Leadership Understanding in Grade 3

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We were impressed about the homework that connected with Alex’s unit of inquiry in grade 3. The central idea is: “Leadership can be exhibited in different settings and scopes”.

Through the key concepts of form, perspective and responsibility, students inquire about the characteristics of leaders, circumstances that shape them, and various opportunities for leadership that they can explore in the community.

Using his thinking skills, researching and communication, Alex shortlisted his grand mother, Khaled Abdul Malak, his mother, Sue, a Stamford educator, and he decided to illustrate  Marcus Smith and his leadership skills in the homework. Marcus is the founder of InnerFight, and he is a highly qualified performance coach and an international athlete. Although they have met only a few times in Marcus’ Dubai based gym (once at 5.00 am), Alex is definitely inspired and has a strong understanding of the powerful messages sent through living this lifestyle. His perspective on leadership is exemplified in the homework.

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Thanks to Mandala Barab, Alex’s class teacher  and the group of educators collaborating on the unit’s strategies, grade 3 students are starting the year equiped with meaningful experiences that empower them to make connections and transfer them into real life.

 

Games Are Serious Fun! What About Gamification?

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In gamification elements of computer gaming are applied to non-game context with the purpose to increase motivation and engagement of students. “Gamification tends to take the use of game outside of a defined space and apply the concepts to items like walking up steps, tracking the number of miles run, or making a sales call” (Kapp, 2012).

From Kapp’s point of view, gamification is not the same as games. We tend to associate it with badges and leaderboards, but it should be more about fun and play into the experiences we create. Zombies, Run for example is a game that motivates runners to train harder and do more miles. Experienced educators introduce games and play into their strategies, and digital gamification is an extension of this practice.

Gamification provides a context where students can apply their knowledge and skills which focus on a learning objective. In this context, games should have a clear goal for the players, as well as a learning outcome.

On the other hand, as an educator, you really have to take time and plan the lessons introducing gamification very throughly, because you don’t want your students to take it as an invitation to play video games, but to understand that they need to withdraw strategies from them and apply them in real life, trying to free themselves from conventional ideas and find that special feeling that any idea can be possible with the right twist. As an educator, you always have to have in mind both sides of a story and take in consideration also those who see the downside of a subject, like Selwyn (2014). Selwyn has a more critical view over gamification, mentioning that there is a risk of promoting short-term engagement in tasks, with an increased risk of longer-term disengagement.

With this in mind, this year I have built a website for my grade 5 students that was intended to maximize their physical activity throughout the two sessions a week we spent together. As an element that motivated their actions I have included Sworkit, a fitness app that influenced their behaviour in an active way. They encouraged each other based on their results, they built on the skills they were practicing during the unit and they acquired knowledge. All these outcomes were highlighted in the Slack chat they performed, showcasing the drive of innovation they have faced. These outcomes were closely linked to the central idea of the unit: “We can develop and maintain physical fitness by applying basic training principles”.

After this experience, I am thinking that we can use various insights and creative ideas to design our own, interactive learning experiences. Games and gamification are everywhere nowdays, and games are created much easier than before. Google Glasses or Nike+ are products that became common, therefore the need to build on adding gamification to our learning environments.
Looking back, children were learning through simple play, whereas, with the present mobile technology, they have the world at their fingertips.

Turning game based into knowledge is challenging, but not impossible. Gamification brings the consequences of not reaching the next level and puts the learners into an emotional state where they have to take action, to reach a certain number of points or a different level, and this drives in them a behavioural change. When thinking about the most effective learning moment in our lives we remember the frustration and hardness of the tasks and then the “Aha!” moment. In these cases, over time, gamification reinforces learning and changes behaviours.

Kapp (2012) evidences three core elements of gamification:
First, a visual notification of the progress is visible, and learners like to see progress. Students interact with each other, asking about a tough question or a task. There is an excitement of knowing something from the whole topic, and this is the second element. Third, students are learning at their own pace, so a personalisation of learning is allowed and amplified by the feedback that keeps motivation at high levels.

Before we develop gamification to better foster learning, I believe that is important to ask ourselves these questions:
What are the three reasons driving this game or gamification?
Is the emphasis placed too much on fun aspects of the game and not enough on the learning?
Does the game play include an opportunity for reflection of the learning?
Having these aspects in mind may enhance the quality of the learning experiences we create.

How do you enhance your students’ learning through gamification? Many of us are already integrating it in the experiences we design, but do we always keep the educational purpose beyond the positive effects that gamification offers?

I enjoyed watching this two videos that highlight Kapp’s vision over gamification:

References:
Kapp, K. M. (2012) The Gamification of Learning and Instruction: Case-Based Methods and Strategies for Training and Education.
Selwyn, N. (2014) Chapter 5 of Distrusting educational technology : critical questions for changing times.

Solo Taxonomy in PE

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At the beginning of the year I have found this representation and I spent some time reading about the subject.

A few weeks ago I was covering a few lessons for one of my colleagues. I was curious to find out what is the students’ understanding about their presents units. I decided to experiment with SOLO Taxonomy (Structure of Observed Learning Outcomes) in order to find more about these groups. The task took around five minutes to complete.

First graders proved some interesting factual knowledge about the topic. Maybe it wasn’t a good call to try it with such young students, but I have realized that I need to practice more when assigning the task. Choosing the verbs that reflect the level of understanding on each level of competence can make the difference on the next attempts.

