viernes, 19 de mayo de 2017

GAMIFICATION





Gamification is the process of taking something that already exists – a website, an enterprise application, an online community – and integrating game mechanics into it to motivate participation, engagement, and loyalty. Gamification takes the data-driven techniques that game designers use to engage players, and applies them to non-game experiences to motivate actions that add value to your business. To learn more about real-world applications of gamification, see the wide range of gamified Success Stories from Bunchball customers.

Games vs. Gamification

When people hear gamification, they envision games created for a business purpose. But gamification is not about creating something new. It is about amplifying the effect of an existing, core experience by applying the motivational techniques that make games so engaging. When y ou gamify high-value interactions with customers, employees, and partners, you drive more sales, stronger collaboration, better ROI, deeper loyalty, higher customer satisfaction and more.

Game Mechanics

Gamification is built upon 10 primary game mechanics, proven to motivate and engage users, and may use any combination of these techniques to accomplish business goals. 

The Promise of Gamification

Gamification is transforming business models by creating new ways to extend relationships, craft longer-term engagement, and drive customer and employee loyalty. It works because it leverages the motivations and desires that exist in all of us for community, feedback, achievement and reward. When combined with the latest research on motivation and the big data generated by user interactions, gamification empowers businesses to create true loyalty. Learn more about true loyalty in the book by Bunchball Founder Rajat Paharia.





DISCOVERY LEARNING


Discovery learning is an inquiry-based, constructivist learning theory that takes place in problem solving situations where the learner draws on his or her own past experience and existing knowledge to discover facts and relationships and new truths to be learned. Students interact with the world by exploring and manipulating objects, wrestling with questions and controversies, or performing experiments.
As a result, students may be more more likely to remember concepts and knowledge discovered on their own (in contrast to a transmissionist model). Models that are based upon discovery learning model include: guided discovery, problem-based learning, simulation-based learning, case-based learning, incidental learning, among others.
The theory is closely related to work by Jean Piaget and Seymour Papert.





PROPONENTS OF THIS THEORY BELIEVE THAT DISCOVERY LEARNING:

  • encourages active engagement
  • promotes motivation
  • promotes autonomy, responsibility, independence
  • develops creativity and problem solving skills.
  • tailors learning experiences

CRITICS BELIEVE THAT DISCOVERY LEARNING:

  • creates cognitive overload
  • may result in potential misconceptions
  • makes it difficult for teachers to detect problems and misconceptions





PROBLEM / PROJECT BASED LEARNING






Problem-Based Learning vs. Project-Based Learning


Because they have the same acronym, we get a lot of questions about the similarities and differences between the two PBLs. We even had questions ourselves -- some years ago we created units for high school economics and government that we called "problem-based." But we later changed the name to "Project-Based Economics" and "Project-Based Government" to eliminate confusion about which PBL it was.
We decided to call problem-based learning a subset of project-based learning -- that is, one of the ways a teacher could frame a project is "to solve a problem." But problem-BL does have its own history and set of typically-followed procedures, which are more formally observed than in other types of projects. The use of case studies and simulations as "problems" dates back to medical schools in the 1960s, and problem-BL is still more often seen in the post-secondary world than in K-12, where project-BL is more common.
Problem-based learning typically follow prescribed steps:
  1. Presentation of an "ill-structured" (open-ended, "messy") problem
  2. Problem definition or formulation (the problem statement)
  3. Generation of a "knowledge inventory" (a list of "what we know about the problem" and "what we need to know")
  4. Generation of possible solutions
  5. Formulation of learning issues for self-directed and coached learning
  6. Sharing of findings and solutions
If you're a project-BL teacher, this probably looks pretty familiar, even though the process goes by different names. Other than the framing and the more formalized steps in problem-BL, there's really not much conceptual difference between the two PBLs -- it’s more a question of style and scope:









jueves, 18 de mayo de 2017

AUTHENTIC LEARNING





Authentic learning is real life learning. It is a style of learning that encourages students to create a tangible, useful product to be shared with their world. Once an educator provides a motivational challenge, they nurture and provide the necessary criteria, planning, timelines, resources and support to accommodate student success. The teacher becomes a guide on the side or an event manager, a facilitator not a dictator. Processes become the predominant force and the content collected is organized appropriately into portfolios. 


Authentic learning engages all the senses allowing students to create a meaningful, useful, shared outcome. They are real life tasks, or simulated tasks that provide the learner with opportunities to connect directly with the real world.






