Creativity, Storytelling, and Graphic Novel Creation

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This post has been a long time coming as something always seemed to get in the way. This past year, I had the pleasure to work with our grade 8 language arts teachers on a graphic novel project. Students investigated graphic novels in class in preparation for writing their own. Using the awesome Book Creator App on our student iPads they were charged with creating their own graphic novel. We used the comic book template and this Google Slide Presentation to get started. Using Sketchbook Express (iTunes link) or other drawing apps on the iPad, students created images to go with their story. Many students combined their 8 years of art to create amazing images to support the story. Esme (Havoc) created her novel with images she drew in a style that creates a darkness. Esme told Mr. Michelman that she worked the hardest she has ever worked on any project on her novel. She told him that it was not ready as she wanted a little more time to perfect some element. As the school year came to a close we got this message from Esme:

From: Esme
Sent: Monday, May 30, 2016 2:55 PM
To: Ben Michelman
Subject: What Will Become of Havoc?
Hello Mr. Michelman,
Sorry for interrupting Memorial Day, and I know this is terrible timing, but I was wondering what will happen to the graphic novel I made. What should I do with it? Because I want to be able to still edit over the summer, but I don’t know how I’ll be able to do that.
Sorry,
Esme

How many times as that happened in your teaching? The assignment is over, student has graduated, and they want to still work on a project you assigned? This is the definition of engaged and highlights what can happen with student agency.

Emma took a different approach and used models for her drawings. Using her sister and family dog, she posed them and took images. Using the same Sketchbook Express app, she brought the image in on a layer and then used more layers to trace her characters. Once done, she removed the first layer. Her story and images are also well developed and support the happy ending in her story. I submitted her book to the Book Creator contest where she was one of the top ten finalists. She also started creating another book on Romeo and Juliet in order to help students understand it better.

I think both of these students have a future in book writing or whatever they choose to do. The only aspect I would hope they would include next time in their books, is a Creative Commons license so their work can be tied to them as a creator.

A challenge for their future teachers would be to connect to this passion and continue to bring it out. If you would like to read the ePubs you can access them in the shared Evernote note.

STEAM by Design Seminar

Version 3 504 Lab Reconfigured

I am very excited to be offering this seminar next year. The image above is version 3 of how I imagine one of the computer labs being reconfigured. This is a low level reconfiguration as we are not adapting it to a true maker lab as we are not at that point so everything is on wheels and portable. As I write this post, my new 3D printer was delivered. We have 2 Polar 3D printers which are great for prototyping and have served me well with learning about 3D printing, but I wanted the next step as well. I was about to purchase a Makerbot but read about the Sindoh 3DWox. After checking it out online and figuring if the MIT Fab Lab listed it as the printer to get I was not being sold a bill of goods, I ordered it. As fate would have it Zack B. was in the lab next door so was able to see it delivered and we opened it together. He has been coming by lately saying that he has been seeing many cardboard boxes being delivered!

Below is the proposal as presented.

The STEAM (Science, Technology, Engineering, Arts, and Math) by Design Seminar will integrate the elements of STEAM using Design Thinking (Define, Understand, Imagine, Prototype, Try, and Repeat) during explorations in Coding, Electronics, and 3D Design and Printing. Coding, Electronics, 3D Design and 3D Printing are concepts and industries that continue to shape our present and will greatly influence our future. The STEAM by Design Seminar will explore these concepts and skills using the online resources (Project Ignite by Autodesk and CodeMonkey)

The seminar will be project-driven and feature design challenges.

Computer Science Coding:  Computer code underpins almost everything we use today. Having an understanding of coding language is essential to understanding the many devices and services used in our world. A lack of understanding of computer code leads to what Douglas Rushkoff wrote about in his book; Program or Be Programmed. Students will use CodeMonkey tutorials to learn to write code in a real-world programming language called CoffeeScript. CoffeeScript is a modern open-source programming language that compiles to JavaScript.

Engineering and Electronics: Students will learn to design electronic circuits with 123D Circuits and Arduino kits.  Once designed, students will construct the actual designed circuits.

