CASchoolIntegratesPlayWithLearning-PBS-July2014

 

California school integrates play with learning — from pbs.org

Excerpts:

STUDENT: I really like school now. Like, I’m actually psyched to come.

STUDENT: It just makes me feel good.

STUDENT: I wake up every morning and I’m just like, yes.

APRIL BROWN: These students have been taking part in a new experiment in educational innovation known as the PlayMaker School. PlayMaker is, thus far, only for sixth graders who attend the private K-12 New Roads school in Santa Monica, California. You won’t find desks, seating charts or even a normal grading system in their classroom.

APRIL BROWN: And, if nothing else, they have figured out how to make kids like Isaac Prevatt look forward to school.

ISAAC PREVATT, Student: At my old school, I dreaded it every single day. I really just didn’t like it. You know, I would fake stomach aches. I have not faked any sicknesses this year.

 

From DSC:
Tony Wagner’s recent keynote mentions the importance of play, passion, and purpose in education.  There’s engagement here. There’s focus here.  There might even be a love of learning here — but at least a liking to learn and a stronger sense of actually enjoying learning about something.

I have it that we need to create learning environments and pedagogies that cultivate situations whereby students at least like to learn.

Why?

Because most of us are now required to be lifelong learners in order to remain marketable. (I could also address the love of learning for its own sake, as there’s huge value just in that as well.)

If a student drops out of high school or if they make it through college but end up hating school, those negative experiences that they associate with learning may prove to be obstacles to overcome for them.  They may not want to go back to a learning environment again.  They may have a “bad taste in their mouth” about education/learning.  Becoming a lifelong learner may sound more like a prison sentence to them.

So I celebrate the above approach and experimentation with pedagogy.  Hearing the excitement in the students’ voices and words is simply excellent.  (I wonder if we’re hearing that sort of excitement from them taking all of these standardized tests…?)

I could also relate to the part of the video where one of the teachers said that the students were very uncomfortable with this type of learning environment — that they just wanted to be told what to do. Where’s my test?!  I just want to be told what to do and to take tests.

Many of our students may not like open/unanswered questions or “less structured” activities and learning environments.  But such experimentation could easily help them with their creativity and with developing more innovative thinking.  The work world won’t always tell them each step to take on something; the “tests” will be found in how they can problem solve and if they can think critically, innovatively.

 

With thanks to Jim Lerman  for his Scoop on this.

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Also see:

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DesigningPlayfulLearningSpaces-NPR-7-18-14

 

From DSC:
I ran across Manish Mohan’s blog posting — Seven Survival Skills in Today’s World — which focused on Tony Wagner’s keynote address at the IFC’s International Private Education Conference: Rethinking Education, Shaping the Future.

So I read the blog posting and then I listened to Tony Wagner’s address. Below are my notes from his talk.


What’s the problem we need to solve in education?

Challenges

  1. Education today has become a commodity. Knowledge is free; it’s like water or air.  Educators once had the corner on the market. Knowledge had to come through the teacher. Not true today. You can acquire knowledge via the Internet. Teachers are no longer the gatekeepers. Where, then, is the value that teachers/schools are providing?
  2. Work is being transformed around the world. Routine jobs being automated/replaced by computers or in other countries for far less $$. World cares about what you can DO with what you know. Not just acquiring knowledge. Skill and will are other legs of the stool (in addition to knowledge).
  3. The longer students are in school (in the U.S.), the more bored they are. Less engaged as time goes on. The Internet is their preferred source of learning.

Tony focused on skill (adding value) and will in this keynote. Need to be a continuous learner.

Tony talked to senior executives — what skills do you need today? Where are the gaps?

7 survival skills/competencies a person needs before they reach the end of their secondary school:

  1. Critical thinking and problem solving — how to ask the right questions
  2. Collaboration across networks — how are we going to teach
  3. Agility and adaptability
  4. Initiative and entrepreneurship
  5. Effective oral and written communication — need to be able to write with “voice” — own passion and perspective, to be convincing
  6. Accessing and analyzing information
  7. Curiosity and imagination

New achievement gap — these 7 survival skills vs what is being taught around the world.

Growing unemployment of college graduates compels us to look at goals of education.  Academically adrift — communication skills not growing in college.

