Last year I started prototyping with teaching and learning strategies based on cognitive science. I was particularly interested in how to design and structure learning to support students to consolidate knowledge and skills into long term memory. Some of the things I did were:
Prototyping promising practices with retrieval practice, goal setting and metacognition with the science and HSIE faculties at my school
This year I want to prototype knowledge organisers. A knowledge organiser is an A4 template that succinctly shows the reader (student/parent/teacher) what is essential to know for a particular topic. Knowledge organsers are not new. I’ve seen them on UK EduTwitter for a number of years but I think they are not that widely used in Australia. For a really good post on knowledge organisers, see Joe Kirby’s blog on how knowledge organisers are used at Michaela Community School.
For me I’m trialling knowledge organisers with my Year 7 maths/science class. I’ve made these knowledge organsiers so far for the introduction to high school science topic.
This is how I’m going to use them:
Students to use the look cover check correct process to learn one section of the knowledge organiser at a time. Students choose one section of a knowledge organiser to focus on, read the information, cover that section, write what they remember, check their retrieved version with the knowledge organiser and then correct it with a different coloured pen. This will first be done in class and then moved to homework tasks. Students will receive a copy of the knowledge organisers in their homework folders so that their parents/carers know what they are learning at a glance and can use them to quiz their children.
Use the knowledge organiser to develop low-stakes quizzes. Students can also use the knowledge organiser to quiz each other.
Once students have practised using knowledge organisers in a range of ways and have these routines automated, retrieval practice using knowledge organisers can become the class work students do when the regular teacher is absent.
I make the knowledge organisers in PowerPoint. Click on this link to download the PowerPoint files and make a copy if you’d like to edit the knowledge organisers to suit your needs and the needs of your students.
The new school year is about to start in Australia. This year my school is starting a new middle school initiative where Year 7 science, maths and some aspects of geography will be integrated and taught by the one teacher. And I am lucky to be one of these teachers. Since almost three subjects will be combined and taught by the one teacher, I will see my Year 7 class A LOT for a typical high school teacher. I’ve done this type of middle school/integrated curriculum before at my previous school and I always kick off the year with a project that allows each student learns about learning. This year the driving question for our first project will be ‘How can I learn effectively and achieve my personal best in maths and science?’
So I wanted a hook activity to launch the year and this project. It needs to be an activity that captures the excitement of the project (and the year’s learning) and allows me to see their existing group work skills. I played around with some ideas and thought an escape room will be good.
I have thought about escape rooms before but they seem to take a mammoth effort to create. But I thought I’d give it a go. I used the general guidelines from Bespoke ELA’s blog and was inspired by her use of Super Mario as the background story (Super Mario is one of my favourite video games series). I am using the introduction to Super Mario 3D as the background story for the escape room. If you haven’t got the time to view the video, the gist of the story is that Bowser has captured seven Sprixies (fairy-like creatures) and each time Super Mario and his pals complete a world, they rescue a Sprixie. For my escape room, a world will be a challenge and each time students complete a challenge, they rescue a Sprixie.
I also followed Bespoke ELA’s instructions on using Google Forms to create a digital escape room, using the section and validation features in Google Forms for students to enter codes to unlock rooms.
Students gain the code for each challenge by completing questions in small groups. The images below show each challenge. Challenge 1 was inspired by an activity in Stile, which currently has two online escape room activities. They are definitely worth checking out if you’re interested to see what other educational escape rooms can look like. I used Discovery Education Puzzlemaker to create some of the challenges.
All of the challenges are designed to be quite basic for this particular escape room as the purpose is to see how a group of new Year 7 students work together after knowing each other for a few days. However, escape rooms can be used as retrieval practice activities. I am planning to use this same escape room structure for my Year 12 classes, but have sample and past HSC exam questions in the challenges.
Have you created or used escape rooms before? How did you find them?
This year I have a Year 8 STEM elective class. It is a new course that my school is running where we build on existing syllabus outcomes in Stage 4 science, mathematics and technology mandatory. Students learn (and master) the core content in their traditional timetabled science, mathematics and technology mandatory classes and then apply it in their STEM elective. The STEM elective takes a project based learning approach with an emphasis on the design process.
In Term 1, we did the cardboard games challenge. The image below shows the project outline.
We used Caine’s Arcade as our hook activity.
I chose the cardboard games project because I wanted to emphasise to my students that STEM isn’t about fancy gadgets or coding. STEM is about solving problems within parameters, with ongoing prototyping. Making games out of cardboard is also a very low-cost project, which means students can create lots of prototypes and go through many feedback cycles. This was really important in our first STEM project.
