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    Shaping Your Instruction Around Principles of Playing Video Games

    By Carla Viana Coscarelli
     | May 06, 2016

    Girl at ComputerThere are many games students love to play, and in his book What Video Games Have to Teach Us About Learning and Literacy James Paul Gee reviews 36 learning principles found in games. Gee argues that good games captivate gamers’ attention and teach them how to play in an efficient way. In addition, he suggests the positive aspects of games in learning environments can empower students by engaging them as agents and making them feel like what they do matters.

    To promote deep learning, Gee proposes that games should incorporate problem-based learning approaches emphasizing customization as an integral practice. To customize education means to consider there is not just one way to solve a problem. Accordingly, in school, learners should have the freedom to choose strategies they think will work in a particular situation. Customization also respects that students bring different skills and learning styles to each situation, as Howard Gardner proposes in his studies of multiple intelligence. Thus, students should be seen as agents who control their learning environment and learn by having both their bodies and minds fully engaged in the learning process.

    A second principle of video games Gee proposes is that games require students to not only acquire information, but also learn how to use information to solve a problem. Moreover, Gee argues, students value and most efficiently learn information they use to solve a problem (on demand). Connecting meaning and learning how to apply knowledge in different situations can promote deep understanding and learning that endures. Associating meaning with actions, for instance, or information to specific practices, typically leads to deep understanding.

    Third, games can make students feel challenged because they need to exert a great deal of effort to solve problems. Following that principle, challenging problems (not impossible ones!) help students become involved in generating strategies to accomplish the tasks. We also learn from games that accomplishing challenging tasks involves repeated practice. Notably, new tasks need to follow to help students generate different strategies to solve different kinds of problems.

    In order for problem-solving approaches to be as successful as those in a gaming environment, Gee says, they should be sequenced from easier and less complex to harder and more complex. For example, instead of introducing students to an incredibly complex situation all at once, consider how to sequence parts of the problem in a leveled fashion, slowly adding elements to raise the complexity of the task.

    Because of their rich and efficient way to teach and to gain students’ attention, Gee argues that games could—and should—be used in schools to help students learn new content as well as learn how to learn. Students should think critically while participating in games. Teachers can use games as a springboard for many activities such as teaching about facts and concepts and to improve students’ skills of writing, reading, and thinking.

    Tom and Jerry in Rig a Bridge, for example, is a thought-provoking game that helps students consider and apply key principles of physics, including balance, reaction, traction, and sustainability, among others. Jerry, the mouse, is starving, but Tom, the cat, is anxiously waiting for him in the kitchen. Players need to build bridges using materials like matchsticks, rubber bands, and paper clips to help Jerry reach the cheese without being caught by Tom. In addition to game playing, the teacher can challenge students to build a manual or tutorial designed to help other players accomplish some levels of the game, or to describe in writing mistakes made while playing the game, why the bridge fell, and what they should have done instead to better support it.

    Many other games like this one are available for free online. Playing them while discussing mistakes, problems, and solutions as well as exploring the game to raise problems and apply the knowledge to other similar contexts (What if instead of matchsticks, rubber bands, and paper clips, players used other materials?) and real-life circumstances can be interesting activities for students to enjoy and learn a lot from.

    James Paul Gee presents and explains some of the main principles of gaming here. As a bonus, Gee outlines why video games make for better assessments than the high-stakes testing in this podcast.

    Carla Viana Coscarelli is an associate professor in the School of Language Arts at Universidade Federal de Minas Gerais, Brazil, and coordinator of Projeto Redigir/UFMG.
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    Marrying Universal Design for Learning and Digital Literacy

    By Peggy Coyne and Leandra Elion
     | Apr 22, 2016

    story sharesEducators know that when more than 25 students cross the threshold of their classrooms, there’s variability in how each student learns. Recent advances in neuroscience provide evidence of this. Images taken of our brains as we participate in learning tasks reveal that no two images look the same, even when working on the same task. Variability in learners is the norm and not the exception. In order to maximize learning for all students, educators need resources that address this fact.

    Universal Design for Learning (UDL) is a framework that helps educators create learning environments to address learner variability. The UDL principles and their corresponding guidelines provide direction for the development and design of these environments. Using the three principles of Multiple Means of Engagement, Representation, and Expression, educators are supported in the design of learning environments that ultimately maximizes learning for all.

    Let’s examine how two resources work together to support struggling readers through UDL— Story Shares and Reading Comprehension Booster. Story Shares is a free online resource developed to provide relevant and readable materials for students in late elementary through high school who read below grade level. Reading Comprehension Booster is an app ($3.99) that provides students with engaging options for interacting with and responding to texts.

