online learning

The positive connection between games and online learning

By Mitch Weisburgh, cofounder of Games4Ed

Game-based learning has the potential to drastically improve the way children are taught.

Games have peculiar qualities that let them engage hard-to-reach students in a way lessons cannot. Researchers have begun to explore the intrinsic qualities of games that make them promising learning tools, and anecdotal evidence is available everywhere.

I personally know a student who struggled in history until Assassin’s Creed sparked his interest in the French revolution; he is now an honors history student. I know many students who spend hours playing Minecraft and many hours more learning new skills and techniques on YouTube, which they then apply to Minecraft. Clearly, a good game is a powerful motivator for learning. It engages the mind and the passions simultaneously, with obvious results. But why, and how, does this work, and how can we harness it in schools?

Who uses games? 99% of boys, 94% of girls, and 62% of teachers play video games.

Games foster ideal conditions for learning

There is a sweet spot for learning that lies between what a person can do without help, and what they can only accomplish with help. Lev Vygotsky coined the term zone of proximal development to describe this spot. In the zone of proximal development, the lesson is neither so easy that the student is bored, nor so difficult that he gives up.

Teachers use their training and skill to create lessons that fall into their students’ zone of proximal development, but Plass, Homer, and Kinzer show in Playful Learning: An Integrated Design Framework that successful games tend to aim toward this same zone. The tantalizing opportunity provided by games is a lesson that measures player skill, and then delivers an appropriate response automatically.

Gamers beware, however. According to Tobias et al, when the game mechanics become complex, the zone of proximal development is overshot and learning can be inhibited. Game designers “need to be mindful of the cognitive load imposed on players” to learn to play.

Games encourage growth

Games relate to another key aspect of learning. Carol Dweck pioneered the idea is that individuals who see themselves as evolving through hard work and dedication will grow their abilities, while those who see their talents as fixed traits will not. She called this the growth mindset paradigm, laid out in her book Mindset: The New Psychology of Success. Games reinforce the growth mindset through their treatment of failure.

Games that support a growth mindset allow for “graceful failure” by embedding low-stakes failure into the game mechanics. These games encourage balanced risk-taking and exploration. A player who fails at a well-made game immediately tries again, and when the player eventually succeeds, the idea of growth through practice is reinforced. Kris Mueller, an eighth grade teacher writing for Edutopia, wrote: “A well-designed game leads players through carefully-leveled tasks that prepare them to succeed in bigger challenges.”

Games improve spatial skills

There are literally hundreds of research and pseudo-research papers on games. A meta-analysis of more than 100 studies, Effects of video-game play on information processing: a meta-analytic investigation, found that studies generally agreed: games improve visual processing, visual-spatial manipulation of images, and auditory processing. The analysis, undertaken by Powers, Brooks, Aldreich, Palladino, and Alfieri, attributed much of the improvement to video games demanding that players interpret, mentally transform, manipulate, and relate dynamic changing images.

Games have significant value for education because the skills cultivated by games are widely applicable outside of games. Tobias, Fletcher, and Chen showed this in a review of 95 studies, Digital Games as Educational Technology: Promise and Challenges in the Use of Games to Teach (to be published later in 2015). They found “evidence of near and far transfer in applying learning from games to external tasks.”

Specifically, action games, often called First Person Shooter (FPS) games, improve attention, mental rotation, task switching, speed of processing, sensitivity to inputs from the environment, resistance to distraction, and flexibility in allocating cognitive as well as perceptual resources. Not only did people learn these skills from video games, there was a significant ability to transfer that learning to other activities.

Games are linked to STEM achievement and greater creativity

Spatial skills “can be trained with video games (primarily action games) in a relatively brief period” and that these skills “last over an extended period of time.” More excitingly, the improvement in visual-spatial skills is related to other, more scholarly, improvements. The Benefits of Playing Video Games (Granic, Lobel, and Egels in American Psychologist, January, 2014) noted that those learning these skills from video games show increased efficiency of neural processing. Improvements in spatial skills predict achievement in science, technology, engineering, and mathematics.

There are also links between playing video games and enhanced creativity, although we do not yet know the exact nature of the connection. Perhaps games enhance players’ creativity, or creative people tend to play video games, or some combination is at work.

Games foster engagement

One of the most important factors related to learning is time on task. It is highly related to proficiency and can be used to predict math proficiency to the nearest tenth of a grade placement. Yet, students are found to be thinking about topics entirely unrelated to academics a full 40% of the time while in classrooms. In fact, on average, high school students are less engaged while in classrooms than anywhere else.

