Worked w/Dianne ? to integrate Zooey’s Room (http://www.zoeysroom.com/) into classroom (particularly Fail & Fail Often module from Learning Library) at Esperanza Academy-all girls middle school in Lawrence MA. Zooey’s Room is STEM & media class in school
ZR is online comm and offline after school program; girls learned better in group collab environment so ed site
Begun by the two founders but comm run by student now (anon). 4 classes of 7th & 8th graders; 55 min each Mon (short! hard to geek out in 50 min). Time is biggest factor.
NML came in at end of project to encourage them to continue STEM curriculum building.
Teacher: Dianne felt nervous about using nmls and practiced on her own
Used fail & Fail Often module to investigate “Velocity, displacement, acceleration, distance” F&FO designed around nml Play (experiment w/world to problem-solve). gives them 2 games: Balloons and Gravity. Both games used these principles
Obj: Understandng how models can help understand world and how can games can help understand wrld. Instead of putting girls in front of computer, did transmedia storytelling (carried narrative through lesson). Started w/experimental-three a ball at them as they entered room. Then introduced 2nd bal. What is ball doing? how is ball moving? (physics in their own language)
Next activity: put your hands in the middle but you have to entangle (collective intelligence) (maybe wouldn’t have done two back to back in next iteration).
Scaffolded Dianne into understanding nml-after ZR sowed her, Dianne tried on her own (used simulation model)
Getting them to find it on your own-if posted on walls they gave back the same answer. But get them to associate w/their own lives. Sims game!
Advice: don’t rush it. 12 nmls-won’t know them all at once (you or students). integrate one at a time and make connections and revisit once you learn other ones (can see integration).
2 media maker and 1 Vinay created for STEM in Learning Library (Getting Fizzy With It)
Find a media element or challenge that inspires
Figure out what you earning objective is and how will you tell a story
Consider other elements beside tech
make a space that students can use their experience
Engagement-they did their homework afterward. Access issues-don’t have computers at home and couldn’t use them at school until they got a waiver. Game was fun & intuitive and they continued ot use it after
The Learning Library: Getting Fizzy With It
Needed a framework for Dianne b/c she had enought o do. ZR already had a framework: Tec-Trak model
Moving Getting Fizzy With It into Zooey’s Room
Story to set the stage (intro terminology)
Activity-online and offline (bringing in other games that they play and then they get points to enter into ZR system)
Problem w/ZR Tec-Trek framework: too linear; no user feedback; more points driven; no place for girls to give feedback to one another
LL: gave place to put open-ended question (less test-like); translate written story to video (used extranormal and provided transcript; also showed diet coke and mentos experiment -EEpy YouTube video; PDF of bubble formation and get them to create an experiment that other people can do); could do several online activities. Embedded questions throughout not just beginning pre-assessment and final embedded question to do overall reflection.
Part of community, remixing, learning. Didn’t need points and prizes. got a big thrill out of bing eduators, mentors. How can I create and mentor?
To move from informal to informal-had to put content areas and skill levels
They had the girls find games that could be used for physics teaching (portal, launchball, etc). A lot of these don’t have lesson plans around them. Try storyboarding them. Integration of media literacy within curriculum
Assessment-“action research for kids”
Drag and drop challenge builder. Challenges combine different types of media into a single lesson (module, etc)
ASCD.org “whole child education” healthy, safe supportive ways of engaging and challenging kids; problem-based and project-based learning. First time he’s seen challenge-based learning
Engaging students in the process-released this first to 7th graders and got lots of feedback and material.