Coding

Coding. The very word can strike fear in the heart of a classroom teacher: Isn’t coding that funny-looking machine language I see right beside the sharing link of any YouTube video when I click “embed”? Well, yes, it is. So, on top of everything else I have to do, now I am supposed to teach computer coding?

First off, let’s back up and take a deep breath. Coding presents a wonderful opportunity to engage students. And no, we are not talking about HTML coding. We are talking about the world of block coding. Block coding gives students an opportunity to grasp coding concepts well before they go into the formal world of Fortran, C++, or HTML coding. It is really a simple and elegant process that allows even the youngest elementary student a chance to learn the concepts of coding.

In block coding, the heavy-duty machine language is converted into blocks that are simple to organize and attach to one another in order to create programs.

But writing code, even block code, needs a purpose—one that a student can relate to.

Enter Dash, a robot.

For around $150, any classroom teacher can purchase Dash the robot from Wonder Workshop. Dash is a fully programmable and quite adorable robot that responds to block coding. Meet Dash!

To program Dash, all you need is the free app named Blockly. Blockly allows you to control Dash with block coding. Look at the picture below. Each of the color blocks represents a command.  For example, the green blocks tell Dash to move forward a certain amount of centimeters. The blue blocks tell Dash to look around.IMG_5387

When students assemble the blocks in a logical order, it looks like this:IMG_0582

And it will make Dash do this:

Here is what it can look like in a first-grade math classroom:

Block coding can be used in any classroom. All it takes is some imagination. In a language arts classroom, students might program Dash to complete a task, and then they might write an expository paragraph explaining what they did. In social studies, students might research the role of robots in economics and then demonstrate with Dash how a robot is used in a retail environment.

In the initial stages of use, the Design Quality of Novelty and Variety is going to drive engagement with this tool. However, over time, the novelty will wear off. When that happens, don’t be surprised if Authenticity, Clear and Compelling Product Standards, or Organization of Knowledge take over!

Block coding is approachable by any age group. The example above is from a first-grade classroom. And this sixty-three-year-old writer is still coding with his Dash! Take a chance and dive into block coding. You won’t regret it!

The Engagement People

Newsela: A Reading Tool with Engagement Possibilities

Newsela is an important tool for classroom teachers. On the surface, it is a newspaper with current events articles written to be read by school students. But Newsela has some very important tools to go along with it:

  • Teachers control reading levels. A class can read the same content, but reading lexiles can be set to accommodate different levels of reading.
  • There are filters to organize articles by subject area or standards.
  • Each article comes with a thoughtful reading prompt and an optional quiz.
  • Students do not have to divulge any personal information to access assigned articles.
  • The site is free. Additional features can be purchased. We like the amount of free content provided.

When used in conjunction with the 10 Design Qualities of Schoolwork, Newsela can be an important tool that can address Authenticity and Organization of Knowledge.

The following video is a demonstration of how to access and use Newsela.
A Newsela Tutorial from Ron Wright on Vimeo

We hope you enjoy interacting with Newsela!

The Engagement People

Math Snacks: Stunning Math Games

Every now and then a piece of technology comes along that really grabs our attention. Such is the case with Math Snacks, a math gaming site from New Mexico State University. There are a variety of games to choose from.

Right away we were taken in by the ethics of this site. First, it is totally free. There is NO paid option that we could find. Second, there is NO REQUIRED LOG-IN. Students simply go to the website and play. Third, the site remembers players by device. If a student returns to a game on the same device he or she used earlier, Math Snacks will pick up where the student left off! In other words, NMSU has provided a quality game site free for students, and it is clear that the university’s only motivation is to improve the educational experience for students.

We’re gonna pause while you soak that in, clap, scream “Bravo,” etc.!

