Earlier this year, I was inspired by a teacher who required her students to assess their prior knowledge and then choose their learning path for each lesson. Soon after, my co-teacher and I made specific changes to our math workshop in order to increase student agency and ownership in our own classroom. Our goal was to provide ways for students to direct their own learning while also considering long-term projects as performance assessments.
I’ve recently started learning more about empowering students from author John Spencer. In this short video, he suggests 10 ways teachers can start offering choice for their learners.
I considered each of these suggestions when designing my latest online math content, a learning quest through Classcraft. My students engaged with this quest during their independent work time in math workshop over the course of four weeks. Each task in our quest includes a part of our fictional story from our “realm,” lesson content, assessments, and game rewards for student players.
Each location on the map contains lesson content and
learning tasks for students to complete.
Student Choice in Daily Learning
Materials
Each learning task includes a variety of teaching materials such as charts, videos, songs, and examples. Students can choose how they want to learn and practice each skill.
Scaffolding
My students are able to choose which topics they practice first. They can build their confidence with topics that were easy for them to understand during small group instruction or they can choose a more challenging task.
Pacing
We provide students with ongoing instruction in each topic as they progress toward mastery, allowing them to spend more or less time on a topic based on their need.
Self-Assessment
My students determine when they will take the formative assessments for each topic based on their personal progress.
Student Choice in Final Performance Assessments
Project Format
When many students have shown mastery of most of the topics, we give students choice about how they want to demonstrate their learning with final performance assessments. Students can choose the format, audience, and specific topic of their project.
Project Management
While working on projects, students manage their own work. My role as the teacher is to help students stay on track and provide additional resources as the need arises.
Students have chosen final project ranging from paper and pencil tasks to creating teaching videos and using manipulatives to model a problem.
Evidence of Empowered Students
One of the benefits of teaching in small groups in a math workshop format is that my co-teacher and I have a clear picture of each student’s progress toward mastery. At the same time, we want our students advocating for their learning needs. Part of what makes this possible is the visual aspect of the quest map. It makes it very easy for students to track their own progress, plus they are motivated to complete tasks to gain points toward leveling up. We have found that students are advocating for their learning needs more often by expressing their need for additional face-to-face help with specific topics. This is empowered learning!
Gamification has so many benefits including increased student engagement and willingness to take on new challenges without the fear of failure. We have been using Classcraft, an online gamification platform that transforms our learning into a game, and we are off to an amazing start! Part of what has made us so successful is that my students had been practicing necessary online learning skills since August, and now they are able to apply these skills independently within a blended learning environment.
I think it’s normal for the newness of an experience to wear off after a while, and it’s easy to fall into a predictable pattern of learning and planning, so I’ve taken intentional steps to keep our learning experiences fresh and engaging.
It’s my goal to create a classroom environment- our own gaming world- that makes our gamified blended learning sustainable. Community, story narrative, and engaging content are key aspects to consider when worldbuilding.
Community
Online learning is not synonymous with isolated learning. The community aspect of a classroom should transcend the actual location of learning- whether that is online or face-to-face. Regardless of where and how students are learning, they should have opportunities to interact with the content and their learning community.
Building a positive community within a competitive gaming situation is critical. Friendly competition is great, but what’s even better is a collective community that is genuinely interested in the learning of everyone involved. One way that we build our community is through collaborative battles within our game. Boss battles are formative review challenges within Classcraft where my class work together to defeat a fictional character. When the class is counting on every student to work hard and be prepared, students are motivated to invest in their peers. It’s powerful stuff!
My student groups also compete throughout the day for extra XP. The red team created a goal without any prompting from me, showing me that they are interested in building up our community too. Classcraft also has random events that can award students points, deal damage, or provide a silly way to have fun together. Whatever the outcome, whether good or bad, we are in it together, and it reinforces our community.
Narrative
Each quest within our game includes a fictional story. This narrative follows us from one adventure to another. An interesting story goes a long way toward keeping students interested in completing online tasks. I realized that my struggling readers were sometimes missing the narrative of our game because it was difficult for them to understand.
For that reason, I started creating short “quest trailers” that help students jump right into the story and understand the objective for the quest. It was a big hit with students, and after I started using these videos, my class as a whole was more interested in the story behind our game.
Since the quest trailers are a bit time consuming to create, I’ve also been using Blabberize to help students get excited about quests. It’s a quick and silly way to engage my learners, and they are excited to start making their own blabs in the near future.
