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Journeys in Blended Learning
Key Landmarks for Your
School’s Progress
Dr. Tim Hudson
Senior Director of Curriculum Design
DreamBox Learning
Neal Manegold
Product Manager
DreamBox Learning
Blended Journey Milestones
School & District Milestones
• Learning or Schooling?
• Is Blended always Competency-Based?
• Curriculum Integration?
Classroom Milestones
• Traditional or Iterative?
• Is Gamification the same as Engagement?
• How to Ensure Access for All?
Why blend?
Why don’t we see
the term ‘blended’
associated with
other professions?
BLENDED
COOKING
BLENDED
FARMING
BLENDED
MEDICINE
PURPOSE
• What are restaurants, farms,
hospitals, schools, etc. “in
business” to accomplish?
• In terms of learning, what must be
accomplished for all children?
Planning Backwards
Learning
Pedagogy with
Students
Schooling
Structures
from
Adults
Planning Backwards
Schools
Curriculum
Plan Schooling Backwards
“Contemporary school reform efforts…
typically focus too much on various
means: structures, schedules,
programs, PD, curriculum, and
instructional practices (like cooperative
learning)”
[or blended learning]
[or flipped classrooms]
[or iPads, hardware, etc]
[or “gamification”]
p. 234-235, Wiggins & McTighe, © 2007
Plan Schooling Backwards
“Certainly such reforms serve
as the fuel for the school
improvement engine, but
they must not be mistaken as
the destination…[which is]
improved learning.”
p. 234-235, Wiggins & McTighe, © 2007
Which blended model is better?
FLIPPED-CLASSROOM ENRICHED-VIRTUAL
Blending is a means to what ends?
What is happening with the teacher?
What is happening on the computers?
H. Staker, M. Horn, Classifying K-12 Blended Learning, © 2012
Blended Learning
H. Staker, M. Horn, Classifying K-12 Blended Learning, © 2012
Blended Learning
H. Staker, M. Horn, Classifying K-12 Blended Learning, © 2012
online delivery of
content & instruction
anytime, anywhere
delivery of content &
instruction at school
Time, Place, Path, Pace
H. Staker, M. Horn, Classifying K-12 Blended Learning, © 2012
Time, Place, Path, Pace
H. Staker, M. Horn, Classifying K-12 Blended Learning, © 2012
Path: Learning is no longer restricted to the pedagogy used by the
teacher. Interactive and adaptive software allows students to learn
[in a method that is customized to their needs].
BUT… Learning IS restricted – and limited by – the
pedagogy used by the online teacher, in the online
instruction, or in designs of the learning software.
Personalized
Schooling
Personalized
Learning
Industrial
Schooling
Industrial
Learning
Personalized
(Relational)
Impersona
l (Industrial)
Learning
Pedagogy with
Students
Schooling
Structures
from
Adults
School Policies &
Structures are
Designed for
Students as Unique
Individuals.
Strategic & Varied
Schedule, Location,
Path, Pace
Empowering
Learning
Experiences, Critical
Thinking, Creativity,
Exploration.
Students “Think &
Do” using Their Own
Intuitive Ideas
School Policies &
Structures are
Designed for
Efficiency, Economy
& Scale.
Fixed Schedule,
Location, Path, Pace
Traditional Lesson
Paradigm of Mass
Instruction
Teach, Practice, Test
Students “Sit & Get”
the Teacher’s Ideas
Personalized
(Relational)
Impersonal
(Industrial)
Learning
Pedagogy with
Students
Schooling
Structures
from
Adults
School Policies &
Structures are
Designed for
Students as Unique
Individuals.
Strategic & Varied
Schedule, Location,
Path, Pace
Empowering
Learning
Experiences, Critical
Thinking, Creativity,
Exploration.
Students “Think &
Do” using Their Own
Intuitive Ideas
School Policies &
Structures are
Designed for
Efficiency, Economy
& Scale.
Fixed Schedule,
Location, Path, Pace
Traditional Lesson
Paradigm of Mass
Instruction
Teach, Practice, Test
Students “Sit & Get”
the Teacher’s Ideas
Blende
d
Blende
d
Is there
an app
for this?
Is there
an app
for this?
Is there
an app
for this?
Is there
an app
for this?
Personalized
(Relational)
Impersonal
(Industrial)
Learning
Pedagogy with
Students
Schooling
Structures
from
Adults
Is “blended”
synonymous with
“competency-
based?”
