Category Archives: Active Learning

Performance Assessment: connecting teaching, learning, and assessment to support student

Performance Assessment is a way to integrate not only students’ knowledge and competencies but also the teaching and assessment process. By engaging in a more ‘real-world’ and authentic approach, students will learn in a more contextualized and deep way!

What is a performance assessment?

This type of assessment evaluates students’ knowledge in a more complex way because students need to show what they know and are able to do through a practical and contextualized activity (Darling-Hammond & Adamson, 2010). In this sense, students produce something, such as an experiment, a performance, a report, research, etc that materialize what they have learned.

Moreover, performance assessment gives teachers the space to think about assessment beyond a way of measuring student learning. This type of assessment is also an opportunity for student learning since they may understand better a concept or develop a new skill during a performance assessment (Darling-Hammond & Adamson, 2014).

Differences between performance task and performance assessment

The biggest difference between performance tasks and performance assessments is that the latter is designed for students to demonstrate a group of skills and knowledge acquired during a couple of performance tasks.

Teachers might design a series of three or four performance tasks (for example, one for each week of class). Each one of these performance tasks has the purpose of developing different skills and knowledge. Consequently, the final performance assessment of this course should give the opportunity to students to demonstrate all skills and knowledge developed during the four performance tasks.

One common way in which performance tasks  might be designed is through project-based learning where students are invited to develop a topic connecting classroom knowledge with some real world, community or contemporary topic (Lenz, Wells & Kingston, 2015).

Performance assessment has the purpose of helping teachers (and students) understand what students have (or have not) learned over a period by getting them to apply and practice in a contextualized situations.

How to design a performance assessment?

The National Science Teacher Association (NSTA) has an interesting article with steps to help you design a performance assessment. Below, we summarize these five steps:

Step 1: Unpack the performance expectation: Teachers should understand their expectations or in other words what they expect students to achieve at the end of the lesson/ classroom. Thus, teachers need to evaluate if the performance assessment is really accessing what they want. In this step, teachers can use curriculum standards to better align their expectations with the performance assessment.

Step 2: Identify a rich and authentic phenomenon: the richness of performance assessment is exactly its characteristic of being contextualized. Therefore, teachers should pay attention to choosing a phenomenon that allows students to apply their knowledge and skills in an authentic way.

Step 3: Develop prompts: teachers should develop prompts and questions that guide students throughout the process without taking them the opportunity to discover and test their hypotheses and assumption because these experiences are essential to produce deep learning.

Step 4: Create scoring guides: teachers should create rubrics or order types of scoring guides for students during the process. These guides help students to understand the different kinds of activities and levels of expectations teachers expect them to complete.

Step 5: Pilot, score, and revise: before putting performance assessments in practice, it would be important to test them to analyze if they attend what you want and identify possible problems.

Performance Assessment Tools and Resources

The Performance Assessment Bank, an open educational repository, includes resources for interdisciplinary studies and in several discrete subject areas including history/social studies, english language arts, science and math. In BC, a set of performance standards was developed to support teachers in designing assessments. Below are some additional resources:

References

Darling-Hammond, L., & Adamson, F. (2014). Beyond the bubble test: How performance assessments support 21st-century learning. John Wiley & Sons.

Darling-Hammond, L. & Adamson, F. (2010). Beyond basic skills: The role of performance assessment in achieving
21st century standards of learning. Stanford, CA: Stanford University.

Lenz, B., Wells, J., & Kingston, S. (2015). Transforming schools using project-based learning, performance assessment, and common core standards. John Wiley & Sons.

 

Guest post by Peer Tutor Ariane Faria dos Santos (Ph.D. EDCP), Dec. 2021

Leave a Comment

Filed under Active Learning, Assessment, Blog Posts, Curriculum, Language & Lit Learning, Lesson & Unit Planning, Math, Open Educational Resources, Planning, Resources, Science, Social Studies, STEAM

Developing, interpreting, and accessing student thinking

According to Teaching Works Team (2022, May 9), eliciting students’ thinking involves classroom practices that develop, interpret, and access student thinking, such as questioning, discussions, and assessments with the purpose of identifying students’ prior knowledge, understanding, and misconceptions. It is a pedagogical approach where…

“Teachers pose questions that create space for students to share their thinking about specific academic content. They seek to understand student thinking, including novel points of view, new ideas, ways of thinking, or alternative conceptions. Teachers draw out student thinking through carefully chosen questions and tasks and attend closely to what students do and say. They consider and check alternative interpretations of student ideas and methods. Teachers are attentive to how students might hear their questions and to how students communicate their own thinking. Teachers use what they learn about students to guide instructional decisions and to surface ideas that will benefit other students. By eliciting and interpreting student thinking, the teacher positions students as sense-makers and centers their thinking as valuable” (Teaching Works Team, 2022, May 9).

Why is eliciting student thinking essential?

There are many reasons to teachers invest classroom time to elicit students’ thinking:

  • Value students’ ideas, competencies, and ways of seeing the world, changing the focus from the teacher to the students;
  • Understand students’ connections to previous knowledge, making learning meaningful;
  • support students’ deepen understanding of essential concepts in each subject matter, generating the development of high-level skills;

How can teachers elicit student thinking?

The Teaching Works Team (2022, May 9) suggests some steps teachers can take to develop, interpret, elicit, or assess students’ thinking:

  1. “Formulating and posing questions designed to elicit and probe student thinking, with sensitivity to how students might hear or respond to the questions
  2. Listening to and interpreting student responses
  3. Developing additional questions, prompts, and tasks to probe and unpack what students say”

To help you understand the specific features in each one of the steps of this cycle, you can check in the Teaching Works Team document.

