This year, Mrs. Keller and Mrs. Holden's class established a culture exchange with the second grade students of Ms. Guzman and Ms. Mena from the Academia Británica Cuscatleca in Santa Tecla, El Salvador. The students initiated the project by writing letters about themselves and exchanging stuffed class mascots (ABC sent us a stuffed bulldog, while EMS sent them a stuffed teddy bear - pictures here, here and here). The culture exchange continues throughout the year, with sessions over Skype, where children ask questions, learning about similarities and differences, as well as a Voicethread project, where multi-media information can be shared. It is important to note that the project is also really fun and engaging for children. You can follow the project on this EMS Culture Exchange page.
Showing posts with label Technology. Show all posts
Showing posts with label Technology. Show all posts
Second Grade Skypers
When some start confusing Australians with Austrians, or (as with the more recent and unfortunate circumstance) confusing Chechens with Czechs, we can start to understand on the simplest of levels, the importance of folding a global education and awareness into our curriculum. Knowing where countries are on a map, in geographic relation to each other, is valuable knowledge for children growing up in a global society. But, the greater priority may be gaining an understanding of people, perspectives and cultures different than their own. This is the focus for the second grade's culture exchange, which exhibits just one of Elisabeth Morrow's grade-level efforts to use conferencing and collaborative technology to engage and connect our young students with the larger world in which they live.
Reflections from Philadelphia: My Technology "Take-Away" From An Inspiring Conference
Beth Anne Brennan
Lower School Head
Recently, I traveled to Philadelphia to attend the annual conference for independent schools (NAIS). The theme of this year’s conference was Think Big Think Great and for those of you who know me, as a leader and a learner, know that I love thinking BIG. I found many of the presentations intriguing in the program and I was very excited to attend. I wasn’t disappointed.
Lower School Head
"But it's not about the tools. It's not about layering expensive technology on top of the traditional curriculum. Instead, it's about addressing the new needs of modern learners in entirely new ways. And once we understand that it's about learning, our questions reframe themselves in terms of the ecological shifts we need to make: What do we mean by learning? What does it mean to be literate in a networked, connected world? What does it mean to be educated? What do students need to know and be able to do to be successful in their futures? Educators must lead inclusive conversations in their communities around such questions to better inform decisions about technology and change."
~ Will Richardson Via ASCD and Educational Leadership Magazine
Recently, I traveled to Philadelphia to attend the annual conference for independent schools (NAIS). The theme of this year’s conference was Think Big Think Great and for those of you who know me, as a leader and a learner, know that I love thinking BIG. I found many of the presentations intriguing in the program and I was very excited to attend. I wasn’t disappointed.
If we are to consider and possibly embrace change, I decided to approach this conference along the lines that Will Richardson suggests above; my experience at this conference would be as a “modern learner” in hopes that I might better share and inform our community when I returned to school the following week. Going in, I felt inspired, empowered, knowledgeable and ready; I have been engaged in many discussions over the past several years, about preparing schools within the information age and now, the time had come for me to dive in. I needed to start thinking, learning and living as a student in the 21st century.
As I attended presentations, armed with my iPad, I sat up close to the speakers and took notes using the Note app. Later in the day, when I had a moment or two between workshops, I used the internet to look up the speakers’ bios, TED talks (if they had any), research, and opinions. If I felt it was useful I forwarded the resources by email, along with my notes, images and thoughts regarding what I was taking in, to my colleagues back at EMS. I also found that I could follow the Twitter posts of the other conference-goers (using #NAIS2013), which allowed me to know their thoughts about a given speaker or presentation, without having to have a personal conversation with the more than 5,000 participants (I found this aspect, the Twitter feed, to be the most interesting of all).
When I returned home, I added some of the speakers’ blog sites to my favorites bar with the intention of checking in frequently to see what they are thinking and saying relative to education. I also decided that I would participate more frequently in social media and online learning networks that focus on teaching in the 21st Century.
I have attended many conferences but I would have to say that this experience was among the most remarkable. It is hard for me to fully describe how my learning was enhanced by the technology so readily and simply held in my hand. If I needed a reference during a presentation, I quickly looked it up online; anything important I wanted to note or share, I could jot it down or capture it with the camera and forward to my colleagues. The value of the iPad was clear to me, and as a professional educator of 25 years, I can not help but wonder about the possibilities for us in the classroom. Should we push harder for technology in our classrooms at EMS?
One of the reasons I love EMS is that we provide a careful, whole-child education. Where some schools or school districts place weight on grade-based assessments or test scores, I know that our teachers play a much broader role in our student’s development. After all, things like focus, attending, social and emotional development, critical/abstract thinking skills still require great teachers who, perhaps, have learned from great teachers before them.
Here’s the thing, though. To my own children, to our EMS children, none of what I have just related about my conference experience is remarkable to them. At all. Where I am amazed, my children, along with the millions of other young people of their generation, are already living (fully) in an age where information is accessible and commonplace. Experienced educators are in the middle of a paradigm shift but our children are living well within the paradigm. There has always been differences between generations, but this time, it’s a bit different. As Will Richardson noted at his NAIS presentation (similar TEDtalk here), unlike any time before, teachers are no longer the sole providers of our student’s core learning. Children now have access to many teachers, for just about anything that interests them. I realize that this may be a bit too simplified, but for us teachers the nature of the shift we have to understand is one that moves the focus away from knowledge and more toward guidance.
Taking this leap and making this commitment to “modern learning” has not been easy for me. In fact, I have often found technology to be distracting, frustrating and time-consuming, but I am starting to get it. I am starting to get the hang of it and understand it’s value. Me and the 5000+ professional educators who attended NAIS, along with many more who took it all in through web feeds, simulcasts, and social media are starting to get a better idea of the potential it can offer for teaching in our time. Of course, we still have an obligation to shape the development of our students (talents, knowledge and character) through the methodologies we feel are most effective: Best of the Old and Best of the New as our informal motto goes. I still believe in this balance. It’s just that now, considering how things have changed, we should reevaluate how we are going to proceed and then—borrowing from conference speaker Cathy Davidson, and Nike shoes—”just do it.” Our goal is to prepare our children for the world in which they will grow.
Our Minecraft Curriculum Featured at Annual NAIS Conference
by Aaron Cooper
Head of School
Last week, a contingent from The Elisabeth Morrow School traveled to Philadelphia for the National Association of Independent Schools (NAIS) Annual Conference; a gathering of more than 5,000 educators from around the country.
EMS Technology teacher Marianne Malmstrom and I were honored to be invited, along with seventeen other schools, to present specific educational innovations in a session called Speed Innovating. Ms. Malmstrom and I offered a session titled Targeting the "Six C's" for the 21st Century Through the New Frontier of Minecraft, which detailed the "gaming" curriculum of our technology department.
