Teaching With Tech

How devices, software, and the Internet are changing the classroom dynamic.

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Sesame Street Meets the App Age: How to Nurture Creative Learning

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Flickr: USAGHumphreys/Toca Boca

By Björn Jeffery and Michael H. Levine

All over the world—from East Asia to South Africa to the Caribbean Basin—ministers of government, captains of industry, and scholars are discussing the best ways to foment innovation. Many experts still regard the United States as a leader in promoting creative uses of capital, technology, and people, with unrivaled access to new ideas and cultures—all prerequisites for innovation. Others point out that open societies value—and foster—creativity.

But can we measure creativity? And if so, what is the best way to promote it right from the start? A new working paper published by the Global Organization for Economic Cooperation and Development OECD for the Centre for Real-World Learning at the University of Winchester in England defines creativity as focused on five core dispositions. Anne Murphy Paul’s Brilliant Blog (one of our favorites) reports that their research finds that a creative mind is Inquisitive: wondering and questioning; Persistent: sticking with difficulty, daring to be different; Imaginative: playing with possibilities, making connections, Collaborative: sharing, giving and receiving feedback; cooperating and Disciplined: developing techniques, reflecting critically.

As experts in media creation for families and young children, we wondered whether there are specific ways to navigate through the sometimes overwhelming deluge of content available to young children in the apps marketplace; we were looking specifically for apps that speak to these five “seeds of creativity.” Stated simply: we think so! The remarkable ongoing appeal of educational media properties like Sesame Street—which has endured over 40 years of market tumult and change and now reaches some 125 million children in 150 countries, and more recently the global phenomenon of apps and games in the market proves that playful, creative products consumed not just by kids alone, but with the adults around them, can be both fun and engaging. Continue reading

How Does Multitasking Change the Way Kids Learn?

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Flickr: Ben Seidelman

Using tech tools that students are familiar with and already enjoy using is attractive to educators, but getting students focused on the project at hand might be more difficult because of it.

Living rooms, dens, kitchens, even bedrooms: Investigators followed students into the spaces where homework gets done. Pens poised over their “study observation forms,” the observers watched intently as the students—in middle school, high school, and college, 263 in all—opened their books and turned on their computers.

For a quarter of an hour, the investigators from the lab of Larry Rosen, a psychology professor at California State University-Dominguez Hills, marked down once a minute what the students were doing as they studied. A checklist on the form included: reading a book, writing on paper, typing on the computer—and also using email, looking at Facebook, engaging in instant messaging, texting, talking on the phone, watching television, listening to music, surfing the web. Sitting unobtrusively at the back of the room, the observers counted the number of windows open on the students’ screens and noted whether the students were wearing ear-buds.

Although the students had been told at the outset that they should “study something important, including homework, an upcoming examination or project, or reading a book for a course,” it wasn’t long before their attention drifted: Students’ “on-task behavior” started declining around the two-minute mark as they began responding to arriving texts or checking their Facebook feeds. By the time the 15 minutes were up, they had spent only about 65 percent of the observation period actually doing their schoolwork.

“We were amazed at how frequently they multitasked, even though they knew someone was watching,” Rosen says. “It really seems that they could not go for 15 minutes without engaging their devices,” adding, “It was kind of scary, actually.”

“I don’t care if a kid wants to tweet while she’s watching American Idol, or have music on while he plays a video game. But when students are doing serious work with their minds, they have to have focus.”

Concern about young people’s use of technology is nothing new, of course. But Rosen’s study, published in the May issue of Computers in Human Behavior, is part of a growing body of research focused on a very particular use of technology: media multitasking while learning. Attending to multiple streams of information and entertainment while studying, doing homework, or even sitting Continue reading

A New Role for Avatars: Learning Languages

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Flickr: Phillie Casablanca

Most experts agree that the best way to learn a language is by immersing yourself in it. Now, with  more sophisticated technology, another theory around language learning is being tested: the use of avatars to practice speaking.