(pause…pause…pause…)

Currently, there are five games: Gate, Game Over Gopher, Monster School Bus, Pearl Diver, and Ratio Rumble. These games can be played on any laptop or Chromebook. Pearl Diver and Ratio Rumble are also available as iOS apps. The games utilize excellent gaming components. They are based on stories that draw in the learner. They have superb graphics. They will come across as authentic games to students. They may initially grab the learner with Novelty. Like many digital games, they leverage Affirmation and Clear and Compelling Product Standards.

In this example, we are playing Gate. This is an entry-level example. The math gets harder quickly and the time constraints tighten.

We really like that these games have teacher guides. The guides contain shortcut keys that enable teachers to focus students on specific content.

Thanks to Tammy Poplin from Dalton Public Schools for introducing us to this excellent digital tool.

It’s free. The games are cool. The content is rich. The possibilities for engagement are strong. What more could you ask for? Math Snacks!

 

The Engagement People

Augmented Reality with Aurasma

The world of augmented reality is exploding right before our very eyes. As this platform expands its capabilities, teachers are asking a number of great questions:

  • Is this going to be expensive to bring to my classroom?
  • Are there lessons I can draw from, to incorporate into my own classroom designs?
  • Can I create my own augmented reality designs for my students?

As usual, in the technology world, the answers are a resounding…maybe.

When it comes to augmented reality, we are in luck—thanks to the good folks at Aurasma. With Aurasma, teachers can create augmented reality experiences FOR FREE. Auras can be shared with others. And yes, teachers can most definitely create their own experiences for students. We can’t write a better preview of Aurasma than the one created by a team of educators from Hillsboro ISD, Texas, at one of our ENG2: Engaging the Next Generation conferences. Check it out below.

Aurasma gives teachers a world of possibilities for creating engaging classroom resources using augmented reality. See below an example of how augmented reality can be used to solve a math problem.

The possibilities really are endless. Imagine a teacher creates a picture wall in a classroom. Using Aruasma, every picture can come alive with a video story, web links, etc. Another teacher visits a local state park that commemorates a historical event. The teacher takes pictures of all the descriptive plaques and associates vivid video with each. The following week, as students visit the park, every plaque comes alive with a descriptive video courtesy of an iPad and Aurasma. A third teacher has students research each plaque in the park and use their iPads to create their own videos at each station. This teacher uses those videos to create an augmented reality experience for future trips.

How does a teacher create augmented reality experiences? To help, we have linked a series of videos from Aurasma. But these videos don’t always give the detail needed when you are new to creating augmented reality experiences. So we are also providing a very detailed step-by-step guide that will help. Remember to use the 10 Design Qualities of Student Work when designing resources for students. Addressing student needs, motives, and values will create the best possibility for student engagement.

Video tutorials explained:

Create an Aura in under one minute. This video shows the three basic steps to create an Aura. It assumes you can take pictures and video and transfer these to your laptop. It does not show you how to share and view an Aura.

How to create an Aura. This video is just like the first video but it has spoken instructions. It assumes you can take pictures and video and transfer these to your laptop. It does not show you how to share and view an Aura.

Share an Aura. If you want students to see your Auras on a mobile device like a smartphone or iPad, you have to share. This video shows you how. Note: In our user guide, we suggest you complete this step as you finalize your Aura.

Again, our detailed user guide walks you through every step.

Good luck, and enjoy the world of augmented reality.

The Engagement People

Free Digital Tools That Don’t Require a Log-In

The truth about digital tools is that there aren’t many that are really free. Most “free” tools have some catch. The best tools give you a liberal amount of usage for free and then you can elect to buy more features. The animation program Plotagon is a good example of this. When a teacher or student joins the site, Plotagon gives to him or her a lot of scenes and characters to use for free. Anyone can use Plotagon for free for a long time. There are no time limits or expiration dates for free use. Go to the Plotagon store to add characters and scenes, and you will see that many are still free. However, some are for sale; this is where Plotagon makes its money. It’s a nice arrangement.

Most free digital tools have one seemingly insurmountable roadblock for educators: They require the user to establish a log-in and password. While many school systems permit users to do this, some do not…especially when it comes to younger students. What follows here is a review of five excellent, free, digital tools that can be used online without a log-in or password or the divulging of any personal information.