In the Handbook of Positive Psychology in Schools, Shernoff and Chikszentmihalyi make two points that relate directly to the need for increased engagement. They found that enjoyment and interest during high school classes are significant predictors of student success in college, and that this engagement is a rarity in US schools.

High engagement is observed when students focus on mastering a task according to self-set standards or a self-imposed desire for improvement. You’ll remember that those standards are linked to the growth mindset outlined by Dweck. Engagement (enjoyment and interest) is represented by heightened concentration and effort in skill-building activities along with spontaneous enjoyment from intrinsic interest and continued motivation.

This relationship between time spent and skill applies to video games as well. The more time spent playing educational games, the greater the gain in skills and knowledge. Unlike class time, however, video games are great at capturing and holding attention. The average gamer spends 13 hours a week playing games.

It is not clear whether the positive effects of game-based learning stem from greater time spent learning, or increased efficiency in learning, or both. It is clear, however, that more time is spent learning when educational games are used than when they are not. Tobias et al report that those who learn using games, “tend to spend more time on them than do comparison groups.”

What makes an optimal learning environment?

Shernoff and Chikszentmihalyi propose conditions for an optimal learning environment which match strikingly with the benefits of educational gaming. An optimal learning environment:

  1. presents challenging and relevant activities that allow students to feel confident and in control
  2. promotes both concentration and enjoyment
  3. is intrinsically satisfying in the short term while building a foundation of skills and interests
  4. involves both intellect and feeling
  5. requires effort and yet feels like play

Their research shows that video games may foster this environment. Students using a video game approach made considerably greater learning gains than those in a traditional classroom, and were linked to a higher level of engagement.

Shernoff provides an example: a full semester college course, Dynamic Systems and Control.

A college course was designed around a video game in which students race a virtual car around a track for homework and lab exercises. The students reported a higher level of interest, engagement, and flow, and the video game was able to maintain “the high level of rigor inherent to the challenging engineering course while adding the perception of feeling active, creative, and in control characteristic of flow activities. The students who interacted with the video game also demonstrated greater depth of knowledge and better performance in the course.”

SRI, in research on GlassLab STEM games for K12, found that, for the average students, learning achievement increases by 12 percent when game based learning augments traditional instruction, and if the “game” is a simulation, achievement increases by 25 percent.

The research so far points to the tremendous value of games in education, and marks signposts for differentiating “good” and “bad” games. Yet there is still little knowledge on the most effective ways to produce games “the reliably yield pre-specified instructional objectives.” Also, it’s hard to know in advance if students will master a specific standard through X hours playing any one game.

A combination of games and other instructional methods has been shown to be especially effective. “Integrating games into the curriculum improves transfer from games to school learning tasks.”

Games, combined with other instructional strategies, may be the solution to Bloom’s two-sigma problem.

References:

Effects of video-game play on information processing: A meta-analytic investigation Powers, Brooks, Aldreich, Palladino, Alfieri; Psychonomic Society, 22 March, 2013

Digital Games as Educational Technology: Promise and Challenges in the Use of Games to Teach Tobias, Fletcher, Chen; Educational Technology, due in September or October 2015

Playful Learning: An Integrated Design Framework Plass, Homer, Kinzer; Games for Learning Institute; December, 2014

Flow in Schools Revisited Shernoff, Chikszentmihalyi, Handbook of Positive Psychology in Schools, Second Edition, Routledge, Taylor & Francis Group

Engagement and Positive Youth Development: Creating Optimal Learning Environments David J Shernoff, APA Educational Psychology Handbook, Chapter 8

Independent Research and Evaluation on GlassLab Games and Assessments, SRI, 2012, http://ww2.kqed.org/mindshift/2014/06/27/games-in-the-classroom-what-the-research-says/

The Benefits of Playing Video Games, Granic, Lobel, Engels; American Psychologist, January, 2014

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Mitch Weisburgh is the cofounder of Games4Ed.

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Classroom Technology: Does it Really Make a Difference?

Public school teachers have a lot on their plate when it comes to measuring achievement. Student success is determined through assessments, graded materials and even technological savvy. The general consensus seems to be that in order to give K-12 students a fighting chance in the real world, teachers and administrators must stay on top of any and all technology trends. Is it worth the effort though?

The National Center for Education Statistics reported in 2009 that 97 percent of K-12 teachers had computers in their classrooms every day. In addition, 54 percent were able to bring a computer into the classroom. The overall ratio of students to classroom computers was 5.3 to 1.

Well that was then and this is now. Since 2009, teachers have made the shift to include mobile devices like tablets and Smartphones as part of the classroom culture. Computers are still there, but are quickly playing second fiddle to smaller, faster and just-plain-cooler pieces of technology. While the inclusion of cutting-edge technology certainly grabs the attention of students, does it actually make a difference in academic success?

