Monday, November 12, 2012

I'd Advocate for More Soul.



My son doesn't like school anymore and it kills me.  Here's a kid alive with wonder, building entire worlds in his play time, always questioning the why's and what's of our daily lives, and he comes home every day with a different story that centers around "the loud kids" or "talking out of turn" or simply how boring it is to answer questions all day long in preparation for "the big test".  The disconnect between who my child is as a learner in the real-world, and who he is as a typical 5th grade student in America, is so vast that I wonder if school is doing him more harm than good.  When learning is a quantifiable end, and not a means to engage more deeply in one's curiosity or frustration, I worry that we're turning out a generation ill-equipped to solve real problems.

I have good reason to worry.  By the time kids like my son make it to high school they've learned the game, the rules, and how to best play at being a student.  This largely consists of not speaking in class, seeking minimum requirements, and avoiding any kind of frustration or annoyance.  Kids like my son work for points and grades.  Kids like my son turn into little test-takers and extra-point junkies.   They procrastinate, put their heads down in class, and get caught on their cell phones.  They hate school, and as well they should.

I became a teacher because I hated school.  It wasn't that my experience was particularly bad, it was just so boring.  After a few years of soul-searching in my twenties, I decided to re-enter the classroom and see if maybe I could go back and design the kind of learning space that I so sorely wish I would have had coming up.  It's been ten years, and I'm now more convinced than ever, we need to stop aiming at the test answers stored temporarily in our students' brains, and instead we should ignite the spark of curiosity and engagement that is innate in their souls.  

Souls aren't things you hear much about in the education debate, have you noticed that?  It's because the "stuff" of the soul is too difficult to quantify on paper and doesn't fit into the curricular categories we came up with 100 years ago.  My son surely has a soul, and whatever it contains within in it, whatever passion, curiosity and engagement he was given at birth, it is systematically being stamped out of him every weekday from 8-3.  The authors of my son's sad education narrative aren't primarily his teachers or his school, but the people at the top of the decision tree (politicians, billionaires, and profiteers) who favor the science of easy data over the art of stirring souls.

This wasn't meant to be a lament.  It was supposed to be about why you should donate to our Indiegogo campaign for the Wikiseat Project.  But I feel a need to share what is at stake here.  My children are at stake, your children are at stake, and I have decided to be unafraid when it comes to advocating for an education that is engaging, inspiring, and that taps into the potential that our current model of education seems all-to-willing to ignore.

- Sean Wheeler

Poster Design by Ben Barry.

Sunday, November 4, 2012

Teaching Design: Finding Problems

AttributionShare Alike Some rights reserved by zachtrek

by Sean Wheeler

Problems are great.  They put us in uncomfortable places in our heads and hearts.  They frustrate us and gnaw away at us.  And it's because of this quality of problems, that they put us in what feels like a negative space, that problems get a bad rap.  But if we want our students to be ingenius, to be engaged, to be creative, we need to embrace the idea that the tension created by a problem fosters the kinds of growth we really need our kids to experience in our classrooms.

The problems we need, need to be different from the problems we're used to.  I think we've gotten used to pseudo-problems, problems that lack a real-context, and most especially, come ready-served without any of the aforementioned frustration.When my students used to write essays on Campbell's "The Hero's Journey" as applied to early Native-American oral tales, they weren't solving any mysteries, they were tellling me back everything I'd already taught them, but in a nifty MLA format.  However, when I asked a group of students a few years ago to go out and identify an environmental problem in our city and give a presentation to our class that persuaded me to care about the problem, they were using all kinds of observation and analysis skills that are sorely lacking from the pseudo-problem posed by my old Campbell/Native-American  essay.  After teaching my students persuassive rhetoric, they were able to use it to persuade not only me, but members of our local community, that these issues are important to my students.  The whole key to our success on that project was that I didn't walk into class on the first day and lay out "the problem" for them.   Instead, I asked them to find those places in their walks around town that frustrated them, that bothered them, and then I asked them to share these frustrations and work on alleviating them through invention, creativity, collaboration, and tenacity.