Some within our community are familiar with our Tech department's work with Minecraft. If you are not, or are interested in taking a closer look, please consult the following links:
NAIS President Pat Bassett referred to the session in his general remarks to the entire conference by saying that, "if [attendees] did not have the chance to see the Speed Innovation session, [they] need to do so next year, as it featured details of what education can and should be." Mr. Bassett also had the chance to listen directly to our presentation and was quite impressed with the work going on at Elisabeth Morrow. This is certainly high praise coming from an individual so knowledgeable about the independent school world.
Ms. Malmstrom and the technology team have developed this program over the past five years and have worked tirelessly to tweak the curriculum and support the students’ work. It is this sort of dedication and drive that we all appreciate and is a hallmark of our entire Elisabeth Morrow faculty.
Recent Accolades for EMS Director of Technology Sarah Rolle
In September, at the invitation of George Magdich, President of the New Jersey Educational Computing Cooperative (njecc.org), EMS Technology Director Sarah Rolle was appointed as an advisor to this state-wide organization, joining a select group with eight other educators.The NJECC is a not for profit organization that provides member school districts with a wide range of services and professional development to meet many of their educational technology needs. In his invitation to Ms. Rolle, Mr. Magdich said, "you have the experience and are in the forefront of Ed Tech. I think you would be a great addition to the group." In addition to regular monthly meetings the NJECC advisor group also helps organize the annual conference in March.
In addition to this, Ms. Rolle was appointed as a team leader for a recent Google Teacher Academy, held in New York City on October 3, 2012.
The Google Teacher Academy is a free professional development experience designed to help K-12 educational leaders get the most from innovative technologies. Each Academy is an intensive, one-day event where participants get hands-on experience with Google's products, learn about visionary instructional strategies, and receive resources to share with colleagues. Upon completion, Academy participants become Google Certified Teachers who share what they learn with other K-12 educators in their local regions and beyond.
Educators become Google Certified Teachers by attending Google Teacher Academies. Ms. Rolle originally attended the GTA in 2007.
Marianne Malmstrom Featured Guest On "It Takes A Guild: A Guild Of Educators
Most of what we get at school is consumption and spoon fed – "here's the information" and "master this information," then "take the test," "now we can move on" – but, the reality is that we live in a world that is changing so quickly that the best skill you can have, possibly, is your ability to adapt and to learn new things on the fly. ...With Minecraft, you have to figure it out, you have to read about it yourself, you have to ask a friend, you have to experiment until you learn. ...So the best we can do is to prepare students to be really successful learners and problem solvers, to be creative and learn to collaborate, and that is what I think these games do the best.
~Marianne Malmstrom
EMS Technology Teacher Marianne Malmstrom was recently the featured speaker on It Takes A Guild: A Guild of Educators, an "educator centric webinar series offered" by Gamers Advancing Meaningful Education or G.A.M.E. In the webinar interview, Ms. Malmstrom talks about how " the EMS Tech team successfully guided the integration of the popular game Minecraft into the activities and curriculum of most of the grades at The Elisabeth Morrow School" (webinar synopsis of episode 2).
You can also check out an abridged reprise of her Appletree Magazine article Game to Learn on the recently launched A Platform For Good, "a project of the Family Online Safety Institute designed to help parents, teachers and teens to connect, share and do good online." A featured blogger for this site, this article will be the start of many other articles to follow for Ms. Malmstrom.
EMS Teachers Present at Annual New Jersey Educational Computing Cooperative Conference
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| Sandy Malko, Laurie Lester and Kristi Evans at NJECC Conference |
Director or Special Learning Services
EMS teachers Kristi Evans, Laurie Lester and Sandy Malko recently presented Captivating the Young Using 21st Century Skills which highlighted the use of iPADS and other mobile devices for teaching and differentiating instruction for students who may find reading and writing a bit more challenging. With the help of Sarah Rolle, EMS Director of Technology, the teachers developed a website for their attendees that offered a few iPad references and a list of top 10 apps that are effective and engaging for students in first through fourth grades.
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| Kristi Evans |
Marianne Malmstrom Participates in Born This Way Foundation Launch
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| EMS Technology Teacher, Marianne Malmstrom |
by Evan Brown
Director of Communications and Alumni
On February 29, Elisabeth Morrow Technology Teacher, Marianne Malmstrom, joined an esteemed gathering of experts, educators, researchers, policy-makers and foundation leaders at the Symposium on Youth Meanness and Cruelty at Harvard's Berkman Center for Internet and Society in Cambridge, Massachusettes. The Symposium served as a pre-launch to Lady Ga Ga's Born This Way Foundation (BTWF) which occurred later in the day. More importantly, the members of this symposium, through their collective expertise, were tasked with identifying trends and initiatives that would assist the BTWF in determining their policy as they seek to address issues of bullying and youth empowerment.
The symposium was divided into six workstreams. Ms. Malmstrom was among fifteen assigned to a workstream entitled, "Curricula as Campaign for a Network Age," headed by Jason Rzepka (VP of Public Affairs at MTV) and Anastasia Goodstein (author, journalist, currently Director of Digital Programs for Inspire USA Foundation). The group debated over how best to utilize media, both "new" and "old," to spread "messages of bravery and tolerance." Ms. Malmstrom's thirty-year teaching career along with her extensive expertise and notoriety regarding virtual worlds and gaming, brought an important perspective to the group.
Click here to view a full PDF of the Symposium program with member bios.
•••
Upon her return to campus, Ms. Malmstrom lead a faculty meeting to relate her experience and offered the following links for further reference.
- Elisabeth Morrow students weigh-in
- Video of BTWF Launch Event
- Complete Coverage: Born This Way Foundation Launch: Ask With Forums, Harvard Graduate School of Education
- Lady Gaga, Winfrey Target Bullying: C. Walsh @ K. Kotch, Harvard Gazette, 2/29/12
- From "Born This Way" to "Move This Way:" A New Foundation: Reflections from Anne Collier, one of the symposium organizers
•••
Ms. Malmstron also had an opportunity to pass along the following letter to Dr. Lowry, relating her feelings about the experience:
Hello David,
Last Wednesday was incredible. It is still hard for me to wrap my brain around the fact that I was invited to Harvard to work with such an amazing group of professionals. Peggy (Peggy Sheehy) and I felt extremely humbled and honored to be included. I have never experienced anything quite like it before and I believe that most everyone else attending felt the same way. There was this amazing energy as we all shared our respective expertise and knowledge, tackling the complex issues set before us. Which relates to the point of this symposium–to bust people out of their professional silos and get them talking and sharing with each other on this very important issue . It was certainly mass intelligence put to work.
We all came prepared knowing our assignments and the "four driving questions" that each group was expected to resolve. Even though the time line for our agenda was brutally tight, the six workgroups got a great deal done in that short period of time. When all the groups convened at the end of the day, we were all surprised to hear how our recommendations meshed with the each other. Upon wrapping up, we all felt a sense of great satisfaction walking across campus to watch the formal launch of BTWF, knowing that we had helped established its working foundation.