Does technology really provide more opportunities?

The problem with answering these questions is that not enough time has passed since the influx of Internet-based learning has stormed K-12 classrooms. At a technology summit in early 2012, Troy Williams of Macmillan New Ventures told a packed conference room that companies like his do not “have the outcomes yet to say what leads to a true learning moment.” He added that it would still be another three to five years before those numbers can truly be analyzed. Matthew Pittinsky, a co-founder of the popular Blackboard software, agreed with Williams, saying that “these are really early days” when it comes to truly integrated technology intended to improve student success in K-12 and higher education settings.

In its widest definition, though, technology has always been associated with the creation of a level playing field for students. Bernard John Poole of the University of Pittsburgh wrote ten pillars of technology integration in K-12 schools and his final point reads: Recognize that technology is for all, and involves all, in the process of lifelong learning. Poole talks about the way that teachers must receive ongoing training, and parents must be equally involved, in order to promote student achievement through technological advances. While his points sound good on paper, it leads one to wonder if he truly believes that technology is necessity of learning, or if it is only a means to capturing an ever-waning student body attention span.

At the public school level, all students have equal access to classroom computers and mobile devices. Even if these youngsters have no electronic access at home, upon entering a classroom they are able to interact with technology and keep up with their peers. That is all well and good – but does it matter? If all public K-12 classrooms got rid of computers and banned Internet-based learning, would it negatively impact academic success through college years? Would it affect graduation rates? Would American kids fall behind the rest of the world?

I think that truly depends on how you look at it. Does the technology itself provide heightened learning experiences? I’d argue that it does not. Instead, the implementation of the technology is a necessary move to keep students interested in the subject matter. I am not saying that I am against rapid adjustment to cutting-edge technology in learning and practice; I think there is no way to avoid embracing it and still turn out high numbers of world-ready graduates. I just think that there is a danger in relying on the technology to convey learning materials in a vacuum. Look at how much technology has changed since the 2009 report I referenced above. Does this mean that the students growing up in public school atmospheres in 2013 will be better prepared for life than those of 2009? What about the students of 2017, and so on?

What do you think? Does technology improve learning?

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Technology and Graduation Rate: A Direct Correlation

There is a lot of talk out there about ways to raise the graduation rate. U.S. Secretary of Education Arne Duncan proudly wore #80 in the NBA All-Star celebrity game to tout the highest graduation rate the country has seen since 1974. Educators are collectively working harder to help students make it to the high school finish line and get prepared for college and the workforce. There is a lot of credit to be handed out for the successful graduation rates around the country (of course, there are still plenty of areas for improvement) but I think one shining area deserves a lot of the praise: technology.

The website DropoutPrevention.org singles out technology as a leader in high school graduation upsurge. The site states:
“Educational technology is needed for a variety of reasons. It provides an alternative method of learning for those who struggle to learn using traditional methods.

Technology can be used to address multiple intelligences and also to provide authentic learning experiences for students.”
In other words, technology has made it possible for students who fall off the traditional path to jump back on and finish what they spent most of their childhood working towards. This may be in the form of taking remote classes from home, remedial classes in on-campus computer labs or even by enrolling in full-time online schools, public or private. The technology available for these options benefits students who face difficulties with a normal school schedule including teenage parents, students with short-term or long-term illnesses, teens with substance abuse struggles, or those who had poor academic performance due to learning disabilities or bullying.

Equality through Technology

Technology is also a great equalizer in K-12 classrooms. Students have the same access as their peers to whatever technology is available in their district and specific classroom. While there is certainly some technology discrepancies between one district and another, often based on the socioeconomic status of the families within that district, within each one students have fair access to technology. In a way, things like computers and mobile devices in classrooms usher in the technology of the outside world and give students who may not otherwise have access a chance to use it for learning purposes.

Having in-classroom technology more directly impacts the graduation rate by providing customized learning experiences. A student who needs extra help on a particular topic need not hold up the entire class, or feel embarrassed asking for that help, when there are computer modules and tablet apps available for individual learning experiences. Teachers who spot a trouble area with a particular student can gear that teen towards more exercises to master the topic. Of course technology is not the magic wand to fix all problems, but it does allow for more flexibility of the learning process which in turn makes it easier for a wider group of students to stay in classrooms until the end of the K-12 journey.

