Saturday, September 19, 2015

Wizard 101, Webkinz, and JumpStart

Today I chose to visit three worlds with which I have at least a passing familiarity:  Wizard 101, Webkinz, and World of Warcraft.

Wizard 101 

First impressions:  During my gap year before university, I worked as a live-in nanny for four kids, ages ten, seven, five, and three.  The three eldest children, the two oldest girls in particular, were big fans of Wizard 101.  They enjoyed going on quests and interacting with others in the game.
Age range:  Designed for users ages 10 and up.
Pros:  Engagement is the first thing that springs to mind.  The world is immersive, fun, and exciting for young users.  It is also clearly a safe environment, designed for young people; nothing sexual, no references to drugs or drinking, etc.
Cons:  There is definitely an agenda to get kids interested in the game via the free content, then convince them to open a premium account and pay for enhanced gameplay.  I'm also not sure of how customisable it might be for classroom use.
Overall rating:  6 out of 10

Webkinz

First impressions:  This is another one that was used by a charge of mine.  During a summer nannying job, the seven-year-old I worked with used Webkinz.
Age range:  Intended for users ages 8 and up, although there is also a junior version for children as young as 4 years old.
Pros:  Again, clearly highly engaging.  There are also tools that teach real-world responsibility; care for the virtual pet, money management, and so on.  The chat options are mostly pre-scripted, making it a very safe environment for users who are still learning digital citizenship.
Cons:  Consumerism at its finest - needing to buy real-world goods to enhance virtual gameplay.  It's a genius marketing move, but doubtless a nightmare for the parents who have to endure the wheedling and begging.  The games also seem to have limited educational application.
Overall rating:  3.5 out of 10

JumpStart

First impressions:  This one was familiar to me from my youth!  I remember playing JumpStart games on CD-ROM.  My friends and I absolutely loved them.
Age range:  JumpStart is meant for children ages 3 to 10.
Pros:  Age appropriateness is the first thing I note!  For someone who teaches elementary school, an educational website for young children is a great find.  This seems like one of the best for making learning truly fun, and covers a variety of disciplines.  Users cannot interact with one another, which means no inappropriate content generated by other users.
Cons:  The only negative I could find was related to slow loading and occasional lag time.  The lack of interaction can be a con, as it cannot be a platform for an online classroom.  Otherwise, seems to be a safe and fun world to explore.
Overall rating:  8 out of 10

Reflections
While some of these sites were much more geared toward the age group I primarily work with, they are still fairly consumer-driven and ad-based.  JumpStart is the first avatar-based 3D virtual world I have come across that I think would be appropriate for elementary school students, my current teaching population.  We'll see what my last day of blogging holds...

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Currently reading:  still indulging my Mad Men addiction
Current high:  planning my first presentation to colleagues...nerve-wracking!
Current low:  working on the weekend, much to the chagrin of my friend SV...

Friday, September 18, 2015

vSide, Blue Mars, and Twinity

Today we examine vSide, Blue Mars, and Twinity.

vSide
First impressions:  Seeing the word "party" on the main page did not seem like a promising start, at least for my educational purposes.  Once again, we find a site that is free to join, but has premium add-ons available for purchase.
Age range:  Intended for ages 13 and up.
Pros:  I found it quite challenging to find any positive aspects to this site, other than the fact that it clearly meets teens where they are.
Cons:  The environments have many bars and clubs, not the ideal situation to put young students in.  Overall it seems very shallow; based on appearance, partying, and consumerism.  This consumerism is further perpetuated by the abundance of ads peppering the site.
Overall rating:  2 out of 10

Blue Mars
First impressions:  Blue Mars has some aspects of vSide with its avatar-based world and chat, but seems to run a bit deeper.  The site seems fairly small, and not very current - the copyright dates the last update as 2010.
Age range:  Blue Mars appears to be targeted at adults.
Pros:  Seems similar to Second Life in its customisability of "cities," not unlike islands.  I find the fact that it is set in the future on a different planet particularly intriguing.
Cons:  The lack of currency is a bit of a concern.  In addition, since I primarily work with younger students, an adult environment does not seem like the best fit for my purposes.
Overall rating:  4 out of 10

Twinity
First impressions:  Twinity's main page shows pictures of hot tubs, cocktails, and parties.  Once again, I'm not sure if that's the sort of environment I want to be bringing students into for educational purposes.
Age range:  It is not explicitly stated, but I would guess ages 13 and up.
Pros:  My understanding is that in Twinity, they are recreating major world cities for users to explore, which seems like an exciting and fun feature for teachers and students.  There is also a big emphasis on user-generated content.
Cons:  On the whole, it seems to be fairly average for a site of this kind - nothing all that new or unique that other platforms are not doing.
Overall rating:  6 out of 10

Reflections
Yesterday remains my strongest day for sites that I can see a viable use for.  I think with many of these sites, I would really need to go in and see for myself what else they have to offer beyond avatars and customisable spaces.