Instead of vicariously discussing topics and regurgitating information in a traditional industrial age modality, authentic learning provides a learner with support to achieve a tangible, useful product worth sharing with their community and their world.



Our greatest short coming in education these past few years has been to ignore the brain research that is richly available to us that affirms that implementing multi-sensory activities, pursuing meaningful tasks, exploring a variety of skills with real world applications is optimal learning and that it needs to be practiced regularly.


A student sitting at a desk, taking notes and regurgitating curriculum content uses approximately 3% of their brain's capacity. In general, students learn to sit quietly, respond in turn, follow instructions and complete tasks for the evaluation of a control teacher. This classic industrial age approach has been used since the mid 1870's to produce a work force to facilitate mass production lines that were to become prevalent in the next hundred years. That era ended in the 1980's if not before. If all we do is sit at a square table, with a square piece of paper, in a square room with departmentalized lessons and timetables, then what are our education systems really producing? Brain-based research shows that using all senses maximizes the learning experience. Interacting, manipulating, exploring, collaborating, discussing openly and sharing for meaningful reasons while having ample time to nurture a greater depth of reasoning and creativity is optimal learning. It's learning that sticks. It's learning with roots!




Process and Content: Let's re-prioritize the learning journey

In an authentic learning model the emphasis is mainly on the quality of process and innovation. It's about allowing students to pursue individual learning opportunities that are unique to their interests, through real life processes. The emphasis isn't just about regurgitating content for a unit test, it's about developing a set of culminating skills sets, within a realistic timeline, using self-motivated inquiry methods to create a useful product to be shared with a specific audience. It's about engaging in activities that students care about and can be immersed in a meaningful, shared experience. 


More importantly, the learning journey that ensues is life changing as students are connected to the multi-sensory processes rather than the short term memory skills that a content driven curriculum demands. The content is important but when using an authentic learning approach content is recognized as it is properly intended to be - a portfolio of records, research, plans, lists, notes, reading, contacts, drafts and support information that will become the artifacts of the authentic journey.



With the advent of the world wide web, content is readily available to everyone. We can reference, cross reference, research any topic at rapid speeds and do it at any time when it's relevant for us. We can access it through mobiles, tablets or computers as we access information as it is needed and when it is needed. Is it still relevant for a teacher to predominately dispense content to students, then evaluate the regurgitation of that content given as the main assessment of a person's learning ability? Authentic learning allows for students to demonstrate their skills through a series of unfolding learning processes with a definitive product that they can actually demonstrate. At no time in history has information (content) been so readily available to the masses, but it's the synergy and processes of engagement that defines our human experience. That's where the real value in education lies today.





I believe that curricula must reflect a successful balance between learning processes and topical content? Remember, processes take time to learn but once they're consolidated they're intact for a long time. Processes require skill sets that are developmentally prioritized and require skilled instructors to transfer these skills. If you want students to engage in deeper thinking opportunities, then time becomes one of the most valued commodities. Are education systems willing to forgo the number of content expectations in their curricula in favour of embracing processes that require more time committment? 

Good teachers are quick to point out that their curricula covers so many topics and expectations that there isn't enough time to cover everything appropriately. The more topics, the more content and the more time it takes to cover everything in the curriculum, and mathematically it just doesn't work. The rules dictate how the game is played, so to cover every expectation educational systems rely on the "here's the information" and "here's the test" mode of education. It's an efficient way to deliver content quickly so that all expectations are lawfully covered. It's an over used exercise in short term memory skills and cognitive cueing tricks, but its not a fulfilling, meaningful way to learn. Unless students are immersed in relevant, multi-sensory activities with specific, audience directed outcomes and culminating skills sets, then what students are learning is not sticking.

The quality of research, subject knowledge, skill development, expert consultation, dedication and resourcefulness that goes into the making of a product is directly related to the quality outcome of that product.

Is It Authentic Learning or Not?

Remember, in true authentic learning an outcome designed to interact successfully with a community is the goal. When this happens a whole new layer of emotional, academic and skill set developments take place. There's a big difference between preparing a skit for some classmates verses a dramatic production for the public. There's a much larger personal investment required when a student becomes an ancient Egyptian tradesperson working at a market stall to an interacting audience than holding up a Bristol board display and explaining ancient Egyptian information on it. Best of all, the student retains information from this type of multi-sensory, authentic learning experience longer because it's real, it's connected.


