Tag: classroom

  • Game Design: World War 1 Student Design Team Game Building Project

    Micah Shippee, PhD – Social Studies Teacher

    Ray Finney – Technology Teacher

    Kate Walsh – School Librarian

    The game design project described here was an interdisciplinary lesson between our eighth-grade social studies, technology, and library classes. With insight and support from Jon Spike, professor of Game Design and Learning at the University of Wisconsin – Whitewater.

    Project Introduction

    World War 1 started in 1914 and began an era of warfare unlike any other in history. As it was fought during a time of great change, the new technologies and amount of casualties created were staggering in comparison to wars fought even just a few years prior. These weapons not only changed the fighting they also changed the preparation needed by opposing sides. After all, most nations sent off soldiers to fight on horseback and with slow loading rifles. By War’s end the following innovations had been introduced: tanks, planes, machine guns, flamethrowers, grenades, gas weapons, as well as updates to submarines. During this project, students will work with a design team to research and develop a game that conceptualizes the impact of these technologies on World War 1.

    We started our project with a brief discussion about gaming using two World War One games. Students played these content-specific games and we discussed historical accuracy and playability.

    Connecting with an Expert in Game Design

    “A game is a series of interesting choices.” – Sid Meier

    Before diving into our game development we hosted a Class Video Chat (1.4.19) with Jonathan Spike (@Mr_JSpike), professor of Game Design and Learning at the University of Wisconsin – Whitewater. Jon is a Google Certified Innovator specializing in building games for education: www.gamestormedu.com. Jon was generous enough to meet with all five social studies classes throughout the day.

    Jon spoke with students about the importance of choices and prototyping in the game design process. Students were encouraged to make their game unique with a relevant challenge for their character(s). Jon also spoke about the importance of empathy in gameplay developing the concept of making choices for a character in a specific game context. The hardest part of game design, according to Jon, is connecting the goal of the game with the actual gameplay experience.

    WW1 Game Project Details

    Project Criteria

    Changes in Combat Technology Incorporate 2 items/topics from each of the 6 categories in Changes in Combat Technology list.

    Game Maps Build a map based on World War 1 battlefields

    Game Builder Guide Choose one game builder from the Game Builder Guide.

    Grades:

    Game design is about teamwork, students served as a member of a team and each of student needed to play to their strengths for the creation of the best game possible. Students received a homework grade for individual research completion and an individual homework grade for job completion (below).

    • Research: Each student was responsible for researching two items from the categories below. Students were directed to include the researched items in their final game. As a team they made sure that no two were researching the same items, this will allow the most widespread research to be conducted. Each student will turn in a Google Slide show with 2 slides, one slide for each topic researched. Each slide had:
      • 2 sources cited (MLA)
      • A paragraph describing what was researched and its impact on WW1
      • A picture of the item researched
    • Jobs: Here are the game design jobs students needed to choose from*:
      • Musician
        • Develop a Game Soundtrack for a video showing the game intro and gameplay. Students used GarageBand skills learned in Technology Class.
      • Storyteller
        • Create an Intro Video Script including text and images to be displayed in a 30-second intro. The Storyteller wrote a document that included an introduction to the game and the rules.
      • Artists
        • Design Game Graphics for the game includes images, map/game board, and a team logo.
      • Cinematographer
        • Capture/Record images and videos to be used in the iMovie. Also, create a Google Drive Folder for the whole group to share resources for video production.
      • Video Editor
        • Produce a Game Movie using iMovie, that includes a 30-45 second introduction to the game (trailer) and 30-45 seconds of gameplay. This grade will be assigned by Mr. Finney and apply to Technology class and Social Studies class. Here was Mr. Finney’s Sample Video: https://www.youtube.com/watch?v=3R53IUNlbK8&feature=youtu.be

