The Stage Is Set for #NSTA17

We prepared for our NSTA17 experience with a two story 20×20 booth built in one day. Here is a short time lapse of the build!

We will offer teachers the chance to play each other with our games. Give-aways include Pez heads and capes. Come by and visit us at booth #2217.

700+ Middle School Science Games Now Available

We are thrilled to launch our game-based learning platform with more than 700 curriculum-based games for middle school earth and space science, life sciences, and physical science curricula. The science games, created by over 300 games developers, are based on rigorous academic research conducted in partnership with Vanderbilt University.

In preparation for the platform launch, Legends of Learning involved more than 500 teacher ambassadors from across the country. Their participation will ultimately build a library of 700 games by the end of spring, with more games in different subjects and grades underway. The games and platform have benefitted from direct feedback by Legends of Learning’s teacher ambassador community, resulting in games ideally suited for the challenges of today’s learning environments.

Teachers communicated directly with and provided recommendations to game developers from such well-known game studios as Schell Games, Filament Games, North South Studios, Second Avenue Learning, and Intellijoy. Legends of Learning will continue to engage with educators about their needs and insights in an effort to keep games fresh and exciting for students.

“I have been teaching science for 14 years and never have I seen a company listen to teachers and incorporate feedback like Legends of Learning has,” said Scott Beiter, a veteran science teacher from Rensselaer, New York, and Legends of Learning teacher ambassador. “It is hard to find a platform that is easy-to-use and integrates into what I am already teaching, but Legends of Learning has created one for middle school science.”

Legends of Learning founder and CEO Vadim Polikov, a research scientist, believes that research is the foundation for successful game-based learning and long-term educational reform. The soon-to-be-released controlled study in partnership with Vanderbilt University, “Substantial Integration of Typical Educational Games into Extended Curricula,” measured the performance of more than 1,000 students in seven states and in schools with differing student bodies, socioeconomic factors, and geographical locations. The study demonstrated statistically significant success, showing that academic performance and engagement increase with curriculum aligned game-based learning.

Some unique aspects of the Legends of Learning game-based learning platform include:

  • Short games (5-15 minutes) that align to middle school science curriculum standards to ensure content engages and helps students succeed in their studies;
  • An intuitive platform similar to Netflix and Amazon that makes games easy and natural to use in classrooms; and
  • A dashboard that allows teachers to observe student comprehension in real time, create game playlists for classes and individual students, and assess content mastery.

“I firmly believe in using original academic research to test the efficacy of new education products while at the same time making sure the classroom implementation is incredibly easy for educators,” said our CEO Vadim Polikov. “Working with a wide range of teachers and game developers has allowed us to build a unique platform that will be easy for educators to integrate and use in their classrooms.”

Teachers interested in being part of the Legends of Learning Ambassador program should visit legendsoflearning.com/teachers. We are showcasing our platform and games at booth #2217 at the National Science Teachers Association’s National Conference in Los Angeles, March 30-April 2.

A version of this story was issued as a press release on PRWeb this morning. Interested parties can see the games on the Legends of Learning platform.

Caitlin Unterman on GBL & the Legends Platform

Caitlin Unterman (see her DonorsChoose Page here) is and 8th Grade Earth Science and Science Exploration at Forest Middle School in the Bedford County School District. She also partners with NASA to deliver a class in her school.

Caitlin is also one of the first teachers demoing the Legends of Learning platform. She shares her insights with Aryah and new co-host Sean Reidy about game based learning, NASA, the Legends of Learning platform, and much more.

27 Tips To Set Up A Blended Learning Classroom

Blended learning offers amazing benefits to the classroom, with ISTE reporting it meets many of the organization’s Standards for Students and Teachers and leads to a “more rigorous, challenging, engaging, and thought-provoking classroom.” While true, blending learning has to be implemented correctly to provide engagement and teach classroom lessons.

In its simplest definition, blended learning integrates digital content, like Legends of Learning educational games (edgames), with face-to-face learning. The more technical definition says blended learning integrates digital content with traditional teaching methods; typically requires the physical presence of the teacher and students in a classroom; and gives the student some control over their time, space, and learning path and pace.

27 Blended Learning Tips When Setting Up Your Classroom

teacher with student in a blended learning classroomTo create a blended learning classroom, use some or all of the following 27 tips. The tips can be categorized into three areas: planning, implementation, and improvement. As such, you should find a relevant suggestion for wherever you are in the blended learning journey.

