Could this not be a classroom as well?

Category: Multimedia Learning Theory

Minecraft and Gaming in the Classroom

Don’t let the title scare you off there is actually a benefit to be found in bringing technology into the classroom.  This can be from immersive sandbox worlds like Minecraft, or letting students use video games to prove understanding of other course work.

Focusing on Minecraft, it is a game that is an open world sandbox.  The game mechanics focus around building and creation through blocks and resource gathering.  The trick with this game is that there is no objectives and it is completely open world.  Allowing a facilitator or player to create their own mission or goals.  Logging into the world you start with nothing and are in a completely randomly generated landscape.

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Now depending on how you choose to play the game you can have unlimited materials and just build freely.  Or you can play on survival mode and have to find your own resources.  Starting with cutting down trees for wood, to create pickaxes and mine stone, after some time finding diamond and upgrading your gear.  In survival mode you will be met with a number of challenges.  First of all food, your character has to find food in order to survive.  There are also monsters that will hunt the player at night,  making shelters an essential part of the game.  There are also a number of natural dangers in the game: Falling, Laval, Water.  Players have to make sure that they are careful while being creative.

Our class were given two lessons, the first was the tutorial to the game and the basic controls for playing.   An adventure world that lead us through an obstacle course and basic building process in order to reach a campfire at the end of the adventure. Image preview After understanding the controls we were released onto a creative world where we could build as much as we want.  My friends and i immediately started in on an airship.  After some time our facilitator turned on survival mode and all of us fell to the ground.  Now without materials we set ourselves the goal to make it back up to the floating air ship.  In less then an hour we had built a tower that returned us to our airship ad we concluded our adventure as a success.

This is just one example of how it can be used in the classroom, it forced a group of us to collaborate and develop a creative project.  Dealing with natural adversities of the game as well as sabotage from other groups on the server.  The facilitator finished our class by discussing other uses of the game.  There are hundreds of lessons on the Minecraft EDU website that lay out goals and tasks that help students in a variety of subjects and grade levels.  This along with the personal example of how our facilitator had a group of grade8 students create an ancient society on a desert biome with limited resources.  This helping students to understand the adversities in anxiety society and come up with solutions to problems that may not be present today.  I encourage you to explore the Minecraft EDU website to get a better understanding of how this type of sandbox type world can be used to  help expedite learning.

Alternative assessment methods

Today in class we learned about two unique apps that help improve the method of assessment with in classrooms.  The first being ZipGrade an application that removes the expense and speeds up the process of scantrons.  The function of the app is very similar to the classic testing method.  Create a multiple choice quiz and have students answer using a bubble sheet.  The interesting part about this app is that every test c

an be graded instantly.  The app uses locating squares and a cellphone camera to scan all the sheets instantly.  Students are able to receive instant feedback on a quiz or test that they write.  The app also analyses the results and can give you percentage break down by question giving the teacher a better instant feedback on what areas of the course content they may need to focus on in the future.

The second app we used was plicker, this app is similar to Zipgrade in that it instantly records students answers but it can be done without the test.

However the amazing part of this app is that there is no test involved.  Students are given QR code like sheets of paper.  These  QR codes are student specific and can register a different answer based on the orientation the student

holds the code up.  This app can also be used from a phone and the teacher doesn’t have to do more then stand at the front of the room and point a camera at all the students cards.  The app registers all the QR codes and the answers taken from them.  It is anonymous and instantaneous.  The app also analyses the work similar to Zip grade and produces an analysis of the classrooms understanding.

 

Both of these apps work great as check in methods or tools for assessment.  Allowing teachers to check in more often and with minimal effort can help them shape lesson plans in the future to focus on materials that would be more relevant and more necessary for the class to learn.  While the user interface on both seems bland and unruly it doesn’t take long to figure out how to run a test and i’m sure with more practice could be used as a integral part of the classroom.

3D Printing Fidget

As teaching becomes more of an individualized practice teachers have to find ways to adapt lessons to accommodate all their students.  As someone who has difficulty paying attention in class and constantly fidgeting I have found a need to constantly have something in my hands.  I have heard about toys and fidget cubes that are supposed to help with this issue but have never had the opportunity to buy one.  This was something I thought I might be able to solve using a 3d printer.  I spent the weekend working on a design based on images I had seen online and my own typical movements when I fidget.  Using the program Sketch up I designed a rectangular box with a number of different coping methods.  I have since taken this design separated the pieces and began printing.  The printer has proven to be more temperamental then expected but I hope by the end of the week to have a functioning prototype of the the fidget device.  Though seeing the printing in the real world I have already started planning a second edition to this device.  One that is more streamlined and able to fit into a pocket.

I have been using myself as an example here but this is a similar process that a student could go through.  The project itself has help promote self learning and research as I developed a design and looked at many different styles of fidget devices.  It also has long term effects, if proven successful it will provide me with a device that will help me focus in other classes in the future.  It is also a project that can be done by virtually any age group.  CBC recently wrote and article on a teacher that used 3D printing technology with a grade six class to study the physics of flight.  This is another example of how 3D printing is making it’s way into schools and programs are being developed with the new technology in mind.  Again showing an example of how 3D printing is being used by classrooms to push learning to the limits and design new curriculum around the tools and materials that are at the leading edge of today’s society.  Helping to better prepare our students for the future.  Not to mention it is pretty cool!

Dragons in the Classroom

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From Dungeons to Classrooms

My friends and I started playing Dungeons & Dragons three years ago.  Little did I know how much of an impact it would have on my life.  Dungeons & Dragons is a table-top game that has become a bit of a fad in today’s society.  Brought back into the limelight by TV shows such as Stranger Things and Critical Role.  This resurgence has been much better received then when the game was originally released.  So popular that schools have even started to allow this game in their halls.

