classroom

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Meshing GBL With PBL: Can It Work?

A photo of an elementary-school girl creating a model with colorful sticks.

Meshing GBL With PBL: Can It Work?.

Project based learning is a thing … and it’s a good thing. PBL brings with it a more open, enquiry based mode of instruction that has benefits in modern classrooms.

So the question is how to leverage PBL and make it mesh with Game based learning (my favourite thing!)? Firstly, game based learning is about incentive. The idea is that the game is a motivating factor that can inspire and help students want to learn. The trick, as Randy Pausch would have been proud to identify, is to make students forget they are learning. When learning is the medium it is incredibly de-motivating and stigmatised. However when gaming is the medium, then learning happens in the background.

PBL is about teaching and assessing skill building within the context of the project. As the project develops, participants show learning through the way they adapt and advance towards the project’s goals. This is observable and, importantly for the teacher, assessable. While it’s an exciting idea, PBL is not yet commonly used in classrooms.

How, then, does GBL use PBL? The answer, according to edutopia, is through using games as collaborative problem solving tools. By presenting a problem within a gaming context, participants can collaborate, use critical thinking, communicate and show creativity. They can take risks to try and solve problems, then learn through their failures. Games are perfect for this because they create an environment where risk taking is safe and possible solutions can be tried again and again. In fact, this idea of repeating a problem until a solution is found is the very nature of gaming!

The most interesting area for me is games as the product of learning. Programming and coding are fields that are developing at an exponential rate. The entire “programming” field barely existed 20 years ago. Programming now spans areas such as computer games, websites, apps, software and a myriad of other areas. The future of programming is beyond our current scope of understanding. Programming and writing simple games is an excellent use of PBL and GBL as a way to teach programming. Writing games can be collaborative and require a diversity of skill sets (graphic design, coding, story writing, design, etc). Such project based learning is easily assessed using conventional rubrics and can be observed within a classroom as easily as the typical projects that teachers are using in classrooms now.

Another method of GBL meshing with PBL is using the often-cited elements of gamification. Projects can be given levels of achievement and mini-goals that have to be completed before moving on to the next goal. Goals can be selected based on their importance and some goals can be ignored if participants feel that it doesn’t meet their final objectives. Badges and other incentives can be used to motivate participants and reward incremental achievements.

Overall, if classrooms aren’t using PBL then they should be. Project based learning helps students develop real world skills and lets them test their abilities and take risks, as well as enhances collaboration and communication skills. The beauty of PBL is that areas within a project can be delegated to members of a group with particular skill sets. Some students are good organisers, some are artists, some are builders and some are thinkers. Each student can participate by contributing their best skills. GBL offers a great medium for PBL. Games can be the motivation for projects. Students can work together to try and infect the world with a Pandemic virus. Or they can make an iOS app. Through gaming, learners are presented with a fun and motivational way to learn … while they’re busy infecting the world with a lethal virus, or while they’re trying to replicate Flappy Bird, they’re learning.

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Assessing Higher Order Thinking in Video Games

Assessing Higher Order Thinking in Video Games

In his paper Assessing Higher Order Thinking In Video Games, John Rice draws the conclusion that educational computer games, such as Revolution, which was developed by MIT’s Media Lab (the game itself will be discussed in a future post).

With the increased global interest in gaming, educators are looking more closely at how computer games can be used in the classroom. Teachers seem to prefer edutainment style games which offer a “drill and kill” style of repetition practice. There is a wide spectrum of games being used (some ostensibly educational, some commercial but with educational potential) and amongst those games levels of “thinking skill” are required. Some games require only lower order thinking (drill and kill) while other games are more immersive, offering the ability for players to use higher order thinking skills. Rice refers to these as cognitive virtual interactive environments (VIEs).

The benefit of cognitive VIEs is to address the higher levels of Bloom’s Taxonomy – particularly application, analysis, synthesis and evaluation. VIEs are virtual (three dimensional) environments which require extensive interaction (reading, clicking, manipulating the environment). Most often, MMORPGs are the best representation of VIEs. Games such as World of Warcraft, Sims, Civilization can be considered examples which fit the genre.

