Moving Students from Consumers to Creators of Content- OAIS, 10/21/13
1. Moving Students from
Consumers to Creators
of Content
Stacy Nockowitz
Middle School Library/Media Specialist
Columbus Academy
Friday, October 18, 13
13. “By connecting classroom activities with realworld problem solving you bring relevance to the
learning experience. Students will be less inclined
to ask, ‘When will we need to know this?’ and
more apt to dig into an inquiry experience that
matters to them.”
-Suzie Boss,
Author, PBL advocate, Edutopia contributor
Friday, October 18, 13
14. Make PROBLEM SOLVING &
CREATION the foundation
of what you do in the classroom!
Friday, October 18, 13
20. Create what?
• Programming, art, animations.
• Digital storytelling, creative writing,
explanations/tutorials, ebooks.
• Mashups of content from multiple
sources that connect fields, ideas,
concepts.
• Podcasts, vodcasts, blogs
Friday, October 18, 13
21. Some project ideas:
-Creating campaign materials (commercials, social
media promotions, etc.) for an election.
-Developing a visualization (infographic, dynamic
chart, etc.) of experimental data
with accompanying text analysis.
-Producing an interactive ebook about
a global issue/crisis.
Friday, October 18, 13
25. You must address issues of
copyright and fair use!
Friday, October 18, 13
26. The best way to avoid
copyright infringement?
Friday, October 18, 13
27. The best way to avoid
copyright infringement?
Make it yourself!
Friday, October 18, 13
28. Dan Pink: “The ability to give the world something
new is the central cognitive ability of our age.
Give the world something we didn’t
know we were missing.”
Friday, October 18, 13
29. 3 Keys to Motivating
Students to Create:
1. Autonomy
2. Mastery
3. Purpose
Friday, October 18, 13
30. Autonomy:
Give kids sovereignty over what they do
and how they do it, and they’ll be engaged.
“Intense, undiluted autonomy” leads to great
things!
Friday, October 18, 13
34. “Making is a way of bringing creativity, authentic
design thinking, and engineering to learners.
Tinkering is the process of design, the way real
scientists and engineers invent new
things...Creating opportunities for students to solve
real problems, with imaginative new materials and
technology, makes learning come alive...”
-Sylvia Martinez, co-author of
Invent to Learn: Making, Tinkering, and Engineering in the Classroom
Friday, October 18, 13
35. Use design thinking:
1. Define a problem.
2. Research and create a solution
and a prototype.
3. Implement the solution.
Friday, October 18, 13
36. How are educators using makerspaces
in their schools?
Go to makerspace.com.
Download the Makerspace Playbook,
and get started!
Friday, October 18, 13
38. Do we have time for you to give this a try?
Come up with a task, a project, an idea
for your classroom that involves CREATION
rather than consumption, a real world task
instead of something that will only
satisfy YOU!
Friday, October 18, 13