Experiential Learning and Technology: The Basics

Experiential Learning and Technology: The Basics

A few years ago, I designed a course at TCU around experiential education. Designing, revising, redesigning, and more revising. I am now on my fourth iteration of the course, and besides the unpredictable whims of some of my community partners, I am starting to get my head around the experiences I want my students to have.

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Strength of Weak Ties and your PLN

Intuitively, the benefits of connecting with educators with similar goals and interests makes sense. I don't have the solution to every problem I might encounter as a teacher, but I probably know people who, collectively, do. If I want to try a new kind of student project or learning activity, I can probably find someone who has already done it and learn from their experience. According to Bandura, Vygotsky, and Dewey, the social element of learning is an integral part of the process. As humans who are perpetually learning, growing, and becoming, our social networks are invaluable.

Despite their value, not all social connections are the same, nor are they all capable of performing the same role in our lives. According to Mark Granovetter, a sociologist at Stanford University, social connections (or as he calls them, ties) vary in strength and utility in our lives. He proposes that the more time, proximity, intimacy, emotional intensity, and reciprocal services people share, the stronger their ties to each other. Conversely, acquaintances with whom we share few of those resources would be considered weak ties.

Granovetter's argument is that the strong ties in our lives provide us with few innovative and creative ideas because there is more likelihood those people in our close-knit networks think and act like we do. The worse case scenario is groupthink, but more often the result of strong networks is maintenance of the status quo. I have personally seen this in schools, where teachers seem to be locked into their way of doing things. New teachers are quickly assimilated into their school's way of thinking and doing things, despite what they learned in their teacher preparation program. Schools all have their strengths and  unique culture, but they do not always embrace innovative ideas.

This is especially true when you consider the typical model for professional development. I remember these experiences as a teacher, when we would all gather for a day of "learning." Someone who knew nothing about my school, my students, or my professional goals, would come in and try to change my teaching practice in 8 hours. While the ideas we were hearing may have been new, the support system for implementing and reflecting on these ideas consisted of a strong network characterized by a well established culture, expectations, and norms. In essence, any innovation that may have occured as a result of the professional development left when the speaker exited the building, and we quickly defaulted back to our usual way of doing things. Typically, the best part of the day was lunch.

According to Granovetter, strong ties are not the best source of new ideas and opportunities. We know our own ideas pretty well, but we may be oblivious to what is going on around us. Just as my strong network has strengths and solutions to certain issues, other strong networks have different strengths and solutions to other issues. Unless the two strong networks create channels to bridge their ideas through acquintances, they will spin in isolation without ever getting anywhere. Granovetter calls these acquaintances weak ties, and his hypothesis is that they are an essential piece in diffusing innovative ideas and new opportunities across organizations.

This is where a PLN comes in. Teachers who are connected use social media tools, conferences, and other social opportunities as a way to connect to the ideas and opportunities they might not otherwise learn about if they only associate with their strong ties. In turn, I share my ideas and opportunities with those whom I am only loosely connected through my PLN. The result is, as Granovetter explains, a crucial bridge to other densely knit social groups. In this regard, a PLN is like connecting galaxies or remote islands that otherwise might not even know of each other's existence.

My main point is this: developing and maintaining a PLN goes beyond getting teachers to embrace digital social tools like blogs and Twitter. The tools in this case are mere conduits for something much deeper, bigger, and more important. The digital social tools are that crucial bridge to ideas being considered and implemented in other galaxies, ideas and opportunities you may never otherwise consider or find out about. This is something sociologists have been pondering for decades, and the underlying principles are as relevant now as they were when Granovetter began writing about this in 1973. The more time and space people share, the more they think alike and adopt similar behavioral patterns. While this may provide a certain level of security and comfort for some people, it is not ideal for growing and learning. We need weak ties to other strong networks if we wish to stay fresh and creative. This is why teachers should build, engage, and share within a PLN. This is why weak ties area actually quite strong.

If you would like to read Granovetter's article on this, you can access it here. He has written extensively on this topic, but this particular article is my favorite.

