Always Learning

Posts for February, 2012

Howard Gardner and Understanding Different Learning Styles

by Pearson Learning Solutions
Wednesday, February 29th, 2012

The average class size in the United States is over twenty students; which means that in every class, there exist students who exhibit their own unique style of learning.  When it comes to learning, as you know, one size does not fit all. Do you implement Howard Gardner’s Multiple Intelligence Theory in your classroom?

Howard Gardner’s Multiple Intelligence

It was once believed that when you were born, you were a blank slate and could be taught to learn different things in a variety of ways. It wasn’t until 1983, when Howard Gardner’s book Frames Of Mind was published, that people began to accept the existence of seven distinct intelligence types.  Gardner’s Multiple Intelligences theory identifies seven distinct intelligences that come from students having different minds and therefore learning in unique ways. He has identified seven main intelligences, and explains that within each person lies a combination of learning styles, but theorizes that most students seem to favor one or more types over others.  Gardner’s Multiple Intelligences are: linguistic, logical, musical, bodily, spatial, interpersonal, and intrapersonal.

Classrooms that facilitate the theory of Multiple Intelligences are unique.  Teachers provide content in a variety of ways, allowing for students to determine which way of learning works best for them and to see how other children learn, adapting to other learning styles as they progress.

Let’s take a look at these intelligences and the types of students that may be found in your classroom.  Keep in mind, this list is not meant to be a “catch all” categorization under which all students fall.  Instead, think of it as a crude roadmap to the human brain.

Linguistic

As teachers, we wish that all students loved reading- however that is not the case. Linguistic learners display a strong interest in reading, writing, and communicating. You may find this type of learner glued to a book or notebook, or showing a strong interest in foreign languages.

Logical

Logic puzzles are a wonderful tool to incorporate in your classroom for the student who has an exceptional ability to reason and problem solve.  These students are often exemplary in mathematics-based subjects.

Musical

Musical intelligence, obviously, means a student has the ability to understand and express himself or herself through music.  You won’t have to try hard to find these students, as they may naturally gravitate toward band, choir, and other musical pursuits.  Their minds are stimulated by harmonious sound and rhythm (even that found in poetry), and that is something that can be harnessed in the classroom.

Bodily/Kinesthetic

What do the star athlete, the surgeon, and the dancer have in common? All three exhibit bodily-kinesthetic intelligence. They all prefer to, or are inclined to, use physicality to express their understanding.

Spatial

A daydreamer may simply be a student who exhibits spatial intelligence. They think in pictures and are able to visualize a problem, situation, or story, and less eager to express their understanding in the writing or verbally.  Try to harness this special kind of intelligence—students who are able to see the big picture can prove incredibly valuable as leaders, and in teamwork activities.

Interpersonal

Students with interpersonal intelligence are said to be “people-smart”, possessing the ability to communicate with others and understand their emotions. As a teacher, you have likely honed your interpersonal skills, as you are tasked with understanding a classroom full of students with unique emotions and needs.

Intrapersonal

The intrapersonal student may be perceived as an introvert, but probably has a good understanding of his or her own self, which is a valuable skill in and of itself.  This learner tends to be goal-oriented.

How to reach these students

With so many different learners, how is it possible to reach each student? As a teacher, you must accept that you are not going to reach every student in exactly the way that he or she needs.  What you can do is work to employ a variety of tactics and lesson tools in order to give students options. For example, in additional to a traditional assessment, you can provide an alternative assessment that allows them to build a portfolio or express their knowledge of the subject through a non-traditional format, such as a spoken exam.  To get started, assess your (and your students’) learning style at:

http://www.literacyworks.org/mi/assessment/findyourstrengths.html

Why personalize learning?

A personalized learning approach empowers students to want to take control of their education.  As providers of highly-customized learning solutions, we understand the importance of creating a learning environment in which all students have the opportunity to thrive.

Check out these resources to learn more about Howard Gardner’s theory, and about implementing Multiple Intelligences in your classroom instruction:

http://www.infed.org/thinkers/gardner.htm

http://www.thirteen.org/edonline/concept2class/mi/index.html

Join the conversation: How does your school cater to different learning styles? Are you currently using customized learning tools or innovative approaches?

