Showing posts with label creativity. Show all posts
Showing posts with label creativity. Show all posts

Sunday, February 8, 2015

Let's Design a School!

Crossposted at SlowchatED.

If you enjoy Twitter conversations on education and you're not yet familiar with #slowchatED, I highly recommend having a look. Rather than juggling questions and answers at the breakneck pace of many popular discussions, the #slowchatED model offers the opportunity for conversations that may benefit from a little more reflection. We push out one question per day over the course of a week, and throughout the week, participants are welcome to share their ideas as they are able and at their own pace.

Using the #slowchatED model, I'd like for us to design a school together, looking at individual aspects of school models over the course of the discussion. We've discussed similar questions in other Twitter groups, but I don't believe that we've given ourselves sufficient time to explore our own ideas in depth, nor have I see much discussion of what an actual schedule, org chart, etc. would look like, if we had a say in their creation. With this particular discussion, I'm hoping to see not just theoretical ideas but actual concrete and specific solutions to the problems we've all dealt with. It's one thing to give our opinions as critics, but it's another thing altogether to offer solutions to problems we regularly discuss from the point of view of designers—we need to start doing more of this kind of work. Though each question below is broad enough for a Twitter discussion of its own, we'll use them to work toward our own designs for successful school models in this way:
Q1 What does your ideal school calendar look like (i.e., daily schedule, teaching vs. service days, etc.)?
Q2 What does your ideal physical space look like (e.g., classrooms, offices, community space, etc.)?
Q3 Describe the ideal organizational structure of your school. Who makes decisions and how?
Q4 How do you hire, train, and retain quality teaching talent? Outline your ideal supporting PD program.
Q5 What else makes your ideal school unique or what wild idea would you love to try? What did we miss?
Q6 Write your school's mission statement.
I'm eager to hear a variety of thoughts on these questions, but I'm even more excited for the ancillary conversations that will be born from our discussion. In particular, I'm curious to know what I haven't yet thought of as being of central importance for school design. It will certainly be the case that the room will be smarter than any individual, and thanks to the variety of points of view and the general diversity of opinion on Twitter, I expect that these questions will be just starting points allowing us to explore school design more deeply. I hope that we push each other's ideas to give us the opportunity to dive deeply into what we think is fundamental for school design. There will be no wrong answers!

With these questions as our starting point, how might we design a school? This is your perfect world in which you get to build your perfect school. Assume that there are no restrictions or limits for our designs; but however imaginative and revolutionary they may be, let's also try to build a school that's feasible. At the end of the week, I'll invite everyone to reflect on our respective school designs and capture your model in a blog post of your own to share what you learned in the process. I can't wait to see what we each build over the course of the week of Feb. 9.

Monday, January 12, 2015

Roman Architecture in Minecraft

The caldarium in a Roman bath

Last year, as our school began its 1:1 BYOL program in the 7th grade, I had the opportunity to redesign our Latin IA course to incorporate technology within the Latin program. In doing so, I redeveloped our introductory level curriculum around thematic "modules" that are each split between core content work and a project devoted on some cultural component, e.g. Roman architecture and engineering (cf. the complete course breakdown). I've written a little about these projects, e.g. the Modulus I project on Roman geography here, and soon, hopefully, I'll have more to say about the overall project and its evolution this year.

A latrina from a Roman fort

We're currently finishing up Modulus IV, in which students were challenged to learn something about Roman architecture and engineering using some provided resources, including Yale's free MOOC on Roman architecture. Using this content knowledge, kids were then asked to build an authentic Roman structure of their own choosing, as determined by their interests. Ideally, their structure ties into both our Modulus II project, in which they developed an ancient persona using an infographic and our Modulus III project, in which they described how this persona would have interacted with people using modern social media. The Modulus IV project, to continue with this progression progression, asks students to consider how Romans interacted with physical space. In particular, we considered the following questions:
  • What were some of the most common Roman structures?
  • What did they look like and why?
  • How did the Romans build them?
  • How did Romans use them?
An elaborate Roman villa

A number of options were available for building the structure, including pen/paper, Build with Chrome, Sketchup, and Minecraft (but only for the kids who chose to use it). It's not my intention to privilege Minecraft to our other project platforms, and the projects done with the other tools were exceptional. But using Minecraft, i.e., a video game, posed the biggest challenge and risk, given that not everyone believes that a game can be used as an educational tool. Based on our accomplishments in just a week, I think we've proven them wrong: several other teachers commented on how much the kids were talking about the project all week, and the collective work done in our world has amazed everyone who's seen it.

