The Authentic Classroom: Where Problem Solving Drives Content Creativity Factory Model The twentieth century saw the growth of the United States as an industrial power and a powerful factory economy. Disciplined workers churned out products for a growing consumer economy. Factory Classroom Schools were designed to produce two kinds of citizens; obedient factory workers, and independent professionals. Children sat in rows and worked on individual tasks in preparation for a repetitive work life. Problem Solving Model Today's businesses are less and less factory centered. We are returning to smaller independent companies that specialise in one field or another but all of them strive to solve the problems facing our society. Learners will only find success in these environments if they possess critical thinking and innovation skills that allow them to invent their own ways of working. Problem Solving Classroom In order to train kids to work in this new economy we must train them to be problem solvers. Therefore, they must learn in problem solving classrooms. Straight line seating and bulleted notes do not promote engagement and discovery. No matter what a learners age level appropriate authentic problem solving allows them to develop their minds. Empty classrooms don't excite minds Classroom spaces are as vital to education as any book that teachers can buy or any technology that can be placed in the room. An intellectually empty space that does not excite a learner's mind will not engage learning. School is no longer a training space it is Research and development space. If you are an educator in the 21st century you now work in the R&D department. Whatever subject you taught is gone. You now lead an R&D team where creativity is the currency of the age. Classrooms are meeting places Learning, like so many other things in our lives, does not take place in a vacuum. A classroom is a meeting place and as such it should be treated a a space where everyone has the opportunity to work and produce to the best of their ability. In order for a classroom to be a collaborative environment all stakeholders must have an equal opportunity to contribute on a level playing field regardless of their age. The learning leader must be able to step back and allow all other learners to develop and create their own knowledge in this learning place. Freedom to Experiment Learners need the freedom to experiment with communication, design, technology. Grading rubrics must be rigorous enough to challenge learners and flexible enough to allow them freedom of responsible expression. Digital Communication Design Space Design space is not limited to the physical, digital communications are key to global communication and learning. Learners need to understand that anything they can create with there hands can be augmented through digital media. They must be able to bring new things to their learning leader. This is a two way street Engagement comes from activity Engagement arises from activity. Just existing in a classroom space and working on memorization activities is not enough to engage inquiring minds. The classroom leader must provide the stimulus and structure to enable learners to construct their own knowledge around the content of the course. Lab Space Hands on labs are not only the domain of the science classroom. Learners always become more engaged when they can touch and feel the concepts that they are learning. Build A World At the end of the past year we gave our learners a task. "Build a World" Using a modified business design activity from www.gogamstorming.com We gave them a basic set of supplies (paper, glue, sticky notes and markers) and a set of requirements. Each homebase had to create and manage a country that included all of the details above and had to create a pseudo-realistic wikipedia page from a shared template in google docs. before it was over we had maps of all of the countries, demographic information, spies, counter intelligence agencies, two international hacking incidents, and the knowledge that our entire grade was on their way to running the future, which direction they would take us we are still not sure. Don Tapscott has named the coming era "the Age of Networked Intelligence" value in this era comes from ideas and skills that are shared to create "a sum as greater that its parts" product. The model for the classroom that engages learners toward this must be a business model, but not that which we used in the industrial and corporate ages. The classroom is a meeting place and planning place we must create for our learners an R&D model. A space and framework that allows them to safely push the limits of a curriculum that they plan for themselves. Working within the requirements of the state guidelines and the Common Core learners should be allowed to develop their own pathways to the objectives and goals. Innovation comes from exceeding the problems and challenges learners face. Individual and collaborative solutions in borderless classrooms that are peer reviewed and taught by learners with learning leaders monitoring and mentoring, approving and facilitating leads to creative and engaged students. Visual literacy Our minds are capable of reading an image faster than anything else. The visual pathway is the largest doorway into your mind. And although it's incredibly important for learners to read and write, we need to realize that we are trying to push the largest amount of information through the smallest pathway. Visual literacy does require a sense of design but there is such a great opportunity to foster creativity through design that it becomes a pedagogical gold mine for learners. Let Information Find You People ask me all the time "When do you Sleep?" The answer is I only have to look for tools if I have a specific project or skill that I need to accomplish. All of the rest of the "stuff" that I use is brought to me on a daily basis through Reader feeds. Think about creating your own magazine for all of the things that interest you, from your favorite sources. Sharing information is the keystone of collaboration. Once you have developed your own resources don't stingily parcel them out to learners. Offer the same resources to them. Teach them to develop and curate their own interests in the same manner. It won't be long before they are finding, constructing, distributing knowledge for others. Self Efficacy Learners need self efficacy more than they need to memorise basic facts. We have to return to a system in which learners create and find their passions. If we stop telling learners what they need and start helping them find out what they need and want we can produce responsible citizens. The great shifts in our history have come from strife