Posts Tagged ‘ creativity ’

The Future of Higher Education is in Our Intention and Actions Today

Copyright 2012 Favim.com - courtesy of Creative Commons.org/Google Images.

Copyright 2012 Favim.com – courtesy of Creative Commons.org/Google Images.

Part I (an opening)

Go, go, go, said the bird: human kind
Cannot bear very much reality.
Time past and time future
What might have been and what has been
Point to one end, which is always present.

T.S. Eliot, “Burnt Norton,” Four Quartets

In systems that exhibit little to no change, prognostication is rather straightforward: a living-out of Newton’s first law of motion. Unless poked somehow, stuff does as it does. However, in systems moving very quickly with larger and more chaotic changes, what comes along next is increasingly difficult to predict. As environments and questions become so complex, all we have is our own current stance: the guidance of our intention.

No one, not even Ray Kurzweil himself, knows what the platforms available to higher education will be, what job markets will look like, or what the implications of global change will be to learning, teaching, and living. No one. Whatever claim is made about the “future of higher education,” we must face this realization.

However, we do not need to know the future. Attending to and challenging our current intention guides our response to change and, moreover, provides the means to foster what arises next. Our actions have planet-wide consequences. If we only develop and teach techniques and do not cultivate an active inquiry into their implications, how can we ever expect to produce outcomes that foster systemic flourishing? As we think about the future of education, we must keep our focus on questions of “why” rather than simply “how.”

Our intention is the anchor we develop, the ground from which we respond, no matter what comes along. It is not merely reactive: since we are cultivating an ongoing inquiry into what is meaningful, challenging and deepening our intention is a living process which develops as we see what is created and fostered in this world. This process requires the support of a contemplative practice that sustains our courageous willingness to act in accordance with our beliefs.

Our intention is vibrant and alive, yet grounding and guiding. It is from this stance, here and now in the present, informed by our actions, that we must confront and create the future of higher education. This is what we must be cultivating in ourselves and in our institutions if we want to transform education and society.

Change is guided by intention and vision. In articulating and examining our mission, we will have a perspective to address questions like, “Should we use MOOCs?” Of course, the real question is: “What should we use MOOCs for?” For certain goals, MOOCs are just peachy; for others, rancid compost. And let’s face it: MOOCs are the first baby steps toward the radical changes coming for education transmission. What’s coming soon will be beyond our current imagination but can, and should, be formed and framed by our values and beliefs. It is our obligation to articulate our vision clearly and strongly, to act in accordance with our vision, and to foster this process of ongoing inquiry in our educational institutions.

Without this foundation, we will lurch in reaction to changes brought about by those with the most market and political power.

When students, teachers, staff and administration join together to articulate a vision for higher education in a united effort to create meaning and direction, every act becomes curricular:  an opportunity for learning through questioning, “does this act cultivate a world consistent with my true intention?”

Our educational institutions should be environments which foster the realization that our actions shape the world into a reflection of what is most deeply meaningful to us. Information, theory, and innovation then become grounded in a process of living out meaning–no longer simply unleashed for any purpose. In this regard, higher education can lead the process of societal change and transformation.

It is only through a process of cultivating awareness and discernment that we can develop this sense of engaged meaning and action. This process must form the core of education, affecting political and social policies, technological development, and global awareness. It is essential for a vibrant society. Let’s all work together to create these environments and forge the future of higher education together–without succumbing to calls for narrow training and social control.

The future of higher education is in our intentions and actions today.


In part II, I will suggest ways to implement this inquiry and develop our intentions and actions.

Dr. Daniel Barbezat, Professor of Economics, Amherst; Executive Director, the Center for the Contemplative Mind in Society.

Dr. Daniel Barbezat, Professor of Economics, Amherst; Executive Director, the Center for the Contemplative Mind in Society.

Daniel P. Barbezat is Professor of Economics at Amherst College. He has been a visiting professor at Northwestern University and Yale University and has taught in the summer program at Harvard University. In 2004, he won the J. T. Hughes Prize for Excellence in Teaching Economic History from the Economic History Association.