Authentic learning is not project-based learning nor is it constructivism. These models of education were designed within the classroom context. Although at times they stepped successfully into the world of authentic, and are extremely useful tools in moving closer to an authentic learning approach they are not authentic learning models. Authentic learning is intended to successfully interact with a community; by going out to interact with a community or the community coming into the student community to interact. That's why it's authentic! It's a quality outcome or product of significance that is intended for community consumption or betterment.



Kudos to those teachers who provide project-based, simulation, game-based learning opportunities. These are significant, engaging initiatives that provide the best kind of classroom learning and education systems need more of you. They are fantastic opportunities in providing working instruction and to model inquiry method, team work and sound skill development. What I'm encouraging is to take the next step. Consider  a project to be developed for real world applications beyond the school walls. Not every time, but perhaps once in a school year attempt an authentic event. For those who have stepped into the realm of authentic you'll understand how this impacts everything. It will impact the initial discussions, the consultation, the refined skill sets, networking and the professional development a student and teacher requires.




E-CREATION TOOLS AND SELF-MADE COMPUTER BASED RESOURCES: GETTING ELLs PLAY AND BE CREATIVE WITH LANGUAGE


CENTER















VIDEO CONFERENCES FOR EDUCATIONAL PURPOSE


VIDEO CONFERENCING


The culture of our educational system is ready to utilize recorded video of historical events as well as live streaming on a larger scale. With video conferencing, educators can bring life experiences directly into the classroom. These are just a few of the things that schools can do with HD video collaboration and video streaming technology:

1. Virtual Field Trips

For times when budget issues or lack of time make actual travel impractical, video conferencing can fill the bill. One school used the Museum of Nature and Science in Dallas to “take” students on a video conferencing field trip. As a result, 5,000 schools in Texas are able to take in the exhibits at the museum from the comfort of their classroom.

2. Visits from Experts

Inviting experts to visit classrooms via video allows for an interactive experience for students with people skilled in the field being discussed. Specialists often have busy schedules, and video conferencing can reduce the time and expense of travel and simplify a visit from a subject-matter expert by projecting him or her directly into the classroom from anywhere. Using video conferencing technology, a major university was able to connect physics experts with physics students for an in-depth workshop. Because it would have been expensive to travel so that these groups could interact live, video conferencing provided this unique opportunity.

3. Leave No Student Out

Students who live in rural areas may miss out on many opportunities due to the distance they must commute. Connecting rural students via video conferencing gives some students the opportunity to be involved in lessons from their homes and can improve learning by letting students virtually attend field trips that may not have been accessible to them.

4. Allow Students to Travel the World 

Students are curious about the world around them and people in other countries. Three years ago, more than 125 students in three high schools on the Kenai Peninsula of Alaska spent the night sleeping at school in order to be awake for a 4 a.m. videoconference with students in Nazareth, Israel. Connecting with other classrooms in countries all over the world allows students to understand and work with geographically distant cultures. Students with this opportunity will likely be better world citizens.  

5. Save Lessons and Meetings 

When a student misses a class due to absence or wants to review the content again, video conferencing recording and archiving tools can be used for playback in order to teach or reinforce a lesson. This works great for the teaching staff as well; staff meetings can be held via video conferencing in order to save time and travel expense and can be recorded for those unable to participate in the live meeting.  

6. Parent/Teacher Conferences 

Holding conferences over video conferencing can minimize scheduling conflicts for both parents and teachers. Some video conferencing systems offer tools like guest invites in order to engage parents in parent/teacher conferences.

Advantages of video conferencing technology for the education sector include reduced costs, efficient use of time, effective collaboration between students and teachers, and learning from anywhere at any time. This growing market is a good one for vendors to target.  MAGPI provides different video conferencing programs that cross grade levels and content areas, from learning about sharks to understanding the Civil War. Additional content-focused programs are accessible through the Center for Interactive Learning and Collaboration. Google is also an effective way to search for ready-to-use programs or for teachers who are looking for other classrooms with which to collaborate. Vendors that sell not only the hardware but provide inspiration for global classroom interaction are most likely to be successful in the education market.


ISTE STANDARDS FOR TEACHERS AND STUDENTS





Today’s students must be prepared to thrive in a constantly evolving technological landscape. Zip codes and borders no longer determine the learning opportunities, skills and careers that students can access. The ISTE Standards for Students are designed to empower student voice and ensure that learning is a student-driven process of exploration, creativity and discovery no matter where they or their teachers are in the thoughtful integration of ed tech.