Embracing Different Learning Styles: The Benefits of Modularity

by Knewton
Tuesday, February 28th, 2012


Much has been made in edtech circles of the possibility of powering digital learning content that embraces different learning styles. But before any learning program can adapt to a user’s learning style, preferences, and activity on the system, it must be modular—that is, broken into chunks, the smaller the better–that can be recombined into courses that are personalized for individual needs. The more modular a course is, the more paths there are through the content, and the better it can adapt to each user.

What’s more, modularized learning content allows for consistent feedback and reinforcement and lends itself naturally to gamification (the use of game elements in non-game contexts) which can be a powerful force for engagement. Even if you’re an educator who doesn’t have modularized learning content, you can start thinking about the benefits of modularity now and begin working with course designers and software engineers to explore the potential of your digital library.

1. The more modular the course, the more precisely it can adapt to individual needs.

Since academic concepts can be tagged at the atomic level, corresponding academic work and assessments can be divided into smaller and smaller components. A computerized system can capture student performance and activity on all these components and analyze this data continuously. The result? Courses of study that are highly adaptive and personalized.

2. The more flexible the course, the more precisely it can adapt to different learning styles.

Here are just a few tangible ways that an adaptive course can accommodate different learning styles:

Students differ in their preferences for breadth vs. depth. While one student might prefer a broad overview of a concept before a deep dive into any particular area, another might prefer to cover one concept thoroughly before moving on to the big picture–and still another student might learn best by moving back and forth between the big picture and the details within that framework.

While grasping new concepts, students also face difficulties that are unique to them. For instance, some may be struggling with math word problems because they do not understand grammar while others may be struggling because they don’t understand the mathematical concept at hand or simply because they aren’t familiar with fractions or decimals or scientific notation. The more adaptive the system, the more effective it is at discovering the exact nature of student frustrations and weaknesses–and providing the necessary material to help students overcome their challenges.

3. A modular course allows for improved feedback and reinforcement.

The more modular the course, the more opportunities for student assessment and the more opportunities to provide feedback.

The days of waiting and agonizing over a single, all-defining grade are over. Continuous feedback allows students to correct mistakes quickly, confirm their understanding on a consistent basis, and adjust rapidly for misunderstandings. This means that their work is ultimately more productive because there is less energy focused on the emotions surrounding success vs. failure, smart vs. dumb, and instead, more energy directed toward actual learning and actual improvement.

A highly modular course with many opportunities for feedback built in can bring student confidence and self-awareness to a new level. It can expand upon traditional feedback (“correct,” “incorrect,” “try again”) with more specific, action-oriented feedback (“watch the decimal point,” “remember the quadratic formula”) and even reinforcement questions that prompt a student to reflect on the problem-solving process, underscore the concept behind the solution, or describe the structure of some body of information. Even if a student happens to correctly guess an answer, he will not be able to complete the lesson without proving his grasp of the underlying concept. This increases the chance he will experience repeat success with a similar problem in the future.

4. Modularity allows for gamification.

Not only does modularity allow students to take their own path through learning content, it allows for the gamification of that content as well. What is a game after all but a system with hundreds or thousands of paths through the same content–and countless opportunities for players to demonstrate skill, make decisions, and reflect on action and feedback?

Gamification can imbue school work with the sense of “epic meaning” and “blissful productivity” traditionally associated with games. Just as games keep players hooked by providing quick, satisfying wins, modularized content provides students with a sense of tangible progress as they earn points and badges and ramp up to new levels. If students feel that all their efforts count and are moving them toward a meaningful goal, they are galvanized to invest more in their own learning. Gone will be the days when school lacks continuity from subject to subject and grade to grade.

Gamification can incentivize long-term commitment as well. By allowing students to unlock content over an extended period of time (much as a game might unveil different worlds successively) and encouraging students to engage in complex collaboration and skill synthesis (which games tend to do naturally), a modular course that is gamified can generate a sense of real excitement and suspense around learning.

What Higher Education Can Learn from Gaming

by Knewton
Monday, February 27th, 2012

Gamification–the use of game design elements in non-game contexts–is one of the most powerful trends in education today. It’s easy to see why: with components like levels, points, and badges and many opportunities for collaboration and skill synthesis, games encourage a sense of ownership and investment in the game world. What’s more, games escalate the difficulty of work at just the right pace for each player and tend to release knowledge in a continuous way that keeps players fully engaged.

