Student-Created Digital Breakouts...

Student-Created Digital Breakouts...


Education is not one size fits all. To meet the needs of today's learners teachers need to use a wide variety of ways to assess students' knowledge. In my opinion, traditional testing truly only measures a student's ability to memorize, regurgitate, and discard. Why hold onto that information if you do not truly understand it, apply it, or even have the desire to use the information. For example, I once had to memorize dates for certain battles for a class. To this day I cannot recall those dates, I could for the test though but not now. Those dates are not important to me, I cannot use them in any way in my current life. Now the reasons for those battles, that information could be important, but I spent so much time trying to memories those dates I have also forgotten the reason for the battles.

As a teacher, we need to truly understand what students know and teach them how to apply their knowledge. We also need to instill a desire to continue to learn and grow. Just memorizing data to pass a test is not good enough in today's society. We also need to teach our student to think, troubleshoot, problem-solve, and to realize their first attempt is not their last one. Having students create, explain, demonstrate, design, explore, develop, etc... will allow teachers to truly assess not test but assess a student's understanding.

We need to rethink what an assessment looks like. We also need to embrace that each student is different and not all assessments will work. Having students create Digital Breakouts is a way we as teachers can personalize learning for each student and truly assess their knowledge and abilities.

So what is a Digital Breakout?

A digital breakout uses the same concept of solving a series of clues to unlock locks as the physical breakout does. A Google Form is used as the locks. Using a Google Form you can create a wide variety of locks. A digital breakout has no need for any additional equipment. All that is necessary is a device connected to the Internet.

Students can create Digital Breakouts to demonstrate their knowledge on any topic. Once the Digital Breakout has been created then other students can apply their learned knowledge of the topic to solve the clues and breakout.

I will be speaking at ISTE19 over how students can create Digital Breakouts and how teachers can use these student-created breakouts as an assessment tool. So join me on June 26th at 1:00pm room 120A to learn more. If you cannot make it below is a link to the resources I will be sharing.


Resources:












K-12 Serious Game Award Winners 2019 .....

K-12 Serious Game Award Winners 2019...


Game-based learning is one of the most effective learning environments in today's culture backed by research. To view some research on the topic of Game-based learning click HERE.

Serious Play Conference is an international conference that holds competitions for game-designed that focus on an educational element. Below are the 25 Education Games Winners that were cited for excellence.

I try to encourage educators and students to develop their own games and enter them in the Serious Play Competitions. If you would like more information on how to participate please feel free to reach out or visit their website.  https://seriousplay-ucf.com

~*~*~*~*~*~

25 Education Games for Use in K-12 Win Awards
In the International Serious Play Competition
 
LOS ANGELES – June 20, 2019 – Twenty-five games designed for use in K-12 education have been cited for excellence in the 2019 International Serious Play Award Program.
 
STEM Games winning Awards:
 
Gold Medal citations were awarded to:
  • Cyberchase: Railway Hero, the latest accessible game from the PBS KIDS series. The CyberSquad is on a mission to thwart a hacker and repair cyberspace’s Information SuperRailway. Along the way, they learn math skills. Produced by THIRTEEN for WNET in association with Bridge Multimedia and developed by Sudden Industries
  • HoloLAB Champions, a way for players to engage playfully with chemistry lab equipment in virtual reality developed by Schell Games
  • Network Collapse, an interactive experience that helps learners to understand basic concepts about how networks and the internet, along with a few security tools. In the game, they work to transmit and protect data. The game was created by Battelle for use by Pacific Northwest National Laboratory, which it manages and operates for the U.S. Department of Energy
  • Virtual Vet, a game that teaches students to recognize pre-diabetic symptoms while also helping them envision themselves in the role of a scientist. The game introduces multiple STEM career options. Developed by the College of Education at the University of Georgia
 
Silver Medal status went to:
  • Agrinautica, this plant-building, sandbox game is designed to help 4th and 5th graders develop pre-algebra skills as part of the Math Snacks series of games created by Learning Game Lab at New Mexico State University
  • Beats Empire, a turn-based management game where players—taking on the role of a music studio manager—analyze data of music trends to sign artists and record and release songs. Collaboratively created by Filament Games; Teachers College, Columbia University; University of Wisconsin, Madison; Georgia Institute of Technology; SRI International; and Digital Promise
  • Breaking Boundaries in Science, an interactive VR celebration of some of history’s most influential women scientists created by Filament Games and The Jane Goodall Institute for Oculus
  • Gametime, a title designed to help the students comprehend everyday STEM concepts -- and retain them. Developed by The Game Agency with Everfi
  • Hoover Dam: Industrial VR, a game where students experience the inner workings of the Hoover Dam. Developed by Pixela Labs
  • Tablecraft, a playful virtual reality game where middle-schoolers explore the Periodic Table in their own treehouse lab by combining the elements to craft common household objects and feed those objects to their virtual pet blobs, engineering their growth, poop, and offspring! Developed by Not Suspicious
 
