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CLASSROOM STRATEGIES THAT EMPOWER LEARNING Teaching Digital Natives in a Flat World

AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

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Page 1: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

CLASSROOM  STRATEGIES  THAT  EMPOWER  LEARNING

Teaching Digital Natives in a Flat World

Page 2: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

THE  FUTURE  OF  EDUCATION…?

www.envisionexperience.com 2

Page 3: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

LEARNING  OUTCOMES« Identify leading research

related to student engagement.

« Evaluate the relationship between experiential learning and cognitive and social-emotional skill development

« Evaluate how experiential learning prepares students to compete and cooperate on a global scale.

www.envisionexperience.com 3

Page 4: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

BLUF:    SO  WHAT  DOES  THE  21STCENTURY  LEARNER  NEED« Learner Centric - Learning design that

is personalized and adaptive

« Participatory – Active, multi-sensory engagement in the learning event

« Social – Collaboration and connection to a human being/community

« Brain-Based – Learning design that amplifies cognition

« Growth Mindset – Belief in the ability to transfer knowledge and skills and apply them in new contexts

www.envisionexperience.com 4

Page 5: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

HOW  ARE  WE  DOING?

Page 6: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

CHANGING  TIMES:    CAREERS  &  EDUCATION

By 2020, 65% of American jobs will require some level of post-secondary education.

Source: Center on Education & the Workforce at Georgetown University. (2013). Recovery: Job Growth and Education Requirements through 2020. Complete College America. (2014). Four0Year Myth.

www.envisionexperience.com 6

16% Certificate

5% Associate

19% Bachelors

(Non-Flagship)

36% Bachelors (Flagship)

39% Bachelors (Overall)

Who is Graduating in 100% of Institution Defined Time?

Page 7: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

VIEWS  ABOUT  EDUCATION  &  WORK

0 10 20 30 40 50 60 70 80 90 100

I have found a career

I have enough education to succed in my job

I am satisfied with my job

My education was useful in preparing for my job

BA/BS Degree AA Degree HS Grad or Less

www.envisionexperience.com 7

Pew Research Center. (2014). The Rising Cost of Not Going to College

The % of employed adults ages 25-32 with each level of education saying….

Less that 50% of all employed young adults

believe that their education prepared them

for their career

Page 8: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

TRENDING  NOW…

Personalized / Adaptive

Blended Learning

Competency Based

Assessment

Brain-Based Teaching

Technology Infused

www.envisionexperience.com 8

“If public education systems don’t become customized, they will be

abandoned in favor of privately provided programs that are.”

(Joseph Cirasuola, Exec Director CAPSS)

“A highly technological and personalized blended learning environment will emerge as venture capitalists invest in new programs and tools that

foster any time, any place, and any pace learning.”

(Damian LaCroix, WI Superintendent)

Page 9: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

EMPOWERING  LEARNING  101  

(HINT  – IT’S  ALL  ABOUT  ENGAGEMENT)

Page 10: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

CENTRAL  ARGUMENT«Proper instructional

methodology that maximizes student engagement (specifically higher order/deeper cognitive engagement) is akey to creating innovators---students with the ability to both compete and cooperate on a global scale.

www.envisionexperience.com 10

Page 11: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

EMPOWERING  LEARNING  – CRITICAL  RESEARCH  INSIGHTS  C.2016

The learner is the core

participant

The human brain is primed for interaction;

learning depends on

interacting with others

Emotional and cognitive

dimensions of learning are intimately

related

Formative assessment

practices are the bridge between teaching and learning (i.e.

transfer)

www.envisionexperience.com 11

Page 12: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

MAPPING  LEARNING  – 3  NS  KEYS

Event Memory

• Empowering the limbic system to drive memory

Multi-Sensory

Experiences

• Amplifies long term memory

Interaction• Active socialization

with humans and content moves info from memory to the frontal lobe

www.envisionexperience.com 12

Page 13: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

WHY  ENGAGEMENT  MATTERS«Student Engagement and

Disengagement are clearly linked to student learning gains

«Upper Order Cognitive Engagement results in student academic success and 21st Century skill/knowledge acquisition

www.envisionexperience.com 13

Page 14: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

DEFINING  TERMS

«Engagement• Social: Sense of belonging / participation in the

school culture• Emotional: Participation in the formal

requirements of schooling• Intellectual: Emotional and cognitive investment in

learning

www.envisionexperience.com 14

Page 15: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

ENGAGEMENT:    STATE  OF  THE  RESEARCH  I« Two recent landmark studies• High School Survey of Student Engagement (HSSSE)• What Did You Do in School Today? (CEA)

