When I was going to college at UMF, (which by the way has a new Master's Program in Education) we had a guest speaker in our Philosophy of Education class. He made the assertion that we need to take the competition out of education. That had me thinking recently. Would this be a good idea or not?
In the classroom, competition has the potential to be unifying and motivating. Think of the kind of solidarity and loyalty that builds in team or group activities like sports and clubs. The rivalries between school teams often bring in the community and sometimes even draw larger attention. In the classroom, at least at the high school level. Students seem to be driven by the sense of competition.
The flip-side, however is nasty. Some high school students define their academic successes by how many people are below them academically-- class rank, test scores, GPAs. What's really disturbing is to see some students with less concern about how they are doing and improving, and more concerned with making sure the rules of the game are designed in such a way that the competition stays down. For example, when our school changed grading systems, there was a major outcry from some parents and students. They were concerned that the grading system was going to make it harder to receive the top grades their students were used to achieving. They seemed a lot less interested in the question, "What are you learning, and are you growing as a learner?" and wanted to know how this would effect GPA, honor roll and class rank. These are the types of competition that I think deserve close scrutiny. I know that class rank is important to college admissions counselors because it provides some measure for comparing students within the environment in which they were educated, and therefore, it does serve a purpose. The larger question seems to be how we foster an importance on learning... not on grades and ranks, but on learning itself.
Of the public meetings I attended, I rarely saw parents of students who were not "winning at the game of school" probably because those parents feel isolated, left out or disaffected by schools. I think that schools face many challenges, but the highest among them is involving students and their parents (and sometimes even teachers) in the process of learning. It seems like such an obvious statement, but next time you are talking with a teacher or administrator, student or parent, ask them when the last time is that they talked about how we learn, why we learn and what's important to learn. In this time of year we worry about calendars, committees, budgets and graduation plans but it should always be about learning. When we get to that point in the schools, competition will not be as relevant an argument because then, everyone truly wins.
Showing posts with label learning. Show all posts
Showing posts with label learning. Show all posts
Saturday, March 22, 2008
Friday, January 25, 2008
Alternate Reality Games and Education
I have recently been reading WIRED magazine thanks to my Coke Rewards points cash in and found a really interesting article in January's edition called And Now a Game from our Sponsors. The article explores a new type of marketing technique called alternate reality games. Basically this is kind of a world-wide scavenger hunt with clues that, when sown together tell a story. It seems that these games aren't meant to be solved individually, but rather in a collaborative sense with the web being a key component to help in sharing clues and information. This is not really a "Virtual" reality game since it rarely involves being in one computerized world as some avatar, but involves using real world and web based clues to tell a story. Some examples they gave in the article involved a concert goer finding a disk-on-key in a bathroom that contained an unreleased song with the coded message. The message, once decoded indicated a cellphone number that, when called played wiretapped voice message giving the next clue. Without going into detail you can see how complex but engaging a game like this might be.
The reason I have blogged about it here is because of two factors: the engaging aspect of the game and it's collaborative nature. I wonder, as educators how we can harness that kind of enthusiasm to encourage our students to "find the story" in our work. For example, instead of the chronological march through the Revolutionary War, why not present students with the story of those revolutionaries by asking them to follow their story or to uncover findings? I know that teachers don't have the resources to make the games in the scope of those in the article, but I think there could be possibilities here.
Another thought I had was about using this ARG idea to explore characters in a novel. What if the students created their own kind of ARG/alternate story for a subordinate character in a work? Would that allow them to engage more in the text? Understand the characters better? Gain an insight into the author's purpose? Maybe.
I've often heard education technology gurus talk about using games in education (mostly in terms of simulation games) which I think have some merit. But I wondered how realistic it was to expect a software developer to create that Romeo and Juliet Simulation for the X-Box. With technology specific simulations, we are bound to what ever is being brought to market for the technology we have. However, if teachers could do more to create the game mindset in their classrooms, I think we would find student interest skyrocketing.
For example, I work with a colleague who, for many years, has taught Macbeth and Lord of the Flies by doing competitive group competitions. Students who otherwise could care less about Shakespeare or Golding thrive in these activities as they try to win "blood points" from rival "clans" to prove their knowledge and meet the challenges before them. (Thanks Meg for the ideas)
At any rate, I think this type of game model opens up something for educators to consider beyond the "lets play hangman with vocabulary terms" type of game. That's why I'm trying to play one of these games myself. I hope to be able to understand how they work and design a small one for the fun in hopes that I could effectively develop one for a specific educational purpose. If I ever get there, I'll invite you all along.
The reason I have blogged about it here is because of two factors: the engaging aspect of the game and it's collaborative nature. I wonder, as educators how we can harness that kind of enthusiasm to encourage our students to "find the story" in our work. For example, instead of the chronological march through the Revolutionary War, why not present students with the story of those revolutionaries by asking them to follow their story or to uncover findings? I know that teachers don't have the resources to make the games in the scope of those in the article, but I think there could be possibilities here.
