Surprising insights: How teachers use games in the classroom — from ww2.kqed.org (MindShift) by Holly Korbey

Excerpt:

More teachers are using digital games in the classroom, and they’re using them more frequently, according to a new teacher survey just released by the Joan Ganz Cooney Center. But more surprisingly, the study reveals that teachers are finding that one of the most impactful use of games is for motivating and rewarding students, specifically those who are low-performing.

The survey, which interviewed 694 K-8 teachers with an average of 14.5 years of teaching experience, aims to understand how and why teachers are using digital games in the classroom.

Almost half the teachers surveyed — 47 percent — said low-performing students who’ve been struggling in traditional school settings benefited the most from using games. Conversely, only 15 percent of teachers said that high-performing students benefited from playing games.

 

 

How digital games can help kids learn — from thedianerehmshow.org

Description:
For as long as there have been schools, teachers have tried to find ways to keep children engaged in the classroom. Today a growing number of schools are using video and other digital games as teaching tools. Many of the games incorporate incentives and rewards to keep students engaged. Experts say the best of them are challenging as well as fun. But critics question whether game designers are promising too much. Some say not enough is known about how these games can affect the learning skills and developing brains of children. A discussion of the role of digital play in schools.

Guests

  • Greg Toppo national education and demographics reporter, USA Today; author of a new book, “The Game Believes in You: How Digital Play Can Make Our Kids Smarter.”
  • Keith Devlin mathematician and co-founder and executive director of Stanford University’s H-STAR institute; he’s the co-founder and president of BrainQuake,an educational technology company. He’s also the “Math Guy” on NPR.
  • Leah Hirsch science teacher and curriculum designer at Quest to Learn, a public middle school in New York City.
  • Robert Pondiscio senior fellow with the Thomas B. Fordham Institute, an education policy think tank.

 

 

Also see:

Games vs Game-based Learning vs Gamification - Key Differences

 

 

Addendum on 6/29/15:

 

Addendum on 6/30/15:

  • Top 6 Benefits Of Gamification In eLearning — from elearningindustry.com by Asha Pandey
    Gamification in eLearning helps create an effective learning system that enables learners to rehearse real-life scenarios and challenges in a safe environment. In this article, I will walk you through some of the benefits of Gamification for learners and how the experience of learning (recall and retention) can be enhanced through Gamification.

 

 

From DSC:
With a special thanks and a shout out to Jasmine Dyoco at educatorlabs.org for the following information:


Summer vacation is upon us and students will be spending it in a variety of ways – from tinkering around the house and going swimming through brushing up on math and thinking about college. Whatever they do, we hope to inspire them to get excited about something new, and make use of their unstructured time to find a new passion.

We’ve gathered resources on different topics to help spark students’ interests in something new — from STEM through human stories — that we think will be useful and fun!

 

 

 

Every learner is different but not because of their learning styles — from clive-shepherd.blogspot.com by Clive Sheperd

Excerpt:

I’ve been reading Make it Stick: The Science of Successful Learning by Peter Brown and Henry Roediger (Harvard University Press, 2014). What a great book! It provides a whole load of useful tips for learners, teachers and trainers based on solid research.

Finishing this book coincides with The Debunker Club’s Debunk Learning Styles Month. And learning styles really do need debunking, not because we, as learners, don’t have preferences, but because there is no model out there which has been proven to be genuinely helpful in predicting learner performance based on their preferences.

 

 

Learning Styles are NOT an Effective Guide for Learning Design — from debunker.club

Excerpt:

Strength of Evidence Against
The strength of evidence against the use of learning styles is very strong. To put it simply, using learning styles to design or deploy learning is not likely to lead to improved learning effectiveness. While it may be true that learners have different learning preferences, those preference are not likely to be a good guide for learning. The bottom line is that when we design learning, there are far better heuristics to use than learning styles.

The weight of evidence at this time suggests that learning professionals should avoid using learning styles as a way to design their learning events. Still, research has not put the last nail in the coffin of learning styles. Future research may reveal specific instances where learning-style methods work. Similarly, learning preferences may be found to have long-term motivational effects.

Debunking Resources — Text-Based Web Pages

 

 

Learning Styles Or Learning Preference? — from learndash.com by Justin Ferriman

Excerpts (emphasis DSC):

There are fewer buzzwords in the elearning industry that result in a greater division than “learning style”. I know from experience. There have been posts on this site related to the topic which resulted in a few passionate comments (such as this one).