Circular Model with Children at the Center where Teachers formulate questions design to elicit and probe student thinking, pose the questions, listen and interpret responses, develop additional questions and make sense of what students know and can do.

Source: Visual representation of eliciting and interpreting student thinking (Teaching Works Team, 2022, May 9).

Designing effective questions

Making questions to students is one of the most common and powerful pedagogical strategies used by teachers during the process of teaching and learning. Read the blog post “Asking Questions that promote deep learning” to learn more about asking effective questions.

Probing as a formative assessment

Another way that teachers can interpret students’ understanding is through formative assessment probes. Tobey and Arline’s books (2014) give many examples of how teachers can build formative assessment probes to identify misconceptions or prior knowledge that conducted students to develop their current way of thinking about specific contents or concepts in a subject area.

The difference between using assessment probes to evaluate learning and to understand students’ thoughts, is that the latter wants to reveal parts of the learning process and not its final results.  In this sense, the goal is to uncover the connections students have made during their learning. Another feature is that these types of formative assessment probes are designed to show students’ understanding of specific (and in general essential) knowledge of a subject. For example, Tobey and Arline (2014c, p. 5-7) claim that teachers should design assessments that allow uncovering students’ misconceptions about “area” and “volume”.

As a consequence of better understanding students’ thinking, teachers may be able to design new learning experiences to deepen or correct students’ conception at this point. Therefore, teachers may be able to improve the process of teaching and learning and deepen students’ understanding.

What does eliciting students’ thinking look like in different content areas?

The Teaching Works Team (2022, May 9) from the teacher education program of the University of Michigan shares some specific tips and classroom resources for different subjects:

More resources:

The course, Eliciting and interpreting, offered by the University of Michigan as part of their Teaching Works Collection of free and openly accessible resources, shares many classroom videos as examples of how to elicit students’ thinking. The videos discuss classroom situations and show how teachers can use these moments to better understand students’ thinking:

References:

Keeley, P., Eberle, F., & Farrin, L. (2005). Formative Assessment Probes: Uncovering Students’ Ideas in Science. Science Scope, 28(4), 18-21. http://pal.lternet.edu/docs/outreach/educators/education_pedagogy_research/assessment_probes_uncovering_student_ideas.pdf

NSTA (2022, May 9).Using Formative Assessment Probes With Real or Virtual Field Trips. https://www.nsta.org/science-and-children/science-and-children-septemberoctober-2020/using-formative-assessment-probes.

Ok Math Teachers (2022, May 9). Formative Assessment Probes. http://okmathteachers.com/formative-assessment-probes/

Teaching Works (2022, May 9). Eliciting and interpreting. The University of Michigan. https://library.teachingworks.org/curriculum-resources/teaching-practices/eliciting-and-interpreting/

Tobey, C., & Arline, C. (2014a). Uncovering student thinking about mathematics in the common core, grades k-2. SAGE Publications, Inc.

Tobey, C., & Arline, C. (2014b). Uncovering student thinking about mathematics in the common core, grades 3-8. SAGE Publications, Inc.

Tobey, C., & Arline, C. (2014c). Uncovering student thinking about mathematics in the common core, grades 6-8. SAGE Publications, Inc.

Tobey, C., & Arline, C. (2014d). Uncovering student thinking about mathematics in the common core, high school. SAGE Publications, Ltd.


Guest post by Peer Tutor Ariane Faria dos Santos (Ph.D. EDCP), Aug. 2022.

Leave a Comment

Filed under Active Learning, Blog Posts, Inquiry, Not Subject Specific, Open Educational Resources, Planning, Resources, Teaching Strategies

Literature Circles: An Introduction

What are Literature Circles?

Literature Circles are small groups of students reading and discussing the same book (AKA reading groups, book groups, or book clubs). One of the main goals of lit circles is for students to enjoy reading and engaging in “open, natural conversations about books” (Daniels, 2002, p. 18). During lit circles, the learning is student-centered, taking place during reading and conversation, and the teacher becomes a facilitator and coordinator.  Teachers can support lit circles by being open to learning from and with their students, and developing an expectation of reciprocity in teaching and learning.

Lit circles are adaptable and teachers can customize them for their students’ needs, which makes them a great strategy for Universal Design for Learning (UDL). Groups of 3-5 students seem to work best. The essential elements of literature circles include student voice and choice (Daniels, 2002). In a classroom, each group may be reading a different book or the whole class may be reading the same book. For online learning, lit circles can be held via breakout rooms and the teacher can pop into different rooms to facilitate. For more information, the UBC Education Library has compiled a list of resources for teachers wanting to try lit circles.

Voice and Choice

  • Students could choose their own reading materials (teachers can start with a book talk to introduce the selections, ex. topic, genre, level of difficulty – or teachers can spread out the books over several tables and allow students some quiet time to peruse)
  • If students are all reading the same book, students could choose the motif or theme they wish to focus on and those could be used to form the groups
  • Topics for discussion should come from students and discussions are peer-led; “personal connections, digressions, and open-ended questions are welcome” (Daniels, 2002, p. 18)
  • Students will meet on a predictable schedule – it can be helpful to provide students with a calendar (older students can choose how far to read before each scheduled discussion)
  • If groups are reading different books, they could have an opportunity to share about their book to others (perhaps you’ll have students choose new books, form new groups, and continue lit circles throughout the year)

Roles

Assigned roles can be a great way to help students learn how to participate in discussions and what they need to bring to a conversation to make it rich and engaging. Younger students may choose to draw notes, as opposed to write them. Roles are particularly useful in preparing for discussions because they help students to learn what elements can prompt meaningful conversation. However, the eventual goal is to remove the scaffolds (the roles) and allow students to have free-flowing conversations, which an over-reliance on role sheets can impede (Daniels, 2002).