Screen Shot 2016-03-09 at 2.51.05 PMA Schlechty Center favorite is Padlet. Padlet gives students an online canvas that can be used to brainstorm ideas and create projects. To create a canvas, or wall as it is called, students or teachers need only go to Padlet.com and click “Create a padlet.” The screen will transform into a creation canvas, and creativity can begin. While many free programs require a log-in to save work, Padlet allows users to bookmark a page and return to it at any time. In other words, Padlet will save the work at the established address forever! In addition, the student or teacher who creates the canvas can control many options for free. Finally, the canvas can be shared and edited by anyone with whom the teacher or student shares the URL. Depending on how it is used, Padlet can leverage the Design Qualities of Organization of Knowledge, Product Focus, and Novelty and Variety.  Here is a short video that shows all the wonders of Padlet.

Screen Shot 2016-03-09 at 2.52.36 PMAnother digital tool that can be used without sharing personal information is TodaysMeet. TodaysMeet is a text-sharing tool that allows users to post short text statements. Teachers can require that students use their actual names or create an anonymous nickname. It can be used for brainstorming, checking for understanding, and even sharing links. TodaysMeet can be used in the Organization of Knowledge Design Quality. Here is a short tutorial.

Screen Shot 2016-03-09 at 2.53.35 PMMy Storybook is a great tool for letting young writers create e-books. Participants who go to the website can create books for free without creating a log-in or password. The trick with My Storybook comes with saving and sharing the book. To stay in the free, no-log-in mode, participants will need to take screenshots of their work. That’s easy enough, though. My Storybook can be a great way to build Novelty and Variety into schoolwork or create a Product Focus. Here is a short tutorial.

Screen Shot 2016-03-09 at 2.54.44 PMAnother tool, very popular with middle grade students, is Marvel’s Create Your Own Comic. In this program, students can practice their writing skills by creating actual comics using Marvel characters. With Marvel Comics, students can actually download their work in PDF format without logging in. Create Your Own Comic will be a hit with some students who seek Authenticity, Novelty and Variety, and Product Focus. Here is a short tutorial.

Screen Shot 2016-03-09 at 2.55.50 PMOur fifth and final tool is a video conferencing tool. appear.in can be used to create video conferences without any log-in or password. Video conferencing can be a powerful tool in the classroom and can be used to leverage Organization of Knowledge, Affirmation, Authenticity, and other Design Qualities. Here is a short tutorial.

If finding digital tools that can be used without divulging personal information is a challenge you face in your classroom, perhaps these five tools will help. All of them are listed on the SC Web Resources for Schoolwork site.

 

The Engagement People

 

Easily Create Stunning Graphics in Seconds with Adobe Post

Today’s blog comes to us from Roland Rios at Fort Sam Houston ISD in San Antonio, Texas. It was initially published in his CyberCafe blog.  Adobe has created several new tools for the classroom. Adobe Slate (storytelling with text and pictures) and Adobe Voice (storytelling with voice and pictures) are wonderful programs that can leverage the Product Focus Design Quality. Adobe Post is another entry into that area.  — The Engagement People.

I recently learned about a slew of Adobe mobile apps and one of my new favorite tools is Adobe Post. It’s an iPhone app (that works just as well on the iPad) that allows you to very easily create beautiful image and text graphics.

You simply choose a photo as a backdrop, then add text. Sound too easy? And, here is the really cool part …. after you select your image, the app analyzes the image and chooses a font color palette for your text. And who knows more about creative design than Adobe? Certainly not me!

If you don’t like the suggested font and color, you can choose a different design or adjust the color palette, but I have found that for the most part, Adobe Post makes great suggestions! After you’re done you can share on social media, save to your camera roll, export to Google Drive, and more.

