Monday, November 22, 2010

Hield Yield Strategy Tip #1


Nonlinguistic Representations
According to Robert Marzano, knowledge is stored in the brain in two forms--a linguistic form and an imagery form. The imagery form of knowledge is referred to as nonlinguistic representation. The more that we use both forms, the better we are able to think about and recall information. A picture may indeed be worth a thousand words!

Whenever possible, have students create graphic organizers to generate nonlinguistic representations of knowledge.

It's always better if the kids create them themselves. To help give them some ideas and practice, use the links below for some sample graphic organizers that you might consider using in your classrooms.

Over 30 graphic organizers in English & Spanish:
http://www.region15.org/curriculum/graphicorg.html

Eight pages of various graphic organizers from Fishbones to Flowers:
http://www.freeology.com/graphicorgs/index.php

20 story and character graphic organizers:
http://www.educationoasis.com/curriculum/GO/character_story.htm

Huge collection of character graphic organizers
http://www.region15.org/curriculum/CHARACTERIZATION-Portrait.pdf

Monday, November 15, 2010

Outstanding Picture Books to Teach Reading and Writing Strategies

In an effort to encourage more authentic reading in the classroom, I am offering up suggestions for the use of picture books for reading and writing instruction. Don’t think that a picture book written at a 3rd grade level can’t be taught in a 5th grade classroom. Using this material to introduce and/or reteach objectives gives students support, and I believe, some good, basic background knowledge for implementing reading strategies that they can draw upon when they are working with more difficult texts. These books offer a friendly chance for the students to “get their minds around” a difficult strategy like drawing conclusions or cause/effect.

My first recommendation is a fun book by Doreen Cronin and Harry Bliss. It is their 3rd in a series of “diary” books entitled Diary of a Fly. The story and diary centers on a lively little fly. Fly is an insect with a lot to learn. Flies must fly, so Fly's school teaches her how to... fly! Between school time and help from her friends, Worm and Spider, Fly learns all about her strengths, and how she fits into her world.

Even if you're bugged by flies, they have a place. This cute storybook teaches children ways that flies are remarkable and unique, but without a preachy, textbook-style tone. In her diary, Fly shares what she's learned in the form of silly happenings.

It’s a great book for introducing sequence, character traits, point-of-view, cause and effect, drawing conclusions, character changes and motivations. Additionally, it will serve as an excellent opportunity for science integration. I can see students writing papers like: the Diary of a Glacier, the Diary of a Volcano, or the Diary of a Water Drop. Thanks Myra for turning me on to this book!

Sunday, August 8, 2010

Check out this bizarre yet irresistible Captain Underpants related video!

As promised, more videos on this site! Dav Pilkey on the kazoo!
Apparently Captain Underpants has a following in Japan. You can read the lyrics
here.



Thursday, July 29, 2010

A Big Day!

Today was a big day for me! I had an opportunity to see author and writing guru Barry Lane present at the DFW Literacy Conference. When I got home this evening, I learned how to embed videos into this blog. So it seems only logical that I should embed a video of Barry Lane in today's posting! It is a hilarious parody of Folson Prison Blues that's called Gradebook Prison Blues. It's my first embedded video so if you would, let me know if you have any problems viewing it! If it works correctly, look for more videos on my blog.

Sunday, June 27, 2010

Quotation to Live By


“The longer I live, the more I realize the impact of attitude on life.

Attitude, to me, is more important than facts. It is more important than the past, than education, than money, than circumstances, than failures, than successes, than what other people think or say or do. It is more important than appearance, giftedness or skill. It will make or break a company... a church... a home.

The remarkable thing is we have a choice every day regarding the attitude we will embrace for that day. We cannot change our past... we cannot change the fact that people will act in a certain way. We cannot change the inevitable. The only thing we can do is play on the one string we have, and that is our attitude... I am convinced that life is 10% what happens to me and 90% how I react to it.

And so it is with you... we are in charge of our attitudes.”

Charles Swindoll

Friday, March 5, 2010

High Yield Strategy Tip #2


Reinforcing Effort & Providing Recognition
Kids don’t necessarily come to your classroom understanding a simple concept that most adults accept as fact; the concept that effort contributes to success. According to Robert Marzano, not all students realize the relationship between effort and achievement. He adds that students’ attitudes toward effort can be changed through teacher instruction.

Whenever possible, talk with your students about the benefits of effort, or “trying hard.” Make visible to them the connection between effort and reward. Seek out and share examples of people whose effort lead to some great outcome.
You can search for books in your school library by using the subject search using the word “perseverance.” Also, here’s a list of books found in several libraries in our district that reinforce the importance of effort:

Luke Goes to Bat by Rachel Isadora
Run for It by Robert Hirschfeld
In the Small, Small Night by Jane Kurtz
D.W. Flips! by Marc Brown
Being Teddy Roosevelt by Claudia Mills
Bartlett and the Forest of Plenty by Odo Hirsch
Clorinda Takes Flight by Robert Kinerk

Monday, March 1, 2010

Vygotsky & Video Games


Video game developers are masters of teaching, coaching and learning. We as educators know well that young people are not always eager to do difficult things. When adults are faced with the challenge of getting them to do so, two choices are often available. We can force them, or we can dumb down the product, two options that are exercised too often in education today. Neither option is open to the video game industry. They can’t force people to play and most avid gamers don’t want their games short or easy.