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Currently reading:  same!
Current high:  chatting with my sweet G5 girls on duty this morning
Current low:  the sheer exhaustion that hits on a Friday night after a full week of work

Thursday, September 17, 2015

Google Earth, Trace Effects, and Kaneva

On to day two, we're examining three new platforms.



Google Earth
First impressions:  This was the first tool I came across that was familiar to me.  I have not used it extensively, but am more or less accustomed to the platform.  I did use it within my classroom a few years ago in a unit on map skills.  Clearly Google is a big name, and this is a service that is purely free to use.
Age range:  Best used with ages 12 and up.
Pros:  Google Earth allows users to travel the world without leaving their homes.  It provides incredible opportunities for exploration and learning, and the classroom utilizations are innumerable.  It is also available on a variety of devices from smartphones to computers.
Cons:  The platform doesn't seem particularly intuitive for young users.  The only major safety concern is the link to YouTube with open searching.  Students could access inappropriate content through that, so careful monitoring is necessary.  The tool is not as easy for the user to modify as some others we have examined.
Overall rating:  7 out of 10

Trace Effects
First impressions:  The first thing I noticed about Trace Effects was that the site is .gov and affiliated with the US Department of State, giving it a lot of clout.  Trace Effects seems to be designed specifically for use by classrooms and teachers.
Age range:  Designed for children aged 12 to 16.
Pros:  
Trace Effects is a tool that has been designed for English language learners.  There is a teacher resource guide available with clear links to gameplay, and suggestions of lessons.  It seems to be a very engaging environment for learners, and provides ample opportunities for authentic learning.
Cons:  The recommended ages for use are fairly limited.  Online reviews suggested slow loading times can interrupt game play and pull the user out of the experience to some degree.
Overall rating:  8 out of 10


Kaneva
First impressions:  Kaneva seems like a smaller network than those I had looked at previously.  There's not a huge web presence for the site other than their own pages.
Age range:  Not articulated, but I would say ages 13 and up.
Pros:  The site seems to be highly adaptable, allowing users significant control over avatars and spaces.  It being a smaller network, that may make it a safer space to take students into.
Cons:  For all of the sites I had looked at so far, I checked them out on Common Sense Media for a user review of the experience.  The fact that Kaneva is not listed there is somewhat telling to me.  The fact that the network is so small implies to me that the places created may be limited.
Overall rating:  5 out of 10

Reflections
Today's finds brought me a lot closer to what I might find useful as a teacher!  From one tool I have already used with students to some interesting new ideas, it seems that there are some intriguing possibilities.  I am excited to continue to explore the worlds available.

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Currently reading:  pressing on, although a new addiction to Mad Men has distracted me from reading
Current high:  one of my G2 students showing AMAZING instincts and leadership today!
Current low:  a sobbing PK kiddo who needed lots of cuddles this morning

Wednesday, September 16, 2015

Whyville, Club Penguin, and Habbo

Let's start by taking a look at our first three social worlds:  Whyville, Club Penguin, and Habbo.

Whyville 
First impressions:  One of the first things I noticed about Whyville was that they list several high-profile sponsors from both public and private sectors, including NASA, Woods Hole, the National Science Foundation, and more.  Whyville is free to play, although they do offer a limited premium subscription which gives users "clams" to purchase virtual goods.  Clams can also be earned organically through gameplay.
Age range:  The site suggests it is appropriate for children from age 8 to 15.
Pros:  Whyville is specifically being marketed to educators and schools, citing use "from elementary
schools to post-graduate courses for pre-service teachers".  Reviews on Common Sense Media note that students must take a "chat license test" in order to be able to use interactive features, teaching good digital citizenship.
Cons:  The biggest red flags I noted were also from Common Sense Media, citing the fact that despite many excellent internet safety measures, chat rooms are not monitored 24/7 and with the teen audience, some inappropriate content makes its way in.
Overall rating:  6 out of 10

