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Hatırlarsanız 5 Aralık`da Ankara`da FatihETZ konferansında yapmış olduğum sunumda İngıltere´de her okulda bir teknoloji koordinatörü olduğunu söylemiştim. Tabiki hem vakit yetersizliğinden, hem de heyecandan bunun sebepleri hakkında detaylı bilgi verme fırsatım olmadı. Öncelikle tekrar vurgulayalımki teknoloji koordinatörlerinin teknisyenlerle bir alakası yoktur. Zaman zaman diğer öğretmenlere teknik konularda yardımcı olduğumuz doğrudur, ancak bu sadece vaktimiz olduğu zaman mümkün. Büyük okullarda zaten tam zamanlı bir teknisyen vardır, küçük okullarda özel firmalardan haftada genellikle 2 gün görev yapacak elemanlara iş verirler.

Peki, eğitim teknolojileri koordinatörlerinin görevi nedir?

Ben sizlerle ilkokullarda çalışırken iş sözleşmemde yazılı olan listeyi paylaşmak isterim. Bu listeye gore ICT koordinatörünün görevleri:

  • Teknolojinin eğitimdeki rolünün ilköğretim müfredatına uygun olarak geliştirilmesi
  • Diğer branş derslerinin yöneticileri ile birlikte çalışarak uzun zamanlı Eğitim Teknolojisi Müfredatı yazmak
  • Eğitim teknolojisine iliskin SMART hedeflerin, eğitim planının ve bütçenin hazırlanması
  • 1 yıllık kısa sureli ve 3 yıl uzun dönemli teknik araç ve gereç ihtiyaç raporunun yazılması
  • Teknisyen ve diğer teknik bilgiye sahip kişilerle beraber okulun teknoloji altyapısının geliştirilmesi
  • Öğretmen ve öğretmen yardımcılarının en son teknolojik yeniliklerden faydalanmaları için ihtiyaçları doğrultusunda, hizmet içi eğitim programı hazırlamak
  • Öğretmen ve ögretmen yardımcılarını teknolojiyi derslerinde kullanmaları konusunda desteklemek
  • Ögrencilerin teknoloji alanındaki düzey ve bilgilerini okul çapında bilimsel yöntemlerle değerlendirmek
  • Teknoloji eğitimi standardlarını düzenli olarak analiz etmek ve sonuçları okul yoneticileri ve velilerle paylaşmak.
  • Teknolojinin uluslarası okullarla ortaklaşa yürütülen projelerde kullanılmasına öncülük etmek
  • Özel eğitime ihtiyacı olan çocuklarin daha başarılı olmaları için, Özel eğitim müdürü ile birlikte teknolojinin ne şekilde kullanalıcağına dair program hazırlamak
  • Teknolojinin bütün ders alanlarında kullanılmasına imkan verecek projeler hazırlamak
  • Teknoloji program ve gereçlerinin en verimli şekilde kullanılmasını sağlamak
  • Sanal eğitim programlarının bütün ögretmen ve öğrenciler tarafından düzenli olarak kullanılmasına destek olmak

Ben Wilbury İlköğretim okulunda ilk işe başladığım zaman, okul müdüremiz ve iş yöneticimiz beni toplantıya davet ettiler. Bana ilk sordukları soru vizyonumun ne olduğu idi. Ben okulda biraz vakit harcamadan ve okulun eğitime olan bakış açısını anlamadan bu soruya cevap veremiyeceğimi söyledim. Okul müdüremiz benimle aynı fikirde idi. Bana araştırma yapıp, okul yönetim kuruluna sunmak üzere 4 hafta içerisinde bir rapor hazırlamamı tavsiye ettiler.

Önce teknisyenle okuldaki teknolojik altyapı, araç ve gereçler üzerine sohbet ettik. Daha sonra derslere katılıp öğretmen ve öğrencileri gözlemleyip, görüşlerini sordum. Son olarak da her branş ders yöneticisi ile teknoloji müfredatı ile kendi alanları arasındaki bağlantıyı nasıl algıladıkları üzerine konuştuk. Bütün bu bilgiler benim okulun 1 ve 3 yıllık planlarını hazırlamam için yeterli idi, ancak vizyonumuzu belirlemek için okul yönetileri tarafından öğrencilerin ihtiyaçlarına göre karar verilen hedefleri bilmem şarttı. Bu bilgileri topladıkdan sonra raporumu yazdım. Bu raporda:

  • Öğrencilerin yüzde 62´sinin ilkokulu beklenen düzeyin altında teknolojik bilgilerle bitirdiği
  • Okulda 1000 öğrenci olmasına ragmen sadece bir bilgisayar labının olması sonucu, öğrencilerin haftada sadece 40 dakika okulda teknoloji kullanmaları ve bilgisayarlar çok eski olduğu için, açmanın 15 dakikayı bulduğu
  • Öğrencilerin yüzde 53‘ünün evde kendilerine ait bir bilgisayarı olmadığı, aile bilgisayarının da genelde yaşı daha büyük olan kardeşlerce kullanıldığı
  • Tablet teknoloji, kamera vs. araçların okulda bulunmaması
  • Öğretmenlerin büyük çoğunluğunun teknolojik bilgilerinin yetersizligi
  • Wi-Fi ağının olmayışının okuldaki 30 laptopun kullanılmayıp, kenara atılmasına sebep olduğu konularına değindim.

