Sunday, February 24, 2019

Utilizing Augmented Reality as an Impetus for Learning

Technology continues to make inroads in classrooms across the world at a dizzying pace. This makes complete sense as every learner in our classrooms at this point have known nothing but a digital world. In many cases, they’ve grown up with access to incredibly immersive technology practically since birth. As a result, it can be difficult at times to compete for attention using traditional teaching methods like whiteboards, worksheets, and extended direct instruction. When the experience is mostly passive relying on strategies that might have worked well in the past, it’s no surprise that classroom engagement learning to meaningful learning has been negatively impacted. In Learning Transformed, Tom Murray and I showcased some compelling data from Gallop that emphasizes this point. 

As I have written extensively in the past the digital world that we are now all apart of provides so much promise with paired with sound pedagogy. Instead of fighting the use of tech in the classroom and schools’ educators should not only embrace it embrace but look to expand their toolbox to better empower learners. With so many options to choose from it can be both exhilarating and frustrating at the same time. It seems that every day I’m introduced to a new tech tool that promises to change education.  While the premise of many possesses potential, the challenge is to determine which tools are or will have a real impact on education. Research has shown that educational technology has the most effect on learners when it is part of an interactive experience, uses to explore and create as opposed to drill and kill, and consists of the right blend of teachers and technology. 

To improve outcomes student agency has to be at the forefront. I’ve always preferred tools that let students take control of their learning by turning passive consumers into creators because it allows them to tap into their imagination, while the learning happens naturally. I was blown away when I discovered Metaverse and seeing it utilized in a classroom during a recent coaching visit. It is a platform that makes it easy for anyone to create augmented reality experiences without having to code. I have not seen any other tools come close when it comes to ease of use and student engagement.

So, what is augmented reality (AR)? Using the camera on a mobile device (phone, tablet) AR overlays images/media over the real world. It is a social experience, as opposed to virtual reality (VR) where a single student would wear goggles that would obstruct them from their surroundings. AR might have started out as a novelty but has now become a fantastic way to engage students through authentic learning experiences. There are many reasons to incorporate AR in the classroom. A short list includes letting students experience characters/imagery that would not otherwise be accessible (historical figures), new places (enhanced field trips), added interactivity to classroom materials, gamified learning, and more immersive opportunities aligned to the curriculum.

As mentioned previously, I was first introduced to Metaverse during a coaching visit where students were creating AR projects for their peers to review ELA concepts. Since then it’s been fascinating to see Metaverse being embraced by educators in large numbers. What sets Metaverse apart from other AR tools is that anyone can create their own experiences quickly and easily. Metaverse consists of two components; Metaverse Studio where experiences are built in and the Metaverse app (iOS, Android and Chromebooks) where the can be subsequently viewed. Experiences are created by combining components on a storyboard (think digital Lego’s). Building your first AR Experience takes minutes. Here’s a quick tutorial.

Whether you are an educator or a student there are so many tasks you can create in Metaverse including:

  • AR quizzes
  • Games
  • Choose your own adventure
  • Field trips
  • Digital breakout puzzles (AR Breakout EDU)
  • Scavenger hunts/tours (experiences can be placed at GPS locations, similar to Pokemon GO)
  • Audio games
  • Interactive stories

Metaverse is free for anyone to create and view AR Experiences (you can create as many as you like). The collections feature is a premium addition to Metaverse Studio that is geared towards teachers who have students creating their own experiences. For more information check out the Metaverse blog to see what teachers are creating and check them out on Twitter

Sunday, February 17, 2019

The Two Most Important Questions to Ask to Determine if Learning is Taking Place

There are so many thoughts and ideas as to what learning really looks and feels like. From these conversations, educators form their own perspectives and opinions that best align with the vision, mission, and goals of their classroom, school or district.  However, a consensus is critical if the goal is scalable change that results in improved learning outcomes. As I have written extensively in the past, research and evidence should play a significant role in what learning can and should be as well as whether or not it is actually taking place.  Common vision, language, expectations, and look-fors go a long way to creating a vibrant learning culture.

Recently I posted the following tweet. 

It seemed to resonate with many educators.  I decided to post this update when I saw my friend Greg Bagby share an image of the Rigor Relevance Framework where technology is considered. Thus, my tweet referenced a digital angle.  In hindsight though, I should have written the tweet to align with what I genuinely believe in.  Some of the commentary I received reinforced what I always speak and write about as well as coach on; that the two questions I posed are important both with and without technology.  So, when it comes to learning, the two most important questions are:

  1. Are kids thinking at increasing levels of knowledge taxonomy?
  2. How are kids applying their thinking in relevant ways?