As such, my intent isn’t to discuss learning styles. Everyone has their mind made up already. It’s time to move the discussion along.

Learner Preference & Motivation
If we bring the conversation “up” a level, we all ultimately agree that every learner has preferences and motivation. No need to cite studies for this concept, just think about yourself for a moment.

You enjoy certain things because you prefer them over others.

You do certain things because you are motivated to do so.

In the same respect, people prefer to learn information in a particular way. They also find some methods of learning more motivating than others. Whether you attribute this to learning styles or not is completely up to you.

 

 

How to respond to learning-style believers – from Cathy Moore

Excerpt:

First, the research
These resources link to or summarize research that debunks learning styles:

 

 

Are Learning Styles Going out of Style? — from mindtools.com by Bruce Murray

Excerpt (emphasis DSC):

Their first conclusion was that learners do indeed differ from one another. For example, some learners may have more ability, more interest, or more background than their classmates. Second, students do express preferences for how they like information to be presented to them… Third, after a careful analysis of the literature, the researchers found no evidence showing that people do in fact learn better when an instructor tailors their teaching style to mesh with their preferred learning style.

The idea of matching lessons to learning styles may be a fashionable trend that will go out of style itself. In the meantime, what are teachers and trainers to do? My advice is to leave the arguments to the academics. Here are some common-sense guidelines in planning a session of learning.

Follow your instincts. If you’re teaching music or speech, for example, wouldn’t auditory-based lessons make the most sense? You wouldn’t teach geography with lengthy descriptions of a coastline’s contours when simply showing a map would capture the essence in a heartbeat, right?

Since people clearly express learning style preferences, why not train them in their preferred style? If you give them what they want, they’ll be much more likely to stay engaged and expand their learning.

 

 

Do Visual, Auditory, and Kinesthetic Learners Need Visual, Auditory, and Kinesthetic Instruction? — from aft.org by Daniel T. Willingham

Excerpt (emphasis DSC):

Question: What does cognitive science tell us about the existence of visual, auditory, and kinesthetic learners and the best way to teach them?

The idea that people may differ in their ability to learn new material depending on its modality—that is, whether the child hears it, sees it, or touches it—has been tested for over 100 years. And the idea that these differences might prove useful in the classroom has been around for at least 40 years.

What cognitive science has taught us is that children do differ in their abilities with different modalities, but teaching the child in his best modality doesnt affect his educational achievement. What does matter is whether the child is taught in the contents best modality. All students learn more when content drives the choice of modality. In this column, I will describe some of the research on matching modality strength to the modality of instruction. I will also address why the idea of tailoring instruction to a students best modality is so enduring—despite substantial evidence that it is wrong.

 


From DSC:
Given the controversies over the phrase “learning styles,” I like to use the phrase “learning preferences” instead.  Along these lines, I think our goal as teachers, trainers, professors, SME’s should be to make learning enjoyable — give people more choice and more control. Present content in as many different formats as possible.  Give them multiple pathways to meet the learning goals and objectives.  If we do that, learning can be more enjoyable and the engagement/motivation levels should rise — resulting in enormous returns on investment over learners’ lifetimes.


 

Addendum on 6/17/15:

 

Addendum on 7/14/15:

 

2015SpeakUp

 

Click here to download the PDF of the report.
Click here to view the report in HTML.

 

Also see:

Key findings from [the April 30th, 2015 Project Tomorrow] briefing include — from projecttomorrowblog.blogspot.com

Excerpt (emphasis DSC):

  • When students have access to technology as part of their learning, especially school-provided or enabled technology, their use of the digital tools and resources is deeper and more sophisticated.
  • The availability of online learning continues to increase with only 27 percent of high school principals reporting that they are not yet offering any online courses for students. Interest among students continues to grow, with 24% of high school students saying they wish they could take all their classes online – a large increase from 8% in 2013.
  • Almost three-quarters of students with school-provided devices as well as students with limited or non-existent technology access at school agreed that every student should be able to use a mobile device during the school day for learning.
  • Students connect the use of technology tools within learning to the development of college, career, and citizenship skills that will empower their future capabilities.
  • Digital experiences for students in a 100 percent virtual environment are much different than those in traditional schools. For instance, 72 percent of high school students in virtual schools take online tests, compared with 58 percent of traditional students.
  • Students see the smartphone as the ideal device for communicating with teachers (46%) and classmates (72%) and for social media (64%).
  • A gender bias exists in STEM interest –middle school girls are 38% less likely and high school girls are 32% less likely than their male peers to say they are very interested in a STEM career.