Competency Education
• Advance upon demonstrated mastery
• Transferable learning objectives that
empower students
• Positive, meaningful assessment
• Timely, differentiated support
• Application and creation of knowledge,
developing important skills &
dispositions
Acquire Knowledge and Skills
• Information, Facts
• Procedures
Make Meaning
• Concepts, Ideas
• Contexts, Situations
Transfer
• Independent Use
• Unfamiliar Situations
© Authentic Education
Types of Learning Outcomes
A-M-T
Fullan: Alive in the Swamp
Fullan & Donnelly, Alive in the Swamp: Assessing Digital Innovations in Education, © July 2013, www.nesta.org/uk
“Technology–enabled innovations have a different
problem, mainly pedagogy and outcomes. Many of
the innovations, particularly those that provide online
content and learning materials, use basic pedagogy –
most often in the form of introducing concepts
by video instruction and following up with a series of
progression exercises and tests. Other digital
innovations are simply tools that allow teachers
to do the same age-old practices but in a digital
format.” (p. 25)
“You can learn
ANYTHING online.”
usually means
“You can access
ANY INFORMATION
online.”
How will
technology
integrate
seamlessly with
the district
curriculum?
Curse of the Familiar
“If our problems are mere inefficiencies
– if we need students doing
basically exactly what they've been
doing before but faster – then the
gambit of building apps that mirror
typical classroom practices will work
out great.”
Justin Reich on EdWeek
November 20, 2013
http://blogs.edweek.org/edweek/edtechresearcher/2013/11/edtech_start-ups_and_the_curse_of_the_familar.html
Curse of the Familiar
“You, hungry entrepreneur…are going
to take some familiar feature of
classroom experience – the textbook,
the flashcard, the lecture, the
worksheet, the sticker, the behavior
chart – and you will digitize that
feature.”
-Justin Reich on EdWeek
November 20, 2013
http://blogs.edweek.org/edweek/edtechresearcher/2013/11/edtech_start-ups_and_the_curse_of_the_familar.html
Grade 2 Curriculum Overview
Curse of the Familiar
“If you think that the problems in
classrooms are not just about kids
doing things a little faster, but doing
different things than is current
practice, then you need to build things
that will be unfamiliar.”
Justin Reich on EdWeek
November 20, 2013
http://blogs.edweek.org/edweek/edtechresearcher/2013/11/edtech_start-ups_and_the_curse_of_the_familar.html
Traditional vs. Iterative Classroom
Iterative Learning Experience
At the start of a vacation trip,
the odometer of the
Jackson’s car read 23,584.
When they returned from their
trip, the odometer reading
was 25,976. The Jackson’s
car averages 23 miles per
gallon of gasoline. How
many gallons of gas did they
use for this trip?
Problem Solving Teams
Test, Hypothesize, Iterate
Gamification vs. Engagement
Gamification vs. Engagement
An understanding is a learner realization about the
power of an idea.
Understandings cannot be given; they have to be
engineered so that learners see for themselves the
power of an idea for making sense of things.
p. 113, Schooling by Design, Wiggins & McTighe, ©2007
Engagement Through Realization
Purchasing vs. Access
• Bandwidth
• Data Privacy
• Acceptable Use Policy
• Home Technology
• Equity of Access
• Connection To Goals
Thank you
DreamBox Learning K-8 Math
Intelligent Adaptive Learning™
Engine
• Millions of personalized learning paths
• Tailored to a student’s unique needs
Motivating Learning
Environments
• Student Directed, Empowering
• Leverages Gaming Protocols
Rigorous Mathematics
Curriculum
• Reporting Aligned to CCSS, Texas TEKS,
Virginia SOL, Canada WNCP, & Canada
Ontario Curriculum Reports
• Standards for Mathematical
Practice
Seeing is believing! dreambox.com/request-a-demo
DreamBox Lessons & Virtual Manipulatives
Intelligently adapt & individualize to:
• Students’ own intuitive strategies
• Kinds of mistakes
• Efficiency of strategy
• Scaffolding needed
• Response time
Progress Monitoring Reporting
Strong Support for Differentiation
FREE Interactive Whiteboard Lessons
DreamBox supports small group and whole class instructional
resources.
www.dreambox.com/teachertools
We value your feedback, compliments,
suggestions, and complaints!
Let us know how we’re doing:
https://www.surveymonkey.com/s/N83FF3S

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BLENDED JOURNEY

  • 1. Journeys in Blended Learning Key Landmarks for Your School’s Progress Dr. Tim Hudson Senior Director of Curriculum Design DreamBox Learning Neal Manegold Product Manager DreamBox Learning
  • 2. Blended Journey Milestones School & District Milestones • Learning or Schooling? • Is Blended always Competency-Based? • Curriculum Integration? Classroom Milestones • Traditional or Iterative? • Is Gamification the same as Engagement? • How to Ensure Access for All?
  • 4. Why don’t we see the term ‘blended’ associated with other professions?
  • 8. PURPOSE • What are restaurants, farms, hospitals, schools, etc. “in business” to accomplish? • In terms of learning, what must be accomplished for all children?