Gamification: A semester in the trenches

My reasons for wanting to use gamification strategies in my large Intro to Education course were obvious: student accountability, timely and continuous feedback, and better motivation to do otherwise rudimentary activities. I learned pretty quickly that implementing gamification strategies was more difficult than I initially thought. First, I had to figure out the instructional design aspects of gamification. How many points are different experiences worth? What do I count and what do I leave out? Second, I had to figure out how to keep track of all of this and communicate it back to the students. As I have written about before, I used Google Sheets to do this.

Overall, I would say I am pleased with how my first attempt at gamification turned out. Was it perfect? No way. Did the students like it? Mostly, but I'm sure I will hear from those who didn't on my course evaluations. Did these strategies help me reach my course goals? Absolutely! Class attendance was the best it has ever been in the 3 years I've taught the course. I regularly had over 90% of the students completing the weekly readings every week. That is unbelievable! I actually had students competing to complete extra credit so they could move to the top of the leaderboard. I did not see that one coming. Even though the course outcomes associated with these gamification strategies were successful, I learned a lot about how to do it better next semester. I will discuss these lessons in more detail.

More Competition

One of my goals in using gamification strategies in my class was to increase engagement and not give students a laundry list of things to do every week. Well, the way I structured the points, it turned out to be just what I was trying to avoid. Every week the students had to complete a module (video and/or reading + short quiz) before class on Monday. Then they went to schools on Wednesday, and there were points associated with that. On Friday, they participated in small group discussion, which had even more points. Everything was recorded on a big spreadsheet, and students were ranked on a leaderboard. What I discovered was that most of the students completed all of the requirements each week. Basically, there was no way to really move UP the leaderboard. Students could only move DOWN if they failed to complete a requirement. Believe it or not, that is not very competitive, and therefore, isn't all that much fun.

There were minimal opportunities for students to do extra and move up the leaderboard, but they were in fact so minimal that it hardly made a difference. This didn't keep the students from trying to get more points here and there, which was my first clue that there needs to be more competition. Some ideas I am playing with include:

  • Using Kahoot for discussion questions
  • Students voting for "best" responses to questions
  • Competitions between discussion groups (attendance, challenges, completion rate, etc.)
  • Challenges during class

I do not want to overdo this, but I think a little more competition would make this aspect of the class a lot more fun.

Reboot

Another flaw in my approach this semester was that the "game" lasted all semester. I gave the students monthly feedback in the form of a points sheet, which led many of them to just see it as a big assignment. I would venture to guess that they viewed this experiment as a big ole' laundry list because I treated it like one. In the end, there was no way for students who had gotten behind early in the semester to make corrections and do better the next time around. Students could recognize the impact of their choices on their point total and start to do better, but it did not erase early mistakes. This goes against the nature of most competitive endeavors, where players can overcome early mistakes later in the competition and keep themselves in the game.

I am thinking about splitting the game up into three smaller games this spring, and starting the points and leaderboard over each time. This will allow students who get off to a bad start to do better the next time. I can still keep track of completed assignments and attendance for the purposes of grading, but I will link other incentives to the leaderboard. What are the incentives? I have no idea, but I have a few weeks to think about it.

Better Feedback

Another issue I ran into this semester was getting feedback to the students on a weekly basis. I did pretty well at first, then some of my TAs got behind on entering scores and I went a few weeks without sending updates to the class. Once everything was updated and I got around to sending the updates, some of the students were like, "Whoa! How did I lose all these points?! I thought I was doing OK!" And I was like, "How can you not know if you missed class or an assignment?!" And they were like, "Hey man, we're too busy to remember all that!" And I was like ... OK, you get the point.

This observation has less to do with the game itself and more to do with giving more timely, detailed feedback. Some of the students felt like they were in the dark all semester and did not know they had missed 6, 7, or 8 classes until the end of the semester. I was never the kind of student to miss class, but I can see how it might be easy to lose track over such a long period of time.