1. Redefine Your Role In The Classroom

You, the teacher, perform a critical part in encouraging deeper learning. However, the role is evolving, particularly in blended learning environments. TNTP, a nonprofit organization dedicated to positive change in public schools, says teachers who employ blended learning should learn to see themselves as people with three distinct responsibilities. These include research and development, integration, and guidance. The three responsibilities may be owned by an individual teacher or shared amongst a team.

2. Start With A Description Of The Curriculum

Writing down what the next two weeks or semester will cover often identifies learning goals, objectives, and outcomes. The description also ensures your familiarity with the curriculum content and helps pinpoint potential digital resources, such as edgames, online quizzes, and videos.

3. Outline Your Goals

Goals strip a curriculum description of the fluff, leaving you with a clear focus and targets to hit.

4. Determine Learning Objectives

Learning objectives quantify goals. Set these so that you can measure classroom and student performance in real time and at the end of a learning block.

5. Define Learning Outcomes

Outcomes define how students will achieve objectives and demonstrate competency in the subject matter. Specific outcomes could include classroom participation, online assignments, oral presentations, et cetera.

6. Choose A Blended Learning Model

Once you have a clear picture of what you want to teach and desire students to achieve, you can choose a blended learning model. The common models number six: face-to-face driver, rotation, flex, online-only, self-blend, and online-driver. Most of the models contain nuances. For example, the rotation model spans rotation stations, lab rotations, and individual rotations. Another common model includes the flipped classroom, in which online content and instruction is delivered online and at home. Students then come to a brick-and-mortar school for in-classroom projects and practice. Some teachers use one or more models to make their classroom content more engaging and rigorous.

7. Explore Different Teaching Methods To Complement The Model

Kids around tablet playing online educational gamesDifferent models and teaching roles sometimes mean changing up your teaching methods. Some blended learning classrooms, for instance, use team teaching.

8. Use The Right Technology Tools

Software changes often, so it’s important to set down the fixed matters first. Goals, learning objectives and outcomes, blended learning models, and instructional methods should dictate the technology choice, not the other way around. In addition, remember that you may need more than one tool. Students learn differently and have unique needs. It’s unlikely that one edgame or digital resource will work well for all.

9. Aim For Relevance & Fun, Not One Or The Other

This tip relates to technology in that the tool should be relevant AND fun. That is, the digital content should complement learning objectives and achieve outcomes. If it doesn’t, the tool is irrelevant and ineffectual. The tool, though, also needs to be fun. Students won’t use a tool they don’t like.

10. Design The Classroom As A Blended Learning Environment

Layout and aesthetics affect student morale and the ability to learn. Plus, if you use a specific learning model, you may need to move desks and chairs around. You don’t necessarily have to do the work on your own; Mark Philips, a teacher and educational journalist, notes in an Edutopia article that student involvement in classroom design and layout can “empower them, develop community, and increase motivation.”

11. Know The Traditional & Online Content

To build trust with students, you need to know the content inside and out. This means revisiting the curriculum content, as well as testing digital content and edgames. You want tools that cement knowledge, lead to application and critical thinking, and motivate learning, not ones that sabotage your efforts or frustrate students.

12. Create Individual & Collective Learning Goals

You established overarching learning goals earlier. Now, combine them with individual learning goals. Students work at different paces and may be on another learning path than another student. Learn to incorporate that information into your blended learning planning to see success with students and the classroom as a whole.

13. Develop A Classroom Culture That Embraces Blended Learning

Esther Wojcicki shares her process for creating a blended learning culture in the book “Moonshots in Education: Launching Blended Learning in the Classroom.” She uses the acronym “TRICK,” which stands for trust, respect, independence, collaboration, and kindness. With those values embedded in the classroom, students want to learn, grow, and help out their teacher and classmates.

14. Set Expectations

Students achieve when given goals, so set expectations. Let them know how to succeed in the classroom and at home, and they will.

15. Share An Overview Of Classroom Activities, Projects, Playlists & Outside Resources

Teacher using online educational games with her blended learning teaching modelWith overall expectations set, share daily and weekly assignments. The process might not look all that different from standard homework tasks except that they involve online content and opportunities for in-classroom game play. Sharing additional resources for study can be a good idea, too, especially if you claim a couple of high performers or students who need to skip around assignments to stay engaged with the classroom content.

16. Provide Clear Instructions & Routines For Game Play

Students need to know to log out of an application and turn off computers or tablets before moving to a different classroom activity. The specificity is important; students probably don’t have to log out at home, so they won’t think to do it in the classroom.

17. Give Students Control Over Time, Path, Place & Pace

It can be hard to relinquish control, but students excel when given the chance to direct their learning. They become more engaged with the content because they have a personal stake in their success.