Ben bu bilgileri kullanarak hem okul için vizyon raporumu hem de altyapı planımı hazırladım. 2014 yılında üniversiteye geçtigimde okul hem ulusal ve uluslar arası yarışmalarda teknoloji alanında bir çok ödül kazanmıştı hem de İngiltere parlementosu ve eğitim bakanlığı tarafından bu alanda örnek okul olarak seçilmişti. Bu başarının sebebi, sadece aldığımız araç ve gereçler değildi tabiki. Kendi okulumuzun ihtiyacına uygun olarak geliştirdiğimiz disiplinler arası müfredatımız, sürekli öğretmen eğitimi, ailelere bu vizyonda yer vermemiz ve öğrencilere karar verirken danışmamız da bu başarıya katkıda bulunmuştur.

Yıllarca bu görevi yaptıkdan sonra daha iyi anladım ki, bir okulun en etkili eğitim aracı teknoloji değil, öğretmenleridir ve onlara ihtiyaçlarına ve okulun eğitim hedeflerine uygun bir şekilde sürekli eğitimden yararlanma imkanı verilmeli. Ancak bu şekilde okullar bilgi çağının gerektirdiği bilgi ve becerileri öğrencilerine kazandırabilecek bir eğitim programı oluşturabilirier. Teknolojik araç ve gereçlere milyonlar harcanabilir, hatta binlerce içerik de geliştirilebilir. Ancak artık kabul etmeliyiz ki, herkese uyan bir elbise tasarlanamaz, yani eğitimin kişiselleştirilmesi gereklidir . Londra´daki bir çocukla, Londra dışındaki bir çocuğun eğitim ihtiyaçları aynı değildir, dolayısıyla kullanılan aktiveteler ve araçlar da farklı olmalıdır. Verimli sonuç alınması için teknolojik araç ve gereçleri her okulun vizyonu doğrultusunda, etkili bir şekilde kullanılmasını planlayıp, gözlemleyecek bu alanda yetişmiş bilgili eğitimcilere ihtiyaç vardır.

İşte bu noktada bilişim öğretmenlerine çok, hem de çok ihtiyacımız var! Eğitimin bilgi çağını yakalaması için gerekli olan vizyonu her okulda tasarlayıp okulları geleceğe taşıyacak eğitim teknolojisi liderlerine çok, hem de çok ihtiyacımız var!

Türkiye´mizin her köşesindeki her okulda bir eğitim teknolojisi koordinatörü görmek dileğiyle…

Not: Umarım Türkçem anlaşılır, eğer yanlış görürseniz lütfen benimle iletişime geçin.

In attempt to make this article both interesting and useful (!) I’ve been routing round the internet to recommend some literacy apps.

I am a tablet novice.  Tablets have seemingly passed me by, so when a friend suggested I borrow an iPad for the weekend I duly obliged with some hesitation. I had survived so far without one so I wasn’t expecting it to bring anything to the table. However, the draw of the screen and the graceful glide of my fingers, as they slid across the surface like Torvil and Dean, was far too tempting. Alright, so perhaps I am romanticising slightly but I came to the instant conclusion that they are so addictively good! There’s bags of learning opportunities to be had too with each month bringing a slew of educational apps ripe for discovery. My Year 1 class of 5 and 6 six year olds have been very enthusiastic test subjects. Their fingers have furiously flicked from app to app in an attempt to channel and challenge their creativity. (It’s at this point I would like to say that the whole class get a higher score than I do on ‘Temple Run’. Sigh!)

My advice when roaming around for the best education apps are:

  • Go by recommendation. Read the reviews – see what the public have to say.
  • Find out what you can get for free. Some of the more expensive apps are too distracting with unnecessary add-ons and showy graphics. Keep it simple to allow the learning to embed.

Handwriting and Phonics

Pocket Phonics (£1.99)

This has been designed and tested by teachers in the UK – so if it isn’t any good, then you’ve got them to blame! Having said that you shouldn’t have any real complaints as this is pretty perfect for letter sounds, handwriting and first words. Children are guided to write each letter with a ‘follow me’ arrow. An award winner, and a thoroughly decent app!

https://itunes.apple.com/gb/app/abc-pocketphonics-letter-sounds/id299342927?mt=8

Alphabet Tracing (Free)

For beginners this is a must have app. It is not a phonic app so don’t expect it to feature, but it does have the means to practise upper and lower case letters as well as numbers and words.  There’s also ABC Letter Tracing too which again doesn’t phonetically sound out the letters. It could use a starting arrow too for each letter but on the whole it’s not bad at all!