Secret missions are also a bit hit for my students. I let them know that I’ve “hidden” an extra task in our quest with a large reward. They can unlock the secret mission when they complete a certain task, but they don’t know what that task is, so they are extra motivated to complete their work.
Engaging Content
Let’s be honest. Boring content is boring content. If I want my students engaged, then I need to find and create resources that they are interested in. Our online lessons include a lot of various media- articles, infographics, visual charts, pictures, Youtube videos, book read alouds, songs, and teaching videos I’ve created.
Here are a few of my favorite tools and sites for finding and creating engaging content. I'd love to hear your favorites too- add a comment below!
Playposit allows me to make any online video interactive for my students.
Flipgrid is a great way to allow students to interact in online discussion or demonstrate their understanding for an assessment.
Wonderopolis is a fantastic site that provides students with interactive images and videos on a variety of topics. It’s a great way to encourage students to explore a topic.
Thinglink allows you to make any image interactive. There are lots of different pricing plans, but the basic version is enough for me.
Kidsdiscover has some great infographics for download.
TheKidShouldSeeThis has short educational videos that are perfect for my learners.
Every Game Needs a Gamemaster
In this journey into gamification, I’ve realized that my students take their cues from me. While my role is to prepare content, give feedback, and provide instruction so each student moves toward mastery, I also have the important role of Gamemaster.
It’s important that I show my excitement and willingness to be silly and play with my students while we learn. I’m both the teacher and the Gamemaster. I set the tone for a positive community and a positive game experience, which means my students need to know that I’m all in!
My goal for this quarter is gamifying our blended reading groups. Gamification is incredibly motivating for students, and I am already beginning to see the benefits of using Classcraft with my learners. Before beginning though, there were a number of foundational skills and experiences that my students needed in order to find success while learning independently in a blended model.
Online Learning Skills
I remember learning last year that we read online text much differently than we read print text. It stands to reason that students need specific skills to learn independently online. I applied what I learned about creating online content and then taught my students a few specific skills to prepare them for their online learning.
First, I had to teach students the difference between watching videos for entertainment and engaging in video content for learning. It seems obvious, but students need practice engaging with media by pausing, taking notes, making sketches, asking questions, and finding connections.
Second, I’ve helped my students develop visual literacy skills through graphic novels so that they can effectively learn information from visual sources. Third, we have spent quite a bit of time self-assessing our work this year using rubrics and learning progressions. As a result, students have developed a self-awareness of their learning tendencies and self-monitoring skills needed to learn independently online.
Experience with Tools
I have been intentionally been using a variety of technology tools in class this year. From our district learning hub, student blogs, Storybird, Pixton, Blabberize, Google Classroom and Flipgrid, we have been learning and demonstrating our understanding in a variety of different ways. When creating online learning tasks, I mostly use tools my students are familiar with so that they can successfully complete independent tasks.
When introducing each new tool, I encouraged my students to explore a little bit before I modeled using the tool for our learning. I did this to allow students the opportunity to discover new tools, not just “use an app.” I want my students to know how to learn about a technology tool without me directly by their side. That way they have confidence in their tech skills when learning on their own.
Quest Support
I learned last year that it is critical to have students solving their own technical problems. My goal is to teach small groups while students are learning independently online, so I can’t continually provide tech support. This year, I have identified four students who excel at problem solving. These kiddos are able to help their classmates when they run into problems. My quest support students are also available to explain learning tasks when students are struggling, freeing me up to teach guided reading groups.
A Note on Managing Personalized Blended Learning
Part of what makes using Classcraft so great is that students can work at their own pace to complete tasks and objectives. While this is great for my students, it poses a challenge in managing the learning of my 33 students. For that reason, I created our Classcraft board. It serves as our main form of communication for the tasks were are learning.
Student have a magnets with their picture next to their team shield. When they finish a task that I need to check, they move their picture to the scroll. Once I check their work, I move their picture to the treasure chest or book to show that they have moved on to the next task or need to go back, review the feedback I left for them, and try again. This board also helps limit how many tasks students can finish in one week so that my learners are encouraged to complete work well rather than rushing to try to get ahead.