One person to Tony:
“I want young people who can ‘Just go figure it out.'”

Want graduates who have a sense of mission.  Autonomy.

How do we prepare kids to “Just go figure it out.”

We need innovators — creative problem solvers. People who ask the right questions.

The teachers (of innovative individuals) who made the greatest difference were outliers in their respective institutional settings but were remarkably alike in their patterns of teaching and learning.  The culture of schooling, as we continue to practice it, is fundamentally and radically at odds with the culture of learning to be an innovator in 5 respects:

  1. Culture of schooling is about rewarding individual achievement vs being a team player
  2. Compartmentalizing knowledge; innovations happens at the margins of academic disciplines, not within them; interdisciplinary courses needed
  3. Passivity and consumption — students listen, consume information; only 1 expert.  VS creating information. Teacher as coach who empowers students.
  4. How failure is viewed — fear of failure creates risk aversion. But innovation requires risk and failure. Trial and error. Iteration — systematically reflecting on what worked and what didn’t.
  5. Grades and what they represent in school. Often a motivational tool. Rely on extrinsic motivation. But intrinsic motivation is key amongst innovative individuals. They want to make a difference.

Parents and teachers of these innovative individuals emphasized 3 things:

  1. Play
  2. Passion
  3. Purpose

Provided a buffet of opportunities to discover interests. But did not pigeonhole the person.

We have some responsibility to others — to give back — and to make a difference.

So much of our thinking revolves around delivery systems, but what about the GOALS of education? All too often assumed.

Need to be differently prepared vs. students/graduates of 50 years ago.

How do we motivate students to want to be continuous learners?

A merit badge approach to learning. Evidence. Digital portfolios.

In Finland and Singapore one can see the massive importance of — and investment in — teaching as a profession.  Elite group of teachers. Trust through professionalism.

Collective human judgement is key. High stakes testing is completely distorting education system. What gets tested is what gets taught.

Preparation for citizenship is equally important (as skills development for earning a living).

Why not specifically teach about entrepreneurship?

Finland — much less homework, and far more opportunities to discover interests and to be entrepreneurial. Start-up like culture.

 

 

 

App Ed Review

 

APPEdReview-April2014

 

From the About Us page (emphasis DSC):

App Ed Review is a free searchable database of educational app reviews designed to support classroom teachers finding and using apps effectively in their teaching practice. In its database, each app review includes:

  • A brief, original description of the app;
  • A classification of the app based on its purpose;
  • Three or more ideas for how the app could be used in the classroom;
  • A comprehensive app evaluation;
  • The app’s target audience;
  • Subject areas where the app can be used; and,
  • The cost of the app.

 

 

Also see the Global Education Database:

 

GlobalEducationDatabase-Feb2014

 

From the About Us page:

It’s our belief that digital technologies will utterly change the way education is delivered and consumed over the next decade. We also reckon that this large-scale disruption doesn’t come with an instruction manual. And we’d like GEDB to be part of the answer to that.

It’s the pulling together of a number of different ways in which all those involved in education (teachers, parents, administrators, students) can make some sense of the huge changes going on around them. So there’s consumer reviews of technologies, a forum for advice, an aggregation of the most important EdTech news and online courses for users to equip themselves with digital skills. Backed by a growing community on social media (here, here and here for starters).

It’s a fast-track to digital literacy in the education industry.

GEDB has been pulled together by California residents Jeff Dunn, co-founder of Edudemic, and Katie Dunn, the other Edudemic co-founder, and, across the Atlantic in London, Jimmy Leach, a former habitue of digital government and media circles.

 

 

Addendum:

Favorite educational iPad apps that are also on Android — from the Learning in Hand blog by Tony Vincent

 

What educationally-related affordances might we enjoy from these TV-related developments?