Over the past decade, he has become interested in how self-awareness and introspection can be used in post-secondary education, economic decision-making and creating and sustaining well-being. With the support of a Contemplative Practice Fellowship in 2008, he has developed courses that integrate contemplative exercises designed to enable students to gain deeper understanding and insight. His approach to these economic classes has been featured in the Boston Globe, the U.S. News & World Report, as well as on the NPR program “Here & Now.”

Dr. Barbezat has worked with the Center for Contemplative Mind in Society–the national hub for contemplative teaching and learning, committed to the positive transformation of the higher education system by supporting the use of contemplative/introspective practices to create engaged learning environments–as a Board Member, Treasurer and Associate Director of the Academic Program since 2009. In 2012, he became the Executive Director of the Center. He has lectured and led workshops on contemplative learning and pedagogy throughout the United States and Canada and is actively working to expand and deepen the Center’s programs, making its work more accessible and transformative for all.

Along with his experimental research on choice and awareness, he is currently editing a group of papers on examples of contemplative pedagogy across the disciplines with Arthur Zajonc to be published by Routledge, and writing (and thinking, thinking, thinking about…) a book entitled Wanting. His latest book (co-written with Mirabai Bush), Contemplative Practices in Higher Education: Powerful Methods to Transform Teaching and Learning, was released by Jossey-Bass in October 2013.

Reprinted by permission of the author, Spring 2014. For more articles and blogs published by the Center for the Contemplative Mind in Society, please visit:

http://www.contemplativemind.org/

Using Screencasting for Teaching, by Kirk McDermid

Using Screencasting for Teaching, by Kirk McDermid

by Dr. Kirk McDermid, Department of Philosophy and Religion, Montclair State University

Courtesy Creative Commons, 2012.

Quick (boring) facts:

“Screencasting” is recording all or part of what’s happening on a computer’s display, to share with someone at a later date . It’s often used in software tutorials to give new users a visual aid to help familiarize them with the software . There are many different packages out there that can record screencasts, but I’ll be writing about a free service called “Jing” (techsmith.com/jing). Jing allows you to record a whole screen, a window, or a user-defined portion of a screen. It records up to 5 minutes of 10-frames-per-second video (so, not good for actual video, but just fine for showing mouse movements, etc.) and allows you to save them locally as swf (Flash) video files, or host them on screencast.com. (Techsmith also offers “Snagit,” which records more than 5 minutes and adds features, and Camtasia, an even more feature-filled screen-capture and video creator package.) Jing works on Windows (all contemporary versions) and Mac OS X 10 .6 .8 or later.

How I use it:

As with all teachers, I am constantly trying to find ways to improve communication with my students, and give them more effective feedback on their work—especially written work. And, of course, I’m lazy; I’d like to do it efficiently. (I’m also not the fastest typist, so I find that while typed feedback is an improvement over handwriting, it’s still very time consuming). I do use rubrics or other ‘pre-made’ commentary for general or common feedback, but that just doesn’t cut it when you find something that doesn’t fit the categories you defined before reading student work. I also find that I’m not good at conveying nuance in my comments— students find it difficult to distinguish ‘minor’ comments or asides from central, fundamental feedback about their work.

(And it gets worse when I can’t control my sarcasm or humor. For some reason, students aren’t prepared to detect those when they’re reading evaluations of their work.)

So, I screencast.

Courtesy Creative Commons, 2012.

Courtesy Creative Commons, 2012.

It’s simple: I set up a Jing window to record an area of a few lines’ worth of their paper, and I record myself reading it . (Yes, I almost entirely accept coursework in electronic form. I always have a copy; we have email records (or other means) to validate submissions, and the writing is always legible.) I skip over the dull parts (the dull parts of my reading, that is) by pressing a “pause recording” button, so it appears that I’ve read sections very fast sometimes, but then the whole screencast is full of commentary from me. (You can see times when I do that in the example screencasts, as my mouse flicks down to the left where the pause button is located outside the recording frame.) Sometimes it takes two or even three five-minute videos to read and respond to an entire paper, but if it’s one-two pages, one video does the trick . Then, just a brief typewritten summary at the end of the paper (mostly to remind myself of the evaluation I just gave in video form) and it’s returned to the student with a link to the screencast. (Total elapsed time is more than just the five-minute video that’s produced; if you screw up something or get interrupted, Jing doesn’t let you edit—you have to start over. But generally I get videos done in a single take, with only a few minutes of paused reading time, so a five-minute video might take 6-10 minutes to produce.)

