Saturday, January 25, 2020

Creativity

What are some ways then as educators that we foster creativity in our classrooms?

  1. Embrace creativity as part of learning.  Create a classroom that recognizes creativity.  You may want to design awards or bulletin boards to showcase different ways of solving a problem, or creative solutions to a real world scenario.
  2. Use the most effective strategies.  Torrance performed an extensive meta-analysis that considered the most effective ways to teach creativity.  He found that the most successful approaches used creative arts, media-oriented programs, or relied on the Osborn-Parnes training program.  Programs that incorporated cognitive and emotional functioning were the most successful.
  3. Think of creativity as a skill.  Much like resourcefulness and inventiveness it is less a trait and more a proficiency that can be taught.  If we see it this way, our job as educators becomes to find ways to encourage its use and break it down into smaller skill sets.  Psychologists tend to think of creativity as Big-C and Little C.  Big C drives big societal ideas, like the Civil Rights movement or a new literary style.  Little C is more of a working model of creativity that solves everyday problems.  Both concepts can be included in our classrooms.
  4. Participate in or create a program to develop creative skills.  Programs like Odyssey of the Mind and Thinkquest bring together students from around the world to design creative solutions and bring them to competition.
  5. Use emotional connections. Research suggests that the best creativity instruction ties in the emotions of the learner.  In the “Odyssey angels” program students can devise a solution to help their local community, such as helping homeless youth. This topic is worthy of more discussion by itself. A blog post by fellow blogger Julie DeNeen gives some valuable information about this type of teaching.
  6. Use a creativity model.  The Osborne-Parnes model is oldest, widely accepted model.  It is often used in education and business improvement. Each step involves a divergent thinking pattern to challenge ideas, and then convergent thinking to narrow down exploration. It has six steps:
  • Mess-finding. Identify a goal or objective.
  • Fact-finding. Gathering data.
  • Problem-finding. Clarifying the problem
  • Idea-finding. Generating ideas
  • Solution-finding. Strengthening & evaluating ideas
Acceptance-finding. Plan of action for Implementing ideas

Growth Mindset

Simple Ways To Develop A Growth Mindset


1. Acknowledge and embrace imperfections.

Hiding from your weaknesses means you’ll never overcome them.

2. View challenges as opportunities.

Having a growth mindset means relishing opportunities for self-improvement.
3. Try different learning tactics.
There’s no one-size-fits-all model for learning. What works for one person may not work for you.

4. Follow the research on brain plasticity.

The brain isn’t fixed; the mind shouldn’t be either.

5. Replace the word “failing” with the word “learning.”

When you make a mistake or fall short of a goal, you haven’t failed; you’ve learned.

6. Stop seeking approval.

When you prioritize approval over learning, you sacrifice your own potential for growth.

7. Value the process over the end result.

Intelligent people enjoy the learning process, and don’t mind when it continues beyond an expected time frame.

8. Cultivate a sense of purpose.

Dweck’s research also showed that students with a growth mindset had a greater sense of purpose. Keep the big picture in mind.

9. Celebrate growth with others.

If you truly appreciate growth, you’ll want to share your progress with others.
Alternatives to "i don't know"


Friday, January 24, 2020

Gamification

Everyone loves games.
Albert Einstein himself indicated they are the most elevated form of investigation. He knew games are avenues for something deeper and more meaningful than a childish waste of time. Games promote situated learning, or in other words, learning that occurs in groups of practice during immersive experiences. Oftentimes, playing games are the first method children use to explore higher-order thinking skills associated with creating, evaluating, analyzing, and applying new knowledge.
eg: As an ancillary language teacher on Jeju Island in South Korea, gamification helped me increase student talk time by 300%. My 250 students completed over 27,000 “quests,” a.k.a. additional homework assignments they chose to do. My top 10% of participants spent an hour outside of class speaking their target language daily. I was even startled on more than one occasion to arrive early to work and find my students had beaten me there, and were eagerly awaiting my arrival so they could begin their daily quests. 
Examples Of Gamification In The Classroom:

1.Giving points for meeting academic objectives2. Giving points for meeting procedural/non-academic objectives3. Creating playful barriers4. Creating competition within the classroom5. Comparing and reflecting on performance in nuanced ways personalized for each student6. Creating a range of unique rewards desirable for a range of unique students

genius hour

Genius hour is an approach to learning where students are guided by their own interests, background knowledge, and curiosity to learn.From the outside looking in, it is less organized, less formal, and less standardized than traditional learning. Genius hour is truly “open-ended” learning characterized by student self-direction, passion-based learning, inquiry, and autonomy.