Another thought I had was about using this ARG idea to explore characters in a novel. What if the students created their own kind of ARG/alternate story for a subordinate character in a work? Would that allow them to engage more in the text? Understand the characters better? Gain an insight into the author's purpose? Maybe.
I've often heard education technology gurus talk about using games in education (mostly in terms of simulation games) which I think have some merit. But I wondered how realistic it was to expect a software developer to create that Romeo and Juliet Simulation for the X-Box. With technology specific simulations, we are bound to what ever is being brought to market for the technology we have. However, if teachers could do more to create the game mindset in their classrooms, I think we would find student interest skyrocketing.
For example, I work with a colleague who, for many years, has taught Macbeth and Lord of the Flies by doing competitive group competitions. Students who otherwise could care less about Shakespeare or Golding thrive in these activities as they try to win "blood points" from rival "clans" to prove their knowledge and meet the challenges before them. (Thanks Meg for the ideas)
At any rate, I think this type of game model opens up something for educators to consider beyond the "lets play hangman with vocabulary terms" type of game. That's why I'm trying to play one of these games myself. I hope to be able to understand how they work and design a small one for the fun in hopes that I could effectively develop one for a specific educational purpose. If I ever get there, I'll invite you all along.
Thursday, January 17, 2008
Learning: a risky business
I was in a great discussion the other day with a colleague about the idea of curiosity. We were doing our usual toiling with the question of why students aren't motivated to learn; they don't seem to pick up skills from the classroom or the world around them. We came to the point wishing we could have students who were more curious. We, both of us being high school teachers, wondered what happens to students between that time in elementary school where curiosity is abound, and the time they enroll in our classes.
I wonder what approaches foster curiosity and which approaches stifle it. I wonder what curiosity has to do with brain development and social development of teenagers. I think it warrants some reflection and not just empty questioning so I'll give it a shot.
What makes someone curious?
Well, I think, in order to feel curious, you have to feel that there is something worth discovering. For example, you aren't going to lift every rug in your house unless there's an expectation that something might be under it (say a quarter or that CD you've been looking for). You have to have some sort of reward occasionally in order to make it worth while.
I also think to be curious you can't be scared something awful will happen. If you lift that rug and find a killer dust bunny, then you're likely not to go lifting rugs in the future.
You also have to feel some ownership and permission. We don't often go lifting rugs at a neighbor's house, because it's not ours, and we are not typically encouraged to.
So how does that translate into education terms? Well, I look at it this way. How often do we encourage risk taking? Think about it. In most high school classrooms, exploration is not an option. You read, write, add and subtract what you're told to. You even ask permission to use that bathroom. Yes, I know that we have to be responsible for the supervision of students, but when will we start to encourage kids to take a risk in learning?
What could we do to encourage this? Well, for one, why not allowing students more practice with a set of skills that we expect them to achieve, and provide them with some meaningful feedback? Is everything graded and a "one and done" assessment? If so, why would students try to take that risk. We should reward students for taking reasonable risks in learning: ask and seek answers to their own questions, make predictions and, above all be reflective about their process. If we want students to be able to leave us, life-long, independent learners, we can't ignore this. How often do we ask students to reflect not just on what they learned, but how they learned it. If you had to do it over again, how would you go about it differently?
I know this post is kind of a rambling and it doesn't really give a definitive answer, but isn't that what life is about: the questions and the search for the answers?
I wonder what approaches foster curiosity and which approaches stifle it. I wonder what curiosity has to do with brain development and social development of teenagers. I think it warrants some reflection and not just empty questioning so I'll give it a shot.
What makes someone curious?
Well, I think, in order to feel curious, you have to feel that there is something worth discovering. For example, you aren't going to lift every rug in your house unless there's an expectation that something might be under it (say a quarter or that CD you've been looking for). You have to have some sort of reward occasionally in order to make it worth while.
I also think to be curious you can't be scared something awful will happen. If you lift that rug and find a killer dust bunny, then you're likely not to go lifting rugs in the future.
You also have to feel some ownership and permission. We don't often go lifting rugs at a neighbor's house, because it's not ours, and we are not typically encouraged to.
So how does that translate into education terms? Well, I look at it this way. How often do we encourage risk taking? Think about it. In most high school classrooms, exploration is not an option. You read, write, add and subtract what you're told to. You even ask permission to use that bathroom. Yes, I know that we have to be responsible for the supervision of students, but when will we start to encourage kids to take a risk in learning?
What could we do to encourage this? Well, for one, why not allowing students more practice with a set of skills that we expect them to achieve, and provide them with some meaningful feedback? Is everything graded and a "one and done" assessment? If so, why would students try to take that risk. We should reward students for taking reasonable risks in learning: ask and seek answers to their own questions, make predictions and, above all be reflective about their process. If we want students to be able to leave us, life-long, independent learners, we can't ignore this. How often do we ask students to reflect not just on what they learned, but how they learned it. If you had to do it over again, how would you go about it differently?
I know this post is kind of a rambling and it doesn't really give a definitive answer, but isn't that what life is about: the questions and the search for the answers?
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