Here is an example of a short essay that took me two five-minute videos to read: screencast.com/t/6rSmcB9o and screencast.com/t/qN1uIwcEjC .

But essays aren’t the only student work that visual and verbal feedback can help with. I use screencasts in a critical thinking/ informal logic course, where students have to do things like reconstruct an argument into a structured format for analysis. There are many moving parts, and it’s a nightmare to give good feedback just by typing, as your focus shifts from premise to premise as you critique their work. Another benefit: it’s easy to post screencast links as part of a discussion thread, and other students can easily follow along and benefit, too . Here’s an example: screencast.com/t/k6sdQhJ05o1S.

How do students respond? I haven’t done a formal study, so all I have are anecdotes which are generally very positive. I’ve had students describe it as having me “read their paper over their shoulder.” Yes, I thought that sounded creepy too, but they intended it as an endorsement. I find that students can understand me better, as they can hear my tone and emphasis. They can also replay the video whenever they want . (Another under-appreciated benefit, in my view, is that they have to listen to the whole thing to understand my evaluation— they can’t skip to the end or just find “the grade” to see what I thought of the paper.) Like any assignment and feedback, what you put in a Jing screencast is only as good as your feedback, and the structure of your assignment. I typically assign papers that can be revised and resubmitted; students have a good motive to listen to my feedback in that case (whether it was a Jing, or not). I also find that students have fewer misunderstandings about what I’m referring to in my feedback—some errors or problems can’t be easily located using a pen on paper (arrows, circles, everywhere!!) but with a Jing, they can see you draw or scroll to the areas you’re focused on. (See the logic screencast above for a good example of that .) I used to screencast on a convertible tablet, using a pen to scribble on documents as I read and talked (awesome); now I have a plain laptop, but I can indicate passages clearly just by moving the mouse (great, not awesome).

I do also use Jing to screencast tutorials; if you’ve ever had students complain they don’t know where to find something on Blackboard, use a screencast to answer that once, then post it somewhere you know they can find it. I also run an off-campus hosted wiki as a coursework site for students; Jing eases the learning curve, since it’s something they’ve never done before . (It’s a unique type of wiki.) Here’s an example: screencast.com/t/0yUQrYYQYvM.

About the author:

Kirk McDermid is an assistant professor of philosophy at Montclair State University. As a philosopher and physicist (BSc in physics from UBC, MSc and PhD in philosophy from the London School of Economics and the University of Western Ontario, respectively) interested in the philosophy of science and epistemology, he has published in Physics Letters A, Religious Studies and Teaching Philosophy. He is also associate faculty at Royal Roads University in Victoria, British Columbia, Canada, team teaching a course on critical thinking for Justice Studies students with a law enforcement veteran. He is always interested in exploring innovative pedagogy and instructional technology as ways to increase student engagement and make differentiated, student-driven learning manageable for instructors. His current research interests center on developing an epistemology of student plagiarism, examining the philosophical import of variational methods in physics, and implementing a semantic wiki to manage student learning and collaboration.