3D Design and Printing: Students will learn 3D design skills using Tinkercad and other apps as needed.

After learning the basics of 3D design and 3D printing, students will work on a design challenge related to a problem they would like to solve. Students will learn to work independently and in groups as they design, create and make their challenge prototypes. Once designed, students will have the option of printing their prototypes on our school’s 3D printers.

NCTIES Reflections

I was lucky enough to attend NCTIES conference last week in Raleigh. I have not been to this conference for a long time so it was nice to be there again. I attended mostly maker space sessions as I am working on devising how to bring one to our school. There is no magical answer other then to just start and allow agency for the students.

As a Google for Education Certified Trainer, I was asked to help in the Google booth on the vendor floor and had the opportunity to demonstrate Google Expeditions. The technology behind this is pretty cool but I like how the teaching and learning was front and center. The tablet had all of the expeditions loaded on it and the phones inside of the cardboard were delivered the expedition via a closed wifi network. This meant that there was no need for internet access. The phones could be anything 6 inch or smaller. We were using Nexus phones with no data plan. While still in beta through the pioneer program, Google plans to have kits available next year that will feature the tablet, router, speaker, cardboard, and phones for purchase. Pricing is still being determined and currently the free apps are only available on Android. While no guaranty Google has clearly been able to create awesome iOS apps so I suspect much like the Cardboard app, there will be iOS versions of the Expeditions and Viewer apps. Learn more about the hardware needs at this Google Expedition support page.

 

 

Helping to Make Learning More Active with an Educanon

I Learned it on YouTube

Image from: aisletwentytwo

Going into our fourth year of our student and teacher iPad learning program I want to invigorate the use of videos. Teachers will often play a video in class while the students passively watch it. Since YouTube is blocked at school teachers will share a link for the students to watch when they are off-campus. Of course, once the student is on YouTube how long will they stay watching the video the teacher wanted them to watch? How long would you stay? Me, probably not long especially if the related videos showed up and if I did not really know why I was watching the video. What are the main points that the students is to learn? I have watched as vendors figured out ways to make videos active and not passive. I decided this year to invest in PlayPosit (fka Educanon) after comparing all three of the leading contenders; PlayPosit, EdPuzzle, and Zaption. While all had similar options PlayPosit had the best overall solution and a real business model. They are easy to work with and are founded by teachers so they understand the pedagogy and technology. The service is affordable and they do offer a free version although I prefer to pay a vendor so I can count on them being there for more then a couple rounds of financing. I am just starting to create the training materials and recruiting the early adopters.

Design Thinking by David Kelly

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Ben working on a prototype drawing.

 I read Dan Ryder’s article on Medium this morning about how we might bring Design Thinking in a high school english class, so I followed the links to see what I could learn. Some familiar names popped up Mount Vernon,and  Edutopia along with a new conference I had not heard of The Atlanta K12 Design Challenge which is where I found the video below under the resources they are sharing page. Great resources. The link to the TED Talk of David Kelly struck me and plan to use it with our Making Makers Club. I just bought their (David and Tom Kelly) book Creative Confidence on iBooks as well although you can get it at many other online vendors as well. Check out his site http://www.creativeconfidence.com/

I think there is a lot to learn about how we can reshape the way we teach using the Design Thinking concept. Mary Cantrall’s DEEPdt is new to me and is intriguing as a way to make the process easier for us who need different terms to describe the process.

Making Makers – A Journey of Building

MakingmakersMaking Maker Cards from Leigh Northrup

For the last few years I have watched as other schools opened up Maker Spaces or Design Rooms at their schools. The positive energy the teachers used to describe how wonderful the experience has been for themselves and their students made it certain to me that we would need something like this at our school. I did not want to buy first and figure out later as I wanted to find a curricular fit and a curriculum for teaching our students. Thanks to my friends, Matt Scully at Providence Day School and Leigh Northrup at Cannon School a group of us we able to visit their school’s spaces to learn how they approached incorporating a making culture into their schools.

