Archive for the ‘Authentic engagement’ tag
Our Own Little World
This week three girls took up what might be the most ambitious project I’ve ever suggested to a student: create a World War II museum in LittleBigPlanet, a PlayStation 3 (PS3) game. None of us has any idea what to expect (apart from students somehow sharing the unit’s content through visualization and gameplay) – the girls are working through the level creation tutorials together – but we all seem to be enjoying the satisfaction of making something through a learning process that feels more like play than work. I wish I could give them all the time they wanted to learn the tools and research what they think should be included, but traditional school scheduling kind of gets in the way.
LittleBigPlanet is a platformer. A platformer is a game made up of levels that require players to pass obstacles using timing, accuracy and leaping. Most Super Mario Bros games are platformers. LittleBigPlanet provides players with a suite of level construction tools and the ability to upload player-created levels to the PlayStation Network (PSN) for other owners of the game to play. Since the game’s release in 2008, players have uploaded over 2 million user-generated levels.
Two million isn’t a big number compared to, say, 400 million: the number of Facebook users worldwide. Two million isn’t a big number compared to, say, 32 million: the number of PlayStation 3 owners worldwide (both figures found here). However, LittleBigPlanet encourages player creativity and modding in ways collection games like Farm Life and proprietary hardware like the PS3 do not. There are very few games that offer as robust and attractive a set of tools as LittleBigPlanet does for creating such varied levels. To wit, check out these two user-generated levels. Everything in them was assembled by players from the tools and behaviors included in the game’s level design suite.
Museum levels in Little Big Planet typically show off the art and machines players have made for use in their other levels. The PlayStation Eye, a peripheral camera for the PS3, also lets users take pictures of themselves or their own and-drawn art for use in museums-as-photo-albums. The museums collect and share the resources with other players. Inside the museums players can use capture tools to grab images. The museum’s creators can also make their displayed objects and machines available to visitors either as prize-bubbles in the museum or as rewards earned at the end of the level for visiting the museum.
So far, we’ve imagine making a level of captioned sculptures and art that provide the unit’s information, interspersed with short gameplay episodes that are meant to capture the points of view of people involved in the war in different ways. As the girls move through the tutorials, and as I back out of the project, I’m really eager to see what they make to share their learning. I’ll defnitely tweet out whatever safe account name we come up with when we’re finished so you can find the level on the PSN, and we’ll record a play-through video and post it online somehow.
I don’t know that every piece of authentic work will change the world, but I think this one might open up some students’ eyes to the possibilities of school and interdisciplinary work in gaming. Even if we’re not changing the world, I’m eager to see what we learn by making our own little one. We should get a developers’ diary up on a blog so they girls can share their learning and ask for input about what to include in terms of content & gameplay, too.
What other tools are your students using to create “museums” of learning? How much control do your student shave over those tools? How interactive are the finished products? What do you think of investing class time into gaming for learning? How could we be doing this better?
PS: I am kind of falling for STEM – science, technology, engineering, and math learning. I would love to teach geometry, concepts like frequency and proportion, or simple machines using LittleBigPlanet. Anyone using off the shelf video games and/or consoles in STEM classrooms? If you are, please comment below to share your work and/or provide a link to it!
Small-group Gaming, Part 4: Strategery
This week we spent some time Thursday coming up with teamwork and game-play strategies for our Friday Wii collaboration contest.
Results of our strategizing were mixed with only half the groups improving from last week to this week. At this point I’m wishing I had taken a research-design course sometime in the past decade so I could present you with better conclusions from my too-small-a-sample action study. Regardless, here goes.

Group 1 stayed at 10:1. Group 1’s goal was “to not die a lot,” and their strategies included, “work together, not leave people behind, not trash talk, go fast…[and] not jump big jumps.” We need to write more specific goals next week – I’m not sure of the group thinks 10 lives per level is a little or a lot. However, the group did follow its strategies.
Repeat champs group 2 improved from 2:1 to 1:1. Group 2’s strategy was “beat 8 levels…lose less than 10 lives.” The group’s strategies were “bubble, [save] lives, and speed.” I don’t know either, but it worked. Group 2’s most effective strategy is to play levels it knows from past experience rather than to attempt brand new levels. I wonder why they didn’t list it.
