Saturday, May 2, 2015

Metaphors We Teach By, Part One: Cultivating Student Empowerment - The Rhetoric of Debt vs. the Rhetoric of Emancipation

I’ve been wanting to do a series of posts on some of the books I’ve read recently that have had great influence on how I think as an educator – most of them being related to pedagogy in some way or another. The least obvious of the bunch (in this regard) is the highly original study, Debt: The First 5,000 Years, by activist and anthropologist, David Graeber.

I wanted to reflect on a specific chapter from Graeber’s study: “The Moral Grounds of Economic Relations” – focusing more specifically on a certain passage which begins with a question:

What, then, is debt?
               Debt is a very specific thing, and it arises from very specific situations. It first requires a relationship between two people who do not consider each other fundamentally different sorts of beings, who are at least potential equals, who are equals in those ways that are really important, and who are not currently in a state of equality – but for whom there is some way to set matters straight. (120)

Debt only makes sense if two people are equals - you and the person to whom you are indebted are of equal status for such exchange to make sense, but what happens to this relationship of equality when the debt becomes unpayable? Graeber writes, “During the time that the debt remains unpaid, the logic of hierarchy takes hold. There is no reciprocity” (121). Debt has a powerful impact upon how we view relationships of power between people and it even impacts (whether we are aware of it or not) our moral assessment of each other’s position in the dynamic of power relations: “This is what makes situations of effectively unpayable debt so difficult and so painful. Since creditor and debtor are ultimately equals, if the debtor cannot do what it takes to restore herself to equality, there is obviously something wrong with her; it must be her fault” (121).  Debt complicates the relationships between equals, warping reciprocity in terms of power and moral recognition. Graeber even traces the etymology of the word “debt” to terms like “fault,” “sin,” and “guilt,” but he also points out a consideration that rarely gets brought up: the moral responsibility of the keeper of debts.  If a debt – practically speaking – becomes unpayable then by definition what bonds the relationship between the two “unequal equals” is not debt at all. Instead, the debtor is in a relationship of hierarchy where she pays “tribute” (not an installment) to “a lord” (as opposed to a lender). Equality disappears and moral scrutiny is directed towards the debtor alone.

Debt can destroy communities of equals, especially when the function of debt is extended to all human interactions (and especially when it becomes unpayable). “All human interactions are not forms of exchange,” Graeber writes. “Only some are. Exchange encourages a particular way of conceiving human relations” (122).  What happens when we employ the logic of exchange and the language of debt to spheres of human interaction that cannot be reduced to the metaphor of market exchange? Education, for instance, is a form of human interaction, and that got me thinking: we as teachers often use metaphors and practice language games which derive their rhetorical force from the moral implications of our society’s view of debt. “Freddy, you owe me a paper on last week’s reading assignment.” When we use these metaphors and language games of debt & obligation, especially when Freddy gets overwhelmingly behind, what does it do to a student’s self-perception and sense of worth?

I want my classroom to be a social space of equals interacting with each other freely, creatively, and joyfully. All students and teachers are equals, but defining student/teacher exchanges in terms of indebtedness disrupts this harmony. I think of Jacques Ranciere’s courageous claim: All men have equal intelligence. Ranciere, who I will write more on later, claims that by getting students to recognize their equal capacity to learn anything, the teacher emancipates the student to motivate her own learning process.  I want my classroom to be a place where equals learn and discover together, but too often I rely on the rhetoric of indebtedness to get compliance when I should use a rhetoric of emancipation to ignite motivation. I think such reflections are important to revisit as we near the end of the school year and strive to keep students motivated so they finish the year strong.

I end with a question: what kind of language should we employ to encourage the student who falls behind? How can we use words other than owing work for credit, for instance? How can we keep student empowerment at the center of our concerns even when conversations must be difficult?


Tuesday, April 21, 2015

More on Reading & Thinking for Each Other: Why Students Need to Create, Curate, & Own their Knowledge & Learning

I've written before on the power of Google Docs for facilitating communal & collaborative learning both in and outside the classroom. Most recently, I shared how Google Docs helped me redefine the exam experience as well as the dynamics of classroom discussion for my students.

