating, giving peer feedback and affirmations and best of all, learning how to help themselves.

Their applications to level up are done in Word, submitted to our virtual classroom (a Sharepoint site). I annotate these. Then it hit me that I had no idea of checking if they’ve really read these annotations – we’re talking individualised feedback here that took time and effort! Bianca Hewes (@biancaH80) to the rescue. More specifically, her post on feedback (a must read so go there, will you?) that mentioned the Goals, Medals, Missions framework. I told the students that they had to hunt down the medals and missions in my feedback. This had the added bonus of student feedback on my own annotations. It was clear that I was rather austere on the medals department. haha. I’ll fix that. I wish Sharepoint has notifications like edmodo.

My Year 10 PBL on the school purpose has taken twists and turns I could not have predicted. These kids are getting so engrossed on making sense of the school purpose and want to take the rest of the school with them. I’m actually rather flabbergasted though obviously proud of them taking ownership.  They designed surveys for staff and students and we had amazing discussions on the art of writing surveys and the challenges of collation…we were optimistic we’d get heaps of responses. Now they’re talking about making it a game and what do I know really of Game Design. Well, I’m learning along with them. Like my year 9s, I have to dismiss them a few times before they actually leave the room.

This post is long enough methinks. Anyway, I’m feeling good about the progress. Yeah, I still feel lost but I think I might get used to it and welcome it. That’s a good thing, right?

And just to end on the idea of abstraction: neither Bianca nor Kelli teach maths or computing; yet, see how I’ve abstracted from their work and applied to my context (steal like an artist – go on, check it out….interleaving, see?). This abstraction is Algebra IRL. really.