18. Encourage Collaboration In The Classroom & Online

Collaboration gives students the chance to work through complex concepts and to help each other learn. It also offers opportunities for dialogue, which teaches students to position their points with facts and hard evidence. Collaboration should occur in the classroom and online; quieter students, for example, could become extremely vocal online. If you need more reasons to employ collaborative learning, the Global Development Research Center lists 44 of them.

19. Incite Curiosity, Imagination & Critical Thinking

Students start wondering and thinking when you ask, “What if?” You can raise that question through traditional teaching methods and online content. And, the more you ask open-ended and thought-provoking questions, the more students will seek out answers.

20. Challenge Students To Learn & Grow With Authentic, Relevant Tasks

Nothing’s worse than busy work, and even a fifth grader has an antenna finely attuned to it. Give students real, curriculum-based, challenging assignments, and they’ll complete and compete to finish them.

21. Review Classroom & Online Content Regularly

Online content supplements other teaching tools. As such, you should go over both pieces of content to ensure students’ basic comprehension and deeper understanding.

22. Measure Individual & Classroom Progress

Child playing an online educational game on tabletBlended learning leads to real impact when it’s measured. The work should be fairly easy to do since you already decided on goals, objectives, and outcomes. The Legends of Learning edgame platform simplifies the work further, providing real-time performance reports via an easy-to-use dashboard. Combine its information with your grade book to track and assess progress.

23. Analyze Classroom Impact To Balance Traditional Teaching Time & Student Game Play

Every classroom is different, so take some time to find the right balance of traditional teaching methods and digital media. Many Legends of Learning teachers start with a 50/50 blend and work from there.

24. Identify New Goals & Objectives And Repeat

Once you measure progress and impact, you may discover that learning goals need to change. That’s a good thing. Goals should change over time. However, that change means you’ll need to continually adjust teaching methods and digital content to see continued success with blended learning.

25. Communicate With Everyone

A blended learning classroom requires communication with everyone—students, professional peers, administrators, and parents. Blending learning works best when everybody shares a belief in the vision for it.

26. Remember The Parents

On a related note, not all of your parents will get technology or edgames. They may work multiple jobs to make ends meet, so they don’t have time to learn how the internet works. Help them out with an evening class or individual meetings. By interacting with them on a personal level, you’ll see interest, buy-in, and participation grow at home and in the classroom.

27. Be Patient

Finally, remember that it takes time to succeed with blended learning. Don’t give up if you don’t see the results you want within the next two weeks. Blended learning works if you’ll just be patient with it a little while longer.

Try Blended Learning With Our Online Educational Games!

Ready to start your heroic journey into blended learning? Try these 27 tips, then check out what you can do in the classroom with the Legends of Learning platform! Have any tips to add? Please add them in the comments section.

View Our Science & Math Games

Learn More About Remote Learning

Legendary Ambassadors Rebecca & Scott Beiter

Two of our strongest ambassadors in the community are Rebecca and Scott Beiter. This husband and wife tandem teach at two different school districts in upstate New York.

They share their insights on game based learning and what it is like to help Legends of Learning build its games and platforms from ground zero to market launch. In addition, Rebecca and Scott share the story of how they both got into teaching science, and the teacher conference life. Enjoy this super fun podcast!

Readying Launch of Middle School Science Games

This is a copy of a news release issued today.

Legends of Learning getting ready to launch our online platform of several hundred curriculum-based science games for middle school earth and space science, life sciences, and physical science curricula later this month. The company was founded after the results from a forthcoming research study, “Substantial Integration of Typical Educational Games into Extended Curricula,” from Vanderbilt University revealed that short, simple education games aligned to curriculum standards improve student engagement and academic performance.

 

Founded by former research scientist Vadim Polikov, Legends of Learning stands for the principle that rigorous academic research needs to form the foundation of strategies that take blended learning techniques such as game-based learning to the next level. The wide-ranging study — more than 1,000 students in seven states and in schools with differing student bodies, socioeconomic factors and geographical locations — demonstrated statistically significant success.

One year later, Legends of Learning’s content platform and games are being tested and vetted by hundreds of teachers across the country in preparation for the official launch later this month. The company will demonstrate its platform and games at the National Science Teachers Association’s National Conference in Los Angeles, March 30-April 2, 2017.

More than 100 middle schools will use Legends of Learning in their classrooms when it launches. Scores of teachers using the platform will participate in a second study to demonstrate efficacy and best practices for blended learning with curricula endgames. The second study will be conducted by researchers from the University of Wisconsin-Madison and Vanderbilt University.