I have a plan for keeping the spreadsheet updated better, but it is not really worth writing about here. Needless to say, I think weekly updates will help quell some of the panicky e-mails at the end of the semester.

What am I missing?

I am pretty sure my second attempt at gamification will go much better than the first, and I'm looking forward to putting some of these ideas into practice. For those of you who have been doing this for awhile, what are your suggestions? Am I missing something obvious? Am I making assumptions with potentially disastrous consequences? I would love to hear from the true game masters!

5 Ways to Find Out What Students are Thinking

Bored Students Student participation typically falls into two extreme ends of the class discussion continuum. Some students raise their hand every time I ask a question. These students have an opinion on just about everything, and if I'm not careful they will dominate class discussion. I have had experiences where the same 2-3 students will talk so much during discussions that the other students will stop raising their hands. As a teacher, this is definitely a scenario you want to avoid. The end of the spectrum is characterized by a roomful of students who are so disengaged they will barely make eye contact. Maybe they didn't do the class reading, or perhaps they think that avoiding discussion will shorten class time and end in an early dismissal. Perhaps the class is large and students are intimidated speaking in front of the group. Either way, it makes for a very awkward and aggravating situation.

The longer I have taught, the more strategies I have discovered for getting the entire class involved in discussion. Early in my career I would just pose questions to the entire class. I eventually learned simple strategies like using cards or popsicle sticks for calling on students who don't raise their hands. This helped me get more students involved. Still, getting called on was a game of chance and some students would tune out in hopes that their number wouldn't get called. I eventually started using some different pedagogical strategies such as Think, Pair, Share, Numbered Heads Together, Jigsaw, Jeopardy, or Fishbowl for engaging students in discussion prompts. Each of these techniques for facilitating discussion got everyone involved and had more accountability than sitting in class hoping not to get called on.

Even with great discussion strategies, there are times when I want to know what the students are thinking. This isn't always possible when the majority of the discussion is a verbal exchange. I have used chart paper or construction paper to have students summarize their thoughts, but this is not always easy to present and when it's all over I'm stuck with a bunch of chart paper.

With the emergence of free (or kind of cheap) web-based and mobile apps, teachers can find out what students are thinking in a variety of ways, and all without using up all the consumables. I will describe five tools I have used in my classes to put student thinking at the forefront of the discussion.

Socrative

This is a free app that has iOS, Android, and web-based options. Students enter in the class code then wait for a prompt from the teacher. Results are instantly aggregated on the screen, giving everyone real-time results from the prompt. There are several options for prompts teachers can send the class, including T/F, Multiple Choice, and Short Answer. Prompts can be generic (i.e., A, B, C ...) or prepared in advance with specific answer choices. Results from saved quizzes can be downloaded as a spreadsheet for further analysis or grading.

Socrative is a great tool for quick discussion questions where you A) want students to talk about a prompt and B) get fast statistics on what everyone is thinking. I have had students use the mobile app on their phones many times, and it almost always works like a champ. I just post the question, students grab their phones, and within minutes you have a bar graph populated with student responses. This can actually prompt further discussion.

ActivePrompt

Another way to find out what students are thinking is to have them place a dot on an image. When enough people do this on the same image you can start to see trends and hotspots. I have done this with continua (e.g., Place a dot on the continuum where you believe the responsibility lies for a positive classroom: Teachers or Students), maps, quadrants, or other diagrams.

When you upload an image to ActivePrompt, you are given two prompts: one for the students to place their dot, and one with all of the dots displayed. You can try this using the following URL:

http://activeprompt.herokuapp.com/SBGWN

You can see the results here:

http://activeprompt.herokuapp.com/TWBUN

I have used this tool in class several times, and it has always been reliable. Students will typically discuss a prompt in pairs, place their dot based on their discussion, then we will discuss patterns and themes as a class.