The Rigor Relevance Framework provides a practical way to determine the answers to both of these questions by looking at the level of questioning and the tasks that kids are engaged in.  

Consider it a litmus test of sorts. Where do the instruction (what the teacher does) and the learning (what the kid does) fall in terms of the four quads?  Good instruction can, and should, lead to empowered learning, with movement along both the thinking and application continuums. The point here is to not reside in Quad D as that is a place you visit once and a while, but it should be an area that learners are moved to at some point during a unit of study. When technology is added to the mix, it should be utilized purposefully by the learner in ways that address the two questions posed above.

The image above conveys a critical point.  We should never look at technology as a distinct element separate from curriculum, instruction, and assessment.  Each of these in their own right intersects in ways to support and enhance learning. It is essential to understand that the role of any digital tool or experience is to empower learners to think in ways that represent a fundamental improvement over traditional practice. The use of technology leads to yet another critical question – How are kids using technology to learn in ways that they couldn’t without it? 

All in all, learning has to be the focus. It’s up to you to determine if it is, in fact, taking place and if not what can be done to ensure that it is. 

Sunday, February 10, 2019

Are Students Off-Task in Class on Phones? There's an App for That!

As teachers and administrators, grappling with off-task behaviors and distractions when it comes to student phones in the classroom has occurred at some point. Recently I recently learned about Pocket Points, an app that educators are using to promote better decision-making amongst students with the goal of keeping them off their phones when not being used to achieve learning outcomes associated with the class. More on this in a little bit. 

I am a huge proponent of harnessing and leveraging mobile technology in the classroom. As the principal, I decided to implement Bring Your Own Device back in 2010 as a way to not only take advantage of student-owned devices but to also improve the learning culture through more empowerment and ownership.  In Uncommon Learning, I detailed the necessary steps we took to ensure success. The key, whether 1:1 or BYOD, is to thoroughly plan and put learning at the forefront for kids, teachers, and administrators.  

However, planning can only get you so far. Building pedagogical capacity both with and without technology must be prioritized.  Mobile technology is more accessible than it has ever been. The urge to go on a personal device in schools, with and without mobile learning initiatives, has grown exponentially.  Up until recently, there have been two main deterrents:
  1. Well-designed lessons that are relevant to kids combined with sound classroom management
  2. A school culture that empowers kids to use their devices responsibly
Now the above strategies might still work well, but in my experience working in schools as a job-embedded coach, I have seen more and more students off-task. No matter how well we plan or work to develop a positive school culture, off-task behavior still occurs. Enter a third deterrent mentioned at the beginning of this post called Pocket Points. 

Pocket Points was founded in 2014 by two college students who noticed a disturbing trend among their classmates in that too many kids were spending class glued to their phones, ignoring their professors' best attempts to teach them. They had the idea to create an app that would reward students for paying attention in class. They got local businesses to agree to offer free and discounted food as rewards on Pocket Points, and it spread through the campus like wildfire. Within a few weeks, half of the student body was using the app. 

The developers spent the next few years spreading Pocket Points to every college in the country as well as high schools. Through their growth, they came to the realization that the problem was even more prevalent at the high school level than college, and these teachers felt the impact more than anyone. As a result, a Teacher Rewards program was developed. This program allows teachers to directly offer rewards to their students on Pocket Points for staying focused in class. The hope is that it will act as a support tool that teachers can use to help their students develop healthy phone habits while maintaining engagement on learning tasks in the classroom. In the near future teachers will have the ability to "whitelist" certain educational apps, meaning students could continue to earn rewards while using these as part of the learning process. This should help teachers who integrate phones as educational tools keep their students on task.

Getting started is easy. Students can download the Pocket Points app for free from the app store. They sign up, select their school, and they can begin earning rewards. Here they will find a gift page on the app full of rewards provided by companies, including Redbox, Panda Express, and Papa Johns on the national level. There's a variety of online companies that are available to all students as well. In many areas, partnerships with local restaurants and retailers provide even more rewards, all of which cost points.

Points can be earned in a variety of ways. Initially, they could only be earned when a student had his or her phone out of sight when not being used as part of the teaching and learning process. Now kids can earn points when they are not in school, though they need to set and successfully complete a time off phone goal to get the points. There is also a great feature where the app automatically tracks when a student is driving and gives points if he or she remains undistracted.

Schools and teachers can leverage this app to provide positive reinforcement while combatting the issue of off-task cell phone behaviors, which cause a distraction in the classroom. This issue has become pervasive in many cases while frustrating teachers and administrators alike. It's a battle that most are tired of fighting. 