Dungeons & Dragons or D&D is a game created by a company known as Wizards of the Coast.  A tabletop game like a board game but with a few changes.  What makes D&D so unique is that there is no ending or specific goal, no pre-made board or characters to assume.  The game involves a group of people usually between four and six players known as a party and one moderator known as the “Game Master” or “Dungeon Master”.  These players take on the roles of characters they create, this can be from your classic fantasy hero type, to a knight in shining armour to save the prince or princess or even some characters who are a little more unique such as an angry orc bard who really just wants to learn how to play the lute.  The only real limit to character choice is the players own imagination.  Whereas the task of the Dungeon Master is to create the world for these players to inhabit and follow an “adventure” as well as interpret the players actions and outcomes.purple-and-white dices on white lined paper

The group of players or party are given a series of situations and tasks laid out by the Dungeon master, otherwise known as adventures.  These tasks will take the form of challenges, puzzles, or villains that the party will need to respond to and it is up to the player to respond to that challenge in character.  The success of this response is determined by a dice role, which is interpreted by the dungeon master who will then convey the result to the party.

Seem complicated? Imagine this you have been traveling for three days to return the long-lost Crown of Justice to the queen whose favor you wish to receive.  Though as you are crossing the final bridge you are stopped by a pair of bandits who demand you give over all your possessions.  How do you respond?  Do you strike the bandits with the magic sword handed down to you by your father? Do you try and sneak around the bridge using stealth and cunning to evade conflict? Maybe you try to reason with them using quick words to persuade the bandits to let you pass?  How ever you decide to solve the situation there is a chance of success and a chance of failure, the next step is to role some dice to find out.

It may seem intimidating at first with long time players having a large collection of dice and books, when in actuality joining a game requires little to no money and only a commitment of time.  To start playing most beginners need paper, pencil and a couple dice, these can almost always be borrowed or shared among the group.  The real trick to learning to play D&D is understanding that you, as your character, can really do what ever you like and act in any way you want in the world presented to you by the Dungeon Master.

But what is the benefit of this?  Playing Dungeons and Dragons has been proven to develop several skills, not witchcraft or sword play, but social skills and problem solving, skills schools have been teaching for generations.  Working together in a party of players requires students to learn collaboration and social skills as they must discuss and work together to solve problems that arise. They also get the opportunity to develop problem solving skills and probability.  How good is your character at sword play? Are they a negotiator? Really your potential solutions to problems are limited by your imagination but you have to understand they might not always work. red dragon action figure on table

The Dungeon master needs to understand storytelling and more importantly collaborative storytelling.  The problem with letting six wild adventurers loose on the story you spent months crafting is that they tend to muck everything up.  But being able to adapt to the changes your players make is half the value of running a game.  Maybe the party chose to ignore the pile of treasure believing it was a trap, or they believed the queen was lying and set out on a quest to find the true heir to the throne.  Who knows but working together to create a story is what makes the worlds feel organic and real so adaptability is essential. Dungeon Masters also need to be proficient at creating challenges for players that are fair and engaging.  A heavy-handed Dungeon Master might accidentally make their games to simple or too challenging.  It’s important to find a balance to keep players engaged and wanting to push the story forward.

Dungeons and Dragons along with other table-top games can provide new learning environments that keep students interested as well as learning.  Who hasn’t wanted to help Frodo destroy the ring, or create their own fantasy world to rule?  With the rise in popularity of Dungeons and Dragons organizations and charities have started to offer starter sets to schools in hopes of bringing this enjoyable social environment and collaborative storytelling to classrooms.

Technologies in Education

Technology Is Here To Stay

During this past year I was able to work at a private school as an educational assistant.  From day one something that struck me as odd was the fact that every student had an ipad or a computer.  What I quickly learned was that this piece of technology was leant to them by the school and all of their work and date was kept on these devices.  These devices remain with the students throughout their educational career.  Students use them for everything.  Course work was pushed out to students through google classroom.   Homework was shared with parents and messages could be written to student parent or teacher.  Students take pictures with them and waist time with them.  This school even taught classes on technologies giving students a chance to explore exactly what their ipad’s could do.  I found these classes particularly interesting as it allowed me to learn exactly what the student was capable of and how the ipad could be used to help in an educational setting.  person holding turned-on black iPad

One of the major benefits I saw from this was the interconnectivity between all the departments at the school.  Every teacher had access to the students work allowing them to grade and assess work communally.  This was a huge benefit to me as it allowed me to see the students I worked with in other classes.  I was able to find areas of strengths for my students and focus on those.  Using similar style assignments in order to help students with course work that they may be struggling with.   As part of their course requirements students were also asked to share work with their parents.  This was a perfect way to keep parents involved with their students learning.

Teaching students to use ipads is essential in todays society.  While the last great battle may be technology free zones there is no denying that it is here to stay.  It is how we use this technology and develop it that will be crucial in the future.  So rather then banning it from our classrooms we should introduce it in this manner.  Show students how Ipads and other technology can be used to benefit society and their own learning.  Students may find a passion for coding in elementary years and pursue that to make the next big technological breakthrough. man holding tablet computer

As we have all been talking about in our discussions apps and technology that help to further our education this is the gateway into that learning.  While there is no need for it to be apple brand ipads specifically a uniform use of technology across schools can help with connectivity and interconnection between faculty.  Having that technology carry with the student as he or she moves up the grades will help reinforce earlier lessons and give students an opportunity to look back on how far they have come.