InfuseLearning

This tool has many of the same features as Socrative, but it has the extra benefit of the InfuseDraw tool. Teachers send students a prompt on which they can draw, annotate, or label an image. Results are saved in the teacher dashboard and can be downloaded as a PDF. Like Socrative, the students do not need an account to log in. They just enter the class code and they are ready for the teacher to send the prompt. The few times I have used this tool it has worked great. Since Apollo, my class-syncing tool of choice, has some of the same features I tend to use that tool instead. However, if you are looking for straight prompts without having students follow your presentation on their screens, InfuseLearning is the way to go.

Google Presentation

I have already written about how to use this tool before, so I won't spend a lot of time explaining how I have used this activity in class. You can do the same thing, or something similar, with Google Docs or Draw, but I like the features in Presentation and the fact that you can assign each group a different slide in the same file.

Google Forms

If you are wanting to get more extensive feedback from students, Forms is the way to go. Results from the forms are instantly sent to a spreadsheet. We all know that spreadsheets are like magic because of all you can do with them. With the emergence of Add-Ons, you can now do even more. Some examples of ways I have used Form data: display the automatically-generated pie graphs, randomly choose responses directly from the spreadsheet, cut and paste the responses into Wordle for an (almost) instant word cloud, or e-mail the students a badge once they complete a set of prompts or an activity (this is not done in real-time ... usually after class).

Since the types of items you can use in a Google form are so diverse, there are many opportunities to use this tool to facilitate discussion in class. Responses are anonymous by default unless  you include an item for names. This tool will require some preparation before class, but that is true of most that I have mentioned here. It's one thing to send out an impromptu poll using Socrative. It's something quite different to make my students sit and watch me create a Google Form. Overall, this is a great tool to keep in the box and use when it fits your instruction.

The importance of discussing and reflecting on learning experiences is pretty well documented. When we give students the opportunity to verbally process their thinking, we increase the chances that they will be able to retain and apply skills and knowledge after the fact. Discussion and reflection helps us give new information personal meaning. Good class discussion starts with good pedagogical practice, but with new tools there are even more opportunities to make it relevant, engaging, and active.

What tools or strategies do you use to facilitate class discussion and find out what students are thinking?

Schoolification

Pac-Man (1980), will go on show at MoMA in New York in 2013 I have been thinking about gamification a lot lately. I teach a really big class full of energetic undergraduates, and I want to make the class better. It is already pretty darn good, but there is always room for improvement. One way to do this is to add game elements to some of the more mundane aspects of the course.

As an aspiring Teaching and Learning scholar, I dug into the literature on gamification and game-based learning (and trust me, there is A LOT of it!) to investigate possible frameworks and suggestions for a successful implementation of game-based learning. One framework that has been really helpful for me as I plan some game-based elements into my course was proposed by Bunchball, a corporate gamification company. As stated in one of their white papers, there are 6 elements that serve as the building blocks to all successful games. Coincidentally, these game elements interact with game dynamics that are associated with basic human desires that tend to motivate and engage people within a gaming experience.

[table id=1 /]

When I look at this table, I see many similarities and natural applications to education. The way the education system is currently structured, there is already a pretty heavy dose of competition, achievement, reward, and status. There is also some possibility for self-expression and altruism, depending on the way a course is set up. So, I understand that education and gamification go hand-in-hand quite naturally.

So what happens when an instructor takes activities that students might naturally enjoy and make them just another assignment? I call this "schoolification," which is when a teacher deflates student interest in an activity or project by assigning points, a grade, or any other requirement that students might otherwise resist.

The first time I encountered schoolification, before I even had a name for it, was in a conference presentation where a professor described his use of Facebook in his classes. Each student in the class had to join his group on FB, they were required to comment on his posts, and they would "lose points" if they didn't do either of those things. My first thought was, wow, that's a great way to make students hate Facebook. Take something they like, make them use it in a way they don't want, then hold their grade over their head of they don't do it.

If the instructor is not careful, I think the same thing can happen with blogs, digital stories, flipped lessons, and cooperative learning (or any other activity for that matter). Students have to be held accountable for their professionalism, but how do we do this without schoolifying activities they might otherwise enjoy? This is a challenge I would like to learn more about.