For people interested in learning, this raises an interesting question. How do good game designers manage to get new players to learn their long, complex, and difficult games and not only
learn them but pay to do so? It not enough to say games are ‘motivating’. It seems that there is something about how games are designed to encourage learning that makes them so motivating. The answer, according to researchers Bereiter and Scarmolia, is this: the designers of many good games have hit on excellent methods of getting people to learn and to enjoy learning. They have had to, since games that are difficult to learn don’t get played and the companies that make them lose money.

Those above mentioned researchers have found that that there are at least four features of video games that educators would be wise to incorporate into their curricula:

Video games empower their learners

Good learning requires that learners feel like active producers not just passive consumers. In a video game, players make things happen. They don’t just consume what the game designer has placed before them. Video games are interactive. The player does something and the game does something back that encourages the player to act again. In good games, players feel that their actions and decisions – and not just the designers’ actions and decisions – are co-creating the world they are in and the experiences they are having. What the player does matters and each player, based on his or her own decisions and actions, travels different path through the game world.

This empowerment promotes ownership, buy-in, and engaged participation. It is a key part of motivation. The curriculum should be shaped by the learner’s actions and reflect on the learner in meaningful ways.

Video games offer customized content

Different styles of learning work better for different people. People cannot be agents of their own learning if they cannot make decisions about how their learning will work. At the same time, they should be able (and encouraged) to try new styles. Good games achieve this goal in one (or both) of two ways. In some games, players are able to customize the game play to fit their learning and playing styles. In others, the game is designed to allow different styles of learning and playing to work. Classrooms adopting this principle would allow students to discover their favored learning styles and to try new ones without fear. In the act of customizing their own learning, students would learn a good deal about how and why they learn.

Good video games are ‘pleasantly frustrating’

Learning works best when new challenges are pleasantly frustrating in the sense of being felt by learners to be at the outer edge of, but within, what Vygotsky calls their ‘zone of proximal development . That is, these challenges feel hard, but ‘doable’. Furthermore, learners feel – and get evidence – that their effort is paying off in the sense that they can see, even when they fail, how and if they are making progress .

Good games adjust challenges and give feedback in such a way that different players feel the game is challenging but doable and that their effort is paying off. Players get feedback that indicates whether they are on the right road for success later on and at the end of the game. When players fail to complete a level, perhaps multiple times, they get feedback about the sort of progress they are making so that at least they know if and how they are moving in the right direction towards success.

School is often too easy for some kids and too hard for others even when they are in the same classroom. Motivation for humans lies in challenges that feel challenging, but doable and in gaining continual feedback that lets them know what progress they are making. Learners should be able to adjust the difficulty level while being encouraged to stay at the outer edge of their ZPD, but still within their level of competence. They should gain insight into where this level is and how it is changing over time. Good games don’t come in grade levels that players must be ‘at’. They realize that it doesn’t matter when the player finishes or how he or she did in comparison to others – all that matters is that the player learns to play the game and comes to master it. Players who take longer and struggle longer at the beginning are sometimes the ones who, in the end, master the game most easily.

Videos games expose their players to ‘cycles of expertise’

In their work, Surpassing Ourselves: an inquiry into the nature and implications of expertise, Bereiter and Scardemolia tell us that whether it be learning a second language, playing tennis, or learning to read, expertise is formed in an area by repeated cycles of learners practicing skills until they are nearly automatic, then having those skills fail in ways that cause the learners to have to think again and learn anew. Then they practice this new skill set to an automatic level of mastery only to see it eventually be challenged again. In fact, this is the whole point of levels and bosses. Each level exposes the players to new challenges and allows them to get good at solving them. They are then confronted with a newer level that makes them use these skills together with new ones they have to learn, and integrate with the old ones, to beat the boss. Then they move on to a new level and the process starts again.

When we think of games, we think of fun. When we think of learning we think of work. Games show us this is wrong. They trigger deep learning that is itself part of the fun. It is what makes good games deep. There are no ‘special’ learners when it comes to video games. Even an old guy like me can wander the plains of Morrowind long enough to pick up the ropes and master the game. The world doesn’t go away, I can enter any time, it gives me constant feedback, but never a final judgment that I am a failure, and the final exam – the final level – is willing to wait until I am good enough to beat it and master the game.



Tuesday, January 26, 2010

What Do Captain Underpants and Huckleberry Finn Have in Common?


One fellow is a chubby superhero that flies around in his red cape and white underwear and the other is a rebellious lad from the 19th century who embarks on a great American adventure. They are both controversial characters, even banned.

I must admit that I was a bit surprised when I read TexMex’s comment on my previous post, Teachable Moment or Missed Opportunity: The Return of Huck Finn and found that Captain Underpants also has a history as a banned piece of literature. Looking at it from a different perspective, I can recognize the subversive elements found in Capt. Underpants. I see that some of the exploits of the characters in Captain Underpants might encourage some of our mischievous-minded little friends to engage in similar deeds. One example, George and Harold changed the bathroom sign in their school, which read: PLEASE WASH YOU HANDS AFTER USING THE TOILET. After the two unripe protagonists altered the sign it read: PLEASE WASH YOUR HANDS IN THE TOILET. I’m revealing both my position on the matter and my inner 8 year old when I state, that’s funny!

Judy Blume (frequently challenged for her kid's books) addresses the subject of censorship more effectively than I can on her personal website.

You can read more about the controversy from the CNN archives.

Also, pay a visit Dav Pilkey's fabulously fun website