Here are a few of my own creations using Adobe Post …

 

 

 

Convert Video Online

A problematic scenario. Frustrated TeacherYou shoot some video with your iPhone and e-mail it to your Windows laptop to edit with Windows Movie Maker. You open Movie Maker and import your video when suddenly you crash! Windows Movie Maker won’t recognize an iPhone video. Grrrrrrr … Or maybe you have the reverse situation. You shoot some great video with your Android phone and e-mail it to your Mac. You open iMovie and upload the video only to find iMovie won’t recognize your Android video file. Grrrrrrr … Here’s another one. Working at home, you find a great video on YouTube to play in class, but your district blocks YouTube at school or you don’t trust your school Internet to stream the video in class. You want to download the video to your desktop at home so you can play it in class the next day. You check your permissions and determine it is OK to download and bring the video in to your desktop. Excited, you click “play” to preview your work but instead you get that message no one wants to see, “Unsupported file format.” Grrrrrrr …

What to do? Fret no more. Help is here. Enter Convert-Video-Online to the rescue. It offers a simple three-step process that converts your video (or audio) to a format you can use.

We like that CVO does not require any registration or e-mail disclosure like other conversion platforms we have seen. If you use this tool, you will want to avoid the ads at the top and along the side.

Here is a quick tutorial about how to use the site:

 

We hope this post helps you “Grrrrrrr” a lot less!

 

The Engagement People

A Serious Misconception

As we travel around the country visiting schools, as we research and stay atop the latest trends in digital learning, we offer this blog to discuss the biggest misconception we see in the use of digital technology and learning.

To begin this discussion, let’s review the definition of engagement as given to us by Phil Schlechty in this one-minute video.

The biggest misconception we see in the use of digital technology is this:  Students love technology and will engage in learning if technology is used.

We live in the twenty-first century. For our students, technology is a way of life. There is simply no consideration of life without it. Students use technology in everything they do. It is not viewed as an engagement device. It is embedded in their everyday lifestyle. Students do not engage with an iPad or a laptop. They may engage with the applications available on those devices. Or they may not.

For students to engage with digital tools, they need to be given the same consideration they require for engagement with all their schoolwork: Educators need to address their needs, motives, and values.

A good example to make this point comes from the gaming industry. Plain and simple, the games that engaged young people 10 years ago are now extinct—save for a few nostalgic collectors. (Let me know the next time you find your young person playing PAC-MAN or Super Mario.) Truthfully, to stay afloat in the gaming industry, games must either evolve into new generations on an annual basis, or companies must continually create new experiences to engage their customers.

The same holds true with ed tech applications.

Three years ago a teacher in South Carolina was very excited about implementing Edmodo into his classroom. His students loved it and engaged—for about six weeks. That is because they engaged with the novelty and variety of a new platform; once that initial novelty and variety wore thin, they were no longer engaged. They had not engaged because of the technology. They were engaged with the novelty and variety of a new digital tool—for a while.

This very big misconception often leads to disastrous mistakes in the use of technology.

At the classroom level, teachers may take old work and simply convert it to digital work. What was once a lecture and worksheet is now a video and PDF worksheet. It can be time-saving. Imagine that all a teacher might have to do to prepare for a class is link a video and PDF from his or her cloud drive into a work design platform (what you may call a learning management system, including Google Classroom, Edmodo, Canvas, Blackboard, Moodle, Schoology, etc.). In the world of SAMR, we call this “living at the substitution level.” Nothing has really changed except the technology.

At the district and school level, this misconception often manifests itself into one-size-fits-all technology purchases and required use. For example, a district may purchase instructional software and rotate every student in a school through the software on a weekly basis— whether that learning style meets a student’s needs, motives, and values or not. In the initial start-up, students engage because of novelty and variety, but sooner rather than later they become bored to tears with repetitive work. A district may purchase a math app and require its use by all students. But by far the most common practice we see is the purchase of a single work design platform and the requirement that it be used by all teachers for multiple years. Some districts even provide templates and mandate their use in the name of “quality and consistency.”