    Story Shares supports the UDL guidelines by providing students with a choice of age-relevant texts. Offering this choice is critical for recruiting interest and maintaining engagement. Text-to-speech, which is embedded, provides an alternate representation of the text and ensures that students are appropriately challenged, helping to maintain engagement.

    Once students have read the text of their choice, providing them with multiple ways to express themselves and demonstrate their learning is important. Reading Comprehension Booster, with its integrated supports, customizable options, and range of response modes, makes it an exemplar of a UDL literacy environment.

    As students open the app, they immediately create their own bookshelf which, with the touch of a plus icon, they fill with appropriate texts. Students choose how the book is displayed on the shelf (photograph of the book cover or text description). Once the book is digitally opened, eight bookmarks that explore elements of fiction are revealed and each of these has been designed with options for representation and expression.

    For example, when selecting the “Character” bookmark, students demonstrate what they know about a character by drawing a picture, typing a description, speaking and recording their response, or inserting an image. Prompts in the form of text bubbles guide students in their task, reminding them to add physical features, personality traits, and other attributes. Text-to-speech can be selected for those students who may need alternate text representation.

    Embedded in the app are supports including the map feature in the “Settings” bookmark, which instantly calls up a map of the world and allows students to select the location where the story occurs.

    The app is also responsive to students’ input. In the “Big Ideas” bookmark, the background picture on the screen becomes more vibrant and visually richer as students add supporting details and make their responses richer. Students can also collaborate with others (peers or teachers) by e-mailing bookmarks directly from the app and allowing others to comment, give feedback, or exchange ideas. This feature further promotes engagement in literacy learning.

    Selecting websites and apps from the myriad of choices can be overwhelming, but when using UDL guidelines to ensure tools address the variability of learners, the task becomes more manageable and student focused. If environments are well designed, with options for representation, expression, and engagement, the technology will work in educators’ favor and provide the flexibility needed to address the diversity and variability of all learners.

    Peggy HeadshotLeandra_Elion_headshotPeggy Coyne is a research scientist at CAST, Inc. Leandra Elion is the literacy coordinator (K–12) for Watertown Public Schools and is the chair of the New Literacies Committee for the Massachusetts Reading Association.

    This article is part of a series from the Technology in Literacy Education Special Interest Group (TILE-SIG).

     
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    Using Technology to Assist With Learning Differences

    By Marilyn E. Moore
     | Apr 15, 2016

    ThinkstockPhotos-157868061_x300When speaking with a colleague in the Special Education Department (SPED), I asked whether the integration of teaching students with dyslexia or teaching students with dyslexia using assistive technology was included in their advanced reading course. The answer was no, as dyslexia was not considered a learning disability in the SPED. Thus, we decided to include teaching students with dyslexia in the Teacher Education Department advanced Reading Specialization courses. This blog on enhancing their learning represents the start of my revision to include this topic in an advanced reading course in the Reading Specialization at National University.

    Agreement in research on dyslexia

    The International Literacy Association’s Research Advisory (2016) reports these important convergences in the research on dyslexia:

    • Both boys and girls have more difficulty than others in learning to read regardless of their levels of intelligence; however, with engaging instruction that is responsive to students' needs, the percentage of school children having continuing difficulty is small.
    • The nature and causes of dyslexia are still under investigation, although genetics and neurology appear to play a role.
    • Dyslexia, or severe reading difficulties, do not result from visual problems producing letter and word reversals.
    • Many researchers accept the idea that dyslexia/severe reading difficulties result from analyzing and manipulating sounds in words.
    • Currently, there is no best method for teaching students with dyslexia. As students classified as dyslexic have varying strengths and challenges, instruction calls for teachers’ professional expertise.

    Integration of technology

    Teachers need to integrate new technologies into their repertoire of teaching strategies; however, when teaching students with dyslexia, computer programs need to be combined with direct instruction, as noted by Kelli Sandman-Hurley in Dyslexia Advocate! How to Advocate for a Child With Dyslexia Within the Public Education System. Below are suggested technologies for integration into reading instruction.

    Digital tools for word recognition

    M any e-books have text-to-speech features to enhance key content. For example, Bridget Dalton and Dana Grisham’s recommendations for Ten Ways To Use Technology to Build Vocabulary include ideas for using digital tools such as Wordle and Wordsift to quickly generate visual displays with word mapping technologies that highlight the most frequently used (and perhaps most important) words in a text.
    Other useful learning supports in this category include the following:

    • Learning Ally: This collection of 80,000 audio books at all grade levels highlights words as students read along.
    • Bookshare: This online library has 370,000 books for people with print difficulties. 
    • Dolch Word Lists: These are sorted by grade level, and can also remind educators of the most common 220 words and 95 nouns encountered in children’s books. These words need to both connect to and have meaning for students.

