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Introducing Ai Takeuchi, guest blogger

Ai TakeuchiAi Takeuchi recently completed her doctoral dissertation at the University of Minnesota in the Department of Educational Policy and Administration. Her research interests focus on international development with a special interest in gender issues and international study and training. In her study, Dr. Takeuchi explored the issues related to post study-abroad for Asian women.

She has lived and worked in multiple countries, including Thailand, the U.S.A., and her native country, Japan. Her work experiences include both governmental and non-governmental organizations, mainly in the fields of international aid and development.

Florida Virtual School Report

The following is a brief excerpt from an article in the Orlando Sentinel regarding a study of Florida Virtual School.

The Florida Virtual School is a good deal for Florida taxpayers. That is the view of Florida Tax Watch, which recently did a study on student performance and cost effectiveness at the virtual school. The conclusion? Virtual school students perform better than their traditional counterparts and cost the state less because their school doesn’t need buses or buildings. posted by LesliePostal on Nov 9, 2007 6:39:00 AM

The article is referring to a recent report by Florida TaxWatch Center for Educational Performance and Accountability

While the results of this study, not surprisingly, focus on student outcomes with regard to economic efficiency, it is striking to note the remarkable lack of such words as “innovation” within the study.  While the study’s focus is efficiency, it seems like another example of traditional structures being replicated in an online world. 

If Shakespeare had been in my English class…

I shudder to think.  This notion came to mind as I watched this video, Do Schools Kill Creativity,  delivered by Sir Ken Robinson at a TED Conference in Monterey, CA. where he again raises the concern that our educational system is about the business of educating people out of their creativity.   Over the years, I’ve inspired many a catatonic state as I slogged through the cannon of American Literature with the ferocity of conviction of Jonathan Edwards.  

 Inspires Creativity, Doesn't It?“Students in the Hands of a Zealous Teacher.” 

Aye, but there’s the rub.  On the one hand, educators are accountable to bureaucratic reporting structures that demand accountability to standards that are not about building creative capital, while that is precisely what we all need as we manage change and create the future.  This tension bespeaks the need for leapfrogging.

The Virtual Teacher

Sometime ago, I had heard Thomas Friedman suggest that we often have 21st Century students and 20th Century teachers.  I felt indicted by this statement and hope that on my better days, that might actually be true.

I taught for years in an urban setting, teaching for St. Paul Public Schools, and I began to question the relevance of what I brought to the classroom and the manner in which I delivered it.  It caused me to reflect on my own education, training, and experience in a world where change is accelerating at ever-increasing rates.  It caused me to begin asking what we must do to address an educational system that is clearly “preparing” students for a world that no longer exists.  It caused me to ask, how might we prepare students for a world and workforce that doesn’t yet exist.

That brings me to my current role/s.  I am exploring these questions in both my academic life and in my work life.  It is an arena where theory and practice meet and often collide.  It is an arena in which I continue to evolve and ask the question: what does education need to look like for the 21st Century and beyond?

I have recently accepted the role as Curriculum Director for BlueSky Online Charter School, Minnesota’s first fully online public high school.  That said, it is often easy to be lulled into sense of complacency, thinking that simply being an online school is innovative in and of itself.  Simply delivering traditional curriculum in an online environment is not enough. 

For academics and the theorists, these questions are anything but new, and for the NCLB-strapped practioners, day to day survival often dictates something other, and the chasm between theory and practice is often substantial. So over the next few days, I will be musing about how we not only bridge that chasm, but leapfrog into the 21st Century. 

Some great ICT for Development (ICT4D) Resources

I thought I would share some of the great ICT4D resources. Happy reading!

2007 Midwest Comparative and International Education Conference

This weekend I am preparing my presentation for the 2007 MidWest Comparative and International Education Conference in Chicago, Illinois. I will be presenting part of a book chapter Dr. Edward Brantmeier at Colorado State University and I recently wrote. The presentation and book chapter focus on how technology can be used to promote peace and reconciliation. The amazing thing about this conference is that that although it is only a regional conference, the diversity of topics and expertise is amazing. See the program for more details! If you are in the Windy City area November 2nd and 3rd, maybe you should plan a side trip to Loyola University and join the conference…

Games in the Classroom 5: embodiment, context, complexity, good assessment, measurement, and relevance

What was presented yesterday is how to embody and teach a lesson on Voice.

Trying to teach voice sounds pretty boring, especially when you tell them excitedly in your teacher nerd-talk that “you’ll like it, it’s fun! We’ll look at poetry and other fiction and examine tone, emphasis, word choice, syntax, volume, and all the things that make a great reading. Just think, diction is slang! We’ll study that too!”

Booooooorrrriing.

