New Report Challenges Beliefs About the Value of AP Classes

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By Leslie Harris O’Hanlon

Enrollment in advanced placement courses has skyrocketed in recent years, and there are many reasons for this spike. Students often believe taking AP courses will give them an edge in getting into college, help them do better once there, and save them money by not having to take those classes again. And many believe AP programs enrich students’ lives because they’re taking part in a rigorous program of learning.

But a recent study found that research doesn’t unequivocally support those beliefs.

“The research is mixed,” said Denise Pope, co-founder of Challenge Success, a non-profit organization at the Stanford University Graduate School of Education. “There isn’t any clear research for any of those claims.”

Pope is author of the white paper “The Advanced Placement Program: Living Up to Its Promise?” for which she reviewed more than 20 studies about AP programs and examined the research Challenge Success has conducted on the subject.

The College Board launched its AP program in 1955 as a way to make college-level courses available to high school students. While AP programs have their strengths, they also have their drawbacks, Pope said. For example, while some studies show that students who take AP courses perform better in their college courses, the performance of such students may not be solely based on the fact that they took an AP course. Students who take AP courses often are a self-selecting Continue reading

Paint or Paint App? Value of Creating Digital Vs. Traditional Art

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Flickr: Naomi Chung

While it may be easy to imagine how iPads can support classroom studies with reading, history, or science, some of the most groundbreaking — and creative — work with digital tools may be happening in arts classes. Schools using iPads are incorporating them in art and music classes, too — and not only as tools for measuring and remembering, but for creating as well. Whether or not students grow up to become the next David Hockney – who has created several New Yorker covers using the iPad’s drawing tool – teachers say there is value to learning to create using digital tools, especially when blended with more hands-on means of expression.

Susan Sonnemaker, a middle school chorus and band teacher at San Francisco Day School, uses school-provided tablets in limited amounts throughout the year. She finds them most useful for managing technical aspects of music class with record speed — like recording practice sessions, using a tuner app to help kids tune their own instruments, and collecting digital practice sheets. For practical matters, Sonnemaker says, the iPad has been invaluable, because streamlining and managing tuning and practice leaves more time for actually playing or singing music.

“You can create something digitally that would be impossible to create by hand. Conversely, you can create something by hand that you cannot replicate digitally.”

But what about using tablets for inspiration and creating new music? When it comes to creating something new, Sonnemaker says that technology helps her students be more creative, not less: “In regards to composition, students are not only more engaged in their own projects (with iPads), but they’re using real life technology,” she said. “We still do a good deal of composition exercises using old-fashioned pencil and paper. But using Garageband on the iPad is what many professional musicians use, so students are also acquiring skills to compose in the real world if Continue reading

How Do You Teach Empathy? Harvard Pilots Game Simulation

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Elisabeth Hahn and Geoff Marietta

Disruptive students can be a big challenge for teachers in charge of a room full of 30 students. There isn’t always time to get to the bottom of student behavior and in a large class those students can derail learning for everyone. But what if there was a way to help kids stop acting out and show more empathy for classmates and teachers?

A group of Harvard education researchers have developed a virtual simulation for “walking in another person’s shoes” to help students relate to one another better. It’s part of a project called Social Aspects of Immersive Learning (SAIL) funded by the National Science Foundation. “The ability to accurately read people is really important to make compromises,” said Elisabeth Hahn, a doctoral candidate at the Harvard School of Education in a recent edWeb webinar.

The technical term is “social perspective taking” and it means understanding another person by taking in their thoughts, feelings and motivations. Accurately reading another person requires both motivation and ability, qualities that Hahn and other researchers are discovering can be taught.

“This has great potential to use virtual environments to improve interpersonal relationships that are not possible in the real world, to actually walk in the shoes of another party.”

The benefits of reading others are well documented, Hahn said. Taking in social perspective helps people become less ego-centric, decreases use of stereotypes, increases perspectives of similarity, and diminishes social aggression. These effects could make a big impact on many classrooms where the success of the lesson can hinge on how well a teacher is able to interact with the students. “It becomes much easier to empathize and leads to benefits in relationships and ultimately educational outcomes for kids,” Hahn said.

In an effort to create an experience that will help build these types of positive relationships through Continue reading

The Future of Tablets in Education: Potential Vs. Reality of Consuming Media

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Flickr: Flickingerbrad

By Justin Reich

The Someday/Monday dichotomy captures one of the core challenges in teacher professional development around education technology. On the one hand, deep integration of new learning technologies into classrooms requires substantially rethinking pedagogy, curriculum, assessment, and teacher practice (someday). For technology to make a real difference in student learning, it can’t just be an add-on. On the other hand, teachers need to start somewhere (Monday), and one of the easiest ways for teachers to get experience with emerging tools is to play and experiment in lightweight ways: to use technology as an add-on. Teachers need to imagine a new future—to build towards Someday—and teachers also need new activities and strategies to try out on Monday. Both pathways are important to teacher growth and meaningful, sustained changes in teaching and learning.

In this four-part series, we’ll use the Someday/Monday template to explore four dimensions of using tablets, such as the iPad, in educational settings, examining how teachers can take students on a journey from consumption of media to curation, creation, and connection. Here, we’ll start with consumption.

Part I: Consumption

In the apocryphal photo of the iPad, the tablet rests in the lap of Steve Jobs, sitting on the stage at the iPad release demonstration, reclined in a leather chair. This was a device made for reading and watching, for sitting back, for passively consuming media. One of the signature challenges of the surge of interest in iPads is helping educators imagine the device as more than a library of books Continue reading

Parents Want Kids to Use Mobile Devices in Schools

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Flickr: jhaymesisvip

Smartphones, tablets, and other mobile devices have gained popularity as educational tools in part because of the belief those devices could cut across the digital divide created by socioeconomic boundaries.

Now a new study reinforces that perspective, finding that students’ access to mobile devices, in this country anyway, is more often a question of parents’ attitudes toward mobile learning than a family’s income or the mobile device provisions of that family’s local school district.

The report published by Grunwald Associates and the Learning First Alliance with support from AT&T, found that, according to data from a representative nationwide sample of nearly 2,400 parents, more than four in five K-12 students at least occasionally use some sort of computing device, including mobile devices like tablets or smartphones, or laptop computers.

“The ubiquity of mobile technology in everyday life I think comes through loud and clear in this study. Families own multiple devices, even families that are not well off.”

Further, although there was some association between parent income and the 18 percent of students who don’t use devices at home, more than half of those non-using students were found to live in houses where parents own at least one such device, often a smartphone.

The cause of non-use in those cases is “some other reason that probably revolves around the attitudes of parents and, by extension, the students toward the smartphone,” said Peter Grunwald, the president and founder of Grunwald Associates, a research firm based in Bethesda, Md., known for its work on ed-tech related projects. “The ubiquity of mobile technology in everyday life I think comes through loud and clear in this study. Families own multiple devices, even families that are not well off.”

Income did affect the number of computing devices per household, however. Overall, the study found families with an income of under $25,000 were found to own an average of 3.3 devices per household, a figure that includes desktop and laptop computers, tablets, and smartphones and Continue reading

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