Last month, I wrote about both the successes and flat spots of gamifying an accelerated high school literature course, and student surveys were loud and clear: all participants appreciated (more than anything else) having more independence and ownership in their journey towards discovery. It was a very student-directed project, and they were free to choose from a variety of different assignments (which appealed to a wide array of learning styles). Failure in this context just meant try again, and students were in complete control of their unique learning path. For these reasons, most learners loved it, but, as stated before, there were flat spots. In the surveys, many learners expressed a lack of confidence regarding their mastery of style analysis: this was a "hard skill" that was not adequately addressed or practiced.

Students working collaboratively on their google doc
Fast forward to the current text we're studying. I knew I wasn't going to gamify the next unit (but I would use that method again in the future, without a doubt), but I wanted to keep the student-directedness as a priority in terms of how I designed the learning experience. I wanted the learners to have ownership. I realized, however, that certain learning objectives had not been targeted adequately in the last unit (thinking of style analysis here...), so I felt the need to be more involved in the navigation of their learning paths as well. The students were assigned to read Charles Dickens's Hard Times, a starkly realist novel (yet full of cartoonish satire and humor) about the hardships of living through the industrial revolution as a working or middle class Coketowner (fictional British industrial district) before the era of meaningful reform. Like many Dickensian narratives, the book was divided into three parts, which triggered for me an idea on how to marry student-directedness with proper teacher-guidance.

Discussions were need-to-know and focused
I set up four Google Docs: one on Historical Contexts & Setting/Place, one on Character Development, one on Theme Analysis, and one on Style Analysis. I divided the class into four learning groups (call 'em Group One, Group Two, and so on...). Group One was assigned Historical Contexts & Setting, Group Two got Character Development, and you can guess the rest. Each group had access to a unique Google Doc for their category of investigation, and although I gave them some pointers (like recommending certain passages for Style Analysis or suggesting certain topics for historical research for Context/Setting), it was ultimately up to the students to collect and curate the knowledge for each category of learning. Each week, every group had to present highlights on their "findings and reflections" to the rest of class, and at the end of each part or section of the novel (remember, the novel was broken into 3 parts) the groups switched to one of the other categories (Historical Context/Setting; Character Development; Theme Analysis; Style Analysis). There were three sections to the overall novel and four learning categories, so I still had a problem because students were not going to have the opportunity to explore in depth each of the equally important learning categories. My solution was to have each learning group prepare a 15-20 min. presentation (at the end of the project) which showcased and paraphrased the findings found on the google doc related to the one category that the given group in question never had the chance to explore. In other words, if Group One did Historical Contexts for section one, proceeded to report on Style Analysis for the 2nd section, and finished by studying Character Development for the novel's final section, that group's culminating project was to present on Theme Analysis (the category they never researched) based on the information provided and curated by the groups that had a chance to contribute to the Theme google doc.

Screen shot of student-created google doc on Context/Setting. A work in progress...
The gains of this project:
-Class discussions were need-to-know and therefore authentic. Students always had a very focused frame of mind when having conversations, and not only did they direct their concerns of inquiry toward me, more importantly they framed questions for each other! What can the Historical Context/Setting group provide to help our task to analyze this character? How can the Theme Analysis group help us articulate the purpose of this passage as we perform a close reading of literary style?
-Students created and curated the knowledge, and my job, therefore, was more about design and (occasionally) interventionary guidance. I did outline the topography of the learning landscape by directing inquiry towards four main topics, but students had a lot of room to explore and create for themselves and for each other (and at times it was messy!). Students really owned the learning process.
-Students had to work together, which reinforced work on certain soft skills such as the ability to communicate, collaborate, and negotiate with each other. Not all moments were harmonious, but I think such uncomfortable experiences are just as important for purposes of developing the whole student.
-Students brought something to the table, and everyone felt like they were an important part of the puzzle. The picture of understanding was only complete once all groups shared their part of the knowledge-creation process; therefore, everyone mattered.
-Students were doing all of this (at least by the end of the project) not for the teacher but for each other.  Purpose, audience, relevance: these were not abstract concepts, they were real elements of the learning environment that we created together as a collaborative community.

Students are (as we speak) working on papers based on their readings of Dickens's novel, and one of the cool developments is how the google docs (that they created as a learning community) are now serving as resources for each student's writing process. They have literally read, thought, and researched for each other and not for me, and it is deeply rewarding to watch.