I pinched myself several times, wondering how I had ended up involved in such an incredible project. When Anne (Anne Collier) introduced me at the symposium, it became clear that it was for the same reason LEGO invited me to speak at FOSI a few months ago: Anne and I strive to create unique models for developing healthy online norms for young children through the use of "games" (virtual worlds & MMOGs).
David, it was quite humbling to be there, but I was even prouder to be representing our school. I can't thank you enough. This wonderful opportunity only arose because you, Germaine and Sarah gave me the freedom to think outside the box, the faith to let me follow my instincts and the support to make it happen. Thank YOU!
Sincerely,Marianne Malmstrom
P.S. Officially, Lady GaGa has one new fan :-)
John Hunter and World Peace Game
by Aaron Cooper
Assistant Head of School
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| Click Here to see TED talk |
I had the opportunity to attend a talk by John Hunter, 4th grade teacher and TED speaker, while at the National Association of Independent Schools Conference in Seattle. Mr. Hunter spoke about his World Peace Game, developed over the course of his 30 year career. From his website, the game is described as a "hands-on political simulation that gives players the opportunity to explore the connectedness of the global community through the lens of the economic, social, and environmental crises and the imminent threat of war (1)." From my perspective, this wonderful game establishes high expectations while giving students an opportunity to collaborate, create and solve "real-world" problems, as they work toward "winning."
Good teachers think alike it seems. Mr. Hunter's talk made me reflect upon the game-like initiatives we already have in place at EMS. Ms. Malmstrom's tech curriculum involving MMOG's like Minecraft or Quest Atlantis, and Mr. Penny's City Game come to mind as similar, middle-school examples. But "immersive" games like these happen across each grade level at our School. Mr. Hunter's World Peace Game (as well as our own games), when you see them in action, are refreshing reminders of what children can achieve when given an engaging and dynamic framework to think critically and collectively.
You don't have to take my word for it though; you can watch Mr. Hunter's TED talk or review his World Peace Game Foundation website if you would like more information. As well, the game serves as the backdrop for a new movie debuting on PBS this Spring, called World Peace and Other 4th Grade Achievements. To watch a trailer of the film, click here.
A New Touch: iPads Come To Kindergarten
“We were looking for a way to be more innovative with technology in Kindergarten, making it more relevant at an earlier age.
I thought, what could we do? How can we change things up?
And I came back to Beth and asked, ‘What do you think about this?’”
~Sarah Rolle, Director of Technology
By Evan Brown
Director of Communications and Alumni
Winter 2012
October 2010
I am sitting in Dr. Lowry’s office in our weekly administrative meeting talking about the articles for the next Appletree publication. In a lull, I utter the following suggestion: “What about a technology article, or a story about the iPads in Kindergarten?”
The intersection of school and technology is not new and certainly nothing new for The Elisabeth Morrow School. We have computers in every classroom, in our libraries and four tech labs. Our students use technology for everything from constructing avatars, interacting within virtual worlds, producing multimedia projects, and online collaboration to video conferencing with students, teachers and speakers from anywhere on earth. Using technology in a meaningful way is a daily fact here.
May 2011
I am standing in a Kindergarten classroom. I have my camera, intent on collecting photos for publications. I am looking for compositions and there is so much to see in this classroom: abstract paintings and murals, colorful manipulative materials, beaming smiles, children deep in thought or interacting with peers. Visually, I see that the children are making Mother’s Day cards, but I am not fully gathering the nuance of the curricular objectives here; I am not seeing with “teacher eyes.”
One group of children is working on forming letters, carefully rendering their lines and curves in pencil to mimic the models presented. Another group is drawing, cutting and pasting hearts and happy faces on folded, colored paper, embellishing their cards. From time to time, a couple of students are called over to another table to work with letter formation on an iPad, tracing the lower case and capital letters with their finger. All the while, teachers are moving among them, guiding, prompting, suggesting and pointing out when a job is well done and why that is important. At first glance, there is nothing unusual here; we all made such cards when we were in Kindergarten. I can remember, many years ago, cutting out the models from a Sears catalogue, gluing them to bright construction paper and scrawling a warm message to my mom: “You are the best MOM.” Some of the girls in my class would make the “O” in MOM a heart.
Wait! iPads were nowhere in sight when I was in Kindergarten.
You Have to Start Somewhere
In the early 1970’s, only a few Kindergarteners occasionally had the chance to peck away at the keys of a calculator, maybe adding a sum if they knew what addition was all about. The rest of us were given two red blocks, told to find two more red blocks from a box, asked to put them together in a group, count them, and then realized that, surprise, two plus two equals four. Maybe it is not too different these days. Physical objects, like blocks and Cuisenaire rods, still work exceptionally well in teaching math concepts to young minds.
The difference is that teachers know that today’s young minds are born into a far more sophisticated age of personal technology. Technology was not a major factor thirty-seven years ago, but today’s children need a very different skill set, a fact not lost on the faculty of Chilton House, home to Elisabeth Morrow’s Early Childhood Programs (ECP).
When new technology enters a school, it is usually a top-down delivery. The more mature denizens are likely to get the latest tools. This is why it was so surprising to find the School’s first iPads in the hands of Kindergarteners. ECP Director Beth Anne Brennan explains: “We want to use iPad technology in a way that has an authentic impact on young children, empowering their own learning, sharing with peers so they feel important and responsible.”
Empowerment. Cooperation. Responsibility. The Elisabeth Morrow School has always been very watchful and intentional when integrating technology within the curriculum. For Elisabeth Morrow’s Director of Technology Sarah Rolle, bringing iPads into Kindergarten was about picking the best tool. “Sometimes that involves technology and sometimes not.” Ms. Brennan concurs, “We will always be grounded in child development here, but again, we need to ask how we can use technology in a way that is productive, engaging, meaningful, safe and fun, while protecting what Kindergarten is all about.
Introducing iPads to very young children made sense physically, since the devices are a perfect size for little hands. As Kindergarten teacher Rachel Simonson notes, “There are no peripherals to manage. For most of the children, using a mouse effectively is still a challenge.” The iPad works by touch, by pressing, swiping or dragging on the screen, allowing for a level of independence. For Ms. Brennan, one of the more significant assets of adding iPads to the Kindergarten curriculum is their mobility. “We know that little children don’t easily move from one activity to another. Changing activities and locations repeatedly can make focusing difficult. Children do better when activities can ebb and flow within the borders of their classroom, and having the technology right here in the classroom supports this conviction.”
Incorporating iPads into Kindergarten was not as easy as it might sound. There was significant preparatory groundwork. The Parents Association purchased the iPads in June 2010. From there, the Technology Department “imaged” the devices, setting identical interfaces, protocols and apps on each device, which were then placed in the hands of the Kindergarten teachers. Throughout the summer, the iPads remained with the teachers.
Ms. Rolle explains, “I put on some apps for children as well as some for adults so the teachers would become comfortable with this new technology. I experimented with a variety of apps, and if the teachers wanted to download more, that was great. We held a training session in June, just to make sure they were comfortable when they left for the summer. Once they were familiar with everything, we asked the teachers to look for apps that would be appropriate in their classrooms.” From the beginning, teachers used a shared Google document to make notes about what apps were interesting, engaging or useful for specific activities.
