FH Innovates Update: FH Leads

Hello, friends. It’s been a minute! My final masters class has been a slog, but I’m happy to report I’m basically done. We now return you to our regularly scheduled blog.

A lot has been happening with Fair Haven Innovates – the 21st century life, innovation, and technology program I created and run – since I last wrote. So how about an update? This week, we’ll start with my 8th grade, student-run business FH Leads.

Make it real and make it relevant are the two core values I kept in mind when I was designing FH Leads, my 8th grade consulting firm. The more real and relevant a problem is to their lives, the more passion my 8th graders will have for solving it. To make FH Leads as meaningful as possible for students, I have to get them into the real world; kids need to interact with their community. So last year, I reached out to our local hospital, Riverview, about being our first client. They couldn’t have been more excited. Through last Christmas and into last summer, we planned what the FH Leads/Riverview partnership would look like.

I did a lot of research and spoke to a lot of educators about their school/institution partnerships. I learned a lot of best practices, but two areas in the school/institution partnership stuck out to me as areas I really wanted to improved upon with FH Leads. Many partnerships seemed to be centered around 1) fake or easy problems for students to solve and 2) most programs stopped the design process at prototyping. I don’t want fake or easy problems for my kids. I want real, hard problems. I’d rather have my students fail at solving a real, hard problem than solve an easy, manufactured problem. Further, the problem with stopping students at prototyping is that they never get to the test stage. There are a million valuable life lessons to be found in the test stage. None more important than students learning to reframe failure as iteration as they test their designs and learn from failure. I don’t just want to propose prototypes and hypotheticals to the hospital and have kids wondering what if… I want  them to be able to test and iterate on their designs at least once. I want design doing, not just design thinking. I told the hospital that 1) my kids needed their real, most pressing problems and 2) my kids need to test their solutions in the hospital with the people their prototypes affect. The hospital totally got it and agreed. We were off and running. 

School started and the first few weeks of FH Leads focused on three things: teaching students to use our design process, developing the core values of our company, and creating a mission statement to keep us mission driven.

Students came up with these core values and mission statement to guide our attitude and purpose in FH Leads:

Core Values

Hardwork Pays Off
Teamwork Makes The Dream Work
No Days Off
Try, Try Again
Ship It!
Be Mission Driven
Build Bridges Not Walls

Mission Statement

We are a student-run consulting firm. We give back to our community by using our design process to help local businesses grow. FH Leads will be the competitive advantage local businesses can’t wait to hire because they know when they hire us they are getting the tireless dedication and next-level innovation needed to grow their business. From our clients, we will learn more about careers and enrich our knowledge as we make a positive impact wherever we go.

After building our business culture, we started our 8 week design challenge with our first client, Riverview hospital! 4 weeks ago, Riverview sent the head of a different department to each one of my 5 FH Leads classes to deliver each class their own challenge.

Class 1: How might we improve the lost and found system when it comes to cell phones? Riverview told us that they spend thousands of dollars a year replacing patients’ lost and forgotten cell phones. They asked if my students could design a process and a product to help them help patients to not lose their phone when they are in the hospital. To prevent loss while in the hospital, students have been designing a boxes for patients to keep their cell phone in and experimenting with the best place to put the box since they decided it should be in arm’s reach of patients. Further, and if you’ve been a reader of this blog for awhile you know how exciting this part is for me: I turned students on to nudge theory to find ways to help remind patients to take their cell phones and chargers with them when they’re discharged.

Class 2: How might we find a way to improve Riverview’s wheelchair tracking system? Students were fascinated to learn that busy nurses often hide wheelchairs in closets and showers, rather than returning them, since they are in such high demand. This was a big empathy lesson for students because at first they couldn’t wrap their heads around nurses “stealing” wheelchairs. But when our speaker told students what the typical day is like for a nurse, things became more clear. Most students in this class have started to develop a way to use the Raspberry Pi and RFID to track wheel chairs that can then be retrieved by volunteers.

Class 3: How might we help lost visitors find their way around the hospital by creating an all volunteer escort service and improving Riverview’s map of the hospital? One particularly clever student brought up that Disney likely put a fortune into designing the perfect map for theme parks. Since then, this class had been redesigning the hospital map as if it were a Disney map. Really cool stuff. I just need to do a better job in reminding them about the volunteer escort service part.

 

Class 4: How might we improve patients’ dignity by redesigning the hospital gown and sending patients home in clean clothes? Patients sometimes come to the hospital in soiled clothing. Riverview asked us to design a process for buying or cleaning these patients clothes so they can leave the hospital feeling and looking good. Further, while in the hospital many patients don’t wearing like the gowns. Students have been modeling the gowns and coming up with new ways to keep all of a patient’s vital areas

accessible to hospital staff while not leaving patients “butts blowing in the wind.” In the last class, there was debate among groups over who was going to learn how to sew. I’m excited to see some final products for this one! Like in Class 3, I need to do a better job reminding them to work on the clean-clothes process.