All of this makes for an extremely productive environment–one that schools could stand to learn a few things from. According to Joey Lee and Jessica Hammer at Columbia Teachers College, “the default environment of school often results in undesirable outcomes such as disengagement, cheating, learned helplessness, and dropping out.” For a variety of reasons, 1.2 million students fail to graduate from high school every year, and of those who do begin postsecondary education, only 56% nationwide receive a degree within six years.

Infographic: The Gamification of Education

How can games figure into the solution to this problem? Games, according to MIT’s Education Arcade, encourage “persistence, risk-taking, attention to detail, and “problem solving”–all “behaviors that ideally would be regularly demonstrated in school.” In other words, gamification can encourage productive behavior in students by imbuing learning content with the sense of meaning, excitement, and community traditionally associated with games.

When an educational game is compelling, all the components interact so smoothly it’s difficult to see how they were put together. Like any work of art, a game that works almost seems to defy analysis. To really get at the heart of gamification, it’s helpful to think about game creation from a step-by-step design perspective. Even if you’re not planning to design your own educational game, you can incorporate some of these principles into your own classroom or course materials.

Along the way, I’ll also tell you about our own experience here at Knewton designing a math readiness course inspired by the principles of gamification.

Step 1: Align game goals with cognitive work.
It may seem obvious, but a good educational game should be educational — that is, success or progress in the game should be aligned with productive mental work. To score points, move on to higher levels, acquire badges, or gain status, players should be required to solve puzzles, demonstrate mastery of some skill, or better yet, demonstrate a sophisticated understanding of relationships between different parts of a system. Why are systems so important? Because no matter what the subject (whether it’s English, math, or science), mastery depends on understanding how details fit into the whole.

In the course of playing a good educational game, students should grasp, for instance, that an increase in taxes may upset certain fictional constituents but increase the amount available to spend on city infrastructure — or that a decrease in the number of wolves in a wildlife reserve will lead to an explosion of rodents and an imbalance in the ecosystem. In other words, it isn’t enough that the game be about something educational — the Civil War, the Renaissance, or the digestive system. In the pursuit of game goals, students should be encouraged to assess the relationship between action and feedback, and this sort of analysis should facilitate a systemic understanding of information.

Step 2: Make your game adaptive.
A game wouldn’t be that much fun if the outcome of the game didn’t vary depending on the decisions you made.The Oregon Trail, for example, would hardly be compelling if it didn’t matter whether you had more doctors than farmers on board, or began with 50 or 30 pounds of food. Part of what makes the game entertaining is that players get to observe what happens if they tinker with the variables. Not only is this fun (because you get to make decisions), but it also encourages systemic thinking, which is at the heart of productive cognitive work.

This step of the game-building process may be the most challenging. After you’ve sketched out a rough vision of the game world as a “system,” you need to develop hundreds if not thousands (or more) of potential paths for players. You can achieve this by building in many opportunities for players to demonstrate skill, make decisions, and reflect on the relationship between action and feedback.

A useful approach is to think about your game as an adaptive system. At Knewton, we thought a lot about the kind of specificity described above when designing our college readiness course to yield personalized learning paths for each individual. Our adaptive learning system responds continuously to thousands of data points on performance, activity, preferences, and learning style. Not only does this ensure that problems are pitched at just the right level, it also enhances the connection students feel to their progress and work in the system.

So remember: when you’re designing your game, engineer it so that each player encounters a stream of challenges that are perfectly calibrated to suit his or her level. If the game is too easy or hard, players are likely to get bored or confused and put the game down.

Step 3: Build in opportunities for suspense, conflict, and complication.
A story without complications is hardly a story at all. Take The Great Gatsby. The plot is simple (poor man wants to gain the heart of rich girl) but what makes it an engaging story are the complications thrown in: whether or not Daisy truly loved Gatsby, Gatsby’s illegal activities, Daisy’s abusive husband and his relationship with a mistress.

In a story, complications tend to stem from character and from the idiosyncrasies of the environment (a storm or a war, for instance). In a game, complications can stem from these and other factors. After all, a game is much more than a workbook or problem set come to life; it should also generate suspense through unpredictable situations. The game may do this by throwing you a curveball (inflicting a natural disaster upon your city, for example) or by randomizing outcomes (so that every time you visit the “king,” you don’t know whether you’ll get thrown in the dungeon or given a thousand pounds).