A trial run in the classroom came in the summer before the 2010-2011 academic year, when the iPads were introduced to Kindergarten teacher Janet Cohen’s Summer Explorations class. Adds Ms. Rolle, “I sat down with her and the campers to see how they would respond when told, ‘This week you’re studying animals, now draw something.’ We learned quickly that the children needed to play first. Although they could comprehend a drawing program and use their finger to draw, they just wanted to explore on their own.”
In fact, as iPads arrived in the fall 2010, the teachers had to be mindful of their students’ enthusiasm. “I was there with Michelle Goldstein on the first day,” says Ms. Rolle, “and it was the hardest thing. She showed the iPad to everyone, and the teachers had to say what they always do, ‘you have to sit still, wait your turn and listen.’ The children rose to the occasion, showing us that they had the self control, despite the fact that there wasn’t enough time for everyone to get a turn that first time.” Adds Ms. Goldstein, “They were all extremely excited. They all knew what an iPad was when they saw it. We needed them to understand how we were going to handle and use them. ‘This is how you hold it, this is how you turn it on, this is how you touch it.’ That was a concern for us.”
“We had them use the devices while sitting on the floor,” said Ms. Simonson, “to eliminate a drop. Or we had them use it in a nook, where it’s not easily stepped on.” Beyond establishing the rules, “We found that the ones who were more comfortable with the iPads were really good at guiding the children who were not. While there can be a fear that technology is isolating, we have not found that to be the case. They like to see what others are doing.”
Teachers made another important discovery. Says Kindergarten teacher Annie Hur, “It brought a new excitement to learning. When we introduced iPads for handwriting, the children yelled, ‘iPads!’ Then, we would say, ‘Well, we’re only doing handwriting.’ Although we had been doing handwriting since the start of the year, the iPads infused the task with a new excitement.”
With this enthusiasm, the students started to share their experiences with each other and teach one another how they got certain results on the iPad. “That’s a big piece of our assessment,” adds Ms. Brennan. “The iPads have allowed our students to think about and share processes more, because it is not always about the end product. Critical thinking develops when students share and practice what they see others have accomplished. We are always going back to the process.”
“They do that informally right now,” says Ms. Simonson, “One child will ask, ‘How’d you do that?’ and the other replies, ‘Oh, I went into Cookie Doodle and this is where I found this, and that is how I did it.’ Which I think is terrific.” Ms. Brennan explains that teachers already sit, listen and note what children are saying when they are working. “This is where we assess their higher-level thinking and problem-solving skills. When children have the chance to be the teacher, it really has an impact; they are empowered by their own learning, and when they share it with other children, they feel important and responsible.”
What Comes Next?
Sarah Rolle says to me, “I think that it’s your call how you focus your article. You can keep it centered on the iPad, but I think that technology has ramped up in certain ways because the Kindergarten teachers have been in the computer lab with the kids.” She is right: there is more to it than just iPads, and herein lies the story, at least for The Elisabeth Morrow School, and maybe for schools in general.
Technologies, like the iPads and the interactive white boards recently installed in many classrooms, are injecting excitement into teaching and learning. Having tools such as iPads in Kindergarten affirms our belief that technology has a place at all levels in our school. It energizes students and teachers and revitalizes approaches to curriculum for students who live in a digital world. The success of iPads in Kindergarten had led to the introduction of iPads into first- and second-grade classrooms and into the Special Learning Programs this fall.
~Sarah Rolle, Director of Technology
By Evan Brown
Director of Communications and Alumni
Winter 2012
October 2010
I am sitting in Dr. Lowry’s office in our weekly administrative meeting talking about the articles for the next Appletree publication. In a lull, I utter the following suggestion: “What about a technology article, or a story about the iPads in Kindergarten?”
The intersection of school and technology is not new and certainly nothing new for The Elisabeth Morrow School. We have computers in every classroom, in our libraries and four tech labs. Our students use technology for everything from constructing avatars, interacting within virtual worlds, producing multimedia projects, and online collaboration to video conferencing with students, teachers and speakers from anywhere on earth. Using technology in a meaningful way is a daily fact here.
May 2011
I am standing in a Kindergarten classroom. I have my camera, intent on collecting photos for publications. I am looking for compositions and there is so much to see in this classroom: abstract paintings and murals, colorful manipulative materials, beaming smiles, children deep in thought or interacting with peers. Visually, I see that the children are making Mother’s Day cards, but I am not fully gathering the nuance of the curricular objectives here; I am not seeing with “teacher eyes.”
One group of children is working on forming letters, carefully rendering their lines and curves in pencil to mimic the models presented. Another group is drawing, cutting and pasting hearts and happy faces on folded, colored paper, embellishing their cards. From time to time, a couple of students are called over to another table to work with letter formation on an iPad, tracing the lower case and capital letters with their finger. All the while, teachers are moving among them, guiding, prompting, suggesting and pointing out when a job is well done and why that is important. At first glance, there is nothing unusual here; we all made such cards when we were in Kindergarten. I can remember, many years ago, cutting out the models from a Sears catalogue, gluing them to bright construction paper and scrawling a warm message to my mom: “You are the best MOM.” Some of the girls in my class would make the “O” in MOM a heart.
Wait! iPads were nowhere in sight when I was in Kindergarten.
You Have to Start Somewhere
In the early 1970’s, only a few Kindergarteners occasionally had the chance to peck away at the keys of a calculator, maybe adding a sum if they knew what addition was all about. The rest of us were given two red blocks, told to find two more red blocks from a box, asked to put them together in a group, count them, and then realized that, surprise, two plus two equals four. Maybe it is not too different these days. Physical objects, like blocks and Cuisenaire rods, still work exceptionally well in teaching math concepts to young minds.
The difference is that teachers know that today’s young minds are born into a far more sophisticated age of personal technology. Technology was not a major factor thirty-seven years ago, but today’s children need a very different skill set, a fact not lost on the faculty of Chilton House, home to Elisabeth Morrow’s Early Childhood Programs (ECP). When new technology enters a school, it is usually a top-down delivery. The more mature denizens are likely to get the latest tools. This is why it was so surprising to find the School’s first iPads in the hands of Kindergarteners. ECP Director Beth Anne Brennan explains: “We want to use iPad technology in a way that has an authentic impact on young children, empowering their own learning, sharing with peers so they feel important and responsible.”
Empowerment. Cooperation. Responsibility. The Elisabeth Morrow School has always been very watchful and intentional when integrating technology within the curriculum. For Elisabeth Morrow’s Director of Technology Sarah Rolle, bringing iPads into Kindergarten was about picking the best tool. “Sometimes that involves technology and sometimes not.” Ms. Brennan concurs, “We will always be grounded in child development here, but again, we need to ask how we can use technology in a way that is productive, engaging, meaningful, safe and fun, while protecting what Kindergarten is all about.