 

Excerpt from Press Release (emphasis DSC):

Students Report Digital Learning Supports Goals of Self-Directed and Collaborative Education, National Survey Finds
Nearly 60 Percent of High School Students Report Using Their Own Mobile Devices in School for Learning
Report Explores Differences Among Students in Blended Learning, Online Learning, STEM Learning and School-Sponsored Mobile Device Environments

Washington, D.C. – The ultimate learning experience for students is both highly collaborative and extremely personalized, supported by mobile devices and digital content, reports Project Tomorrow in their latest Speak Up report.

Over the last few years of the Speak Up survey, more students and administrators have signaled the importance of being able to access mobile devices in the classroom, whether through Bring Your Own Device policy consideration and implementation or through school-provided technology. This year, nearly half of teachers (47 percent) said their students have regular access to mobile devices in their classrooms. Among high school students, 58 percent said they now use their own mobile device at school to support learning activities.

 

From DSC:
This is a great pulse check on students’ use of ed tech — and on some things that they might be coming to expect.

 
 

FutureDigitalLearningDede-Adobe-April2015

 

From DSC:
Chris uses ecoMOBILE and ecoMUVE to highlight the powerful partnerships that can exist between tools and teachers — to the benefits of the students, who can enjoy personalized learning that they can interact with.  Pedagogical approaches such as active learning are discussed and methods of implementing active learning are touched upon.

Chris pointed out the National Research Council’s book from 2012 entitled, “Education for Life and Work: Developing Transferable Knowledge & Skills in the 21st Century” as he spoke about the need for all of us to be engaged in lifelong learning (Chris uses the term “life-wide” learning).

Also, as Chris mentioned, we often teach as we were taught…so we need communities that are able to UNlearn as well as to learn.

 

 

ecomobile-april2015

 

Also see:

 

AdobeCreate-YouTubeChannel

 

 

From DSC:
The articles below illustrate the continued convergence of multiple technologies and means of communication. For example, what we consider “TV” is changing rapidly. As this space changes, I’m looking for new opportunities and affordances that would open up exciting new approaches and avenues for educationally-related learning experiences.


 

Hootsuite and Tagboard team up to power social TV workflow — from adweek.com by Kimberlee Morrison

Excerpt (emphasis DSC):

More and more TV viewers are engaging with second screen devices while they watch broadcasts. A new partnership between Hootsuite and Tagboard hopes to bridge the gap between television and second screen social experiences.

Tagboard is a social media aggregation and curation platform that allows users to manage incoming social media posts for display, either on television broadcasts, or on screens at live events, and Hootsuite is a social media campaign management program. Their partnership enables integration for mutual users for real-time engagement.

 

 

Capture social content on display and TV with Hootsuite and Tagboard — from blog.hootsuite.com

Excerpt:

Adding social content to live TV broadcasts and sports games is a proven way to capture and keep your audience’s attention.

But the process isn’t that easy. For one, digital teams need to ensure that they review each piece of content (to keep it safe for the big screen), and this can create complicated and slow social media workflows.

To help streamline this process, Hootsuite has integrated with Tagboard, an innovative social media display tool, to provide an easy way to capture social content and incorporate it into on-air broadcasts, live event screens, or on digital platforms.

With the Tagboard app for Hootsuite, your team can put relevant and timely social content on air within seconds—when it matters most to the viewer.

KUSA Weather Touchscreen 2 women anchors.png

 

Introducing the Tagboard App for Hootsuite — from blog.tagboard.com
Social TV is easier than ever with Tagboard’s new app for Hootsuite

 

 

 

 

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

 

Don’t raise a hoop jumper — from by Terri Eichholz

Excerpt:

Yesterday, a dad forwarded this fabulous post from the TED blog.  It includes the video of Jane Andraka’s TEDx talk.  If that name sounds a bit familiar, but you can’t quite place it, Mrs. Andraka is the mother of two successful young men.  One of them is Jack Andraka, a teenager who developed an early-detection test for pancreatic cancer.  The other son, Luke, won an international science fair and the MIT Think Award.

Mrs. Andraka speaks about how she helped her sons find their passions, and the responsibility that all parents have to do so.  In the Q&A included in the blog post, she says the following,

I saw all these kids who had made themselves into little hoop-jumpers. All of a sudden, for seniors in high school in October, it’s, “Oh, jeez, I need to join some clubs and get my grades up, and then I’ll go to Harvard.” And then whining, “Well, I got all ‘A’s, and I joined Model U.N.” But that’s just not what it’s about. You have to make your own self remarkable. Make them say, “Wow, this couldn’t be any other child.” Don’t be like everybody else.