    Changes in Combat Technology

    GUNS
    Machine Guns
    New Rifles
    New Bullets (Tracer)Pistols
    Artillery
    PLANES & AERIAL TECH
    Biplanes
    Dogfighting
    Interrupter Gear and Mounted Guns
    Zeppelins
    Reconnaissance
    Drones
    Air Traffic Control
    SUBMARINES & WATER TECH
    U-Boats/Submarines
    Depth Charges
    Convoys
    Aircraft Carriers
    Torpedoes
    Hydrophones
    TRENCH WARFARE
    Trench Construction
    “No Man’s Land”
    Flamethrowers
    Hand Grenades
    Trench Foot
    Disease
    POISONOUS GAS
    Chlorine Gas
    Mustard Gas
    Phosgene
    Tear Gas
    Gas Masks
    TANKS
    Little Willie
    British Tanks – Mark
    French Tanks – Renault
    German Tanks
    Anti-Tank Weapons

    Game Building References

    Game Maps

    The game students design should be based on key battles from World War 1. Students must identify the battles right in the game. Further, game maps should demonstrate damage already done to European lands, for example, students were asked to think about bombs being dropped and explosions on a flat landscape and how that would change the earth to literally look different, the map that of gameplay should illustrate this.

    Game Builder Guides

    Designing Board & Card Games

    Game Platforms

    Student Design Teams were directed to select one game platform to develop. The list below provided potential platforms for students to choose from.

    Draw Your Game

    Use this to create a Side Scroller, a type of video game where a side-view camera angle is used for action viewing.

    Scratch

    Slides-App If-Then Adventure Stories

    Use this to create a Choose Your Own Adventure story. An example of this game type for WW1 is https://www.warmuseum.ca/overthetop/

    Metaverse

    Use this to create a game in Augmented Reality  

    Cospaces

    Use this to create a game in Virtual Reality

    Board Games

    Board Game resources for more also use this…

    Card Games

    Card Game resources for more also use this…

    Student Games

    Click here to view student game objectives and snapshots.

    Also, check out these Choose Your Own Adventure Games created by students in this project. These slides are intentionally formatted for portrait mode viewing on a phone or tablet… to function as a web app.

    1. Operation Save Hammy: https://docs.google.com/presentation/d/1wosaB8ox0niNwdbOc3jcyoj60bmEUu94CBiiaRACf4w/preview?slide=id.p
    2. Choose Your Path WW1 https://docs.google.com/presentation/d/1IyKZRh2Tfs0ZSXS5E4NbyO7uJXRwViqVvoEiPGiJmlE/preview?slide=id.p


    Student Game Videos

    https://youtu.be/MXtmkX2oR4M

    Insights and Reflections to inform the next time

    Nearly 200 students were provided with the opportunity to play the games over several days. Students who played the games were asked to provide reviews of the overall game quality, historical quality, and gameplay experience.

    After the reviews were completed, students were lead in a discussion around how to review feedback. For example, some games received over 20 comments and reviews while others only 3. The students receiving 20 comments may not have had all positive reviews, but we discussed how that many reviews meant their game design and appearance were attractive enough for people to try the game out.

    Selected Student comments about the project experience

    How did you decide which people you wanted in your group? Did things work out the way you wanted?

    • For the most part yes, I had my friends in the group and we worked well together, and communicated good. We even talked outside of school about different ideas we all had. But because we were friends sometimes we got off task, but it didn’t take long for us to get back on track to what we were doing.
    • I decided the people who would be in my group by what which person is good at like we had one person good at editing and one good at drawing, and etc. At the end it worked out well even though we had disagreements through out the project week.
    • I worked with my friends but that wasn’t a good idea, we got nothing done. Things did not work out how I wanted.

    What game platforms did your group discuss? How did you decide which one to go with? (game platform means boardgame, cardgame, video game, etc…)

    • We discussed board game and video game, we decided to go with video game because it seemed like a unique idea to do and seemed like it would be more entertaining to people
    • We decided to go with a breakout Edu because they are fun and easy to set up. Not only are they fast to set up they can also be interesting to play. We had to decide what it was going to be and it was that you had to get germanys battle plans.
    • We decided to go with a game board because we thought it would be easier to make cause we based it off monopoly.
    • My group only discussed board games, because we all had ideas for board games. Instead of picking one idea we merged all of our ideas.