    Bookshare is free but Learning Ally requires a subscription, and both require documentation of a print-based disability.

    Digital tools for fluency

    Students with dyslexia may also experience fluency difficulties because of processing differences in the brain. The process of translating written symbols into the correct combination of sounds in order to create a word can be challenging for some individuals. Consequently, this lack of speed can hinder comprehension. The use of technology can be incorporated into research-based instructional methods to support growth in reading fluency, as Theresa J. Palumbo and Jennifer R. Willcutt wrote in What Research Has to Say About Fluency Instruction. Notably, all of the aforementioned digital tools that support Word Recognition offer students opportunities to practice their reading fluency as well.

    Digital tools for comprehension

    Several digital tools can also be useful to build reading comprehension skills. A few of my favorites are listed:

    • Plot Diagram is an organizational tool that allows readers to visualize the key features of narrative and expository text. Desktop software such as Inspiration 9 or Kidspiration for younger children can also be used to develop graphic organizers to create comprehension lessons.
    •  Cast Book Builder supports reading comprehension development in a digital interface that enables teachers to create picture books and texts with embedded pedagogical agents that prompt students to use reading strategies and to provide models and think-alouds.
    •  Rewordify is a web-based tool that helps students better understand and learn new words. Readers can click on words in text they do not understand and a word with the same meaning will be shown and pronounced for them. 

    Technology is advancing quickly. By 2030, handheld devices and other tools such as iPods, tablets, smartphones, and computers will probably be replaced with new technologies to empower dyslexic students with dyslexia. To keep up with these changes, we, as educators, need to keep learning throughout our teaching careers. For further reading about Assistive Technology Solutions for Dyslexia, visit www.atdyslexia.com.

    marilyn moore headshotMarilyn E. Moore, EdD, is professor of education at National University in La Jolla, CA, and serves as faculty lead for the Reading Program.

    This article is part of a series from the Technology in Literacy Education Special Interest Group (TILE-SIG).

     
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    Bring Flow to the Classroom

    By David Quinn
     | Apr 08, 2016

    ThinkstockPhotos-77743696_x300Over the last decade, schools have been increasing their technology infrastructure for a wide variety of reasons, including making school more engaging for students. Thus far, the benefits in regards to engagement have yet to materialize. In January, the Gallup Poll released its annual Student Poll results, showing that only 50% of students met the engaged criteria (involvement in and enthusiasm for school) and 21% of students were fully disengaged. According to the survey, engagement declines in every grade, beginning from 5th to 6th grade before bottoming out in 11th grade. Almost half (45%) of responses were neutral or disagreed with the statement “At this school, I get to do what I do best every day.” From 2012, engagement levels at each grade are down across the board, and active disengagement has risen in that time from 16% to 21% of respondents. Although technology may be part of addressing the engagement issue, our current uses don’t appear to be moving the needle. In turn, we might be better served by shifting our focus to engagement itself.

    What do we know about student engagement?

    David Shernoff and Mihaly Csikszentmihalyi have spent years studying engagement and how it is achieved. Full engagement—which Csikszentmihalyi has termed flow—is described as a fully immersive experience where all mental energy is going into a meaningful task. Our skills are matched with an appropriate challenge that stretches our ability, but not to the extent of frustration. Time seems to fly by, we feel in control, and in many cases forget about our outside troubles and shortcomings. Setting goals and using feedback to move toward those goals are also essential components. Larry Ferlazzo has a fantastic blog with additional resources on flow.

    According to Shernoff and Csikszentmihalyi, student engagement exists when students experience high levels of three factors: concentration, interest, and enjoyment. Concentration is the focus and mental energy put toward a specific goal or task. Interest is conceptualized as a student’s level of intrinsic motivation to expend time and effort into a task or building specific skills. Finally, enjoyment is a student’s feeling of satisfaction as a result of participating in the learning event.

    These conditions arise when students are presented with learning opportunities that they deem to be both challenging and relevant. Choice and control over the learning experience are crucial to student engagement. Mismatches between a task’s challenge and a student’s skill set can lead to anxiety or boredom. Additionally, student flow appears to be symbiotic with teacher flow as high student engagement leads to a teacher’s sense of flow as he or she builds his or her differentiation skills to meet the needs of students. Research suggests that traditional lectures, videos, and exams are typically some of the least effective means to increase student engagement. Well-structured, student-selected inquiry tasks, however, are an excellent method to help students reach “flow.”

