BeckerBlog Clip Show, 1st Edition: Who Teaches Teachers?

Approximate Reading Time: 2 minutes

2012-10-08 14.17.58b_wmIn the last few months the readership of this blog has increased significantly, which is really great, and it has occurred to me that there have been some pretty good posts in the past that are worth bringing up again. My last post touched on several issues that keep coming up and I thought some might be interested in seeing some of my past posts on these issues. These all have to do with who we have teaching our teachers, how they go about it, and what effects that has on the entire education system. I’ve long thought that when there are problems with what teachers do and how they do it, education faculties (and the educator academics -EAs – who populate them) need to take responsibility for the role they play in creating or perpetuating the problem.

So, without further ado, here are a few:

Knowing ‘X’ does not imply knowing ‘Y’
This one focuses on what some EAs say about digital game based learning, pedagogy, and design. While this post talks about educators (and others) making pronouncements about digital games, it applies equally to people who feel qualified to make pronouncements about any topic simply because they have some knowledge of a related topic. EAs seem to be particularly susceptible to this type of fallacy.

Horses, Buggies, and Trendy Sheep: Appropriate Technology and Modern Times
This one describes two types of teachers (this includes EAs): those who stick to what they know and resist change – the horse-and-buggy educators, and those who jump from bandwagon to bandwagon, convincing themselves that their trendiness makes them superior teachers.

Are Education Academics Clueless Snobs?
All EAs ought to know something besides education. They should not only know how to teach, they should know how to teach SOMETHING – and they should have had to do it. If nothing else, it might give them an appreciation for the difficulties specific to teaching some thing, as opposed to teaching in the general sense.

Pseudoteaching
Teaching teachers is essentially meta-teaching (see above) and if you really understand that, it is possible to do a good job of it. Sadly, some don’t. These are the ones who do a great job of looking like they’re teaching when really all they’re doing is acting the part.

Be the first to like.

Where is the Value-Added in the Flipped Classroom?

Approximate Reading Time: 3 minutes

I’ve been pondering the concept of the “flipped classroom” for some time now. This article speaks to a lot of the things I’ve been thinking.

Historian Rachel Hope Cleaves recently identified a recurring meme in the history of food advertising: pigs slaughtering themselves. She first tweeted an image of pig leaping into a meat grinder. Others followed with different examples of suicide, some not requiring machines. Over and again, our porcine friends happily sacrifice themselves for our gustatory delectation. The irony of these pictures, if you know anything about pigs, is that they are among the smartest animals in the animal kingdom, and therefore unlikely to carve themselves up to be served on a platter. Yet there they are, happily chopping away.

Source: The ‘flipped classroom’ is professional suicide

As a part-time instructor, I am acutely aware of the tenuous nature of my employment. As a veteran teacher and instructional designer, I am always wary of educational fads. For some reason education seems to be particularly susceptible to fads. Now, most teachers are genuinely interested in doing right by their students, so their zeal for each “new” elixir  should give us pause.

There seems to be a tendency for educational ‘leaders’ (and I use the term cautiously here) to acquire a cult of personality, so that the mere fact that these people have said something gives it a legitimacy it may not deserve. I have come across more than a few education professors who position themselves as sages when many of them really don’t have much real experience at all.  Let me explain:

A great many of the educator-academics I have met have degrees ONLY in education. Sure, they may have taught in a ‘real’ school for a little while (often not long though), but I can tell you from personal experience that one or two, or maybe even five years of actually doing it will not give you the experience you need to really understand how hard it can be to teach something. The perspective I gained after teaching CS for 25 years is light-years away from what I knew after I’d been teaching for 5 years.

Teaching about teaching is a whole different game. It’s meta-teaching. I have to hand it to them though; they’re good at that. They often fool countless students into believing they know what they are talking about (some call it pseudoteaching). You know what though? They really don’t. They actually don’t know what they’re taking about – mostly, they’re just good salespeople. Sure, they may understand it, academically – in other words, they understand it like I can understand what it’s like to be a brain surgeon by reading about it and watching movies about it. Truth is, until I’ve had my hand (or whatever) inside somebody’s head, I can’t understand. Not really.

Until you’ve actually had to teach something, You don’t really understand what’s tricky about it. Talk to any ‘pure educator’ about teaching recursion. Mostly, they have no clue.

I think all academic educators ought to know something besides education. They should not only know how to teach,  they should know how to teach SOMETHING – and they should have had to do it. If nothing else, it might give them an appreciation for the difficulties specific to teaching some thing, as opposed to teaching in the general sense.