MakingTVMorePersonal-V-NetTV-April2014

 

EducationServiceOfTheFutureApril2014

 

CONTENTS

  • Content discovery and synchronization
    With access to rich data about their subscribers and what they do, operators can improve recommendation, encourage social TV and exploit second screen synchronization.
  • Recordings get more personal
    One of the next big steps in multiscreen TV is giving people access to their personal recordings on every screen. This is the moment for nPVR to finally make its entrance.
  • Evolving the User Experience
    As service providers go beyond household level and address individuals, the role of log-ins or context will become important. There is a place for social TV and big data.
  • The role of audio in personalization
    Audio has a huge impact on how much we enjoy video services. Now it can help to personalize them. ‘Allegiance’ based audio choices are one possibility.
  • Making advertising more targeted
    Addressable advertising is in its infancy but has a bright future, helping to fund the growth of on-demand and multiscreen viewing.

 

Some excerpts from this report:

Good content should be matched by good content discovery , including recommendations. The current state-of -the-art is defined by Netflix.

Today’s TV experience is worlds apart from the one we were talking about even five years ago. We’ve witnessed exponential growth in services such as HD and have moved from a model in which one screen is watched by many, to many screens (and devices) being available to the individual viewer, what is today called TV Everywhere.  Having multiscreen access to content is driving the demand for a more personalised experience, in which the viewer can expect to see what they want, where, and when. While video on-demand (VOD) has been a great method for delivering compelling content to viewers, it is not always a truly seamless TV-like experience, and traditionally has been limited to the living room. The growing demand for the personalised experience is driving seismic change within the TV industry, and we’ve seen great strides made already, with time-shifted TV and nPVR as just two examples of how we in the industry can deliver content in the ways viewers want to watch. The next step is to move towards more advanced content discovery, effectively creating a personalised channel or playlist for the individual user.

As the tools become available to deliver personalized experiences to consumers, content owners can better create experiences that leverage their content. For example, for sports with multiple points of action, like motor racing, multiple camera angles and audio feeds will allow fans to follow the action that is relevant to their favourite racing team. And for movies, access to additional elements such as director’s commentaries, which have been available on Blu-ray discs for some time, can be made available over broadcast networks.

 

 

From DSC:
Some words and phrases that come to my mind:

  • Personalization.
  • Data driven.
  • Content discovery and recommendation engines (which could easily relate to educational playlists)
  • Training on demand
  • Learning agents
  • Web-based learner profiles
  • Learning hubs
  • What MOOCs morph into
  • More choice. More control.
  • Virtual tutoring
  • Interactivity and participation
  • Learning preferences
  • Lifelong learning
  • Reinventing oneself
  • Streams of content
  • Learning from The Living [Class] Room

 

The Living [Class] Room -- by Daniel Christian -- July 2012 -- a second device used in conjunction with a Smart/Connected TV

 

 

 

streams-of-content-blue-overlay

 

Interlude CEO Yoni Bloch to showcase the power of interactive video at the Future of Kids’ TV Summit at MIPTV 2014 — from businesswire.com

Excerpt:

“Interactive videos that respond to children’s preferences can transform TV and educational programming from a passive experience to an active one that is fun and engaging. With kids today growing up with interactive devices, they have an appetite to do more with content than sit back and have it delivered to them in a one-way stream,” Bloch said. “With the potential to create wonderful learning experiences for children, The Summit provides a global stage for attendees to make meaningful changes in the technologies used for entertainment and education.”

 

Also see:

MIPTV: “Future of Kids TV Summit” announced — from
80 senior programming execs to map out digital strategies for kids entertainment.

Excerpt:

“I’m thrilled to be present at the Future of Kids’ TV Summit to discuss how content creators can create a digital playground for children,” said Bloch. “Interactive videos invite kids to continually engage and shape the story differently each time. I look forward to exploring new ways for the entertainment industry to help kids become active participants instead of passive viewers.”

The Future of Kids’ TV Summit is the latest in MIPTV’s established line-up of forward-looking events, following on the heels of the International Drama Coproduction Summit and the Digital Minds Summit. These forums are now recognised by key industry executives as must-attend events in their business agenda.