How do you hold students accountable for their participation in class activities without schoolifying those activities that are intended to be engaging and fun.

Are You a Technology Ninja or Samurai?


ninja-samurai

I will start by stating the obvious: There is a HUGE difference between learning to use technology for yourself and using it effectively in the student learning process. Both applications of technology have specific skill sets, they inform each other, and they are both important. In the educational technology world, you might see this dichotomy through various lenses: digital media literacy, TPACK, SAMR, or some other framework you're fond of presenting at conferences.

My awareness of the massive difference between these technology applications came when I began encouraging the students in my large, 100-person education course to bring their laptops, tablets, and phones. OK, I don't have to actually encourage college students to bring their phones to class. Pry them out of their hands? That's more like it. Anyway, once I began infusing my class with activities that require technology, I realized I am not as good as teaching with it as I thought I was. Yes, I knew how to do some cool things to present information to my class, but when it came to using technology in real time with 100 students in a way that kept them active and engaged, I had a lot to learn. This is when I decided I was a pretty good Technology Ninja, but I had a long way to go until I was a Technology Samurai.

What do these two terms mean? Let me explain.

Technology Ninja

Ninja were covert agents who specialized in espionage, assassination, sabotage, and infiltration. They were skilled at disguising themselves as servants, camouflaging themselves with trees and other objects, and scaling the walls of buildings like Spider-Man. Their objective was to infiltrate enemy dwellings without being seen. In fact, there is probably a ninja in your pantry right now, scooping out your peanut butter with a Chinese Throwing Star.

As a Technology Ninja, I have gotten really good at using technology in ways that my students hardly know it's there. My most recent set of posts about Outsmarting the LMS is a good illustration of ways to be a Technology Ninja. You can embed documents and web pages, install scripts, and set up forms to make your job easier, and the people actually using these tools have no idea about the magic you have worked on the back end. They just know it works.

While these ninjutsu techniques save me a lot of time and energy in the long run, they do very little to influence the lived experience of my class meetings. Most of the work is done in the background, usually in the form of tinkering, testing, and modifying. It wasn't until I told my entire class of 100+ students that I wanted them to bring their devices to class that I realized these skills were not sufficient for me to reach the level of technology greatness I have always aspired to achieve.

Technology Samurai

When I first began thinking through these ideas, I wrote this out as SAMRi. Get it? SAMR with a lower-case i, like Apple does, only at the end of the word instead of the beginning. Because I am aiming for the R (redefinition) in SAMRand after I achieve the R in my technology integration skills/knowledge, then I will be a technology SAMRi! Uh ... yeah. Anything that needs that much explanation is not as clever as I initially thought it was. Also, SAMRi would direct a lot of traffic to my blog by people looking for Saudi Arabian folk music.

So, what is a Technology Samurai? The traditional samurai were an elite class of noble Japanese warriors, dedicated to protecting their culture, leaders, and territory. Unlike those stealth and sneaky ninjas, they were skilled at hand-to-hand combat and infantry tactics. Their weapons of choice were swords, kama, longbows, daggers, and armor. They were skilled horsemen, and they were also known to use rifles and cannons in the latter years of their existence. Samurai were also governed by a strict honor code, characterized by discipline and loyalty. In a word, they were fearless.

You know what else is fearless? Telling your class to BYOD. Unless you have thought through the details of your activity, you will have students knee deep in Pinterest or Facebook before you can say, "OK, let me just try one more thing to get this to work." Students love technology, but not in the way nerds like me think they love it. They love that technology connects them to the things they love.

So, after having done this for a semester, I have started coming up with a few essential skills that every Technology Samurai must master. These skills/tools are focused primarily on teaching in a BYOD or 1:1 environment. I will address being a Technology Samurai in the areas of digital media projects, collaboration, research, etc. in the coming weeks.