Bronze Medal recognition went to:
  • Alice's Adventure, a game engine that introduces basic programming and game design to middle and senior high students created by the Entertainment Technology Center at Carnegie Mellon University for the Carnegie Mellon University Entertainment Technology Center
  • Planeteers inspire adventure, creativity and learning as players and their robot companion Socke explore a newfound planet to help restore their depleted homeworld. Developed by STEAM Craft Edu
  • Shadowspect, a game-based assessment system designed to measure progress in spatial reasoning and other learning outcomes. Created by the MIT Game Lab and Fire Hose Games for the MIT Playful Journey Lab
 
Literacy Games winning Awards:
 
Gold Medal citation was awarded to:
  • Pictoword, a mobile application that combines gamification mechanics with educational content - in the form of fun and challenging word puzzles - to help students achieve proficiency in spelling and vocabulary acquisition developed by Kooapps LLC
Silver Medal status went to:
  • Jo Wilder and the Capitol Case, a tool that helps students learn critical thinking skills and engage in historical inquiry. Developed by Field Day Lab, Wisconsin Public Television Education and a cohort of 3rd-5th grade Wisconsin educators
  • Lights, Camera, Budget!, an online game to help middle/high school students learn, study and review financial literacy topics while practicing budgeting skills. Created by a collaboration between the FableVision Studios, the Georgia Council on Economic Education for Georgia Public Broadcasting and SunTrust Foundation
  • Moi Social Learning, a game for children five years old and up that allows children to interact with technology, content and social networks, learning at their own pace. Developed by Moi Social Learning for Start-Up Chile and Banco de Ideas
  • Net(R)Worth Interactive, a competitive environment where students invest in Stocks (3 types), CDs, Real Estate, Oil and cattle with the objective of accumulating a higher net worth than other participants with an option to convert their Net(R)Worth dollars to BITCOIN to purchase merchandise and subscriptions created by Donald Pellicano
  • STAX, helps students learn long-term investing strategies in just 20 minutes of gameplay. Developed by McKinney for Next-Gen Personal Finance
 
Bronze Medal recognition went to:
  • Fun China World, an innovative MMORPG to help people learn the Chinese language and culture in a virtual world of China. Developed by FunChinaWorld Team for FunLearnWorld Tech
  • Payback, a game that helps teens see college as an investment with benefits and risks and challenging players to make the best choices, not just the cheapest. Developed by McKinney for Next-Gen Personal Finance

Liberal Arts Subjects winning Awards:
 
Gold Medal citations were awarded to:
  • Mission US: For Crown or Colony? a title that combines conventions of gaming with social history to immerse players in the drama of our nation’s past. Produced by THIRTEEN for WNET in association with American Social History Project, Electric Funstuff and the Education Development Center
  • Scholastic W.O.R.D., a reading, and vocabulary program for students in Grades K-5 that uses the cataloged 2,500 high-utility word families that makeup 90% of all texts students will encounter. Created by Filament Games for Scholastic
 
Cognitive Skills winning Awards:
 
Gold Medal citations were awarded to:
  • Endeavor Healthcare Module, gives students a way to practice their investigative and deduction skills while learning about current medical technologies and exploring healthcare career options. Created by The Game Agency with Everfi
  • Tali Detect is a digital game-based assessment that enables a baseline measurement of attention in children about to start school or in their first year of education. This digital assessment will triage children at risk providing for appropriate early interventions to be delivered. Created by Tali Health with partners Monash University and Torus Games

Winners will be given a chance to attend this summer’s Serious Play Conference Events and display their games. This year conferences will be held at the University of Central Florida (UCF) July 24-26, 2019 and the University of Quebec in Montreal (UQAM) July 10-12.

For more information, go to www.seriousplay-montreal.com and to www.seriousplay-ucf.com.

Surfing for Quality Digital Tools.....

Surfing for Quality Digital Tools...

The number one question I am asked is what tools do I use with students and how do I determine if the tool is the tool my students should use. I think of digital tools and resources like shoes and just like shoes, you will use the pair that works the best for the situation you are in. For example, you do not want to wear flip-flops when you are climbing or hiking you would use the proper footwear to get the job done. It is the same with digital tools, devices, and resources. Just like shoes digital tools, devices, and resources also depends on personal choice. The tools I use may not work or fit your needs so you need to use the tools you feel comfortable with.