College Prep

K-12 educators used to have the goal of helping their students reach high school graduation, but now the pressure is on to create students who go on to achieve college goals too. No matter how advanced the technology options in a particular school district, they are dwarfed by the reliance on and widespread use of technology on college campuses. High school students who become acquainted with technology for things like course selection, class management and actual learning modules are better prepared when they arrive on college campuses. There is very little hand-holding when it comes to higher education (perhaps too little based on college dropout rates) and students need to be self-sufficient in life skills and technology ones when they cross the bridge to college life.

How big of a role do you think technology has played in high school graduation rates?

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Why Mobile Technology Enhances Instruction

As mobile technology continues to steal the spotlight in K-12 classroom methodology, certain areas of study tend to be gravitating towards the trends more strongly. Last week an Education Market Research report found that 28 percent of class time for math-based courses is spent using digital tools or interacting with digital content. The report goes on to outline a strong shift towards digital teaching methods for math since 2009. While students’ positive response is one of the reasons mobile technology is rapidly gaining speed, EMR’s report says that educator enjoyment of the technology is also a contributing factor to its snowballing implementation.

The conversation about the benefits of mobile technology for students is constant but should there also be a discussion about educator preference? It seems the debate is always student-centric but for these students to excel, teachers need to thrive too. This means administrative plans beyond simply purchasing mobile devices, or implementing bring-your-device policies, that include teacher empowerment of the technology.

Mobile technology has potential to change the student-teacher dynamic for the better but only if implemented correctly. Here are a few ways I think all teachers can benefit from smart mobile technology use:

Higher engagement levels. At least at the outset, use of mobile technology in K-12 classrooms will mean more students are interested in the class material. It remains to be seen what will happen once the novelty effect wears off, but perhaps by then mobile learning will be even more advanced than it is today, capturing students’ attention in new ways. Part of the interest in mobile learning from students’ perspectives is the flashy, fun element but the bigger attraction is empowerment. Lessons leave the blackboard and take place at the desk, giving students more control over it. Higher engagement from K-12 students who use mobile technology is a direct result of a feeling of ownership on the part of the student, whether perceived or not.

Convenient progress tracking. Mobile education applications keep electronic records of where students succeed and where they need more help. This provides a great service to teachers who lack the time and resources to create customized learning plans based on student work profiles (though there are certainly some teachers who do put in this time, painstakingly). When students learn through mobile technology, teachers benefit from the convenient reporting. There is no guesswork on what skills need sharpening, particularly in areas like math. If an entire class population is struggling with a skill, the technology reporting signals to the teacher that the topic needs to be revisited. On the flip side, excess time is not spent on topic areas that are already learned.

Less paperwork. Mobile learning gives copy machines a break and amounts to less paperwork for teachers. Instead of students waiting for an in-class assignment to be graded and then redone, mobile applications allow immediate opportunities to try again. This is a practical perk of mobile learning but one that makes the teaching AND learning process less cumbersome. In addition to less loose papers, mobile technology limits the amount of textbooks and other hard class materials that need to be carried around and stored in classrooms.

Anything that makes educators’ jobs a little easier, without sacrificing student achievement, benefits K-12 learning as a whole. The discussion of mobile technology in classrooms as it relates to students is vital but the teaching aspect matters a lot too. Schools need to provide resources for teachers to feel comfortable teaching though in mobile technology formats. This needs to happen in order for educators to really notice the positive impact it makes on their jobs.

In what ways will mobile technology positively change the teaching profession?

Educational Technologies that Every Teacher Should Know: Part II

Click here to read all the posts in this series. 

Technology continues to make its mark on K-12 learning and teachers need to stay abreast of the many new innovations. Today, I will continue my 5-part series on technologies and education concepts that every teacher should know about. I’m interested to hear your thoughts on these technologies and education concepts in the comment section as well.

Virtual Laboratories. Virtual laboratories are popping up in school districts and online learning curriculum across the country and making it easier and less expensive for students to do experiments remotely. Benefits of the virtual labs include: Flexible access. Perhaps the most often cited benefit of any online learning is convenience. The same is true of virtual laboratories if the experiments are on the student’s own time. In some cases, a virtual lab may be used during regular class time but still, in such instances, there is flexibility for the teacher who is not limited by using resources within a strict timeframe. Instant feedback. Students can redo experiments on the spot if needed. All the results are recorded automatically, making communication between teachers and students more efficient too. Experiments no longer have a “one chance” option and students can analyze what went wrong immediately and critically.

Schools and students using virtual labs have access to cutting-edge technology when it comes to experimentation. Companies that build and maintain virtual labs must compete with each other to stay ahead of technology progression and that raises the quality of student options. With a virtual lab, students do not have to settle on outdated, yet expensive, equipment because a school cannot afford to replace it consistently.