Group 3 decided on these goals: “not to hit, or push people off ledges [and] not to leave people behind.” To meet its goals, the group adopted these strategies: “work together, share shrumes [sic & middle school], be nice.” The group followed its strategies and wound up turing in its best performance to date. Since the group began by spending 50 lives per level last month, I call this significant progress in teamwork.
Group 4 spent the same amount of lives per level this week as last despite meeting its goal and following its strategies. The group tried all new levels – the highest levels unlocked in the game so far, and I think it’s likely that this is what kept their ratio from decreasing. They spent their time sight-reading the levels like gaming musicians. However, as I said, they met their goal – “not killing or eating each other” – and they used their strategies – “not yelling and not telling each other that you suck[...] everybody agree on a level, don’t give attitude [and] don’t force people to do stuff that they don’t want to do.”
Group 5 wanted “to beat as many levels as possible.” That’s too nebulous a goal for us to measure and we need to work on setting more specific and attainable goals for our work together. Group 5 wound up with a higher lives lost to levels won ratio this week than last; however, group 5 did beat 2 levels after beating only 1 1/2 each of the previous 3 contests. Group 5’s strategies were “bubble up, try not to argue, help each other [and] try not to be competitive.” By my observation, the group used it’s strategies, but may or may not have reached it’s goal. We need to debrief next week.
Group 6 tried “to win as many levels as possible without losing any lives.” The group wound up spending 16 lives per level, and so it did not meet its goal. The group’s strategies were “try not to yell at each other, practice outside of school, try not to be jerks [and] wait for each other.” In this group, a student got a little bit bossy with the other group members. While this didn’t constitute yelling, it did frustrate the other players. I wonder if all group embers have the same conception of “yelling” or “jerks,” or if they could set a more attainable goal for the next contest with more positive steps to take in terms of pro-social behaviors and effective game-play.
I might change up the rules next week and require all groups to sight-read a series of levels unlocked and selected by me. I’m curious about whether or not groups will change their strategies to play brand new levels rather than levels they’ve seen before.
Look for student responses to these results next week after our debriefing. Please suggest any questions you’d like me to ask them or any games we could use to develop and transfer our soft skills in the classroom.
Small-group Gaming, Part 3: Use It or Lose It
Our impromptu two week vacation at the beginning of February did little for our teamwork. It seems like we need to be together to practice cooperating.

Or, really, do we? If we had a social network (or better used our existing Edmodo network) or virtual day set up, couldn’t student teams compete with one another on a FaceBook game? On a prompt or menu of activities left as a message on our class Google Voice line? I have to sit down and make a contingency plan for the next snow day, publish it, and distribute it to students, and I need to design it so we somehow have at least the opportunity to keep our classwork and cooperation rolling.
In contrast to the slide in cooperation several groups evidenced while playing together last Friday, students’ individual analyses of their group’s growth in cooperation continue to improve in quality – you know, qualitatively speaking. Here are some of our debriefing questions and students’ answers to them:
Question 1: How do you know your group’s cooperation has improved since we first started playing?
- “We have completed more levels.”
- “People are calmer.”
- “We are learning from each other.”
- “Now I enjoy playing with my group.”
- “We know what to do and say.”
- “We have a strategy.”
- “We won every time.”
Question 2: What have you learned about cooperation so far?
- “That you can’t yell at other players.”
- “Cooperation makes things go better.”
- “You need a lot of it to do work.”
- “You need a leader, but not everyone can be a leader.”
- “It’s not that hard and it helps you get further.”
- “It’s fun and frustrating to work together.”
Ambiguity rears it’s ugly head in schoolwork. Awesome.
Question 3: What is a strength that your group has that helps group members cooperate?
- “Confidence.”
- “We stay on task.”
- “We are nerds.”
- “Talking.”
- “Speed and communication.”
Question 4: What is an area of cooperation in which your group can improve?
- “Not cuss.”
- “Friendship.”
- “Helping one another.”
- “Strategy.”
- “Nerdiness.”
What else can we do to make school be a place where students feel confident, stay on-task, feel good about being nerds, and participate as equal partners in communication for learning?
I think it’s probably time to hand the small-group gaming commentary off to student guest bloggers or else have students create their own blogs ASAP so they can share their learning directly with you. I’m a bit behind the times this year on the student blogging front; this could be the impetus for getting back into the swing of it.