While still being ‘edutainment’ Rice has developed a series of qualifiers, in the form of a rubric, which ascertain whether a game has the elements required to challenge higher order thinking skills.

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The qualifiers, 20 in total, are scored and graded according to a viability scale.

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Rice concludes that a game which scores 15 or more is “highly probable” to encourage higher order thinking skills in users. He concludes that VIEs are a viable as educational tools as long as they can be judged as having the ability to challenge higher order thinking skills. He is particularly impressed with “Revolution” and asserts it to be a high quality educational tool.

In reading this paper I’ve drawn some interesting conclusions myself. First is a criticism of Rice’s approach. While I agree that interactive gaming (particularly virtual environments) show enormous potential as learning tools, I cannot help but be alarmed that Rice’s approach to assessing such games is too prescriptive. The rubric is neither practical nor logical within the context of gaming. Computer games, and the culture created by them, shift constantly and are subject to trends which cannot be predicted. A game like Minecraft, arguably a teaching tool with enormous potential, scores poorly on such a rubric.

The generic codes and conventions of computer games are not static. They fluctuate and with each technology leap, there will be a noticeable shift in computer game standards. The games of today were inconceivable just 5 years ago. Computer games 5 years from now are equally difficult to predict.

While it’s important to recognise the value of gaming in modern culture and education, we must resist the temptation to rigidly define game boundaries.

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Teachers want access to more technology in the classroom

Teachers want access to more technology in the classroom

A nation wide survey conducted last year discovered that teachers want more technology in the classroom. Access to computers seems to be high and a lot of teachers are using websites, images and other media in their daily classroom routine.

However the problem, according to the survey, is that teachers feel they don’t have access to the “right” kinds of technology. The biggest barrier to technology, unsurprisingly, was budget constraints.

Teachers have their hearts in the right place. Most teachers cite ‘motivating students’ as their reason for wanting more technology in the classroom.

What surprised me was that 943% of teachers believed that interactive whiteboards ‘enrich’ classroom education. I understand the limitations of classroom technology and also the often low levels of training teachers have in using technology in the classroom. Particularly, teachers aren’t always well versed in areas like the internet and social media. However, I cannot fathom why interactive whiteboards (a 20+ year old technology) is still desired in a classroom environment.  I had access to them over 10 years ago and nobody in my school was interested in using them. Their application, quite honestly, is limited.

Overcoming budget is an understandable problem. One idea might be to apply a BYOT (bring your own technology) attitude. Allowing students to bring mobile devices to class – and use them directly for learning – will help raise motivation levels. Also, students are more likely to enjoy using computers (internet and social media) than they are using interactive whiteboards.

Teachers should start moving towards a more participatory methodology for learning. Provide students with the basic ideas or questions and let them use the resources that they’re comfortable with (online environments) and it might be surprising what they can produce.

Perhaps the problem in modern education is that we’re too focused on telling students what tools they can use to solve problems (such as learning, knowledge acquisition and skills building). Instead, let them choose their own tools. Why can’t a pyramid be modeled in Minecraft? Why can’t student presentations be done via youtube?

The best part is that teachers don’t even have to think of tools that students might choose. Students will do that! Technology? Not a problem, students will use the technology they have and whatever they’re comfortable with. Teenagers are happy to work when doing so on their own terms. Whatever students are studying, just give them core ideas and let them figure out the rest. Study after study proves that student will work when they work for themselves.

Motivation goes up. Creativity goes up. Original content and content creation goes up … all without the teacher lifting a finger.

Win!

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Teachers, Students, Digital Games: What’s the Right Mix?

Teachers, Students, Digital Games: What’s the Right Mix?

There’s lots of buzz around computer games in education now. Various studies are being conducted to ascertain how much access kids have to computers, how often they’re being used in class and how effective games are as a learning tool. 

While more and more teachers are starting to use games in the classroom, there’s concern that tech resources aren’t being used effectively.

What’s more important is drawing a line between “educational games” and everything else. COTS computer games (according to Zichermann) are much more suited to educational purposes than education-centric games. 

