Showing posts with label philosophy. Show all posts
Showing posts with label philosophy. Show all posts

Saturday, May 6, 2017

Beware the poison butterflies

[caption id="attachment_199" align="alignleft" width="215"]The high point of my gaming life The high point of my gaming life[/caption]

Last week, teaching my Middle School students some basic coding (in the land of the blind... etc), I programmed a game, at least I think that's what it is. If you get all the way through this post, you can play when you get to the end.


For their official IB internal assessment, every ToK student must make a presentation according to stringent IB requirements. The descriptor for the top grade requires students to be sophisticated and insightful while using convincing argumentsdifferent perspectives and an analysis with significant outcomes. A tall order.


Furthermore, the basis of the presentation is a real-life situation (RLS) which suggests to the student a knowledge question (KQ). The KQ has particular qualities: open-ended; about knowledge; in ToK vocabulary.


The stakes are high because there will be no second chance and a student's final IB score and therefore her higher education could depend on it.



why all the long faces? Let's at least make it fun!


On a whim last year, I made a set of 40 vocabulary cards for each student containing IB's prescribed 8 Ways of Knowing (green cards); 8 Areas of Knowledge (red) and 24 useful words which I selected (blue). The students have become quite used to consulting these cards during lessons and we have speculated how we could use them to make ...

...A game.




Matt Baier gamified PD at his school by:

'creating a list of skills in which our faculty should be proficient. Our challenge was determining how faculty would demonstrate their knowledge.'


This is my challenge also. Here are some elements of ToK in which students should be proficient.


  1. KQ-RLSReal-life situation




  2. Knowledge Question




  3. ToK vocabulary




  4. Other RLSs




  5. Other KQs




  6. Arguments




  7. Perspectives




  8. Analysis




- But wait, you can't gamify unless it's electronic.

- Excuse me?

- Oh yes, it's well known that only computer games count when we are talking about gamification.

- It's true that the majority of books on this topic such as Gamify your classroom by Matthew Farber devote most of their pages to the digital realm, but the writers do not specify this medium in their discussions about game theory and the importance of play.

 - Oh, OK then.

All games share four defining traits: a goal, rules, a feedback system and voluntary participation (Reality is Broken, McGonigal, p21)


So we will use the vocabulary cards as a tool to help each student to construct an initial plan for her presentation. The goal is to brainstorm a structure for their assessment. The game models I am using are the card-game Patience or the digital sandbox The Sims. I have devised simple rules and a playing surface so that they can construct a network of ideas based around the vocabulary. When this stage is completed, each student will provide suggestions on a small number of the others' plans and then return to their own plan to process the feedback they have received.

It resembles in many ways a normal brainstorm, but I am trying to harness some of the elements which make games so motivating.

Everyone is a participant... A 'need to know' challenges students to solve a problem... embrace a process of testing and iteration... share their work, skill and knowledge. (Quest to Learn School website)


I hope the activity will benefit from a feeling of community in the class as they all begin the daunting quest to deliver a sophisticated and insightful presentation. Whilst every presentation must be unique (though group members will share identical grades in the end), in the preparation stage a collective effort may contribute extra dimensions to everyone's thinking (if they are prepared to see it). The ToK presentation is a non-zero-sum game, which means that no-one gains marks at the expense of anyone else - there is no strategic benefit in being competitive.

In the 1990s, a puzzle video game called Chip's Challenge was bundled with Windows. After many late nights, I completed all 149 levels. Since you can't progress to a subsequent level unless you have finished the previous one, it gave me great respect for the motivating power of mastery. Over the years, when I have considered gamifying my lessons, it is this feature of computer games that I have focused on: a testing, rather than a teaching environment.


There is an important difference between games that teach a learner how to do something and games that test what a learner already knows (The Gamification of Learning and Instruction Fieldbook, Kapp et al, p49)


Interestingly, then, the game element, which I am now implementing, is not a test but a teaching game...


... unlike 'Beware the Poison Butterflies'




 

Thursday, April 27, 2017

Dewey want to Seymour Learning? It's not Godin be easy

PART 1


Does this ring a bell?