« Summary of Select Findings• About 66% of students are disengaged every day at the

High School Level• Tends to be more variation within schools than among

schools• Effective usage of class time and “adaptive teaching”

critically impact student engagement• Significant disengagement begins around Grade 6

www.envisionexperience.com 15

Page 16: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

www.envisionexperience.com 16

Page 17: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

ENGAGEMENT:    STATE  OF  THE  RESEARCH  II« Instructional Practices Inventory• Developed by Jerry Valentine and Bryan Painter in 1996• Consists of six categories that assesses how the student is

engaging cognitively in the activity• www.ipistudentengagement.com

« Six Categories• 6-Student Active Engaged Learning• 5-Student Verbal Learning Conversations• 4-Teacher-Led Instruction• 3-Student Work with Teacher Engaged• 2-Student Work with Teacher not Engaged• 1-Student Disengagement

www.envisionexperience.com 17

Page 18: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

STRATEGY  #1:    MACRO  METHODS  &  RETENTION

Page 19: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

IPI  CATEGORIES  &  THE  AMERICAN  CLASSROOM:    K-­12  LEARNING  TIME

5%

10%

30%

40%

5%

15%

0%

5%

10%

15%

20%

25%

30%

35%

40%

45%

Disengagement

Student Work / Teacher not EngagedStudent Work / Teacher EngagedTeacher Led Instruction

Student Verbal Learning

Student Active Learning

www.envisionexperience.com 19

Page 20: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

WHERE  IS  COGNITIVE  ENGAGEMENT  THE  HIGHEST?

www.envisionexperience.com 20

• Teacher lecture• Class discussions

(whole group T-led)• Laboratory (Hands-on

work)• Group work• Individualized (seat)

work• Presentation

(creating/making)Sources:  Yair,  Educational  Administration  Quarterly,  Vol.  36,  #4  (October  2000);  Valentine  (NSDC  Conference,  December,  2009)

65

1

24

3

Page 21: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

INSTRUCTIONAL  METHODS  &  RETENTION  RATES

www.envisionexperience.com 21

« 1. Practice by Doing« 2. Reading« 3. Lecture« 4. Demonstration« 5. Discussion Group« 6. Audio-Visual« 7. Teach Others and/or

Immediate Use of Learning

Instructional  Method

Warren  (1989)  “New  Movement  Seeks  to  Replace  Rivalry  in  Class  with  Team  Spirit,”  Education.

3 2 6 4 5 1 7

Page 22: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

RESOURCES:    INTRODUCING  THE  BSCS  5E  MODEL

22

EngagementPromote Curiosity

Elicit Prior KnowledgeImagine

ExplorationGenerate Ideas

Explore Questions / PatternsDesign, Conduct, Investigate

ExplanationDemonstrate SkillArticulate PatternsPropose Solutions

ElaborationExtend Skills / Knowledge

Broaden UnderstandingCollaborate, Innovate

EvaluationAssess Abilities

Measure ProgressImplement Learning

www.envisionexperience.com

Page 23: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

STRATEGY  #2:    LEARNING  ECOSYSTEM  – RIGOR,  RELEVANCE  &  RELATIONSHIPS

Page 24: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

ENGAGEMENT  IN  RELEVANT  AND  CHALLENGING  LEARNING  EXPERIENCES• The odds of students being engaged during the “most

relevant” lessons were 108% higher than the lessons the students described as “least relevant.”

• The odds of students being engaged during the “most challenging” lessons were 90% greater than when students identified the lessons as “least challenging.”

• Relevance and challenge were the two most important lesson design strategies linked to student engagement in the study.