I’m thinking about bringing in Kodu Game Lab and Little Big Planet to add a game/level-creation tier to project menus. For example, a student could create a level in Little Big Planet with platforming metaphors for the major events of the 1930s (can’t you see a series of rising platforms filled with prize bubbles representing the Roaring Twenties before the Great Depression drops the bottom out of the level?), or use Kodu Game Lab to write a game with branching paths that simultaneously summarizes a story and speculates on its what-ifs (Pac-man vs. The Maze Runner mash-up?). I hope, too, that the co-op levels of “Game 3,” a.k.a “BattleBlock Theater,” will offer opportunities for teamwork and reflection like New Super Mario Bros. Wii that can compete with the slapstick lure of its other modes. I suppose that where the learning design comes into play.
Student-sourced Curriculum & All But Graduated
What’s the goal of differentiation? Mastery of a curriculum? Inquiry-based life-long learning? Relationship building?
Can we ask the question another way: what is school?
Is it 1:1 learning? Is it 1:1 curriculum? Is it 1:1 access to “the best of what’s been thought and said?” Is it the 1:1:1:1:1… replication of workers or citizens?
We have the tools and access to information about learning to differentiate school for students. We can provide 1:1 rigor, relevance, and relationships. We can go F2F, blended, hybrid, dual-enrollment, CTE, charter, magnet, specialty center - we can go anywhere we’ve made something. Can we go anywhere students want? Should we in public education customize teaching and learning? Should we student-source curriculum?
I think so. The faster the better. Why keep spending money building things and places that some students will use? Why not build an infrastructure all students can use to learn a 1:1 curriculum and produce a unique product – an app, a book, a business, a charity, a machine?
Could we save money and increase learning opportunities by adopting an inquiry-based, electronic, student-created and/or micro-transaction secondary curriculum and creating an “All-But-Graduated” (ABG) designation for students who assess out of class requirements for credits? If a 14 year old can learn to write/produce about what he or she loves and score a 5 on an AP exam, should we ask that 14 year old to take more HS classes when the AP results net college credit? Could ABG students be funneled into “primary” school volunteerism, professional CTE, entrepreneurship & service labs, community colleges, local universities, work experiences, and/or internships? Could we save money by housing
Small-group Gaming, Part 2: Baby Mario Steps
This Monday we dedicated a station to analyzing our data from last week’s small-group gaming.
- Students used a formula to determine each group’s live lost to levels won ratio.
- Students analyzed the differences in observed and noted behaviors between the groups with the highest and lowest ratios.
- Students analyzed their own behavior to see if it aligned more with the highest ratio group or the lowest.
- Students identified strategies from the lowest ratio group to try this week in class.
- Students explained how playing the game was like and unlike class.
- Students suggested ways by which they and the teachers could make class more game-like.
Here are some student quotes that caught my eye:
- “It was like class because some succeeded, and some didn’t.”
- “It was more fun than class.”
- “You can fail like in class.”
- “We all need more team work.”
- “We should play on Monday when we need more fun.”
Obviously, I have some hearts and minds work to do here in my allegedly mastery-learning classroom.
This afternoon in class, two usually antagonistic students had this interchange about today’s game play:
Student 1: “Wow. You did a good job.”
Student 2: “Thank you.”
Maybe my students don’t often compliment one another on their work like that because it’s not relevant enough for them to assess or value it. Also, I couldn’t engage 2 students with the gaming this week. More work to do and social learning opportunities to design.
Here’s a comparison of each group’s performance last week and this week:

Group 1 greatly improved positive communication and finished more levels this week than last, but spent a few more lives doing so. I wonder about how much of the other groups’ improvement is due to reflection about collaboration and how much is due to learning the levels. I have to think about switching games or levels next week and measuring work in such a way that the qualitative observations on collaboration count for as much as the ratios without making me seem subjective to the students. Help, PLN! Ideas?
NB: Group 6 consisted of a lone gamer today. Apparently working alone greatly increases collaboration.
Small-group Gaming, Part 1: Rewarding Collaboration
Here’s a quick post on an imperfect start to using video games in the classroom for teaching the soft-skills necessary for collaboration in a manner (hopefully) authentic and relevant to students’ media experience.