Club Penguin
First impressions:  My first observation in Club Penguin was its affiliation with Disney.  The "fine print" on their advertising video noted that "some features require paid membership,"and their page for parents included a sales pitch to adults on why having a membership was important to children.  Once again, in Club Penguin, members use internet currency to purchase virtual items.
Age range:  Club Penguin is aimed at children from age 6 to 14.
Pros:  Interesting to note - Club Penguin boasts a partnership with Free The Children.  Users can "donate" some of their virtual currency to various campaigns Club Penguin advertises, and the organization has donated over $12 million so far.  A feature I was particularly interested in was their chat rooms.  To help users learn how to appropriately interact on the Web, chat will "suggest phrases" for them to use.  Seems like an interesting way to help teach digital citizenship.
Cons:  It seems to me that there is definitely an agenda for kids to get hooked and talk their parents into paying for an upgrade.  In exploring the site and reading other reviews, it seems that while you can join for free, the experience is extremely limited unless you pay up.  There is even some merchandising coming out of the site.  As an educator, I don't see an obvious link for use in the classroom.
Overall rating:  5.5 out of 10

Habbo

First impressions:  The first thing I noticed about Habbo was an ad for PayPal on the main page - not a promising beginning.  Habbo is free, but notes that "some in-game 'extras' " require purchase with "Habbo credits."
Age range:  Habbo is designed for ages 13 and up.
Pros:  Habbo is very much a virtual world.  Users can express themselves through avatars, building rooms, and more, or take on a role within the Habbo community.
Cons:  Where to begin?  My research yielded two major concerns:  inappropriate chat rooms and
abundant third-party advertisements.  The chat rooms do not seem to be well moderated, and teens will intentionally misspell words to get them through the filters.  Content quickly becomes sexual, racist, or homophobic.  In addition, new areas of the site bombard the user with ads.  These two issues severely undercut any ideas I might have for use with students.
Overall rating:  3 out of 10

Reflections
As someone who was raised in the early days of Neopets, these online worlds aren't entirely surprising to me.  Club Penguin in some ways reminds me a lot of my own childhood experience!  I think to me the more interesting direction is to see how these platforms will begin to be used in educational settings, and which will be the best tools for classroom utilization.

Here's hoping tomorrow yields some more promising results!  Until next time...

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Currently reading:  still Taming of the Queen, just a few chapters a night 'til vacation
Current high:  VS cheerleading had a stellar first performance this afternoon!
Current low:  busiest teaching day of the week tomorrow...

Tuesday, September 15, 2015

Social Media in Education

Greetings, readers!  Teaching with Grace will be moving in a new direction for a few posts.  As some of you may know, I have recently begun a MATESOL with a concentration in digital technologies for teaching and learning through the University of San Francisco online.  As part of my course in Digital Media Literacy, we are doing some blogging about various social media platforms and their potential for utilization as virtual learning environments.  Stay tuned for my initial observations of a few sites over the next week, and my thoughts as I begin to interact with them next week!

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Currently reading:  Taming of the Queen by Philippa Gregory
Current high:  G5 is seriously rocking their physical theatre unit
Current low:  five weeks in, a couple of early years classes are still proving to be a major management challenge...

Wednesday, June 10, 2015

Year End Reflection

Me oh my.  It has been quite a while!  This year has been a tumultuous roller coaster.  I have reached my breaking point more than once.  It has been an incredibly challenging year professionally and I have learned and grown a whole heck of a lot.

In the beginning of the year during returning teacher training, Ms. W had us all complete an exercise.  Everyone was given an index card upon which we were to write how we will transform students' lives this year.  We were then asked to put that card somewhere we could see it regularly and reflect on it.  I put mine in the drawer where I keep sticky notes, staples, paper clips, and items that distract tiny hands during my lessons.  Amidst all that clutter, I will occasionally stop to reread the words as I hunt around for a cough drop:

"I will transform students' lives by exposing them to a medium of self-expression they may not have known.  I will help them to find or build a new confidence.  I will lead some of them to discover a new passion." 

The year has almost officially come to a close.  Students had their last day of classes yesterday; I have packed my old classroom in preparation for moving to a new space; today is our last full day to work.  A few things in these final crazy weeks have demonstrated to me that I did meet this goal.

In my final classes with one section of Pre-K, for a final reflection, I asked them to tell me their favourite thing we had done in drama.  We reviewed our units and some activities we had done, then each child had a turn to share.  Many said puppets (because, well, four-year-old memory is not strong and that's what we just wrapped up), but then came a surprise.  About halfway through the circle, one student became suddenly shy when it was her turn.  "What was your favourite thing in drama?" I prompted.  "Drama teacher," she replied.