 

Google Glass: Not the only eye candy in town — from huffingtonpost.com by Robin Raskin; with special thanks to Mr. Rob Bobeldyk [Asst. Dir. Teaching & Learning at Calvin College] for this resource

Excerpted applications:

  • Manipulate objects in virtual space with your “real” hands… pulling, tugging, tapping and stretching
  • Creating a solid gamer and entertainment experience
  • A great training app/factory tool
  • Recognize the world in front of you and then overlay information atop of it
  • Play a game just by moving your eyes
  • A mature suite of apps can work with your calendar and make phone calls. A built in HD display camera takes and shares photos and videos.
  • Immersive/ultra-realistic entertainment experiences
  • Wearable headset aimed at the sports/active lifestyle enthusiast
  • Enterprise applications

 

 

 

Also, some excerpted applications from  Google Glass is Transforming Wearable Technology — from Daniel Burrus

  • Access information and a camera to capture activities in front of you
  • Use voice recognition to have it type messages or to send commands, like you do with Apple’s Siri or Google’s version of Siri, called Google Now
  • doctors are using Google Glass during surgery so they don’t have to take their eyes off of the operating table to view things like blood pressure, pulse, and temperature readings
  • Help train future surgeons
  • Google Glass would show not only the stores in your line of sight, but also overlay the types or names of products in each store

 

Also see:

 

 

Practical ideas for using augmented reality in contextual mobile learning — from blog.commlabindia.com by Aruna Vayuvegula

Excerpt:

Using Augmented Reality for contextual mLearning sounds too futuristic – a phenomenon that is being experimented in universities and research centers across the world. Wikipedia defines Augmented reality (AR) as a live, copy, view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics or GPS data. It is rather hard for a non-technical person to perceive the implication of this definition in a learning situation.

However, when you come across a report that says

  • 864 million high-end cell phones could be AR enabled in 2014,
  • 103 million automobiles will have AR technology by 2020, (Ref: Semico)

You can’t ignore Augmented Reality (AR). You need to stop, to understand what it all means. That’s when I came across an article by Jason Haag, who spoke at DevLearn 13 on Augmented Reality in mobile learning. Published at Advanced Distributed Learning website, it lists some cool examples in the form of videos about AR in action. The video from the link given below is one of them; it truly helped me conceive the idea of AR in a learning context.

 

AR Music APP Enchantium by DAQRI — from realareal.com by Kiran Voleti

Excerpt:

In the 21st century classroom: Students can see the shape of knowledge, Students can hear the shape of knowledge, students can TOUCH the shape of knowledge.

 

Zientia: Changing the Way We Learn with Augmented Reality — from realareal.com by Kiran Voleti

 

AR-in-learning

 

AR-in-learning2

 

Enchantium is a 4D platform that uses augmented reality — from realareal.com by Kiran Voleti

Excerpt:

Discover a New Dimension of Play™ in a magical world of curated, kid-safe content where play sets can come to life and toys can talk, interact and learn new things.

Toys Become Enchanted

So much more than an app, Enchantium is a 4D platform that uses augmented reality and cutting edge technology to connect games and toys with interactive experiences.

 

What If Kids Co-Created Customized Learning Pathways? — from gettingsmart.com by Tom Vander Ark

Excerpt:

New tools are making it easier to customize learning for every student. Playlists, projects, and portfolios support big blocks, maker spaces, and flex schools. One thing I appreciate about the Christensen Institute definition of blended learning is that it stresses student agency by requiring “student control over time, place, path, and/or pace.” During an EdSession in Boise tomorrow, I’ll be discussing 10 ways that students can co-create customized learning pathways.

 

From DSC:
I see the following items in the classrooms/learning spaces/”learning hubs” of the future:

  • iBeacon-like technology, quickly connecting the physical world with the online world (i.e. keep an eye on the Internet of Things/Everything  in the classroom); this may take place via wearable technology or via some other means of triggering events
  • Remote presence
  • Access to Artifical Intelligence (AI)-based resources
  • Greatly enhanced Human Computer Interactions (HCI) such as gesture-based interactions as well as voice and facial recognition
  • Interactive walls
  • BYOD baked into almost everything (requiring a robust networking infrastructure)
  • More makerspaces (see below for examples)
  • Tables and chairs (all furniture really) are on wheels to facilitate room configuration changes
  • Setups that facilitate collaborative/group work

 

 


Below are some other recent items on this topic:


 

To Inspire Learning, Architects Reimagine Learning Spaces — from MindShift by Allison Arieff

 

MakerLab_web

Excerpt:

As K–12 schools refocus on team-based, interdisciplinary learning, they are moving away from standardized, teach-to-test programs that assume a one-size-fits-all approach to teaching. Instead, there is a growing awareness that students learn in a variety of ways, and the differences should be supported. The students often learn better by doing it themselves, so teachers are there to facilitate, not just to instruct. Technology is there as a tool and resource, not as a visual aid or talking head.