 

 

Also see:

 

no-hoop-jumpers-april2015

 

Below are some resources, ideas, questions, and more regarding the topic of learning spaces:


 

Per Jeanne Narum (Principal, Learning Spaces Collaboratory and Founding Director, Project Kaleidoscope), we’ve been asking the following key questions for several years now:

  • What do we want our learners to become?
  • What experiences make that becoming happen?
  • What spaces enable those experiences?
  • How do we know?

 

 

The Learning Spaces Collaboratory

NOTE:
Be sure to see The LSC Guide: Planning for Assessing 21st Century Spaces for 21st Century Learners

 

Learning-Spaces-Guide-pkallscDotOrg

 

 

Derek Bruff’s Learning Spaces gallery

 

LearningSpaces-DerekBruffMarch2015

 

 

Active learning increases student performance in science, engineering, and mathematics – a meta-analysis of 225 studies

Abstract
To test the hypothesis that lecturing maximizes learning and course performance, we metaanalyzed 225 studies that reported data on examination scores or failure rates when comparing student performance in undergraduate science, technology, engineering, and mathematics (STEM) courses under traditional lecturing versus active learning. The effect sizes indicate that on average, student performance on examinations and concept inventories increased by 0.47 SDs under active learning (n = 158 studies), and that the odds ratio for failing was 1.95 under traditional lecturing (n = 67 studies). These results indicate that average examination scores improved by about 6% in active learning sections, and that students in classes with traditional lecturing were 1.5 times more likely to fail than were students in classes with active learning. Heterogeneity analyses indicated that both results hold across the STEM disciplines, that active learning increases scores on concept inventories more than on course examinations, and that active learning appears effective across all class sizes—although the greatest effects are in small (n ? 50) classes. Trim and fill analyses and fail-safe n calculations suggest that the results are not due to publication bias. The results also appear robust to variation in the methodological rigor of the included studies, based on the quality of controls over student quality and instructor identity. This is the largest and most comprehensive metaanalysis of undergraduate STEM education published to date. The results raise questions about the continued use of traditional lecturing as a control in research studies, and support active learning as the preferred, empirically validated teaching practice in regular classrooms.

 

 

 

Building Community with FLEXspace: The Flexible Learning Environments eXchange — from educause.com by Lisa Stephens

Key Takeaways

  • FLEXspace is a large-scale community solution to capture detailed information, images, and video of learning environment exemplars.
  • The ELI Seeking Evidence of Impact principles encouraged further development of FLEXspace.
  • Discussions are underway on how to leverage and combine the Learning Space Rating System and FLEXspace.

 

 

 

Seven Principles for Classroom Design: The Learning Space Rating System — from educause.com by Malcolm Brown

Key Takeaways

  • The Learning Space Rating System tool enables scoring a classroom’s design to see how well it supports active learning.
  • If the design meets the criteria for a specific credit, a point or points are added to a compiled score.
  • The higher the score, the better the design for active learning.

 

 

 

Steelcase Education

 

SteelcaseEducationMarch2015

 

 

Herman Miller Education

 

HermanMillerEducation-March2015

 

 

Gordana Latinovic’s Learning Spaces on Pinterest

GordanaLatinovic_learningspaces2015

 

 

Kelley Tanner’s Learning Spaces on Pinterest

 

 

Greg Swanson’s Learning Spaces on Pinterest

 

 

Bill Duncan’s Learning Spaces on Pinterest

 

 

The SCALE-UP Project
The primary goal of the Student-Centered Active Learning Environment for Undergraduate Programs (SCALE-UP) Project is to establish a highly collaborative, hands-on, computer-rich, interactive learning environment for large-enrollment courses.

 

 

 

 

MicrosoftProductivityVision2015

 

Example snapshots from
Microsoft’s Productivity Future Vision

 

 

MicrosoftProductivityVision2-2015

 

MicrosoftProductivityVision3-2015

 

MicrosoftProductivityVision5-2015

 

MicrosoftProductivityVision6-2015

 

MicrosoftProductivityVision7-2015

 

MicrosoftProductivityVision8-2015

 

MicrosoftProductivityVision4-2015

 

 

 

From DSC:
Check out some of the functionality in these solutions. Then imagine if these solutions were in the size of an entire wall in a classroom or in a corporate L&D facility. Whew!