The approaches they took are slightly different but both schools reconfigured space to accommodate having a making space with tools and a flexible environment. Someday we will need to reconfigure a space on campus so we have a dedicated room like they do but not at this time. Ventilation is important as is access to electrical power so we need to figure out if a present day computer lab could become the making space or if we need to look elsewhere.

The making cards from Leigh will be used to help our Making Makers Club develop the making mindset as the cards feature a Thing (to make) Materials (to use) and a Descriptor (to add).

Students use the modeling materials for prototyping and when the design process is done, there is a possible printed version of the designed Thing

  • In teams of 2 or 3 students
  • Each team draws 1 Thing card
  • Each team draws 5 Material cards
  • Each team draws 1 Descriptor card
  • On the iPad or using a small whiteboard, each student designs their Thing using the materials and descriptor.  This lasts for 3 minutes to design and share with each team member.
  • Team then discuss for 2 minutes and chooses the one design to prototype
  • Team then spends 8 minutes building the prototype
  • Teams will then attempt to find ways to improve the prototype.
  • If the teams get a prototype built that they want to 3D print that will be an option.

Of course Design Thinking is also a very important part of the process so we will introduce these concepts to them using resources from Stanford’s d.school, Henry Ford Learning Institute, and Meadowbrook School’s Eureka Lab These are the important skills to help students understand and integrate into their learning. John Spencer shared this great resource last week that we may also use as he uses slightly different language to describe the process.

When it comes time to construct 3D models we will use Project Ignite from Autodesk which uses the popular Tinkercad online software to teach 3D design and construction. The goal is not to find something to print but to design something that absolutely needs to be printed. We will try the iOS apps: 123D Design for Education and Tinker Play  from Autodesk. While not as robust as the desktop apps they do allow for playing around and learning more about how to create objects.

We currently have 2 – Polar 3D printers although in truth one is the Lower Schools but I have been using it for troubleshooting purposes. I like the printers as they have a nice web interface and allows for students to share projects with me. The printers can be finicky as every 3D printer can be as I have found out so they are a great entry level printer as schools get a discount and they will give you plenty of practice with learning the ropes of 3D printing. Contrary to what many people believe, 3D printing in schools is full of failed prints, trial and error, and messing around to get the printer to print. Frankly it is all a part of making although it reminds me of when I was trying to get all of the Macintosh LCII computers to print to an inkjet printer using AppleTalk since when it worked it was awesome, but when it did not work, I spent a lot of time trying to figure out why not!

First Lego League – Update from Tournament

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What a day!! The ups and downs of any competition is filled with “The thrill of victory and the agony of defeat” as the saying goes. All 3 teams had strong showings but only the Programming Piranhas advanced to the state tournament on January 23, 2016 in Greensboro, NC. More information at http://ncfll.wildapricot.org/state The image above shows them standing in front of the scores being posted. Their last robot run was wonderful and earned the high score of 337 which had them in 9th place. The Robosharks were in 5th place at this time with the Cav Squad being in 14th. As the final scores were posted the teams moved a bit in the rankings. It was only after the judging was added in for Core Values and Innovative Project that the Programming Piranhas secured their spot while the other teams were left wondering where they could improve for next year. The robot competition is only 1/3 of the competition so teams that showed any weakness in the other areas had a hard time making it to the state tournament.

I am very proud of all the teams who worked hard over the last 3+ months. Go Programming Piranhas!

 

First Lego League – A Grand Experiment

Image from: http://www.firstlegoleague.org/

Our school had our first ever First Lego League team last year when parent, Greg Brown, lead a team called The Robosharks. He worked tirelessly to get the program started and the team went to the state tournament and won The Strategy and Innovation Award for their solution and robot design. A great showing for a new team. Mr. Brown approached the administration of our school and myself after the tournament with the idea of offering an after-school class for students and parents in an attempt to field more teams. After much work by him, we ended up with 25 students and 3 teams. The Robosharks,  Cav Squad, and Programming Piranhas have worked hard since August to get ready for the qualifying tournament on Saturday. The teams have worked hard each Thursday and most Saturdays to solve the missions but also develop their team project and bond as a team. This does not include the countless hours that the parents and teams put in coordinating and supporting their team. I was hesitant to take on the First Lego League teams years ago due to the need for it to be a student run and parent supported structure and not an instructor lead event. I am happy to say that while we have had our ups and downs we have 3 strong teams going into the competition. The team of Programming Piranhas in particular have really risen to the challenge. I am sharing a couple images and a practice movie I have of this team below as I think they show what is possible when you put students in charge. In addition to the teamwork, they have developed an impressive Toy Exchange project that has gained much attention. Read more about that at their Facebook page.