Introducing iPads to very young children made sense physically, since the devices are a perfect size for little hands. As Kindergarten teacher Rachel Simonson notes, “There are no peripherals to manage. For most of the children, using a mouse effectively is still a challenge.” The iPad works by touch, by pressing, swiping or dragging on the screen, allowing for a level of independence. For Ms. Brennan, one of the more significant assets of adding iPads to the Kindergarten curriculum is their mobility. “We know that little children don’t easily move from one activity to another. Changing activities and locations repeatedly can make focusing difficult. Children do better when activities can ebb and flow within the borders of their classroom, and having the technology right here in the classroom supports this conviction.”
Incorporating iPads into Kindergarten was not as easy as it might sound. There was significant preparatory groundwork. The Parents Association purchased the iPads in June 2010. From there, the Technology Department “imaged” the devices, setting identical interfaces, protocols and apps on each device, which were then placed in the hands of the Kindergarten teachers. Throughout the summer, the iPads remained with the teachers.
Ms. Rolle explains, “I put on some apps for children as well as some for adults so the teachers would become comfortable with this new technology. I experimented with a variety of apps, and if the teachers wanted to download more, that was great. We held a training session in June, just to make sure they were comfortable when they left for the summer. Once they were familiar with everything, we asked the teachers to look for apps that would be appropriate in their classrooms.” From the beginning, teachers used a shared Google document to make notes about what apps were interesting, engaging or useful for specific activities.
A trial run in the classroom came in the summer before the 2010-2011 academic year, when the iPads were introduced to Kindergarten teacher Janet Cohen’s Summer Explorations class. Adds Ms. Rolle, “I sat down with her and the campers to see how they would respond when told, ‘This week you’re studying animals, now draw something.’ We learned quickly that the children needed to play first. Although they could comprehend a drawing program and use their finger to draw, they just wanted to explore on their own.”
In fact, as iPads arrived in the fall 2010, the teachers had to be mindful of their students’ enthusiasm. “I was there with Michelle Goldstein on the first day,” says Ms. Rolle, “and it was the hardest thing. She showed the iPad to everyone, and the teachers had to say what they always do, ‘you have to sit still, wait your turn and listen.’ The children rose to the occasion, showing us that they had the self control, despite the fact that there wasn’t enough time for everyone to get a turn that first time.” Adds Ms. Goldstein, “They were all extremely excited. They all knew what an iPad was when they saw it. We needed them to understand how we were going to handle and use them. ‘This is how you hold it, this is how you turn it on, this is how you touch it.’ That was a concern for us.”
“We had them use the devices while sitting on the floor,” said Ms. Simonson, “to eliminate a drop. Or we had them use it in a nook, where it’s not easily stepped on.” Beyond establishing the rules, “We found that the ones who were more comfortable with the iPads were really good at guiding the children who were not. While there can be a fear that technology is isolating, we have not found that to be the case. They like to see what others are doing.”
Teachers made another important discovery. Says Kindergarten teacher Annie Hur, “It brought a new excitement to learning. When we introduced iPads for handwriting, the children yelled, ‘iPads!’ Then, we would say, ‘Well, we’re only doing handwriting.’ Although we had been doing handwriting since the start of the year, the iPads infused the task with a new excitement.”With this enthusiasm, the students started to share their experiences with each other and teach one another how they got certain results on the iPad. “That’s a big piece of our assessment,” adds Ms. Brennan. “The iPads have allowed our students to think about and share processes more, because it is not always about the end product. Critical thinking develops when students share and practice what they see others have accomplished. We are always going back to the process.”
“They do that informally right now,” says Ms. Simonson, “One child will ask, ‘How’d you do that?’ and the other replies, ‘Oh, I went into Cookie Doodle and this is where I found this, and that is how I did it.’ Which I think is terrific.” Ms. Brennan explains that teachers already sit, listen and note what children are saying when they are working. “This is where we assess their higher-level thinking and problem-solving skills. When children have the chance to be the teacher, it really has an impact; they are empowered by their own learning, and when they share it with other children, they feel important and responsible.”
What Comes Next?
Sarah Rolle says to me, “I think that it’s your call how you focus your article. You can keep it centered on the iPad, but I think that technology has ramped up in certain ways because the Kindergarten teachers have been in the computer lab with the kids.” She is right: there is more to it than just iPads, and herein lies the story, at least for The Elisabeth Morrow School, and maybe for schools in general.
Technologies, like the iPads and the interactive white boards recently installed in many classrooms, are injecting excitement into teaching and learning. Having tools such as iPads in Kindergarten affirms our belief that technology has a place at all levels in our school. It energizes students and teachers and revitalizes approaches to curriculum for students who live in a digital world. The success of iPads in Kindergarten had led to the introduction of iPads into first- and second-grade classrooms and into the Special Learning Programs this fall.
Game to Learn
EMS Technology Teacher
Winter 2012
“21st Century Learning” and “21st Century Skills” are two of the most commonly used phrases in education today, but what do they really mean? More importantly, what do they mean in terms of your child’s success?
When hearing the term “21st Century Learning,” many conjure images of fancy computer labs and classrooms equipped with smart boards. Others think in terms of cutting-edge software and Web 2.0 tools that allow students to create, collaborate and publish online. While these are all tools that are reshaping our culture, simply learning how to use them does not prepare students to successfully adapt to a constantly changing world. The heart of “21st Century Learning” is not about the tools, it is all about learning how to learn. Helping our students become proficient and independent life-long learners is central to their success in navigating through uncharted change.
Pat Bassett, President of the National Association of Independent Schools, identifies five essential skills for success in the 21st Century: creativity, critical thinking (problem-solving), communication, collaboration and character (citizenship). While these skills do not always get the priority they deserve in a culture largely driven by content mastery and test scores, they have always been an integral part of our mission at The Elisabeth Morrow School. Following that mission has served us well in navigating rapid change and keeping our program relevant. Before adopting new technology or creating new curriculum, we always measure how well it will help us achieve those fundamental goals.
Over the last ten years, emerging technology has opened new modes for communication. Our school responded in 2003 by creating curriculum designed to help students understand and use multimedia effectively. We felt it was important that students be able to express their ideas as clearly and persuasively through images, sound and video as they do using the written word. Knowing that technology would continue to evolve, we chose to focus on fostering the skills of communication rather than teaching how to use specific tools. Our early work in this field was ahead of the curve and, subsequently, has earned us a reputation as a leader in teaching media literacy. That curriculum continues to serve our students well today.
As we move forward, we constantly look for authentic ways to bridge technology with opportunities to develop essential skills and proficiencies in learning. One of the most unexpected vehicles for doing this is through the use of games. At first, this may seem counterintuitive, as we tend to think of school as being a sanctuary for serious work. While we may not think of games as serious, there is much that they can teach us about learning. In fact, they offer a unique platform to address all five skills that Mr. Bassett identified as essential for success. More important, a well-designed game engages the player in a constant cycle of learning. As players master each new level, they are skillfully guided to tackle more complex tasks. The challenges are carefully structured to build skills by having players apply previously gained knowledge to new problems. If you have ever played a game or watched a gamer play, you have observed the inordinate amount of time that can be spent on mastering a new challenge.