https://itunes.apple.com/gb/app/alphabet-tracing/id374493089?mt=8

https://itunes.apple.com/gb/app/abc-letter-tracing-free-writing/id416326981?mt=8

Cursive practice (Free/£0.69 for Full Screen version)

This is very loopy indeed! It has famous quotes to copy and the full screen version will set you back £0.69.  Something I have discovered is that even the most stubborn pupils who don’t like to write are easily convinced when presented with an ipad and a splendid app like this.

https://itunes.apple.com/gb/app/cursive-practice/id492625990?mt=8

Pop Words (Free)

This is challenging and awfully addictive. This is an interesting twist on ‘Boggle’. Some of my Year 6 children were puzzling over it for some time. There would be occasional shrieks of ‘I’ve got GLEAMING!’ and ‘I’m one letter off of FORTUNE!’. I would use this as a starter to a lesson or as early morning work to get their brains into gear.

https://itunes.apple.com/gb/app/popwords!/id472853634?mt=8

Grammar and spellings

Squeebles spelling test (£1.49)

This comes with three test modes and there’s a mini-game with bonus rewards for high scores. It allows you to set up tests, enter words and then record audio versions of those words for the children to listen back to before they spell them. Stats are available too on each child so that you can see which words they are struggling with. I recently trialled this at school and it went down well with a group of Year 2 children. Thankfully their spolling spelling has got bitter better through the experience!

Grammar Up (Free)

Grammar Up provides 1800 multiple choice questions for English in over 20 grammar categories. I tried it and quickly discovered that my grammar ‘weren’t goodish’! So back to the drawing board for me! Also LearnEnglish Grammar by the British Council (Free) gives you a series of tests which you can improve on and build your score. The pupils can work up the levels to be a grammar master!

https://itunes.apple.com/gb/app/grammar-up-free-edition/id299024911?mt=8

https://itunes.apple.com/gb/app/learnenglish-grammar/id488099900?mt=8

Stories for Reading and Retelling in Key Stage 1 (Nosy Crow steal the show!)

Pip and Posy (£1.99)

This is one for nursery and Foundation stage but a great app to start off with. Axel Scheffler’s drawings are as delightful as ever. The games are spot on with ‘matching pairs’ and ‘making a face’. I found the ‘spot the difference’ quite tricky but observational skills have never been my strong point!

https://itunes.apple.com/gb/app/pip-and-posy-fun-and-games/id514916095?mt=8

The three Little Pigs (£3.99)

When it comes to story apps, Nosy Crow are the ones to beat for sheer excellence.  They are consistent award winners – but plaudits aside – children are fascinated by their apps. Their apps entertain and educate effortlessly and they have chosen a winning formula by updating the fairytale classics. There are loads of characters to discover and plenty of interactive surprises too. The best bit of course is when you get to be the wolf and blow the houses down through the microphone. Who hasn’t wanted to do that?

https://itunes.apple.com/gb/app/three-little-pigs-nosy-crow/id418543664?mt=8

Cinderella: a 3D Fairy Tale (£3.99)

Again, Nosy Crow have come up trumps. So often app animation can look so formulaic but this looks stunning thanks to the creative eye of Ed Bryan. Children can read along and interact with the story . Highlights include building the magical carriage with the Fairy Godmother, and selecting music for the Prince and Cinders to dance to. (Which would you choose – Bollywood or Disco?) With ‘Cinderella’ and ‘The Three Little Pigs’, children are guaranteed a different reading experience every single time. It’s magic! Seriously, I can’t wait for ‘Little red Riding Hood’ which should be downloadable sometime this month.

https://itunes.apple.com/gb/app/cinderella-nosy-crow-animated/id457366947?mt=8

The Grunts: Beard of Bees (Free)

(Just as a little free extra, it’s worth downloading The Grunts: Beard of Bees. This is also produced by Nosy Crow taken from the enormously enjoyable books by Philip Ardagh . He also narrates this ‘bees’-tly game as you try and attach as many as you can to Mr Grunt’s face before the timer runs out.  Though please take care of stray butterflies and flowers as Mr Grunt will tell you off for trying to add them to his ghastly face. I should also like to point out that Philip has the most wonderful beard in real life but thankfully it is not made of bees.)

https://itunes.apple.com/gb/app/the-grunts-beard-of-bees/id548325168?mt=8

Sir Charlie Stink Socks and the really big adventure (£2.99)

You can download the lite version of this but don’t be put off buying the real deal as it is a lovely app. It is brilliantly written and illustrated by Kristina Stephenson. The children can interact by playing with the Wiggly Woos, or press the words to hear Michael Maloney’s narration;  or simply use the painting mode to colour their own pictures from the story. It helps with learning and literacy development and is a whole heap of fun to boot!

https://itunes.apple.com/gb/app/sir-charlie-stinky-socks-really/id408773184?mt=8 (lite version!)

Creative Writing Apps

Poetry Creator (Free)

I don’t know about you but my refrigerator is covered in magnetic words to make amusing little phrases as I burn dinner for my family. This app essentially does the same but it doesn’t come with a fridge!  This app has brought tears of laughter to a collection of Year 4 and 5 pupils as we were testing its mettle. It inspired the glorious poem that we called ‘Florist Robber’.  It is a pretty little ditty that goes like this:

‘The Florist Robber’ by Wilbury School

‘Everyone of you Freeze!’