    How did prototyping help you design your game? (prototyping is when you had other groups try out your game)

    • This helped us because we needed an outline and a sense of direction in order to make the final product.
    • It helped us with our game by getting feedback from other people and then we could make our game better.
    • By prototyping we were able to see the flaws in the game and change them so they were better.
    • Protoyping helped us design the game by getting back their feedback and fixing the areas that needed improvement.
    • Prototyping helped are game because they told us what they did not understand in are rules so then we had to fix them for they can understand better and enjoy playing.
    • Because it showed us what we needed to improve on

    How did you use Jon Spike’s Game Storm EDU website? (https://sites.google.com/view/gamestormedu)

    • It helped by showing the process that we could use to make our game.
    • We looked through the game types and we chose from there. It was a clear understanding of each game.
    • I used this website to see what important things were needed to include in my game.
    • We used Jon Spike’s game storm EDU by looking at what kind of board games we could make and the different types of games you could make so we could figure out what we wanted to do.
    • We used it to get ideas for the cards, design of the board and objective of the game.

    What did you learn from the most difficult part of the project?

    • I learned that some ideas just cannot be accomplished and the final product will not turn out perfectly.
    • The directions and setting it up so other people who have never played it before could play it easily.
    • I learned that you have to have patience when working in a group. Sometimes it may be chaotic and they may be unprofessional, but to make things work, patience is key.
    • You have to make sure your rules make perfect sense to other people so they play the game correctly.
    • I learned that coming up with a story and brainstorming is a difficult task. I learned to bounce ideas off of other people even if you think they are bad.
    • I learned from the most difficult part of the project that we can’t rely on people to get the job done on their own, we have to check in with them to make sure their job is done.

    Project Insights

    Putting the cart before the horse… many students have trouble approaching the project with an open mind regarding platform. They decided very early whether or not they want a board game or a video game. I do not think this is necessarily a bad thing, but it would be good for students to think about what would tell the story best rather than how to tell the story in a particular medium.

    Remixing a Game: Team Icebreaker (1)

    Goals

    • understanding how changing game rules change the system of a game

    • introduction to the iterative process

    • icebreaker game design exercise

    Before the exercise

    Through class discussion, make a general list of the rules of Tic-Tac-Toe. For example:

    1. play takes places on a 3×3 grid

    2. two players alternate turns to place an X or an O in an empty square

    3. three of the same symbols in a row wins

    4. if no one can play, the game ends in a draw

    Then discuss why Tic-Tac-Toe always ends in a draw for most players. Have the class brainstorm what they might modify in order to change the game: the grid size and shape, the number of players, the winning conditions, the things you can do on a turn, etc.

    Modify!

    Pairs of students try to redesign the game in order to increase the space of possibility of the game – to make it more interesting to play than the “solved problem” of classic Tic-Tac-Toe.

    As they design, have them change as little as possible – one, two, or three rules at the most. They should follow the iterative process of making small changes, playing their modified version, analyzing how they affected the game, and then redesigning again.

    Finally, groups can share their modifications with the class, and what did and didn’t work. If there are too many groups for everyone to share, then pairs of groups can play each others’ games and discuss.

    At this point, I’ve seen my students create hundreds of variations of Tic-Tac-Toe. My favorite was an exceptionally elegant variation where nothing was changed – except the winning condition. If you got 3-in-a-row, you lost. Playing this version of Tic-Tac-Toe means trying to force your opponent to make what we normally consider a “winning move.” As a minimal rule-change that turns the “solved” game of Tic-Tac-Toe into a brain-twisting puzzle, I loved that modification.

    Jon Spike recommends doing this same style activity but by remixing chess. Even if people do not know how to play chess, there could be some really imaginative remixes.

    Writing Directions

    A great deal of the feedback for students was about how the directions they provided were unclear.

    Jon Spike says “Start with the objective. How do I win? It doesn’t matter what I can do on my turn or the abilities I have if I have no idea what I’m trying to do… Have them read board/card game manuals and discuss what they notice.”