Source:    Yair,  Educational  Administration  Quarterly,  Vol.  36,  #4  (October  2000)

24www.envisionexperience.com

Page 25: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

FLIPPING  THE  SCRIPT  ON  PROGRAM  DESIGN

Creating

Evaluating

Analyzing

Understanding

Remembering

www.envisionexperience.com 25

Creating

Evaluating

Analyzing

Understanding

Remembering

Focus of American Education @ 2016

Needs of the 21st

Century Workforce

Page 26: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

RESOURCES:    RIGOR  &  RELEVANCE  FRAMEWORK

www.envisionexperience.com 26

Page 27: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

STRATEGY  #3:    “GAME  BASED  LEARNING”  &  “GAMIFICATION”

Page 28: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

“GAME  BASED  LEARNING”  &  “GAMIFICATION”  101

• Application of game like mechanics to non-game entities

• Encourages certain behaviors

• Examples include badging, leader boards, point systems, “unlocks”, etc.

Gamification

• Learning through games

• Encourages critical thinking

• Examples include simulations, rule based gaming (virtual and live),

Game Based Learning

www.envisionexperience.com 28

Architecture & Experience

Page 29: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

SAMPLE  EMERGING  PLATFORMSGlass Lab Everfi Knowledge Matters

Platform Focus Expansive breadth of digital games

STEM; Financial Literacy; Health; Leadership; Diversity

Business; Financial Literacy

Feature SimCityEDU: Pollution Challenge

Radius (Grades 8-10) Virtual Business: Sports & Entertainment

Overview Several missions where students clean up and grow polluted cities; Fairly Adaptable

16 Missions; 8-10 hours of learning time

Fully Adaptable by lesson or simulation

Outcome Understanding of Systems and how humans impact the environment

Connecting STEM skills to career trajectories

Business skill development

Alignment NGSS, CCSS CCSS CCSS

Research/Support Dynamic Assessment (ECD) Static Assessment Static Assessment

Price Free Free (if adopted) $35+ per student

Pro ECD Data; Breadth of Authorship; Multi-Variable Decision Making

Rigor of Design; Unlocking Career Cards; Breadth of Skills

Graphics; Competitive Play; Robust Curriculum

Con Pacing Restrictive Authorship Tech Compatibility

www.envisionexperience.com 29

Page 30: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

WHAT  DO  WE  KNOW  – EARLY  RESEARCH

« Cognitive• Improve attention, focus, and strategic planning

skills

« Emotional• Induce positive mood states

« Social• In some cases with multi-player games, empathy

and an appreciation for diversity increased

« Motivational• Increase likelihood of a “growth mindset”

www.envisionexperience.com 30

Sources include “The Benefits of Playing Video Games (APA); “Online Gaming & Youth Cultural Perceptions”; and Glass Labs Research et al

Page 31: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

FIRST  STEPS  TO  A  “GAMIFIED”  CLASSROOM

Change the Language

• Players• Game Masters• Quests

Create Roles &

Rules

• Levels• Badges/Points• Bosses

Simulate & Assess

• Story• Social• Success

www.envisionexperience.com 31

Page 32: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

RESOURCES

Recent Books

• (2014) Digital Games and Learning: Research and Theory – Nicola Whitton

• (2012) Games, Learning, and Society: Learning and Meaning in the Digital Age – Constance Steinkuehler, et al, Eds.

• (2007) What Video Games Have to Teach Us About Learning and Literacy - James Paul Gee

Recent Research

• (2014) “Level Up Learning: A National Survey on Teaching with Digital Games”

• (2014) “The Mind Shift Guide to Games and Learning”

• (2013) “Psychometric Considerations in Game-Based Assessment”

www.envisionexperience.com 32

Page 33: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

STRATEGY  #4:    TAMING  TECHNOLOGY

Page 34: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

SO  WHAT  ABOUT  TECHNOLOGY?« The simple presence of

technology does not promote learning

« Technology amplifies the range of instructional methods• Empowers learner centric methods• Provides a platform for frequent

formative / summative assessment• Enables instruction across

multiple sensory modalities• Can promote and sustain attention• Creates opportunities for social

and emotional connection

www.envisionexperience.com 34

Page 35: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

FLIPPING  LEARNING  NOT  CLASSROOMS« Conversations around the “flipped classroom” should

really be focused on “flipped learning”. We might attempt to define this as a pedagogical approach that emphasizes at least two critical components as opposed tosimply a different classroom structure:• Personalized Learning – Pedagogy that can be individualized

and differentiated, that empowers self-regulation of learning towards the goal of high achievement via multiple trajectories.