If they don’t heckle me for saying something like that, they should.

Now what happens when we embody that lesson in something that it is kind of fun and exciting?

Let’s try another voice:

How about cutting some tracks on garage band? You are going to do the voice on the song. Then we’ll put some music and a beat behind it.

What are you going to call your act? Are you going to be yourself, or make a character? What is their sound?

What are you going to rap about? How about this? Or maybe you can try rapping some one else’s words.

Well, we better think of a logo and begin to think about how we are going to promote you. Who do you like?

Okay, let’s think about doing a video, the cover art, and do some press kits and take some glam shots.

You are going to take on a couple of roles: the talent, the publicist, designer, the manager, the producer.

Will you want to do a clothing line?

So what happens when we try out a high interest activity?

How about engaging the imagination to make something real?

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Games in the Classroom Part 4

Games as Expert Systems

It seems like common sense to assume that the best way to learn something is to work one-on-one with an expert. Unfortunately, many of these experts are busy using their expertise in important projects at the Louvre, saving lives, winning Nobel prizes, and putting out fires—and sometimes a great expert is not a great teacher!

Teachers have many specialties and interests, but are often not experienced with having been a physicist, psychiatrist, police officer, or an engineer. But they do have expertise in the developmental issues of children; they know how to build relationships, can motivate and engage, and know how to structure learning environments. These are key attributes if you are going to create a learning outcome with a stranger– unless you are paying them!

Many teachers believe that if they were able to work with just a few kids over a long period of time, they could create significant growth. Just imagine working with 32 students over a 55 minute period – how much time would you have with each student if they started and ended when the bell rang?

So what would happen if you to design a computer game based upon teachers’ knowledge of pedagogy and childhood development, with a designers ability to portray and depict complex ideas, a computer programmers ability to design a system, an assessment experts ability to create measure outcomes and performance, and that subject matter experts knowledge?

Perhaps you would have a game. . . A game that could work as an expert system to teach.

Here is one about the brain called Neuromatrix! A secret agent fixing brains. Sounds cool.

How about nano-technology?

Business Week just published a story related to their special report on gaming on theNanoScale game, which helps players visualize and understand thespatial relationships between objects at all scales, starting with a tiny blue hydrogen atom, shown here next to a buckyball (the name of amolecule of carbon atoms arranged in a pattern of hexagons andpentagons) and a colorful strand of DNA.

This is not the first serious game. Serious games and games in general, according to David Perry at Business Week:

Now games are a legitimate academic subject, with many university courses around the world offering degrees in video game design and development. And many game designers and researchers are seeing how games influence cognitive and other skills. This summer, the MacArthur Foundation board announced it will give a $1.1 million grant to fund the Institute of Play, a new middle/high school in New York City focused on making video games. Why? The foundation has found that games are an effective tool to teach information management and other critical skills.

So are we going to begin to make this happen in our own schools and universities? It seems odd that we would ignore this trend. Training and retaining people is the one of the most expensive things we do. In addition, when we lose young people in schools, it costs us more. So what can we do to retain our students?

It is my contention that many young people have checked out. Do they know what skills they will need for the work place? Maybe they see through our worksheets and have found us to be irrelevant, or are they tired of the point-and-talk teaching model that informs the work they do in their tidy rows of desks?

One of the current issues that may need to be addressed is how we bring in the new skills and interests to an older generation who do not know what a Super Monkey Ball is, or even Madden 2008.

In respect of this, I have begun to create a wiki resource for educators who would like to explore video games as a classroom topic. This wiki has been co-created by teachers who took the class “video games as learning tools”, taught at the University of Minnesota.

In this class, we are exploring games for use in the classroom. If you are interested in looking at the syllabus and the activities, as well as finding resources and student reflections on the readings, please go to http://videogamesaslearningtools.wikispaces.com/

This wiki was created to be a resource for teachers to have structure in the course, but to also co-create the course. Included are the lesson/unit plans I used to create a 6 week unit for middle school and high school students at the Minneapolis Public Schools. The role of the wiki was to create a communal platform where students in the class could have choice in creating content, process, and outcomes in the course. They were course designers too. This co-creation is a powerful method for teaching, and wikis can support it.

The class itself was not a glorification of video games. It was a practical look at how games can be integrated into the classroom as tools as well and models for designing instruction. Since games are representations of ideas, worlds, concepts, and life, we can have them stand as metaphor to embody any process experientially.

Playing games may not be as rich an experience as taking the kids to the Grand Canyon, but, a game about the Grand Canyon can give you the chance to walk around a well-modeled representation, and maybe even give opportunities being there couldn’t. How about the possibility of flying above the canyon, and then landing and kayaking the Colorado River? All of this could be done with games and interactive story telling technology. You could definitely see it all faster in a game.