    Examples from the field

    Previously, I’ve written about my own experiences coleading students in interest-driven inquiry via a structure known as Genius Hour. In these multiweek inquiry projects, students are given at least one class period per week to explore a topic of interest. Students then share their findings in a TED-style talk. We’ve made two changes to our model this year. First, we’ve used the Right Question Institute’s Question Formulation Technique to help students better articulate their inquiries via interesting questions. Second, we plan to link students with a mentor or “broker” who can help the student with their chosen project. There is a multitude of resources for implementing Genius Hour including websites, books, and a vibrant Twitter community.

    Interest-driven digital inquiry can also be done effectively with specific content area constraints as well. History teachers at Attleboro High School in Massachusetts have been making inquiry a regular part of their teaching practice. In Nicole Lane’s Government Course, students spend the trimester investigating self-selected problems within the local community. Students explore the root causes and solutions via both Internet research and e-mails or one-to-one meetings with municipal and state officials and then publically present their findings at the end of the term. In another class, Ari Weinstein teamed up with science colleague Gregg Finale to create the cross-disciplinary course, Science and Public Policy. In this class, students have tackled topics such as how to install solar panels on school buildings and how to teach middle school students about global warning. An interesting wrinkle to this course is that students design their projects so they can be handed off to peers taking the class in the next semester, enabling future students to build on and expand the existing work.

    Attleboro High School History department head Tobey Reed has been a strong advocate for the use of inquiry in history courses. “I believe that this is the way that people learn naturally so why would we try to get them to learn another way?” he asked. “I think that it engages them as well because they are invested in finding out the ‘answer’ or at least understanding the question.”  

    Making the pedagogical shift to inquiry, particularly digital inquiry, can be a challenge. “Almost all of it is foreign to them (students) because in many ways it’s the opposite of how they’ve traditionally done school,” said Attleboro history teacher Brian Hodges. “Students tend to struggle with asking good questions, finding and especially evaluating sources, contextualizing information they find and then turning it into a product.” Fortunately, teachers can now look to the Internet for resources to help improve students’ critical evaluation and digital authorship skills.

    Despite the challenges, the benefits are extensive for students and teachers alike. Hodges explained, “Inquiry was difficult at the beginning because the idea was foreign to me, but the practice is way more engaging and way more enjoyable.” His students also appear to be reaching flow in these contexts. “There will be stretches in class when I’ll be going group to group and they’ll essentially tell me to go away and stop bothering them because they’re in the zone.” Reed said despite the extra planning, the digital inquiry project process makes it all worthwhile. “When the project is in full swing, it is way more fun to facilitate. The problems are unique and real.  The questions are honest and the engagement is infectious.”

    David Quinn is a doctoral student in URI/RIC PhD in Education program and a member of the Attleboro School Committee. Previously, he was a history teacher at King Philip Middle School in Norfolk, MA.

    This article is part of a series from the Technology in Literacy Education Special Interest Group (TILE-SIG).

     
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    Collaborating in Google Drive to Grow an Instructional Framework for Literacy

    By Julie B. Wise and Meg Rishel
     | Apr 01, 2016

    Instructional Framework for LiteracyFrom the schoolhouse bells to the rows of desks, educational systems were once constructed to mirror the centralized structure of industrial workplaces. However, postindustrial workplace structures are rapidly adapting to living networks of collaboration and creativity. How can educators design hybrid learning environments that prepare students for the deictic literacies of future workplaces?

    Connectivism, as defined by George Siemens, is a learning theory that embraces the impact of a global society that adapts to rapidly changing Information and Communication Technologies (ICTs) through real-time collaborative networks. When designing hybrid learning environments, the theory of connectivism provides an ecosystem for educators to move beyond hardcopy curriculum binders to an online living curriculum.

    During the 2015–2016 school year, we worked with a rural school district in southeastern Pennsylvania as it began its second year of implementing Chromebooks within a hybrid model of literacy instruction. As defined by this school district, a hybrid model contains direct, collaborative, and independent learning using both print and digital texts. To help educators conceptualize connectivism, we use a terrarium as a metaphor to explain the process of cultivating a living curriculum.

    Layer 1: Select a shared space for living documents

    Just as the glass of a terrarium creates the environment for growing plants, Google Drive provides a space for educators to cultivate a living curriculum.Google Drive is a free, online file storage system that provides a space to create and collaborate with others in real time. Real time is an essential component of a living curriculum because it moves educators from individual planning to collaboratively designing hybrid learning environments. For example, teachers used the comment feature on Google Docs to post revision suggestions and questions as they differentiated their English language arts instruction.