• Inquiry Based Learning – Exploration, questioning, and guided dialogue are the primary tools in this pedagogical approach as opposed to a pedagogy dominated by didactic instruction.

« Basically, we are looking to increase the volume of active learning by driving up student engagement and personal investment in the activity of learning.

www.envisionexperience.com 35

Page 36: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

VIRTUAL  LEARNING« ePals and In2Books• Virtual learning space

focused on collaboration• http://www.epals.com/

« The Virtual Congress• Avatar based experience of

Capitol Hill• http://www.tpscongress.org/t

opics/compromise/?/teachers/virtual_congress.php

« Dream Ecosystem Project• Avatar based project to

design imaginary ecosystems« Social Media Applications• Rome-Net Example from

NAIS

« Quizstar• QuizStar enables teachers to

create virtual quizzes that can be accessed through any internet connected device. The resource includes student tracking and scoring mechanism, and allows the teacher to incorporate movies, images, and audio with every question if desired.

• http://quizstar.4teachers.org« Virtual Tours• Library of Congress• UC Berkeley Online Tour

www.envisionexperience.com 36

Page 37: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

AUGMENTED  REALITY  &  VR« World of Warcraft has over 12 million users

that have logged over 50 billion hours

« River City• Augmented reality game where students apply

knowledge to solve problems like stopping the spread of malaria

• http://muve.gse.harvard.edu/rivercityproject/« Digital Bodies

• Leading database for VR and wearable tech and the intersection with education

• https://www.digitalbodies.net/« Wolf Quest

• Students assume the role of a wolf in Yellowstone Park

• http://www.mnzoo.org/education/education_wolfQuest.asp

www.envisionexperience.com 37

Page 38: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

RESOURCES:    CAN  TECHNOLOGY  BOLSTERED  INSTRUCTION  IMPROVE  HIGHER  ORDER  COGNITIVE  

SKILLS  &  RESULT  IN  LEARNING  GAINS?  « Jody Clark-Midura. “Assessment, Technology,

and Change”, Journal of Research on Technology in Education 42, no. 3 (2010).• Gains in problem solving and experimental design• Increased engagement resulted• Self-efficacy skills increased

« Darrel West. Digital Schools. (2012)• Virtual Cell shows 30-63% learning gains• Geography Explorer shows 15-40% gains• Rivers City boosted D student test scores by 370%

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Page 39: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

WRAPPING  UP

Page 40: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

SO  WHAT  DOES  THE  21ST CENTURY  LEARNER  NEED« Learner Centric - Learning design that

is personalized and adaptive

« Participatory – Active, multi-sensory engagement in the learning event

« Social – Collaboration and connection to a human community

« Brain-Based – Learning design that amplifies cognition

« “Mastery” – The ability to transfer knowledge and skills and apply them in new contexts

www.envisionexperience.com 40

Page 41: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

GET  INVOLVED« Envision partners with

educators around the world to support their efforts and our joint passion to • Engage students through

interactive and age appropriate experiences;

• Equip students for success in college, career, and life in the global 21st Century; and

• Empower students to assume responsibility for their future and their world

www.envisionexperience.com 41

Page 42: AEE Webinar - Engagement (2016) · “GAMIFICATION”101 • Application of game like mechanics to non -game entities • Encourages certain behaviors • Examples include badging,

QUESTIONS

«Andrew H. Potter: Chief Academic Officer, Envision• [email protected]• www.envisionexperience.com

«Become part of the Envision Educator Network today! Learn more at: http://www.envisionexperience.com/for-educators

www.envisionexperience.com 42