Thursday, March 26, 2015

A Teacher's Reflection on Student Responses to Gamifying English Class for the First Time

On Feb. 19th, I blogged about gamifying my curriculum for the first time, and I was right in the middle of the unit. Along with Seth Burgess and his classes at Lausanne Collegiate School, we read William Shakespeare's Macbeth and used schoology.com as the interface for receiving various options for assignments to earn "XP points" which opened access to more and more challenging levels. You can read more about the breakdown of the project here and here.

We finished the unit on March 6th right before students left for their spring break holiday, and last week, my students took a very detailed survey which measured their levels of enjoyment, satisfaction, and benefit as a result of this experience. I want to thank Seth Burgess for putting the survey together, and I look forward to sharing our experiences as co-presenters this summer at Lausanne Learning Institute in Memphis, TN.

I feel confident claiming that the experiment was a first time encounter for everyone involved at my school (The Oakridge School). I also think it's important to note that, due to snow days, there ended up being a slight shortage of time. No students, for instance, made it to the final 6th level, BUT plenty of participants earned an A+ with more than enough XP points (mainly due to optional "grind assignments"). Final grade distribution ranged from D to A+ (the Ds & Cs were a minority with most students scoring somewhere from a B+ to an A).

For the survey, students first had to rate their overall evaluation of the gamified curriculum on a scale of 1 to 10 (1 = worst; 5 = neutral; 10 = best), and seventy students were surveyed. Surveys remained anonymous so students felt comfortable giving frank feedback (you can take a look at the entire survey here):


No one gave it a 10, but no one characterized it as the "worst" experience either - and I was pleased to see a high concentration of response around the 7 to 9 range of scores. Most students, I think, would want to do this again, and a large group of them (the 8s & 9s) preferred the game-based approach when compared to how curriculum was designed and delivered in previous units of study. I think the 13 students who rated anywhere from 5 to 3 were most likely the students whose "softer skills" of self-pacing and self-management still need some work. (I can't prove that, however, because surveys were anonymous - but more on the soft skills later...)

If you look at the survey linked above, you'll notice there were MANY categories that students could rate on a 1 to 5 scale, 1 meaning this was one of the "worst" experiences related to the project and 5 meaning that it was one of the "best." For this post, I did a quick data analysis of trends where I saw an overwhelming amount of 5s as well as where I saw an overwhelming amount of 1s. The graphs below represents the categories where there was the most consensus of positive and negative experiences:


Choice, Independence, & Motivation: What strikes me immediately about gamified curricula is that students respond most positively to the following: (1) they appreciated choice (2) they felt more motivated and (3) they liked having independence.  More than 50 times, students expressed their enthusiastic appreciation for having choice to do the assignments that interested them the most, and I think having this kind freedom and independence motivated them to level up and to achieve a sense of accomplishment. Watching students work independently on assignments they chose allowed me as teacher to get to know them better, simply put. It's humbling to admit it, but there were some students in my class that I did not know as well as I should at this point in the year. The gamified approach made this apparent and helped us build better relationships because the learning experience was so individualized, forcing the teacher to meet every student where she's at by addressing her specific learning track and keeping her accountable accordingly.

XP Grading, Mastery, & Accomplishment: Students loved the XP grading approach: more than ever, they felt like the grading process was transparent and fair. "I knew exactly what I needed to do to make an A," one student commented on the survey.  They also said that grading was not some spectre of stress which haunted them as they strived toward mastery; instead, failure only meant that one had to try again.  They really benefited, I think, from the emphasis on mastery because it created an authentic, need-to-know feedback loop that was helpful to the learning process. Many students did express a desire for there to be a public point board if we were to try this approach again. I had shied away from publicly displaying point levels out of concern for embarrassment for those who progressed more slowly. Still divided on that question...

Feedback & Evaluation: Gamification only works if the feedback loop matches the pace of the students' progress, which presents a challenge to an English/Language Arts teacher. I was overwhelmed by the demand for grading student essays and compositions (something that makes me wonder how one would sustain such an approach for an entire year), BUT the survey responses validated my efforts because students told me that they received more useful and more relevant feedback than that which was provided during previous curricular units. That was really satisfying for me (as well as for the students).