Playing Games to Learn – Ideas and Resources

LogicPuzzleMy 7th/8th grade math teacher, Ms. Whitney, always included logic puzzles at the end of every unit test given on each Friday. When reviewing the test answers on Monday morning, she always walked us through the solution of the puzzle. For all of us in her 7th and 8th grade math classes, those puzzles were the real reward for finishing the test, with the additional bonus of 10 extra credit points on the test if you completed a puzzle successfully. Sometimes I ran out of time and sometimes I finished them; I always loved to try. I still enjoy logic puzzles to this day, and I still feel very accomplished if I can finish one on the first try (very rare): they can be extremely hard, at times seem impossible to solve. These games were not frivolous or without real learning outcomes, despite the fact that we students didn’t know that. We had fun trying them and competing with each other to see who could finish one, and in the process, learned about strategy, elimination of facts, cross-referencing clues, referring back and anticipating forward: that is, how to think logically. The logic puzzles were contained within funny and appealing narratives (seven students tried out for the school play: figure out who got the lead role, who was understudy, who became a prop, etc. based on the clues provided).

Games are an integral part of learning. Ask any five-year old or, like me, a struggling 7th grade math student. When we play games, we fall down, get tagged out, get hit with the dodge ball, lose some/win some, take risks, try again, show up, work together, strategize, change tactics/approaches –we try. There is very little we won’t do or try  to succeed at a game – even if we don’t always win. Sometimes we walk away from a game out of frustration, disappointment, anger, boredom, hurt feelings, sour grapes; we quit, but the game stays with us, we usually come back and try again, or the sense of failing may follow us forever (despite being tall, I was never good at basketball; I’m still trying to land a layup).

Jane McGonigal believes that games can make a better world. Tom Chatfield connects gaming with brain rewards and intrinsic motivation. It’s worth your time to listen to these two TED Talks and consider how games may make your teaching and student learning explode with excitement, engagement, interactivity, and, most importantly, fun:

Jane McGonigal TED Talk: Gaming can make a better world

Tom Chatfield: 7 ways that games reward the brain

So now that we know how engaging gaming is (and this isn’t just about video games!), why aren’t we using more games in our classrooms? Or, why haven’t we found the game that will change the dynamic, light some fires, introduce fun, into our class? It’s not so easy to just think up a game that meets our content specifications, learning goals, and assessment/grading needs. Sometimes we just need to see what other people are doing out there, to be inspired and try something new for presenting or delivering conceptual material in our courses. So below you will find a whole list of examples from disciplines across the curriculum. Hopefully, you find something that appeals.

One of the foremost theorists on the connection between gaming and learning, employing what he calls “pedagogies that combine immersion with well-designed guidance” is James Paul Gee. His research article, “Game-Like Learning,” contains a wealth of examples on how to leverage video games for knowledge building, especially conceptual simulations that apply new knowledge and immerse students in environments that provide opportunities for making judgments and receiving formative feedback. Here –very condensed– are some of his examples (read the full article here: http://www.jamespaulgee.com/node/29):

  • Supercharged!

    “Kurt Squire and his colleagues (Squire et al. 2004; see also Jenkins, Squire, and Tan 2003; Squire 2003) have worked on a computer game called Supercharged! to help students learn physics. Supercharged! is an electro- magnetism simulation game developed in consultation with MIT physicist John Belcher by the Games-to-Teach project at MIT (run by Henry Jenkins; see http://www.educationarcade.org). Players use the game to explore electromag- netic mazes, placing charged particles and controlling a ship that navigates by altering its charge. The game play consists of two phases: planning and playing. Each time players encounter a new level, they are given a limited set of charges that they can place throughout the environment, enabling them to shape the trajectory of their ship.”

  • Augmented by reality: Madison 2020250px-SimCity_2013_Limited_Edition_cover

    “In their Madison 2020 project, David Shaffer and Kelly Beckett at the University of Wisconsin have developed, implemented, and assessed a game-like simulation that simulates some of the activities of professional urban planners (Beckett and Shaffer 2004; see also Shaffer et al. 2004). This game (and I will call it a game because it functions very much like a game in the learning environment in which it is used) and its learning environment incorporate many of the same deep learning principles that we have seen at play in Full Spectrum Warrior [a commercial video game Gee references earlier in the article –JD].

    Shaffer and Beckett’s game is not a stand-alone entity but is used as part of a larger learning system. Shaffer and Beckett call their approach to game- like learning “augmented by reality,” because a virtual reality – that is, the game simulation – is augmented or supplemented by real-world activities; in this case, further activities of the sort in which urban planners engage. Minority high school students in a summer enrichment program engaged with Shaffer and Beckett’s urban planning simulation game, and, as they did so, their problem-solving work in the game was guided by real-world tools and practices taken from the domain of professional urban planners.