The photos below show the cardboard games the students made.
So what worked well?
The project unpacking template that was inspired by Bianca Hewes. I found this template worked well in enabling students to engage with the project outline, identify their strengths and ask any clarifying questions. Students shared their completed templates with their team members so they can work out their group strengths and negotiate tasks based on their strengths.
The overall project allowed lots of differentiation and student voice. Students chose which cardboard game to create. Some students chose mechanically complex games like pinball while other students chose simpler games like skeeball. I had to guide some groups in adjusting their games throughout the project when they were not able to carry through their initial ideas. Eg. the group who wanted to make a cardboard claw machine had to adjust their game quite a few times after each prototype.
The ongoing prototyping and feedback as part of the design process. The project allowed students to provide feedback to each other and help each to solve problems.
The project presentation – We ended up presenting the project to a Year 7 group of students. While the original plan was to run the games room for the whole school, some of the cardboard games were not going to be able withstand over 1000 students playing them so we decided on one Year 7 class as this was our first project.
What would I change next time?
Strengthen the use of a consistent feedback protocol. For this cardboard project, I used the What Worked Well/Even Better If feedback protocol. Students gave their feedback verbally. Next time, I would have students write down their feedback so that each group can further reflect on it.
Strengthen the digital portfolio. I originally planned for each student to individually create a digital portfolio to record ongoing evaluations of their prototypes and how their were working as a team. This did not happen in this round of the project. We still did feedback, reflections and evaluations but it was more disjointed (done via verbal feedback and Google Doc templates) than I would’ve liked. Next time I want to test the use of a digital portfolio. I’m thinking of using SeeSaw.
The project presentation – Next time, I’d like to bring in an arcade games expert or someone who runs carnival games. Next time, I’d also have each student group provide a short presentation on their game and the design process they used to make each prototype before having students play the games.
Overall I am really, really proud of the effort, prototypes and end products from the Year 8s. The project gave me an opportunity to test some processes in a new elective that I can tweak for their upcoming projects, which will include pixel art, interactive posters and propeller cars.
In NSW, Australia, teachers, children and young people are getting ready for another year of school. Like many teachers, I like to kick off the year with some ice breaker and team building games. I like to think of my classes as learning communities and for my students to learn how to effectively work with each other, they need to know each other (I’m a science and STEM teacher so many activities involve group work and group projects).
A few years ago, I did team teaching with a drama and dance teacher and was amazed at how well her classes worked together, in a level I have not experienced my science classroom. In these drama and dance classes, students worked productively together. They weren’t afraid to make mistakes in front of each other. They knew how to support each other. They were attuned to each other. I initially thought maybe these classes were just composed of students who were already good friends which is why the group dynamics were so good. But the drama/dance teacher assured me A LOT of work goes into building group dynamics. So I’ve been looking into drama games that would work well in non-drama classes as ALL classes would benefit from developing from students who work well with each other, who empathise with each other, who trust each other and respect each other.
Catch my name – This game helps the class learn each other’s names. Students sit in a circle and a soft object like a small bean bag is thrown to students. The thrower says their name and throws it to another student who says their name when they catch it and throw it to the next student. In subsequent rounds students will need to say their own name and the student’s name they throw the object to. I found this game on Drama Toolkit, where a more detailed description of the game can be found.
Group walks – These are activities that build students’ physical awareness. While such drama games are targeted at developing actors’ awareness of each other’s physical presence on stage, it can also be beneficial for non-drama classes. Being taught to be physically aware of each other’s presence can help students work and learn effectively in large spaces like science labs or open learning spaces. A simple version of this game is to have students walk around in a large space slowly doing various movements like hopping and they need to make sure they don’t bump into each other. Variations and progressions of this game can be found in this blog post.
Count to 20 – I really like this game. As a class, students have to start counting from 1 to 20. Only one student can speak at a time. Any student can start counting and any student can continue the following numbers. However, there is no verbal coordination of who speaks first or next. If two or more students end up saying a number then the class starts from 1 again. See here for a detailed description of the game.
I really like how these games intentionally teach students to work productively as a team. Almost all teachers and all subjects require students to work effectively as a class. These games can be one way of deliberately teaching these skills.
I really liked how the Ozobots were being used to create a moving model of eclipses, which is quite difficult to do without coded robots that automatically move (I have never found children holding basketballs and moving around another child holding a torch work well).