and trouble. It has always been a sense of responsibility that has moved us forward both ethically and technologically. Our economy responds to these positive movements not the push and pull of the markets. Learners need to understand the expectations that they will face in the future. Set reasonable deadlines and stick to them. Enable learners to set their own deadlines and enforce them stringently. Modeling the Skills They Will Need in Life Mr Williams 6th Grade Science Class -Boston Learners must develop the skills that they will need later in life. Inquiry is the basis of learning. If learners are not curious about what they are doing they will not forward information into long term memory. By enabling learners to model different real world skills they will be assuredly select their own passions and make connections between those activities that they may not prefer and those that they do which will enable them to master a more diverse skill set. Invest in Learners District spend tens of thousands of dollars investing in software packages and resources packs for teachers to use for building classroom activities for learners to do. Stop investing in prefabricated programs and invest in learners. There are hundreds of free apps and online programs constructed everyday that learners can use to construct activities that enable them to demonstrate their knowledge. professional development should be targeted toward training learning leaders to select the best 21st century technologies that learners can actually use. Districts will save money and help create an environment of innovation rather than a factory school. Learn for Learning's Sake Most Massive Open Online Courses will not provide direct credit for learners, but that's OK. Online class work such as Google Power Search improve learners abilities. Encouraging learners to work through the lessons offline or through local connections demonstrates that learning itself can be a reward. Learning Leaders need to be a part of the experience rather than just an aloof monitor. Learners become more engaged when their leader is an active engaged participant. 7Ps Framework Object of Play Every meeting deserves a plan. Note that a great plan cannot guarantee a great outcome, but it will help lay down the fundamentals from which you can adapt. Sketch out these fundamentals by using the 7Ps framework. Number of Players: Individual Duration of Play: 20 minutes to 2 hours How to Play Use these items as a checklist. When preparing for a meeting, thinking through the 7Ps can improve focus and results, even if you have only a few moments to reflect on them. Purpose: Why are you having this meeting? As the leader, you need to be able to state this clearly and succinctly. Consider the urgency of the meeting: what’s going on, and what’s on fire? If this is difficult to articulate, ask yourself if a meeting is really necessary. Product: What specific artifact will we produce out of the meeting? What will it do, and how will it support the purpose? If your meetings seem to be “all talk and no follow-through,” consider how a product might change things. People: Who needs to be there, and what role will they play? One way to focus your list of attendees is to think in terms of questions and answers. What questions are we answering with this meeting? Who are the right people to answer the questions? Process: What agenda will these people use to create the product? Of all the 7Ps, the agenda is where you have the most opportunity to collaborate in advance with the attendees. Co-design an agenda with them to ensure that they will show up and stay engaged. Pitfalls: What are the risks in this meeting, and how will we address them? These could be as simple as ground rules, such as “no laptops,” or specific topics that are designated as out of scope. Prep: What would be useful to do in advance? This could be material to read in advance, research to conduct, or “homework” to assign to the attendees. Practical Concerns: These are the logistics of the meeting—the where and when, and importantly, who’s bringing lunch. Strategy ● Each of the 7Ps can influence or change one of the others, and developing a good plan will take this into account. For instance, if you have certain participants for only part of a meeting, this will change your process. ● Get others involved in the design of the meeting. Their participation in its design is the quickest route to its effectiveness. ● Recurring meetings can take on a life of their own and stray from their original purpose. It’s a healthy activity to revisit “Why are we having this meeting?” regularly for such events. ● Make the 7Ps visible during the meeting. These reference points can help focus and refocus a group as needed. ● Have a plan and expect it to change. The 7Ps can give you a framework for designing a meeting, but they can’t run the meeting for you. The unexpected will happen, and as a leader you will need to adapt. The 7Ps Framework was designed by James Macanufo. http://www.gogamestorm.com/?p=263 Make products not artifacts What we call artifacts today are the products of the past. No cultures dedicated work for the sole purpose of someone digging it generations later just to puzzle over. Learners should not be producing artifacts for storage or the waste bin they should be designing and producing products for the edification of others and themselves. Digital media enables learners to utilise design skills to produce, objects that are well imagined, planned, reinvisioned and constructed deserve to be shown to the world. Active Vertical Planning Your learners will not master everything in 180 days. Mastery must be developed and practiced through time. Leaders need to communicate across levels. What were the expectations for the previous year? What will the following years expectations be? Planning expectations between learning levels is essential to successful progress. It always nice to see parallel work that leads to the same conclusions. If we design schools for the future instead of reiterating the past we will lead learners toward success. "Slide ology" Nancy Duarte What should education look like? Set down in as a diverse group as you can put together and plan this. Bring as many stakeholders to the table as you can. Books Resources Basic Design 08: Design Thinking Go Gamestroming Business Model Generation Teaching Creativity Creativity in Education and Learning Design Thinking for Educators Developing More Curious Minds Design Thinking Gamestorming Google Reader in Plain English How to Think Like Leonardo Da Vinci Organizing for the Creative Person Slide:ology The 7 Habits of Highly EffectiveTeens Unleashing the IdeaVirus A Whole New Mind Contact Me: sfreeman@rock.k12.nc.us