Complications are also generated through what educational gaming expert Kurt Squire terms “overlapping goals.” Games are much more challenging and interesting when there are multiple goals present to seduce players and divert their attention. In the Knewton Math Readiness course, we incorporate the gaming principle of “overlapping goals” by providing multiple arenas of academic work for students to enter at any given point, so they never feel stuck.

So remember: whether you’re an administrator or an educator, don’t overlook the importance of “story” elements like suspense, conflict, and complication when evaluating and designing course materials and bringing them to life.

Step 4: Make sure the game is simple in the right way.
As Squire notes in his book Video Games & Learning, games are often criticized by educators for being inaccurate or biased–that is, for leaving out certain perspectives or promoting a particular view of the world, whether it’s a Critical-Marxist orientation to power or a materialist theory of history. Even something we consider highly accurate, like an anatomical diagram of the human body in a biology textbook, for example, only shows one system at a time. Even diagrams that do show all the systems in one place are inherently simplified, since they do not show every blood vessel, tissue, or cell. And if they did, they would cease to be illustrative. As Squire argues, models, figures, and diagrams are useful in part because of what’s not there. Games are simplified for the same reason: so that the relationships between variables become apparent and so that after a certain amount of activity, players walk away having learned something.

Does this contradict Step #3? Not really.The key is to find the right balance of simplicity (for the sake of illustration) and complexity (for the sake of suspense-generating complication and conflict). Thinking of the game like a story might help. Reading a bare-bones outline of a story plot is hardly interesting. But pad a story with too much description and unnecessary action, and you bore and confuse the reader.

Step 5: Make the game satisfying by building in a sense of progression for each player.

The story metaphor cuts in other directions as well. Just as you would not introduce too many subplots at once in a novel, you should not confuse the players by providing so many goals and opportunities that they are unable to focus. As Squire suggests, you should consider unveiling certain parts of the game only after players hit specified triggers: “A key [World of Warcraft] design decision may be not starting newbies in large, populated cities but instead waiting until they had experienced core game systems, such as combat, quests, and grouping, before lifting the veil and showing the game’s depth.” Not only does this design strategy focus the player’s attention, it also heightens suspense and investment in the game since players get more excited to enter a new world if it’s built up as a reward.

Inspired by these insights into player psychology, we designed the Knewton Math Readiness course so that students can unlock academic work in a satisfying way and experience a visceral sense of progress as they master skills. The process of “unlocking” something doesn’t have to be flashy or complicated, but there should be at least something that signifies the change, whether it’s a sound, an animation, or the accumulation of points and badges, to show students (or players) that they are making progress.

For additional resources on how to use gamified learning content in the classroom, check out the MIT Education Arcade paper, “Moving Learning Games Forward.”

CourseConnect for iPad: Learning on the Run

by Bill Zobrist
Friday, February 10th, 2012

Director, Online and Emerging Product Strategy

Early in 2010, I was thinking a lot about the forthcoming device that Apple was going to introduce that April later to become known as the iPad. There was a huge build-up of angst in the digerati on everything from rumored features to its use potential. No one even knew what to call it or how to classify the product with the three most popular potential categories being: slate, tablet and pad. Eventually, tablet won out. Everyone knew it was going to have a touch screen, but most were unsure of things like whether it would have a camera, or whether it was going to run iPhone’s iOS or big brother Mac OS. The build up was a marketer’s dream.

Since the world had been introduced to the phenomenally-successful iPhone (and iPod Touch) in June 2007, we had a lot to go on – or so we thought. Like so many other products, the iPhone was a thing of design beauty. Apple had once again made the killer consumer device that everyone had to have, or wished they could afford. The app world was off and running with Apple blazing the trail! For educators, the iPhone was the real beginning of mobile learning.

The iPhone put mobile learning on the map and in the palm of your hand. But the iPad was different. I remember thinking…it’s just going to be a big iPhone. How naïve I was. Yes, in some sense it is a big iPhone, but I failed to recognize how the form factor ultimately set in motion a paradigm shift in mobile learning. The screen size, the responsiveness, and the Apple ecosystem had just blown up online learning.

My colleague, Todd Hitchcock, and I wrote in the article Learning On The Run about this disruption. In summary, we believe tablets will transform learning across four key areas:

 Connectivity/Access While traditional online learning means being tethered to a computer, the mobile device truly provides for everywhere learning.