The other side of the coin when using digital tools, devices, and resources you need to pick ones that take you and or your students beyond. For example, if you have an interactive whiteboard a.k.a. a SMART board and you never physically touch and interact with the board you basically just replaced your projector screen with a solid board version. To help you go to the next level in implementing technology into your curriculum I have designed an interactive rubric. This rubric is designed from research and is based on the SAMR framework. There are a few questions you will need to ask yourself about the tool, device, or resource you are wanting to use. Through the questioning, the rubric will guide you to if the tool you are wanting to use is going to move you more into transforming the learning or if you should think a little more about using the tool.

Just like any tool it really depends on how you plan to use it and not every tool works for everyone. Since I am a doctoral student and I am conducting research I am collecting the results of the rubric. You will be emailed a copy of your results when you hit the submit button. If you do not want me to collect your results I will have a second option that will allow you to make a copy of this rubric and use it. The copy will save to your Google Drive and you can use it from there.

Interactive Rubric Links:




Printing on Post-it Notes....

Printing on Post-it Notes.....

I had not realized that I had not shared how to print on Post-it Notes. Keep in mind the instructions will remain the same but Post-it Notes come in all sizes and styles. The file I am sharing with you is for the standard Stick-it Note. Feel free to change the document to fit your Post-it Note. The document I am sharing with you is a Google Draw file, so you will need to be logged into your Google Account to use this document.

I tell my students all the time there are many many ways to use technology to get to your desired end results. If the method I am sharing with you does not work for you to feel free to modify the steps and use a different tool. You are making a copy of the file I am sharing and it will auto save to your Google Drive.


Step 1:

  • Print out the template or Master "Print On Post-it" page. Click Here to get your copy. (This is a Google Drawing File. You must be logged into your Google Account to use.)
  • This page will allow you to align your text in order to print on the Post-it Notes.


Step 2:

  • Place Post-it Notes on the squares printing out on your page.
  • Make sure the sticky side is towards the Words “Top of Print”.
  • When the Stick-it Notes go through your printer you want the sticky sections to go first so the Stick-it Notes do not get jammed in the printer.


Step 3:

  • Place your page with the Stick-it Notes in the paper tray of your printer. 
  • Try face down with the words "Top of Print” at the top of the paper tray.


Step 4:

  • Type what you want to be printed on the Stick-it Notes in the squares of this document.
  • Print
  • Remove Stick-it Notes off of the printed page.

Step 5: 
  • Repeat steps 2-4 as many times as needed.


You only need to print out the blank template when you need a new or a cleaner one.




Click Here to Make a Copy of the Template.


Teacher Technology Survey....

Teacher Technology Survey...

I am conducting a study to build a better understanding of how other educators use technology tools. Below is the survey. The survey is anonymous and will be used to build an understanding of how teachers use different types of technology tools to learn and teach with. Please feel free to invite or share this survey with other educators from around the world.

The purpose of this research project is to build a better understand how educators use technology to support teaching and learning. This is a research project being conducted by Katie Ann Wilson at Capella University. You are invited to participate in this research project because you are in the field of education. Your participation in this research study is voluntary. You may choose not to participate. If you decide to participate in this research survey, you may withdraw at any time. If you decide not to participate in this study or if you withdraw from participating at any time, you will not be penalized. The procedure involves filling an online survey that will take approximately 10 minutes. Your responses will be confidential and we do not collect identifying information such as your name, email address or IP address. The survey questions will be about how teachers use technology. We will do our best to keep your information confidential. All data is stored in a password protected electronic format. To help protect your confidentiality, the surveys will not contain information that will personally identify you. The results of this study will be used for scholarly purposes only and may be shared with Capella University representatives. If you have any questions about the research study, please contact Katie Ann Wilson.

ELECTRONIC CONSENT:  Clicking on the "agree" button below indicates that (located on the form):
• you have read the above information
• you voluntarily agree to participate
• you are at least 18 years of age

If you do not wish to participate in the research study, please decline participation by clicking on the "disagree" button.


  • If the survey does not appear below for you please click here to visit the live form.



~*~*~*~*~*~*~*~*~*~*~*~*~*~*~




One Word 2019.....

One Word 2019...

For the past few years, I have participated in the #OneWord that will describe my focus for the up and coming year. Usually, my goal is to inspire others. I've been told that inspiration naturally radiates from me. This year I want to go beyond just inspiring others. I want to give others the tools to become motivated, adventurous, knowledgeable, and empowered. It has been a dream of mine to develop an innovative conference for educators.


This past year I have been focusing on obtaining a doctorate in education. My focus for my doctorate has been to become a Teacher Leader in Digital Transformation (a.k.a. Edtech). For my doctorate, I can either choose to do a research project or create something. I have decided to create an Innovative Edtech Conference for my Capstone project. With the help of my PLN iMake-KS is going from a wish to a dream and into reality. So my #OneWord for 2019 is going to be #iMake.