Empowering kids to use devices as tools to support and enhance their learning is, and always will be, the goal. However, balance is critical, and technology will not improve every lesson or task. In either case, Pocket Points might be an option to help overcome battles with phones to create a school culture that sets up students for success now and in the future. 

Sunday, February 3, 2019

Blending with Playlists

In an effort to personalize learning more and more educators are turning to blended learning strategies. Before getting into the specifics of this post, it is important to flesh out each concept to ensure the efficacy of these shifts in pedagogy.  When it comes to personalized learning, the “personal” should be emphasized.  Putting all kids in front of a device and having them engaged in an adaptive learning tool all at the same time is not personalized.  Here is my take on the strategy:
Personalized learning represents a movement from the “what” to the “who” as a means to facilitate student ownership of the learning process.  It considers the tailoring of pedagogy, curriculum, and environments by or for learners to meet their different learning needs and passions. In many cases, but not all, technology is a catalyst to facilitate the personalization of the learning environment.
The lofty outcomes listed above can be accomplished using a variety of innovative strategies.  The key is to shift the balance of power and time from instruction (what the teacher does) to learning (what the kid does).  Blended learning, as a means to personalize, is one way to accomplish this. However, there still seems to be a great deal of confusion as to what this really entails.  Many times, blended instruction is confused with blended learning. Here is the difference. 

See the difference? The transfer of power and time is apparent as the learner is in the driver’s seat. This is not to say that a teacher using a variety of tools as part of daily instruction isn’t effective, but this is not blended learning.  Content and process matter if the goal is to move to a more personalized approach through increased student agency. Wells Elementary School in the Cypress-Fairbanks Independent School District (CFISD) is one of the best examples I have seen when it comes to effective blended learning at school. Up until recently station rotation and choice boards where preferred strategies utilized by the teachers here. However, during my recent coaching visit, I began to see the implementation of playlists across all grade levels. 

So what is a playlist exactly? I pulled the following from the blog of Jennifer Gonzalez, who profiled the work of Tracy Enos in this area:
A playlist, an individualized digital assignment chart that students work through at their own pace. With playlists, the responsibility for executing the learning plan shifts: Students are given the unit plan, including access to all the lessons (in text or video form), ahead of time. With the learning plan in hand, students work through the lessons and assignments at their own pace. And because each student has their own digital copy of the playlist (delivered through a system like Google Classroom), the teacher can customize the list to meet each student’s needs.
As I visited classrooms, I saw many different versions of the playlist, but the overall goals associated with path, pace, and place remained the same. Andrew Huckeba created a playlist for his 5th-grade math students where they worked through various activities on multiplying and diving fractions.  As they finished a task, they colored in the corresponding box next to their name.  While the majority of the class progressed through the playlist, Andrew worked one-on-one with students that needed the most assistance. Herein lies one of the most essential elements of any personalized experience – kids getting help who need it the most.

First-grade teacher Anna Fisher has also implemented playlists in her classroom along with many of her colleagues. After hearing about how she improved the strategy following feedback I provided as part of the coaching process I asked her to share what she was doing.  Below is her take on the use of a playlist for reading (you can see the entire activity HERE).
Here’s how it works.  Each 'village' is one of my reading groups that are grouped by reading/skill level. The barrels at the bottom, fish and steak, go along with corresponding reading task cards that are grouped by skill level/skills being targeted. I'm currently working on how to make it even more differentiated. They fill in their responses in their reading journals which they take to partner reading to share. I got these cards from Teachers Pay Teachers and added some of my own. The student looks at how many of each barrel they need to complete that day and then fill in that amount with snowballs on their igloo. The barrel in the back is a work in progress.  On a rotation, one group each day completes one task on the Lego board I showed you. The students have the opportunity throughout the week to record their responses on Class Dojo and share with me during group time. 
Playlists can provide a true path to personalization.  Michael Putman provides this take:
Imagine a school where students arrive at their classroom and start their day by using their mobile device to scan a unique QR code posted on the door. The QR code points the students to a website that includes a series of activities aligned with their individual learning needs. As the teacher enters the room a short time later, she briefly conferences with each student regarding his or her progress, while the rest of the class continues to engage with their tasks.
Ownership of learning requires a more personal approach. From differentiating instruction to maximizing the impact of flexible learning spaces, the use of playlists aligned to sound pedagogy can add more purpose in the eyes of kids as they engage in tasks while developing independence and self-management competencies.