Showing posts with label Nicholas Sheninger. Show all posts
Showing posts with label Nicholas Sheninger. Show all posts

Sunday, January 21, 2018

Bridging Connections to Empower Learners

The other day I was working from home, which is a rarity for me these days.  I huddled in my home office and focused my attention on email, writing a blog post, tweaking some presentations, and updating the digital handouts that all participants get during one of my keynotes or workshops.  Always joining me on these work from home days is my beloved dog, Roxie.  Like usual she was perched on top of the couch sleeping. Her snoring not only brought a smile to my face but also made me jealous that she doesn’t have a care in the world and enjoys the life of a pampered pet. 

Later in the day I moved from my desk and joined Roxie on the couch. Before I knew it I apparently dozed off. I will be the first one to admit that I love naps and inherited this quality from my father. He is always taking an afternoon nap no matter where he is.  I realized I had fallen asleep when my son, Nick, awakened me as he returned home from school. Now I was enjoying one of those deep sleep naps so I was a tad bit annoyed that he interrupted this moment of pure joy. My annoyance with him was short lived as he had woken me up to share a current project that he completed in school.

My 7th-grade son stood above me and in his hands was a bridge that he had built as part of an engineering project. As he provided details on how he went about constructing it, I could see how proud he was of his creation.  In my opinion, Nick was beaming as his bridge ranked the 5th best out of a class of 28 students.  Typically, it is my daughter who comes home from school and consistently engages my wife and me in conversations about how awesome her day of learning was. This is not the case with my son so I relished the opportunity to dive deep into his learning experiences in this particular class.


My son's bridge

My son is fortunate to have engineering every day as a 7th grader.  Throughout the year he has brought home innovative projects that he has created and each has sparked a conversation about why this type of learning is important and how it will benefit him in the real world.  The result of these discussions illustrates how impactful the daily experiences are for him. He has been empowered to own his own learning by actively applying what he has learned in this class while making connections to math, history, and science.  Conceptual mastery translates into what he has been able to effectively build with his hands.  There are also language arts connections as the students are encouraged to write and speak about the engineering principals behind their designs.  This is learning at its finest. 

My son is an empowered learner in engineering as many elements are bridged together to facilitate REAL (relevant, engaging, authentic, lasting) learning.  Pulling from my son’s experience as well as what we know about sound pedagogy, the following elements work together to empower learners:

  • Interdisciplinary connections
  • Authentic contexts
  • Choice
  • Practical application
  • Creation of a product that demonstrates conceptual mastery  
  • Meaningful feedback

As Tom Murray and I state in Learning Transformed, to prepare students for the world of tomorrow we must transform their learning today.  The shift is not as difficult as one might surmise.  As you think about developing or evaluating lessons, learning activities, projects, and performance task ask yourself if the six elements above are integrated.  If they are then the chances are that your students will not only be empowered but also develop a greater appreciation for learning. Happy learners are empowered learners when the right connections and elements are bridged together. 

Wednesday, May 22, 2013

Game Design as a Catalyst For Learning

Over the course of this school year, I have been fortunate enough to share ideas on technology integration with Judy Wilson, my children’s principal at P.S. 3 in Staten Island, NY.  Many of these conversations focused on my own son’s use of technology as a catalyst for creativity, problem solving, and critical thinking developed by playing Minecraft and using iMovie to storyboard and create his own movies.  These conversations eventually led Judy to include Nicholas in a pilot program at the school where students would be creating virtual reality games after the regular school day.  As someone who loves educational technology and knowing how much my son does as well, my wife and I figured this was an unbelievable opportunity that couldn’t be passed up.
My son and PS 3 student Nicholas playing a virtual reality game created by his peers.

After participating in the program for over three weeks, Judy invited us to see firsthand what the students had been doing.  This was where I finally learned about VR Quest™ developed by Warren Black.  Warren developed this program for middle and high school students, but Judy convinced him that elementary school students could do it.  With the help of teachers who stepped out of the box to work with the kids – Justine Kostenbader (Technology) and Mr. James Laieta (Language Arts) – the after school program was born.  The resulting pilot consisted of mostly fifth and fourth grade students as well as just two students in the second grade.  I cannot begin to explain how excited I was when I found out that my son Nicholas was one of the two second grade students authentically engaged in the design of games to solve complex programs.