Said the ‘balaclava wearing’ cheese.

‘Give me the money please!’

Raged the banana-wielding cheese.

‘Those flowers make me sneeze!’

Gasped the allergy ridden cheese!

‘Atchoo- Atchoo-Atchoo!’ – and he surrendered to his knees!

Surreal beauties like this can then be shared via email or saved to your devices’ photo album. A simple, effective app for any budding Shakespeare or would –be rapper.

https://itunes.apple.com/gb/app/poetry-creator-verses-poetry/id371925480?mt=8

Writer’s Hat (£0.69)

This a great table top app to help generate ideas for stories. The word prompts help to stimulate creative thinking for writing, speaking, drama and art. Once your class has generated some words they can be plan and piece together a narrative independently or in a group. Again, simplicity is the key here. By listing words to accompany ‘Who’, ‘What’, ‘Where’ and ‘When’ the student is given the opportunity to play around with their imagination. It’s easily reset and there’s also a bank of words which can be added to.

Here’s a sample for you to try. Make a story from the following:

Who: Policeman

What: Spaceship

Where: City

When: 1970s

What are you waiting for? Go and create a masterpiece!

https://itunes.apple.com/gb/app/writers-hat/id449796394?mt=8

Mind Over Monsters (Free)

Those darn, pesky monsters! Perhaps I’m being unkind as while they are causing havoc in the stratosphere, they are enabling children to brush up on their literacy skills. Each level poses different problems to solve by bashing the critters that have the right answers.

https://itunes.apple.com/gb/app/mind-over-monster-english/id399191336?mt=8

APPy Endings!

As an extension to all these apps is the teaching that accompanies them. The speech and language opportunities are plentiful and it’s just as important to ensure that time is taken to discuss collectively what you are setting out to achieve. They key is to not let apps take over but to use them selectively and purposefully to back up the pedagogy.

Happy APPing!

Des

(Des Hegarty is a teacher at Wilbury Primary School. You can follow his book blog ‘Storysplat’ by clicking here: www.storysplat.co.uk/

Also you can watch Des in action telling stories on Youtube:

‘Gus You Are a Superstar’

http://www.youtube.com/watch?v=ePrPdDYaOQw

The Grizzlegrog’

Mr Gum and the Goblins – by Andy Stanton

http://www.youtube.com/watch?v=j5oxVvuK0rQ

..and finally you can follow him on Twitter @The Grizzlegrog)

 

 

 

by Marina Screpanti

I’m a Primary School teacher and I’m involved in many European projects, both Comenius and eTwinning. I teach English but I am fortunate to also teach PE, history, geography and technology so my teaching definitely has a wide range of topics. Lately my eTwinning partners (“V.O.I.C.E.” and “SUPERCITIZEN’S ALMANAC” projects’ partners) and I created a VIRTUAL CLASS with all of our students. The pupils worked together basically through playing, so they didn’t even realize that they are studying and acquiring competences and skills and connecting information. This new way of approach to studying is real and emotional and this helped them to improve their learning.

A new way where “fun” is the most important word and where effective and real “communication” is the winning key. I have experienced a lot of games and examples of communication via the virtual class. This has led to improving my pupils’ language competences and their self-confidence in the use of a foreign idiom. The virtual class allows you to work using video-conferencing or communicating through platforms like eTwinning on various activities such as working on the same ddocuments like google docs.

work on the same documents like google docs. If you would like to get an idea of how my students have worked on their virtual class, have a look at : http://new-twinspace.etwinning.net/c/portal/layout? p_l_id=20179680 . In this game both French and Italian students wrote their descriptions and then they exchanged them publishing them on the Twinspace (a special place online platform where partners can share materials and communicate).

During the video-conference, one French student sat in front of the webcam while the Italian students, were looking at the French descriptions, asked questions to the mysterious boy/girl about his/her family, likes/dislikes, hobbies trying to guess his/her name. In the descriptions, in fact, each student had to talk and write about the information above. After having guessed, it was the turn of an Italian pupil to be mysterious…. This game led students to use a common foreign language (which in our case was English) in a real communicative context, enhancing their speaking and listening competences, also improving their vocabulary but first of all having fun !

Another way our virtual class experienced is shown on http://new-twinspace.etwinning.net/c/portal/ layout?p_l_id=21272324 where Polish and Italian students tested their knowledge about Europe by creating a quiz for their European classmates. The questions and anwers have been shared through the eTwinning platform constantly opened in the classrooms. Have a look at it! The virtual class we created in V.O.I.C.E. also invented a way to help each other, in fact each country had to propose to the partner countries a way to solve one of their school problems asking for suggestions (click on……). To understand the positive impact of working in virtual classes, the best thing is to have a try! I recommend every teacher tries this new experience. It opens students’ minds and horizons !