Empowered Learner

Students leverage technology to take an active role in choosing, achieving and demonstrating competency in their learning goals, informed by the learning sciences.

Digital Citizen

Students recognize the rights, responsibilities and opportunities of living, learning and working in an interconnected digital world, and they act and model in ways that are safe, legal and ethical.

Knowledge Constructor

Students critically curate a variety of resources using digital tools to construct knowledge, produce creative artifacts and make meaningful learning experiences for themselves and others.

Innovative Designer

Students use a variety of technologies within a design process to identify and solve problems by creating new, useful or imaginative solutions.

Computational Thinker

Students develop and employ strategies for understanding and solving problems in ways that leverage the power of technological methods to develop and test solutions.

Creative Communicator

Students communicate clearly and express themselves creatively for a variety of purposes using the platforms, tools, styles, formats and digital media appropriate to their goals.

Global Collaborator

Students use digital tools to broaden their perspectives and enrich their learning by collaborating with others and working effectively in teams locally and globally.



Effective teachers model and apply the ISTE Standards for Students (Standards•S) as they design, implement, and assess learning experiences to engage students and improve learning; enrich professional practice; and provide positive models for students, colleagues, and the community. All teachers should meet the following standards and performance indicators.

1. Facilitate and inspire student learning and creativity Teachers use their knowledge of subject matter, teaching and learning, and technology to facilitate experiences that advance student learning, creativity, and innovation in both face-to-face and virtual environments. a. Promote, support, and model creative and innovative thinking and inventiveness b. Engage students in exploring real-world issues and solving authentic problems using digital tools and resources c. Promote student reflection using collaborative tools to reveal and clarify students’ conceptual understanding and thinking, planning, and creative processes d. Model collaborative knowledge construction by engaging in learning with students, colleagues, and others in face-to-face and virtual environments


2. Design and develop digital age learning experiences and assessments Teachers design, develop, and evaluate authentic learning experiences and assessments incorporating contemporary tools and resources to maximize content learning in context and to develop the knowledge, skills, and attitudes identified in the Standards•S.

a. Design or adapt relevant learning experiences that incorporate digital tools and resources to promote student learning and creativity b. Develop technology-enriched learning environments that enable all students to pursue their individual curiosities and become active participants in setting their own educational goals, managing their own learning, and assessing their own progress c. Customize and personalize learning activities to address students’ diverse learning styles, working strategies, and abilities using digital tools and resources d. Provide students with multiple and varied formative and summative assessments aligned with content and technology standards, and use resulting data to inform learning and teaching

3. Model digital age work and learning Teachers exhibit knowledge, skills, and work processes representative of an innovative professional in a global and digital society. a. Demonstrate fluency in technology systems and the transfer of current knowledge to new technologies and situations 
b. Collaborate with students, peers, parents, and community members using digital tools and resources to support student success and innovation.
c. Communicate relevant information and ideas effectively to students, parents, and peers using a variety of digital age media and formats d. Model and facilitate effective use of current and emerging digital tools to locate, analyze, evaluate, and use information resources to support research and learning 

4. Promote and model digital citizenship and responsibility Teachers understand local and global societal issues and responsibilities in an evolving digital culture and exhibit legal and ethical behavior in their professional practices. a. Advocate, model, and teach safe, legal, and ethical use of digital information and technology, including respect for copyright, intellectual property, and the appropriate documentation of sources b. Address the diverse needs of all learners by using learner-centered strategies providing equitable access to appropriate digital tools and resources c. Promote and model digital etiquette and responsible social interactions related to the use of technology and information d. Develop and model cultural understanding and global awareness by engaging with colleagues and students of other cultures using digital age communication and collaboration tools.

5. Engage in professional growth and leadership Teachers continuously improve their professional practice, model lifelong learning, and exhibit leadership in their school and professional community by promoting and demonstrating the effective use of digital tools and resources. a. Participate in local and global learning communities to explore creative applications of technology to improve student learning b. Exhibit leadership by demonstrating a vision of technology infusion, participating in shared decision making and community building, and developing the leadership and technology skills of others c. Evaluate and reflect on current research and professional practice on a regular basis to make effective use of existing and emerging digital tools and resources in support of student learning d. Contribute to the effectiveness, vitality, and selfrenewal of the teaching profession and of their school and community