Last year's Minecraft projects were fantastic, but because kids using it worked on their own in single-player mode, I wasn't able to oversee their work nor could I keep it together in some central place. This year, thanks in part to +Diane Main's session at edcampSFBay last August, I decided to use a server and ended up using Apex (paid), which allows up to 24 players to be logged into our world at any time (other options are available too). All in all, 21 students elected to build in Minecraft, and I've been able to watch them work together over the course of the week. While there is no "group" option within the project, with groups of kids working on a single structure, most kids have decided to build complementary structures in our makeshift town.

The finished product to this project (whether using Minecraft, Sketchup, etc.) is a screencast video that narrates students' engagement with the questions above, while also pointing out any salient architectural features or interesting points of engineering students want to share. The videos will be uploaded to YouTube to share with the each other and the rest of our Latin program.

A working aqueduct

We didn't use as much Latin in this project as I anticipated, but the quality of work done has been quite impressive and the cultural understanding that we gained provides a worthwhile offset. Kids who build structures by hand did a fantastic job recreating Roman homes and other public structures, and those who used Sketchup and Build with Chrome did amazing work modeling Roman temples and arenas. The Minecraft projects were exceptionally creative, especially with the Romecraft texture pack that turns Minecraft blocks and tools into their comparable ancient versions and allows us to build columns, mosaics, and other amazing things in a more authentic Roman style.

A Roman amphitheater

Working together in one place, our class built excellent examples of homes, baths, temples, a forum complete with shops, a working aqueduct, and even a latrine, along with a road connecting most of our structures (cf. some screenshots here). Most impressive, perhaps, was the way the kids helped each other, with the more experienced crafters lending their support to the noobs, giving them helpful advice and even landing a hand in construction. Through watching them work in it this year, I myself learned quite a lot about Minecraft and now appreciate more than ever how intricate and involved crafting is with it. In addition to architecture and engineering, it can be used to teach art, design, geometry, Boolean logic and circuit design, physics, and so much more.

Though I only asked for videos about a minute in length, the average video ran for 4min (cf. a great one below). I'm amazed how much effort our kids put into their work in such a short period of time, and it's truly remarkable what kids can accomplish when working together toward a common goal. If there were any doubts in my mind about independent project work of this sort, they've been summarily dismissed. Not only did our Latin students absorb a thorough amount of content that they were able to relate to ideas developed previous projects, but they had an opportunity to explore their own creativity and work together to build something they themselves deeply valued. Most of all, they had fun doing it, and I'm confident that a high percentage of our class found themselves in a flow state when working on their projects. We'll continue using Minecraft in our JCL club meetings, when our world will continue to evolve.


—

Educators interested in using Minecraft in their classes should have a look at the free Minecraft for Educators course offered online by the Canvas Network beginning later this month. Below, I'll list few things I learned that would have helped get the project off the ground a little more smoothly:

Setting up the server
  • If not using MinecraftEDU, a hosted server, e.g. on Apex, is advantageous, in that it runs 24-7 and doesn't depend on the power of your own computer. For a server allowing 10 simultaneous players, the cost is $4/month, and for 24 players, it's $7/month—a very worthy investment.
  • The Minecraft Wiki is hugely helpful in understanding how the game works, including learning how to use commands. There are also a number of amazing communities supporting Minecraft builders, like the G+ Minecraft in Education community, to name just one.
  • Before opening up the server to players, make it very clear that "griefing", i.e. giving other players a hard time by damaging their work, will not be tolerated in any way. Kids will put a heroic amount of time into their work, and so anything that prevents students from working or tampering with their work in any way cannot be allowed.
Game play and manipulation
  • It can be very helpful to learn how the coordinate system works in Minecraft, since, upon creation of a world, you can set aside a clearly defined area in which students are to work. From there, work can proceed radially outward. Otherwise, it may be difficult to track all of the work that will spread out over a surprisingly large area in the game.
  • As soon as they begin working, ask students to provide you with the coordinates for their particular workspace and keep them handy. You'll be easily able to teleport both yourself and others around using them.
  • OP yourself (i.e., make yourself an operator) and use some of the more helpful game rules to make it easier for everyone to build, e.g. "/gamerule doDaylightCycle false" for permanent daylight, "/gamerule doMobSpawning false" to keep harmful mobs away, "/gamerule keepInventory true" to ensure that death doesn't lead to lost items, etc. The command "/weather clear" is also very useful for keeping the rain away, etc.
  • When first starting, put players in creative mode and set the difficulty to "Peaceful" to allow players a chance to get comfortable with game play. Otherwise, some mobs may spawn that damage structures. Combat can follow as soon as players are ready.
  • The "tab" key can be used to autocomplete names of players currently on a server. For example, "/tp mo" + tab will automatically give "/tp mosspike" (assuming there are no other players with a name beginning with "mo").
  • The "@" selector can be used to select multiple players, which can be very iseful. @a, for example, selects all players, @p selects the closest player, @r selects a random player, and @e selects all entities. Therefore, the command "/gamemode 1 @a" puts all players in creative mode.
  • The "adventure" game mode can be useful for taking screenshots and watching others work. In addition to being invisible, you can't interact with blocks (i.e., you can't break stuff!).
Screencasting
  • For those who don't have the $27 game, I highly recommend sharing Minecraft work through a screencast. On Macs, this is easily done using Apple's native Quicktime. With PCs, there are a number of free tools like Jing that easily record screens.
  • Ensure that the computer volume in Minecraft is low enough that it doesn't interfere with the tour narration.
  • It can also be helpful to turn the chat off while screencasting, which can easily be done in "Settings".
Since I'm still a noob myself, I'd welcome comments and suggestions to continue the conversation, and I'd love to see what others are doing with Minecraft in their classrooms.

Tuesday, September 9, 2014

Cultivating a Gratitude Practice

Latin IA Gratitude Notes
Following the CUE Manhattan Beach Rock Star camp, friend and colleague +Karl Lindgren-Streicher reflected on the incredible experience, sharing his gratitude with a number of influential people who have helped him along his journey. It's a great post, and now that I have spent the summer reflecting about many of the changes sweeping through our school and my role within them, I want to follow suit and start developing a regular gratitude practice of my own, beginning with how I ended up where I am today.

Though I always had an interest in technology and Google in particular, I never really pushed the envelope as far as I could in my current job and wasn't even aware of the possibilities that tech offered. Then, in the fall of 2012 our school went GAFE, and so I decided to attend a Google Summit in Boulder, CO in August to see what others have been doing with Google, working under the assumption that I was farther along than I really was.

It was the first educational conference I attended, and needless to say, I was stunned by the creativity that people were bringing to the table, and the things they were doing with their students opened my eyes to an entirely new way of thinking about teaching (especially as I look back on my notes from the summit). That's when I first met +Wendy Gorton, +Molly Schroeder, and +Mark Wagner. They introduced me to the professional world of educational technology and inspired me to get out of my comfort zone by trying new things. And Wendy in particular introduced me to the world of the Google Certified Teacher and the community that GCTs have created for themselves. I was hooked and wanted to be a part of it.

In looking back, though, I wasn't even on Twitter at the time of the Boulder summit! Thanks to what I learned there about the power of being connected, I soon got back on, after two previous failed attempts. It makes me smile to look back on my first Tweet:

It wasn't long before I stumbled onto #caedchat and started regularly participating in the weekly conversations, where I met countless other passionate educators who have since shaped my own thinking. That's where I first met Karl, and I also had the good fortune to start developing a relationship with the HBUSD crew, including +JR Ginex-Orinion, +Chris Long, +David Theriault, +Sean Ziebarth, among others like +Alice Keeler . These guys have helped me to see the value of sharing and leading by example through the interesting things they do seemingly every day.

With that momentum, I applied for the GTA in Mountain View in Dec. of 2012, though without luck. I applied again for Chicago in June of 2013, thanks to some inspiration offered by +Alice Chen, and this time luck was on my side. I had an amazing time in Chicago, thanks to the best community of educators I know and for whom I will always be grateful. They taught me the value of community and hammered home the power of the "Yes, and..." mindset. If I name one, I'd have to name them all.

It was in Chicago that I started to think about innovation and the role that design plays in education, and shortly thereafter, in the fall of 2013, I learned about design thinking and the #dtk12chat community devoted to its role in education. Through #dtk12chat, I met the Mount Vernon crew and a number of other regulars on Twitter who have had a major impact in how I now think about innovation and change. +Trey Boden, +Mary Cantwell, and +Dan Ryder, to only name a few, have made me realize that change first and foremost is about people, which has had a profound impact on how I now approach the teaching profession.