My Dream for iMake-KS:

The Plan:
iMake-KS will be a two-day conference that will be held a year from now in 2020. Date and venue yet to be determined. The conference will have both in-person components as well as virtual components. I will be seeking out educators and students to share their innovative ideas, lessons, projects, etc...

In-Person Components:
  • Sandbox/Play Areas - Hands-on, Experimenting, Exploring, Discovering, Making
  • Student Demonstrations and Presentations
  • Hands-On Workshops
  • Presentations
  • Demonstrations 
  • App Smashing
  • App Slams
  • Ignite Sessions
  • Reflection Areas
  • Global Project Areas

Online Components:
  • Help Sections
  • Recorded Presentations
  • Recorded Demonstrations
  • Online Challenges - Example: Digital Breakouts
  • Stream Presentations, Demonstrations, Sandbox
  • Connection Section
  • Global Projects Planning Section

Do you have an innovative lesson or activity that you would like to be considered to be added to the #iMake-KS portal?

  • To submit your lesson or activity, please CLICK HERE.


Unwritten....

Unwritten .....


2018 was a year for several chapters in my life to come to an end. After ten years of being the techie teacher at the Pratt school district, I had to say goodbye. Watching my students grow up over the past ten years made it very difficult to walk away. It really was hard to leave that part of my life behind as our family was relocated to Dodge City for my husband's work. 2018 also marked the last year I would see either of my sons' faces at the school I work at. My youngest son just had to grow up and graduate from high school and then head off to college. It was a struggle knowing that I wouldn't see their faces in the hallway or them surprising me by popping into my classroom just to say hi. I also had to say goodbye to the home my sons grew up in and the only home our daughter has ever known. The hardest part of 2018 was saying goodbye to one of the most influential women I know. My grandmother who has been a huge part of my life since I was nine years old left this world to join my grandfather.

My grandmother taught me a lot of lessons that still touch me today. She taught me to always make my bed every morning. In a world of chaos having one part of your life neat, tidy, and organized gives you a sense of peace at the end of the day. Having just one piece of your life orderly will also allow you to start each day fresh and new. She also taught me that you need to look your best every day no matter if you were going out of the house or not. Whenever I saw her, she always had your make-up on. She always had her eyebrows done and her lipstick on. She would also wear a piece of jewelry and a dress every day. It was important to her to always look her best. She would tell us you never know what kind of encounter you will have each day, so it is best to always put your best foot forward and look your best. I may not be dress wearing person, but I do put on my make-up, do my hair and try to look nice every day. I have even started to make my own jewelry to wear.

As you may have noticed I had not have been very regular in sharing my techie tips and tricks this past year. With the energy, I had left from all of the changes that have occurred in 2018 I decided that I needed to narrow my focus and work on my doctoral studies. Teaching full-time, studying full-time, being a parent and a wife full-time something in my life had to take the back burner.

2019 is going to be the year of new chapters and acceptance. I had to get to a point and accept the changes in my life, accept what I can not change, and accept that my future is unwritten. I do not know where I will go from here or which path I will take. There are many paths in front of me that I would have never dreamed I would be on. Who would ever have thought the quiet small town girl would be a leader in educational technology? The girl that several people thought would never attend college or obtain a degree. A girl that was overlooked and even brushed to the side. Who lived literally on the wrong side of the tracks. Would be looking at becoming a professor, a teacher of teachers, a leader in education. My grandmother apparently knew that I would go the distance. When I was being told that it wasn't possible, I would not make it. She is in my corner encouraging me. With her, as my cheerleader, I was the first person in my family to attend college. Not only did I obtained a degree I am currently working on my third degree. Even though she will not see me finish, I know she is still cheering me on.

As we reflect on the past year, we need to realize we can not change the past, but accept that those encounters happened, move forward, and focus on what we can improve. In 2004 I presented my 1st conference. It was literally the first conference I had attended in my career. The majority of the conferences I have attended I have presented at. 2019 will be no different. I will be presenting so far at two edTech conferences that mean the world to me, MACE-KS and ISTE. I will be sharing how students can create digital Breakouts that will allow students to show their understanding for a particular topic. It is my first step in showing that in education if we continue to assess students in the same manner time in and time out via a standardized test, we do not fully grasp an individual student's understanding. Just keep in mind if a fish was judged on his ability to climb a tree we as a society will label that fish a failure. That poor fish then believes that he is indeed a failure. The field of education needs a change and what better way to make a difference than from within.  After all, education makes all professions possible.


Coming Soon... #iMake-KS