This post originally appeared on Edutopia, a site created by the George Lucas Educational Foundation, dedicated to improving the K-12 learning process by using digital media to document, disseminate, and advocate for innovative, replicable strategies that prepare students. View Original >

 

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I am a committed virtual learning advocate. As an experienced virtual teacher, I have seen students thrive where they’d previously failed. I have seen students who didn’t have access to certain courses gain not only college entry requirements, but also innovative electives to support their passions. At the same time, I am also a thoughtful critic of virtual schooling. We have an opportunity to innovate with online learning; we also risk stepping into pitfalls of doing the “same ole thing.” We run the risk of the “factory model,” where we put as many students as possible through a course with a large student-to-teacher ratio. So where are we now? After many of years of experimentation and implementation of various models, what are some challenges that still remain?

Statistics of Virtual Schools
The International Association for K-12 Online Learning (iNACOL) continuously updates their statistics and facts about virtual school in the United States and worldwide. In their document of Fast Facts About Online Learning, some of these statistics highlight the growing prevalence of virtual school. For example, during the 2009-2010 school year, there were 1,816,400 enrollments in distance education. There are currently 27 state virtual schools, and fulltime online schools in 31 states and Washington D.C. Florida alone had over 303,329 course enrollments during the 2011-12 school year, making it one of the largest schools in the world. Some of the top reasons for this rise in blended learning include course credit recovery and giving students access to otherwise-unavailable online learning opportunities. It’s clear that virtual school is here to stay and will continue to become more prevalent.

Quality Online Courses
There are so many different providers of online courses, and some schools elect to create their own content to fit their model. But even then, the quality of instruction seems to vary. I’ve seen many online courses that look like the same “sit and get” structure with added multimedia attempting to conceal its quality. iNACOL has excellent standards that explain and can help evaluate not only rigorous courses, but also rigorous and effective online instruction. As more and more teachers are asked to teach in blended and online environments, it is critical that they’re provided professional development and targets allowing them to teach this way effectively. Parallel to that, the courses must draw on effective pedagogical models and not replicate ineffective learning environments that don’t meet the needs of all learners.

Misunderstanding of Blended Learning
Allison Powell, iNACOL’s Vice President for State and District Services, says, “We are seeing/hearing more blended learning happening, but the majority of people who say they are doing blended learning are really just integrating technology into their classrooms.” I too see this when I work with schools. Blended learning is not simple technology integration! At the same time, there are many implementation methods for blended learning, from the flipped classroom to the “A La Carte” model. The Clayton Christensen Institute (Formally Innosight Institute) has an excellent publication that explains and gives examples of the various models of blended learning. It is important that we venture down the path of blended learning, that we’re actually doing blended learning, that we’re clear in our model, and that we share common language.

Shift to Competency-Based Pathways
This is a major reframe of education. Instead of relying heavily on the Carnegie Unit, which requires seat time as an indicator of learning mastery, competency-based education focuses on mastery and competency as the critical piece of virtual school. It reframes grading and further personalizes instruction. We know some students take longer to learn and master material, just as some of our students take less time. Competency-based pathways honor this, seeking to advocate and build structures where this can work for students. However, with the Carnegie Unit still used as an assessment standard in many states, any newer model is a challenge to implement. To learn more about competency-based pathways, visit CompetencyWorks, an organization that dedicates itself to this reframe.

While it is clear that online and blended learning is becoming a norm for educators, it is also critical that we embrace this learning model with a demand for quality and innovation. We cannot replicate a broken system, and there are many challenges we need to overcome if we’re going to ensure that we do not.


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This post originally appeared on ASCD Express, a regular ASCD Publication focused on critical topics in education. This article appeared in Vol 8. Issue 12, the focus topic being assessment that makes sense. View Original >

 


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People play games for many reasons, but a major reason is that games are designed in specific ways to ensure that you keep playing. You are challenged at just the right level while being given enough scaffolding to continue trying. This creates the “flow” where engagement is maximized. We take these, as well as other game mechanics, for granted, when in fact we should look to them as models of instruction and assessment. Here are three big lessons we can take from games to improve our classroom assessment practices.

1. Mastery and Freedom to Fail
Allowing yourself to fail is probably one of the most important and best things games do in terms of effective assessment. When you make mistakes in a game, you are given as many opportunities as you need to successfully complete the level. If your player dies in Super Mario Brothers, you simply start over at the level at which you left off. In other words, you are given freedom to fail until you are successful. Many of our antiquated assessment practices in education do not do this. We rely on points and weights to try to create an elaborate grade book that seems balanced. But in fact, it still punishes students for making mistakes in the learning process. Just like in games, we need to reward our students for their best work and give them multiple formative assessments that allow them to try and fail in a safe space, where mastery is truly valued.