Further, this kind of analysis doesn’t consider related factors such as social networking, which is a natural extension of modern gaming culture.

The shift away from an educational focus is gaining momentum. Even Prensky, known for his loathsome “digital native” theory, acknowledges the attitude that learning is becoming a background to achieving goals. This is the direction which education should be taking – how are students learning beyond classroom walls? By playing games, sharing and socialising, and being a part of a community, students are learning valuable knowledge and skills … which is secondary to having fun and hanging out.

The best learning occurs when we forget we’re learning at all.

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Findings from the Teaching, Learning, and Computing Survey: Is Larry Cuban Right?

Findings from the Teaching, Learning, and Computing Survey: Is Larry Cuban Right?

Note: This article links directly to a PDF file.

Becker attempts to review Cuban’s initial findings that computers are largely incompatible with classroom teaching. His data, 16 years after Cuban’s initial study, asserts that there are conditions under which the likelihood of computer usage can dramatically increase.

However, I was unable to agree with Becker’s views. He did find Cuban’s assertions to still be correct.  Becker claimed, though, that computer usage could improve. My issue with this finding that there were too many caveats required to satisfy Becker’s claims. He stated that a classroom needed at least 5 computers and all students needed an average amount of technical skill. As well, the teacher needs to be highly proficient in using constructionist teaching pedagogy. 

While this may not be too difficult to accomplish, there are too many “ifs” to be satisfied. If the computers are fully functional and all software is up-to-date. If teachers have time to write a computer based curriculum. If time within the curriculum permits computer usage (as all teachers know, computer-based tasks take longer). If the teacher is skilled in developing curriculum that can maximise learning using computers.

Once all those “ifs” can be satisfied, then perhaps computers can make a dramatic difference in classroom education. However it’s still a case of shoehorning computers into classrooms. 

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How about flipping the school instead?

How about flipping the school instead?

The idea of flipping the classroom, albeit new, has become a somewhat cliched concept already. Teachers talk about how the classroom can be radically changed by using the internet to change the way we teach. I’m not deriding this methodology. In fact, I agree it has its merits – in that it illustrates education’s willingness to change. 

However the entrenched problem of the system itself still remains. Why are children sitting in a classroom, isolated from each other by computer screens? They are learning but what’s the point of traveling all the way to school to get on the internet? 

While some would say that the 1-on-1 tutoring and contact with the teacher is the key ingredient, it doesn’t really answer the question. Students can get that assistance in other ways, such as by a teacher on a webcam (perhaps using Google hangouts). The teacher could use a shared drawing space app to draw and write problems which the student could see while listening to the teacher’s explanation. The teacher could also refer the student to a different instructional video. Another approach would be to have students conference together and explain to each other. Or just use a dedicated forum to ask for help. The student, as well as learning about a math problem, could be learning online interaction skills and research skills while they find the answer to the problem.

Finally, the student could also be getting help from their *gasp* parents in finding ways to solve problems or answer questions they don’t understand.

Flipping the classroom is great … but it’s still a classroom. Technology has always been shoehorned into schools for more political benefit than educational benefit. Kids are learning more online away from classrooms (and away from formal education) than ever. Teachers should not be instructors. They should become a guide, a sounding board or even a safety net for when students need a boost.

Flip the education system. Remove the classroom from the picture and see how quickly kids adapt to an education that they control.

The rise of social learning …

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EDUpunk

EDUpunk

Are you edu punk? Edupunk (2008-2011) is an approach to teaching and learning practices that result from a do it yourself (DIY) attitude. The New York Times defines it as “an approach to teaching that avoids mainstream tools like PowerPoint and Blackboard, and instead aims to bring the rebellious attitude and D.I.Y. ethos of ’70s bands like The Clash to the classroom.” Many instructional applications can be described as DIY education or Edupunk.

The term was first used on May 25, 2008 by Jim Groom in his blog, and covered less than a week later in the Chronicle of Higher Education. Stephen Downes, an online education theorist and an editor for the International Journal of Instructional Technology and Distance Learning, noted that “the concept of Edupunk has totally caught wind, spreading through the blogosphere like wildfire”.

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