    Layer 2: Establish foundational essentials

    Gravel, the foundational layer of a terrarium, is made of several different types of rocks. Like the gravel, educators need to determine the variety of essential skills students need to be successful in school and future workplace. For instance, Common Core State Standards and College and Career Readiness initiatives suggest learning goals by grade level and content area. Because literacy skills are required in every field of study, it was important for teachers to cultivate a living curriculum that provided opportunities for students to practice these multidisciplinary literacies.

    Layer 3: Balance common print and digital resources

    Charcoal filters out toxins in the terrarium so the plants can thrive. Layering in authentic and relevant texts, like the charcoal, cultivates an environment for students to thrive as readers and writers. Instead of buying new texts, teachers critically examined current resources (i.e., anthologies, basals, science and social studies textbooks) that were already predominate in every classroom. Outdated stories and articles were filtered out and replaced with free, online resources that support students’ diverse interests and reading levels. For instance, teachers were able to access free, digital archives of magazines like National Geographic Explorer, Highlights, and NewsELA. Even graphic novelists such as Andy Runton (Owly) offer free digital copies of their work. Teachers also integrated interactive digital videos (e.g., Wonderopolis, Playposit, and TED-Ed) to engage students and extend their background knowledge. The hyperlink feature in Google Docs enabled teachers to quickly link and access new resources to the living curriculum, which grew into relevant multimodal text sets that balanced authentic print and digital texts.

    Layer 4: Organize and create module components

    Adding soil to the terrarium provides a mix of nutrients crucial for plant growth. A module, like soil, contains a mix of eligible content crucial for effective literacy instruction. Using the Google Docs, teachers outlined four modules, one for each marking period, and sorted standards and resources in a way that allowed for a progression of learning. Though all domains (i.e., foundational skills, comprehension and vocabulary, writing and language, speaking and listening) were covered, careful thought was given to the amount of time students would need to master different skills. The organized list of multidisciplinary skills and resources helped teachers recognize patterns and connections to real-world situations. For example, teachers use to teach isolated units on story structure in reading, weather in science, and Post-Revolutionary War events in social studies. Analyzing organized eligible content across the module cultivated an environment that enabled teachers to connect these isolated units into one central theme that addressed the importance of understanding how changes in the world impact the way people relate to each other. As a result, Changes became the title of the first module. The last task in this layer required teachers to create 8–10 learning goals and scales, identify academic vocabulary, and pose essential questions as a way to clarify the behaviors and language students need to become inquiring, critical thinking citizens.

    Layer 5: Add instructional methods and assessment

    Selecting plants for a terrarium requires careful consideration of light, size of the foliage, and level of humidity. Because Google Docs have unlimited content capacity, teachers were able to carefully design a vibrant array of instructional methods and assessment. Each module contained seven cycles with six days of 90-minute English language arts instruction time. Within a hybrid learning environment, cycles were written to balance whole group, direct (small group), collaborative, and independent learning. Summative assessments were embedded at the beginning and end of each module to guide differentiating instruction. At the same time, formative assessments were embedded throughout each cycle to inform the level of scaffolding students required. Learning goals were paired with instructional methods to keep the learning fresh and vibrant. Teachers across the district, from three schools, were able to access the living curriculum, on demand, to add comments where instruction needed adjusted or to add links to new resources they created or found online.

    Tending to a hybrid learning environment

    The benefits of using Google Docs go beyond having teachers engage in ICTs in order to access the curriculum. Using Google Docs has cultivated a community of collaboration and connectivism, a sense that everyone is working as a team to tending to the living curriculum. Where scripted lessons were once provided in basal teacher manuals, educators now care for these living documents the same way they would a terrarium. Teachers continue to cultivate the hybrid learning environments by adding new or updated resources anytime from their devices with Internet access to Google Apps. Designated grade-level leaders review comments made on documents and make real-time changes that grow and adapt to the ever-changing technology, resources, and needs of students. In this manner, educators are able to keep the curriculum writing process in constant momentum without revisiting dead documents every five years. As a result, educators are invested in keeping teaching and learning alive.

    Additional resources:

    1. A module for second grade.
    2. A cycle for second grade.
    3. A previous blog post about the three-week instructional framework we used to support teachers’ pedagogical technological and content knowledge.

    Julie B. Wise is a doctoral candidate at the University of Delaware. You can follow her onTwitter. Meg Rishel is an Instructional ELA Coach for Eastern York School District. You can follow her on Twitter.

    This article is part of a series from the Technology in Literacy Education Special Interest Group (TILE-SIG).

     
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