Last year, at the start of the Wikiseat project, I asked my 85 students to think about where they needed a seat in their life.  It sounds like an odd request for a homework assignment, but I asked students to think about moments of frustration in their daily routine that might be eased by having a chair to sit in.  One student told me that her little sister liked to hang out on her bed during homework.  The little sister was pretty squirmy, and it might be useful for the little sister to have a chair of her own.  That way she could still hang out, but wasn't squirming too much on the bed.  Another student told me that his mom worked two jobs, and in between jobs she'd sit on the back steps to put on her 2nd shift shoes.  He thought it would be nice for her to have a stool to sit on, so she wouldn't have to sit on the dirty steps and ruin her work uniform.  Other kids wanted a suped-up video game chair.  Another only cared that her chair matched her walls, because her current chair certainly didn't, and the clashing of colors was too much to bear.  The significant part of this whole process was that the students were able to identify a problem, and with that problem in their craw, they were able to start envisioning solutions.  I suddenly had students who were driven in ways that I'd never seen before.  By giving them the opportunity to work on the problems they saw around them, even something as trivial as building a seat for someone to sit on at home, they became engaged in finding solutions because the results actually mattered.

I'm really hoping to shape students who welcome problems with enthusiasm.  That's got to be as good as any content we'd serve up otherwise, right?  Teaching them how to think, using real problems as the means, seems significantly more important than teaching them what to think.  And when it comes to the answer-based tests that dominate our current education landscape, I want kids who love questions because they are the ones that want to give the answers.



Wednesday, October 24, 2012

Teaching Design: What Makes a Cup a Cup?


"What makes a cup a cup?
For your answer, please take some time to carefully consider the question and to compose a thoughtful response.  Each response will also need to include a legal picture of a cup (If you don't know what I mean by a "legal" picture, please see me.  You can also look up Creative Commons licensing.)
Your answer will need to be spelled correctly and it needs to be an example of your very best writing." 
- First online forum assignment of the Wikiseat project.  August, 2011.


In thinking about how to approach the Wikiseat project with a networked group of over 4000 students, I think it might be useful for me to go into greater detail about exactly what this whole thing looked like in my 10 grade US Literature class last year.  This way, as we begin to develop a network of teachers thinking about how to tailor the Wikiseat project for the learning needs of their students, we can discuss how to adapt, modify, and supplement what was done last year.

The "What Makes a Cup a Cup?" assignment was developed to get students thinking deeply about the notion that design solves problems, as well as introduce them to concepts of form and function.  On the day before we start this lesson, I ask students to bring a cup to our next class so that they'll have it in front of them as the lesson begins.  "What makes a cup a cup?" is actually a very difficult question to answer.  As you can see from the exchange below, students not only posted responses, but also engaged in a bit of argument, which, as a Language Arts teacher, allowed me to begin working on our evidence and support standards:

(And I guess I should start looking into this "onternet."  Oops.)

But eventually, students came to give responses like this:



After we began to classify aspects of student responses into descriptions of either form and function, students began to come to an understanding of how form and function work in other objects.  We looked at shoes, thermostats, audio speakers, and students desks, among other things, and students were quick to display a pretty firm understanding of the basic principles of design.  However, I was pushing for them to learn something more.

The follow up question in class for the day after the students posted their "What Makes a Cup a Cup? responses aimed to have the students begin thinking about what problem a cup actually solves.  Sure it has a form and a function, but why would anyone make it in the first place?  We had a bit of fun in class thinking about the person who invented the first cup.  I asked students to think about how that person must have felt about having to walk to a river, stream, or lake everyday to drink.  The students easily understood that the cup was invented out of frustration.  And then they came to understand that this frustration led that first cup inventor to find a solution to the problem.  I asked students to consider the ways in which the form and function of a cup serve as a clearly tangible solution to the "I-don't-want-to-have-to-walk-to-the-water-source-to-drink" problem.  Towards the end of class, we played a game in which I pointed to any man-made object in the classroom and they shouted out what problem the object solved.