Alongside traditional methods, like listening, repeating, and digital flashcards, created by companies like Rosetta Stone,  Livemocha, and AccelaStudy, a few tech companies have leveraged the idea that becoming someone else helps to learn a foreign language, especially when speaking it.

Companies like Second Life and Middlebury Interactive Languages both offer digital avatar programs to give language learners a chance to practice their skills in virtual environments. Britain’s Language Lab has created “English City” using Second Life, where learners are promised realistic conversations with native English-speaking teachers, also using avatars, in virtual but plausible digital environments, like checking in at the airport, going to an art museum, or giving a presentation.

“Speaking practice was only possible in the classroom, and that meant very little practice for students who have no contact with English outside their school.”

Few studies exist on the effectiveness of avatars for language learning, and just as recently as 2009, a study conducted by Griffith University on digital technology and second language learning found that “although significant advances have been made recently with chatbots [avatars] for Continue reading

MOOCs for Teachers: Coursera Offers Online Teacher Training Program

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Flickr: UTCI Library

Massive Open Online Courses, or MOOCs, have forced universities to reconsider their value in light of free high-quality education available online. Coursera, a private company founded by two Stanford professors has been at the forefront of that movement, actively courting new institutions of higher education to their portfolio and trying to monetize the effort by certifying courses for college credit. Now they’re expanding that model to K-12 teacher professional development.

The courses will be free to teachers, and for those who want a verified certificate, there will be a $50 fee. Coursera will verify that the teacher actually completed the course and participated fully along the way.

“In speaking to school administration leaders, I was hearing over and over that many districts today don’t have the resources to deliver good professional development,” said Andrew Ng, co-founder of Coursera. For teachers, Ng said offering professional development online gives them more choices and could save districts money.

“The important part is the interaction among the teachers which is something that’s very hard to replicate on a MOOC or any kind of online program.”

Coursera is partnering with schools of education at the University of Washington, University of Virginia, Johns Hopkins and Vanderbilt University. In addition, the company is expanding its network of trainers beyond universities to include cultural institutions like the Exploratorium and the Museum of Modern Art (MOMA).

“It was the most natural thing in the world,” said Deb Howes, director of digital learning at MOMA. Continue reading

Game On: Physics Teacher Creates World of Classcraft

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World of Classcraft

In creating World of Classcraft, a not-so-subtle nod to the world’s most popular online role-playing game, Quebec-based physics teacher Shawn Young has turned the everyday interactions of his classroom into a quest to gain special powers and avoid death.

In a manner similar to other role-playing games, students assume a class—in this case a Mage, a Warrior, or a Healer—that each boasts specific abilities. Working in teams of roughly six to eight students, Young said each student aspires to gain experience points related to positive classroom interactions, and avoid losing hit points for negative activities.

For example, students get 50 experience points for finding a mistake in class notes; 60 points for answering a classroom question correctly; and 100 experience points for good attitude and participation throughout class.

Alternately, students get -10 hit points for arriving late to class and arguing with the game master (teacher) and -30 points for not fishing homework.

Gain 1000 hit points, and a student wins a power point that can be traded for certain powers. The more power points a student gains, the better power he or she can purchase. For example, a Mage can purchase the right to be two minutes late to class for just 10 power points. For 40 power points, he or she can get a hint for the entire team on an exam question. The powers available, and Continue reading

For Storytelling Projects, Cool New Multimedia Tools

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Paul Salopek and Ahmed Kabil

Writing will always be important, but weaving text, images, sound, and presentation together can give students more and different ways to express themselves. Easy-to-use online tools allow students the opportunity to create multimedia projects that demonstrate knowledge and develop useful skills. Check out these new three tools on the scene.

MEOGRAPH

Launched less than a year ago, Meograph lets users create professional-looking multimedia presentations using video, audio, images, text, timelines, maps, and links.

Users create Meograph “moments” by uploading photos, videos, text and add voice narration to accompany the visuals. The moments can also be tagged with location, date, and time. Once all Continue reading