  • 11. Plan Schooling Backwards “Contemporary school reform efforts… typically focus too much on various means: structures, schedules, programs, PD, curriculum, and instructional practices (like cooperative learning)” [or blended learning] [or flipped classrooms] [or iPads, hardware, etc] [or “gamification”] p. 234-235, Wiggins & McTighe, © 2007
  • 12. Plan Schooling Backwards “Certainly such reforms serve as the fuel for the school improvement engine, but they must not be mistaken as the destination…[which is] improved learning.” p. 234-235, Wiggins & McTighe, © 2007
  • 13. Which blended model is better? FLIPPED-CLASSROOM ENRICHED-VIRTUAL Blending is a means to what ends? What is happening with the teacher? What is happening on the computers? H. Staker, M. Horn, Classifying K-12 Blended Learning, © 2012
  • 14. Blended Learning H. Staker, M. Horn, Classifying K-12 Blended Learning, © 2012
  • 15. Blended Learning H. Staker, M. Horn, Classifying K-12 Blended Learning, © 2012 online delivery of content & instruction anytime, anywhere delivery of content & instruction at school
  • 16. Time, Place, Path, Pace H. Staker, M. Horn, Classifying K-12 Blended Learning, © 2012
  • 17. Time, Place, Path, Pace H. Staker, M. Horn, Classifying K-12 Blended Learning, © 2012 Path: Learning is no longer restricted to the pedagogy used by the teacher. Interactive and adaptive software allows students to learn [in a method that is customized to their needs]. BUT… Learning IS restricted – and limited by – the pedagogy used by the online teacher, in the online instruction, or in designs of the learning software.
  • 19. School Policies & Structures are Designed for Students as Unique Individuals. Strategic & Varied Schedule, Location, Path, Pace Empowering Learning Experiences, Critical Thinking, Creativity, Exploration. Students “Think & Do” using Their Own Intuitive Ideas School Policies & Structures are Designed for Efficiency, Economy & Scale. Fixed Schedule, Location, Path, Pace Traditional Lesson Paradigm of Mass Instruction Teach, Practice, Test Students “Sit & Get” the Teacher’s Ideas Personalized (Relational) Impersonal (Industrial) Learning Pedagogy with Students Schooling Structures from Adults
  • 20. School Policies & Structures are Designed for Students as Unique Individuals. Strategic & Varied Schedule, Location, Path, Pace Empowering Learning Experiences, Critical Thinking, Creativity, Exploration. Students “Think & Do” using Their Own Intuitive Ideas School Policies & Structures are Designed for Efficiency, Economy & Scale. Fixed Schedule, Location, Path, Pace Traditional Lesson Paradigm of Mass Instruction Teach, Practice, Test Students “Sit & Get” the Teacher’s Ideas Blende d Blende d Is there an app for this? Is there an app for this? Is there an app for this? Is there an app for this? Personalized (Relational) Impersonal (Industrial) Learning Pedagogy with Students Schooling Structures from Adults
  • 22. Competency Education • Advance upon demonstrated mastery • Transferable learning objectives that empower students • Positive, meaningful assessment • Timely, differentiated support • Application and creation of knowledge, developing important skills & dispositions
  • 23. Acquire Knowledge and Skills • Information, Facts • Procedures Make Meaning • Concepts, Ideas • Contexts, Situations Transfer • Independent Use • Unfamiliar Situations © Authentic Education Types of Learning Outcomes A-M-T
  • 24. Fullan: Alive in the Swamp Fullan & Donnelly, Alive in the Swamp: Assessing Digital Innovations in Education, © July 2013, www.nesta.org/uk “Technology–enabled innovations have a different problem, mainly pedagogy and outcomes. Many of the innovations, particularly those that provide online content and learning materials, use basic pedagogy – most often in the form of introducing concepts by video instruction and following up with a series of progression exercises and tests. Other digital innovations are simply tools that allow teachers to do the same age-old practices but in a digital format.” (p. 25)
  • 25. “You can learn ANYTHING online.” usually means “You can access ANY INFORMATION online.”
  • 27. Curse of the Familiar “If our problems are mere inefficiencies – if we need students doing basically exactly what they've been doing before but faster – then the gambit of building apps that mirror typical classroom practices will work out great.” Justin Reich on EdWeek November 20, 2013 http://blogs.edweek.org/edweek/edtechresearcher/2013/11/edtech_start-ups_and_the_curse_of_the_familar.html
  • 28. Curse of the Familiar “You, hungry entrepreneur…are going to take some familiar feature of classroom experience – the textbook, the flashcard, the lecture, the worksheet, the sticker, the behavior chart – and you will digitize that feature.” -Justin Reich on EdWeek November 20, 2013 http://blogs.edweek.org/edweek/edtechresearcher/2013/11/edtech_start-ups_and_the_curse_of_the_familar.html
  • 29. Grade 2 Curriculum Overview
  • 30. Curse of the Familiar “If you think that the problems in classrooms are not just about kids doing things a little faster, but doing different things than is current practice, then you need to build things that will be unfamiliar.” Justin Reich on EdWeek November 20, 2013 http://blogs.edweek.org/edweek/edtechresearcher/2013/11/edtech_start-ups_and_the_curse_of_the_familar.html
  • 32. Iterative Learning Experience At the start of a vacation trip, the odometer of the Jackson’s car read 23,584. When they returned from their trip, the odometer reading was 25,976. The Jackson’s car averages 23 miles per gallon of gasoline. How many gallons of gas did they use for this trip?
