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FROM KNOWLEDGABLE TO
KNOWLEDGE-ABLE
MAKING CONNECTIONS IN THE CLASSROOM

AFACCT Jan 2012
Professors Melissa Lizmi & Deborah Solomon
Montgomery College, Rockville
Michael
                                                         ssor
Wesch                                    2
                                               U.S. Yea
                                           008 the
                                                       e
                                                   Prof r
Associate Professor of Cultural
Anthropology, Kansas State Univ
                                              of

This new media environment can be
enormously disruptive to our current
teaching methods and philosophies.
As we increasingly move toward an
environment of instant and infinite
information, it becomes less
important for students to know,
memorize, or recall information, and
more important for them to be able to
find, sort, analyze, share, discuss,
critique, and create information. They
need to move from being simply
knowledgeable to being knowledge-
able.

Wesch, Academic Commons
Tedx Talks - Oct 2010
Information is
no longer scarce




everywhere, all the time
something in the air...




75/25 online time -- jump into their world!
so, where do I start?
Building a Class
        Community
                       than !
                Ea sier ght
                     thou
                y ou
Communication
Sharing
Collaboration
Communication
If nothing else, have an active class discussion
board!
• 24/7 online community just for you and
   your students
• reduces emails and number of times you
   need to repeat info.
• Blackboard, WebCT, MyMC...or
   QuickTopics.
Communication
Keeping the discussion board active
• post all important info - main means of
   communication
• be present 2-3 times a week, post
   interesting links and articles
• praise students & make clarifications
Students Sharing Work

Students
answer
weekly essay
questions
online!


                                               ng
                                       es igni
                               lo ve d log
                     ents own b
                   ud eir                   quic
                                                  k
                St                       so
                      th          d it’s
                       e . . . an easy
                 spac           and
Students Sharing Work

• Easy online journaling
  using Blogger and
  Google Docs
• Students see each
  others’ work, raising
  the bar immediately
  and continually
Students Sharing Work
Online Journaling Success Tips
 • Tag the best student answers -
   “EXCELLENT”, so students can model
 • Encourage and redirect students in
   comments area
 • Keep grades private
A Place to Be
A virtual meeting place ~ part repository, part coffee shop, part
field guide for the class

 •   School specific: Faculty website, Blackboard, WebCT, MyMC...
 •   Other options: PBWorks, Wikispaces, Ning, Moodle, Google
     Groups/Sites
• Communication >> Discussion board
• Sharing >> Online assignments
• Collaboration >> Online shared class
  “space”



        now what?
Group Projects!

ugh...what a hassle
   • free-rider/interpersonal issues
   • eats up too much class time
   • students can’t get together outside
     class
Group Projects
        Technology = easier than ever!
• Needs (tools)
  • Collaborative workspace - enabled
     document creation, collaboration and
     multimedia storage
     • NING, Moodle, PBWorks, Wikispaces
Group Projects
                      And a project with “soul”
Ordinary People, Extraordinary Changes    Waterlife and NOAA
Making Group Projects
        Work!
   Golden Rules
1. Allow students to self-select whenever possible! Group/individual
project, topic, etc.
2. Create job descriptions and accountability for each group member and
allow students to sign-up for their “position”. First-come first-served.
3. Allow students to “meet” in their own online space, but insist on access.
Facebook can even work!
4. Use peer review forms


More Good Advice
• Read article on "Hitchikers" & "Couch Potatoes"
• Have rules (i.e. can team members be fired from the group?)
• Advise students on credibility of online sources
(http://leo.stcloudstate.edu/research/credibility1.html)
Games

Another way to engage students is with games.
 97% of kids between the ages of 12 and 17 play digital games (Pew
 Internet & American Life Project)

 "You can learn more about a person in an hour of play than in a year
 of conversation."
 -- Attributed to Plato
Games
      Do games “work” in the classroom?

   “That games in education ‘work’ is without question. When used
properly, games can uniquely motivate, teach, and encourage our
students. If you really use games effectively, you can motivate
poor-performing or under-performing students; you can help bright
students ask important questions and relevant questions about
themselves and their world; you can help gifted kids simulate highly
complex systems.”

(Bill MacKenty, instructional designer at Hunter College Campus
School in New York, N.Y. in
http://i.ciconline.org/CiCWebResources/Articles/game-to-learn.pdf )

• UCF study showed that "over an 18-week period, students playing
the educational video games demonstrated higher gains on district
benchmark exams than students not playing the games."
http://thejournal.com/articles/2008/06/16/ucf-study-finds-video-
games-increase-student-achievement.aspx
Games
 Some classes, even entire schools, use games as the primary learning methodology!