    I highly recommend running students through some directions writing exercises like:

    How to make a peanut butter and jelly sandwich

    1. Have students write out Text only directions for making a sandwich.
    2. Compare and contrast the steps other people listed
    3. ASK: What are we assuming about the sandwich maker? Perhaps that they have made one before? This is not always a safe assumption.
    4. Next: Have students draw Images only directions for the same process.
    5. Again they should compare with others and discuss assumptions

    We hope these two activities will help our students write clearer directions to maximize user engagement.

    Resources Cited

    1. “Gamasutra: Eric Zimmerman’s Blog – How I Teach Game Design ….” https://www.gamasutra.com/blogs/EricZimmerman/20131019/202710/How_I_Teach_Game_Design_Lesson_1_The_Game_Design_Process.php. Accessed 19 Dec. 2018.
  • Helping Others Along – Motivation Theory and the SAMR Model

    “We awaken in others the same attitude of mind

    we hold toward them.”

    Elbert Hubbard

     

     

    As a second year teacher, I remember being very excited about leading my students to participate in a project-based learning activity. With great enthusiasm, I ran down the hall to see a teacher, much my senior, that I greatly respected and I wanted to share with him how excited I was. I was a bit taken aback and confused how negatively it was received. I soon realized that sometimes the things that we do with our students when they are a little out of the box can be perceived negatively by our colleagues. I realized that while enthusiasm can be infectious it is not by default, attractive to others.

     

    As innovators and early adopters of emerging technology we often find ourselves in the situation to help our colleagues. How do we best help them to understand the value of new technology and how it might benefit their students lives (rather than how might it help my fit into their classroom). How do we ask colleagues to adopt technology and help them to adapt the technology without putting our hands on their keyboard or their mouse and doing it for them. It’s important to adopt the sage wisdom of the old proverb: “If you fish for a man he will eat for a day, but if you teach a man to fish he’ll eat for the rest of his life.” This mantra in education particularly in adopting emerging technology is incredibly important. It is important that we help our colleagues to understand the value of the technology and how the technology can be used. This is best achieved through vicarious experience, guide-on-the-side coaching, and the right frame of thinking. We cannot approach supporting our colleagues with a mindset that says “Ugh. They are doing it wrong!” perhaps followed by “AGAIN!” We must do our best to understand the context in which our colleagues operate, what motivates them to teach, and how we might serve them best.

     

    While we may be leading the adoption of innovation, we must take on the role of a guide, explaining to our colleagues where we are going, why we are going there, and what we hope to see when we arrive. It is easy for us to think “Save time, see things my way!” But this will not foster an innovative school culture. At times an innovator will have difficulty persuading those they know, after all an innovator is not without honor except within his home.

     

    Innovation is an amplifier, it will amplify the good and bad of our teaching practice. Subconsciously, most of us recognize this amplification, which contributes to our fear over technology adoption. As champions we must learn to put ourselves in the shoes of a late adopter or laggard, then try to help them along. Empathetic understanding and leveraging real, meaningful relationships can not only promote adoption of innovation but can inspire for positive change.

     

    The constant for all teachers is students and their learning needs. All teachers hope that they can make a difference is what can contribute to their decision to continue teaching.1 One researcher quoted a beginning teacher, as saying, “I’ll need a sense of success, not unqualified constant success, because I know that’s completely unrealistic. But, overall, you know, on average, that I’m making a difference for kids and that they’re learning from me.”1  The teacher’s desire to feel successful with his students was echoed by many of the teachers who chose to stay in the profession with their school community.1  A very healthy faculty room conversation would be about why we became teachers to begin with. I regularly encourage anyone in education to think about this as a reminder of who they are and how that informs the expectations they hold on themselves to prepare students for a different future.

    ARCS Model

    There are certain key stages which are important to helping others to adopt emergent technology and innovativeness in general. These concepts can be conceptualized in the ARCS Model: Attention, Relevance, Confidence, and Satisfaction.2  Think if these as a process, starting with getting their attention and moving toward their satisfaction that they can do it.