 

 

 

 

 

For the last few years I have been co-ordinating school projects working together with lots of different European partners. The one major goal for which I have aimed over these years, is that the pupils, and their teachers, would find that – my European friends are not that different from me. All kids are the same, but different- In these projects I have always included the use of videocommunication, because I believe it is important that the pupils meet each other, even if it is only via screens. In my case, my pupils are too young to travel and actually meet with their peers, but given modern ICT-technology they can meet, without leaving home. For me who am Swedish, English has been the common language when video-communicating.

I work with pupils from ages 6 to 12 and although their English is not that good in their younger age, they learn quickly and by having recurring video-communication they are triggered to become better and better. They get a real hands on experience about the importance of good English. I also believe that videocommunication gives and encourages so many more ways to communicate other than just talking to each other. This is about speaking English. Now, about communication. The pupils need to overcome the nervousness and anxiety that comes with a “blind date” on the internet, and this one is with sound and moving pictures. This means that “my” Swedish pupils work with their questions and practice how to talk, discuss and prepare on their English in lessons. And, on the Skype conferences they go LIVE.

Skype is the program which I have used for the conferences. It is free, easy to navigate and another big advantage….many of the pupils can help me if I lose myself in the program. They are quite used to using Skype. Its not only about talking, they also see each other and each others classrooms. Similarities and differences, the diversity of Europe. Johan Eggers is a teacher in the primary school and kindergarten at Rodeby primary school (Sweden), responsible for the morning and afternoon centres, which he refers to as educarecentres. He is the co-ordinator of International School Projects. 5 The way I have used this is by having a Skype-relay with all partners and a given theme. The theme has been obligatory since I have always had a project to report back to. It is also nice to have the talk maybe divided into four parts. The first one would be establishing contact, greetings etc. The second one is about the theme questions from both parts. Then it would be time for the most popular part, the pupils own questions, time to discuss music, football teams etc. The fourth part is about closing and saying goodbye. During these talks which sometimes could involve 7 countries and over 100 pupils I have many golden memories. On one occasion I remember how my pupils, talking to our English partners about how the Swedish football player Zlatan Ibrahimovic crushed England with a bicycle kick from 30 metres.

Another memory is when my 5th graders tried to speak Croatian with the Croatian kids. Pupils discussing if One Direction is the best pop group ever or not. A great feeling of being together and European. And also very funny. On another occasion we had a Facetime conference via iPads and sang songs to each other and showed photos. This time without understanding a word each other said. Still it was great fun and a good learning experience. I encourage all to use video-communication as it enriches school and gives the pupils good practice in preparing their talks, language skills etc.

I think it is really important to be part of the online world, through blogs, discussions and groups not only to share our experience but also for networking, resource sharing, collobaration and professional development. Below are some online communities that I have found exteremly useful for collobarative knowledge building.

http://www.edweb.net/

It offers free professional learning communities and webinars. You can be part of current communities or create your own one and invite your colleagues to join in.

http://www.wise-qatar.org/wise-community

You can communicate with educators, innovators from many countries who influence education. You can create your own group and join many fascinating ones and become a part of an exciting community.

http://www.tigweb.org/

TIG Initiatives provides you a flexible and powerful online space to share what you’re working on with the world. It encourages collaboration with other motivated individuals and organizations. You can change your own design, add your own features and content, and even link it with social networking tools like Facebook and Twitter. Showcase and connect your ideas to a global community!

http://www.linkedin.com/home

Linkedin not only allows you to connect with your colleagues, you can also join many linekdin groups in your interest area and create your own groups.

https://twitter.com/

You can find what’s happening with the people and organisations, but also share your activities with them. I love it because it is the fastest way of communicating at the moment!!!

http://twbglobal.org/

Teachers without borders connects teachers to information and each other so that they can create lcoal change on a global scale.

 

 

 

 

 

John Ferrara is a game design practitioner based in the greater Philadelphia area. He is the author of the book “Playful Design: Creating Game Experiences in Everyday Interfaces”, which explores how gameplay can be extended to conventional applications to effect deep social experiences, participatory learning systems, and meaningful cultural change. He is the lead designer of Fitter Critters, a game designed to transform 4th to 8th grade students’ attitudes toward nutrition. Please visit www.playfuldesignbook.comto find out more about John’s book. You can follow him on Twitter at @PlayfulDesign.

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Games of all kinds have long played a welcome role in education, from classroom exercises like spelling bees and geography-themed bingo to academic competitions like debating clubs and Model UN.  And for as long as computers have appeared in classrooms, video games like The Oregon Trail and Math Blaster have been embraced by teachers exploring new ways to engage and challenge their students.

The rationale for incorporating these games into classroom instruction has often been that kids devote huge amounts of time to playing recreational games, and so may take a greater interest in schoolwork if it came wrapped in pixelated packaging.  Unfortunately it’s not that easy.  Children are discerning consumers of games, and may take faint interest in games that don’t provide the same level of engagement to which the commercial market has acclimated them.