I think a discussion about form and function as related to problem-solving is applicable in a wide-variety of learning situations.  A biology teacher could discuss the ways in which evolutionary traits are responses to environmental problems.  Maybe a history teacher could discuss how government systems are formed and function to solve issues of a civic nature.  I look forward to how the growing network of teachers working on the Wikiseat project will adapt, modify, and add to what was an exciting first step in what my students accomplished last year.  I'd appreciate any comments or questions that help us to think about how this would look in classrooms around the world.

Next Post:  So what problem will your Wikiseat solve?





Monday, October 8, 2012

Catalysts for a Change.


by Sean Wheeler

"Meek young men grow up in libraries, believing it their duty to accept the views which Cicero, which Locke, which Bacon, have given, forgetful that Cicero, Locke, and Bacon were only young men in libraries when they wrote these books.  Hence, Instead of Man Thinking, we have the book-worm." - Ralph Waldo Emerson

In perhaps the most provocative line in his "American Scholar" speech, given in Cambridge, Massachusetts on August 31, 1837, Ralph Waldo Emerson makes a distinction between two conceptions of education.  On one side, that of the "book-worm", students are to go about the work of studying greatness.  ON the other side, and the one engaged by the WikiSeat project, is a conception of education that promotes thinking and the actual potential for greatness of the students.

The Wikiseat project begins with what Nic Weidinger has called a Catalyst.  A Catalyst is a welded support structure that forms the beginning of what will eventually be made into a functional Wikiseat.  It's been one year since I first placed a set of Catalysts in front of the eighty-five students in our 10th Grade American Literature classes, and as I approach a second go at this project with a new batch of students, I find myself drawn to this distinction made by Emerson in 1837.

I want my students to become thinkers, not book-worms.  I want students who not only study the views of those who have gone before them, but also students who put forth views of their own.  In this digital age, with all of these outlets for speech and expression, I want students who can think critically about information, issues, and problems. I then I want them to communicate, collaborate, and create. And I want them to learn all of this by making a Wikiseat.  

At the core of this project, is a lesson in the design thinking process.  Students learn to identify a problem or need (Where could I use a chair?), and then move into considerations of form (What should my chair look like?), and function (What should my chair do?).  They then sketch, prototype, build, test, and finally, produce their Wikiseat.  Students are encouraged to freely collaborate regarding materials, access to tools, and ideas concerning each other's work and progress.  Whether this be for a first grade classroom or a high school one, teaching students the iterative process is fundamental in helping students learn how to be thinkers and makers.  

As a Language Arts teacher, I found ways to both work in some great literature, as well as use that literature to inspire and spur on students as they began actually constructing their Wikiseats.  We sat with our catalysts in front of us and read Whitman, Thoreau, and mainly, Emerson.  I was able to gauge student reading comprehension, and they had a purpose for reading in that the actual content served the overall purpose of their work on the Wikiseats.    It isn't difficult to imagine tie-ins to other curricular areas.  A math teacher could use the triangle inherent in a three-legged Wikiseat as an opportunity to talk about angles and measurement.  A biology teacher could link the design thinking process to the scientific one.  And a history teacher could find a way to take form and function into thinking about government systems and historical innovation.  And maybe a few groups of teachers could try all of the above with an elementary school classroom.  

And as students begin to share their work with other classrooms, the Wikiseats will begin to tell a new story about what our students are capable of, of what we should actually be measuring, and what could change when given the right catalyst.

Wednesday, April 4, 2012

Making a Case for Interactive Fiction - Part II

After a decade long push for “proficiency” in education, the transition to college and career ready standards is quickly working through school districts across the country.  In my district, collaboration, creativity, critical thinking, and communication has become the central focus in every classroom; it is these skills that students need most to compete in the academic and business worlds they will encounter when they graduate from high school.  And in my opinion, there is no better time to turn our attention to interactive fiction. 