 

 

3D printers and laser cutters?… it’s the classroom of the future — from standard.co.uk by Miranda Bryant

 

 

Rethinking our learning spaces — from rtschuetz.blogspot.com by Robert Schuetz

 

ClassroomMoveableFurnitureITESMCCM 02
CC Wikimedia – Thelmadatter

Excerpt:

Heutagogy, unlike pedagogy, focuses on self-directed learning. As learning and education become more heutaogical, shouldn’t our learning spaces accommodate this shift? What are the features and characteristics that define a modern learning space? Notice, that I have not used the word classroom. Several days of researching this topic has challenged my thinking on the concept of classroom. This verbiage has been replaced with terms like; ideation lab, innovation space, maker pods, gamer zone, and learning sector. The concept of specific learning zones is not new.

 

SchoolStartingAge-TheEvidence-UofCambridgeResearch9-24-13

 

From DSC:
With a huge thank you/shout out to Dr. Kate Byerwalter, Professor of Psychology at Grand Rapids Community College, for this resource.  Per Dr. Byerwalter (emphasis DSC):

I am a big supporter of play for younger children– the benefits are cognitive as well as social and emotional. But this new push towards early academics and testing is taking away time for play. 

…one study (in the linked item above) found that kids who waited to start formal schooling until age 7 (when many cultures consider kids to be more responsible, etc.) had the same reading ability at age 11 as kids who began reading at age 5, and the kids who started later had better attitudes about reading and better text comprehension..

 

Excerpt (emphasis DSC):

This is a brief review of the relevant research evidence which overwhelmingly supports a later start to formal education. This evidence relates to the contribution of playful experiences to children’s development as learners, and the consequences of starting formal learning at the age of four to five years of age.

 

 

From DSC:
First of all, here in the United States…I can’t help but think that the push for more “standardized testing” — as well as the Common Core being throttled at full-steam ahead — are like run-away trains (here’s but one example); that is, if you wanted to do so, they are very hard to stop.  The unanswered question (at least for me) is, “Will they cause an enormous amount of damage when they have finally run their course?”

Secondly, as students get older, I think the word balance comes in to play here.

Balance in assessment. Balance in play. Balance in times to rest (see this important posting from a teacher now teaching in Finland for his thoughts on this topic). Balance in the offerings (arts, music, etc.) as well as STEM-related offerings.

Lastly, this entire posting/topic makes me think of the janitor from my college days at Northwestern.  Occasionally, if I was rushing too much to get to my next class, he used to yell to me, “Take it eeeassssyyy young man!”  

If we don’t heed these words of wisdom, how will these run-away trains affect students’ learning experiences and their viewpoints on education/learning?  Given the pace of change and the shrinking 1/2 lives of information….we need them to at least like learning; as they will have many years of needing to do so ahead of them.

 

 

Also see:

  • The importance of play
    Dr. David Whitebread
    University of Cambridge
    With Marisol Basilio, Martina Kuvalja and Mohini Verma
    A report on the value of children’s play with a series of policy recommendations
    April 2012

 

 

 

 

In the 2014 FIRST LEGO League World Class Challenge, over 230,000 children ages 9 to 16* from over 70 countries will redesign how we gather knowledge and skills in the 21st century. Teams will teach adults about the ways that kids need and want to learn.

 

FLLWORLDCLASSlogo

 

Coming August 2014

What is the future of learning? FIRST® LEGO® League teams will find the answers.  In the 2014 FLL WORLD CLASS? Challenge, over 230,000 children ages 9 to 16* from over 70 countries will redesign how we gather knowledge and skills in the 21st century. Teams will teach adults about the ways that kids need and want to learn.  Get ready for a whole new class – FLL WORLD CLASSSM!

FLL challenges kids to think like scientists and engineers.  During FLL WORLD CLASSSM, teams will build, test, and program an autonomous robot using LEGO MINDSTORMS® to solve a set of missions in the Robot Game.  They will also choose and solve a real-world question in the Project.  Throughout their experience, teams will operate under FLL’s signature set of Core Values.