Genius hour is…
  1. Student-centered
  2. Messy
  3. Emphasizes inquiry and research
  4. Authentic
  5. New challenges (i.e., it creates new problems to solve in your classroom)
  6. Inherently personalized
  7. Inherently creative
  8. Purpose-driven
  9. Maker-friendly
  10. Often collaborative and social

 3 Rules for Genius Hour
  1. It must use a driving question
  2. It must involve research
  3. The product, end result, or other compelling artifact from the project must be shared/published
To summarize it is 
, self-directed learning and user-generated learning experiences is that within a ‘Genius Hour’ framework, this student-centered approach is only used a portion of the schedule, providing students a choice in what they learn and how they learn it during a set period of time within a school day.

Kids with emotional problems


Emotional behavioral disabilities, means social, emotional or behavioral functioning that so departs from generally accepted, age appropriate ethnic or cultural norms that it adversely affects a child’s academic progress, social relationships, personal adjustment, classroom adjustment, self-care or vocational skills.

The characteristic of functioning are:
1-    Severe
2-    Chronic
3-    Frequent     

The student must meet all 3 of this criteria
1-Severe: behavior is a threat to the student or others, behavior causing a student to fail academically, get in trouble with the law, or repeatedly be in situations which result in disciplinary actions; impacts negatively on  social interaction.
2- Chronic: the length of time the behavior of concern have been exhibited in relation to the age of the student.
3-Frequent: behavior occurring regularly or with short intervals between occurrences or continual.

Students with EBD are at a risk of:

Failing grades
Higher retention rates
Highest dropout rate
Lowest graduation rate 


Wednesday, January 22, 2020

Digital Citizenship/ Leadership

Definition: The quality of habits, actions, and consumption patterns that impact the ecology of digital content and communities.
Examples of Digital Citizenship: Communicating with respect, respecting other’s privacy, seeing things from another perspective, adding helpful information/context to a discussion or wiki page, supporting others by offering useful feedback, encouraging them, or sharing work they’re proud of, etc.
Big Idea: Treating people, places, and ‘spaces’ with respect

The Visual
Which brings us to the visual above. Sylvia Duckworth got together with Jennifer Casa-Todd to illustrate an interesting twist on this idea–moving from mere “citizenship” to inspired leadership in digital spaces, using two definitions from George Couros.
Digital Citizenship: Using the internet and social media in a responsible and ethical way
Digital Leadership: Using the internet and social media to improve the lives, well-being, and circumstances of others.
The idea behind the shift? A kind of empathy–moving beyond see one’s self, and moving towards seeing one’s self in the physical and digital company of others. As digital technology and social media become more deeply embedded in our lives, and more nuanced in their function, this is a shift whose time has come.
The question becomes, then, what’s the next evolution of this idea?

6 Strategies to Teach Bloom’s Taxonomy



1. Use Every Level: 
Memorization is much-maligned as a waste of time that dumbs down student learning, and sure-fire evidence that teachers aren’t doing their jobs. But in reality the broader and more diverse a student’s knowledge background and schema are, the more fluidly they’ll be able to transition across the various levels of Bloom’s.
Memorization can reduce the cognitive load on a student as they process information, allowing for quick recall and application rather than breaking that thinking process apart, first finding information, then evaluating its credibility, and only then moving on to the cognitive main course.