- Teams of 3-4 students played New Super Mario Bros. Wii at a classroom station.
- Teams were asked to win the most levels possible with the fewest lives lost in 20 minutes.
- A teacher kept track of lives lost and levels won on a graphic organizer and took notes, as well, about groups’ pro- and anti-social behavior.
- Lives could also be lost on paper for trash-talking.
- Trash-talking was addressed whenever it occurred, and serial trash-talkers were asked to stop playing.
- The group with the lowest lives lost to levels won ratio was awarded 3 lunch periods on the Wii.
Here are our results (lives lost:levels beat, reduced to the lowest equivalent ratio):
- Group 1 – 10:1
- Group 2 – 6:1
- Group 3 – 50:1
- Group 4 – 22: 1
- Group 5 – 15:1
- Group 6 – 10:1
Here are comments from the groups with the lowest and highest ratios, respectively:
- Comments from Group 2: “Backed up to easier levels; good teamwork and talk; [Student A] led them through the levels and made sure all followed.”
- Comments from Group 3: “Students fought each other and never started working together.”
I can see that Group 3 needs some social stories work before playing together again, and that the difference between Groups 2 and 3 wasn’t necessarily the amount of communication, but the type of communication that went on between group members. Before the next contest, I’ll use the data and observations from this activity to pose questions for students about the value of strategic thinking, positive communication, and leadership to social learning. To help make the discussion more personally meaningful to students, I might begin by asking students to figure out the ratios and results from the data after I make it anonymous.
What do you think? Does the competition undercut the collaboration? Is the reward appropriate? I’ll follow up later so we can see where the activity goes and whether or not it impacts soft-skills and collaboration in the classroom.
Grading Is Easy; Teaching Is Hard
Students engaged in creating media that they value mostly do so either outside of school or underground at school. Many teams of teachers and students create work together that both value, but too often the “fun stuff” is either cut out of the school day or limited to what @budtheteacher calls “semi-school environments” in this reflection on Day 1 of the National Writing Project’s meeting at this year’s NCTE conference.
The major obstacle here is relationship-based. What teachers value in students’ work isn’t necessarily what students value. Would a student resist work he or she found authentically engaging and personally meaningful? Think of the difference in quality between work a student chooses to do and work a student has to do. Think of the difference in quality between work that connects to students’ lives and work that does not. Clearly, digitally speaking or not, one way to reduce student resistance to work is to make it matter to them. To do so, we teachers have to redefine what we value, as well as recognize and celebrate distinct qualities of work that students value. We have to value the content, processes, and products students bring to class during the regular school day.
We can’t rely on ourselves as the single means of valuing student work. We can’t armor ourselves in standards or expectations that serve only to separate us from our students.
We have to create learning spaces where authentic engagement and meaningful expectations combine in a symbiosis of learning. Our students need to matter more than the standards, while at the same time we need to reduce the distance between our students lives and the standards to zero. For students to find personal meaning in the work we ask of them, the standards we hold for students have to overlap with their lives.
If it takes “semi-school environments” to do so, then our classrooms should become semi-school environments that host a large audience of F2F and networked assessors or and collaborators with student work. We need to create contexts during the day that give students’ a sense of meaning in school work. If school work needs to change in order to create meaning, then change school work. Create opportunities for publication and entrepreneurship. Bring in expert coaches who can help kids create quality work in media outside your own expertise. Create a team of caring adults and engaged students who share a variety of interests, but a common purpose: authentic learning during the course of the regular school day.
It is not an admission of defeat to open up our classrooms and notions of what learning should be and look like. It’s the most important internal, professional victory we can win. It is not a loss of control. It’s a creation of – and bringing together of – an interdependent symphony of learners. It is not soft or fuzzy. It’s the beginning of the difficult work it takes to articulate what our classrooms value, as well as what we have to do so that our work at long last reflects our values, including joy. A classroom should look more joyful when full than empty.
Grading is easy; teaching is hard. Real accountability is interpersonal rather than statistical.
NB: in addition to @budtheteacher’s post, a conversation I had with @beckyfisher73 and this video have me hungering for partnerships between classrooms to create audience, context, and meaning for student work. What if elementary school students created their own mixes of prompts for a tool like this, and then a HS computer science class built a new tool for them and then joined class for a morning of writing and sharing? What if a HS English class story-boarded phone apps for kids books, sent the story-boards to a university engineering program to be built, and then joined the engineers to share the apps with students in lower grades?