2. “Just In Time” Feedback
Games give you feedback immediately. For those of us who play Angry Birds, we often fail a level, but we know why we failed—the game lets us know our mistakes up front. Although we’re informed of our failure by a crass “You Lose!” phrase that appears across the screen, we know that we have failed and can reflect on how we need to make adjustments in our game play in order to be successful. You don’t find out three hours later that you lost; you know immediately. Although it often takes time to give high-quality, lengthy feedback, we can prioritize feedback on a targeted instruction area to be given immediately. Technology can be a useful aid in sending or noting a quick response to an assignment. Formative assessments also allow for quick check-ins to note progress or needed adjustments.

3. Assessment of 21st Century Skills
Although many games do not assess the formal content in our classroom, such as world history, writing skills, or physics, they do assess crucial 21st century skills that can go overlooked in traditional classroom assessments. For example, Halo involves players both playing solo and working in pairs or teams to defeat enemies and conquer stages. Defeating these enemies requires not only strategic thinking and problem solving, but also creativity, collaboration, and communication. If you play a multiplayer contest and win, you have shown that you can collaborate and strategize in teams, and the game play is designed to assess these skills. In our classrooms, we can create rubrics and align student products to assess the same skills that games do, thereby valuing not only content, but also 21st century skills.

To really push the envelope of games as assessment tools, consider using them as a formative or summative assessment. It might make educators uncomfortable to trust games as rigorous assessments, but in fact, we often trust games as the best assessment tools. Stanford professor James Paul Gee captures this concept best: “If a student plays Halo on hard … and beats it, would you be tempted to give that student a Halo test?” The answer, of course, is no. The game was designed to demand that the player met specific, rigorous goals. We trust the game to accurately assess those goals. Well-designed educational games can be great assessment tools, or more generally, we can borrow from game design to improve classroom assessment practices.


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This post originally appeared on Edutopia, a site created by the George Lucas Educational Foundation, dedicated to improving the K-12 learning process by using digital media to document, disseminate, and advocate for innovative, replicable strategies that prepare students. View Original >

 


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You read that correctly: Zombie-Based Learning. When I started learning about it, my inner geek squealed with joy. I’ve always loved zombies. I’ve watched all the movies and even read the original Walking Dead Comics before it became a hit series in the classroom.

One Teacher’s Curriculum
Geography has always been a learning target for social studies teachers, and David Hunter, who teaches at Bellevue, Washington’s Big Picture School, decided to create a curriculum using Kickstarter as its funding source. He sought to make geography relevant through engaging scenarios and stories with a zombie theme tying it all together. The whole curriculum is standards-based and includes over 70 lessons where students must “consider how to duck the undead invasion, secure their supplies and, eventually, rebuild society” through a variety of activities, worksheets and discussions.

Mr. Hunter’s story was featured on an NPR affiliate if you would like to read more. In addition, he has made available one of the comics he created which serve as the textbook for the curriculum. Mr. Hunter created this work in order to engage students, and I believe we can use the topic of zombies to explore further curriculum areas.

English and Language Arts
While much of the world of zombies is portrayed in comics and films, ELA teachers can use these various texts to engage students in learning important reading standards. Even the Common Core calls for reading a variety of texts and comparing and contrasting those texts (such as a film and a comic). These stories feature compelling, complex characters under extreme situations that many of us can identify with. Students could analyze the various features of the comic/graphic novel genre, or engage in character analysis. Consider using these zombie-based materials as scaffolding for more complex texts.

Science
Many in the zombie community (did I just write that?) believe that people become zombies due to a virus, and many of the films and literature echo this as a possible method of transmission. This being the case, students could investigate the subject of viruses and bacteria using zombies as the disease being passed. They might come up with scientific methods for eradicating the disease or simply mitigating its effect. They might even hypothesize the biology behind zombies. Again, the topic of zombies is an entry point to engage students in learning significant content.

Math
Related to the science component of zombies, many diseases increase at an exponential rate. Students could analyze different population centers and predict its spread using exponential functions. They could determine when everyone is infected and map the spread using the math data they calculate, or even explore rate of decay. Students could also investigate what happens when a certain number of people are vaccinated to help prevent the spread.

These are some ideas I have either implemented as part of a PBL project or believe might be a good entry point for zombie-based learning across the curriculum. What are your ideas for zombie-based learning to teach content and 21st century skills? (And if anyone could instructionally integrate Michael Jackson’s “Thriller” video, that would be awesome!)


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