Evolving Our Makerspace: An EdCorp Designing for Slack

When I got to Fair Haven two years ago, I started our version of a makerspace called The Innovation Lab. In The Innovation Lab, we use design thinking to make for others as we expose kids to computer science, engineering, and the digital arts. Six months after launching the Innovation Lab, I realized I had a problem. As part of engineering, Katie and I let students take apart electronics donated by the community. Students love to take things apart, and while we try to put the electronics back together, we are often unsuccessful. This leaves us with a lot of disassembled junk in the lab that we were just throwing away. I wasn’t cool with that, so The Innovation Lab evolved. We added our Parts to Arts initiative to the Lab: after taking something apart, if students can’t put it back together, they are challenged to upcycle the pieces into art.

This Parts to Arts evolution led to an innovation. We now had a bunch of art in The Innovation Lab that students were just taking home or still throwing out. Students kept commenting that it would be cool to try and sell their art, so I built them a student-run online marketplace called FH Gizmos (this new FH Gizmos is still under construction). School Year to Date, FH Gizmos has made about five hundred dollars. More importantly, students love learning about and through entrepreneurship and so do I!

I say I love it too, not just because of the fun I’m having with the kids and FH Gizmos, but my personal life has taken an exciting entrepreneurial turn as well. When I got to Fair Haven, I met Chris Dudick. Chris is an innovative art teacher who had created an app to make animations with his special needs students that help improve their social skills. I loved the idea, and when Chris wanted to get serious about it, he asked if I would come aboard to help him bring his idea to market. Together we launched SiLAS. SiLAS has been a huge hit. SiLAS has spread word-of-mouth to more than a dozen districts in our area. We recently received a huge Phase I NSF grant to develop SiLAS for the browser and virtual reality. When I’m not working on The Innovation Lab, I’m working on SiLAS.  Through Teched Up Teacher, FH Gizmos, and SiLAS I’ve come to realize the power of teaching students through the lens of entrepreneurship. Entrepreneurship has taken over my life!

That’s why I was so excited when John and Elyse from Real World Scholars reached out to me with an amazing opportunity. RWS provides funding for K-12 teachers to build student-run Education Corporations in their classrooms to use business as a force for learning. RWS asked if we would like to become an edcorp and receive an inventory grant that we can use to turn FH Gizmos into a real student-run startup.

Absolutely!

Funding in hand, I set out to evolve The Innovation Lab again. I wanted the new FH Gizmos to have an authentic audience and be student driven. I also wanted students to grow the skills that pay the bills. One of the most important skills students need to learn is how to communicate asynchronously effectively. This belief led me to call up one of my edu-heroes, Kristen Swanson. Kristen is one of the original founders of Edcamp and now works for a company called Slack. Slack is my go to for asynchronous communication: SiLAS, my fantasy football league, and even one of my grad classes runs on Slack.

While it turns out, I couldn’t use Slack with my students because they weren’t thirteen yet, Kristen was curious enough to ask why I wanted to use Slack in the classroom. An FH Gizmos elevator pitch later, Kristen loved the idea and offered to have Slack be our first client!

FH Gizmos landed a multi-billion dollar client!

This Monday, we started our Slack Design Challenge. I shared these well wishes from Elyse at RWS as my kids began their new life as an edcorp:

To help us kick off the empathy phase of our design process, Kristen and Kelly sent over this design brief on Monday:

We’ve been making empathy maps all week in an attempt to better understand Slack’s need, but I really want you to know what makes this program we’re building extra special:

Beyond FH Gizmos making real money and having a real customer for their creations, students were most excited about FH Gives (also under construction). RWS not only helped us become a real business, but they also helped us build a real student-run charity. We’re social entrepreneurs! The kids voted to give 25% of FH Gizmos’ profits to the FH Gives foundation where Fair Haven students will decide how to distribute Impact Grants in their community.

I’m going to try and write weekly about the Slack Design Challenge and how we are evolving our makerspace because I hope to inspire other educators and (especially) admins to break down these edusilos we teach kids in and move toward a more real, authentic, and relevant curriculum. The type of teaching going on in most schools was meant to provide workers for the factories during the Industrial Revolution. Now, we will be sending our kids into the businesses of the Technological Revolution. Its times to evolve. I plan on evolving our program further:

The state of New Jersey has mandated new 21st Century Life and Career Ready standards. These fit perfectly into my new vision for our makerspace! A vision for a program that combines a 21st Century Life and Career readiness program with The Innovation Lab that teaches through the lens of social entrepreneurship. I pitched my vision for the program to my awesome superintendent, Sean McNeil and Principal, Amy Romano, and our amazing board of education. Next year, if everything goes according to plan, this new program, Fair Haven Innovates, will see The Innovation Lab slide down to 4th and 5th grade. 6th grade will become a class built around FH Gizmos, a student-run startup where we will tackle tame problems, sell the solutions, and grow an empire. 7th grade will be a class where environmental stewardship and innovative gardening practices meets entrepreneurship and the Internet of Things in a class called FH Grows. 8th grade will become Fair Haven Innovates’ crown jewel: a student-run consulting firm that works with small businesses in our community to find innovative solutions to their wicked, real-life business problems in a class called FH Leads. All the classes – FH Gizmos, FH Grows, and FH Leads – will donate 25% of their profits to our student-run charity FH Gives so we can make a difference in our school and community.