So many others have helped me along the way that it's impossible to thank them all. But these are some the folks who have been present a major turnposts in the evolution of my own thinking, and I'm grateful for the educational community that they have helped to create. Thanks go to Karl for inspiring me to write this post. I'll echo his call for others to consider who has helped them along their own paths and share it out.

—

A new school mission statement was just recently unveiled to our community, after a year of work building it. It goes well beyond traditional academic emphases, and I expect it to be a beacon for decades to come, and I'm quite proud to share it:
Harvard-Westlake strives to be
a diverse and inclusive community united by
the joyful pursuit of educational excellence,
living and learning with integrity,
and purpose beyond ourselves.
This year, I plan on cultivating a gratitude practice with my students. Once a week, we'll take about 10min to write down on a Post-It note something we're grateful for or share something good that happened in the week, and then we'll post it somewhere in the room for others to see (with or without names attached to the note). By doing this, I hope that we can create a more mindful classroom experience that underscores our new mission by actively engaging with gratitude and sharing it within our community. It should be a great year.

Saturday, July 5, 2014

FUSE14 and Designing for Engagement

Sometime last fall I stumbled onto design thinking (DT) and was immediately drawn to its grounding in working with and for people. DT, to put it simply, is a process (or, if you prefer, the DT "mindset") that can be summed up as "people-centered problem solving with a bias toward action." Since learning about it, I've been working with it as often as I could, including participating in the #dtk12chat to meet others interested in DT in education. So when I learned about FUSE14, a two-day design thinking workshop hosted at the Mount Vernon Institute for Innovation in Atlanta, I jumped on the opportunity, given that it was scheduled immediately before ISTE2014 this summer (on which cf. my reflections). At FUSE14, I was very eager to work on some problems we've been uncovering at our school with the hopes of designing prototype solutions for them.

At the event, +Melissa Strong, the chair of our MS World Languages Dept., and I represented our school in the 201 track, to which we brought our problem of "time" to put through the DT process. Using MVIFI's DEEPdt process (standing for Discover Empathize Experiment Produce; digital editions of the fantastic DEEPdt playbooks can be purchased here), we had hoped to gain a better understanding of how we manage time, with the goal of bringing back to suggestions to our community. And that's exactly what we accomplished, though not in the original way we had intended.

Discover

Our Middle School campus has 9 periods each day, with 40min in each period. It's an exceptionally short amount of sit-time to have with students each day, and more faculty of late have begun to identify problems with our schedule and have suggested that we again explore block schedules, among other ideas, making it the perfect "wicked problem."

Before jumping into the deep end of the 201 track, we were asked to organize interviews with our "users" to be held during our first day. Time affects all users (e.g., students, faculty, staff, parents, etc.) in our community, but because we were biased toward our schedule, we decided to focus mainly on our students. After 75min of great Q&A with two students and two faculty members (thank you, Regan and Ian!), we realized that we needed to take a few steps back: our problem isn't as much about time as we initially thought.

Empathize

Our interviews exceeded all expectation and gave us some very useful data to work with. In particular, they bore out a few interesting observations:
  • Kids are more engaged when introduced to new material, and they're more engaged when they're reviewing material in preparation for a test. They don't find the middle stages in a particular unit as engaging as the beginning or end.
  • When asked to "think about something" at home, kids rarely do so. Unless there's some tangible activity to be done, kids don't do work outside of the classroom, and even then, they report less engagement than when doing work in class.
  • When rushing through material, kids don't often feel that they should ask questions, and they sometimes feel that tangential questions, when not answered, must be irrelevant to the topic at hand.
  • Double periods (only in English and science) are more engaging than single periods, on account of the types of activities done in class.
  • 50min periods aren't necessarily more productive than our current 40min periods, since small talk often gets in the way.
  • Regular breaks in the middle of the day are more welcome than random breaks throughout the day. 
Based on our subsequent empathy mapping of the interviews, we concluded that time and our current schedule aren't our primary problems. Rather, time was more of a symptom of other problems, namely the problem of overall engagement and "flow" (cf. Csikszentmihalyi's TED Talk). It's not that we don't have enough time, as much as it's about how we're using the time that we do have together. In other words, a different schedule, with longer class periods, wouldn't by itself fix any of the issues that our users identified. That's not to say that I wouldn't warmly welcome more time and longer class periods, but the interview results suggest that we need to work on engagement to give our community clear reasons for using time differently, before we can tackle more concrete schedule issues. With that, Melissa and I began to dig deeper into the assumptions and obstacles standing in the way of the kinds of engagement that we believe are possible.