Examples of Roles:

Updated Roles for the 21st Century (Herrera & Kidwell, 2018) retrieved from https://files.eric.ed.gov/fulltext/EJ1181553.pdf

  • Connector: finds connections between the book and the student(s)
  • Questioner: asks questions about the section being read or the book in general
  • Illustrator: creates images as they read
  • Word Wizard: highlights a few new or meaningful words for students to learn
  • Summarizer: creates a summary of the book section
  • Researcher: digs into and discovers background information related to the book
  • Literary Luminary: locates quotations or significant passages to generate discussion 

Older students will likely be able to prepare for lit circles without having specific roles assigned. However, having students choose a ‘Discussion Director’ (who manages the flow of conversation, encourages participation, and brings some topics/questions to get started) can help to keep conversations flowing and help students to practice facilitating a small group discussion. Students can rotate through this role so each has the opportunity to be discussion director.

Dialectical journals or reading logs can help students to think through their book as they read and can help to prepare students for discussions (a dialectical journal is a double-sided journal that students write in during their reading – on the left, they write questions, drawings, interesting quotations, anything that catches their attention, and on the right, they comment and jot down their thoughts relating to what they have written on the left).

Assessment

Generally, assessments during lit circles come from “teacher observation and student self-evaluation” (Daniels, 2002, p. 18). Offering students multiple self-assessment opportunities can help students to cycle through identifying an area for improvement, setting a goal, assessing if the goal has been met, then setting a new goal, and so on. Summative assessments could also include written assignments or presentations.

Interdisciplinary Learning

Novels naturally weave disciplines together in their stories and teachers can encourage students to research background information that will contribute to their knowledge of the book. For example, students can look into historical context, geography, scientific context (particularly useful for science fiction novels), and psychology – teachers can model interdisciplinarity and encourage students to bring these elements into their discussions. Although lit circles are most commonly incorporated into English, social studies, and humanities classes, they can be used effectively in other disciplines, such as science (Straits & Nichols, 2006).

Preparation

If students have never participated in lit circles before, teachers can model roles and expectations beforehand. For example, teachers could use a short story or poem to demonstrate how lit circles work and what productive participation may look like, as well as to introduce and practice the roles and responsibilities.

During lit circles, students will need time to read (silently or in small groups) and committing time for silent reading from the start of the year can help to establish expectations and routines for that time. It can also be a great way to calmly start the class and get students focused. Teachers can demonstrate they value reading by committing time to read in a way that is visible to students and share their enjoyment (as opposed to using silent reading time for other tasks).

Teachers should read all of the book club selections before starting lit circles and choose books that they also enjoy. It’s important to display passion for reading and enthusiasm for the book choices – students can be heavily influenced by a teacher’s attitude and mindset! Teachers can also think about how book selections cover and connect to big ideas/themes for the unit or year to promote integrated learning (ex. identity, sustainability, compassion, etc.). Adrienne Gear,  MEd UBC, Vancouver teacher and well-regarded literacy specialist, has assembled some thematic book lists for grades 3-6 and for grades 6-9 to help get you started.

How to Get Started

Daniels (2002, p. 55) explains that there 5 key steps for a successful start:

  • Explain – let kids hear why this activity is important
  • Demonstrate – provide live or videotaped examples, by kids or adults
  • Practice – help kids try out a variety of approaches (a fishbowl activity can be an effective way to practice and improve group discussions!)
  • Debrief – ask kids to notice and catalog effective procedures
  • Refine – provide ongoing training through mini-lessons and coaching

 

References

Daniels, H. (2002). Literature circles: Voice and choice in book clubs and reading groups. Stenhouse.

Herrera, L. J. P., & Kidwell, T. (2018). Literature circles 2.0: Updating a classic strategy for the 21st century. Multicultural Education (San Francisco, Calif.), 25(2), 17-17. https://files.eric.ed.gov/fulltext/EJ1181553.pdf

Straits, W., & Nichols, S. (2006). Literature circles for science. Science and Children, 44(3), 52- 55. https://www.proquest.com/scholarly-journals/literature-circles-science/docview/236904244/se-2?accountid=14656

 


Guest post by Peer Mentor Lindsay Cunningham (Ph.D. student, EDCP), July 2024.

 

 

Leave a Comment

by | August 31, 2024 · 4:58 pm

Games for Language Learning

In a language learning classroom, a game “could be any activity that formalizes a technique into units that can be scored in some way” (Brown, 2001, p. 183). Additionally, a language learning game is an activity “which is entertaining and engaging”, which should be challenging in some way, and which often includes interaction and collaboration (Wright et al., 2006, p. 1). Games may or may not include competition – some students are motivated by competition and others are not. Overall, games should inspire students to participate, try their best, and practice the target language.

For more information about group work in general, visit this blog post!

Why incorporate Games?