There is a fee associated with using virtual labs but the capital and maintenance costs are drastically reduced. Instead of one school footing the bill for resources, the cost is split among the clients of the particular virtual lab. This allows school to provide a better learning experience for students at a fraction of the cost. Like all classroom technology, virtual labs demand scrutniy to ensure that behind the flashy capabilities, their true purpose is being met. That will take some time and testing, of course, but I think it is possible with the right combination of in-person and remote lessons.

Autism and iPads. Depending who you ask, the iPad has varying effects on children with autism – but most parents and teachers would say that the device has made in-roads in their students’ attitude towards learning. Experts at Apple say that iPads “cure” sensory overload and give autism children control, along with opportunities for effective communication. Using less extreme language, researchers at Vanderbilt University say that speech-generating devices, like iPads, can encourage late-speaking children with autism spectrum disorders to speak. In other words, the basic technology that is readily available in classrooms and many households may also support learning initiatives for children with a specific disorder that impact traditional learning.

In coming posts, we will look at more technologies and concepts that every teacher should know.

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Digital Early Learning Program in Napa County sees strong results

Submitted by Dr. Barbara Nemko, Napa County Superintendent of Schools

 “The children love [the program] and in fact they ask daily, ‘Is it my turn on the iPad today?’ Also … we as teachers are learning too.” – Marianne Stegman, Site Supervisor, St. Helena Child Development Center

Tackling Achievement Gap Before Kindergarten

Research has shown that children from low-income families come to school typically lagging two years behind their more privileged peers on standardized language tests. This achievement gap, which has been called a 30 million word gap (Hart and Risley, 2004), affects their ability to learn to read, and persists throughout their school careers. Identified as equally important in learning to read by researchers is access to books in the home. Again, children from low income families frequently have few or no books at home, and enter kindergarten not knowing that books in English are read from left to right, or being able to identify the letters of the alphabet.

To prepare these at-risk students for kindergarten, The Napa County Office of Education (NCOE) began collaborating with local non-profit NapaLearns to launch the first countywide offering in the nation of a digital early-literacy program. The program primarily uses the Footsteps2Brilliance “app” on tablets and other devices, and is provided at no cost to preschools and to parents of preschool age children in the county, including those not enrolled in a preschool program.  The digital early literacy tools include libraries of books that are engaging, animated, and capable of reading themselves to children in either English or Spanish.  These books teach the 1,000 most important Dolch words, as well as phonics and comprehension skills, through stories and games that motivate children to want to read the stories again and again.  Once downloaded onto a device these books can be opened with or without wifi.  For those families who cannot afford a device, NCOE has partnered with NapaLearns to offer a rent-to-buy HD Kindle for children.

The Results are Immediate and Impressive

NCOE’s Digital Early Learning program was piloted in 2011 as a 4-week summer boot camp for four-year old English language learners.  Impressive results in language use led us to administer the Peabody Picture Vocabulary Test, pre- and post, to kindergarten students the following year, producing statistically significant results in both expressive and receptive language.  The countywide launch for all preschool students came in February 2014, and Napa County preschoolers were challenged by me to read one million words by June 30.  Instead, they topped five million, and have continued their astonishing rate of growth. A kindergarten teacher recently administered the DIBELS test and discovered that the children who scored the highest were those who spent the most time reading their digital books at home. There are currently over 1,200 children enrolled who have been exposed to  over 12 million words, and have correctly answered the comprehension questions on their  first try 67% of the time. These children are using the program at home 55% of the time.

The Family that Reads Together…

The staff working on our Digital Early Learning initiative have conducted extensive bilingual and multicultural community outreach, and opportunities for parent training, to ensure the widespread participation in this free program.  In one year we have provided more than 30 parent workshops, as well as workshops for preschool and kindergarten teachers.  Outside of Napa, we were invited to the White House Summit on Early Literacy to share about the positive impact of digital early learning in our county.  Moving forward, we are excited to begin an ongoing five-year longitudinal study, to determine if children who use our digital early literacy in preschool are more proficient readers at the end of third grade than children who do not.

For more information on this program, contact Seana Wagner, Public Information Officer at [email protected] or 707-265-2351.

 

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3 Technologies Bolstering STEM Learning

According to the STEM (Science Technology, Engineering and Math) Coalition, there are 26 million STEM jobs in the U.S., comprising 20 percent of all jobs. By 2020, there will be 9.2 million STEM jobs in the U.S. Despite the need for these workers, only 45 percent and 30 percent of high school seniors are prepared for college-level math and science courses, respectively.