    As in the game SimCity, in Shaffer and Beckett’s game, students make land- use decisions and consider the complex results of their decisions. However, unlike in SimCity, they use real-world data and authentic planning practices to inform those decisions.”

  • Assessing Learning Through Games

    “Why, then, would we need any assessment apart from the game itself? One reason – indeed, a reason Janie herself would – is that Janie might want to know, at a somewhat more abstract level than moment-by-moment play, how she is doing and how she can do better. She might want to know which features of her activities and strategies in the game are indicative of progress or success and which are not. Of course, the game is very complex, so this won’t be any particular score or grade. What Janie needs is a formative or developmental assessment that can let her theorize her play and change it for the better, and this is what the game gives her.

    At the end of any play session in Rise of Nations [a commercial real-time strategy game, discussed by Gee earlier in the article to provide an example of a complex, real-time, competitive game that is challenging and has built-in learning assessments –JD], the player does not just get the message “you win” or “you lose,” but rather a dozen charts and graphs detailing a myriad of aspects of her activities and strategies across the whole time span of her play (and her civilization’s life). This gives Janie a more abstract view of her play; it models her play session and gets her to see her play session as one “type” of game, one way to play the game against other ways. It gives her a meta-representation of the game and her game play in terms of which she can become a theoretician of her own play and learning. From this information, she does not learn just to be faster or “better”; she learns how to think strategically about the game in ways that allow her to transform old strategies and try out new ones. She comes to see the game as a system of interconnected relationships.”

madlibsThere are many other examples, some more or less sophisticated than the ones Gee describes, of educators using gaming to teach disciplinary concepts, or, more meta-cognitively, to teach higher-order thinking, strategy, creativity, and problem-solving using “real-life” situational simulations. In addition to my experience with logic puzzles, I know of English professors who use Mad Libs to teach linguistics, concepts of semiology, etc. I have read of professors who use the board game Clue to teach deductive vs. inductive reasoning. Here is a list of other higher education practices and programs who are successfully using games in their teaching:Clue Classic Boardgame $13.00

  • Stanford University Med School: EteRNA. Players arrange colored discs into two-dimensional chain-link shapes to create blueprints for RNA molecules. Link: http://med.stanford.edu/ism/2011/january/eterna.html
  • McGill University, Montreal, Canada: Phylo. An online game that anyone can play (try it out, it’s cool!), it is a simply puzzle format that has players shift genetic sequences to find the best possible matches for up to eight species at a time. Link: http://phylo.cs.mcgill.ca/
  • Magazine2CoverArtworkMassachusetts Institute of Technology (MIT): Education Arcade. Features The Radix Endeavor, designed to resemble World of Warcraft type game experience, a multi-player environment that is competitive, where knowledge is collected and hoarded, and problems solved using mathematical and scientific concepts.
  • CancerZap! Needs players! Opportunity for science educators to get students involved in research simulation. Read more: http://www.photonics.com/Article.aspx?AID=51398
  • RTTP Picture 2Barnard College, Dr. Mark Carnes: Reacting to the Past. Involves role playing, classic texts, historical settings, period costumes, and is currently used on over 300 campuses to teach and immerse students in history and literature. Link: http://reacting.barnard.edu/

For those of you who are already game-users or early classroom-game adopters, please share your practice or experience! I will publish each comment or email that comes in that details how to use game play (of any nature) to teach a concept or course material. I’d love to turn this post into a centralized resource to inspire educators to try out games in their course design.

References/Additional Reading:

“Games for Science” The Scientist, 1 Jan. 2013. Web <http://www.the-scientist.com/?articles.view/articleNo/33715/title/Games-for-Science/>

“Colleges Latest Thrust in Learning: Video Games,” USA Today, 29 Nov. 2011. Web. <http://usatoday30.usatoday.com/news/education/story/2011-11-29/video-games-college-learning/51478224/1>

“Where Does Gamification Fit in Higher Education?” EdTech, 30 Nov. 2012. Web. <http://www.edtechmagazine.com/higher/article/2012/11/where-does-gamification-fit-higher-education-infographic>

Creative videos show cultural connections

Creative videos show cultural connections.