  • 37. An understanding is a learner realization about the power of an idea. Understandings cannot be given; they have to be engineered so that learners see for themselves the power of an idea for making sense of things. p. 113, Schooling by Design, Wiggins & McTighe, ©2007 Engagement Through Realization
  • 38. Purchasing vs. Access • Bandwidth • Data Privacy • Acceptable Use Policy • Home Technology • Equity of Access • Connection To Goals
  • 40. DreamBox Learning K-8 Math Intelligent Adaptive Learning™ Engine • Millions of personalized learning paths • Tailored to a student’s unique needs Motivating Learning Environments • Student Directed, Empowering • Leverages Gaming Protocols Rigorous Mathematics Curriculum • Reporting Aligned to CCSS, Texas TEKS, Virginia SOL, Canada WNCP, & Canada Ontario Curriculum Reports • Standards for Mathematical Practice Seeing is believing! dreambox.com/request-a-demo
  • 41. DreamBox Lessons & Virtual Manipulatives Intelligently adapt & individualize to: • Students’ own intuitive strategies • Kinds of mistakes • Efficiency of strategy • Scaffolding needed • Response time
  • 43. Strong Support for Differentiation
  • 44. FREE Interactive Whiteboard Lessons DreamBox supports small group and whole class instructional resources. www.dreambox.com/teachertools
  • 45. We value your feedback, compliments, suggestions, and complaints! Let us know how we’re doing: https://www.surveymonkey.com/s/N83FF3S

Editor's Notes

  1. DreamBox is being used for blended learning in schools. Learning happens with or without technology. Of course we should use technology. But blending should be the means rather than the ends. Our goal isn’t first to blend, and we shouldn’t make any decisions about blending until the goals and evaluation are defined. We don’t want to think of doing bad things for learning but just with technology. For example, block scheduling without changes in pedagogy hasn’t been effective.
  2. DreamBox is being used for blended learning in schools. Learning happens with or without technology. Of course we should use technology. But blending should be the means rather than the ends. Our goal isn’t first to blend, and we shouldn’t make any decisions about blending until the goals and evaluation are defined. We don’t want to think of doing bad things for learning but just with technology. For example, block scheduling without changes in pedagogy hasn’t been effective.
  3. DreamBox is being used for blended learning in schools. Learning happens with or without technology. Of course we should use technology. But blending should be the means rather than the ends. Our goal isn’t first to blend, and we shouldn’t make any decisions about blending until the goals and evaluation are defined. We don’t want to think of doing bad things for learning but just with technology. For example, block scheduling without changes in pedagogy hasn’t been effective.
  4. ----- Meeting Notes (11/5/14 17:26) ----- 25 minutes inb
  5. People are getting what they need and when they need it. Better learning, not regurgitating. What do you think about content X? Explore, make sense How many people use Personalized Learning & Personalized Schooling interchangeably?
  6. People are getting what they need and when they need it. Better learning, not regurgitating. What do you think about content X? Explore, make sense How many people use Personalized Learning & Personalized Schooling interchangeably?
  7. People are getting what they need and when they need it. Better learning, not regurgitating. What do you think about content X? Explore, make sense How many people use Personalized Learning & Personalized Schooling interchangeably?
  8. The traditional classroom as safe, adult-centered, planning forward Iterative/lean classroom as student-centered, driven by questions and wonderings Students generating their own ideas and changing their own thinking What is the role of the teacher in the iterative classroom? Talk Agile coach, team building, data analysis, reflection frameworks, etc.and of course designing accessible learning experiences
  9. Focus on learning goals driving purchasing decisions, not the other way around
  10. DreamBox Learning provides a new class of intelligent adaptive learning technology is the true game changer in education. Combines 3 essential elements 1) Rigorous K-8 Mathematics – DreamBox uses virtual manipulatives that enable students to build conceptual understanding and procedural fluency. Provided standards-based reporting. 2) Motivating Learning Environments that are age-appropriate and motives learners to persist and progress. 3) Powerful Intelligent Adaptive Learning engine providing millions of personalized, student-driven learning paths—each one—tailored to a student’s unique needs.