My goal in gamifying our blended learning rotation during reading groups is to increase motivation and engagement when students are working independently. Since students are working on their own, and not in a whole group setting, I was in need of a sophisticated gamification app to both deliver online content and assess student learning. While I like the idea of being able to customize game settings to best meet the unique needs of my learners, I really needed an app that is easy to use for a complete novice in the gaming world (that’s me!). Classcraft is a perfect fit. It’s really great, guys! I can easily customize settings for my class, and it has online support via chat, community forums, and all kids of video tutorials. All those resources made it really simple to get things all set up for my class.
Basic Features
I created accounts for my students and assigned teams in only about 10 minutes. Once that is done, individual students are able to create their own character. Student teams work together to gain points, protect one another from possible negative events, and ultimately, level up in the game. This collaborative aspect of the game provides an extra layer of motivation through peer accountability. As the gamemaster, I can assign students or teams points or damage based on their class behavior, very much like Class Dojo. All this is free for teachers!
Teachers can view student profiles and add points from
a computer or smartphone.
Delivering Lessons and Assessments
It gets better! What I’m really excited about is quests. I decided to pay for a premium account so that I would have access to this feature. Quests are a series of lessons and tasks that I create for my students. This is how I deliver online lessons and assessments. Each task is accompanied with a story, where I write a narrative of what is happening in our fictional world of the game, and what characters must do to complete the quest and win.
This map outlines the seven tasks students must finish to complete the quest.
As students work their way through each task, they reveal a new part of the map we are playing through and earn rewards for their character and team. When students earn enough points, they level up, making their character more powerful and acquiring new skills. Students can also use the gold pieces they have earned to get a pet for their character or buy new accessories to make their characters look extra awesome.
Personalized Learning
Another great feature for quests is that I can personalize learning for my students. Within each quest, I can create multiple paths for students to reach success. If Student A is completing tasks well, she can continue on the normal path, or even choose a more challenging path. When Student B shows that he has not mastered a skill, I can set up the quest so that he automatically follows a separate path to receive reteaching and extra practice before progressing to new skills. How great is that!? After a bit more practice, I plan to start creating quests with these more complex paths to personalize student learning. Here is my first attempt. The yellow path is the most direct route and requires basic mastery of skills. The red detour includes reteaching and remediation activities, while the purple detour challenges students to apply their learning in new ways.
This map shows multiple learning paths for success.
Initial Implementation
We have been using Classcraft in our reading groups for about two weeks now and we LOVE it! My students are so engaged and motivated. When students have failed at a task, they have asked to try again so that they can further develop their character. They have even asked if they can "play" Classcraft at home. Wow!! This is winning! My next goal is to maintain this motivation after the honeymoon phase wears off. I can’t wait to see how my students learn and grow using gamification!
I told my students that my goal for 2018 is to have fun. I stopped straightening my hair, my husband and I set up a 15 foot trampoline in our family room for our kids (no really, we did that), and I committed to gamifying part of our instructional day. Let the fun begin!
Gamification Basics
I was introduced to the concept of gamification during my graduate course work last semester. Gamification is a fancy term that basically means using game design principles in a non-gaming context. It can be as straightforward as transforming learning activities into games or a more subtle application of game design principles to learning tasks. Game design principles include concepts like cooperation, competition, point scoring, genuine challenges, and character development. Gamifying your classroom can be as simple or as complex as you choose to make it. Some teachers choose to make their own game for their classroom in order to customize features including backstory, characters, rules, and objectives. At the same time there are many user-friendly apps that you may already use in your classroom:
Kahoot A quizzing app allowing students to compete against classmates when answering questions.
Quizizz A quizzing app that can be teacher or student paced.
Class Dojo An app focused on building positive classroom community through teacher feedback.
Student Benefits
Playing games is part of our culture, and students can be highly motivated by game-based learning opportunities. Honestly, not of all my students are motivated by the grades they earn, but most are willing to spend hours working to beat a challenging level in their favorite video game. Pairing student motivation related to game playing along with learning tasks has the potential to increase student engagement. Like with coding, failure in gaming does not usually result in immediate frustration like we so often see when our students are given a challenging educational task. In gaming, failure is an opportunity to gain immediate feedback on a mistake and try again. This type of growth mindset goes a long way in helping students develop perseverance and problem solving skills. If incorporating game design into learning tasks helps my students view challenging academic tasks in this way, then I’m all for it!