Games can be a great way to get students communicating and increase engagement! Providing a variety of activities can help to engage diverse students (different learners enjoy different activities and learning styles). Furthermore, repetition is a key element of language learning and games can provide opportunities for repetition while keeping the material fresh. Wright et al. (2006, p.2) describe a few of the benefits of including games in language learning:

  • Games help and encourage many learners to sustain their interest and work
  • Games provide one way of helping the learners to experience language rather than merely study it
  • Many games… provide repeated occurrence and use of a particular language form
  • Games involve the emotions, and the meaning of language is thus more vividly experienced
  • Games provide the key features of a ‘drill’ with the added opportunity to sense the working of language as living communication

The Teacher’s Role

Games require that teachers become facilitators (or sometimes participants). Try not to correct grammar or mistakes unless it’s absolutely necessary – games can encourage participation and we want to make that participation positive and rewarding. Don’t forget, “errors are a ‘necessary’ manifestation of interlanguage development, and we do well not to become obsessed with their constant correction” (Brown, 2001, p. 181). Teachers can be engaged in formative assessment during games and note what may need to be reviewed or targeted later with students.

Wright et al. (2006, p. 4) suggest the following steps to introduce a new game:

  1. Explanation by the teacher to the class
  2. Demonstration of parts of the game by the teacher and one or two learners
  3. Trial by a group in front of the class
  4. Any key language and/or instructions written upon the board
  5. First ‘try out’ of the game, by groups
  6. Key language, etc., removed from the board
  7. The game continues

Icebreakers

Learning a new language can be intimidating for many students: it requires that they are open to communicate with others and take risks. Developing a sense of classroom community and shared experience can help to make students feel more comfortable and willing participate despite the potential mistakes, which could result in feelings of embarrassment and vulnerability. Teachers need to consider how they are building and developing relationships in the classroom and can check in with students by taking a class temperature.

Icebreaker games are a great way to get students “to feel comfortable with each other, confident in themselves and focused on the language lesson” (Wright et al., 2006, p. 11). Games can also help students get warmed up and ready to learn by activating prior knowledge (an activating strategy).

Here are some examples of Icebreaker games:

  • People Bingo – the teacher makes a bingo grid with questions to help students get to know each other. Students circulate asking questions to their classmates, trying to fill in their bingo cards.
  • What Makes You Unique – each student’s uniqueness benefits the class. Students (and the teacher) all come up with something they think makes them unique. As each person says their point, anyone who can say ‘me too’ raises their hand and says it. Then that person needs to think of a new unique point until every person has been able to share something where no one else can say ‘me too’ (if a student is struggling to think of something, you can return to them at the end to give them more time – I like to use a class list or seating plan and check off names as I go).
  • Two Truths & A Lie – each person secretly writes two truths about themselves and makes up one lie. Students need to circulate and see if they can guess the lie (this can be done as a class too). Note that some guidelines and trust may be needed for this game so that the truths and lies are school-appropriate.
  • Would You Rather? – teacher says or shows an image of two things and asks students which they would rather (ie. Would you rather ketchup or mustard?). Students can move to one side of the class or the other to show their picks or raise their hands. You can extend this activity be asking a few students ‘why?’ each round.
  • Temperature line or Four Corners – Similar to would you rather, the teacher (or a designated student) can pose a question and students respond by moving to one of four corners or by organizing themselves along a line based on the ‘degree’ of their response)

Examples of Games

Here are a few game ideas to get you started. Check out Wright et al.’s (2006) book, Games for Language Learning, for many more examples and suggestions.

Board Games Adapted for the Classroom

  • Scattegories – Divide the class into teams. The teacher prepares a list of 8-10 topics (ex. a verb, an animal, a food, a colour, a movie character, etc.), then randomly picks a letter of the alphabet. The teacher will set a timer and each group will work on generating word for each topic that starts with the selected letter. When the timer goes off, one at a time, groups will share what they wrote for each topic – they get a point if they wrote a word, starting with the correct letter, that no other group wrote (if another group wrote the same word, neither team gets the point). Subsequent rounds can be played with a new random letter.
  • Pictionary – In groups of four (two against two), students can use a vocabulary list and take turns selecting and drawing a word for their partner to guess. This can also be fun as a whole class game (with two teams), having students draw on a white board, projector, or document camera.
  • Concentration – teachers or students can build this game. Teachers should create a grid (so that all pieces are equal size and shape). Teachers or students create matching pieces (one piece with a word in the target language and one image/drawing). When all the pieces are complete, students flip over the pieces and mix them up. Then, students take turns selecting two pieces to turn over, if they have a match, they get to keep those two pieces. The students with the most pairs at the end wins. Card Sorts can be done digitally as well. See the ‘Whose Names are These’ blog post in the Scarfe Sandbox for an example.
  • Headbands – this game has students asking questions to guess which object or character they’ve been given. The teacher writes names or objects on small pieces of paper and while students are working at their desks on another task, the teacher can circulate and tape the papers to the backs of their students (make sure to tell students not to discuss them!) – in the boardgame version, players wear headbands for display. Students will stand up and circulate to ask yes/no questions to their classmates in order to guess who they are. For an added level of complexity, the people/objects can be designed as pairs that students then need to figure out and stand beside before the game is complete.
  • Bingo – teachers can create a blank bingo sheet (5×5 grid). Students can write or draw vocabulary words (creating the bingo sheet themselves also serves as a form of review!). The teacher calls out the words in the target language and students can use small pieces of paper as markers until a student gets 5 in a row (vertically, horizontally, or diagonally) and calls out “Bingo!”. I like to continue for a few rounds allowing more people to get a bingo before starting again. Students can easily keep these bingo sheets as a quick review later before a test or anytime throughout the year.
  • Jenga Builder – students create a design without showing their partner using Lego or coloured pieces of paper in different shapes/sizes (students should have two matching sets of whatever material they are using). Students will hide their design and verbally communicate to their partner(s) how to build the same design. This is an example of an unplugged coding activity where students practice procedural and directional language to develop their computational thinking skills (an important aspect of the Applied Design Skills and Technologies BC ADST Curriculum). Visit the Unplugged Coding blog post in the Scarfe Sandbox for more examples and resources.
  • Battleship – give students a simple grid and have them prop a binder between them so they can’t see each other’s sheets. Students hide their ships by colouring in boxes on the grid. Students communicate how they will identify the rows and columns on the gride and then take turns guessing boxes until all ships have been discovered. (This is another unplugged coding example)