     

    Attention

    When we relate the relevance of using emergent technology in the classroom we must describe how adoption is advantageous. Emergent technology can increase workflow efficiency for both teachers and students. For example, a paperless classroom takes time and energy to begin, but a teacher who makes over 100 copies a day might find themselves saving a significant amount of time if you consider the time it takes to stand by the copier over a year. Time savings and workflow efficiency are super important for educators but they need to see what you mean as well. Seeing others perform new, or threatening, activities without adverse consequences can generate expectations in observers that they too will improve if they intensify and persist in their efforts. Finally, in this first step, take into account your delivery style and method, newbies can easily conjure up fear-provoking thoughts about their ineptitude and can rouse themselves to elevated levels of anxiety that far exceed the fear experienced during the actual threatening situation. Take it easy, go slow.

     

    Relevance

    The adoption anything new must first be framed by something old, something familiar, and then advantages should be explained. For people to try new things and begin to adopt innovation, they general frame their understanding around how it relates to their previous practice and that they feel a need/problem. For example, VCRs allowed us to record, play, fast-forward and rewind, but the tape was not usable after many showings and sometimes the tape ripped. DVDs allowed us to also record, play, fast-forward and rewind but the digital quality remained constant… unless you scratched your DVDs. YouTube videos can be recorded (added to a playlist), played, fast-forwarded, rewound, they do not lose their quality and we can upload or own. Thus the advantage of using YouTube is framed around our past adoption. When we take the time to persuade our colleagues about adoption we are providing them with context-based application effective action which makes them more likely to mobilize greater effort than those who are not persuaded, but told.

     

    Confidence

    “The greatest danger for most of us is not that our aim is too high and we miss it, but that it is too low and we reach it.” — Michelangelo

     

    Emergent technology can be pretty complex, to be told that things are going to change every 6 to 18 months3 can be overwhelming to those who have yet to embrace innovativeness. We need to help people to aim high by creating a safe environment to try new things. When we work with colleagues they must feel comfortable to fail in front of you and learn with you (guide-on-the-side). We know that failure is the greatest teacher, but we are so afraid of it! Through a productive struggle, we can help our colleagues to personal mastery experiences with something new. Leveling the difficulty of the task will allow for early successes which yield increased attempts at more difficult tasks later on and eventually leading to a decision to adopt.

     

    Satisfaction

    What does it mean to be successful at adoption? What does it mean to do something right or correctly? A teacher’s efficacy belief is a judgment of his or her capabilities to bring about desired outcomes of student engagement and learning.4 Research has shown that a teacher’s efficacy is related to how teachers’ decisions are made, how goals are shaped, how planning and organization are implemented, and how teachers react in the classroom and relate to students.4 In addition, teachers with high self-efficacy embrace new ideas and methods for teaching.4 In developing a favorable or unfavorable attitude toward an innovation, an individual may mentally apply the new idea to his or her present or anticipated future situation before deciding whether or not to try it.5 The strength of people’s convictions in their own effectiveness is likely to affect whether they will even try to cope with given situations.6 Satisfaction resides in the willingness of the teachers being studied to adopt the technology and apply it to their professional settings.

     

    SAMR Model

    One of the most powerful ways to have a discussion with colleagues regarding technology adoption and pedagogical-shift strategies is the SAMR Model.

    samrmodel.png7

     

    We start by Substituting our existing strategies for one that are supported by emergent technology, we then Augment the strategy when we find that technology can improve (rather than replace) the strategy, next we use technology to Modify the strategy, and finally we Redefine the entire strategy when we find technology may offer us a better way of doing things. Simply put, the SAMR Model helps each of us to rethink individual lessons, units, and instructional practice. For example, we can take a paper worksheet-packet, make it digital, then use tools to annotate on it, then redesign the activity with a slide deck or video, and finally we create a brand new activity, different from where we started. For the teacher and student workflow SAMR might look like these examples 8:

    SAMR model

    SAMR model student

    Professional Development: Designing, Developing, and Implementing

    Professional Development offerings can be the catalyst of positive change. We have spent a great deal of time in this book discussing adopters and who we are in the story. Understanding ourselves and our colleagues can yield context-based, empathetically considerate, professional development opportunities.