Another current popular movement in the American education scene is the adoption of personalized learning platforms. They promise to adapt to students’ needs and interests and allow every child to progress through a body of content at his or her own pace. It sounds like the silver bullet that education continues to relentlessly pursue. These platforms are purchased and implemented for large numbers of students. There are even schools built around the platforms. And the complaints of boredom are already beginning to surface.

To provide engaging work and get the profound learning that comes with it, the silver bullet is here and has been for a long time: It is called design. When teachers design work for students that is rich in content and that addresses their needs, motives, and values, engagement and profound learning will follow. To do that, teachers need to know and use a wide variety of digital and non-digital tools. They need to stay on the cutting edge of the latest tools available (see our blog on digital collaboration). All the tools we seemingly criticize in this blog can come into play. We are not criticizing the tool. We are critcizing the standardized use of digital tools without regard for a student’s needs, motives, and values because of a misguided belief students will engage with technology because it is technology.

Districts need to provide the capacity to support engagement through design primarily by finding creative ways to give teachers the time, tools, and technical support to design engaging schoolwork. This can and does happen in schools around the country. We hope it begins happening in more and more of them.

The Engagement People

 

Every Student Succeeds Act (ESSA)

Here at the Schlechty Center, we have analyzed the Every Student Succeeds Act. We are pleased with much the new legislation has to offer. We note there is a definite retreat from the overindulgence in high-stakes testing that we have lived under with No Child Left Behind and Race to the Top. We hope states will take advantage of this and implement reasonable accountability measures that are conducive to a positive learning environment for students and educators. A detailed analysis of the law is available here. An executive summary from NASSP is available here.

ESSA has a lot in it for districts to consider. It is important to remember that ESSA is only one part of what schools work with to bring a great learning experience to students. Districts can gain a lot by examining how all these parts relate to a cohesive transformation strategy. Our Strategic Change Agenda is a fully customizable tool that can walk your district through this process from beginning to end. It can be used to create an entire transformation strategy. It can be used to guide an ESSA school improvement plan.

Here are specific ESSA highlights that intersect with what we have to offer at the Schlechty Center:

Title I

Title I of ESSA requires that states develop a statewide accountability system to improve student academic achievement and school success. We particularly noted that student engagement, educator engagement, and school climate may be included in addition to achievement assessments, graduation rates, and English language proficiency.

Districts must develop a comprehensive support and improvement plan for the lowest performing five percent of all Title I schools and all high schools that fail to graduate less than one-third or more of their students. Districts will still create school improvement plans, and now engagement is specifically addressed. Our Strategic Change Agenda will guide you through the process.

Student engagement cannot happen unless teachers design engaging work. Our Designing Engaging Work workshop explores the heart and soul of providing engaging work for students. Teachers need a process to create engaging work, and this is it. Designing Engaging Work is offered on-site or in conference formats.

All the best-laid plans can go astray if the capacity to deliver is not addressed. The Schlechty Center’s Taking Stock examines a district’s capacity to implement changes needed as a result of ESSA.

Walking to Learn gets right into the classroom and is an excellent tool to discover and explore what is going on with student learning so educators can make quality decisions on change. It can be used alone or with other premium offerings to address ESSA needs.

In Coaching for Design II, we train teachers and leaders to coach the process of designing engaging work. C4DII is an excellent tool to maintain a culture of designing engaging work in your district.

ESSA addresses staff engagement, and the Schlechty Center offers Creating a Strategy for Engaging Staff. Delivered on-site, this premium offering can be used to truly look at staff engagement in your district.

Title II

Title II of the Every Student Succeeds Act provides grants to districts and states to improve teacher, principal, and school leader effectiveness. We couldn’t be more excited.

In March 2015 we will unveil a new Principal’s Network. Offered at a very modest cost, this network will allow principals to connect and learn on a wealth of topics of concern to them. Best of all, the network will be digital and will not require any time away from the school building.

We offer off-site workshops for teachers, principals, and school leaders in our Summer Academies and Working on the Work Conferences.