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Programming PiranhassmallPiranhas-First-Mission-1dhzmqz.MOV

NPR Interviews Sherry Turkle on Face to Face Conversation

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I liked this interview as I listened to it in my car one Saturday morning on the way to the dump, which is a weekly ritual for a person who lives in the country. As it ended, I wrote down the information on my notepad and wanted to make sure I wrote about it as I believe this topic is important to all of us. I do completely agree that we can not have empathy unless we are face to face, but I do believe we need to start there in order to develop empathy.

Turkle, a professor of Social Studies of Science and Technology at MIT, is interested in how all sorts of new technologies — not just iPhones — are changing our conversations. Her new book is called Reclaiming Conversation: The Power of Talk in a Digital Age. She is also the author of the books The Second Self and Alone Together.

Listen below or read at http://www.npr.org/2015/09/26/443480452/making-the-case-for-face-to-face-in-an-era-of-digital-conversation

 

An earlier interview from 2012.

Survey Says Mostly OK

 Image is property of Common Sense Media 

It is quite possible that you saw the survey released by Common Sense Media that discusses their findings on the use of media by tweens and teens. They surveyed 2500 young people.

This link will take you to their survey. https://www.commonsensemedia.org/research/the-common-sense-census-media-use-by-tweens-and-teens

You can create an account, use one of the social media login options. I think we should all have accounts.

Key Findings: Bold are my highlights.

1. On any given day, American teenagers (13-to18-year-olds) average about nine hours (8:56) of entertainment media use, excluding time spent at school or for homework. Tweens(8-to 12-year-olds) use an average of about six hours’ (5:55) worth of entertainment media daily

2. From Gamers to Social Networkers, patterns of use vary widely among young media users.

3. Boys and girls have very different media preferences and habits.

4. Despite the variety of new media activities available to them, watching TV and listening to music dominate young people’s media diets.

5. Tween and teen media consumption is highly mobile. Overall, mobile devices now account for 41 percent of all screen time among tweens and 46 percent among teens.

6. Even among teens, social media use still lags behind traditional media use like listening to music or watching TV.

7. Digital screen media are used for many purposes: reading, watching, playing, listening, communicating, and creating.

8. There is a large “digital equality gap” in ownership of computers, tablets, and smartphones.

9. More parents are concerned about the type of media content their children use than how much time they spend using it.

10. Many teens multitask with media while doing their homework, and most think this has no effect on the quality of their work.

11. There are substantial differences in the amount of time young people spend with media, based on family income, parent education, and race/ethnicity.

This link will take you to Larry Magid’s response (also on Huffington Post). He is the person behind Connect Safely and a CBS News correspondent. He serves on the boards of many organizations helping young people navigate the internet. https://en.wikipedia.org/wiki/Larry_Magid

http://www.connectsafely.org/tweens-teens-tech-and-surprising-findings-from-common-sense-media-study/

I think we need to continue our efforts to teach ourselves and our students how to manage the digital tools in their lives whether we put them there or their parents do. We need to continue to model the behavior we want our students to emulate as they observe what we do daily. Finally, we need to help our students become less consumers of media and more the creators of media. The iPads give us a great tool to encourage creation with an academic focus and a place to fail and iterate fast. There is actually a lot of good information in the report and I believe we see the findings each day here at school.

If I think about the way I used media when I was a tween (it was before it was a word), I would be about the same. I still have some of these behaviors today. What I have discovered in 59 years on this planet is how to balance more of what I do. If any media wants my time and attention, there has to be a real value in it for me. I define that value as either being entertaining or educational for the most part.

How do you manage your time and attention?