Students did give some "negative" feedback in certain, distinct areas, but the trends here were much more minimal:



The Overwhelming Factor: Students were overwhelmed by the experience. I want to acknowledge the tension/connection between being overwhelmed and having choice, freedom, and independence: it felt overwhelming because students had choice and because pacing was up to them. The curriculum measured/assessed their softer skills of self-management just as much as it addressed the traditional, academic skills of any given English class. Students complained about the time factor, and some of this was due to failing to take advantage of the ice days which disrupted the unit. As a result, there was an expressed concern that quantity was taking precedence over quality, which is why it was important for me to remain vigilant about expectations of mastery (which gets back to why I was overwhelmed...).

Frustration & Confusion: Students did express in considerable volume that they felt higher levels of frustration and confusion at times. Again, I think there's some tension between the frustration factor and the demands for students to achieve mastery within a limited time frame (and to do so according to their self-paced initiative). This was a new experience for them, and never before had soft skills been demanded so directly. Understandably, that was overwhelming. In terms of confusion, I do think some of that was me: this was my first attempt to launch a gamified unit in an English class, and I learned a lot about how to articulate expectations and procedures as clearly and effectively as possible, meaning I'd hope there would be less confusion next time due to better execution.

Analyzing Shakespearean Language & Style: When examining the "negative" graph above, I think it's revealing that most things students perceived as negative were factors related to self-management, working with others, or self-pacing (in other words, "soft skills"), but one area of feedback that related to the harder skills of English was language and style analysis. Students overwhelmingly felt confident about their knowledge of content, structure, theme, and character development, but they consistently voiced concern about the need for more teacher guidance when analyzing Shakespeare's language and style. Rhetorical & style analysis of difficult literature unavoidably requires considerable teacher intervention and direction, and my execution of a student-directed, gamified curriculum allowed for less time for such matters. Is this a problem? I don't think so, for the survey provided me with feedback, which makes clear that style analysis (and related skills) needs to be prioritized in our next unit. Now, if I gamified my whole year's curriculum, I would need to rethink this, BUT I want to point out the obvious: gamification may not address all skills but it does target softer ones that students sometimes never have the opportunity to practice getting better at. However, I do also want to stress here that students wanted more teacher guidance and intervention, meaning there needs to be a balance between student & teacher directedness.

Other Observations:

Collaborative Work vs. Solo Work: There were options at various levels to do assignments which required group work as well as ones which remained "solo" in nature. The graphs show something interesting here: there is a clear split between the independent solo worker (and what they love about gamification) and the collaborative group worker (as well as what they love about the experience). I don't think that the divide here is a problem, however; instead, it's proof that students have different learning styles, and the fact that both groups of learners had positive things to say about the unit only demonstrates more clearly the benefits of the gamified approach.

The Soft Skills Gap: As stated above, final project grade distribution ranged from D to A+ (big gap!). I am very convinced that the D students were the ones with the poorest "soft skills" and the As were students with excellent self-management skills. There were some 'A+' students who scored in the B range (demonstrating in my opinion that they were the 'A student' who knows how to function in the traditional schooling system but falls short more readily when self-management is a factor), and there were some 'B students' who scored in the A to A+ range (demonstrating they were students who are motivated when choice, freedom, and pacing were in their hands). Unlike the divide above, this is a gap I'd like to bridge. My worry is this: the gamified unit pointed out for certain students that they have a deficiency when it comes to soft skills, but did those students improve their skills by way of the experience? Not sure yet.

These are my observations now that I've had time to reflect. One might ask: would I do this again? My answer, without hesitation, is an emphatic YES! and the majority of my students would agree. Would I use the gamified approach all year? I don't think so, but with practice, perhaps my attitude would change. Please leave thoughts, questions, observations. This is a conversation that has really just begun for me, so feel free to join!




Friday, February 20, 2015

Soft Skills in Gamification

At this point, all of my colleagues are inexpressibly tired of hearing about my gamification of Macbeth. They are nice about it, nodding and smiling as I talk about “fiero”, self-motivated learning, menu missions, and XP. When I mention leveling up, I often hear from them, “Oh, I heard them talking about levels…is that your class?”