Quest to Learn is a public school in NY with a curriculum based on games:

"It’s important to note that Quest is not a school whose curriculum is made up of the play of commercial
videogames, but rather a school that uses the underlying design principles of games to create highly
immersive, game-like learning experiences. Games and other forms of digital media serve another useful
purpose at Quest: they serve to model the complexity and promise of “systems.” Understanding and accounting
for this complexity is a fundamental literacy of the 21st century."
www.q2l.org
Turning class into a game:
Indiana University Professor Lee Sheldon
wrote a book on how to design
your class as a multiplayer game!
Games
   You don't have to design your entire class around games, but you can easily incorporate
   games as one of your teaching tools.

• Playing existing games - find games and simulations online for homework or group
projects. (http://www.explorelearning.com, http://seriousgames.msu.edu/games.php)

• Have students design games or game-related projects for class - this
can work in any discipline area, for example:

   • English class: creative writing project (i.e. “write the backstoryand plot of a new game”),
   technical writing (i.e. “write 2 pages of a game instruction manual”)

   • Health class: discuss the concept of “addiction” and whether it can be applied to
   compulsive game-playing

   • Business class: create a business plan for a new educational game marketed to public
   schools

   • Marketing class: write a press release or ad campaign for a new game release
   • Political science class: can social change be stimulated by a “games for change” type of
   game? (see gamesforchange.org for examples)

   • Biology class: How would you design a game that shows how the immune system
   defeats infections?

   •Foreign language class: Design a game (or animation) to explain some common idioms
Some Cool Tools
   Timeline tools:

• http://www.tiki-toki.com/timeline/entry/19160/Causes-of-the-
American-Revolution/

•http://www.simile-widgets.org/timeline/ (free)

• Role Playing and Storytelling: Xtranormal - create two character
mini movies, ToonDoo - easy cartoon strip creation

• Collaboration and Sharing: Wordpress, Blogger, Wikispaces, NING
• Simple Game Creation: Gamestar Mechanic
• Storytelling: MovieMaker, iMovie, VoiceThread
• Google Products: Google Earth, Docs (online & collaborative),
Gmail, Calendar, Sites and Groups
Some Cool Tools


  how about a virtual field trip?
            Google Earth
 a treasure trove of ideas and projects
      for virtually every discipline
Thank you for your time and attention!

             Deborah Solomon
deborah.solomon@montgomerycollege.edu
                    and
               Melissa Lizmi
  melissa.lizmi@montgomerycollege.edu