“Original research is critical to our education system’s overall success,” said Vadim Polikov. “I firmly believe that proving — or disproving — hypotheses with strong rigorous research is the best way to move education forward. One of the most crucial aspects for the education sector to adapt new methods is efficacy. Educators’ time is at a premium now, so providing them with something that is demonstrably effective and easy to use has a far greater chance of being implemented.”

Some unique aspects of Legends of Learning’s approach to education include:

  • Building games off existing middle school science curriculum standards to ensure content not only engages students but also helps them succeed in their studies;
  • Using an intuitive platform similar to Netflix and Amazon to make it easy and natural for teachers to use the games in their classrooms; and
  • Releasing a dashboard that allows teachers to observe student comprehension in real time.

Teachers interested in being part of the Legends of Learning Ambassador program can visit legendsoflearning.com/teachers. Legends of Learning will take 100 teacher ambassadors to the ISTE 2017 Conference & Expo in San Antonio, June 25-28. For more information about Legends of Learning visit legendsoflearning.com.

Make Tech Easy
for Teachers to Use

When it comes to digital education content, technology and tools, ease of use reigns supreme. If we don’t make new media and tech easy for teachers, they won’t use them in the classroom.

Good digital education tools can be tremendously beneficial in the classroom. They help teachers engage students AND reinforce the educator’s lessons. We know this. But as such, that tool must do more than simply entertain students, and meet a basic loose affiliation with curriculum topics. They must be intuitive and natural to implement.

This is a classic user experience conundrum. User experience (UX) concerns itself with making a customer happy before, during, and after using a product. Unfortunately, education content, games and tech products have been criticized for not meeting the UX bar in the past. Ease of use is one of the main culprits.

Creating a successful education UX requires understanding teachers’ challenges with technology as much as it does building great curriculum media for students. Teachers don’t receive as much professional development as they would in an ideal world. Many struggle with using the latest technology on a personal basis, much less figuring out how to deploy it in the classroom.

Content creators and developers should understand what makes a new digital tool in the classroom useful. Does the media reinforce teacher lessons, or is it a distraction? Can a teacher use the product as part of their core curriculum, or does it seek to replace them in some way? Will a teacher be able to use student data for productive analytics, or do privacy risks interfere?

“Companies often overlook the fact that younger students do not have email addresses, and that teachers are more likely to use technology if it is easier to set up class rosters with user names and passwords,” said Richard White, Science Department Chair, Griffin Middle School. “I need to be able to import CSV files and have the software generate the user names while I assign a generic password.”

It makes sense to engineer content and tools to work for the teacher as much as they work for the student. A happy teacher makes for a successful use of the new education tool.

Providing Integration

Making new tech easy for teachers to implement within larger district learning management (LMS) and student information systems (SIS) is a primary consideration. “Products need to have seamless integration within existing district technology ecosystems,” said Scott Beiter, a science teacher at Rensselaer Junior Senior High School. “A district won’t buy all new hardware just to adopt one wonderful product.”

For example, integrating into Google for Education allows teachers across the country to use digital tools. Similarly, working within other widespread and adopted education standards, both curriculum and technological, helps teachers use your tool.

“Two words: Google integration!” added Rebecca Beiter, a teacher at Bethlehem Central School District.

A Little How-to Help Goes a Long Way

Sometimes making a new digital tool work in a classroom is as much as about guidance as the actual tool itself. Not every teacher will pick up on how to implement a tool, no matter how well designed it is.

Many companies release their tools with video tutorials, webinars, professional development, and user support forums to make their tech easy for teachers. Some actively seek feedback from teachers and incorporate that feedback in their product evolutions (have you joined the Legends of Learning community yet?).

Secondary content such as lesson plans and evaluation tools can make a big difference for a teacher’s experience. Not only does the digital tool work, but the supplementary content helps teachers at least consider how to implement in the classrooms.

Going the extra mile can make all the difference for a new education tool.

Additional Teacher Insights

We asked our Legends of Learning community members what they thought about the topic, too. Several offered additional insights:

“Making tech media accessible to students on a free basis is crucial,” said Caitlin Unterman, a teacher at Bedford County Public Schools. “Also, including easy to read instructions, easy to manipulate sites, and allowing for manipulation of content, is key!”

“As an educator, companies need to follow CIPA rules and make student sign up easy and without emails,” said Bobby Brian Lewis, Bibb County Schools. “They can also make tech that can read to students to meet the needs of special needs students such as close caption. Tech companies need to be aware of the needs of students with special needs.”