As the American K-12 system continues to look for ways to increase student interest and aptitude in STEM learning, technology is playing an increasingly pivotal role. Children who come to classrooms today have an inherent aptitude for technology and educators should encourage that skill set with resources that integrate STEM learning. Just a few of the ways to do that include making use of:

Virtual laboratories

Scientific experiments are no longer just reserved for physical labs. Through interactive technology, students can now do experiments remotely through use of virtual laboratories. The virtual labs at New Mexico State University, for example, give high school and college students access to food-based experiments. Students can test for corn mold, milk bacterial contamination and prevent C. Bot growth in salsa from a remote website. There is certainly something to be said of in-person experimentation, but student access is usually limited based on actual class times and resources. A virtual lab means that a student can do an experiment multiple times, and learn from mistakes in real-time and make adjustments. It also means that experiments are not limited to a determined class time and can be done on a student’s schedule. So students with an appetite for experimentation have greater access to it, and the others are not easily discouraged by “one shot” experiments.

In-class mobile devices

A student with a tablet or smartphone in hand has a portal to hundreds of apps that support STEM learning. There are a lot of things that students can do on basic tablets and phones, but there are also products like the einstein Tablet+ from Fourier Education that have a specific focus on STEM initiatives. Instead of going out and searching for STEM-centric lessons, the einstein Tablet+ comes preloaded with experiments and modules that cover physics, biology, human physiology, chemistry, and environmental science. This STEM-specific tablet can be connected to classroom projectors and monitors so that all the students can participate at once, or can be used as an individual tablet for customized learning in grades K-12. Teachers can search mobile apps for highly-reviewed ones, some of which are completely free, to use on the screens in their classrooms.

Television programming

While statistics show that too much television watching among children leads to higher obesity rates, behavior problems and less interest in things like reading, kids ages 8 to 18 are still watching television programs on various screens for 4.5 hours every day. It isn’t all bad news though. The value of children’s programming is increasing though. Programming is no longer created for the purpose of entertainment alone. On PBS alone, STEM-learning programs like Sid the Science Kid, Curious George, Cyberchase, Nature and Nova run the gamut of childhood ages and interests. In some cases, teachers are even able to incorporate some of these learning programs in classrooms and build entire lesson plans around the content.
Math, science and engineering are all intrinsically linked with technology. This gives educators an advantage with the current generation of K-12 students who arrive in Kindergarten classrooms with a technological edge. As learning technology improves, STEM education will continue to be the beneficiary if educators use it resourcefully.

What do you think can be done to improve student interest in STEM pursuits?

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10 ways to use Skype in the classroom

**The Edvocate is pleased to publish guest posts as way to fuel important conversations surrounding P-20 education in America. The opinions contained within guest posts are those of the authors and do not necessarily reflect the official opinion of The Edvocate or Dr. Matthew Lynch.**

A guest post by Bevin Reinen

Skype is an instructional tool that provides boundlessopportunities for authentic teaching and learning.  It allows us to explore beyond the four walls of our classrooms.  As elementary teachers, we sometimes battle to hold our students’ short attention spans. Integrating Skype lessons brings the curriculum to life in ways never before possible.  You know that special moment when you announce a class activity, and it’s greeted with claps, screams, and cheers?  That’s Skype.  It brings pure joy, wonder, and intrigue to your students.

Here’s a list of ten ways to utilize it in the elementary setting, followed by some logistical tips for success.

1)  Take a Virtual Field Trip:  Is there some place you’d like your class to visit, but can’t swing the funds or it’s just not geographically possible?  Find a guide to ‘take’ you there by visiting a historical landmark, museum, zoo, etc.

2)  Invite an Author:  Set up a Skype session with an author you’ve been studying to discuss a book.  Or, set one up with any author so that your students can learn about the steps of the writing process.  No, real authors do NOT write one and done!  Here’s an awesome list of Authors Who Skype With Classes and Book Clubs for Free.

3)  Share a Project:  Have your students been working on some kind of a special project? Give them the chance to show/share it with a distant class.  This provides motivation and will help them develop confidence in the value of their work.

4)  Put on a Performance:  Is there a poem, song, skit, or reader’s theater script your students need to present?  Give them the opportunity to perform to a unique audience via Skype!

5)  Interview an Expert:  Invite an expert to speak with your class on a current topic of study.  Conduct a Q and A session.  This is definitely a step up from the basic Google search!

6) Cultural Exchange:  Learn about various cultures by connecting with a class from abroad. Check out the site ePals, which allows educators interested in Skyping or using other web-based tools to connect globally.

7) Meet Pen Pals:  To encourage meaningful writing opportunities, write back and forth with pen pals throughout the year.  Set up a culminating Skype chat so that students can finally meet their pen pals ‘face to face’.