With the students from grade 3 and 4 it got better. Some were able to express their knowledge mostly at the multi-structural level. On the other hand I was surprised how easy is to identify the ones that prefer to share their ideas orally. Using the unit’s questions helped a lot in this case. This was an interesting way to give them choices when reflecting. I will definitely use it more often with this age group.

Grade 8 students were able to make connections beyond the subject area. I enjoyed reading various perspectives about the same subject. My only regret here is that I teach in the PYP at the moment. I consider this strategy very appropriate for this group if is well planned ahead.

You can find more about John Biggs’ work right here.

Have you tried SOLO taxonomy? What did you find out and what tips can you share on using it better?

Plickers In Grade 1

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This week I had an extra session to spend with my grade 1 students so I decided to experiment and use Plickers. Since we are transitioning to a new unit this was a great opportunity to assess for the conceptual understanding of the previous unit and to reflect on its outcomes.

It took me almost 20 minutes in total,  to explain to the students how it works, collect their answers and give them a feedback.

My goal is to reduce this time bellow 10 minutes for the next assessment. Here are the outcomes:

My students responded very well and I will definitely use Plickers in the following situations:

  • In launching a unit provocation (picture, movie, etc.) with the purpose of collecting useful information to plan further steps of the inquiry process. Building from the known and taking the time to find questions for inquiry will be the stages where using Plickers can make a big impact to understand what my students know or what they are interested in.
  • In our formative assessments Plickers will be a great tool to help students gain a new perspective and to check for their understanding over what was learned.
  • Printing their answers will be an important part of their portfolios. I use Easy Portfolio app to export content to the students and parents.
  • In our summative assessments or end of the unit reflections, where students can express what they have learned without peer pressure.

A great resource that I have used is @MrAdamPE and his very useful article on Plickers: http://tinyurl.com/pglwr7m.

Matthew Bassett @PhysEdApps explained during the Physedagogy Summit how he uses Plickers. He did this in our collaborative presentation “iPads in Physical Education”: http://tinyurl.com/o4encx9

In his website www.freetech4teachers.com, @rmbyrnewrote a great article about it too: http://tinyurl.com/nfaqpqp

Leave your thoughts about any other creative ways to use Plickers in your PE lesson. Would love to hear about it and shape them into new ideas!

 

My First IB Article : Technology and PE in the Early Years

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I am very honored and happy  to have this article published in the IB Community Blog. This is the result of a fantastic collaborative work with my students, teachers, teacher assistants and a very supportive PYP Coordinator.

http://blogs.ibo.org/sharingpyp/2014/12/18/tech-and-pe-in-early-years/

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The use QR codes with KG students in a stand-alone Adventure Challenge unit in Physical Education is a breakthrough experience at such age and I am very proud of their achievements.  They were able to scan codes, play a movie and perform the exercise shown in the movie. All of this was part of a scavenger hunt which was meaningful and fun for them. They learned how to cooperate in a team, share the same goal and use technology while still performing various physical activities.

 

 

 

Injured Student Participating

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There are many ways to engage the injured or non-participant students in the PE lesson, but often we can’t resist the temptation to have them seated and to “protect” them. Erika, a pre 4 student, had to wear a cast during the school hours and her participation in the PE lesson would have been limited.

So I decided to assign her with the task of observing some of her colleagues during the Individual Pursuits unit. All we needed was an iPad and the Easy Tag app. She enjoyed her new role and she was able to access the prior knowledge gained throughout the unit while performing this formative assessment on basic movement skills.

What is your way to engage students who can’t participate from various reasons?

ConnectedPE – Technology and Innovation in Physical Education

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As a fan of implementing technology in Physical Education being part in any of Jarrod’s Robinson ConnectedPE workshops is a must. I have joined a group of dedicated educators and for a full day we had immersed ourselves into the endless possibilities that present technology tools

Here are some of the most important skills and strategies that I am already applying with my students:

  •  Using Coach’s Eye app in the formative and summative assessment with students aged 4 and 5. I do this by recording them performing a skill and using the analysing tools and graphics of this app. The outcomes can be shared instantly and then exported to their portfolios or to their parents.

Coach's Eye Alex

  • I often record live my lesson with the help of Bam Video Delay app. Students love the opportunity being offered to them to reflect on their own skills immediately. I set a delay of two minutes and that is the exact amount of time we’ll inquire efficiently on a specific topic before we give it another go.
  • CoachNote is another great app that helps us to introduce various activities by challenging our students. Whenever we introduce a new activity I take a picture with the entire set up of the game prepared in the gym. Then I will load the picture in the CoachNote app and mirror it with my iPad on the screen outside the gym. I can start explaining the activity while I edit live and we inquire about the expected objectives and outcomes. We then move to the gym and I can observe the way their understanding builds up.

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  •  Easy Tag is another app I have been using recently even with four years old students. It offers to possibility to engage students as observers in the lesson and gives them the chance to experience new roles and responsibilities. I often assign injured students to observe various skills performed by a team, small group or individuals and this can be done by simply tapping on the screen when the skill is being performed.
  • Other exciting apps that I have tried in the workshop and my students love by now are: PopFlux, Bit Breaker and Dance Party.

The present technologies teach our children how to make sense of the world, how to think about knowledge and information, and how to relate to themselves and to one another. Making sure we agree, in principle, with the tool’s implicit messaging is the most important question we can ask at the moment. Being part of an active #pegeeks community on Twitter is one of the best ways to ensure that we facilitate meaningful learning experiences that our students can transfer into their every day life.

 

 

Sent from my iPad