Well damn.

My heart absolutely melted.  Several students in the rest of the circle echoed that.  As Maya Angelou said, "People will forget what you said, people will forget what you did, but people will never forget how you made them feel."  Building relationships with students is something I strive for above most else - and to have that so lovingly affirmed by a sweet five-year-old was amazing.

Later that day two of my first grade classes showcased their readers' theatre for their parents (and rocked, might I add!).  Longtime readers may recall HY, one of my best friends last year; she was back for a surprise visit and came to watch, as she taught many of those students last year.  After the showcase, we were walking back to my classroom with a parent.  The two of them chattered in Korean, although at one point they switched over to English as the parent told me that her third grade son absolutely loves drama (which he's had for about five periods this year?).  Cool that I made such an impression!

HY later shared with me that in their Korean conversation, they had been talking about me.  The parent had been saying that I have a wonderful reputation with the mums for my passion about the program and level of caring for the students.  Apparently they think I am a "solid" teacher and they hope that I will stay for a long time.

A few highlights from my G1 students' year-end reflections on "one new thing [they] learned in G1 drama":

"How actors practice."
"I learned to be confident."
"I learned that I like drama."
"I learned how not to be shy."
"It is fun."
"I learned to not talk with friends in Ms. Hudkins' class."
"I learned that when we are shy but when you do it, it's not shy."
"How to show expression and fluency.  Also I learned lots of ways to act."
"Being brave when you go to the stage."
"I learned how to have the best drama time!"
"I learned that I grew up."

A few very thoughtful responses from seven-year-olds!

Sometimes I think I might be too hard on myself.  I spend a lot of time analyzing everything I could and should do - more thoughtful lesson and unit planning, different assessment tactics, better classroom management.  While all that may be true, the last few weeks of school have reminded me that I've got at least one thing right:  the human connection.  And I've gotta say, I think that's one of the most important things.

Here's to a summer of relaxation and adventure, and an exciting new year to come.

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Currently reading:  waiting to start anything until I take off on Saturday
Current high:  2 sleeps to Europe!!!
Current low:  saying goodbye to kiddos who won't be back next year

Monday, March 30, 2015

The Days That Remind Me Why

Well, well, well.  This may be my longest hiatus yet!  And for the most part, I can chalk it up to one thing:  the all-school musical.  With grades 4 through 11, with 59 students in the cast and crew, we put on Mulan Jr.  There where trials and tribulations at every turn, but right before spring break, the kids put on an amazing show - I am so proud to call them mine :)

I may reflect on that soon, but not today.  Today is about the days that remind me why I teach.  Because today I had one of those days.

Last night while out to dinner with a couple of friends, I had to leave early because I felt horribly ill.  I slept for twelve hours straight and still had to drag myself out of bed in the morning, a headache still nagging at me.  I must say, I was not looking forward to my back-to-back-to-back kindergarten classes!  I hadn't had my kindergarteners in almost three weeks, between spring break and Mulan rehearsals, so I wasn't sure where they'd be at.  Fortunately, the first two lessons were fine - and the last one was spectacular.

The last class has sticker charts for single-subject classes, which their homeroom teachers keep.  Each time they earn a sticker, they can have extra free choice time at the end of the week.  I told the students that my goal for today was for everyone to earn a sticker.  I promised to give a "sticker reminder" if we started to get a little too silly or unfocused.

Well.  They took that idea and ran with it.  When a student saw a friend who was starting to lose control, he or she would say, "sticker reminder!"  The first time this happened, my student MK stopped what he was doing, sat down properly, and said to his friend, "Thank you for the reminder."  I was floored!  I stopped the class to call attention to the exchange, highlighting how kind and helpful the friend was, and how MK reacted in a way that was very respectful and thoughtful.  Patterns such as that continued for the rest of the period.  We got through everything I had planned as well as an extension of the lesson, setting them up for great success as we jump into rehearsals for the kindergarten play tomorrow.

Today showed me that the idea of ensemble, teamwork, and collective responsibility that I have been trying to teach all year has really taken root with these kids.  They worked together effectively and respectfully, assuming a positive intent in others and taking their advice to heart.  And they're only six years old!

Oh, and they all earned a cute cupcake sticker today.  Their teachers cried :')

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Currently reading:  Lamb: The Gospel According to Biff, Christ's Childhood Pal
Current high:  a magical spring break with two of my best friends
Current low:  still not feeling 100%