The Fair Haven Innovates program will change the world. Join us!

As a RWS Ambassador, I have nine more funded slots to give away to teachers and students who want to leverage the power of entrepreneurship in the classroom to breakdown edusilos and get relevant. Email me a video of your 60 second elevator pitch. If it’s awesome, you win a slot!

Until next time,

GLHF

Gamification: Problem Solving in the Fifth Grade Classroom

You might recall that I’ve been working with Rachel Cheafsky to gamify her 5th grade classroom using the technology she has available to her. Well, Rachel has been killin’ it! Last time, she wrote about achievements in the fifth grade classroom. This time, Rachel wanted to check in and write about her latest gamification revelation!  Here’s Rachel:

I am a halfway into my first year using Chris’ gamification system.  It has been fantastic! The best part about it, besides how it has made the climate of my classroom more positive, is that new game mechanics can be brought into the class at any time. For instance, when I run into a problem in my class, I can create a new game mechanic to help build a solution that my kids love. For example, here’s how we helped students learn to better stay on task and self-monitor their volume using Task Master:

Throughout the day, I see two classes with 25 students each. Since gamifying my class, my kids are more motivated and engaged than ever. This is great, but sometimes that motivation and engagement can cause a bit too much excitement: the classroom volume can become way too loud. Additionally, even though students are more engaged, I still have students who need to be refocused and encouraged to complete their Quests (gamification isn’t a silver bullet). I wanted to use gamification to come up with a better, positive way to help kids self-monitor their volume and better stay on task.  

Two weeks ago, I was monitoring my much louder class’ independent work. Students were working hard, on task, and talking at reasonable volume. Everyone was following expectations. It was a perfect! I knew I had to build on this moment and unleash a secret achievement. I stopped my kids and said,  “the class has unlocked a secret achievement!” My kids love to unlock secret achievements because they can earn AP for trying new things and thinking outside the box. I love secret achievements because it lets me use positive reinforcement to solve problems. It’s fun watching students use divergent thinking each day in an effort to discover these secret achievements. I let the kids know how impressed I was with the way the entire class was working. As a class, I asked them what we should call the secret achievement for when the class is working hard and focused. They decided to call it Task Master.

Chris always says that achievements have to be concrete to be fair. You can’t reward a kid for helping because helping isn’t measurable, but you can reward a kid for performing the actions that helping requires. So what does Task Master look like and what is the concrete criteria for it to be earned?

Chris and I had planned the idea for Task Master last month. Task Master is a new event that is played all week and is won by one class every Friday (Chris says: I’ll be talking about events in the second part of The Gamification Guide, which is 75% done!). I created a chart called Task Master and hung it up in the front of the room. One half of the chart is for my first period class’ points and the other half is for my second period class’ points. The first way for the class to win Task Master points is for the secret student to be on task:

Period 2’s secret student was on task!

Before my kids arrive, I put a sticky note on the board, upside down, with a student’s name on it.  At the end of class, I reveal the name on the sticky note and announce if that student was on task based on the criteria the students and I came up with. If they were, they earn their class two Task Master points! The accountability within this achievement is amazing because the students generally don’t want to let each other down. Students try remain on task in case they are the secret student for that particular period.

Let’s not forget about my other problem, volume! This is the other half of the Task Master event. During independent work, I load a volume sensing app Chris made for me on Scratch (Chris says: I remixed and modded an app on Scratch. You can find it here, if you’d like to use it). I plug in a microphone, set the sensitivity, and project the app onto the board. The app monitors the class’ noise level.  When they are too loud and it goes into the red, an alarm sounds.  When the alarm sounds, the opposing class earns one Task Master point. For example, if first period sets off the alarm three times, first period doesn’t lose points, but second period gets three Task Master points. We decided to award the opposing team points because it keeps the game engaging the entire period. If students only earned a point at the end of class for not setting off the alarm, as soon as they set off the sensor, the game wouldn’t matter anymore; there is no longer an incentive to keep their volume down. By giving the opposing team a point when their class it too loud makes Task Master always matter.

I’ve been using Task Master for two weeks and it has already changed my life!  The students are more on task and the volume already has gotten so much better.  They are taking ownership of their own behavior and even monitoring each other in a positive way since they’re all on the same team. The days of stressing over noise seems to be long gone! They are still excited by gamification, but now they are also excited to beat the other class and earn the Task Master achievement, worth 50ap, on Fridays.  It’s a win-win for everyone!