8) Mystery Skype:  If you register for Skype in the Classroom (instead of regular Skype), you can play Mystery Skype.  Mystery Skype is an educational game that allows two classes to guess each other’s locations via questioning.

9) Including Students with Medical Issues:  If a student has to miss school for an extended amount of time, Skype is the perfect way for the class to connect with their classmate.  While not all class activities are workable on Skype, including the student in some key lessons will help prevent him/her from falling behind.

10) Share Travel Experiences:  If you have a special trip to attend during the school year, have your substitute connect with you on Skype to touch base, allow you to do a mini-lesson, or show/share about your location.

Tips:

1)  Install Skype on your computer.

2)  You’ll need a webcam, speakers, and microphone also.

3)  Be sure you and your person both add each other as Skype contacts.

4)  Run a test call to ensure everything is working properly.

5)  Outline a plan and discuss logistics with your Skype contact.

6)  Walk through expectations/procedures with your students beforehand.

*Remember, time is of the essence when working with little ones.  Make sure all kinks are worked out prior to the chat to maximize engagement.

Here are a few photos of my class chatting with our pen pals/digital learning buddies from a nearby school.  To launch our science unit on animals, we had each student bring in a stuffed animal and fact to show/share. Afterwards, I assigned her class to research and observe penguins on Monterey Bay Aquarium’s Live Web Cams, while she assigned my class to do the same for giraffes using Houston Zoo’s Live Web Cams.  This generated excitement and motivated students for the next fact/opinion pen pal writing to come!

This post originally appeared on teachtrainlove.com and has been republished with permission. 

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Bevin is Nationally Board Certified as an Early Childhood Generalist.  She considers herself a teacher by day, writer by night.  Some of her work has appeared in national publications including Chicken Soup for the Soul; Married Life, Hallmark’s Thank You, Mom book, and Boys’ Quest magazine for kids.

The tech divide: An opportunity gap schools must close

By Robert Baker

Computer programming is growing at twice the average rate of national job growth according to Code.org —and by 2020 there could be nearly a million more IT jobs than U.S. college graduates available to fill them, representing a $500 billion economic opportunity waiting to be realized.

Living in Silicon Valley, I see firsthand the impact that technology skills make on one’s earning potential. Often times a college graduate with an IT degree can find a job with a six-figure salary right out of college.

Growing up with access to technology, and the opportunity to learn key IT skills such as coding and app development, gives students a huge economic advantage over their peers. But these opportunities too often are defined by a student’s family income.

While 90 percent of families with household incomes above $100,000 have broadband access at home, only 64 percent of those with incomes between $20,000 and $29,000 have home broadband, according to the Pew Internet & American Life Project.

Schools not only have an opportunity, but an obligation, to be the technology equalizer that levels the playing field for all students—but too often, we see a similar divide between schools in wealthier and poorer neighborhoods.

While virtually all schools have basic hardware and connectivity, there is a sharp contrast between those that have the high-speed wireless connections that can support devices for every student, and those that lack this sophisticated technology infrastructure. There is also a knowledge gap between schools that have savvy instructors who can teach students IT skills such as coding and app development, and schools without this expertise on their staff.

We need to do everything possible to get technology in front of more kids at an earlier age, accompanied by curriculum that teaches them coding and other IT skills. Fortunately, there are movements under way to help bring these skills to more students.

A growing number of states have passed laws allowing computer science to count toward math or science credits needed for graduation. Code.org offers free local and online workshops, curriculum, and instructional videos to help schools teach computer programming. Other nonprofit organizations, such as Yellow Circle, offer free online environments for students to learn IT-related skills.

Of course, none of these resources will do any good if students aren’t connected or don’t have access to devices.

Although 2014 marked the first time that the number of apps in the Google Play store exceeded the volume in Apple’s App Store, many app developers recommend starting with iOS first as their platform of choice. “It’s my contention that iOS development is quite a bit easier,” writes programmer David Bolton.

Add in the fact that Apple currently has a 90-percent share of the tablet market in schools, according to education research firm MDR, it’s clear that Apple’s platform is an important tool for students to gain exposure to.

But Apple devices also are more expensive than devices with similar specifications running on other platforms, which raises a significant question: How can schools in economically disadvantaged communities afford these tools?

That’s where companies like Mac to School help. We enable schools to save on the cost of high-quality Apple equipment by reconditioning and recertifying used iPads, iMacs, and MacBooks and selling them to educational facilities for a fraction of the cost of new machines.

Schools can purchase up to four times the equipment by purchasing recertified devices, which allows them to put that extra money toward wireless infrastructure, teacher training, and other essential ed-tech needs.