  • Some serious opportunities for collaboration would arise for remote learners –as well as those located in the face-to-face setting
  • What new affordances would be present for those teaching in K-12, higher ed, or trainers working within the training/learning and development fields? Conversations/discussions would be recorded — to be picked up at the next session. In the meantime, learners could review the discussions at their own pace.
  • What if all of this were possible in your future Smart/Connected TV?
  • I’m also talking here about a vendor that could offer solutions that K-12 systems and institutions of higher ed could afford; some of the solutions below have much of what I’m envisioning here, but are out of the price range. Or the product is multitouch and fairly large, but it doesn’t offer the collaborative features of some of the other products here.

 


 

mezzanine-feb-2015

 


 

Feb2015-AstecSenseTable-InteractiveDisplay

 

 


ideum-feb2015

 

ideumPresenter-feb2015

Ideum’s touch walls come close to what I’m talking about in this posting. If they could add some functionality for seeing/bringing in/collaborating with remote learners — as found in Mezzanine — then that would be great!

Also see:

 

Also see bluescape — but these excellent, innovative solutions are out of the price range for most K-12 and higher ed institutions:

 

bluescape-1-feb-2015

 

Transmedia Literacy: Expanding the Media Literacy Frontier — from div46amplifier.com by Pamela Rutledge, PhD, MBA; Director, Media Psychology Research Center Adjunct Faculty, Fielding Graduate University

Excerpt:

Media literacy is an increasingly pressing issue for media psychologists and educators who strive to prepare people of all ages to function well in a media-rich, globally connected world.   The ever-expanding integration of media technologies in our daily lives, from social media platforms to mobile apps, have challenged our understanding of just what it means to be literate in the 21st century (Hobbs & Jensen, 2009).  The emerging trend of transmedia storytelling will continue to push the envelope even farther.  Transmedia storytelling goes beyond the need to segment such skills as search and collaboration.  It demands the ability to recognize, understand, and interact with narrative threads across multiple modalities, not just within them.

Transmedia storytelling is the design and distribution of a story that is coordinated across multiple media channels.  Each channel offers unique content, using the strengths of each medium to its best advantage to build a larger, richer story.  Transmedia storytelling is intentionally designed for participation, drawing the audience in as co-creators to expand and develop the narratives.

Transmedia storytelling may not seem particularly different or profound until you consider that all information is translated into narrative in our meaning-making brains.  We embody the stories we tell.  Stories are how we assign causality, consciously process sensory input and imagery, and create associations so we can commit experience to memory.  Stories are how we make sense of our selves, our lives, and our futures in the world around us (Polkinghorne, 1988).

 

MinervasClassroomOfTheFuture-11-24-14

 

Here’s a peek at the Minerva Project’s classroom of the future — from washingtonpost.com by Matt McFarland
Check out five ideas that could impact the way we live, work and play.

Excerpt:

“Think of the fanciest version of Google Hangouts or Skype designed to be a classroom,” explains a student. “It’s very different than a traditional classroom, but in a way it’s what a traditional classroom distilled down to its purest form I feel like would look like,” says another.

 

 

Also see:

 

Minerva-Sep2014

 

Mindshift-Games-Learning-Nov2014

 

MindShift Guide to Digital Games and Learning

Excerpt:

How can games unlock a rich world of learning? This is the big question at the heart of the growing games and learning movement that’s gaining momentum in education. The MindShift Guide to Digital Games and Learning [PDF] explains key ideas in game-based learning, pedagogy, implementation, and assessment. This guide makes sense of the available research and provides suggestions for practical use.

The MindShift Guide to Digital Games and Learning started as a series of blog posts written by Jordan Shapiro with support from the Joan Ganz Cooney Center at Sesame Workshop and the Games and Learning Publishing Council. We’ve brought together what we felt would be the most relevant highlights of Jordan’s reporting to create a dynamic, in-depth guide that answers many of the most pressing questions that educators, parents, and life-long learners have raised around using digital games for learning. While we had educators in mind when developing this guide, any lifelong learner can use it to develop a sense of how to navigate the games space in an informed and meaningful way.

 

Also see Karl Kapp’s course out on Lynda.com:

.