The beauty of achievements in my system is that they can reward kids for displaying heroic traits, completing heroic deeds, push kids out of their comfort zone, and, as in Rachel’s case, act as positive reinforcement for classroom management. Instead of using negative reinforcement, my achievements can be used to reward students each and every time they meet a teachers expectations encouraging the behavior to become habit. For example, like Rachel, I had a problem. I was sick of students doing Slides presentations. How many Slides can one teacher stand?! I pushed kids out of their comfort zone and solved this problem by creating the Outside the Slide achievement. Students could still do a Slide presentation, but if they gave a presentation that didn’t use Slides they earned the Outside the Slide achievement and the AP that comes with it! Soon, students were coming up with new, exciting ways to show me what they’ve learned. Thinking outside the slide became a habit and everyone was happier and more engaged by the new, creative presentations. Don’t be afraid to harness the power of achievements and gamification in your classroom!

Until Next Time,

GLHF

Applying Nudge Theory to the Classroom Part I

slide2If I weren’t an educator, I would want to be a behavioral scientist. I find the field to be fascinating. Knowing what makes people tick and why they do what they do has always interested me. One of my favorite concepts in behavioral science is nudge theory: the idea that instead of forcing people to do something they don’t want to do, we can gently nudge them into making better choices often just by changing the way we present the choices to them.

As I read books, research, and listen to podcasts about nudging, I always try to imagine what the nudges being discussed would look like in a school setting. For example, the research on nudging people toward making healthy eating choices is powerful. Simple things like putting healthier foods closer to the register or putting salad tongs in the salad bar over a spoon/fork grabbing combo increases the purchasing and consumption of healthy foods. Sandwiching unhealthy food choices between healthier choices on a menu leads to more people ordering healthier meals because people tend to focus on the first and last parts of things. Another cool example, a study conducted at an airport in Amsterdam found giving users something to aim at while using the urinals resulted in an “80% reduction in spills and overall greater cleanliness in the toilets.” Why wouldn’t we want all of our schools to be using nudges like this to improve the school experience and help students make better choices? 

I use(d) a bunch of nudges in my classroom and am always on the look out for more. Here are some nudges I’ve used to help my students and I to be the best that we can be.

Achievements – long time readers know I love Gamification. In my Gamification system, I use Achievements to nudge students into doing things I want them to do. For example, a student could unlock the Early Bird Achievement if they hand in their essay early. Students earn the Unity Achievement if everyone completes their Side Quest (homework). I gave out the Iron Bladder Achievement for students who didn’t go to the bathroom for an entire marking period. My favorite Achievement? Students can earn the Outside the Slide Achievement for giving a presentation that doesn’t involve Google Slides. This nudge had students coming up with all kinds of creative presentations they wouldn’t normally try if they weren’t given that little nudge. You can see more of my Achievements here on my old gamification site and in the Gamification Guide.

Audio Comments – not quite sure if this is a nudge, but using audio comments has helped me build better relationships with my students. When a kid gets an assignment back covered in red ink, all they see is how terrible they are, or, worse, use it as evidence to prove that you hate them. Using audio comments instead of red ink lets a student here the intonation, inflection, and positivity in your voice. They can hear you’re rooting for them.  The best and free way to give audio comments right now is Read and Write by Texthelp. It is free for teachers and students don’t have to have it installed to get the audio comments. It’s great.

What I do know is a nudge is the way I give them audio feedback. Using the same theory as the menu example from above, I say something positive, give them constructive criticism, then say something positive again.

Separating Tough Students From Their Audience – schools run on a reputation economy. If you challenge a tough kid in front of his or her peers, they will likely push back because they don’t want to lose social currency. Instead, I try to get a tough student away from their classmates and talk to them one-on-one. Tough kids quickly become more reasonable if you take away their audience.

The Power Of Expectations – teachers talk. Every year I knew which kid to watch out for before they even got to my classroom on the first day of school. When I heard I had a tough kid on my roster, I would stop them at the door on the first day and tell them how excited I was to have them in class. I tell them how highly his or her teachers had spoken about them. I keep this up throughout the year because people, especially kids, will live up to the reputation you give them. I choose to give every kid, even the tough ones, a great reputation to live up. They don’t often disappoint. Every kid needs someone to believe in them.

Positive Points Only – On an assignment, I use to put the amount of points a student got wrong on their paper, -25. Now, I put the amount of points a student got right, +75. A positive nudge like this lets students know they’re not all bad. Further, I’d love to see more teachers and schools adopt the video game inspired method of grading: instead of starting kids at 100 and putting them in a system where failure is the only options, why not mimic a video game and start them at 0. When you start a kid at 0, everything they do makes them more successful. Success breeds success. Instead of grading with negative numbers and starting kids at a 100 and losing points, use positive numbers and start them at a 0 and let them earn points.

Nudging often doesn’t cost a lot of money or take a lot of effort to deploy, but they can yield serious results. I encourage you to take the time to understand how and why people make choices and then find the best way to present these choices to them – learn to nudge. The UK and even our own government are getting into the nudge business. Schools should be too.

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