Experiment and Produce

Now that our discovery work has uncovered engagement as the deeper issue, we, with the help of the outstanding FUSE14 coaching staff, next needed to uncover the long-held assumptions governing how we use our time (cf. Kahneman's idea of "theory-induced blindness"). We now believe that, by challenging these assumptions to produce "How might we?" (HMW) questions that have the potential to engage our community in productive discussions around these ideas without seeming confrontational, we can start working toward new kinds of environments for not only our students, but our faculty and staff too. Our users, then, have become faculty.

1. Assumption: Students learn best through regular content-based testing.
➔ HMW transform our feedback system to reward process over product?

We broadly use the word "feedback" to include not only rote testing but everything we do that informs students of their own progress through our courses. It's the way we answer (or don't answer) questions, it's the work we do with them in class, it's our body language, and more. With this in mind, we need to think through our feedback systems in much greater detail, starting with the fact that a test isn't the only form of feedback.

2. Assumption: Rigor usually excludes creativity.
➔ HMW: Use curiosity to drive our curricula and content?

That kids are most engaged when introduced to new material underscores the power of creativity and wonder in the learning process, I think. There seems to be a widespread assumption that rigor and creativity are mutually exclusive, but this isn't the case at all, as cognitive science is proving. We need to think hard about how we can continue to challenge our students, while also encouraging them to be creative, along with building on other non-cognitive skills. This goes for us too: if we're not feeling creative in teaching, I can't imagine that we're feeling truly fulfilled.

3. Assumption: Our purpose is driven by our obligations to the school.
➔ HMW: Separate true purpose from duty or obligation in what we do as educators?

Students and faculty have a frightening small amount of free time, thanks to the regular ancillary duties and obligations (i.e., external motivators) that are asked of us within our communities. Many seem to equate such obligations with purpose, thereby using such obligations to drive purpose; but Melissa and I would like to challenge this assumption and have larger conversations about purpose (i.e., intrinsic motivators), under the belief that our purpose as educators far exceeds these obligations.

4. Assumption: Kids need daily homework and class meetings to learn.
➔ HMW: Get rid of homework?

This assumption speaks for itself. A growing body of literature (e.g., a recent Stanford study), however, including our own school's Workload Study, makes a strong case for the relative lack of value that homework offers, especially within the traditional framework. That said, this HMW question may be the most controversial, with homework being so culturally ingrained in education.

In sum, if we can challenge these assumptions and work toward engaging both our faculty and our students in different ways than we currently do, we may be able to treat the symptom of time that we've been discussing in our community. No one would say that our classes lack engagement, but after talking with students and faculty and thinking through our wicked problem, we see the big picture differently and believe that there is still opportunity for improvement. A 40min class, while still short, can still be productive, if we have more of an active understanding of how engagement works. This is only the beginning of this process, and we're hopeful that we can unpack more assumptions in conversations with our community and conduct even more interviews, when we return in the fall.

#dtk12chat at MODA

FUSE14 included a trip to MODA, the Museum of Design Atlanta, where we had the opportunity to view the Design for Social Impact exhibition and watch a live broadcast of the #dtk12chat show, hosted by +Trey Boden and +Dan Ryder. The exhibition is amazing and included a number of remarkable works by designers driven by change.


DT Resources

If new to DT and interested in learning more about it, I recommend any of the resources below. More than anything else, DT is inherently social, and so it's best to talk about it with others. Regardless of experience, I highly recommend stopping by #dtk12chat on Twitter on Wed. at 6pm PST.


—

Throughout our workshop, our coaches were insistent that we do all the work, while they only gave us guidance and some of the tools to do it. For that reason, FUSE14 was one of the most intense and rewarding PD experiences I've ever had, and I can't recommend it enough to other educators seeking to rethink how we work with people. We came to Atlanta with a problem and left with a few questions that can offer opportunity for innovation within our department and at our school. Leaving Atlanta, I have more of a designer mindset than ever, and I'm eager to get to work. Thanks to everyone who made the experience so valuable for us, including +Bo Adams for his fantastic work as MC and host, Trey Boden for designing the experience, and the entire 201 team of coaches, led by +Greg Bamford and +Jennifer Chan.