Author Archives: Tina Barseghian

How Educators Can Help Close the Achievement Gap With Simple Tactics

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A new study from Stanford shows that a simple teaching tactic may help close the achievement gap between Latino American students and their white peers. Geoffrey Cohen, a professor of education and psychology at Stanford, and David Sherman of the University of California-Santa Barbara, and their fellow researchers explored the negative effects of “stereotype threat,” and came up with a finding, published by the Journal of Personality and Social Psychology. The article below by Marguerite Rigoglioso explains in detail.

The matter comes down to overcoming the negative effects of “stereotype threat,” a phenomenon that researchers have identified and documented over the last two decades. What they have found – in numerous studies – is that the stress and uncertain sense of belonging that can stem from being a member of a negatively stereotyped group undermines academic performance of minority students as compared with white students.

“Small gestures of affirmation can have lasting consequences, especially when they are woven into the student’s daily experience.”

Cohen and his colleagues have been looking for remedies to stereotype threat. In the first study described in the article, the researchers devised well-timed “values-affirmation” classroom assignments given to both Latino and white students as a part of the regular classroom curriculum. In one exercise, middle schoolers were given a list of values, such as “being good at art,” “being religious” and “having a sense of humor.” They were asked to pick the ones that were important to them and write a few sentences describing why. In a second exercise, they reflected in a more open-ended manner on things in their life that were important to them, and in a third they were guided to write a brief essay describing how the things they most consistently valued would be important to them in the coming spring.

Students completed several structured reflection exercises in their class throughout the year. Continue reading

How to Foster Grit, Tenacity and Perseverance: An Educator’s Guide

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How can we best prepare children and adolescents to thrive in the 21st century? This question is at the heart of what every educator attempts to do on a daily basis. Apart from imparting content of knowledge and facts, however, it’s becoming clear that the “noncognitive competencies” known as grit, perseverance, and tenacity are just as important, if not more so, in preparing kids to be self-sufficient and successful.

To that end, the Department of Education’s Office of Technology has released a report called  Promoting Grit, Tenacity, and Perseverance —Critical Factors for Success in the 21st Century, drafted by research firm SRI International, which addresses how educators can integrate these ideas into their teaching practice: Are these competencies malleable and teachable? How significant a role do they play in students’ success? What are the best learning environments to encourage and foster these attributes?

“The test score accountability movement and conventional educational approaches tend to focus on intellectual aspects of success, such as content knowledge. However, this is not sufficient,” the report states. “If students are to achieve their full potential, they must have opportunities to engage and develop a much richer set of skills.”

The entire report [PDF] is well worth the read. Here are a few noteworthy highlights excerpted from different parts of the report.

What Are Grit, Tenacity, and Perseverance?

Grit, tenacity, and perseverance are multifaceted concepts encompassing goals, challenges, and ways of managing these. We integrate the big ideas from several related definitions in the literature to a broad, multifaceted definition of grit for the purpose of this report: “Perseverance to accomplish long-term or higher-order goals in the face of challenges and setbacks, engaging the student’s psychological resources, such as their academic mindsets, effortful control, and strategies and tactics.”

Sociocultural context plays an important role. It can be a significant determinant of what students value and want to accomplish, the types of challenges they face, and the resources they can access. It is well documented that students from high-poverty backgrounds are particularly likely to face great stress and limited social support for academic achievement— factors which can undermine perseverance toward a wide range of goals. Researchers and educators also highlight concerns about the challenges faced by students from other segments of the socioeconomic Continue reading

Good Read: Your Massively Open Offline College Is Broken

Professor Clay Shirky, who studies the effects of the Internet on society, writes in this intriguing article in defense of MOOCs, and who they have the potential to benefit.

“If you want to know what college is actually like in this country, forget Swarthmore, with 1500 students. Think Houston Community College, with 63,000. Think rolling admissions. Think commuter school. Think older. Think poorer. Think child-rearing, part-time, night class. Think 50% dropout rates. Think two-year degree. (Except don’t call it that, because most graduates take longer than two years to complete it. If they complete it.)

If you want to know what college is actually like in this country, skip Google Images, and scroll through the (still heartbreaking) We Are The 99 Percent Tumblr, looking for the keywords ‘student loan.’”


I wrote a thing last fall about massive open online courses (MOOCs, in the parlance), and the challenge that free or cheap online classes pose to business as usual in higher ed. In that piece, I compared the people running colleges today to music industry executives in the age of Napster.

Read more at: www.theawl.com

Black History Month: Learning About Leadership, Art, Music, and More

Rosa Parks

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Rosa Parks

Celebrate Black History Month by highlighting the African American artists, educators, icons, and influential leaders that have impacted our nation’s history and culture with these PBS LearningMedia resources.