Movement Games

  • Statues – one student is asked to leave the room. The students who remain in the room are all given a verb to act out (silently). The teacher yells ‘Freeze’ and the students all stop mid-motion as statues. The teacher calls back the student from the hall to guess what action the statues are frozen in.
  • Charades – students are given a prompt and must act (silently) while their teammates guess.
  • Simon Says – one person takes on the role of ‘Simon’ (or they can use their own name!). Anytime the leaders say, ‘Simon says…’ and then an action, all the students must do the action. If students do the incorrect action they sit down. If the leader doesn’t say, ‘Simon says…” before the action and students act, they sit down. Continue until you have one or two winners left standing.

Whole-Class Cooperative Games

  • Go, Go, Stop – Index cards work well for this activity. The teacher will create a set of cards (make sure that you have en

    Go Go Stop cards

    ough cards for all the students, if you have extras, some students can take two). Each card will contain an answer (to a question on another card) and a question (whose answer is on another card). The first card will have START at the top and the first question at the bottom, and the last card will have the last answer at the top and STOP at the bottom. Shuffle the deck and hand them all out randomly to students. Creating a master list for the teacher to use will make this game much easier to facilitate! The teacher starts the timer when the student with the start card begins and the goal is to get all the students to read their cards in the correct order (this requires that students listen carefully and consider what they should be listening for). The teacher stops the timer when the last student says stop. I like to discuss with the group how to improve, then reshuffle the deck, hand them all out again and try to get students to beat their time (for secondary teachers with more than one class, they can have classes compete against each other for best time). 

  • Teacher Vs. Student – you’ll need a projector or document camera for this activity. The teacher displays some images on the screen (10-12 works well), then points at an image and says the word in the target language. If the image matches the word, then the whole class must repeat the word after them. If the teacher points at an image and says the wrong word, everyone in the class must stay silent – if they do stay silent, the class gets a point, and if anyone makes a sound, the teacher gets a point. The teacher can go faster or slower depending on the level of the class. First to 10 points wins!

Competitive Games

  • Flyswatter – the class is divided into two teams. The teacher displays a screen of words and/or images (the teacher could also write words on a white board). Two students come to the front (one from each team) and using fly swatters (or yard sticks) point to the image/translated word after the teacher says a word in the target language. The first student to point at the image/word gets a point for their team.
  • The Amazing Race – the teacher divides the class in teams of 4-5 and creates a list of tasks (translating, conjugating, and drawing work well). Teams send up a representative from each team to get the first task (depending on the difficulty of the task, these could be shown to students or given as a slip of paper – make sure they can’t see the following tasks!), then take it back to their team to complete. Teams show the teacher their completed (and correct) task before getting the next task – this continues for the rest of the game. The first team through the entire list wins.
  • Design Challenges These can be a great way to promote collaboration and communication (in the target language!).

Digital Games

  • Boukili (French) is a free website offering French books to read for a variety of reading levels. As students read, they unlock levels to travel virtually to new countries where they can change the avatar’s outfits and play games.
  • Jeopardy – Factile allows users to create a digital jeopardy game which can be projected onto a screen. One of the highlights is that the program keeps track of scores!
  • Blooket – This program allows teachers to create review games for students in a variety of game formats.
  • Word Games, like Boggle, Wordle, word searches and more, can be played online.

Board Game Ideas

If your school or department is looking to spend some money on board games for language learning, here are a few that would make excellent classroom resources:

  • Spot it – learn the vocabulary and race to spot matching pairs of images
  • Lion In My Way (AKA Obstacles) – creative problem solving and story-telling game using images
  • Dix It  – players use their imaginations to interpret images
  • Taboo – players try to communicate a word to their team without using any of the listed ‘taboo’ words
  • Scrabble – the classic word game can easily be used in classrooms
  • Bananagrams – similar to scrabble, but without the board
  • Guess Who – players take turns asking questions to try to figure out their partner’s mystery person

References

Brown, H. D. (2001). Teaching by principles: An interactive approach to language pedagogy (2nd Ed.). Addison Wesley Longman.

Wright, A., Betteridge, D., & Buckby, M. (2006). Games for language learning (3rd Ed.). Cambridge University Press.


Guest post by Peer Mentor Lindsay Cunningham (Ph.D. student, EDCP), July 2024.

Leave a Comment

Filed under Activating Strategies, Active Learning, Blog Posts, Curriculum, Digital Tools and Apps, Inclusive Practices, Language & Lit Learning, Not Subject Specific, Planning, Resources

Playdough for Everyone

Playdough is a tactile educational tool that can be used as a way to incorporate creativity and kinesthetic learning into lessons. It is inexpensive and easy to make using available kitchen ingredients (flour, salt, water & oil).