Back to this “flipped classroom” fad. While I will grant there may be some value in off-loading some of the more straight-forward stuff to videos for students to watch outside of class time (like assigning reading), there are many problems with this approach – not the least of which is that we don’t have any actual evidence (other than a few small studies) that it solves any problems. The “flipped classroom” became a fad when Salman Khan started to push it. He had some good ideas to be sure, but he is not the saviour that many in education claim he is. People demand “proof” that games work as educational technologies, but when some education celebrity says something is cool, teachers and academics fall all over themselves to subscribe to buy their Product, in much the same way people flock to celebrities who claim to have health and fitness solutions.

Professional suicide aside, sending your students home to watch or listen to lectures so you can spend time in class working with individual students may help some students, but I can tell you from first-hand experience, it disadvantages others. So really, all you’ve done is switch one group of disengaged learners for a different one. If you are one of those teachers who likes to be a follower of celebrity, then I guess it will make you feel like you’re part of some “IN” crowd. If that’s how you make your pedagogical decisions, then maybe you should re-think your profession, because this makes you part of the ongoing problem rather than the solution.

Be the first to like.

Gamification 101[16]: End of Week Two

Approximate Reading Time: < 1 minute

This is Part 16 in my continuing saga of my current iteration of a gamified course.

SO at the end of week two I have a greater % of students with “points on the board” than I ever have. This is encouraging. I still don’t know if it is because I have a better batch of students or if it’s because I’m doing a better job – I suspect there’s a bit of both.

I think I’m learning how to introduce the things they need to know.

Right now the average score is 47 and the high score is 107. 42/48 students have submitted work for assessment, and I’ve marked 146 items. I have calculated a submission rate that is steady based on a simple formula (based on what week it is and how many points they need for an A) and no-one has met it yet, but it’s very early in the course and I expect things to pick up in the next few weeks – especially as students start to submit some of achievement quests.

It’s worth asking…. how many students have had 2 rounds of marking in their other courses? How many have already received feedback? This is a big deal. I think it’s worthwhile to start giving students feedback early and often.

What do you think?


gamificationIf you are interested in following my course journal, watch for the “Gamification 101” heading.

Also, for more information on gamification, check out my website here.

Be the first to like.

Worth Sharing: Rex Murphy: Institutes of lower education | National Post

Approximate Reading Time: < 1 minute

Some universities — and, in particularly, some humanities departments — have, over the last few decades, wandered far from the primary purpose of what these institutions were designed for: to teach what is worth knowing; to train the intellect; to acquaint students with, and help them appreciate, the glories of the human mind and its finest achievements.Concomitantly, they have descended into pseudo-studies, become infatuated with low pop culture, become obsessed with faddish social justice issues, turned hypervigilant on their students’ “comfort levels” and are pruriently concerned with sexism narratives, cause politics and “identity” zealotry. They bear almost no resemblance to the institutions of higher learning — higher in its full applications — that they, at least ideally, have always aspired to be.Junk in, junk out, is a variation on the computer axiom. Any institution that puts Madonna and hegemony in the same sentence, never mind in the title of a thesis, has cut the cords on the balloon and is floating off on some vague, directionless journey to nowhere in particular.

Source: Rex Murphy: Institutes of lower education | National Post

Be the first to like.

Gamification 101[15]: Efficient Marking that Doesn’t Short-Change Your Students

Approximate Reading Time: 3 minutes

This is Part 15 in my continuing saga of my current iteration of a gamified course.

Given that this design allows for students to submit up to 60 different items for assessment (some of which have multiple parts) as well as allowing for re-submission, AND given the importance of fast turn around in marking, it is crucial that there be an efficient way of marking that still provides students with meaningful feedback.

Let’s look at these things separately. Although they are related, I think it’s important to consider efficiency and the quality of the feedback separately to make sure both are adequately addressed. Although many instructors will claim that they mark everything in detail, most don’t. As we become more experienced, we also become better at scanning through assignments to find the key things we are looking for. It’s those key things that should end up in the assessment guide.

Meaningful feedback:

  1. Most of the standard and mini-quests do not require detailed feedback. Some can be pass-fail. If they are ‘good enough’ then most of the time no comments are required. It’s really only when there is a problem that I need to comment. There’s a space in the quest log for comments. The requirements are laid out carefully in the quest descriptions.
  2. The Achievement Quests are like regular assignments and they are given a more detailed treatment. I’ve seen many assessments that allot 2 marks for this, 4 marks for that, and so on adding up to 100 marks, but this sort of thing doesn’t really help the students. It forces a kind of cookie-cutter solution that does not allow for any kind of creativity. Instead, I use a more general description that highlights the key things I’m looking for. Each is graded on a sliding scale from really good (full points) to missing (0). Again, there’s a space for comments.snap01618
  3. I even have one that is an iterative assignment.snap02071