In recent years, there’s been an explosion of interest in video games’ potential to effect significant change in the way people learn. Educators and researchers are also discovering that games offer benefits that reach far beyond their cultural legitimacy and popularity.

Among them:

Games place learning in an applied context

They can serve as a laboratory for new concepts, allowing players to “learn by doing” and as a  complement to theory learned in parallel. Virtual labs are much more cost-effective than real ones, and enable applied learning for lessons and subjects where it otherwise wouldn’t be available.

Games can simulate conditions of the real world

The rules of the natural world can be represented in computer games with tremendous fidelity and precision. Physics, geometry, math, and chemistry can all follow the same laws and manifest the same attributes in the game world that they do in real life.

Games offer a safe environment for experimentation

While teachers couldn’t give students unsupervised control over a real chemistry lab, there’s no downside to letting them fiddle freely in a virtual one. Since there are no real-world consequences, students are empowered to ask “What if…?” and explore the boundaries of the game space to discover what happens under different conditions.

Games promote systems thinking

One of the great strengths of video games is their ability to model complex systems with many interacting parts, and to drop players right in the middle of those spinning gears. This gives players the opportunity to understand and manipulate the dynamic relationships between a whole and its parts.

Games invite players to adopt unfamiliar roles

Many video games encourage players to try on different roles, allowing students who may have never before imagined themselves as scientists, doctors, or titans of industry the opportunity to picture new prospective identities.

Games facilitate teamwork

Online gaming has enabled collaborative experiences that were previously impossible. While massively multiplayer games mediate teamwork in real time, social games like Farmville and Words with Friends have pioneered asynchronous participation among people separated by both space and time.

 Games build assessment into the experience

The game itself can serve as the assessment of student performance.  Game-based tests can provide a different model for evaluating success, where students can try as many times as they must to complete the game’s objectives. Grades can instead vary with the total number of objectives completed, the difficulty of each, and the quality with which they were done.

Working with these attributes, designers can create educational games that make things possible that would otherwise be difficult to achieve in the classroom. However, none of these advantages can be fully realized unless students are sufficiently invested in playing.

The success of any game ultimately hinges on whether players feel the experience of interacting with it to be intrinsically rewarding. It is the particular designs of the commercial games that drive players’ interest in them. This includes fundamental elements such as the conflict at the heart of the game, the core mechanic of play, the difficulty of the challenges, the system of rewards, and the arc of the narrative. These are the things that make games worth playing. Educational games that focus on getting these design elements right will achieve the greatest success in tomorrow’s classrooms.

 

 

 

 

 

 

 

I am Program Manager of Global Partners Junior, a technology driven education program that connects urban middle schoolers around the world. In this role, I have the privilege of working with educators from Accra to Vancouver to bring technology integration, global awareness, and project based learning to their classrooms. An incredibly diverse group of 2,500 students in 30 cities participate. Our many educators are equally diverse, creating the opportunity for an ongoing exchange of best practices from classrooms around the world. On any given day, I may speak with educators in Mumbai, Rio de Janiero, Hong Kong, Sydney, Bogota, London and New York, all of whom share the same goals for their students but have different pedagogical perspectives. As a former New York City public school teacher, I am constantly amazed and invigorated by this exchange of ideas.

 

So how does Global Partners Junior work? Each week, students meet for 2-4 hours in classrooms around the world and communicate online about topics relevant to all cultures using a shared curriculum. They research facts about their communities and international cities, exchange messages on our password-protected website at gpjunior.tiged.org, and create multimedia projects and video greetings. Now in its ninth year, this program was developed by New York City Global Partners, the nonprofit organization that connects the Mayor’s Office of the City of New York to cities around the world.

 

The curriculum topic that guides students’ interactions changes every year to keep the conversation exciting. Past topics have included local and global business, environmental sustainability, and city parks. Each curriculum is focused on issues relevant to urban youth and is developed by our staff in partnership with content area experts. The topic itself, while important, is less a central focus than a lens through which students can examine their own cities and draw comparisons with others.

For example, this year students are collaborating on the Urban Stages curriculum, which focuses on international theater production. Students explore elements of theater such as playwriting and set, costume and sound design, and share their learning with their international peers through blog posts, discussion forums, and video chats. They will create hundreds of multimedia projects throughout the year. Highlights so far include a student-designed website and podcast about local theaters in Toronto; a promotional video about current productions from Warsaw; and digitally designed storyboards of international folktales from New York City. Students constantly explore new technology resources, employing both video editing and digital design software and free online tools such as Prezi, SketchUp and VoiceThread to create dynamic representations of their research. For the culminating project, students will transform an underutilized space in their community into a theater and create an original performance.

One of the strengths of all Global Partners Junior curricula is that they are adaptable to an immense variety of classroom contexts and focuses. The program was developed in cooperation with the NYC Department of Parks and Recreation, and was originally offered by Parks afterschool programs. Global Partners has since expanded the program within New York City to include public schools and afterschool programs operated by the NYC Housing Authority, the New York Public Library, and the Sports and Arts in Schools Foundation. Each of these groups, along with our 75 international classes, brings its own personality and priorities to the shared curriculum; some classes focus more on introducing students to new technology tools, while others emphasize literacy skills and knowledge of global cultures.