Given the huge demand for IT-related employees, and the technology divide that exists between wealthy and poor communities, there is both an economic need and a moral imperative to expose all students to technology skills at a young age—regardless of their ZIP Code or their parents’ income level.

Technology is a gateway to future success, but students from impoverished areas will need access to the same tools and devices if they are to be given the same opportunities as their peers from wealthier families—and schools have a critical role to play in ensuring these opportunities for all students.

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Robert Baker is the co-founder and chief executive officer of Mac to School, which buys, sells, and recertifies Apple equipment for education.

 

Ed Tech Companies That I Really Love: Part II

Read the entire series of Ed Tech companies that I love here.

By Matthew Lynch

Educational technology is a billion dollar industry, and I have been blogging about it for over a decade. Today, I will continue my series on ed tech companies that I really love. I’m interested to hear your thoughts on these ed tech companies and the wonderful work that they are doing.

Mathbreakers

Mathbreakers, is a virtual math playground that starts with topics as basic as counting and advances through complicated subjects like Calculus. Instead of handing students worksheet-style problems through digital means, Mathbreakers uses action adventure role-playing to give students a fun, yet calculated, gaming environment that puts math at the center. As classrooms become even more gamified, Mathbreakers is a leader in making those concepts effective ones with real-world applications.

The game uses number sense, or the ability to see how to work with numbers and multiple solution approaches, instead of using rote memorization concepts like times tables. Players are in control of their futures in a third-person shooter style that takes them through an array of conquests and challenges.

Mathbreakers is a step towards a full math curriculum available in a virtual world, where students can learn about multiple types of math in the same environment. The vision of the application’s creators is that math learners at many levels can use the game to help visualize and understand mathematics on a fundamental level. That starts with basics like number sense, fractions, the number line, operators, and negative numbers.

Instead of giving players one set answer, Mathbreakers lets them use creativity to use math and create their own worlds, in essence. I was really impressed with the way the application seamlessly integrated concepts like multiplication and functions with the storyline and fun of the game itself. Not only does the game encourage players to use math (not just recite it) but it really is a lot of fun.

 

CALL (Comprehensive Assessment of Leadership for Learning)

Two education college professors from The University of Wisconsin-Madison and a consultant from the Wisconsin Center for Educational Products and Services have developed a survey-based system that calculates areas of strengths and weaknesses in schools, and creates an action plan for improvement. The Comprehensive Assessment of Leadership for Learning, or CALL, does not single any particular educators but rather takes a snapshot of what is happening as a whole entity. It is a smart assessment tool to implement at the end of the year and then brainstorm actionable steps on improvement when school is back in session.

The survey and results-delivery system were born of necessity. More than ever, schools are in need of transformational leadership that creates learning opportunities for students but also prepares them for the real-world economy. The pressure has never been greater, particularly as Common Core Standards and other state-based ones heighten accountability for teachers, administrators and other instructional staff. The belief used to be that principals were responsible for all the leadership roles within a particular school but that theory is starting to fade. While principals certainly need solid leadership traits, distributing those responsibilities can actually lead to stronger school systems that are able to better support student bodies.

It really is true that “it takes a village” and understanding how each educator in a school can best contribute to its success leads to stronger student outcomes, and stronger schools. By implementing the in-depth CALL survey, schools can see exactly HOW to get where need to be when it comes to school leaders.

 

Alma: Free Student Information and Learning Systems

Alma is a student information and learning management system that combines a vast range of reporting features that are typically only available in several fragmented systems – instead of a central location. Alma brings together lesson planning and curriculum management with student and classroom management to give teachers all the tools they need right at their fingertips, and with one login.

Schools can upgrade the core package for a fee to include “extras” that may be helpful to their operations, like on-site support and custom data migration. Alma has customized solution plans based on the needs of the school, and the budget being used. Alma is a cloud-based system which means that there is no cumbersome hardware or software to install and maintain. There is optional set up support for schools who would like the hands-on help, but it is not a requirement for schools that have the staff and ability to handle it on their own. Most schools will be able to set up the system in a day or less.

As a former public school teacher, I wish I had access to the type of technology and reporting that Alma offers. I still remember thinking of the school bell at the end of my day as the signal of my “lunch break” and that there were still many hours of work ahead of me. Like other teachers, I did my work without complaint and did my best to ensure my students were learning what they needed to know before exiting my classroom doors for good. Still – between planning, reporting, communication with parents and actual teaching, it was nearly impossible to get it all done. So I feel the pain of today’s teachers, asked to do even more in an already-tight schedule.

In coming posts, we will look at more ed tech companies that I really love.

Read all of our posts about EdTech and Innovation by clicking here.