Efficient marking:

  1. Some items are effectively pass-fail, allowing me to assess them very quickly.
  2. The quizzes are automatically graded, so all I need to do is record the grade in the scorecard.
  3. Achievement and Epic Quests are set up so that each line item is worth either 5 or 10 XP, and these are explained in the scorecard.snap01621
  4. All scoring is done in spreadsheets that have formulas set up to total the scores automatically so that all I have to do is type in the score for the line item and everything else is done – including the front sheet display that shows the current level (colour-coded) and letter grade.example front sheet
  5. No student submits all the things they can submit, so even though there are 60 different items,

 

Marking still takes several hours per week, but with this set-up, I can spend more of my time actually marking things, and less time clicking buttons and loading pages. Some items only take a few seconds to assess, and a few more seconds to comment on, and because everything is accessible quickly, I can do some marking any time I have 10 or 15 minutes to spare. Rather than having to sit down every week or two and grade a whole bunch of stuff, students are submitting things on an ongoing basis so I have a smallish number of things to mark every few days. Nothing builds up. On average, students submit about 35 items per semester, which means I have about 100 things to mark per week, but, most only take a few seconds.

 

On the whole students like having more smaller items to submit as opposed to a few larger ones. They get ongoing feedback and can see themselves making steady progress.


gamificationIf you are interested in following my course journal, watch for the “Gamification 101” heading.

Also, for more information on gamification, check out my website here.

Be the first to like.

Games vs Game-based Learning vs Gamification : New Infographic, but still wrong.

Approximate Reading Time: < 1 minute

This same group (Upside Learning) posted a very similar infographic back in June. Although a few things have been changed, the table they present to show the differences is identical to the one they published in June. Sadly, it may be simplified, but it’s still as wrong now as it was then. (If you want to see a description that is closer to being right, see mine at the bottom of this post.)

Games vs Game-based Learning vs Gamification, an infographic, is a simplified explanation to how these similar sounding terms differ.

Source: Games vs Game-based Learning vs Gamification | Infographic

Here again, is my version (Note: This image is not to be posted anywhere or re-used without my written permission):

game-gbl-gamification

NOTE: If You want an updated version of this table, see my post from February 3, 2018:

What’s the difference between serious games, educational games, and game-based learning?

1 person likes this post.

Gamification 101[14]: 5 Ways to Make Marking Easier…

Approximate Reading Time: 5 minutes

This is Part 14 in my continuing saga of my current iteration of a gamified course.

comp 1103 2014 quest logA key aspect of my gamified course design is that there be fast turn-around of assessment. It is not uncommon in more traditional courses for instructors to take one to two weeks to return assignments that have been submitted, sometimes even longer. This just doesn’t work in a gamified design. A typical university course is just 13-16 weeks long. Fast turn-around of marking is crucial for facilitating student choice. When students get assessments back fast:

  • They get the feedback they need to know what they should be focusing on in the course (while there’s still time to do something about it).
  • They have opportunities to fix what they did (and learn from their mistakes) and re-submit their work.
  • When they see their score increasing, even by small amounts, it encourages them to complete and submit more work.
  • Being able to see their score increasing steadily provides tangible evidence of their progress and underscores the idea that their progress through the course is under their control.

How fast is fast turn-around? Students should not have to wait more than 3 or 4 days to get their assignments marked.

How do we make that work (without having to spend ridiculous amounts of time marking)?

XSCP 10042 CM 2For the truly busy (or just impatient) here’s the list:

  1. Anytime Anywhere Access
  2. A Single Space for all Student Assets
  3. A Consistent Submission Mechanism for all Work
  4. A Straight-forward and Consistent Marking Scheme for all Submissions
  5. A Single Click, At-A-Glance View of What Needs Marking

You might not think about this but having to click through 4 or more webpages in order to get at the item you want to mark creates considerable overhead and can more than double the amount of time it takes to mark something. The longer it takes to mark something, the less likely it is that it will be marked fast. Add to that the need to open multiple applications in order to mark a single item and we quickly realize that we are actually spending the majority of our “marking” time simply trying to get AT the thing we want to mark. Here are some ways to deal with this.