Global Partners supports each educator in adapting and implementing the curriculum by providing student workbooks, lesson plans, enrichment activities and assessment tools. Our staff conducts professional development sessions for participating educators, focusing on topics such as technology integration, global awareness activities, and evaluation and assessment. These sessions typically take place by conference call or Skype, and are a fantastic opportunity for educators to ask questions, troubleshoot project ideas, and share the great resources and lesson plans that have been successful in their classrooms. 

I have also had the pleasure of visiting Global Partners Junior educators in Mumbai, Delhi, London, and Toronto. Many international educators have also visited New York City to participate in professional developments and get to know the Big Apple.  These visits are a great opportunity to observe the varied ways educators implement the program in their classrooms and adapt it to their local curricula and standards.

Next year’s program will focus on digital storytelling in cities around the world. Students will explore local and global fiction, nonfiction, and poetry, and create multimedia projects to bring their own stories to life. We plan to add even more great international schools to the program and welcome applications. Already we have schools participating in Accra, Berlin, Bogotá, Buenos Aires, Copenhagen, Cuernavaca, Delhi, Dublin, Ho Chi Minh City, Hong Kong, Jerusalem, Johannesburg, Karachi, Lima, London, Melbourne, Mexico City, Mumbai, Paris, Prague, Rio de Janeiro, São Paulo, Shanghai, Singapore, Sydney, Tokyo, Toronto, Vancouver, and Warsaw.

Enrollment for the 2013-14 Global Partners Junior program is open. For more information or to request an application, please contact: gpjunior@cityhall.nyc.gov

 

by Danielle Goldfarb-Bedrick

NYC Parks Computer Resource Centers (CRC’s), New York City, USA

For the past 13½ years I have been a technology educator at a recreation center that is located in a part of New York City that is considered “isolated” due to the fact that it’s on a peninsula and transportation outside of the peninsula is very limited, so much to the fact that there is only one train system and two bus systems that run in and out of the area.  Even with this knowledge, I would always find it odd that when we were able to have field trips for our afterschool youth to other parts of New York City, the children would be in complete awe of their surroundings.  It was as though they were visiting a foreign country for the very first time, taking in the sights, people, making notes mentally of what they saw and did whilst there.  It was after such field trips that I developed an Email Pal Project within the Parks & Recreation Computer Resource Centers.

The concept was for our children to pair off with other peers and have a general email exchange. The first year there was no set curriculum and the goal was only to work on the technology, literacy, and reading comprehension.  It was a huge success. We had a total of 20 children participating from each center and had paired them off with counterparts in the borough of Manhattan. Each child (with parental permission) was given their own free email address (we had used the Yahoo! email at the time). The program had run for a total of 6 months meeting once per week for an hour and a half.

Our recreation center is located in an area of New York City that is known for its low literacy rates, this program had helped immensely by reinforcing vocabulary, reading skills, reading confidence (reading better out loud to a group of peers), and reading comprehension.  To personally see firsthand a positive increase in literacy skills in a child is as though we’ve given them a gift that they can use to get ahead in life. It made me feel secure as an educator that these children will be prepared not only to move onto the next level of learning but also to have more potential and to have a secure future of success.

Of course this program developed technology skills. Each school year that we ran this program, I saw that the children who had poor or limited technology skills and through this program they are able to improve upon them, whether it be learning how to type, do basic internet searches for information, composing and sending an email, putting together a video or slide show as part of a project and then attaching it to an email were all necessary skills for a child to know how to do. The look on a child’s face when they learn something technology related that they didn’t know before is priceless to see and it makes them not only want to learn more but it enriches their overall life as well.

This type of program would not only work well for children but also with older individuals as well. We all realize as educators that technology leads the future and why not open every opportunity to individuals of every age.

Modern-day video games immerse players in a virtual world where they assume a starring role in an adventure of some kind. Players choose an avatar and proceed to run, jump, shoot, capture, explore, and carry out different kinds of missions to win rewards. Such games create high engagement in the players and keep them playing for hours on end. What is it about video games that cause players to be so engaged? Whether it is the heroic cast of characters, compelling story lines, or the motivation to achieve big goals and gain rewards, video games certainly have a way of capturing your undivided attention. Players feel a sense of urgency and challenge that keeps them focused and motivated to continue playing.

Very similarly to the gaming world, actively engaging students is an important goal in education. “Teachers want to reach and engage their students in innovative ways,” said Mark Espinola, CEO of Ballard & Tighe, Publishers. This is why education developers have turned their attention to games in recent years. Combining the intriguing aspects of games with good instruction encourages students to get excited about learning. Providing rigorous content through a game-based format produces a state of focused motivation and promotes deep learning. Players are in charge of their progress and are encouraged to take risks to achieve their goals.