In short, the more ‘immediate access’ a student has to information, the more naturally they can not only apply that information at higher-levels of thinking, but also can initiate these kinds of actions on their own, making their own connections, identifying their own misunderstandings, and more fluidly transferring understanding to new and unfamiliar situations on their own.
2. Use Bloom’s Spiraling:
Bloom’s Spiraling is the process of starting first at lower levels of Bloom’s–recalling, defining, explaining, etc.–and then progressively increasing the level of thinking. In that way, Bloom’s Taxonomy becomes a kind of pathway to guide the learning process itself.
First defining a right triangle, then explaining its characteristics, comparing it to other geometric shapes, arguing for or against some right triangle-related idea, then finally designing a novel use of the right triangle in design or architecture, for example. In this process, all students start at the same point–recognizing and defining–and then ‘move up’ Bloom’s Taxonomy, with the ‘Create’ level helpfully providing a flexible ceiling that can stretch to meet the needs of even the most advanced understanding while still acting as a goal for students that might struggle.
3. Use Technology To Emphasize Specific Level:
As the highest level of Bloom’s revised taxonomy, ‘Create’ requires students to use innovative–or at least inventive–thinking.One approach here is to use digital technology and social media to enable asynchronous collaboration using apps, social media, or digital communities. Here, students can access different strands of a given assignment at their own pace, adding their own thinking, and being able to observe, sit back, internalize,  and then offer strategic input according to their own readiness, background knowledge, and relative expertise.Note that this can be especially effective for teaching introverts, especially creative introverts that may not be able to advocate for themselves in the pressure of a large group at the social dynamics it represents.
4. Let Students Lead:
For starters, you can let students bring their ideas to the Bloom’s framework.Among other effects, this can make cognitively challenging work at the upper levels of Bloom’s seem more accessible. One example? Compare and contrast Shakespeare’s use of thematic development across 3 sonnets, or do the same for two songs by Lupe Fiasco and one sonnet by Shakespeare. If nothing else, BY-OM allows students to start any learning experience on somewhat solid ground.
5. Plan Project-Based Learning sequences:
Using Bloom’s Taxonomy to plan PBL sequences isn’t as difficult as it sounds. In this case, it simply means that if a student is doing a project on recycling, for example, the ‘sequence’ could begin at lower levels, where the student recalls, defines, and identifies key components of recycling, its challenges, etc. Then, students begin to analyze cause/effect of many of those components and challenges, then evaluates the effectiveness of existing recycling techniques, then finally creates new strategies to increase recycling, improve adoption rates, etc.
6. Give points per level:
To encourage students to move from lower levels of Bloom’s to higher levels (and again, lower levels of bloom’s aren’t necessarily ‘bad’ and higher levels aren’t necessarily ‘good’), you can give fewer points for students if they ‘stay too long’ in the lower levels–in a classroom discussion, for example. In this case, you could award the same number of points for lower and higher levels at first, but begin reducing points if students don’t increase the complexity of the discussion, their thinking, their writing, or whatever the assignment might be.



Setting the Stage for Early Literacy by Amy Mascott and Allison Mcdonald

                                                                                                                                                                              




House keeping notes:

Every child learns differently. Every child has different needs, and every child has different abilities. 

yes! When children play, they play at their highest level of ability. We should have big chunks of time to let students play. 

Creating a playful, literacy-rich environment:
  • put spotlight on print and names
  • turn letters into toys
  • include books/print in all areas
  • have conversations with your students
  • use your students words in print 
Teaching students how books work:
  • Model
  • teach
  • let students teach you
  • give students time to practice
Making read-alouds work:
  • find the right books
  • find the right time to read as a group(could be during meal time)
  • Make reading interactive
  • use dialogic reading 
Whole group activities:
  • daily welcome routine and circle time
  • question of the day
  • weather report
  • song circles
  • sharing time
Free choice fun:
  • letter shape sensory bottle
  • magnetic letter sorting
  • letter cookie cutters with play dough 
As the two teachers described, early literacy teaching demands us being able to be always active in the classroom, engaging kids in activities, and let them discover for themselves. The teacher should encourage conversation, allowing students to express their ideas, and above all understand the students needs.