Playdough can be used throughout the curriculum for all ages: it can be an effective form of experiential learning from the development of fine motor skills in preschool children (Rukmini et al., 2022) all the way to post-secondary students learning neuroscience anatomy (Gopal & Bhooshan, 2021). Further, having students engage in hands-on learning increases engagement and can lead to improved outcomes.

Although playdough can be purchased, it is relatively cheap and easy to make, and can last several months in the sealed bag or container before being disposed of in the compost. Here are two of my favorite recipes:

Ideas for Elementary & Middle Years Teachers:

  • Sensory math activities (playdough can be used as a manipulative). For example, matching numbers with small balls of playdough or squishing playdough balls during counting
  • Using playdough to model and learn about 2D and 3D shapes
  • Exploring fractions and equations using fractions
  • Telling or re-telling a story using playdough.
  • Students might even create play
  • Building structures or engineering (you could include other resources, such as toothpicks to create more complex structures)
  • Colour theory – students can blend small balls of colored playdough to create a colour wheel.
  • Spelling words by molding letters or by using letter cookies cutters or alphabet stamps
  • Using playdough to explore patterns (ex. colour, shape, size, etc.)
  • Learning about Earth and the solar system
    • Modelling the phases of the moon or exploring the moon’s surface and craters
  • Telling time using playdough to make the hands of the clock

Ideas for Secondary Teachers:

Higher Tech Ideas for K12 and beyond:

  • With Squishy Circuits students can learn about and create complex circuits while expressing their creativity. Concepts including conductivity, resistance, simple circuits, parallel and series circuits, short circuits and switches. The Professor responsible for Squishy Circuits at the University of St. Thomas shares recipes for both conductive and non-conductive dough.
  • Use Playdough to construct a ‘MakeyMakey’ piano or game controller. MakeyMakey is a basic micro-controller appropriate for all ages.
  • Model and sculpt characters and setting to tell a digital story
    • Stop Motion Animation is an excellent way to incorporate digital tools with hand-building and creative expression. Tools like Stop Motion Studio or iMovie can be used as they have ‘auto timing’ features that make stop motion more efficient. The example below shows how a very effective movie can be created using simple techniques.

References:

Rukmini, R., Mustaji, M., & Mariono, A. (2022). Effectiveness of a playdough game in stimulating fine motor skills and cognitive skill: Early childhood education. The International Journal of Early Childhood Learning, 29(1), 1-12. https://doi.org/10.18848/2327-7939/CGP/v29i01/1-12

Gopal, V., & Bhooshan, L. (2021). The feasibility of using playdough and household materials as an educational tool for self-learning of neurosurgical anatomy during COVID-19 lockdown. Anatomical Sciences Journal, 18(2), 92-99.


Guest post by Peer Mentor Lindsay Cunningham (Ph.D. student, EDCP), May 2024.

Leave a Comment

Filed under Activating Strategies, Active Learning, AppliedDesignSkillsTechnologies, Blog Posts, Curriculum, Inclusive Practices, Not Subject Specific, Planning, STEAM

Taking a Class Temperature

Taking a class temperature means checking in with students to see how they are doing. By checking the emotional temperature of the students (ex. seeing how students are feeling, their energy level, etc.) teachers can better understand what their students need and what they are capable of doing in that moment. In this way, teachers can understand, address, and then respond to student needs. A temperature check can also inform teachers about how students are doing with concepts or assignments. For example, teachers can assess the level of comfort students have towards a new concept or how they are feeling about an upcoming due date.

Making an effort to understand students’ emotional states can demonstrate to students that teachers care about them as human beings, which is foundational to building positive relationships. It can also help students to become conscious of their own emotions and provide opportunities for students to communicate their feelings and needs (Social Emotional Learning or SEL). Teachers should carefully consider their individual learners and the kinds of prompts or questions they ask when taking class temperature (especially where responses are not anonymous).

mentimeter app question shows sliders to indicate student comfort or temperature based on a prompt.

There are a variety of methods (high, low and no tech) that teachers can use to take a class temperature. All-class response strategies, such as post-it notes, Plickers, or Mentimeter, can be useful tools when eliciting feedback through survey questions and providing anonymous response options.

Here are a few more strategies for checking the emotional temperature of a class:

  • Thumbs Up/Thumbs Sideways/Thumbs down: Ask your students to close their eyes and put their heads on their desks. They’ll keep their eyes closed while holding up their thumb (up, down or sideways) in response to your questions. This all-class response strategy also works well to quickly check for comprehension.

    1, 2, 3, fingers icons as all class response

    1, 2, 3 fingers to show level of comfort, understanding, etc

  • Pictures or Emojis: You can ask students to point at emojis or pictures representing a variety of emotions. Images clipped from magazines work well and can be a great conversation starter. You could also put a selection of images on the screen (numbered) and ask students to identify the number of the image of how they are feeling (this is a great activity to do during attendance to check in with students as the class is starting).
  • Choosing Colors: Paint chips work well for this activity, but pieces of fabric would also be effective too. Spread out your colors on a tabletop and ask students to select a color based on how they are feeling. Students can share with you or each other about why they made their choice.
  • Thermostat on the Wall: If you have an image of a thermostat (ex. 1-low energy to 10-too excited to concentrate), when you greet students at the door before their class begins, they can point to where they are emotionally on the thermostat.
  • “I Feel Survey” (Lieber, 2009): Providing students with writing or discussion prompts around feelings can help students explore emotions and build classroom relationships. For older students, Lieber suggests providing a more extensive list of feelings (see p. 214) to help build their vocabulary around emotional literacy and SEL.
  • Soft Start is an informal way to connect with your students individually or in small groups. A soft start to the school day or class period can help students become more comfortable and engaged. This approach has ties to social emotional learning (SEL). A quote: “Connect before Correct” by Dr. Gordon Neufeld (child psychologist). His work on attachment is helpful when learning to help students connect with one another, with content and with their teacher! We spend much of the day providing instructions and feedback to our students (in other words, correcting, even when done gently and supportive) so providing time to connect is valuable!