My Goal
My goal for this grading period is gamifying the blended learning portion of my reading groups. I use a blended learning model for my guided reading groups because I want to maximize student learning when they are working independently. Last year, I created online lessons for students to complete independently. When we met face to face, I would provide instruction to further their progress based on their achievement so far. We experienced so many benefits of blended learning, and I found that my students were highly motivated to complete their online lessons at first because it was something new for them. There were also excited to have the responsibility of working independently on their Chromebooks. Unfortunately, when the initial excitement wore off, some students tended to stall out, and they lost interest in making progress. My answer to that problem is using gamification to prolong student motivation and engagement while working independently. I’m looking forward to trying this with my students, and I’ll be sharing our experience in the coming weeks! If you’re interested in learning more about gamification, watch this interview with gamification guru James Paul Gee. He makes some great points about teaching to meet the needs of today’s students.
My friend Michele recently sent me this teaching video saying that it reminded her of my math workshop. I was so encouraged by the teacher in this video! I love that Ms. Scalzetti is increasing student agency and ownership by having students decide what kind of support they need for each math lesson. It sends a clear message that the students are in charge of their own learning. There are many resources for them to learn from, but they decide their own learning path.
Seeing this teacher’s work made me start thinking about how I might also begin to encourage students to take ownership of their learning during my math workshop. So far, we are loving the small group instruction and differentiation that the workshop model affords us. Now that we have settled into the routine of our workshop, we are using data to drive our daily instruction in order to guarantee that every student receives the support they need to reach our learning goals. Here is a quick overview of three typical lesson types that we teach and how we have started increasing student agency.
New Skills
When we are first introducing a new skill to the students, we make sure that we see every student in a small group. We typically make these groups based on unit pretest data. We have also created student groups based on how students learn and how quickly they typically pick up a new skill. Sometimes we extend our whole group learning time when introducing new concepts that students have very little prior knowledge of. During these types of lessons, we ask students to evaluate their own learning, encouraging students to take responsibility for their learning so far.
Progressing Skills
On days that we are continuing learning from previous lessons, we usually use our mini-lesson time to briefly review the previously taught skill. At the end of our guided practice, students complete a few problems on their own. Student groups are created on the spot by my co-teacher and myself based on student performance. In this case, we still meet with every student, but our lessons are differentiated. While some students are receiving additional guided practice, others may engage in a reteaching lesson or be challenged to apply their mastery in new contexts. We increase student agency by allowing students to gauge their learning and notify us when they think they are ready to work independently.
Near Mastery Skills
When our class is nearing mastery of the skill, we use a quick check to determine the best learning path for each student. Our quick check might take place as an entry ticket the day of the lesson, or as a exit ticket from the day before. In this case, we do not meet with every student. Some students spend our math block working without teacher support. During this point in our learning progress, students usually use a teacher-created teaching video so that they can control the pace of their work while assessing their own understanding. Targeted groups of students meet with the teachers to move toward mastery. Students working with teachers have been teacher-chosen in the past, but recently, we have encouraged students to decide if they need to work with a teacher, much like Ms. Scalzetti does in her class.
Making a teaching video using my document camera.
Reflection
My co-teacher and I have started taking small steps toward increasing student agency in our math workshop. We are wrapping up our current unit and we required students to choose if they met with a teacher today for review. Students who did not meet with a teacher were also given choices of teaching materials to use to review independently.
I had two students that I know needed further help but chose to work independently. I had them sit close to my instruction so that I could keep an eye on their progress and pull them into a group when they needed help.
Today, one of my students asked, “What if I used to need a lot of help, but I know I’m getting better. I still need some help, but not a lot. Should I see the teacher today?” Wow! She has really been monitoring her learning closely, and she is invested in progressing. I was so pleased to see my students reflect on their learning to determine their own next steps toward success.
Next Steps
Ms. Scalzetti also mentioned that students who do not attend the seminars for the day work on applying their learning to the real world and creating something using that skill. I think this would be a great next step for our own math workshop. Right now, our independent activities are mostly review and independent practice. I like that this teacher is having her students apply their learning to new situations, increasing rigor and requiring students to deepen their knowledge. For our future units, I’d like to create more challenging independent tasks and projects.
Sarah has taught elementary for 12 years in Kindergarten, second, fourth, and fifth grade. Across grade levels and subjects, she has noticed that students continually struggle with problem solving, perseverance with challenging tasks, and logical thinking. Sarah decided to look into this problem further. Reading various articles comparing student success in math across the US, China, and Singapore, revealed a few stark differences. Most notably, Sarah found that both China and Singapore focus on computer science programs starting at an early age.