Collaboration/Communication
The majority of today’s top selling video games have some sort of multi-player component.  And in many cases, the multi-player component is the primary reason players buy the game.  Call of Duty: Modern Warfare 3, for example, made a billion dollars after only 16 days when it was released in late 2011. 

So what’s the draw?  Communication and collaboration!

Games like Modern Warefare 3 or World of Warcraft provide players with opportunities to communicate and collaborate in an environment that is unlike the one they live in every day.  Players can communicate and collaborate with other players from around the world to carry out objectives and reach goals. The players are forced to use clear communication skills in order to sustain team objectives and initiatives.  (In my world this sounds like a professional learning community!)

In the end, it is these types of communication and collaboration skills that colleges and businesses are expecting our students to know...and video games are teaching them!

Creativity
While one argument against interactive fiction is that it limits the creative capacity of the players because the world is already created for him/her, games like Minecraft give players an unlimited amount of resources to create a brand new world.  

Minecraft allows players to create items and objects to use in the game world with only the resources that they can harvest in the game.  As many RPG games allow players to craft items, Minecraft provides players with an opportunity to truly stretch the limits or their creativity to populate a new world.
Similar arguments can be made for the multi-player components of games like Halo: Reach.  In many of these types of games, players can create maps for use in multi-player games.  With trial and error, players create maps that are both challenging and enjoyable and stretch the limits of their creativity.

Critical Thinking
There are many times that I sit down to play a game to simply allow myself to be immersed in a new world.  However, there are other times when I sit down to play a game and want to think critically.  With games like Portal 2, Myst, or World of Goo, I get the opportunity to think deeply about how to solve difficult puzzles and problems.  

These games give players a chance to solve difficult puzzles and problems within the confines of the game world.  While there may be more than one way to solve the problem, players use trial and error to find a solution that works to advance to the next level.  This type of critical thinking, along with immersive interaction, is what keeps players engrossed in these types of games.  

With all this said, it's time that we meet our students where they are.  We know they go home at night and play video games.  Let's begin to use their knowledge of interactive fiction to teach collaboration, communication, creativity, and critical thinking.  It's time to start making the case for interactive fiction! 

Questions Matter More

Attribution Some rights reserved by Stephen Brace
by Sean Wheeler

Currently, education is an answer-based culture.  We do all kinds of things with student answers.  We measure them, we grade them, we cross them out, we comment on them, we graph them, chart them, mine them, sort them, and report them.  We also use these answers to measure our effectiveness, our failures, and our growth as teachers.  Districts use the answers to allocate funds, make curricular decisions, and build a successful staff.  Politicians use them to set policy, budget, and law.  Parents use the answers everywhere from deciding where to live to whether or not their son or daughter is grounded on the weekend.  And probably most importantly, students use them as a measurement of their potential and worth.  An answer-based culture makes a whole lot out of what it sees under a very small microscope.  There are questions involved, of course, but they are questions we ask of the data not the people who gave the answers in the first place.

However, the internet is made for questions.  The whole reason that Google exists is because people open their browser with a question in mind.  While Yahoo! Answers might do what the name implies, it's the questions that are asked in the first place that matter most. Wikipedia has revolutionized our ability to easily access answers (much to the chagrin of answer-based teachers), but it wouldn't exist if weren't fueled by questions. And feedback, which is a conversation based on the question, "How are we doing at what we say we're doing", is quickly becoming the most valuable asset for businesses and organizations that seek to improve their customer satisfaction by carefully listening to the answers and suggestions their customers provide them.

We want to tap into that question mindset, replicate it within our students, and then hold conversations about the answers we find.  The value of asking great questions is on the rise and if we aren't teaching our students this skill, even though it's hard to measure, we are surely doing them a great disservice. Asking a question comes from within, while too many of our students are led into answers due to some extrinsic motivator (points, tests, etc.). Exploration starts with a question every time. "How Did School Do?" is as much an exploration as it is a destination. We honestly don't know what people are going to say in their feedback videos, and it is precisely this reason that makes this a valuable learning opportunity for our students.