Checking in with students can allow teachers to make adjustments to better serve the needs of their students. For example, if many students are feeling over-excited, teachers can respond by incorporating some movement, either inside or outside the classroom, to burn off some energy. Or, if many students are feeling anxious about a due date, the teacher could work with students to find a solution to alleviate some tension. Communicating with students about their emotions benefits both teachers and students, and is important to understanding student needs and building positive relationships.

Carole Miller Lieber’s book, Making Learning Real: Reaching and Engaging All Learners in Secondary Classrooms, is an excellent resource for secondary teachers. She outlines many ways to build relationships, affirm diversity, and develop a positive, engaging classroom culture.

 

Resources:

Lieber, C. M. (2009). Making learning real: Reaching and engaging all learners in secondary classrooms. Educators for Social Responsibility.


Guest post by Peer Mentor Lindsay Cunningham (Ph.D. student, EDCP), January 2024.

Leave a Comment

Filed under Active Learning, Blog Posts, Curriculum, Digital Tools and Apps, Inclusive Practices, Not Subject Specific, Planning, Resources

Embodied Learning: physical engagement and digital tech integration

“Movement, or physical activity, is thus an essential factor in intellectual growth, which depends upon the impressions received from outside. Through movement we come in contact with external reality, and it is through these contacts that we eventually acquire even abstract ideas.”

(Montessori, )

Physical movement in learning has been widely researched and written about. In the early 1930’s, Dr. Montessori understood that learning relied on how our physical bodies interacted with the environment. For her, the environment was physical. Today, we are able to consider the role of digital technologies, spaces, objects and experiences in the context of embodied learning.

Embodied, for our purposes, means that the learner has initiated a physical gesture or movement that is well-mapped or linked to the content to be learned. This might include place-based learning experiences, in-class hands-on engagement, learning labs, games and also includes the possibilities afforded through immersive technologies.

Immersive technologies, including Virtual Reality (VR) and Augmented Reality (AR), have the potential to enhance or even redefine learning (Puentedura, 2013). VR offers potentially emotionally charged, immersive experiences, where the user is ‘within’ the virtual environment, while AR overlays digital content on the real world. Research by Johnson-Glenberg MC (2018) emphasizes the levels of embodiment in education—ranging from basic gestures to full-body movement—to deepen learning experiences.

This emotional engagement, can lead to increased behavioural and, ultimately, cognitive engagement (Dubovi & Tabak, 2021). As teachers, integrating embodied learning means actively engaging students physically in the learning process. Digital and other technologies offer a spectrum of physical engagement levels for a more immersive and effective approach to teaching science. We can move from simple gesture to full body movement.

At the lower end of the embodiment spectrum would be the use of 360 video or other gesture based media (such as the Shakespeare folio we explored in our visit to UBC’s Emerging Media Lab – links to external UBC site). 360 video would be another good example. With equipment becoming less expensive and more accessible, you might try shooting your own video (or take still images using Google Streetview).

The following is an example 360 video a friend and I shot in Pacific Spirit Park. It shows my mentor, Lynn Pollard, a long-time Surrey teacher, environmental activities and naturalist educator. (Special thanks to Sharon Hu)

Now imagine the potential engagement and immersion if we could also smell the forest while learning about the carbon cycle! I actually tried this out using simple ‘scent boxes’ that students held while interacting with the video (one with moss, others with cedar, fir, leaves). While this video doesn’t allow for ‘smellivision’, it does allow a greater level of immersion than a static image or standard video. I have used this as ‘prep’ for heading outdoors with students and as a ‘replay’ to re-immerse ourselves upon return and before we do some art or writing activities related to our field experience. It could also be used as a replacement to an outdoor experience (depending on context, objectives).

student wearing VR goggles and holding controllers in front of screen showing stanley park immersive experience

Student ‘immersed’ in VR

Levelling up a bit on the embodiment spectrum would be opportunities that allow for full body movement and gesture. This might include fully immersive VR of the kind explored on a recent visit to UBC’s Emerging Media Lab (EML).(links to external/UBC based site) Of course, while some schools have invested in this digital tech, access may not be possible in the average k12 school today. We were fortunate in our visit to the EML to try out a few different options (see table below for resource links).

Using the rather ubiquitous smartphone, we can view a variety of 3D images using a google search and engage with them as AR images in the environment.

Person gesturing towards a virtual AR image of a tiger in the classroom

Dr. Khan virtually pats a tiger!

Imagine our surprise when a tiger joined the class (or when the full circulatory system model wandered by!). In order to view these 3D images, we need to move around them physically and gesture to adjust size; allowing a somewhat ’embodied’ experience.

student holds merge smart phone in front of a merge cube AR block. Phone shows an AR beating heart.

Holding a beating heart in her hand!

