Wednesday, 21 January 2015

Reading Review Post #2: Ready, Aim......

It was difficult to narrow down my list of 13 keywords to select a topic to focus on and move forward with, and I am certain that others had the same challenges as I did, but in grouping my ideas together I kept coming back to motivating learners.  Not only did it interest me, but there are a vast and ever growing number of resources to use in my inquiry project which was very encouraging and exciting.


In my search of the UBC Library, I came across an article about motivation in young adolescents that referred to telling stories, building trust, giving descriptive feedback, and changing my teaching practice to reflect how the mind works - ideas I have heard before - but what I really liked about the article is the list of "de-motivators" for students and just how many I see in my school or do myself:
http://www.ascd.org/publications/educational-leadership/sept14/vol72/num01/Motivating-Young-Adolescents.aspx

Another resource I found that piqued my interest was from Ed Tech Magazine and the article is all about using Evernote to engage learners in the very exciting task of taking notes.  This is an activity I have dreaded doing with my Intermediate students in an "old school" way, so I was intrigued to see how to make it better for our students and for me as a Librarian.  The link is as follows:
http://www.edtechmagazine.com/k12/article/2014/08/how-teachers-can-become-fluent-classroom-technology

In reading more about kindling motivation in adolescent learners, the topic of using video games arose.  I am of the opinion that many video games are not educational, appropriate, or connected to the learning outcomes I am required to teach.  That being said, the learning outcomes are changing to "competencies", and I am trying to open my mind and teaching to the possibility of using video games as my ultimate desire is to motivate and inspire reluctant learners.  I really liked this article as it detailed the number of different games available and how they connect to the learning outcomes and for which ages and grades they are appropriate.  The link is as follows:
http://education.mit.edu/papers/GamesSimsSocNets_EdArcade.pdf

One last resource I found in my search was a TEDx talk about teaching kids to write code.  What better way to use technology and engage our learners than to have them create something with technology rather than just "using" it?!  Mitch Resnick describes and shows in great detail the program Scratch which he and others used to create interactive mother's day cards.  He also goes on to talk about how kids are not really "digital natives" and are not "fluent" with technology by their texting and gaming, but need to become "fluent in creating" with technology and the Scratch program will help them do this as it is as easy as snapping blocks together.
http://www.ted.com/talks/mitch_resnick_let_s_teach_kids_to_code

So I am off and running with some articles, videos, and ideas about where to begin my inquiry.  I know that the best parts of the inquiry process are the detours on that roads that I did not anticipate, and as I use these resources I will keep asking questions to narrow my topic further and put into practice the ideas I learn about along the way.

2 comments:

  1. Excellent post Spencer. The articles you found were very interesting and insightful. They offer much practical advice, as well as theoretical grounding. I was also impressed to see so many different formats! Some discussion about your search experience, what you were expecting to find, how you found etc, would have been beneficial. Overall, a good continuation of the Reading Review exploration phase.

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  2. Hi Spencer,
    I too am very interested in student motivation. I've selected a similar topic of research, but did not cite any of the same sources. Your reviews have peaked my interest and I will be back tomorrow am to check out the sites you've shared. Thanks!

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