 

Class 5: How might we improve the phlebotomy process for younger patients who need to have blood drawn? The head of phlebotomy came in and explained to students how hard it is to draw blood from a panicked patient. Students have been designing “blinds” and other products to help with the blood drawing process. I was particularly proud of this class as they came up with the unique idea of developing preventive measures to calm patients down as they acknowledged the role that “the unknown” plays in fear. They believe if they can better inform young patients about what to expect, they will panic less when it is time to give blood.

I’m hoping through this eight week warm up with Riverview I can improve students creative confidence as they 

use our design process to solve these wicked problems. Creative confidence is still a work in progress. I was surprised, and maybe I shouldn’t have been, that many students didn’t think they had much to offer the hospital. They didn’t see themselves having the ability to make a difference. When they heard the problems the hospital proposed, some felt it was out of their power to solve them. I hope I can continue to encourage them and help them understand they can make a difference. 

I imagine my kids starting to learn about our design process in 4th and 5th grade through The Innovation Lab and their time with me would culminate in FH Leads. I wanted students to get out into the real world and work with real people and hear about their real problems. I always say if my kids leave my program have developed empathy for others and understanding that a design process can be used to solve all of life’s problems, I’ve done my job. I’ve started down this long road, but I think it is a road worth traveling. After this next eight weeks, FH Leads will start working with nineteen local business who have agreed to hire my FH Leads students for a 20 week design intervention. I’m so confident my kids have something to offer everyone, I said FH Leads will work for free this year to build our portfolio, but next year we’re charging! 

Until Next Time,

GLHF

How To Introduce Gamification (or anything new, really)

Introducing change like a new idea, routine, or workflow to anyone can be difficult. Introducing gamification to students is no different. I remember when I started gamifying seven-ish years ago, introducing gamification was actually harder than creating my gamification system. I made a lot of mistakes when I first introduced gamification. Since then, I’ve learned a lot of best practices for introducing gamification (or anything new, really) to students.

  1. For some, change follows the grief cycle – Not everyone has a problem with change. Many students have no problem adapting to something new, especially if they see it as fun. Those who don’t adapt well, however, tend to push back. And that push back follows the grief cycle. The most important thing to understand here, other than the types of push back to expect, is that you must stay the course. If you implement a change like gamification, don’t go back on it. You can tweak it, modify it, improve upon it, and add/remove parts, but don’t abandon it; persist and pivot is the name of the game. You will be doing yourself a disservice and will miss out on the opportunity to model for students how ideas start out as ugly babies but grow into something beautiful with effort and persistence. It also helps to give students a voice in any process. Allowing students to suggest Achievements and Items for the Item Shop can go along way in moving students through the cycle quickly.

Kubler-Ross Grief Cycle

2. Mollify loss aversion – You can cut down on push back by avoiding loss aversion. Loss aversion refers to people’s tendency to prefer avoiding losses to acquiring equivalent gains. This means that someone will be more upset if you give them something then take it away than if you never give them anything at all. Losing $100 hurts more if I get to hold it first. In terms of change, loss aversion can be avoided by starting gamification or new ideas at the start of the year. Students can’t get upset about a change in routine if gamification is part of the routine from the beginning. If you can’t start at the beginning of the year, start at an obvious checkpoint. Beginning of marking periods, units, or after breaks is a great time to jump into something new. But don’t preface it!

3. Onboard new ideas – Back when I taught high school, I taught public speaking. In PS, I use to do a unit on stand-up comedy. In that unit I warned students to never preface a joke; don’t tell people how funny a joke is gonna be with phrases such as: “You guys will love this joke.” Just tell the joke. In the same vein, when you are introducing something new, don’t hype it up before break. Don’t hype up the change at all.

I’ve never had a good experience when I told students that when they got back from Christmas break, we are going to do something awesome or different. I think that is because the line between excitement and anxiety is thin. Instead, onboard students. Onboarding, like loss aversion, is another game-mechanic we can use to smoothly implement change. Onboarding is the act of integrating people with new ideas. Ever notice the two main ways a video game onboards players?:

1. The video game only tells you what you need to know when you need to know it. You don’t learn about a new spell you’ll receive at level 75 when you first start the game. You learn how to swing your wooden sword at a rats in the sewer.

2. Great games never break the narrative to tell you how to swing the wooden sword. Learning how to play a video game, the actual mechanics of play, are told through the story, as part of the story. Not as some separate event. When you leave your house in a game, someone on the street may stop you and ask you to help them by going into the sewer to kills rats. This is how mechanics are introduced. As part of the narrative.

