Week 8
Essential Question: How do you or might you use language to change the way your students think about learning in the classroom?
In chapter 4, Matera discusses the need to change the language of learning. By gamifiying his classroom, he was able to change learning from a process to earn grades to instead be about discovery and growth. Learning is the outcome, not just to get a grade, but learning for the sake of learning and advancing. Matera compared it to “climbing a mountain; there are many paths to the peak” (2015, p. 42). As a teacher, it is important that I structure my class in a way to help students see that, but it will require a shift in thinking and language.
Adam Moreno came up with these ten words that successful people have in common: confidence, creativity, enthusiasm, effort, focus, resilience, initiative, curiosity, dependability, and empathy. These words can be used to define Purpose-Driven Learning. “With Purpose-Driven Learning as our primary language, thoughtful discussions about the power of curiosity and resilience, focus, effort, enthusiasm, and confidence replaces conversations about grades (Matera, 2015, p. 39).
To me this sounds like a synonym for teaching growth mindset, which I believe is the key to unlocking the power to be successful for all students. Creating a safe learning environment and encouraging students to try, fail, and try again is at the forefront of my mind when it comes to teaching. I do my best to praise effort along with (and sometimes more than) achievement, and to encourage resilience by the way I talk about making mistakes. Luckily, this is built into the scientific method and is a little bit easier for students to see in my science classes, however it is a conversation that we must continue to have throughout the school year.
By discussing the ten qualities of driven people and combining them with my newly gained knowledge of student gamer types, I can play to my students’ strengths and encourage them to become lifelong learners.
Resources:
Matera, M. (2015). Explore Like A Pirate: Gamification and Game-Inspired Course Design to Engage, Enrich, and Elevate Your Learners. San Diego, CA, CA: Dave Burgess Consulting.
In chapter 4, Matera discusses the need to change the language of learning. By gamifiying his classroom, he was able to change learning from a process to earn grades to instead be about discovery and growth. Learning is the outcome, not just to get a grade, but learning for the sake of learning and advancing. Matera compared it to “climbing a mountain; there are many paths to the peak” (2015, p. 42). As a teacher, it is important that I structure my class in a way to help students see that, but it will require a shift in thinking and language.
Adam Moreno came up with these ten words that successful people have in common: confidence, creativity, enthusiasm, effort, focus, resilience, initiative, curiosity, dependability, and empathy. These words can be used to define Purpose-Driven Learning. “With Purpose-Driven Learning as our primary language, thoughtful discussions about the power of curiosity and resilience, focus, effort, enthusiasm, and confidence replaces conversations about grades (Matera, 2015, p. 39).
To me this sounds like a synonym for teaching growth mindset, which I believe is the key to unlocking the power to be successful for all students. Creating a safe learning environment and encouraging students to try, fail, and try again is at the forefront of my mind when it comes to teaching. I do my best to praise effort along with (and sometimes more than) achievement, and to encourage resilience by the way I talk about making mistakes. Luckily, this is built into the scientific method and is a little bit easier for students to see in my science classes, however it is a conversation that we must continue to have throughout the school year.
By discussing the ten qualities of driven people and combining them with my newly gained knowledge of student gamer types, I can play to my students’ strengths and encourage them to become lifelong learners.
Resources:
Matera, M. (2015). Explore Like A Pirate: Gamification and Game-Inspired Course Design to Engage, Enrich, and Elevate Your Learners. San Diego, CA, CA: Dave Burgess Consulting.
Good post. I also mentioned that Matera's gaming format is teaching Growth Mindset. It make a lot of sense and is why he gets some of his positive results. Would you change you language in your classroom even if you didn't gamify your lessons?
ReplyDeleteI like your analysis of this idea. Good post.
ReplyDelete