“Companies should look to their local community to help schools improve their internet connections,” said Nancy Hoppa, Ingenuity Program, Baltimore City Public Schools. “Many school communities are in older buildings and just getting connected in the first place presents a no go situation. One in which we need to almost always have a back up plan just in case. Another big problem we are facing is using technology for engineering/stem based projects. We need tools to construct the projects we are designing online and training. This generation does not have nearly as much experience working with hammer, nails and saws!”

There’s no single best way to make tech easy for teachers. Doing so is crucial to enable students to succeed in the digital age.

What do you think?

Chris Aviles on the Ethos of Game Based Learning

Chris Aviles is a teacher in New Jersey who is actively bringing game based learning to schools. He describes himself as http://www.techedupteacher.com/about-chris-aviles/

Game based learning is an ethos, not a tool that you buy, said Chris in our podcast. Still we pressed him for some recommendations. He also shared his insights about smartphones in school, and why banning them is a mistake.

Also a blogger and thought leader online, too, Chris is a great follow. Be sure to check out his profiles and chat with him.

PODCAST: The Developer’s View

Jon Ridgeway is CEO and Creative Director of Rebourne Studios. Rebourne is one of the Legends of Learning developers building science games for grades 6-8 in the United States. We took time to sit down with Jon, and learn more about his ethos on developing great games for the education space.

Our conversations spanned what makes a great game, why they work in education environments, and some of Rebourne’s approach to building games. Give our latest podcast a listen, and meet Jon!

Can We Inspire Intellectualism through Engagement?

In the post-truth era, American society has come to devalue intellectualism. Twitter wars and opining about “alternative” facts take precedence. This lack of commitment to reason and knowledge doesn’t merely turn adults into pessimists and skeptics with the attention span of goldfish. It affects students, too, and their ability to reason and discover what is true.

Without a genuine hunger for knowledge, today’s students will struggle to discern actionable information in their preferred fields of study and careers. That is true regardless of a region, state, or family’s politics. The hallmark of education is teaching students to use knowledge and thought to reason their way to conclusions.

But how can educators inspire intellectualism in a time of deep mistrust in public discourse?

Perhaps the top method is to combat boredom in the classroom with engagement. Note the word: engagement. It’s not entertainment. The distinction is critical. Students need to learn, not to be amused. You can have both in the same environment, but entertainment is not and must never be the primary objective.

“We need to get away from thinking that the opposite of ‘bored’ is ‘entertained,'” says  said Todd Rose, Ed.M.’01, Ed.D.’07, a lecturer at the Ed School and director of the Mind, Brain, and Education Program at Harvard University. “It’s ‘engaged.’” Successful education is not about pumping cartoons and virtual reality games into the classroom; it’s about finding ways to make curriculum more resonant, personalized, and meaningful for every student.

Engagement as a Precursor

With engagement, a true interest in pursuing knowledge develops. Lea Taylor and Jim Parson note note several forms of engagement in an article published on Arizona State University’s Current Issues in Education.:

  • Academic
  • Cognitive
  • Intellectual
  • Institutional
  • Emotional
  • Behavioral
  • Social
  • Psychological

While a variety of pedagogical techniques — including blended learning, problem-based learning, and, yes, game-based-learning — may inspire some forms of engagement, not all of them are guaranteed. Fostering intellectualism in students is a by-product of the right conditions. One thing is clear: Engagement, curiosity, and interest are precursors of successful learning.

Engagement Stimulates Learning and Curiosity

And learning is the point. It’s one of the reasons Legends of Learning ties curriculum to its edgames and focuses on shorter games. It’s hard to deliver an engaging experience that survives classroom interruptions. But when students engage in a meaningful experience, no matter how short, their interest in school subjects can grow.

That interest can lead to deeper understanding and application, what Dr. Mike Davis of the Colorado Academy terms “intellectual curiosity.” Students grasp what they know and use it to comprehend new concepts. Fostering curiosity through the exploration of new and unresolved situations, i.e., games, can be a tremendous spark for children, as well one in which both teachers and parents can participate.

“But what about those test scores?” you ask.

Engagement comes to the rescue here, too. The quality of engagement can also improve retention. “If the students are interested and inspired to think about things for prolonged periods, then memory is enhanced,” says Ben Johnson, an administrator. Engagement wins again and provides yet another reason to build blended classrooms that integrate teacher-led activities with engaging exercises and games.

Will an engaged classroom become an intellectual one? Perhaps, perhaps not, but it certainly brings us one step closer towards helping students think and reason for themselves.

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