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Knowledgable afacct2012

  • 1. FROM KNOWLEDGABLE TO KNOWLEDGE-ABLE MAKING CONNECTIONS IN THE CLASSROOM AFACCT Jan 2012 Professors Melissa Lizmi & Deborah Solomon Montgomery College, Rockville
  • 2. Michael ssor Wesch 2 U.S. Yea 008 the e Prof r Associate Professor of Cultural Anthropology, Kansas State Univ of This new media environment can be enormously disruptive to our current teaching methods and philosophies. As we increasingly move toward an environment of instant and infinite information, it becomes less important for students to know, memorize, or recall information, and more important for them to be able to find, sort, analyze, share, discuss, critique, and create information. They need to move from being simply knowledgeable to being knowledge- able. Wesch, Academic Commons
  • 3. Tedx Talks - Oct 2010
  • 4. Information is no longer scarce everywhere, all the time
  • 5. something in the air... 75/25 online time -- jump into their world!
  • 6. so, where do I start?
  • 7. Building a Class Community than ! Ea sier ght thou y ou Communication Sharing Collaboration
  • 8. Communication If nothing else, have an active class discussion board! • 24/7 online community just for you and your students • reduces emails and number of times you need to repeat info. • Blackboard, WebCT, MyMC...or QuickTopics.
  • 9. Communication Keeping the discussion board active • post all important info - main means of communication • be present 2-3 times a week, post interesting links and articles • praise students & make clarifications
  • 10. Students Sharing Work Students answer weekly essay questions online! ng es igni lo ve d log ents own b ud eir quic k St so th d it’s e . . . an easy spac and
  • 11. Students Sharing Work • Easy online journaling using Blogger and Google Docs • Students see each others’ work, raising the bar immediately and continually
  • 12. Students Sharing Work Online Journaling Success Tips • Tag the best student answers - “EXCELLENT”, so students can model • Encourage and redirect students in comments area • Keep grades private
  • 13. A Place to Be A virtual meeting place ~ part repository, part coffee shop, part field guide for the class • School specific: Faculty website, Blackboard, WebCT, MyMC... • Other options: PBWorks, Wikispaces, Ning, Moodle, Google Groups/Sites
  • 14. • Communication >> Discussion board • Sharing >> Online assignments • Collaboration >> Online shared class “space” now what?
  • 15. Group Projects! ugh...what a hassle • free-rider/interpersonal issues • eats up too much class time • students can’t get together outside class
  • 16. Group Projects Technology = easier than ever! • Needs (tools) • Collaborative workspace - enabled document creation, collaboration and multimedia storage • NING, Moodle, PBWorks, Wikispaces
  • 17. Group Projects And a project with “soul” Ordinary People, Extraordinary Changes Waterlife and NOAA
  • 18. Making Group Projects Work! Golden Rules 1. Allow students to self-select whenever possible! Group/individual project, topic, etc. 2. Create job descriptions and accountability for each group member and allow students to sign-up for their “position”. First-come first-served. 3. Allow students to “meet” in their own online space, but insist on access. Facebook can even work! 4. Use peer review forms More Good Advice • Read article on "Hitchikers" & "Couch Potatoes" • Have rules (i.e. can team members be fired from the group?) • Advise students on credibility of online sources (http://leo.stcloudstate.edu/research/credibility1.html)
  • 19. Games Another way to engage students is with games. 97% of kids between the ages of 12 and 17 play digital games (Pew Internet & American Life Project) "You can learn more about a person in an hour of play than in a year of conversation." -- Attributed to Plato
  • 20. Games Do games “work” in the classroom? “That games in education ‘work’ is without question. When used properly, games can uniquely motivate, teach, and encourage our students. If you really use games effectively, you can motivate poor-performing or under-performing students; you can help bright students ask important questions and relevant questions about themselves and their world; you can help gifted kids simulate highly complex systems.” (Bill MacKenty, instructional designer at Hunter College Campus School in New York, N.Y. in http://i.ciconline.org/CiCWebResources/Articles/game-to-learn.pdf ) • UCF study showed that "over an 18-week period, students playing the educational video games demonstrated higher gains on district benchmark exams than students not playing the games." http://thejournal.com/articles/2008/06/16/ucf-study-finds-video- games-increase-student-achievement.aspx
  • 21. Games Some classes, even entire schools, use games as the primary learning methodology! Quest to Learn is a public school in NY with a curriculum based on games: "It’s important to note that Quest is not a school whose curriculum is made up of the play of commercial videogames, but rather a school that uses the underlying design principles of games to create highly immersive, game-like learning experiences. Games and other forms of digital media serve another useful purpose at Quest: they serve to model the complexity and promise of “systems.” Understanding and accounting for this complexity is a fundamental literacy of the 21st century." www.q2l.org Turning class into a game: Indiana University Professor Lee Sheldon wrote a book on how to design your class as a multiplayer game!
  • 22. Games You don't have to design your entire class around games, but you can easily incorporate games as one of your teaching tools. • Playing existing games - find games and simulations online for homework or group projects. (http://www.explorelearning.com, http://seriousgames.msu.edu/games.php) • Have students design games or game-related projects for class - this can work in any discipline area, for example: • English class: creative writing project (i.e. “write the backstoryand plot of a new game”), technical writing (i.e. “write 2 pages of a game instruction manual”) • Health class: discuss the concept of “addiction” and whether it can be applied to compulsive game-playing • Business class: create a business plan for a new educational game marketed to public schools • Marketing class: write a press release or ad campaign for a new game release • Political science class: can social change be stimulated by a “games for change” type of game? (see gamesforchange.org for examples) • Biology class: How would you design a game that shows how the immune system defeats infections? •Foreign language class: Design a game (or animation) to explain some common idioms
  • 23. Some Cool Tools Timeline tools: • http://www.tiki-toki.com/timeline/entry/19160/Causes-of-the- American-Revolution/ •http://www.simile-widgets.org/timeline/ (free) • Role Playing and Storytelling: Xtranormal - create two character mini movies, ToonDoo - easy cartoon strip creation • Collaboration and Sharing: Wordpress, Blogger, Wikispaces, NING • Simple Game Creation: Gamestar Mechanic • Storytelling: MovieMaker, iMovie, VoiceThread • Google Products: Google Earth, Docs (online & collaborative), Gmail, Calendar, Sites and Groups
  • 24. Some Cool Tools how about a virtual field trip? Google Earth a treasure trove of ideas and projects for virtually every discipline
  • 25. Thank you for your time and attention! Deborah Solomon deborah.solomon@montgomerycollege.edu and Melissa Lizmi melissa.lizmi@montgomerycollege.edu

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