  1. Anytime Anywhere Access: First, we need a mechanism that allows both the instructors and the students to access their marks any time they want. These days that means access via a web browser. Now, course management systems already have grading applications, but they are all designed along traditional assessment lines. The next post in this series will go into more detail about this. I’ve already posted an explanation of the spreadsheets I am using currently. As a reminder – there are two spreadsheets that get created and shared between me and the student: the quest log where the students log all of their submissions, and the scorecard which is where the detailed breakdown of their assessments – including comments – is stored. The students only have read access to the scorecard, but have write access to the quest log.
  2. A Single Space for all Student Assets: Most CMS connect the files that students submit as part of their assignments to the assignment that is being submitted. This means that if I want to mark several different assignments for a single student, I have to open several different web pages and possibly several different applications. Again, this can add considerable overhead to my marking time. I provide my students with a folder (shared with just the one student and me) where they can copy any files that are associated with their quests. All they need to do is get the URL of the file (or folder if the quest includes more than one file) and paste it into their quest log. Because this is a Google drive, I can easily look at previews of anything they put in their folder. Often, that is all I need.
  3. A Consistent Submission Mechanism for all Work: This approach allows for a wide variety of items that can be submitted without having to treat each one differently. Almost everything they submit can be accessed by following a URL on the web. My course has students submitting work in a lot of different ways, such as:
    • Discussions (and responses)
    • Images
    • Documents
    • Spreadsheets
    • Presentations
    • Surveys

    and more. Here’s another place where Google shines. Using Google docs for as much as possible makes things more efficient because the various applications are so well integrated it is possible to set up submissions so that everything my students submit has a URL that can be copied into their quest logs. Each post on google groups has a URL so they can submit those in the same way.

  4. A Straight-forward and Consistent Marking Scheme for all Submissions: this helps both us and the students. While I really like the idea of using rubrics, most instructors actually get them wrong most of the time. It turns out that many students don’t like rubrics either. Rubrics can stifle creativity by standardizing the responses too much. I have tried to address that by instead creating a variation that lists a number of criteria I think are important and then associating a Likert-style scale with each line item rather than trying to describe what exemplary, average, etc. looks like. Every single line item in every single quest assessment is worth either 5 or 10 points. I’ll get into more detail on this in my next post.
  5. A Single Click, At-A-Glance View of What Needs Marking: In my gamified design students can be submitting a variety of different quests (assignments) all at the same time. In any given marking session, I could be marking a dozen or more different quests.

In Blackboard, for example, these are the steps I need to go through to do a round of marking:

  1. Log into Blackboard
  2. Find the class I need to mark and open it.
  3. Click on Grade Center
  4. Click on Needs Grading – this provides me with a list of all of the items that need grading. There is no easy mechanism for re-assessment of things already submitted.
  5. If my class is large then the list may span several pages so there will be extra clicking and loading here.
  6. Click on the item that needs grading.
  7. If there are any files associated with this item then I need to:
  8. Download the file to my computer (this involves several steps – and clicks).
  9. Open the file – which will likely involve launching a different application.
  10. Grade the item & record the grade
  11. Find my way back to the list of things that need grading (could be several clicks).
  12. Repeat steps 5 thru 12 for every item to be marked.

Contrast this with what I do using Google:

  1. Open the folder that contains all of my student quest logs. I have a bookmark for it so can access it directly. Since I use Chrome as my browser, and I log into that browser (so that I have my own customized set of plugin’s and bookmarks), I will almost certainly have already logged in. Since each quest log is a separate file the folder listing shows me which files have been modified by students since my last round of marking. Those are the ones I need to mark.
  2. Open the Quest Log of a student who has edited it since the last marking round.
  3. Check to see if a new item has been submitted (or resubmitted). If so, open the student’s Score Card (there’s a link right in their quest log).
  4. Click on the first item to be marked. If the student submitted it correctly, the item to be marked will open in a new tab.
    NOTE: I now have all three things open in different tabs. Switching between them takes very little time because they are all loaded in the browser. Blackboard makes this very difficult.
  5. Grade the item, record the comments & grade in the Score Card, record the total score and date in the Quest Log
  6. Repeat Steps 4 & 5 for each item the student has submitted.
  7. Repeat steps 2 thru 6 for each student.

There is rarely any downloading, and almost everything I do can be done in the browser – meaning I never have to worry about which computer I’m on. I can even do this from most mobile devices. Because it is so easy I can get a few students’ submissions marked even if all I have is 5 or 10 minutes.

I have also set up a “master” grade book that automatically collects the scores of all my students so I can see how the whole class is doing any time I want.

 

Easy-peasy.

At least as easy-peasy as marking dozens of items from dozens of students can get.


gamificationIf you are interested in following my course journal, watch for the “Gamification 101” heading.

Also, for more information on gamification, check out my website here.

Be the first to like.

Worth Sharing: A List of Institutions with Graduate Level Games Research Positions

Approximate Reading Time: < 1 minute

???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????

Home page of the Digital Gaming Research Assocation (DiGRA) Student Representatives

Source: Games Research Positions – digrastudents.org

1 person likes this post.