Saturday, 10 March 2018

Education - Multicultural & International Perspectives, engagement & agency.

Week 14 - Multicultural and International Perspectives, engagement & agency

PISA

This week started by viewing this video about PISA. Programme for International Student Assessment (PISA) testing is used to measure international success of students from the Organisation for Economic Cooperation and Development (OECD). The OECD is a combination of 34 countries who come together to come up with better policies to improve people's lives. In the 1990’s they looked at how prepared 15 year olds were for their futures as most have finished compulsory formal education by then. They came up with a 2 hour test for core subjects like reading math and science. Participating countries ran this test every 3 years, rotating the 3 subjects each year.

PISA tests if students can use what they have learnt in school and apply these to real life situations and problems. PISA takes the results of all students and analyses this data to compare how countries have ranked. Similarities and differences are shown so governments can analyse results and change education policies if needed. PISA looks at how successful all students are and looks for the characterics of the more successful countries and trends and patterns. Such as girls often outperform boys in reading, and in math boys tend to outperform girls. Another finding is that deciding student pathways early on does not necessarily impact the performance of the student. Also all children have the potential to succeed if given the opportunity and are supported despite their home background also having a major impact on student success.

Engagement

Prior to class I also read an article from Australian Institute for Teaching and School Leadership. (2016). ‘Engagement in Australian Schools’. This discussed the ambiguity of ‘engagement’ which is hard to define. Often policy makers have been focused on ‘disengaged’ behaviour rather than promoting engagement. Some ideas from Fredericks et. al. (2003) suggests it involves three types of engagement:

Cognitive - which is hard to measure, involves students investment in their own learning. Cognitively engaged learners are focused, resilient, flexible, and goal orientated. We can use physical signs to measure this such as facial expressions, reaction times, question asking/answering etc.

Behavioural - involves behaviour that enhances high performance such as collaboration and communication with others, and participation in other areas of their lives. Essentially are the learners ready to learn and this will help with being cognitively involved. Physical signs may be easier to measure such as attendance, reading and writing achievement data, social withdrawal, negative interactions etc.

Emotional - how the learner is feeling in relation to other learners, teachers, family and friends do they feel emotionally bonded with others. Can measure by asking students about their attitudes and beliefs etc.

We can improve engagement by having flexible, individualised teaching, in a supportive learning environment, like project based learning. Also by strong student-teacher relationships and regular monitoring, trying to make learning feel more relevant to the student, providing choice in future pathways and developing an environment where it is OK to make mistakes.

We then moved on to the ‘don’t ask me where I’m from video’. This was about how to define culture. Nationality is quite different to culture. Essentially your culture is about where are you might be a local. This includes rituals, relationships, and restrictions (where you are able to live, work, travel etc).

The World Economic Forum (2016) lists 16 skills for 21st century learning and they have included cultural & civic literacy and social and cultural awareness etc.



I think this is a great way to describe a holistic approach to curriculum development as it takes into account relevant competencies and personal character, not too sure about how the foundation literacies have been split up but good to see cultural and social awareness were explicitly included.

It was also interesting to learn which three NZ curriculum principles were the least well represented in classrooms based on research by ERO in a review done in 20012. Cultural diversity, future focus and treaty of waitangi were least well represented. I guess for most schools we are all trying to improve in these areas and probably could do with more help and professional learning in these areas.

We then dived into having a look at curriculum in other countries, and having spent a bit of time in Singapore back in the day I suggested we could have a quick look into this curriculum. We found some interesting information. Singapore includes civic literacy, global awareness and cross-cultural skills and social awareness as part of their 21st century competencies;



We were also wondering how well students from Singapore were rated in PISA and found that they were ranked top in math, science and reading in 2015 and also ranked highest in collaborative skills. They also seem to have a small number of bottom performers and a high number of top performers so the education system appears to be very successful for all students.

Agency

We then moved on to looking at learner agency which can be defined as the capability to make choices and act on these choices in a way that makes a difference to the learners life.