VR Quest™ is a fun and educational project-based learning (PBL) model that integrates fully immersive Virtual Reality technology.  It enriches students’ lives by offering computer and real-life skill instruction delivered through comprehensive projects in the subject areas of science, history and social studies.  Each VR Quest™ project has a specific content area as its "lead" theme. As the project unfolds, a myriad of other subject areas and disciplines are woven into the mix to create a rich and challenging cross-curricular experience. Check out what some schools in Hawaii are doing with VR Quest™.

VR Quest™ students work as a team to create a Virtual Reality multimedia environment. They develop a vested interest in their project by becoming an integral part of a production crew and participating in a challenge or theme, which relates to their own lives. Creating their virtual worlds helps students develop skills in game design, art, storytelling, 3-D animation, computer literacy, research, reading, problem solving, critical thinking, and teamwork. Upon completion of the project, students enter their virtual worlds via a head-mounted display and interact with their creations.

The two lead themes that students could choose from were ancient Egypt and Mars.  Can you guess which theme most of them chose?  The entire activity is connected to the Common Core and consists of seven specific steps:

  1. Define objective
  2. Brainstorm
  3. Research on Macs
  4. Storyboard by hand
  5. Build the interface
  6. Pilot test of game created
  7. Take completed project home to play

Below is a video highlighting the work done by these students.


It was so exciting to see what my son and his classmates had created.  It was apparent from their presentations that the project focused on essential skills sets (communication, collaboration, creativity, critical thinking, problem-solving, global awareness) and was thoroughly engaging.  Just watching these young children line up to play each other’s games and explain what they had created at 7:00 PM was a testament to the effectiveness of this program.  I commend both Judy Wilson and Warren Black for providing my son with this enrichment opportunity.  Now I have to work on brining this amazing program to the students of New Milford High School.

To learn more about VR Quest contact Warren Black at 631-365-2506 or wblack@vrquest.com


Wednesday, April 17, 2013

The Best Keynote Ever

I have been extremely blessed to be invited to speak and work with administrators all over the country.  There is nothing more exhilarating than sharing the work of my students and teachers as it has radically changed how I lead.  Especially during keynote presentations, I talk about the need for school leaders to take calculated risks to initiate meaningful change. However, I rarely demonstrate this in action.

Well, that all changed recently at the Leadership 3.0 Conference in Irvine, CA.  As I was going through my slide deck one final time, a crazy thought crept into my head.  As I looked at my slide on how the learner has changed, I felt that someone else could make a stronger point than I.  During this part of my presentation I typically relay stories of how learners are extremely creative with technology outside of school.  They construct their own knowledge, solve problems, and employ critical thinking skills through many of the games they play.  Thus, the perfect person to make my point was my own son, Nicholas. He is currently a second grade student at PS 3 in Staten Island, NY.

Image credit: Elizabeth Calhoon http://instagram.com/p/YBGCTxhFb1/

I immediately texted my mother-in-law as I knew there was not much time to act.  Nicholas was about to get picked up at the bus stop and I needed to know at that very minute if he would agree to Facetime with hundreds of strangers and answer a few simple questions.  Once I received the go ahead from him, I tested out Facetime using his sister’s iPad mini as his iTouch was not working.  During this test I told him that I was going to ask him a few questions about Minecraft and that it would be a piece of cake.

Now I am never nervous when I speak, but this time I was a wreck.  In my mind Nick’s performance was going to be the highlight of my keynote.  About ten minutes into my presentation it was time to call him.  The first attempt failed and I had to actually call my wife on my cell phone to work out the small issue.  The second attempt worked and I could not be prouder of my son.  He told the audience that his favorite game was Minecraft and went on to explain all of the amazing things he has created on his own.  He spoke about creating his own McDonald’s that serves food, a racetrack for his pigs, new buildings, and a pool with a slide.  

His little words and cheerful demeanor conveyed a powerful message.  Learning should be fun, creative, collaborative, and self-directed.  Creativity is an essential skill that drives learning, especially that of our younger students. Schools must recognize this fact and work with students at all levels to implement outside experiences that authentically engage students in learning and construction of new knowledge.  Everyone in the audience saw firsthand the profound impact games such as Minecraft are having on my son's learning.  Thank you Nicholas Sheninger for being the best keynote speaker ever!

P.S. I plan on videoconferencing my son into future talks as long as his schedule permits it.