Collaboration with my colleagues is one of the real joys of teaching for me, but it isn’t often that we are able to truly connect with our practices. Perhaps that’s why it’s so special…it happens so rarely. Of course, I have to take into account that it might be the crying wolf affect. I shoehorn my wild ideas into conversations so much they probably have the auto-mute set.
But gamification feels different. There’s a certain on-the-edge sense which is really exciting, but there is also so much promise. What am I excited about? Exactly the same concepts that my Macbeth collaborator Jared Colley mentioned in his post, but lately I’ve been thinking about the soft skills that are developing through this project.

Assessing ability
Through the XP grading system, I’m starting to see how students can be assessed not just on intellectual ability, but also more difficult qualities such as determination, persistence, and creativity. This system avoids soft-grading by teachers, such as giving a kid a B- just because they try so dang hard or slapping an A on a paper by one of your best students simply because you know they can do the work. They are now judged by the work they master, be it an A or an F, and I admit, I have changed some of my previous judgments on students in my class. For example, I have a few students who started the project late and their determination to catch up and do well has been remarkable. As well, I’ve seen straight A students struggle with a system that is not institutional, which I’m hoping will help them develop new skills instead of knowing how to work the system. The kids are realizing this, and it has motivated them to work harder since the assessment is more authentic.

The amount of creative power occurring in the classroom is staggering, from creating costume ideas, set designs, and literary leaps of interpretation. Two students have shown their crafting abilities by using power tools to create prop daggers, one has suggested building a sword with his father, and another is now thinking about how he can make traditional Scottish armor. In a more traditional sense, one student has translated the entire play into modern language (don’t worry, I checked for plagiarism) and now others see that as an easier way to make the A. Seriously, think about it. Students consider translating an entire Shakespeare play a loophole!

Self-management
This is one area that I was worried about before the project started. Would my students be able to manage their time (considering there are no due dates or daily requirements) and finish the necessary work to make an A? As I track their progress, I’m seeing positive results from half the class, with another 40% needing to step it up just a bit. There is a 10% that have fallen very behind, but I’m turning that crisis into an opportunity, as you will see.

Overall, however, I see my students plotting the next couple of weeks, creating their own personal deadlines to achieve results. We have tried so many methods at our school to instill this idea of responsibility, but often to little avail. With the concept of ability assessment above, the students are realizing that this system is a true reflection of their ability to work hard, and in the end, there are no excuses. That is a powerful self-realization for anyone at any age.

Safety nets
But there will always be those students. Unengaged, preoccupied, jaded too early, coddled to much, whatever the reason. It’s the old 80/20 problem (20% of our students causing 80% of our problems). But instead of worrying about how to constantly urge them forward through the gamification, I turned the project into a privilege. I began Macbeth telling them they have a choice, gamification or traditional, and that the traditional would take place with me one-on-one at a different table every day, using the curriculum of quizzes, essays, and tests they are accustomed to. No one chose traditional, but I warned them that those lagging behind would be mandated to that traditional style.

That point has come and now I have 10 students (2 in each class) that meet with me for individual discussion and assignment while the rest of the class works on their Macbeth levels. These are students who have always needed the extra time to sit down and talk out the content, but never had the opportunity because of class demands. But gamification has provided me that time. It has even allowed for special instruction in essay writing for a recent transfer and an EAL student (who is not in traditional and is actually destroying the levels right now). Even more interesting, most of these students are excited because now they have the undivided attention of the teacher in a more personal environment. They may not be gaming, but they are still excited about learning.

Jared and I will be writing more about these great experiences, and at some point, we are going to have to talk about the huge amount of work that goes on behind the scenes. This is the secret that every game designer knows, the more intuitive and playable a game, the more work it took behind the scenes to make it happen.


But for now, we are going to enjoy the process of discovery and refinement and joy. Now that’s a word that is often bandied about and rarely truly seen in a classroom. Sure, you may occasionally see the joy on the face of struggling student who did well on a test, but we are seeing it every day, in every class, by groups of kids who are learning, having fun, and are engaged. My colleagues may be bored with my pedagogy, but they can’t ignore students jumping out of their seats during study hall, fists pumping in the air because they’ve achieved Level 4.