Sunday, May 22, 2016

Game Design Virtual Club - Part 3 - Developing your ideas

I've been running a virtual club about game design for some middle school students. The first post in the series is here.

Below I have the video I created for the third step in the game design process. In it I show students how to use my Game Idea Template to develop their ideas.

(If you're interested in seeing the template, it's here. I wrote this post about it a couple years ago.)


Click here to see the next post in this series - How to make a prototype and test it

Wednesday, May 18, 2016

Quick Start Tech Projects for Any Class

After two years of helping a lot of teachers get started with different tech projects, I finally got smart and combined the many existing tech project resources I've created.

My goal was to save time for teachers. Having everything in one document (or at least linked from one document) can cut out a lot of emails or our initial planning meetings, since now they can find these documents on one single webpage.

Instead of taking me out of the picture, it allows them to ask me the questions that are most relevant to their class a lot more quickly

Each of these "Tech Project Packs" focuses on one type of final product, like a blog or an audio recording. It answers important questions such as:
  • What is this type of project best for?
  • What tools are needed?
  • What are some common challenges?
  • What tutorials do you have for it?
  • What should I include in the directions?
  • How can we share it beyond the classroom?
We are a Google Apps for Education district and most students are using Chromebooks.

Here are four packs to start with. More will be added in the upcoming week. 
  • Images with Text - A very quick project that can be adapted to any subject
  • Infographics - Create informational "digital posters" with Piktochart
  • Blogs - Good for getting started using Blogger
  • Audio Recordings - A simple process for creating audio recordings on a Chromebook or laptop
If you have any suggestions or requests or if you see problems with the documents or links, please let me know.

Monday, May 16, 2016

Game Design Virtual Club - Part 2

I wrote last week about the virtual club I'm running through Google Classroom. It's for a small group of middle school students. Our goal is to design games and to publish them in a print-and-play format.

Here's the second video in the series of short lessons I'm taking them through. This time I talk about ideas and the importance of writing them down.


The next step will be to develop some of the more promising ideas. You can see that post here.

We are also in the process of creating a list of questions to send to successful game designers. When we agree on the questions, I will send those to some of my friends who have enjoyed success with game design. I'll post their videos here as I get them.

Sunday, May 15, 2016

5 Myths About Ed-Tech That Keep You (And Your Students) From Being Amazing

It might not look like it, but the infographic below is my story from the past few years as I worked with several teachers. In that time I regularly heard the same misconceptions from them as I encouraged more tech integration and creative projects in all classes.

I call these misconceptions and myths, but in reality they started to sound more like excuses. That's understandable. We all know change isn't pleasant.

But whether someone actually believes these myths and is looking for a way to innovate or if they've just used them as a reason to do business as usual, I'm countering each of myth with a few ideas that I know to be true.

I and the many teachers I work with are not perfect examples of innovative educators, but together we've seen that change is possible. We've seen that a technology project in a core subject can let students shine in exciting ways. We've realized that when it all doesn't go perfectly, it's not a bad thing to struggle and learn in front of the students.

So I put some of the things I learned into the infographic below. You can view the full image here.

I have each frame of it below along with thoughts, resources and links than I could include in the graphic.
__________________________

Myth #1:  Students are already good with tech.


Reality:  Students learn tech tools quickly, but they don't use them in meaningful ways.

I've been impressed with how quickly students can learn to use new tools. Not intimidated by tech, they jump in and figure out how to make it do what they want almost immediately.

When it comes to doing something meaningful, though, they have a lot to learn. If we look for evidence of skills for success in today's world, such as writing a blog post someone would read or making a persuasive, watchable video, we can see there's a lot of room for learning.

I included a few stats in the infographic to support this. They're from these studies:


To illustrate how quickly students can learn new tools, this post and this one give examples of how I introduced students to iMovie. Many times it's just a matter of showing them what's possible first.


Myth #2:  We haven't had enough good professional development.


Reality:  You can take charge of your own PD.

I'm glad when I see some teachers discover they really don't need me. They realize a quick Google search or a video on YouTube can help them learn what they needed.

The main idea for this section of the infographic came out of an informal survey I sent out to my PLN (and some of them shared with their own). I wrote about it in detail in this post. The big take-aways are in this slide.

  • Over 70% of the respondents said they learn new tech tools on their own or from colleagues.
  • Only around 2% of them claimed that traditional styles of district provided PD helped them learn to use the tech tools they rely on in the classroom.
Now, it is my job to help teachers and I'm not trying to get out of that responsibility. My point is that we can't just stay where we're at, always waiting for that perfect PD session to give us what we need. Limited budgets and different needs makes it an unlikely scenario. Besides that, the vast majority of the people making a difference do not attribute their success to such an experience.



Myth #3:  There's not enough time to learn all those tools.


Reality:  You can make time to take your next step.

Innovation can sound intimidating, but often it boils down to identifying your next small step and taking it. We all have a next step, and for all of us that next step is a challenge. When it comes to modeling lifelong learning, though, do we really have a good excuse to not regularly take that step?

This slide is based on quote from Cool Cat Teacher, Vicki Davis. I love her blog and podcasts. She is a model of an innovative, lifelong learner.


Myth #4:  Tech takes too much time from my class.


Reality:  It doesn't have to.

All I can say in response to this myth is that I've seen teachers integrate technology in ways that didn't take up a lot of class time. Yes, sometimes it can take more than it should, but this slide lists some practical tips I've learned from working with many classes.

I also want to link to a couple blog posts about very simple tech projects. If you need a first step, these might be good starting points:

  • Infopics - Simple tools for adding text to pictures
  • Audio recordings using TwistedWave - This simple online audio recorder integrates with Google Drive and can result in a very quick project at the end of a lesson.



Myth #5:  Tech is important, but ________ is more important.


Reality:  Effective tech use will help accomplish more of what's most important.

Some will say this point is too idealistic. It's a simple fact, though, that a person who can effectively use the best tool for a job has an advantage over anyone who can't use that tool. I want that advantage for the students that I work with.

This final slide is based on my AMP Up What's Working activity. It's a great resource to get teachers thinking about the proper use of technology in their work.

When we get beyond the idea that tech just makes things easier and saves time, we can clearly see the advantages that it offers. We can more easily identify the best tool for accomplishing what matters most.



What other myths, misconceptions or excuses have you heard when it comes to incorporating more ed-tech? Are there some reality statements above that you still disagree with? I'd love to hear your thoughts in the comments or by email.

Saturday, May 7, 2016

Classroom activity for introducing students to iMovie on iPad


A couple months ago I wrote about a video creation challenge we used at the high school to help students learn to make videos on an iPad. Here's a similar assignment that we used with middle school students.

I always say students don't need much direction on how to use tech tools. They just need to know what's possible. I put that philosophy to the test with this assignment. I just listed some requirements for the video, but very few "how-to" directions.

I'm happy to say the activity worked very well! After the teacher assigned it, both of us received some videos shared to us in Google Drive*. Students had fun working through the activity and figuring out iMovie for iPad on their own.

Click here to get a copy of the assignment. It will make a copy in your Google Drive.

*I'd show their projects, but the videos were less than interesting! Step one was to learn how to make a video. The rest of the class was about making an interesting one.