After some serious reflection this past summer, Sarah decided to set a challenging teaching goal for herself:
My goal is to create and pass on students who are overall better thinkers. Through the use of STEM, coding, and Makerspace, students will be able to transfer and grow in key life skills and use them in all parts of their education and careers.
This week is Computer Science Education Week, highlighted by the Hour of Code. Computer science skills are critical for our 21st century learners, and the Hour of Code encourages teachers to ensure that every student gets the opportunity to experience programming.
I visited Sarah’s classroom this week to see how her students have developed their coding skills. Students have the freedom to apply their coding skills to a variety of tasks based on interest. I saw two boys using coding to produce music through Code DJ, while their neighbor used code to control her digital robot to perform tasks in Robot Rattle. Nearby, another young lady created her own dragon with Dragon Blast and developed code to make that dragon perform different tasks in a game setting.
Students write code by dragging and dropping code blocks. Beginners start with simple coding sequences while more advanced games allow for multiple variables to be adjusted.
Every student was working on challenging tasks. After only 20 minutes of engaging with Sarah’s learners, it was easy to see the benefits that coding has had on student learning. Here’s what I noticed:
Students were applying the critical thinking skills of logic and reasoning.
While working with a young lady, I noticed that she had to anticipate each action that she wanted her dragon to make, visualize the move, and then create code to match. When part of her code didn’t work, she analyzed her work, determined the glitch, and went about fixing it. Look at all of those higher order thinking skills she was using!
Coding through game-based learning made failure nonthreatening.
Students were continually writing bits of code and testing to see if it worked, receiving immediate feedback on their work. Every student encountered problems with their code, so every student experienced failure. They learned through a process of trial and error, learning from their mistakes in order to complete their task and reach their goal- just like they learn to play video games. Students weren’t discouraged by mistakes to the point of shutdown; they viewed their struggles as a positive challenge. If you’re interested in learning more about video games and the learning process, hear what expert James Paul Gee has to say.
Struggling readers were motivated to read print and interpret visual information.
I noticed a handful of students who don’t particularly love reading willingly decode and strive for comprehension when reading coding tutorials. They were motivated to read because they had a need for the skill that was relevant and interesting.
Students were engaged in productive struggle, demonstrating perseverance with challenging tasks.
An ongoing conversation that I’ve had with teachers revolves around the question, “How can we teach students to care about persevering when problems are difficult?” It is so common to see students disinterested in completing challenging problem solving during math. Designing tasks that require these skills is easy to do, but teaching students to willingly struggle through a problem is a different story. The trial and error process of writing code is a great way to develop these skills in students. Since the beginning of the school year, Sarah has seen a decrease in students shutting down in math when problems are difficult. They are willing to take risks, try various strategies, and persevere when the work is tough. They are transferring their learning behaviors from coding to math. I think Sarah is making excellent progress toward her goal of developing better thinkers!
How to Get Started with Coding
Sara is using Code.org, a free resource for teachers. She started only two months ago and has seen great progress. Not only does Code.org have a K-12 curriculum with lesson plans, resources, and online coding practice/games for students, but the organization also offers free workshops for teachers to learn about teaching coding. It has all the tools a teacher would need to get started. As a teacher, you do not need extensive training or a deep understanding of coding to help your students develop their computer science skills.
Need proof? Sarah and her students explored the first lesson designed by Code.org for fifth graders- Algorithms Unplugged: Tangrams. Student pairs used tangrams to learn that algorithms are simply a series of commands. One partner viewed a simple tangram design and attempted to give directions to their teammate who had to recreate the image. Students learned that directions (algorithms) need to be detailed in order to produce the desired outcome. This is a foundational principle of computer science and coding. Once students had a basic understanding of this concept, they were ready to see how algorithms work in actual codes. After exploring tangrams with her class, Sarah encouraged her students to play a quick coding game from Code.org to see algorithms in action.
It’s not too late to join in the Hour of Code and encourage your students to experience programming this week. All the resources on Code.org are available for teachers at anytime, so if you’re like me, you might take some more time to plan. Either way, computer science skills are important for today’s students, and they can develop the critical thinking skills and learning behaviors necessary for success! See the great resources for planning your Hour of Code here.