Specifically designed for the rigors of the Common Core State Standards, Word Raider: Escape is an online academic vocabulary game where students master academic vocabulary typically found on state standards, standardized exams, and academic word lists. The game was created with the best features of modern, immersive video games in mind. It focuses on general academic vocabulary because that has been identified as a major factor influencing the achievement gap between English language learners (ELLs) and English proficient students.

A recent report by the National Assessment of Educational Progress (NAEP) shows that “students who performed well on the vocabulary questions also performed well in reading comprehension” while students who do poorly in vocabulary also gain low scores  in reading comprehension (NAEP, 2012).

The report highlights what research has shown to be a direct relationship between vocabulary knowledge and the ability for students to comprehend a text.

Word Raider was developed using the best vocabulary teaching practices. Players explore and collect an “inventory” of words that they use to complete various games and puzzles. Every word is encountered more than 10 times in in reading, writing, speaking, and listening tasks. By the time players complete their last quest in the game, they will have taken at least 1,100 assessment items without ever realizing it.

Players document and track their words in a virtual dictionary. The dictionary includes:

  • An animated word tile that comes to life to illustrate the word meaning Part of speech and inflections
  • A student-friendly definition
  • A student-friendly sample sentence using the word in context
  • Word family (derivations of the word) and sample sentences

Through the dictionary, players can also earn more points when they power up their words by completing writing and speaking tasks.

  • Write the word
  • Write a sentence using the word
  • Record a sample sentence using the word
  • Record an answer to a prompt to demonstrate word understanding

The benefits of delivering Word Raider in a video game format include: increased student engagement, instant feedback, repeated exposure to increase retention of meaning, differentiated instruction, access at home or after school, and a teacher portal to monitor student progress and mastery.

To find more about Word Raider, visit www.word-raider.com

National Center for Education Statistics (2012). The Nations Report Card: Vocabulary Results From the 2009 and 2011 NAEP Reading Assessments, NCES 2013 452.

 

Henrike Lode is a game developer from Copenhagen, Denmark, born 1985 in East Germany. She studied ‘Media and Computing’ in Berlin, and helped students learn programming as a tutor/teaching assistant. As a scientific assistant at the research centre for computer games and interaction in Berlin she established and supervised a motion capture studio and held workshops teaching students how to use it. She then proceeded to take a Master’s degree in Game Design at ITU Copenhagen in order to get closer to realizing her dream: “make learning fun” and is currently founding a company with her team to further develop Machineers.

Despite the fact that more and more parents, teachers and game developers acknowledge the educational potential of computer games, good learning games are still rare. This is partly due to a lacking collaboration between educators and game designers/developers and partly due to poor research.

In their Master thesis project at ITU Copenhagen, Denmark, the Games students Henrike Lode, Niels Frederiksen and Giuseppe Franchi explored options of how to improve the design of learning games to achieve a better reception from players and provide a better learning experience. They developed the learning game Machineers, a 2D puzzle adventure that stealthily teaches logical thinking, problem solving and procedural literacy to children from 10 to 14 years. The term ‘procedural literacy’ describes the ability to read and write processes, a skill that serves as a basis for understanding programming and other higher cognitive skills, like creativity and innovation.

During their research they found that good educational games should move away from the behavioristic learning approach, where learning exercise and reward are not connected, which leads at best to extrinsic motivation and rote memorization. To use the full potential of learning games, the learning activity itself must be intrinsically motivating: game and learning content should not be not viewed separately but merged together.  In Machineers this was achieved by representing each learning aspect with a visual metaphor, which behaved exactly like the concept, but looked like an everyday object that the player was already familiar with. Those single pieces of information were then used as puzzle pieces that could be combined in a number of different ways, creating different meanings.

Intrinsic motivation was established by combining the puzzle elements to a bigger machine that would deliver strong audiovisual and also performative feedback.

 

Many children have developed some form of an aversion or a bias towards learning itself and learning games, which can be a problem for the learning experience. There is a good chance that keeping the serious purpose of the game secret and making the game look and feel like any other commercially available title helps establishing a positive mindset towards the game and increases the students motivation to engage with the material. This is why in Machineers there is a strong focus on high quality visuals, character, dialogue and story design.

This means also that the children can’t necessarily make the

connection between the experience in the game and the underlying context of abstract programming theory by themselves. Learning games are not meant to replace teachers and classrooms but instead should be used by teachers to enrich the lesson and encourage students to engage in the topic outside of the classroom.

So far Machineers has been tested quite a lot with children from 9 – 14 as well as older players to confirm its optimal usability, intuitive controls, use of help options, etc., but what we haven’t tested yet is how the game could be integrated into a classroom setting. This is where you come in. If you are teaching any IT or technology related subject or would like to use our game for any other reason in your class, please get in touch. The game is being constantly developed further,  with the next part of it to be released in September 2013 and the developers are always looking for play-testers and focus testers, preferably amongst children from 8 years upwards. With the help of your feedback they might be able to improve the game in a way so it will fit your needs.

Email: henrike@machineers.com
Website: www.machineers.com
Twitter: www.twitter.com/Machineers
Facebook: www.facebook.com/Machineers