GamificationOfLearning-Kapp-LyndaDotComFall2014

 

Last week I attended the 20th Annual Online Learning Consortium International Conference.  While there, I was inspired by an excellent presentation entitled, A Disruptive Innovation: MSU’s Surviving the Coming Zombie Apocalypse – Are You Ready to Survive a New Way of Learning?   The four team members from Michigan State University included:

  • Glenn R. Stutzky | Course Instructor
  • Keesa V. Muhammad | Instructional Designer
  • Christopher Irvin | Instructional Designer
  • Hailey Mooney | Course Librarian

Check out the intro clip on the website about the course:

 

MSUZombie-Oct2014

 

From the description for the presentation:

This session highlights MSU’s award winning, groundbreaking online course that fuses social theory, filmmaking, social media, and viral marketing while students survive an apocalyptic event. http://zombie.msu.edu/

MSU created and used powerful digital storytelling and multimedia to overlay real, experiential, immersive learning. Important content was relayed, but in a way that drew upon your emotions, your ability to solve problems and navigate in a world where you didn’t have all of the information, your ability to work with others, and more.

“This innovative course integrates current research and science on catastrophes and human behavior together with the idea of a zombie apocalypse. In doing so, we actively engage with students as they think about the nature, scope, and impact of catastrophic events on individuals, families, societies, civilizations, and the Earth itself.”

“Our innovative approach to teaching and learning features: students as active participants, the instructor becomes the facilitator, storytelling replaces lectures, zombies become the catalyst of teaching, a “zombrarian” (librarian) drives research, and the students emerge as digital storytellers as a way of assessing their own learning.”

Others outside MUS have found out about the course and have requested access to it. As a result of this, they’ve opened it up to non-credit seeking participants and now various people from police forces, Centers for Disease Control, and others are able to take the course. To make this learning experience even more accessible, the cost has been greatly reduced: from $1600+ to just $500. (So this talented team is not only offering powerful pedagogies, but also significant monetary contributions to the university as well.)

For me, the key thing here is that this course represents what I believe is the direction that’s starting to really pull ahead of the pack and, if done well, will likely crush most of the other directions/approaches.  And that is the use of teams to create, deliver, teach, and assess content – i.e., team-based learning approaches.

So many of the sessions involved professional development for professors and teachers – and much of this is appropriate. However, in the majority of cases, individual efforts aren’t enough anymore.  Few people can bring to the table what a talented, experienced group of specialists are able to bring.  Individual efforts aren’t able to compete with team-based content creation and delivery anymore — and this is especially true online, whereby multiple disciplines are immediately invoked once content hits the digital realm.

In this case, the team was composed of:

  • The professor
  • Two Instructional Designers
  • and a librarian

The team:

  • Developed websites
  • Designed their own logo
  • Marketed the course w/ a zombie walking around campus w/ brochures and a walking billboard
  • Used a Twitter stream
  • Used a tool called Pensu for their students’ individual journals
  • Made extensive use of YouTube and digital storytelling
  • Coined a new acronym called MOLIE – multimedia online learning immersive experience
  • Used game-like features, such as the development of a code that was found which revealed key information (which was optional, but was very helpful to those who figured it out).  The team made it so that the course ended differently for each group, depending upon what the teams’ decisions were through the weeks
  • Used some 3D apps to make movies more realistic and to create new environments
  • Continually presented new clues for students to investigate.  Each team had a Team Leader that posted their team’s decisions on YouTube.

They encouraged us to:
THINK BIG!  Get as creative as you can, and only pull back if the “suits” make you!  Step outside the box!  Take risks!  “If an idea has life, water it. Others will check it out and get involved.”

In their case, the idea originated with an innovative, risk-taking professor willing to experiment – and who started the presentation with the following soliloquy:

Syllabi are EVIL

Syllabi are EVIL and they must die!
Listen to me closely and I’ll tell you why.
Just want students to know what is known?
See what’s been seen?
Go – where we’ve been going?
Then the Syllabus is your friend,
cuz you know exactly where you’ll end.
But if you want to go somewhere new,
see colors beyond Red, Green, and Blue.
Then take out your Syllabus and tear-it-in-half,
now uncertainty has become your path.
Be not afraid because you’ll find,
the most amazing things from Creative Minds,
who have been set free to FLY,
once untethered from the Syllabi.

Glenn Stutzky
Premiered at the 2014
Online Learning Consortium International Conference
October 29, 2014

 

 

They started with something that wasn’t polished, but it’s been an iterative approach over the semesters…and they continue to build on it.

I congratulated the team there — and do so again here. Excellent, wonderful work!

 


By the way, what would a creative movie-like trailer look like for your course?


 

 
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