"The subject-matter of education consists of bodies of information and of skills that have been worked out in the past; therefore, the chief business of the school is to transmit them to the new generation"


This is how John Dewey (Experience and Education, p17) characterised the traditional model of schools.

In my experience, the situation has not progressed very far in the eighty years since Dewey was writing. As a teacher in the 'university-preparation' stage of an international secondary schooI, I have spent most of my time in classrooms upholding this model for which:

"the attitude of pupils must, upon the whole, be one of docility, receptivity and obedience". (p18)


The goals are fixed (we make common cause with students, parents and administrators to attain the highest scores in public examinations). We do not ask whether the examining body's criteria benefit the student, we simply train her to jump through the hoops.

Dewey then contrasted tradition with 'certain common principles' of 'new education' which are:

"cultivation of individuality ... learning through experience ... acquisition of [skills] as means of attaining ends which make direct vital appeal ... making the most of the opportunities of present life ... acquaintance with a changing world." (p19)


That description of an education will appeal to many people who read it, but since we appear to be powerless to change the goal, the means we employ to achieve it also remain largely the same as before.

PART 2


Project-based learning is inspired by Dewey's philosophy of education as a social activity. The differences between Project/Challenge/Problem based learning methods are not really significant; their similarities are the important issue. Each of them helps students to:

learn about Real-world issues


"students are pulled through the curriculum by a Driving Question or authentic problem that creates a need to know the material" (Introduction to Project Based Learning, Buck Institute of Education)


Reflect on how and what they are learning


"Judge it by what the whole system learns, and that includes the teacher." (Interview with Seymour Papert)


choose how they learn


"Emphasise student independence and inquiry" (John Larmer on Edutopia)


Sustain Focus on a topic


"Challenge Based Learning slows down the experience to allow for full participation, ongoing reflection, and self-discovery." (CBL and personalized learning, digitalpromise.org)


PART 3


But it is easy to say what is wrong with an institution; much more difficult is actually to bring about change for the better. Generations of educators have nodded along with John Dewey but, unlike most areas of society in which change has been rapid, very little progress has been made. I think this is because we are prematurely congratulating ourselves on seeing the problem, not realising that it is only the first small step in a journey with no map.

Dewey knew this:

"The general philosophy of the new education may be sound, and yet the difference in abstract principles will not decide the way in which the moral and intellectual preference involved shall be worked out in practice". (p20)


In other words, can we set some new goals? If we don't (and usually, in schools, we try to skip this most difficult step), then the change we say we want will not occur. We have people like Dewey and Papert to help us, but we must listen and let them teach us to think deeply about the reasons for what we are doing.

PART 4


Something has to give. There are only so many hours in a student's career. If you're going to do a new thing, you have to retire an old thing.

"The trend towards portfolio-based, so-called authentic assessment is very good, but it's very limited unless it goes with throwing out the content of what we're testing." (Seymour Papert)


If you've ever seen a conversation between teaching subject-specialists as they try to identify content to throw out, you'll know how hard this will be. Yet it has to happen.

Furthermore, let's not kid ourselves that projects will be easier to implement. On the contrary:

"we're going to have to work very hard to make the stuff that they're going to learn. It's not going to come about just by teaching the old stuff in a more, "constructivist" way." (Papert)


PART 5


So, like our students, we have to read; we have to work hard.

And we have to think and learn.

"Please ask someone, “what is school for?” and don’t stop asking until we can agree on the answer and start taking action" (Seth Godin in Stop Stealing Dreams)


You can read Dewey's answer in Article 2 here.

This is what my family said (and no-one mentioned exams):

  • School replaces human nature with more society-friendly characteristics (in his 20s)

  • School is there to prepare you for adult life. And I'm not sure it does that for our lot... (50s)

  • I think school is there to teach children to read, so that they can go out and choose their reading, whether it be fiction or non-fiction, freely and independently. (50s)

  • School gives children their first opportunity to live in a society away from their home surroundings and to build relationships beyond the family. (70s)


What do you think school is for?