Tweet Down the Wall
I’m sure many of you are familiar with the TwitterKids of Tanzania – students tweeting in English with followers from around the world. I’m also sure many of you are much more adept than I am at breaking down the walls of the classroom with tools like Twitter, Skype, Google for Educators, wikis, and blogs. To follow in your footsteps, in the interest of advancing authentic engagement with our classwork on narrative, writing, and questioning, today we started tweeting to Tanzania.
We began with a simple interactive whiteboard activity. This week we’ve been learning the terms and definitions of plot structure and matching them up together along the St. Louis arch, U2’s Popmart arch, and roller-coasters. We’ve been using the terms to write and our own stories and analyze those we’re reading. Today, we looked at a scrambled narrative adapted from the Epic Change blog to learn the TwitterKids’ story. We ordered the pieces according to plot structure on the SmartBoard, and then used Google Earth to get us from here (Charlottesville, Virginia, USA) to there (Arusha, Tanzania) in our minds. Finally, we brain-dumped a bunch of questions for the TwitterKids and chose a few per class to tweet in hopes of responses to read and respond to later in class.
Here are some of our interactive whiteboard and Twitter artifacts from class (via Seesmic):

TwitterKids Plot Structure Exercise - Before

Twitterkids from Tanzania Plot Structure - After

Tweeting with the Twitterkids of Tanzania
You can follow the Twitter Kids here; you can follow our class account here.
For me as a teacher, the big idea here is to act. There are great models out there of how to bring the world into your classroom and how to broadcast your classroom to the world. Find one that seems manageable to you. Find an idea, lesson, or unit that you can emulate with success and try it. The small steps you take for your classroom’s engagement with the world will help American education make the giant leap into relevance that we teachers and our students need, desire, and deserve.
The Asking of New Questions
Kyle Pace posted a challenge during last night’s #edchat on encouraging teachers to adapt and change in response to the needs of today’s students.
It sent me thinking in a new direction about teacher evaluation as practiced by us teachers.
Apart from formal teacher evaluation, we evaluate one another all the time. We evaluate ourselves against one another. Significant pieces of our professional identity come from who we think of when we ask ourselves: Who do I want to be? Who do I not want to be? Whose results do I want? Whose results don’t I want? Students evaluate one another. We evaluate students. They evaluate us. Measures change with points of view, but evaluation remains a personal, human enterprise. We often run headlong into this challenge in the classroom, where what we value and what students value differs without intentional and prolonged community-building. I suspect a similar challenge exists in teacher evaluation between teachers and their evaluators.
Evaluation is personal because we view results as shorthand for those who produced them. Consider how often we place students by their grades and test scores; consider how we talk about students because of their grades and test scores and placements.
What if we placed students by interest? By learning style? By mastery of content?
What if we restructured schools to do the same for adults? What if a school system reorganized to better manage its human capital by creating different types of schools where its teachers and students could find success? Why keep putting square peg teachers into round hole classrooms?
Why is our rhetoric all innovation and our funding all conformity? When do we ask radically new questions of the system to help us do the job it says it wants us to do?
We are all impatient for change, because we want results on which we can act. We want a good evaluation so we can evaluate ourselves against others. We’re in a system and entrenched political and media climate that encourages us to do so. Competition suffuses our schools and our discourse about them. Public schools must be effective so charters are ineffective, or visa versa, so we can act. Teacher A must be effective so Teacher B is ineffective so we can act. Fund this, close that, fire them.
Haven’t we learned enough about either/or? Haven’t we played enough zero-sum games? Do we want to keep playing Spanish Prisoner with students and test scores? (If you comply now then in X years . . . .) In leaving no child behind, is there no better solution than to leave schools and teachers behind?