Sync your class

You must have a way to get every student in the same place and keep them there. Your class LMS page won't work. Neither will a Facebook group or Schoology or Edmodo. Why? There are too many other features to look at. Grades, assignments, forums, friends. Too many distractors. You need to keep them all in the same place at once. I recommend a tool like Apollo or Top Hat. If all of your students are on iPads, you may consider NearPod. Each of these tools has something in common: they put your content on every screen in the room at the same time. Yes, students can stray away, but not as much as you might think.

Reduce Friction

This is something that took me awhile to figure out. Personally, I do not like logging in to things. I would much rather log in once and then have the tool remember me. Google, Facebook, Pinterest, Twitter .... they are great at this. My school's LMS? It's like Guy Pearce in Memento every time I close the browser window. Whenever possible, I try to minimize the number of times students have to log in to do class activities. Once is ideal, twice is acceptable, three times is just getting to be plain annoying.

Collect student responses

In addition to getting all of the students in one place, virtually speaking, you want to keep them engaged. A good way to do this is to involve them in activities that make them think then require a response. There are several tools that will let you do this. Apollo and Top Hat have built-in student response features. Socrative and Infuselearning provide another way for students to respond, and they do not have to set up an account to do it. They just enter the class code, and they automatically receive a prompt every time the teacher posts a question.

Deploy links

Another important tool to have in your arsenal if you are going to teach like a samurai is to be able to deploy links to the class. By deploy links, I mean send the student out from your synced content to other content (videos, web pages, forms, etc.). Apps like Apollo and Infuselearning have a built-in link tool that will send a URL to every student logged into your class page or presentation. This is really handy if you want students to spend a few minutes reading and discussing an article, blog post, video, or image. You can also send the students to an editable Google Doc, Sheet, or Presentation if you want to give them a place to discuss or share ideas.

An acceptable alternative to sending links to students is using a URL shortening tool, like bit.ly or goo.gl. Just remember to use a serif font so the students can tell the different between capital I and lower-case L. You may also want to consider if this is appropriate based on the size of the room and projection system, the age of the students, and number of times you are having them key in shortened URLs. If you have a bunch of these on the board, it may get confusing to the students.

Facilitate group work

Another skill to master as a Technology Samurai is to keep students engaged in group activities with their computers. I mean, the students have lugged their computers to class and followed along up to this point, so why not do some things with computers that computers are uniquely good at doing. Maybe that involves editing the same document at the same time, or adding slides to a common presentation. You can have them pin and explain places on a map.  Annotate or draw images using the drawing quiz tool in Apollo or Infuselearning. Create a 5-picture story, or capture a 30-second explanation on Educreations. I'm not trying to exhaust the possibilities here. If you went to the trouble to have the students bring their computers to class (or went to the extreme trouble of providing a device for every student in the school), then leverage the capabilities of a computer. Don't use it like a pencil then complain that students just want to look at Pinterest.

Showcase the students

Now that you have had the students doing some activities on the computer during class, showcase their work. Display their annotations and diagrams. Flip through the presentation and let each group present their page. Show the 5-pic stories and see if the students can guess the topic. Watch the 30-second explanations. This part of the BYOD learning environment is more than the payoff. It's the point in the lesson in which you communicate to your students whether you, as the chief learner in the room, value this activity as a real learning endeavor or just a hi-tech time filler. If you truly value the work they are doing, then devote time to acknowledging, praising, critiquing, and sharing the fruits of their labor. If you blow past the showcase, don't be surprised if the students show less enthusiasm and engagement the next time around.

You should strive to be both a ninja and a samurai. A samja. A ninjurai. A SAMuRinja. Both skill sets are important for teachers these days, for different reasons. One will keep you learning, the other will help you focus on student learning. The way of the ninja and samurai is not easy. They involve risk, uncertainty, failures, faith, persistence, patience, creativity, and problem solving. There is great cost in becoming a lifelong learner, but it's not nearly as costly as settling in and ceasing to grow and develop as a teacher.

So, what are your examples of being a Technology Ninja or Samurai? I will follow up on this, and I would love to hear your ideas.