     

    A combination of the SAMR Model and the ARCS Model are excellent for developing professional development offerings. When planning a training session there are a few things from the ARCS model to consider…

    Outlinechapter4

     

      1. Attention: arouse interest and curiosity
        1. Described:
          1. Stimulate perceptions (surprise, uncertainty, novelty, juxtapositions).
          2. Engage inquiry (puzzles, questions, problems, dilemmas).
          3. Create variety (different kinds of examples, models, exercises, and presentation modalities).
        2. Examples:
          1. incongruity, conflict
          2. games, roleplay
          3. hands-on/minds-on methods
          4. questions, problems, brainstorming
          5. videos, mini-discussion groups, lectures, visual stimuli, storytelling
        3. Reflection: How does an instructional leader’s enthusiasm change attention?
      2. Relevance: relate to experience and needs
        1. Described:
          1. Allow audience to select or define goals, give examples of goals, discuss value of goals.
          2. Adapt to what the audience wants to cover or how to cover it
          3. Use familiar communication modalities, relate goals to something familiar such as prior knowledge or experiences
        2. Examples:
          1. paraphrase content, use metaphors, give examples
          2. ask audience to give examples from their own experiences
          3. give audience choice in how to organize what they learn, explain how the new learning will use students’ existing skills,
          4. explain or show “What will the subject matter do for me today?…tomorrow?”
        3. Reflection: Reflection: How do teaching models, field trips, portfolios, and student choice change relevance?
      3. Confidence: scaffold success of meaningful tasks
        1. Described:
          1. Set clear goals, standards, requirements, & evaluative criteria.
          2. Give challenging & meaningful opportunities for successful achievement within available time, resources, & effort
          3. Encourage personal control, show or explain how effort determines success (personal responsibility = achievement).
        2. Examples:
          1. allow audience to choose goals
          2. allow small steps for achievement
          3. give feedback & support
          4. provide learners with some degree of control over their learning & assessment
          5. show that success is a direct result of personal effort
          6. give confirmatory-corrective-informative-analytical feedback rather than social praise
        3. Reflection: Reflection: How do clear organization and easy to use materials change expectations for success?
      4. Satisfaction: build a sense of reward and achievement
        1. Described:
          1. Support learning applied in real-world or simulated context with consequences
          2. Provide feedback after practice to confirm, analyze, or correct performance
          3. Apply consistent consequences for meeting standard consistent evaluation criteria
        2. Examples:
          1. avoid over-rewarding easy tasks,
          2. give more informative feedback rather than praise or entertainment value
          3. use practical examples related to audience interests award certificates for mastery of skills
          4. provide testimonials from previous audience about value of the learning
          5. give evaluative feedback using equitable criteria
        3. Reflection: Reflection: Why does social praise not work as well as informative feedback in creating satisfaction? How do rubrics change satisfaction?

    Connections in Championing, Coaching, and Mentoring

    In an effort to understand why teachers continue to teach in a challenging career I once conducted a survey of 75 Middle School teachers asking them to identify why they stayed in their profession.13 I was looking for attributes about success and I had tributes that they identified that set them apart. But what I found was many of them valued relationships with their colleagues more than most other outside factors. These findings are parallel with teachers who were identified in a federal study on teacher mobility as “movers” or “leavers” described teaching in isolation as one factor that contributed to their dissatisfaction. Movers left the schools where they worked in isolation for schools where colleagues interacted and shared ideas for teaching. Those teachers, titled “settled stayers”, described their supportive colleagues as a reason for their decision to stay at their school.1 Studies on the impact of colleague support on the retention of teachers have found those beginning teachers provided a common planning time with colleagues and a scheduled time to interact with colleagues on instructional issues had a 42% less likelihood of leaving as opposed to staying and a 25% less likelihood of moving as opposed to staying.9 Through my experiences working with schools, I found that directors of technology and key decision-makers seeking to roll out emerging technology, find a great deal of success when they have themselves positive relationships with their colleagues and with their employees. Our social-connectiveness is very important.