Here’s an article that says no, turnarounds aren’t scalable (or maybe they are; links via Eduwonk). Okay. So let’s not turn around schools. Let’s re-organize them to succeed and re-organize our teachers, too. What if every school adopted a mission, and what if every division worked with schools to offer a meaningful choice between effective schools, beyond autonomy zones, but including general curriculum schools? Think of the possibilities for students and adults alike in authentic, passion-driven specialization. Think of the career tracks opened up inside classrooms and schools if novice teachers and administrators had the opportunity to pursue personally relevant professional paths. I want to be a top-notch collaborative special education teacher at the visual arts academy in five years. I want to be a top-notch art teacher helping students create album covers and concert posters at the music academy in three years. I want to be the assistant principal sharing a school-wide vision of scientific inquiry into sustainable living at the STEM academy in two years. Next year I want to be the coach of students working through the STEM curriculum offsite at a more local lab-within-a-school. Next year I want to be the R&D teacher inventing new methods that will benefit all learners with students who have mastered the year’s coursework already.
So what does any of this have to do with class roots reform?
First, take up Kyle’s challenge. Connect with a teacher from your PLN and connect with someone in your building. Start a caring partnership. Find the good in one another, acknowledge it, and emulate it. Put aside questions about who you want to be or don’t want to be. Ask new questions. Who are we together? How can we help one another change for the better? Go the extra mile beyond us and them in teacher evaluation. I regret that I have spent so much of my career competing with colleagues in the phantom teaching league of my mind.
Second, ask your leaders new questions. Ask to follow a passion. Ask to let the kids follow their passions. Align the work to standards, show results, and argue that they come from authentic teaching and learning, not from conformity. Ask about the efficacy of leveling. Ask about specialty centers and schools-within schools. Ask about sharing the responsibility for sharing out and scaling up new and successful ideas about how to reach students grouped by something more human than either/or. Invite your PLC to observe something new that’s working; ask for it’s feedback; ask if anyone else is willing to try. If you’ve built the kinds of partnerships Kyle challenges us to build, you’ll find some takers. Create and advertise your team’s specialties; show others how to develop theirs; recruit and foster like-minded novices.
We can’t go back to the days of closed classroom doors and scatter ourselves to the wind on eccentric pedagogical whims. However, we can leverage our strengths to create and scale-up classrooms with new approaches to teaching and learning that are authentic to students and politically viable to our leaders. We can radically differentiate what we do to help students and ourselves, and then regroup in teams, schools, and divisions organized on principles more authentic, lasting, and human than standardized-test results. Let’s get to the future and ask ourselves how we will organize education when everyone meets every standard. And if we don’t think that’s possible, again, let’s do something different now to make our students the innovators, entreprenuers, and citizens we all want them to be.
Keep looking up and out and inside whenever the demands of the day let you and reimagine yourself teaching up there, out there, ahead of the curve. Come back with your vision, share it, and evaluate it in performance.
Nuts & Bolts
[Editor's note: this one goes out to Shelly Blake-Plock of TeachPaperless and is a kind of meta-testament to the power of a widely distributed PLN to effect classroom reform for authentic engagement.]
The classroom is up and running, and we’ve been through three weeks of shake-out. In the interests of sharing and transparent teaching, I want to take a moment and share the systems we’ve developed together as students and teachers.
Our classroom is uncommonly technology-rich this year due to a combination of design and grant spending deadlines. I recognize how fortunate we are, but would like also to suggest that what follows is one blueprint for a “21st Century” classroom – by which I mean a classroom that values problem-solving, social learning and multiple communications technologies that decentralize the position and role of the teacher.

Campfire by eskimoblood
We work in a technology lab that has been repurposed as a classroom. Because the classroom was a technology lab, it is large. Both the layout of the room and its work-station-furnishing discourage the traditional arrangement of desks in a classroom. Therefore, we have adopted the workstations and have created three distinct learning areas, as well as a smaller alcove for individual conferencing. Our learning areas are each specially purposed. By the door we have our campfire, an area for daily floor meetings during which we share out the story of the day’s class and our goals for it on a SmartBoard. This area also has a bull-pen of five drafting tables for students producing original art for class projects – we’re heavy into original IP and legal use of others’ work. Around the campfire, against the walls, nestled in work-stations, we have our watering holes – social learning stations built around media-production computers. Typically, three students work per station; two use 1:1 laptops to collaborate on the research and resource gathering necessary to produce media on the desktop computer, which the third student “drives.” In the “back” of the room is our cave, an area for individuals to use when they need to meet a deadline without distraction or to regroup emotionally before working with others.