Catching up with the Zeitgeist…finally! – by Neil Baldwin

Courtesy of Creative Commons.

Author Neil Baldwin publishes a roundup of articles, books, conferences, and websites that caught his eye this past year. Each selection bears upon current topics in teaching and learning, creativity, and general academic interests. Take a look!

https://blogs.montclair.edu/crdirector/2012/11/17/catching-up-with-the-zeitgeist-finally-by-neil-baldwin/

The Scientific Imagination – Where Do Ideas Come From?

This month the Creative Research Center at Montclair State University filmed a one-hour virtual webcast, The Scientific Imagination – Where Do Ideas Come From?” as part of its Second Annual CRC Symposium.

The video, available here, presents a panel discussion on creativity and imagination, discussed among scientist educators working at MSU, to foster innovation, creative learning, and adaptive expertise in research and in the classroom. The discussion is moderated by Dr. Neil Baldwin, professor in the Department of Theatre and Dance in the College of the Arts and director of the CRC. He interviews Dr. Jennifer Adams Krumins, assistant professor, Department of Biology and Molecular Biology; Dr. Cigdem Talgar, director of Research and Programs and acting director of the Research Academy for University Learning (RAUL); Dr. William Thomas, director, New Jersey School of Conservation; Dr. Ashwin Vaidya, assistant professor of Physics in the Department of Mathematical Sciences; and Dr. Meiyin Wu, associate professor, Biology and Molecular Biology and director of the Passaic River Institute.

For educators, an essential struggle in any discipline lies in exciting our students’ imagination, getting them to think creatively about a problem or concept, and asking them to adapt to new knowledge and variable information in order to think more critically and deeply. This video highlights ways in which this is being done in the classroom, what role models and sources of inspiration have served our educators, how important engaging students in world views and creative thinking is to change, innovation, and adaptability, and much more. The conversation takes us into the specific profiles of each scientist educator, leads us into their world of development and experimentation, and models how they integrate their passion into their research and teaching.

I highly recommend that you watch this video, and share with your colleagues and students. There are numerous ways to approach creative thinking and imaginative learning; here are several of them packaged into an active and informative discussion.

The Scientific Imagination – Where Do Ideas Come From?

 

Mindsets, Motivation, and Inspiration

One of the biggest fallacies that students hold is that they have a set amount of intelligence, or are born with a certain set of talents, aptitudes, and abilities. According to Carol Dweck, author of Mindset: A New Psychology for Success (Random, 2006), this is called a fixed-mindset, and is the culprit behind most students’ inability or reluctance to push themselves and achieve. The solution to this is developing and nurturing in students a growth mindset, which recognizes that ability and success are the products of effort and persistence. Dweck contends that simply knowing about mindsets can influence students’ motivation to try, risk failure, and try again. Another strategy is to have them read and explore highly successful people and their path to success; often, like Jack White below, they worked really hard and overcame a lot of adversity – not just from others, but from within themselves – to accomplish what they did. I highly recommend reading Dweck’s book, especially as you consider how you might reach those students who most resist instruction or refuse to be challenged by possible failure. It’s a revelation.

To complement my recommendation, I’d like to share this post from Brain Pickings, one of my favorite blogs – just incredibly well-written and researched. This posting also discusses the challenges of creativity and ability, and how those that succeed push through with effort, not simply a naturally born ability to be great. It’s really lovely; consider sharing the video of Jack White (whom your students will recognize, more than Tchaikovsky) and his discussion of what it takes to be creative each day:

Tchaikovsky on Work Ethic vs. Inspiration

http://www.brainpickings.org/index.php/2012/07/24/tchaikovsky-on-work-ethic-vs-inspiration/

Jack White on Inspiration:

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