* 9-14 in the US, Canada, and Mexico

 

A proposal for Apple, Google, IBM, Microsoft, and any other company who wants to own the future living room [Christian]

DanielChristian-A-proposal-to-Apple-MS-Google-IBM-Nov182013

 

 

 

“The main obstacle to an Apple television set has been content. It has mostly failed to convince cable companies to make their programming available through an Apple device. And cable companies have sought to prevent individual networks from signing distribution deals with Apple.”

Apple, closer to its vision for a TV set, wants
ESPN, HBO, Viacom, and others to come along

qz.com by Seward, Chon, & Delaney, 8/22/13

 

From DSC:
I wonder if this is because of the type of content that Apple is asking for. Instead of entertainment-oriented content, what if the content were more focused on engaging, interactive, learning materials? More on educational streams of content (whether we — as individuals — create and contribute that content or whether businesses do)?

Also see:

 

internet of things

 

Excerpt (emphasis DSC):

The communications landscape has historically taken the form of a tumultuous ocean of opportunities. Like rolling waves on a shore, these opportunities are often strong and powerful – yet ebb and flow with time.

Get ready, because the next great wave is upon us. And, like a tropical storm, it is likely to change the landscape around us.

As detailed by analyst Chetan Sharma, this particular wave is the one created by the popularity of over-the-top (OTT) solutions – apps that allow access to entertainment, communication and collaboration over the Internet from smartphones, tablets and laptops, rather than traditional telecommunications methods. Sharma has coined this the mobile “fourth wave” – the first three being voice, messaging (SMS) and data access, respectively – and it is rapidly washing over us.

 

Addendum on 11/25:

 

SmartTVFeatures

 

 

 

 

“Learning in the Living [Class] Room” — as explained by Daniel Christian [Campus Technology]

Learning from the Living [Class] Room  — from Campus Technology by Daniel Christian and Mary Grush; with a huge thanks also going out to Mr. Steven Niedzielski (@Marketing4pt0) and to Mr. Sam Beckett (@SamJohnBeck) for their assistance and some of the graphics used in making these videos.

From DSC:
These 4 short videos explain what I’m trying to relay with a vision I’m entitling, Learning from the Living [Class] Room.  I’ve been pulse checking a variety of areas for years now, and the pieces of this vision continue to come into fruition.  This is what I see Massive Open Online Courses (MOOCs) morphing into (though there may be other directions/offshoots that they go in as well).

After watching these videos, I think you will see why I think we must move to a teambased approach.

(It looks like the production folks for Campus Technology had to scale things way back in terms of video quality to insure an overall better performance for the digitally-based magazine.) 


To watch these videos in a higher resolution, please use these links:


  1. What do you mean by “the living [class] room”?
  2. Why consider this now?
  3. What are some examples of apps and tech for “the living [class] room”?
  4. What skill sets will be needed to make “the living [class] room” a reality?

 

 


Alternatively, these videos can be found at:


 

DanielSChristianLearningFromTheLivingClassRoom-CampusTechnologyNovember2013

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From DSC:
There’s something here for classrooms/education — even for the living rooms of the future!

 

Little Mermaid Second Screen Live makes iPads part of the movie world — from gigaom.com by Liz Shannon Miller

Summary:

Disney advertises the Second Screen Live experience as a rebellion: “Break the rules — bring your iPad to the movies!” But it’s less a trip to the movies and more a fully interactive experience.

As the film began, so did the games. Most second-screen experiences I’ve tried have been largely passive, but Little Mermaid demanded the audience’s attention right from the beginning with games, trivia questions and other forms of interactivity for all ages.

 

lmssl trivia 1

The action on the big screen even froze from time to time for more complex games, and there were moments of seemingly new animation inserted at key plot points, as well.

 

What we’ve learned about e-learning and Generation Z– from indigomultimedia.com with thanks to Mayra Aixa Villar for the Scoop on this

Excerpts/key points:

  1. Online is as important as offline to Gen Z
  2. Playing = Learning
  3. Digital DNA

 

 

 

 

 
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