When hearing the term “21st Century Learning,” many conjure images of fancy computer labs and classrooms equipped with smart boards. Others think in terms of cutting-edge software and Web 2.0 tools that allow students to create, collaborate and publish online. While these are all tools that are reshaping our culture, simply learning how to use them does not prepare students to successfully adapt to a constantly changing world. The heart of “21st Century Learning” is not about the tools, it is all about learning how to learn. Helping our students become proficient and independent life-long learners is central to their success in navigating through uncharted change.
Pat Bassett, President of the National Association of Independent Schools, identifies five essential skills for success in the 21st Century: creativity, critical thinking (problem-solving), communication, collaboration and character (citizenship). While these skills do not always get the priority they deserve in a culture largely driven by content mastery and test scores, they have always been an integral part of our mission at The Elisabeth Morrow School. Following that mission has served us well in navigating rapid change and keeping our program relevant. Before adopting new technology or creating new curriculum, we always measure how well it will help us achieve those fundamental goals.
Over the last ten years, emerging technology has opened new modes for communication. Our school responded in 2003 by creating curriculum designed to help students understand and use multimedia effectively. We felt it was important that students be able to express their ideas as clearly and persuasively through images, sound and video as they do using the written word. Knowing that technology would continue to evolve, we chose to focus on fostering the skills of communication rather than teaching how to use specific tools. Our early work in this field was ahead of the curve and, subsequently, has earned us a reputation as a leader in teaching media literacy. That curriculum continues to serve our students well today.
As we move forward, we constantly look for authentic ways to bridge technology with opportunities to develop essential skills and proficiencies in learning. One of the most unexpected vehicles for doing this is through the use of games. At first, this may seem counterintuitive, as we tend to think of school as being a sanctuary for serious work. While we may not think of games as serious, there is much that they can teach us about learning. In fact, they offer a unique platform to address all five skills that Mr. Bassett identified as essential for success. More important, a well-designed game engages the player in a constant cycle of learning. As players master each new level, they are skillfully guided to tackle more complex tasks. The challenges are carefully structured to build skills by having players apply previously gained knowledge to new problems. If you have ever played a game or watched a gamer play, you have observed the inordinate amount of time that can be spent on mastering a new challenge.
New Media: Goldmines for Learning
In 2009, the National Telecommunications and Information Administration formed an “Online Safety and Technology Working Group” to promote online safety for children. The committee’s recommendations called for children to work online with trusted adults in order to help them form healthy and safe norms. Think of it in terms of learning to drive a car. We do not give teenagers a few lectures on driving safety, throw them the car keys and turn them loose. That would be insane. Instead, we spend a great deal of time teaching, modeling and driving with them before they are allowed to drive independently. We need to adopt the same attitude with technology. By carefully selecting technology that young people use in their everyday lives, we can leverage those platforms to engage students, develop essential skills and learn core subjects while modeling appropriate behavior.
Virtual worlds and massively multiplayer online games (MMOGs) are two platforms that can help us accomplish these goals. Students love them and innovative educators see these spaces as goldmines for learning.
Virtual worlds are 3D spaces that allow users to interact with each other using avatars. These spaces give students a unique opportunity to participate in creating their own learning environments. Each world typically starts with land, sky and water and is programmed with a physics engine that simulates gravity, weather and light cycles. Users transform the landscape and create all of the buildings, vehicles and other objects that populate that space. These objects can be programmed to perform behaviors that interact with the environment and the other avatars. The complexity of each building is only limited by the user’s imagination and skill.
Lessons within a virtual world typically start with a simple challenge, such as designing a community center. Things quickly become complicated when constraints are added, such as limiting the number of building units students are permitted to use or insisting that everyone agrees on the design before the building starts. Students love the opportunity to stretch their imagination and show what they have created. The complexity of their building grows as they become inspired by each other. It is amazing to watch how freely they share their newly gained knowledge. There is a constant buzz, as students move about the room helping each other and sharing what they have learned. The work is so complex that it is impossible for anyone to be an expert in all areas. The community only thrives when each member contributes his/her area of expertise to the group. Arising conflicts and disagreements become part of the learning process, as students negotiate and resolve their own problems.
MMOGs provide a different kind of learning opportunity. Using scripted stories, these platforms allow players to interact with others online as they complete challenging tasks within a storyline. Since many quests require a team to successfully complete the task, the ability to collaborate, communicate and solve problems is critical. Each character specializes in a specific set of talents. Players have to manage a great deal of information and adeptly juggle multiple skills in order to play optimally. Much like sports, team challenges are only successful when each member performs his/her job well. These games are highly engaging and incredibly complex.
What Makes a Game a Learning Tool?
In choosing MMOGs, we look first at safety followed by what the game will deliver in terms of complex, engaging and imaginative play. For grades 4–6 we have been using Quest Atlantis, a game designed exclusively by educators. The platform allows students to interact with teachers and students from around the world, as they help the “Atlantians” rebuild their “Arch of Wisdom.” In Middle School, World of Warcraft offers a more sophisticated storyline with all the action required to engage young teenagers. But, do not be fooled! Just because it is fun does not mean that there is not complex learning taking place. Students have to learn teamwork quickly to make progress, and there is little tolerance for “slackers.”
We have added two new games this year, LEGO Universe and Minecraft. Both represent a new kind of game design that is a hybrid of virtual world and MMOG, offering a mix of scripted play and the ability for the user to create content.
LEGO has raised the bar for online play with their first MMOG. LEGO Universe is a graphically beautiful game designed to inspire creativity. The storyline calls for players to work together to “save imagination.” Similar to other MMOGs, players customize their characters and specialize in a specific set of skills. Diversity is always helpful when teaming up to complete complex tasks such as smashing dragons. LEGO breaks away from traditional MMOGs by giving players their own property where they can build using virtual LEGO bricks. Additionally, basic programming skills are introduced as players give their creations “behaviors” using a child-friendly interface. All of this is done with safe play as a first priority. Chat is kept appropriate through a game filter that allows only pre-approved vocabulary. Community monitors are online 24/7 to keep an eye on the play and immediately address any complaints of abuse.
We use LEGO Universe in grades 4–8. One of the most fascinating things to observe is the role-playing that takes place both in and out of the game. This is true no matter what the age. There is a constant level of chat as players move seamlessly between stepping into the role of the character and back to reality in order to discuss strategies and provide help to fellow players. Once, the entire class spent over 30 minutes working together to complete a single group challenge. They continued to work as a team, repeating the task several times until everyone earned the achievement. Online games are often thought of as solo activities, but nothing could be further from the truth when playing MMOGs.