We watched a video from Tim Gander about learner agency. He was a teacher who inquired about how he could give his students more choice and how best to help develop their own agency. He developed and co-constructed what this would be for individuals. He create agency with the learners, and looked into how they could take action and deal with barriers, credits, timetables time pressures etc. Many of this they could not change but they did implement 20% time for self directed learning which they shared in an online learning community that also fed into assessments. They created a credits barrier hack by rewriting all the internal assessments to make them more authentic for the class. They developed a flow chart about what they were interested and boys could choose their own path and what they did to enable the choices. Many learners were initially lost and had trouble making the decisions and Tim wondered if by having agency essentially they had chosen to opt out. So they went back to redefine agency to include choices needing to make a difference to yourself and others. There was the ongoing tension of freedom to choose meaning they could choose to engage or not, and having a balance of academic rigour and freedom. This video brought up loads of themes around ways to engage students and how to handle assessments. Some food for thought.

We have just introduced some independent learning time at our school and have been looking at ways to support students to set realistic goals and actions. Many teachers have found some simple ways to engage students in meaningful learning and I look forward to seeing how this evolves over time.

References

Australian Institute for Teaching and School Leadership. (2016). Engagement in Australian schools. Retrieved from http://www.acleadersresource.sa.edu.au/features/engagement-in-learning/workshop-1/Handout_4_Engagement_in_Australian_Schools.pdf

Fredericks, J. A., Blumenfeld, P. C. & Paris, A. H. (2004). School Engagement: Potential of the Concept, State of the Evidence. Review of Educational Research, 74(1), 59-109.

World Economic Forum. (2016). New Vision for Education: Fostering Social and Emotional Learning through Technology. Retrieved from http://www3.weforum.org/docs/WEF_New_Vision_for_Education.pdf

Saturday, 3 March 2018

Education - Games and Educational Game Design


Week 13 - Games and Educational Game Design

Prior to class we were asked to play a game for 10 mins and think about what makes us play and keep playing the game? So as I was reading this instruction at home I was sitting at our kitchen table with our two children Mr 7 and Miss 8 who were playing Roblox. They are now only allowed play for limited times on the weekend as they were getting so addicted and turning into rude zombies during the week. So I asked them why do they play and what makes them keep playing?

Mr 7 said “I play because it’s fun and entertaining, and I keep playing because it it gets more fun and I save up for something like more than 3000 so I can buy my 2nd floor of my noob invasion house.”

Miss 8 said “I like listening to all the music, and I like saving up for stuff I even make lists of all the stuff I want to save up for. I love being pretend characters too”

I have on occasion played things like Tetris back in the day or the Farmville game on Facebook and I guess for me it has been a way of escaping, switching off or procrastinating from doing other things and there was always something just out of reach that I could achieve if I just kept playing. So I guess in terms of learning it is bit like how we scaffold learning or work on things just out of our reach or our comfort zone and then when we get there we a satisfied for a moment then start working on learning the next thing. It also reminds me of my martial arts training, there is always another belt grade to look forward to or something to improve or new to learn, there are others just ahead of us showing us the way which keeps us motivated and inspired. There is something addictive about ‘levelling up’. But are we ‘addicted’ to healthy habits/games or unhealthy habits/games or both at times? Despite doing a fair bit of exercise during the week I do enjoy indulging in food too.

We were also asked to watch the Seth Priebatsch's 4 game mechanics video. He talks about 4 game dynamics that can be used to influence behaviour. He describes a game layer on top of the world that has started to develop but it is just kind of boring and sux. He talks about examples such as loyalty cards etc. He says we can design better games and it has started in the last decade with the social layer of connections with Facebook etc. The next decade is the game layer which we will develop further which is all about influencing behaviour, including what, where and how you do things. The tools to build this layer are game dynamics which we have to be purposeful about using. He talks about 4 important ones:

  • Appointment dynamic - Players do something at a particular place and time. In real life this is like the ‘happy hour’ idea. An extremely popular game example is Farmville, you have to water your plants within a timeframe or they die. Another example is an app that helps people take their medication on time.
  • Influence and status dynamic - Players want to work hard to achieve something like a badge/status etc. For example in games you play to move up levels like school.
  • Progressions dynamic - Gradual success displayed through completion of tasks. For example % complete displays for setting up profiles on Linkedin. We want to finish things when reminded such as progress bars.
  • Communal discovery - everyone works together to achieve something. On Digg.com people find and source the best stories and you get points, people worked together to remain on top of the leaderboard. This made me think of countdowns cards, where together people swapped cards etc to get complete sets.
So the challenge is how can we build in some game dynamics to keep people motivated and influence desired behaviours when learning and leading?

We further explored these ideas by playing as a whole class group. The game was called Cat on Yer Head, it starts with everyone standing around but within touching distance of others, then one person starts as the cat who repeats ‘cat, cat, etc’ until they touch another person who becomes the cat. At the same time someone starts as the mouse and repeats ‘mouse, mouse, etc’ until they touch someone and they become the mouse. The objective is for the cat to catch the mouse, so if you get tagged by a cat or a mouse you are switching roles to help the mouse escape or get the cat to catch the mouse. It was crazy trying to switch and keep up at times.

We had a few goes then went inside to reflect and try to modify the game to try to enhance the experience. To make it more engaging we decided to use ping pong balls as the mouse or the cat to pass around rather than speaking and the balls were more easily hidden so everyone had to pay more attention in the game. This kept everyone on their toes. Then we decided to add a dog to chase the cat and mouse, this kept it even more interesting.

So we found ways to improve the flow of the game. Flow theory is the essence of games, it is the balance between the skill you have and the difficulty of the game. So it is a moving target and your target changes as your skills develop. You can change the rules of a game to improve the flow experience. I guess as a teacher I have always thought of this as knowing the learner so you can provide collapsing scaffolds and try to find that zone of proximal development (Vygotsky). I just hadn’t really realised how much this flow idea in good game development was related to effective learning experiences.

We also took a look at 4 keys to fun from Nicole Lazzaro which is focused on 4 key emotions as follows:
  • People Fun (friendship)
  • Hard Fun (challenge)
  • Easy Fun (novelty)
  • Serious Fun (meaning)
According to Amory (2007), Educational computer games should:
  • Be relevant, explorative, emotive and engaging
  • Include complex challenges, puzzles or quests
  • Be gender-inclusive and non-confrontational
  • Provide appropriate role models
  • Develop democracy and social capital through dialogue
  • Support authentic learning activities
  • Support the construction of tacit knowledge
We played http://www.kupuhono.co.nz/ and looks at aspects of game design within this game. James Paul Gee also has some interesting ideas about video games, theory of learning and how you can play games instead of teaching and taking tests because while you play the game you are completing the test and learning as you go along so you don’t need at test as such at the end.

Now going back to Mr 7 and Miss 8 maybe they weren't so much turning into rude zombies, they were actually in the flow state of playing the game, but I guess the bigger question is about the impact of particular games on our children and how can we harness this flow state for purposeful learning.

So lots of great themes this week and I guess it boils down to the classic reflection as a teacher about how can we have more fun with our learning as well as what can we do to make sure we are supporting students with challenges that push the students enough to not be bored and on the flip side are not too tricky leaving them to struggle too much as we want to ensure the learners are often in the flow state. So this must involve getting to know your learners and understanding the impact you are having in trying support students in their flow of learning and maybe ultimately helping them to be more aware of how they can take charge of their own learner agency and flow state. Much to ponder after this weeks learning.

References
Amory, A. (2007). Game object model version II: a theoretical framework for educational game development. Educational Technology Research & Development, 55(1), 51–77

Davis, R. (2014). Cat On Yer Head. Playniac Ltd. Retrieved from http://www.catonyerhead.com/

Week 32 - Reflective Practice

Week 32 - Reflective Practice The last mission to wrap up my personal 32 week journey is to reflect and critically evaluate one key chang...