I think there are two design lessons here. First, new schools should be built with classrooms that provide ample, differentiated space, so teachers explore new ways of orienting themselves and their instruction to students. If you want teachers and students to think outside the box, don’t put them in one. Second, in existing classrooms – especially secondary ones – teachers should design multiple spaces with explicit and consistent purposes to provide spatial and kinesthetic reinforcement to transitions from task to task. Imagine a daily routine that tapped into the strengths of centers, stations, and jig-saw activities. The benefits of building such a culture of purpose and use is worth time taken to establish it.
Apart from a printed work plan designed and followed to build students’ accountability and alleviate their anxiety about what comes next (or when class ends), we compose and submit work on the computers – mostly on-line. The work plan acts as checklist and cheat sheet for students’ FAQ about class activities – what are we doing? What comes next? Can I work with a friend? Can I work on the computer? By providing the work plan to individual students and referring them to it, I hope to help them develop better executive function. Over time, students learn to organize their work around the plan and take responsibility for checking off completed tasks without prompting from an adult. In addition to monitoring students’ use of the plans during class, I audit a small sample of the work plans semi-nightly and give private, goal-oriented feedback to students about next steps either in organization (like maintaining an accurate work-plan) or work habits (like making better seating choices). That feedback, like many of our learning activities and projects, is largely delivered online and then referenced in F2F dicussions during class.

Flat Classroom Skype by superkimbo_in_BKK
While I continue to struggle with finding the right mix of linguistic and non-linguistic differentiation, I think we have made the transition from a paper-based classroom to a nearly paperless one in much less time than I would have anticipated. Sometime in August, after following @teachpaperless for a few weeks on Twitter, I decided to take the plunge and began thinking about which tools fit which purposes in class. Instead of designing a traditional curriculum map shuffling around content, I tried to envision a structure for learning, sharing, and producing new work. I knew in August that if things went well in a division pilot, both Google Apps and Office Live domains would be available for my students by the end of the first marking period. In the meantime, I needed to find existing tools that would protect students’ online IDs without unnecessarily limiting their use of the Internet for learning from others.
Here’s where we are:
- I use Google Docs to generate forms and collect work from students via embeds in a class blog hosted by Blogger.
- The class blog also embeds and links to off-site instructional materials.
- I deliver feedback to students on their work via Edmodo, which we also use to share research links and trade files. For example, a student might make a song on one of our media production machines and then send it to me via Edmodo for me to download to iTunes for assessment.
- We also have a class wiki – hosted by Wikispaces – on which groups of students maintain pages for the work of their documentary production companies and on which I post media production tutorials.
- Different pieces of the system are shared out to coaches who work with students on history, production value, usability, and writing rubrics for their documentary work.
- Student use other applications, like iMovie, Final Cut Express, or Garage Band, as their work warrants.
This week I’ll print out interim reports to send home with students; apart from work plans, those interims will be the first paper products I’ve made for class this year. Going paperless has been easier than I thought it would be, and I feel organized like never before while enjoying access to student work from any web-capable device. I wholeheartedly recommend taking whatever part of the plunge you can in your work. Moving away from paper is a step toward the reinvention of school-work, as is moving away from a traditionally shaped or oriented classroom. Maybe you can sign out a lab for a week or grab a laptop cart every Friday for a month. Maybe a local school technology consortium can loan out computers to one of your class projects. Maybe enough of your students have cell phones to snap pictures on a school field trip so that they can return to class and serve others by stitching together a virtual trip for those less fortunate or further away. Or maybe your step away from paper can pursue another avenue of authentic engagement apart from classroom technology. Whichever step you take, as with every step into the future, you have to decide to take it.
My students have adapted to the point where they no longer say the computer doesn’t work when a web page fails to load. Instead they ask an adult to proof-read the student-typed address for them. While this is not the zenith of authentic engagement we’re building towards, requests like that reflect a profound shift in students’ attitudes toward technology. Technology is no longer to be feared or blamed, it’s something to be used for learning and the assessment of students’ work.
I’m eager to see what student produce from their learning this year and hopeful that our community and relationships will develop enough so that each student finishes with an impassioned and amazing project, online or off.
If you’re interested in learning more, please begin with the class blog. Also feel free to write chad@classroots.org.