Minecraft is one of the most unusual and compelling platforms that we use. When you first look at the archaic graphics it is hard to imagine why students are so passionate about this game, but they are. It is actually more of a virtual world than a game because there is no story or script. What sets it apart from other virtual worlds is the constant threat of danger. The day/night cycle is accelerated to intervals of 15 minutes, and when it is dark the monsters come out.
Each Minecraft world starts as an untamed wilderness filled with creatures both docile and dangerous. Players “mine” the materials required for construction and “craft” tools needed for building and survival. Resources may be scarce or hard to locate. One runs the risk of losing everything that has been collected if his/her avatar is killed. There are plenty of opportunities for players to stretch their imaginations if they can find the resources and survive the monsters that lurk in the dark.
The open nature of play in Minecraft is excellent for schools. Learning to build is easier than most other virtual worlds. This makes it accessible for younger players. Additionally, private worlds can be created for each class and customized according to specific goals. Monsters can be turned off, and players given unlimited resources for building. We currently use Minecraft with grades 4–8 but have plans to introduce it in grades 2–3 later this school year.
Worldwide, Minecraft has generated one of the most creative and innovative communities in gaming. Dr. James Paul Gee, Professor of Literacy at Arizona State University, maintains that the real literacies for the 21st Century are developed within these interactive communities that grow beyond the game. We have observed that with our own students as well. They like to research changes in the new updates and compete to find the coolest “mods” (programs created by community users to modify the game). Students often approach us with suggestions for game play or ideas for projects. They watch videos online documenting incredible feats of construction and then try to emulate them in class. While we maintain project wikis to document the work we do on all platforms, some of the Minecraft students have taken ownership of their wiki, customizing it to meet their needs.
Powerful Results
Educators are becoming increasingly interested in understanding the connection between playing games and learning. Over the last three years, our students have shared their work at four international online education conferences. They were also invited to speak at a conference held at Kean University. Teachers at The Elisabeth Morrow School are welcomed to play with the students as part of their on-going professional development. It is a positive opportunity for both students and teachers to interact in a way where their roles (as teachers and students) can be interchangeable. In this way, games level the playing field for learning. Adults can find it extremely humbling the first time they play a MMOG. They typically walk away with a new insight about the complexity of the game, gaining appreciation for the skills it takes to play successfully.
It is important that parents also understand this technology. If we are to help children develop healthy and safe norms online, we need the entire community involved. At school, we provide safe spaces and play alongside our students. Students want to continue to play at home and often ask parents to create accounts or purchase the games that we use in school. As always, it is important that parents be aware of where their children play online. We encourage parents to ask questions, observe play and even join the game.
Virtual worlds and MMOGs hold some important keys to keeping our schools relevant in a rapidly changing world. We have observed and documented the learning that takes place in these unusual spaces. It is clear that they are conducive to fostering essential 21st Century Skills. Students find working and playing in these spaces highly engaging. When given a challenge, they often exceed the expectations of the assignment. Beyond the academic lessons, students just want to play. When they are given the time and opportunity to do this, they astonish us with the complexity of their ideas and how much time they are willing to invest in making them a reality. It is powerful to watch them take ownership of their own learning as well as take responsibility for solving their own problems. Clearly, play is an essential part of learning in the 21st Century.
In 2009, the National Telecommunications and Information Administration formed an “Online Safety and Technology Working Group” to promote online safety for children. The committee’s recommendations called for children to work online with trusted adults in order to help them form healthy and safe norms. Think of it in terms of learning to drive a car. We do not give teenagers a few lectures on driving safety, throw them the car keys and turn them loose. That would be insane. Instead, we spend a great deal of time teaching, modeling and driving with them before they are allowed to drive independently. We need to adopt the same attitude with technology. By carefully selecting technology that young people use in their everyday lives, we can leverage those platforms to engage students, develop essential skills and learn core subjects while modeling appropriate behavior.
Virtual worlds and massively multiplayer online games (MMOGs) are two platforms that can help us accomplish these goals. Students love them and innovative educators see these spaces as goldmines for learning.
Virtual worlds are 3D spaces that allow users to interact with each other using avatars. These spaces give students a unique opportunity to participate in creating their own learning environments. Each world typically starts with land, sky and water and is programmed with a physics engine that simulates gravity, weather and light cycles. Users transform the landscape and create all of the buildings, vehicles and other objects that populate that space. These objects can be programmed to perform behaviors that interact with the environment and the other avatars. The complexity of each building is only limited by the user’s imagination and skill.
Lessons within a virtual world typically start with a simple challenge, such as designing a community center. Things quickly become complicated when constraints are added, such as limiting the number of building units students are permitted to use or insisting that everyone agrees on the design before the building starts. Students love the opportunity to stretch their imagination and show what they have created. The complexity of their building grows as they become inspired by each other. It is amazing to watch how freely they share their newly gained knowledge. There is a constant buzz, as students move about the room helping each other and sharing what they have learned. The work is so complex that it is impossible for anyone to be an expert in all areas. The community only thrives when each member contributes his/her area of expertise to the group. Arising conflicts and disagreements become part of the learning process, as students negotiate and resolve their own problems.
MMOGs provide a different kind of learning opportunity. Using scripted stories, these platforms allow players to interact with others online as they complete challenging tasks within a storyline. Since many quests require a team to successfully complete the task, the ability to collaborate, communicate and solve problems is critical. Each character specializes in a specific set of talents. Players have to manage a great deal of information and adeptly juggle multiple skills in order to play optimally. Much like sports, team challenges are only successful when each member performs his/her job well. These games are highly engaging and incredibly complex.
What Makes a Game a Learning Tool?
In choosing MMOGs, we look first at safety followed by what the game will deliver in terms of complex, engaging and imaginative play. For grades 4–6 we have been using Quest Atlantis, a game designed exclusively by educators. The platform allows students to interact with teachers and students from around the world, as they help the “Atlantians” rebuild their “Arch of Wisdom.” In Middle School, World of Warcraft offers a more sophisticated storyline with all the action required to engage young teenagers. But, do not be fooled! Just because it is fun does not mean that there is not complex learning taking place. Students have to learn teamwork quickly to make progress, and there is little tolerance for “slackers.”
We have added two new games this year, LEGO Universe and Minecraft. Both represent a new kind of game design that is a hybrid of virtual world and MMOG, offering a mix of scripted play and the ability for the user to create content.

LEGO has raised the bar for online play with their first MMOG. LEGO Universe is a graphically beautiful game designed to inspire creativity. The storyline calls for players to work together to “save imagination.” Similar to other MMOGs, players customize their characters and specialize in a specific set of skills. Diversity is always helpful when teaming up to complete complex tasks such as smashing dragons. LEGO breaks away from traditional MMOGs by giving players their own property where they can build using virtual LEGO bricks. Additionally, basic programming skills are introduced as players give their creations “behaviors” using a child-friendly interface. All of this is done with safe play as a first priority. Chat is kept appropriate through a game filter that allows only pre-approved vocabulary. Community monitors are online 24/7 to keep an eye on the play and immediately address any complaints of abuse.