Also, games can supply us with efficacious design elements. How about this game I designed for developing performance reading? You become part of a music act and create your own image and work through Garage Band. Students take on the role of: the talent, the producer, the publicist, the manager, the designer and create their complete band package—including a MySpace page for networking and sharing your work. This game is simple role playing and use of readily available technology.

Many artists are being discovered through social networking tools. Why not have your students do it at their computer? Here is the slideshow that I presented at

Games structure interaction, they demand mastery, the performance is the assessment, and if they are well-designed, they are fun. Your lesson plans can be this way too. Why not offer work that is really fun and inspires play? It will change your teaching experience.

So this game is in the tradition of Guitar Hero & Karaoke. I call it found objects, because all the elements necessary come in many of the computers we currently purchase in schools. In this case, our school had imacs. Often as teachers, we do not have the resources to purchase some of the great games available, but we can use our eyes, ears, and creativity to use the design elements that some of the great games are built upon to build units that might be more fun, playful, and rewarding while building important competencies. I am hoping that teachers think about this and design units that allow them to participate rather than broadcast

The student basically designs a band franchise– producing an album using off the shelf Imacs and the iLife bundle of software. I looked around and Karaoke software can be just as effective if not more interesting for the fact that the lyrics can be created with it for performance and the creation of that lyric sheet represents an opportunity to think about how they might structure and format a song. We listen to a song to get the lyrics and discuss the qualities. These qualities are used to create a framework for voice and flow.

We have other mini-games in the unit like clapping academy, where we evaluate clapping and make a rubric. This act of co-creation instills buy-in and understanding by the students and is then extended when we co-create the rubrics for the songs and image elements.

The kids look for and create lyrics from poetry, prose, want ads– whatever—and read into garage band.

They record their chosen text, and then they comment on their performance reading. We use a fluency scale designed for continuous improvement that we co-create. It is meant as a model to create descriptions for different reading situations and what mastery may look, feel, and sound like with reading.

After they have talked about their track, they put music behind it, then reflecting upon why they mixed it the way they did.

This unit is intended to teach performance reading – beyond fluency, provide high interest activity, and integrate reflection on reading and emphasize comprehension through a discourse processing model and explore aspects like voice and other literary elements. The intention was to show that games that come prepackaged are great, but that teachers can design games that are effective and use existing technologies and software already available to teach traditional subjects that are relevant to current cultural values and interests.

Yes, it improved reading performance.

Games in the Classroom (part three)

Twenty years ago, playing games over a distance might have meant that you played turn-taking games like chess over email, and you were cutting edge. I remember people playing chess through snail mail! You would make your move and wait for a reply.

What is happening now is taking place in real-time in virtual environments that are interactive and look better than many films. Decisions, actions, and communications happen like they would in a face-to-face conversation, but they are done through a proxy, that is first and second-person perspectives with an avatar: a graphical representation of yourself in the game space.

grandmasterfoo.JPG

Here is my avatar in Second Life.

He is a mix of Yoda, Pei Mei, Zatoichi, Master Po, and Real Ultimate Power. I would have liked to have made him old, but this is only possible if you learn to use some tools outside of the game to create more specialized characters. There are many who do this custom avatar creation, and the cool thing is that you could make your avatar something other than a person. Maybe a virus or a mailbox.

In fact, many people are already creating a comfortable living creating products for in game use. If you have not seen it yet, there are already success stories of people capitalizing on the new economies that virtual worlds have created.

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In this Business Week article, one school teacher in Germany has made substantial gains flipping virtual property!

Imagine that you have the tools and access to build in these environments. In Second Life you do. You can visit models of the Sistine Chapel, Yankee Stadium, or even visit government agencies like the Center for Disease Control. You can build what you like on your virtual land.

What make this kind of play appealing is the ability to play and communicate when you want, and the possibility of meeting people from all over the planet. The prospect of building models and interacting in this environments should be very appealing to educators. This is an extension of the diorama. (Tomorrow I will talk about a project using these ideas in the classroom).

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Video Games in the Classroom (part two)

To do is to be

To be is to do

So Do We?

It is just good teaching

Games taught me that modeling environments and taking on the roles are powerful ways to teach and learn.

Piaget talked about roles as assimilation. You try on the role and see what part of the character is you.

Gibson talked about environment and context, with affordances and constraints. What the world gives you for advice, warning, limitation, and opportunity.

These ideas are present in embodiment and how we might contextualize our curriculum as an activity system.

One of the big lessons from games is design. Good learning is by design. A teacher, like a game designer creates the environment where we learn.

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