MUSIC: THE LEGENDARY DUKE ELLINGTON

Introduce your young students to the toe-tapping genres of ragtime and jazz through the story of iconic musician, Duke Ellington. This video segment from Weston Woods presents the story of Duke by Andrea Davis Pinkney, illustrated by Brian Pinkney, about Duke Ellington, one of the founding fathers of jazz. When Duke Ellington was young, his parents wanted him to learn to play the piano. Although he began lessons, he was soon lured away by his love of baseball. Later, as a teenager he heard the new musical style called “ragtime” and he was inspired once again to learn to play piano. Soon, he created his own style of music using “hops” and “slides” on the piano. He became a popular entertainer with a flair that attracted many fans. Grades 1-4

HISTORY: ROSA PARKS’ CHALLENGE

Enhance classroom discussion around the Civil Rights Movement with this interview of Rosa Parks and ask your students to examine her role in the struggle for racial equality. This interview with civil rights activist Rosa Parks describes her role in the Montgomery Bus Boycott. On December 1, 1955, Parks refused to give up her seat to a white man on a bus in Montgomery, Alabama. Her refusal sparked a massive bus boycott that lasted 381 days, ending on December 21, 1956, after Continue reading

Good Read: The Risks And Rewards Of Growing Up Gaming

“What are video games doing? If you have an age-appropriate game that’s not too easy or too hard, a video game is teaching a child how to cope with failure, deal with frustration, delay gratification, and often doing it in a social context, where they’re learning to negotiate with their friends, working as a team, or ‘OK, I beat you, you beat me, how do I handle all of these things?’ ” said Dr. Cheryl Olson, a public health researcher and co-author of the book “Grand Theft Childhood: The Surprising Truth About Violent Video Games.”

“But really, when you think about what’s happening, they’re often learning how to solve problems. ‘Hmmm, what happens if I open this chest here? What if I go into that room there?’ ”

Read (and listen to) the rest of this excellent feature by Commonhealth’s Carey Goldberg.


BOSTON – “Oh, God, I’m going to die now,” my 8-year-old son, Tully, laments. “Come on! How am I supposed to press Tab that fast?” He’s interrupted by a serene but authoritative female voice from the speakers. “You have five minutes left,” it says. His computer time is almost up.

Read more at: www.wbur.org

Money, Time, and Tactics: Can Games Be Effective in Schools?

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If it’s true that 97 percent of teens in the U.S. are playing digital games, then the focus on how games can fit into the shifting education system becomes that much more important. Schools, districts, and individual educators are trying to figure out how games and learning can fit into the current complicated landscape.

The newly released report Games for a Digital Age: K-12 Market Map and Investment Analysis, released by the Joan Ganz Cooney Center and the Games and Learning Publishing Council, describes the many different criteria in play in detail, including obstacles from the policy standpoint, lack of teacher development, as well as how the Bring Your Own Device movement is influencing the push towards games and learning.

“Games are more popular than ever with youth today with many students spending hours a day playing them,” said Michael H. Levine, executive director of the Joan Ganz Cooney Center. “What we don’t know yet is whether and how they can be a key ally in driving pathways to academic success.”

Though it’s well worth reading the report in its entirety, below are excerpts pulled from the report, conducted and written by Dr. John Richards, Leslie Stebbins and Dr. Kurt Moellering.

ON FINDING WAYS TO USE GAMES WITHIN CLASS TIMES

The school day is divided into class periods, and this division limits lesson length. Furthermore, the combination of standards and the scope and sequence tied to core curriculum create “coverage” requirements that place practical limits on the number of lessons that can be devoted to a single topic.

Nearly all games fall clearly along a continuum ranging from short-form to long-form with a critical distinction and a bi-modal distribution pattern based on fitting in a class period. As noted by Rob Lippincott, Sr. Vice President of Education, PBS, “Games don’t fit the time box of a class period; a game succeeds when it is sticky and gobbles up more time. You want games in school to finish quickly and speed up learning.” (CS4Ed interview, April 2012).

“Games don’t fit the time box of a class period; a game succeeds when it is sticky and gobbles up more time. You want games in school to finish quickly and speed up learning.”

We placed games into these two time-based categories, short-form and long-form. Within these broad areas fall dozens of different kinds of games, ranging from three-minute apps to open, immersive Multi-User Virtual Environments (MUVEs) that involve lengthy game playing. In addition to the length of play, the mechanics of a gaming experience varies broadly, with simple “add-on” gamification-type reward systems falling typically at the short end of the time continuum, and more complex, multiple-path, role playing games falling at the long end. In longer-form games, the game mechanics are typically intrinsic to the learning experience rather than placed at the end of or external to the game play itself.

1. Short-Form Learning Games

In most K-12 schools the day is organized in blocks of time that average 40 minutes or less. Transition time and time for instruction or discussion connected to curricular material frequently leaves only 20 to 30 minutes for actually using a learning game. Short-form games are interactive Continue reading