These two points are vital in introducing new ideas. The first part of my gamification system I introduce students to are Quests and experience points (XP) because they are the first thing students need to understand. They are the foundational game-mechanics on which the system is built. I introduce this as part of class, in context. “Congrats class, you’ve complete your first Quest and earned 50xp” is all it takes to introduce this idea. Any confusion is cleared up by re-framing the same statement: “Yep, 50xp for the Quests you guys just completed. Way to work hard.” The hive mind of the class is able to put together what Quests are and what XP is. After that, I introduce them to the leaderboards, achievements, and Item Shop when the time is right. Don’t be in a rush to explain the whole system, especially if it’s complicated. This timing also goes a long way in preserving excitement and engagement. The kids never know what’s coming next.

4. Let them play – Any time you introduce a new idea or technology to anyone, let them play with it. Structured and unstructured play are valuable learning techniques. When students first see leaderboards, I give them a 1/2 hour or so to check them out and talk about them. When I introduced Flip Grid, I let students play and make funny videos before asking them to reflect. Do not expect someone to use, perform, or work with something new at the same time you introduce it. Build in time for play. Play helps students feel part of the change rather than feeling that the change is something happening to them.

5. Share success stories – Whenever possible, highlight success stories in your gamified class. If someone hit an new level or earned a new achievement, tell the class about it. If a student has created something awesome with the new edtech you introduced, let them share it. The more success stories you can show, the more students will be able to imagine themselves being successful. Success breeds success.

6. Allow for diverse feedback – Give students a diverse, productive way to voice what they like, what they don’t like, and what they would like to change or add to your class. I don’t always make this feedback anonymous, as anonymity sometimes skews the truth, but I do usually use Google Forms or Office Hours. Students have also left me notes or made me videos. If you let students know you are open to feedback, you’ll be surprised at how they deliver it to you. I once had a student redesign a site I made because he didn’t like it! Differentiate your methods of feedback and you will find the hidden gems of wisdom that your students have for your class. Approach this wisdom with the understanding that students can, and do, come up with great ideas that you should implement into your class.

These are just some of the best practices I use when introducing gamification, or anything new, to students. Now that I run the Fair Haven Innovates program, a program where we are constantly pushing the educational envelope, I can tell you that these best practices work in a variety of contexts, not just gamification.

With that said, I wish you all a great start to your school year and look forward to sharing all of my brand new adventures in Fair Haven Innovates with you!

Until Next Time,

GLHF

Gamification in the 5th Grade Classroom: The Conclusion

 

If you haven’t been following along with my series on gamification in the 5th grade classroom, you’ve been missing out. This year, Rachel Cheafsky and I have worked hard to implement a version of my gamification system that meets the needs of her classroom: one where she did not have ready access to a lot of technology. Rachel had a great year and agreed to come back and tell us how things wrapped up. Check it out:


The 2016-2017 school year has officially come to a close, which, for me, means I have officially cleared my first level as a first time teacher in a fully gamified classroom.  It was my eighth year in the classroom and it completely shifted my mindset. Here’s why:

After seeing Chris Aviles present on gamification about a year and a half ago, I knew I had to take all his great ideas and find a way to use them in my own 5th grade classroom.  This past September, I did just that. I started by setting up my own website. This alone was a game changer.  In one place, I was able to put all of my contact information, resources, social media, and links for students that was updated and utilized throughout the year.  My website also housed all the main components attached to the gamification system I had in place.  The class and team leaderboards, Item Shop, and achievements were all also located within my website.

Before I can continue, though, I need to give you a little background information on how I used gamification within my 5th grade classroom. The students had the opportunity to earn Experience Points (XP) and Achievement Points (AP) all throughout the school year.  XP was earned through their graded assignments and AP was earned when students completed heroic deeds or displayed heroic traits. For example, one way to earn AP was by completing your Side Quest (our cool name for homework). There are a lot of ways to earn AP and some new ideas were added as the year progressed. Here are some of my favorites:

Student Achievements were kept in baseball card holders and hung from their chairs!

Tribute: This achievement card was earned if the student selected for Tribute, by a random name generator, was prepared with the item I asked for.  For example, if we were using composition books that day, I would randomly select a students name and if they had the item, they earned 10 AP for everyone in the class.

Side Quest: The students earned this card for completing their side quest (homework). If everyone completed their side quest, the whole class earned 50 AP. Students worked hard to not let their peers down. I definitely saw an increase in how often they did homework.

The Chosen One: This card was earned by the student whose homework we used to go over the side quest as a class.  It was selected by a random generator and they could either decide to be the chosen one or pass it on to the next person.