Title IV

Up to 60 percent of Title IV funds could be used to support the effective use of technology with no more that 15 percent going to hardware. This means funds can and should be used for professional learning in technology areas.

The Schlechty Center offers Engaging the Net Generation and Engaging the NEXT Generation—the best technology integration workshops in America. We show your teachers how to use technology to engage students, not just replace existing work. Your teachers will not only learn about many digital tools, but they will also learn how these tools can be effectively used for profound learning. We offer these sessions on-site or in conference settings.

Implementing ESSA will require the collaboration of educators and school boards. Our online course School Boards for the 21st Century offers quality school board training in an online environment. Our School Board Conferences offer training in a workshop environment.

The pride and joy of the Schlechty Center is that we model what we teach. We have an amazing array of tools that we believe are second to none in delivering quality professional development. We will totally customize any offering to meet your needs. Looking for five to ten days of on-site professional development in technology? Call us. We can do it. Need on-site coaches for professional development or designing engaging work? Call us—we can do it. Need specialized help with your improvement plans? Call us. We can do it. We are just a phone call away: 502-895-1942.

We close where we started. Keep your eye on the big picture! Make ESSA a part of a cohesive transformation strategy.

 

The Engagement People

2015 in Review

2015As the year comes to an end, we offer you this review of our 2015 blogs in case you missed any. We’ve included a short synopsis with links to the original full-length blogs in case you see something you missed and want to refer back to the full-length version. We have also grouped these by broad topics. Enjoy.

Digital Tools and Engagement

In February 2015, guest blogger Roland Rios from Fort Sam Houston ISD in Texas introduced you to SafeShare.TV: a great site to play YouTube video without ads. We also reviewed the MindShift Guide to Digital Games and Learning. This document is a must- read for all teachers using gaming in the classroom. March came and we were on to The Amazing World of Gamestar Mechanic. Gamestar allows students to create digital games based on teacher-given content. Imagine the possibilities. March also gave us a great review of Whyville, an online multi-user virtual environment where students can learn from embedded games while all along being a citizen of Whyville. In April we looked at Augmented Reality and Engagement and by May we had moved on to explore an exciting new video editing program: EDpuzzle. In August Roland Rios introduced you to Google Cardboard, an inexpensive virtual reality program. An exciting animation program called Plotagon was covered in August. This cool animation software is free with lots of options. We are still using our free version. September is when Pixar-in-a-Box was unveiled in a blog called When Digital Collaboration, Engagement, and Design Come Together. Tuva came your way in October of 2015 in a blog called Need Data? Get Tuva! This exciting data- analysis program offers a ton of classroom opportunities to use the Design Qualities. In November we turned back to animation with a blog called Scratch: A World of Possibilities. Finally, in December we reviewed the very cool Kerbal Space Program. Imagine you work at Cape Kennedy building rockets that you actually fly out on missions.

Transformation

In February, we gave you our slant on combining technology with design and engagement in one of our first blogs entitled Digital Tools and Engagement. By applying the Design Qualities to the design of digital work, teachers can really leverage these powerful tools. Also in February we based a blog around the great work of Midlothian ISD teacher Ann Witherspoon; our post was entitled Product Focus and Creativity. Phil Schlechty also blogged this month on a topic called The Teacher’s Dilemma. Our next transformation post appeared in May when we talked about Collaboration in a Digital World. May also gave us a moving slant on Digital Equity featuring a video from Kid President. In June, Ron Wright wrote of his personal experience with the power of making in a blog entitled Makers. It was August before transformation appeared again. This time it was in the form of a blog called In Support of Engagement. This important blog shared some recent evidence and articles written in support of the need for engagement in school. We urged you to move beyond strategic planning by considering a Strategic Change Agenda in September. Finally, in November we dissected the very important NMC Horizon Report: 2015 K-12 Edition.

It has been a great Year One for the Engagement Connection. We have enjoyed bringing you these thoughts on engagement, digital tools, and transformation. We hope they were helpful to you. Here’s to 2016!

 

The Engagement People