 Immediacy The speed at which the iPad and iPhone power on gives students the ability to jump into learning instantaneously.

 Learning Modality These devices are part of a new class and do bring a new array of tools that are effective for learning. Touch screens, location awareness, sensors, etc can all be utilized in challenge-based or experiential learning.

 Continuous Learning simply put, the rigid towers of education are tumbling down. Mobile devices foment the sea of change from traditional education to new forms of education that will take place largely outside of the ivory towers.

To those ends, we see the evolution of our CourseConnect™ e-learning product as an exercise in continuous innovation. Besides constantly improving the content and educational model, we need to make sure the learner using new and innovative device technologies can experience it.

CourseConnect™ had always only been accessible via a web browser on a traditional computer. Recently, the team enabled the ability for an iPad user to experience the Lesson Presentations at the heart of CourseConnect™ in an optimized presentation. Fully-interactive and beautifully-designed, it draws the learner into the personal learning experience for which we believe the iPad is so well-suited. Perhaps the most significant alignment to the four areas of change above is that of learning modality. The iPad, with its array of capabilities allows for learning in new ways using the GPS, the sensors, and the hundreds of thousands of apps. The iPad-optimized learning experience adds a new dimension to CourseConnect™ previously unavailable. The intense, personal experiences that the iPad allows for can only be viewed with dramatic positive outcomes for learners.

Join the conversation: What do you think about the iPad as a mobile learning tool?

Connecting without a Connection: Engaging Visual Learners Offline

by Marc Phillips
Wednesday, February 8th, 2012

Learning, visually

I am fortunate enough to have professors who take the time to understand the different learning styles of their students. I am also fortunate enough to have professors who encourage technology usage. They know how to simultaneously balance relevant information and how to foster a creative learning environment for students of different learning styles, and sometimes this includes social media. Those same professors also know when to close the browser and have students engage in learning rather than simply the absorption of information.

In my perspective, many educators are too quick to jump on the social media bandwagon and send students straight to familiar platforms, such as Facebook, YouTube and Twitter. They rightly realize that these tools can be useful instructional vehicles for visual learners, but I sometimes feel they miss the boat on how to make the information stick.

From the student perspective, I believe that instructors should be cautious and realize that the use of social media is not, as a standalone, the ultimate tool for visual learners. Yes, videos are an ideal way to engage us as part of a larger lesson, and Twitter is a wonderful vehicle for absorbing small, efficient messages (great for those with short attention spans). But visual learners existed long before the internet, and while these tools may be here to stay, I personally don’t want my instructors to lose sight of more traditional, but equally engaging offline tactics (some of which can, ironically, be adapted to online learning environments. My suggestion to instructors is this: Before you jump on YouTube in search of flashy videos that will capture your students’ attention, remember that the internet is one of many tools, and remember that retention is as important as knowledge-transfer.

Here are three tactics that my instructors have employed to appeal to visual learners without the use of a website or social media application as the primary focus of the lesson:

• Role-playing projects: In my Sales and Sales Promotion class, students were assigned partners and each student had to sell the other partner a fictitious product. Students had to read brief documents about the product and also learn how to interpret body language. In many cases, visual learning is often associated with only reading text or looking at a physical object. But for visual learners, the emotional connection between spoken word and body expressions can help reinforce the ideas even further.

• Put text into images whenever possible: For example, if you’re teaching a class about Middle Eastern politics, handing out press clippings is helpful, but it won’t do much to reinforce knowledge with visual learners. Find a map of the Middle East, enlarge it, and put the press clipping titles within the body of the countries. This will make it easier for visually-inclined students to make sense of alliances and neighbors in their geographical context. This strategy can work for any other subjects that require contextual knowledge.

• Mind Movies: Many visual learners report having the ability to create detailed movies in their own minds. This technique could work well for students training to be Emergency Medical Technicians, or those entering technical fields. Consider the same method used by yoga instructors—the power of visualization. Your goal in this example is to get your student to imagine him or herself on the scene of the accident. Have students close their eyes, as you describe every last detail of the patient and the scenario. Be as vivid as possible. When it’s time for exams, visual learners may find they are able to replay the scenario internally. Simple? Yes. But as a visually-inclined student, I can tell you… it works.

How do you cater to visual learners (or other learners) in your online or on-site classes?