     

    But let’s focus on boots and the ground, let’s focus on working side-by-side as a coach, as a guide, as a trainer, and more importantly, as a friend to our colleagues who have a little bit of difficulty adopting new technologies. Professional Development in education has the responsibility of promoting teacher growth in a valid and practical manner. A community of teacher-learners can effectively promote this growth beyond what simple in-servicing (alone) can accomplish. Workshop and other in-service events are magnified by collaborative, shared-experiences. As teaching professionals we need to learn, share, and collaborate with their peers, we need to feel successful and believe in our ability to succeed.

     

    Our work as champions of innovation must be informed by the best practices examples provided through peer coaching and mentorship programs which can be high effective, when they provide collaborative atmospheres. Like championing a cause, mentoring is a professional role that requires professional renewal, enhanced self-esteem, more reflective practice, and leadership skills. The knowledge and skills that experienced teachers acquire as part of mentor training and practice is continual professional growth.10  When mentoring is viewed as a peer coaching requiring teachers to plan, demonstrate, and practice new instructional practices in a collaborative manner, schools may find less fragmentation, less teacher isolation.11 As we discussed previously, if you are alone in your professional journey, you are doing it wrong. Mentoring programs for teachers should serve to offer deliberate psychological and professional development conditions necessary for the development of teacher knowledge, skills, and dispositions, thus increasing teacher retention through effective, efficient mentoring. Champions, mentors, and peer coaches must develop their understanding of building helping relationships, effective teaching practices, effective coaching practices, and how to work with adults.12

     

    As we think beyond working with one colleague at a time, we must begin to think about developing our culture. The best practices found in effective professional learning communities (PLCs) can help us significantly. PLCs can be defined at multiple levels (local, state, national, and international) in multiple contexts (team of teachers, building staff, school district of teachers, group of common content teachers, etc…) yet the focus of every PLC must be to explore three major questions: What do we want each student to learn? How will we know when each student has learned it? How will we respond when a student experiences difficulty in learning?14

     

    There are five major attributes of PLCs15:

    1. Supportive and Shared Learning – the collegial and facilitative participation of the principal, who shares leadership (and power/authority) through inviting staff    input in decision making.
    2. Collective Learning – application of collective learning to address student needs.
    3. Shared Values and Vision – a shared vision that is developed from the teachers’ commitment to student learning.
    4. Supportive Conditions – time scheduled for teachers to come together to learn, make decisions, problem solve, and create work exemplified by collaboration.
    5. Shared Personal Experience – a peers helping peers process, based on a desire for individual and community improvement founded in mutual respect and trustworthiness of the teachers involved.

     

    These five major attributes are reflective of Bandura’s (1977)6 performance accomplishment, vicarious experiences, verbal persuasion and emotional arousal. Clearly the research shows repetitive themes in community building and job satisfaction for teaching professionals.

     

    The teaching can be a lonely profession complete with isolation and the close-my-door-and-teach mentality. Yet, the wealth of knowledge and experience that can be accessed through well structured professional development and collaboration opportunities. This takes effort on the part of the teachers, administrators, and institutions of learning, but the effort will yield positive results. The Reciprocal Nature of Inspiration: Inspiring Others Will Inspire You.

     

    Image Credit: Chris Stein, a superstar Teacher, and illustrator Extraordinaire!

     Source Notes (in order of use)

    1. Johnson, S.M. & Birkeland, S.E. (2003). Pursuing a “sense of success”: New teachers explain their career decisions, American Educational Research Journal 40 (3) (2003), pp. 581–617.
    2. Keller, J. (1987) Attention, Relevance, Confidence, and Satisfaction are developed in John Keller’s ARCS model of motivational design.
    3. “Moore’s Law – Investopedia.” https://www.investopedia.com/terms/m/mooreslaw.asp. Accessed 18 Apr. 2018.
    4. Tschannen-Moran, M. & Hoy, A.W. (2001) Teacher efficacy: Capturing an elusive construct, Teaching and Teacher Education 17 (2001), pp. 783–805.
    5. Rogers, Everett M. Diffusion of Innovations. 5th ed. New York: Free, 2003. Print.
    6. Bandura, A. (1977). Self-Efficacy: Toward a Unifying Theory of Behavioral Change. Psychological Review 84 (2), 191-215.
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