This term our school got hold of some Ozobots through the STEMShare initiative and I was able to test out how Ozobots can be used to enhance students’ understanding of the nitrogen cycle. Matter cycles through ecosystems, particularly the nitrogen cycle, can be quite difficult to conceptualise. Common activities include showing students diagrams of the nitrogen cycle, videos and getting students to physically model the cycle by pretending to be nitrogen particles themselves. However, just like eclipses, Ozobots provide an opportunity for students to create an annotated moving model to better visualise the processes.
So last Friday, my Year 9s used Ozobots to create a narrated video explanation of the nitrogen cycle with the Ozobot acting as a nitrogen particle. Here’s one of the videos.
The videos were created in an 80 minute lesson. What I really liked about using the Ozobots was that it gave students the opportunity to work in teams and talk to each other about the nitrogen cycle. They worked in teams of 2 to 3 students draw the map, negotiate the narration and film the video. The activity gave them an opportunity to test and clarify their understanding of the nitrogen cycle with each other. The activity allowed students to determine if they really understand the nitrogen cycle. Prior to this, we had already done many other activities of the nitrogen cycle (worksheets, question and answer sessions, quizzes) and many students were confident they understood the nitrogen cycle. However, when it came to creating the narrated video with the Ozobots, many found that they didn’t know the nitrogen cycle as well as they thought they did.
Next time, I would also ask students to create a map so that the Ozobot wouldn’t be travelling in a nice unidirectional cycle but back-and-forth through different components of the ecosystem.
I’m big on learning routines. I’m a strong believer that predictable lessons that follow a similar structure every time allows students to learn more effectively. I started at a new school last term and learning routines have been particularly important in establishing my expectations with my students.
I always start the lesson in the same way. Every lesson kicks off with a “Quick Quiz”. For most of my classes, the Quick Quiz involves me writing three to four sentences on the board with missing words (key vocabulary or concepts for the topic). These sentences are based on the concepts of the previous lessons or topics. The Quick Quiz is always on the board before students enter the classroom. As soon as they enter the room, they have to copy and complete the quiz. The quiz takes about 5 minutes to complete. I’ve been doing the Quick Quiz in 3 different schools now and have found it to be effective. I really like the Quick Quiz routine because:
Students are regularly revising the key concepts.
It’s a great settling routine. It encourages students to take out their equipment immediately as they enter the classroom.
It gives me sufficient time to do administrative tasks like mark the roll, check uniforms, lend pens to students who need them and settle students who need additional assistance.
It’s accessible to all students. If they don’t know the missing words, they can still copy the sentences. I also encourage them look back in their books to search for the answer if they don’t know.
It’s a form of formative assessment. I end the Quick Quiz by randomly selecting students to provide their answers (I have a no hands up rule for answering questions and use the Randomly app to select students to answer). It lets me gauge how well they have remembered the key concepts from previous lessons.
I have had to adjust the Quick Quiz routine at my new school for my Year 9 class who told me they found the filling in missing words too easy. The limitations of using a cloze passage style quiz is that it mainly allows revision of key terms and concepts based on recall. So I’ve changed the Quick Quiz for Year 9 to be on a worksheet with a combination of multiple choice questions, cloze passages and open ended questions. I place the worksheets near the door so as the enter the classroom, they take a worksheet and complete it. I still use the Randomly app to randomly select students to give the answer to each question. So far the Year 9s have said they prefer the worksheet version of the Quick Quiz.
This version of the Quick Quiz requires more effort and preparation from me and I don’t think I’d be able to do this for all of my classes on a long term basis. But so far it has worked really well for Year 9s.
How do you start your lessons? Do you have lesson starter routines that you find particularly effective?
Exams are often seen as summative assessment. From my experience, students often seen exams as high stakes and only want to know their grade. The most common question students ask me when they get their exams back is “Did I pass?”. Most of them don’t seem to be interested in using exams as a way to know where they are at and how they can improve. So I wanted to do something different to encourage my students to see exams as one way of them knowing how they are progressing and a window into what they should do to improve. I also wanted them to use exams as an opportunity to reflect on their revision strategies.
I stumbled across exam wrappers and decided to implement it with my Year 9s. My Year 9s just finished their half yearly exams. When I returned their papers, I also got them to use an exam wrapper and a Dedicated Reflection and Improvement Time process to facilitate the processing of feedback and self reflection. Overall, this strategy was very well received by students. Many of them were able to identify the syllabus components they need to focus on and revision strategies to try next time. It also gave me, as their teacher, an insight into how they studied and how I can explicit teach revision strategies to them.
Here’s what my exam wrapper and DIRT feedback looked like with links to editable versions of both documents.