That Insta-Life: This achievement was definitely a crowd pleaser!  I started my very own class Instagram account this year and highlighted students throughout the year.  If they made it onto the Instagram for being awesome, they received this achievement card along with 25 AP!

Task Master:  This card was created half-way through the year by the students themselves! One day, my class was all on task working so well.  The volume was appropriate and everyone was doing what they needed to.  I complimented the class and praised them on their behavior.  One student said, “This should be an achievement,” and right there on the spot it was unlocked, Task Master!  A chart was kept on the board each day as well as two sticky notes were placed under each period.  At the end of each class I would reveal the name of the student and if that student was on task for the period, they earned two tally marks for the class in a class vs. class competition. At the end of the week, the class with the most tally marks won Task Master for the week along with 50ap. Talk about accountability! Now the students who had difficulty staying on task were trying harder because they wanted to earn Task Master and they definitely did not want to let their peers down.

All of the students were given a baseball card holder and this is what they used to house all of the cards they earned from their achievement points.  They loved being able to see the tangible cards they were earning and collecting on a daily basis.  I kept totals on their XP and AP points and updated the leader boards every 2 weeks.  The leaderboards were a hit, as the students were able to create learner tags and check out their progress vs the rest of the students in both classes whenever they liked!

Another game changer was just changing the names of everyday classroom items.  For example, homework is now called a Side Quest.  Quizzes are much better when you call them Heroic Quests and Tests now are known as Epic Quests.  Changing the names of these regular assignments changed the way the students thought about them and motivated them to complete them and do better.

I think my favorite thing about gamifying my classroom was that it was always able to be changed or improved upon.  When a student did something amazing, I could recognize this achievement by making it an official achievement in our class.  For example, in 5th grade the students at my school get lockers for the first time.  It is very difficult for them to unlock the combination lockers.  This can take weeks of practice.  The first time one of my students did it on their own, I immediately announced that a secret achievement had been unlocked.  The excitement of a secret achievement being unlocked was like Christmas morning to my kids.  This achievement, Locker Expert, was game changing.  My classes worked harder, practiced more, and learned faster than most of the other 5th graders because they all wanted the Locker Expert card worth 200 AP!

My Task Master chart with student names hidden under the Post-Its.

Chris’ gamification system also tied in with many other systems I already had functioning within my classroom.  For example, I have a Jobs system within my room.  The students apply for classroom jobs on a monthly basis and then students are selected for hire each month.  In the past, I would pay them with fake money which they would then use in a classroom store with tangible items.  This was no more, thanks to gamification.  Now, the students were paid for the jobs in AP.  The students could use their AP at any time by shopping the item shop listed within my website.

The best part of the Item Shop was that all of the items were non-tangible which increased extrinsic motivation. The Item Shop, initially made me nervous because I was used to providing my students with tangible items as rewards.  It always seemed to me that what they wanted was stuff!  They wanted toys, food, and supplies.  Chris convinced me that they didn’t need stuff and that I could come up with a list of items that were non-tangible that would be just as sought after. Boy was he right!  I still can’t believe he was right about that!  Some of the most popular items purchased from the Item Shop are as follows:

Purge:  This was hands down the most bought item all year.  This cost was 500 AP and it stole XP points away from the other class on the class vs. class leaderboard.  Since the leaderboards were updated bi-weekly, they would see the results of the class vs. class competition and immediately begin purging so their class could take the lead.  They loved it!

Music Pass:  This was the second most bought item.  This cost 400 AP and could be used to listen to music using headphones as they worked on a class assignment on the laptops.

Forgiveness:  This was the third most bought item.  This cost 400 AP and could be used to turn in an assignment late without being penalized for a late grade.

Remember, to earn these achievements, students had to complete heroic deeds or display heroic traits. They had to be awesome to earn these awesome items.

Looking back on the year, I am very happy with all of the ways I was able to use game-mechanics in my classroom.  While I definitely utilized many of the mechanics I set out to, there are still so many that I haven’t even touched.  There are many single player and guild achievements that I had originally listed on my site that I did not keep up with this year.  I definitely plan on utilizing more achievements next year, but overall I couldn’t be happier with the way my first year ended.  The students remained excited until the very last day when the winning class was announced for the year. Their award: the first class ever to be named and listed on the all-time-leader board!

Gamification has been on of the best tools I’ve added to my teacher tool belt.  I have peaked my student’s interests in ways I never imagined all while still teaching the curriculum and managing my everyday classroom routines.  Gamifying my class has improved my classroom culture beyond my wildest dreams.

Level 2, year 2, I am ready for you!


On behalf of Rachel: Until Next Time,

GLHF

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