We use LEGO Universe in grades 4–8. One of the most fascinating things to observe is the role-playing that takes place both in and out of the game. This is true no matter what the age. There is a constant level of chat as players move seamlessly between stepping into the role of the character and back to reality in order to discuss strategies and provide help to fellow players. Once, the entire class spent over 30 minutes working together to complete a single group challenge. They continued to work as a team, repeating the task several times until everyone earned the achievement. Online games are often thought of as solo activities, but nothing could be further from the truth when playing MMOGs.
Minecraft is one of the most unusual and compelling platforms that we use. When you first look at the archaic graphics it is hard to imagine why students are so passionate about this game, but they are. It is actually more of a virtual world than a game because there is no story or script. What sets it apart from other virtual worlds is the constant threat of danger. The day/night cycle is accelerated to intervals of 15 minutes, and when it is dark the monsters come out.
Each Minecraft world starts as an untamed wilderness filled with creatures both docile and dangerous. Players “mine” the materials required for construction and “craft” tools needed for building and survival. Resources may be scarce or hard to locate. One runs the risk of losing everything that has been collected if his/her avatar is killed. There are plenty of opportunities for players to stretch their imaginations if they can find the resources and survive the monsters that lurk in the dark.
The open nature of play in Minecraft is excellent for schools. Learning to build is easier than most other virtual worlds. This makes it accessible for younger players. Additionally, private worlds can be created for each class and customized according to specific goals. Monsters can be turned off, and players given unlimited resources for building. We currently use Minecraft with grades 4–8 but have plans to introduce it in grades 2–3 later this school year.
Worldwide, Minecraft has generated one of the most creative and innovative communities in gaming. Dr. James Paul Gee, Professor of Literacy at Arizona State University, maintains that the real literacies for the 21st Century are developed within these interactive communities that grow beyond the game. We have observed that with our own students as well. They like to research changes in the new updates and compete to find the coolest “mods” (programs created by community users to modify the game). Students often approach us with suggestions for game play or ideas for projects. They watch videos online documenting incredible feats of construction and then try to emulate them in class. While we maintain project wikis to document the work we do on all platforms, some of the Minecraft students have taken ownership of their wiki, customizing it to meet their needs.
Powerful ResultsEducators are becoming increasingly interested in understanding the connection between playing games and learning. Over the last three years, our students have shared their work at four international online education conferences. They were also invited to speak at a conference held at Kean University. Teachers at The Elisabeth Morrow School are welcomed to play with the students as part of their on-going professional development. It is a positive opportunity for both students and teachers to interact in a way where their roles (as teachers and students) can be interchangeable. In this way, games level the playing field for learning. Adults can find it extremely humbling the first time they play a MMOG. They typically walk away with a new insight about the complexity of the game, gaining appreciation for the skills it takes to play successfully.
It is important that parents also understand this technology. If we are to help children develop healthy and safe norms online, we need the entire community involved. At school, we provide safe spaces and play alongside our students. Students want to continue to play at home and often ask parents to create accounts or purchase the games that we use in school. As always, it is important that parents be aware of where their children play online. We encourage parents to ask questions, observe play and even join the game.
Virtual worlds and MMOGs hold some important keys to keeping our schools relevant in a rapidly changing world. We have observed and documented the learning that takes place in these unusual spaces. It is clear that they are conducive to fostering essential 21st Century Skills. Students find working and playing in these spaces highly engaging. When given a challenge, they often exceed the expectations of the assignment. Beyond the academic lessons, students just want to play. When they are given the time and opportunity to do this, they astonish us with the complexity of their ideas and how much time they are willing to invest in making them a reality. It is powerful to watch them take ownership of their own learning as well as take responsibility for solving their own problems. Clearly, play is an essential part of learning in the 21st Century.
Balance in our Information Age
by David LowryHead of School
Winter 2010
Before marriage and children, I lived in Hawaii for a year. Around the corner from my dwelling was the WikiWiki Wash-o-Mat. Wiki is a Hawaiian word for “quick” or “fast,” so when “Wikipedia” entered our lives, I got the meaning “wiki!”
When it comes to information these days, wiki is the best word to describe access; good, bad or indifferent, information and data from around the globe can be at our fingertips. With email, it even comes looking for you. Just think about your alma mater newsflashes or the EMS Wednesday Envelope, all dropped in our laps by Constant Contact or the like. Add in the articles, jokes and YouTube videos that are forwarded on to you with little to no thought about quality, your possible interest, or much of anything else. There are days that I feel it is “open season’” on my poor brain – I seek information and get more than I can use; others pour stuff in; I have to struggle to put together a defensive filter to maintain my focus. Yet, I panic when our email and internet connections go down – how will I get my work done?
Some years after my year in Hawaii, I was the head of the Lower School at Friends Seminary in Manhattan. While email had yet to enter our lives, the phone was still pretty active. “Home-School” communication was almost as intense as it is now, except that the busy signal slowed things down and there was almost no voice mail. Either you reached someone or you didn’t. The receptionists would leave pink “while you were out” slips in our mailboxes, and calls were returned: you reached them or you didn’t, and we occasionally left messages on the occasional “answering machine.” Cell phones were years away, so calls were only made when people were at home, not on the run.
One fall day, the huge Bell Telephone switching station on the corner of 14th Street and Second Avenue burned to the ground. The mechanical switches filled ten or more floors – no digital switching then. What a sight! We walked students out to Stuyvesant Park to watch the spectacle. Pumpers, hook and ladders, police cars, sirens – I thought the kindergartners were going to explode with excitement!
And then, no phone service for almost five months! Emergency payphone banks were set up on a street nearby, and every few hours someone from school would call in for messages that had been left at our sister school in Brooklyn. Parents sent in notes with their children; the schoolhouse halls seemed so quiet without the familiar ringing.
A filter had dropped over our lives, both professional and personal – many of us lived nearby, so our phones were out, too. We communicated through mutual friends who had phone service, and we didn’t want them to have to relay “trivial” information. We became highly selective. Since communication was slow and took real effort, everyone bothered only with essentials. Time would pass and the emotion originally attached to a concern seemed to melt away. The importance of whatever it was dissolved. An unexpected peace came over the school and over our homes.
My plan for the New Year is to do a better job of constructing a filter for all the informational interferences. Perhaps to turn wiki into lohi – Hawaiian for “slow” (full disclosure: I found lohi by going to a Hawaiian dictionary from Google; it took 3 seconds).
Maybe what I am saying is that high-speed information access, some sought, some delivered without request, is here to stay. It is part of what today’s students need to be able to navigate and use successfully. They need to create some of it, too. But, as in so much of life, a balance needs to be struck. At The Elisabeth Morrow School, we try to help bring that balance into young lives, giving time to experience, play, consider, reflect and move more slowly, be it on a field trip to the Hudson, in the cooking or writing clubs, or on the playground.
May the new year give each of us some balance to the frenetic pace of all of our lives.

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