We might also use a Merge Cube to view AR models. Again, not super high tech, but thought provoking when we think about the difference between a static model of the heart and a larger than life sized beating organ suspended in the room in front of us!

 

Embracing embodied learning empowers students to not just learn about science or the world around them, but to tangibly experience and internalize it. It’s about creating educational experiences that transcend the traditional confines of a classroom, fostering a deeper and, hopefully, more lasting connection between physical engagement and knowledge acquisition.

References:

Dubovi I, Tabak I. Interactions between emotional and cognitive engagement with science on YouTube. Public Underst Sci. 2021 Aug;30(6):759-776. doi: 10.1177/0963662521990848. Epub 2021 Feb 5. PMID: 33546572; PMCID: PMC8314998.

Johnson-Glenberg MC. Immersive VR and Education: Embodied Design Principles That Include Gesture and Hand Controls. Front Robot AI. 2018 Jul 24;5:81. doi: 10.3389/frobt.2018.00081. PMID: 33500960; PMCID: PMC7805662. Retrieved from https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7805662/

Montessori, Maria. The Secret of Childhood. Orient Longman, 1966.

Puentedura, R. R. (2013, May 29). SAMR: Moving from enhancement to transformation [Web log post]. Retrieved from http://www.hippasus.com/rrpweblog/archives/000095.html


Resources from our Session (Oct 2023)

I recently had the opportunity to work with UBC Faculty, grad students and members of the team at the Emerging Media Lab on the Vancouver Campus on some interactive and ’embodied’ stations to allow students to experiment and consider the levels of embodiment afforded with Augmented and Virtual Reality tools. Below are some resources from our session. It is important to note that we did not offer these AR and VR options as alternatives to ‘real world embodied learning’ but as enhancements to the learning environment.

EML offers weekly drop-ins and opportunities to collaborate on projects, co-plan and co-teach! https://eml.ubc.ca/

Station/Activity Level of Embodiment  Resource notes/Links
VR immersive exploration (Stanley Park Simulation EML Project) immersive VR, interactive controllers, gesture, movement, sound https://eml.ubc.ca/projects/geography-vr/
Holo brain (using Hololens) gesture-based augmented reality https://eml.ubc.ca/projects/holobrain/
Smartphone Google Search AR gesture-based AR with some body movement Link to ios/android instructions and full list of available 3D images – Google link.
Star Walk AR gesture-based AR with some large body movement Requires smartphone, ipad, tablet. Star viewing apps allow you to view celestial objects/night sky in real time and across space and time. Link to Star Viewing Apps SS Blog post.
Merge Cube AR gesture-based AR Requires handheld/smart phone or ipad. Link to Merge Cube blog post in Scarfe Sandbox. 
Shakespeare XR Interactive gesture-based AR A table top virtual Shakespeare text, turn the pages with gesture. https://eml.ubc.ca/projects/shakespeare-xr/

 


Planning for ‘Tech-enhanced Embodied Learning’

I created the following ‘solution tree’ of considerations when electing to incorporate these tools (note this tree is a first draft… I’m hoping to make a more effective diagram for a future edit of this post – please comment on this post if you have feedback)

  • Is the experience you wish to offer POSSIBLE in the real world? Can you/your students visit the place or hold the object
  • if yes, then…
    • Consider incorporating the digitally enabled tools as supplement or enhancement to real world experiences and labs. For example, pre- or post- labs; allowing students to pre-play and re-play content or experiences using digital tools including 360 media can enhance their reflections on the experience, can supplement and even deepen connections to learning.
    • if yes, then:
      • Think about: your learning objectives and the ‘level of embodiment’ you’d like to offer your students as you choose the tools.
      • Ask:
        • are any students going to be excluded (due to health and safety or access issues?
        • if no, then… 
          • GO! Try to make it happen. Advocate for it!
        • if yes, then…
          • plan or consider alternative experiences. For example: if a student has vestibular or other health or safety concerns and may not be able to use a VR headset, is there an AR experience you can offer that is more comfortable for that student (Consider Universal Design for Learning (UDL) principles in your planning and you’ll see that having an alternative will likely be necessary for some and of benefit to many!)
  • Is the experience you wish to offer IMPOSSIBLE in the real world (perhaps unsafe or inaccessible to some/all of your students)
  • if yes, then…
    • consider incorporating the digitally enabled tools as the main/central experience in the lesson or unit or lab.
    • if yes, then:
      • Think about:
        • your learning objectives and the ‘level of embodiment’ you’d like to offer your students as you choose the tools.
        • how you will ensure access and engagement (if you have access to only one device, what will students do when it is not their ‘turn’? are there stations you can set up for students for more active engagement and to lessen ‘wait time’; what role do students have who are not ‘immersed’ in the activity?
        • how will students reflect upon their experience?
      • Ask: Are any of my students going to be left out of this experience?
      • if no, then… 
        • GO! Try to make it happen. Advocate for it!
      • if yes, then…
        • plan or consider alternative experiences. For example: if a student has vestibular or other health or safety concerns and may not be able to use a VR headset, is there an AR experience you can offer that is more comfortable for that student (Consider Universal Design for Learning (UDL) principles in your planning and you’ll see that having an alternative will likely be necessary for some and of benefit to many!)

 


Blog post by Yvonne Dawydiak, Learning Design Manager, Teacher Education Oct 2023

1 Comment

Filed under Activating Strategies, Active Learning, AR & VR, Assistive Technology, Blog Posts, Curriculum, Interactivity, Not Subject Specific, Planning, Resources