Tuesday, 10 March 2015

Big Ideas - Year 8 Teacher Talk

Summer Term in Year 8 Big Ideas takes the form of an interactive, situation-based game in which students take on challenges that mirror the complex issues that exist in the real world.
The World Communities Game was developed as a means of encouraging students to consider the relationships and interactions that take place between nations, whilst addressing a variety of both General Capabilities and subject-specific achievement standards.

The game divides students into nations and each student is assigned a role - Government/Dictator, Banker, Ambassador to the United Nations, National Media - which they keep for the duration of the game. The roles carry different responsibilities and students are required to carry out different tasks according to their role. Each country group inhabits a circle in the space, the size of which is dependent on their nation’s population density. Countries are then assigned tokens (both positive and negative) that correspond to that nation’s situation in the real world. This initial token distribution is paired with both information and discussion around the uneven distribution of resources such as food, water and advantageous commodities such as oil. Students are able to access the ‘Trading Floor’ at specific points during the game, each country attempting to rid themselves of their negative tokens, such as disease, whilst increasing their positive holdings. The development of trading partnerships and also with wider alliances between countries force students to develop negotiation skills extremely quickly! Some of these negotiations also take place via Twitter, which is the medium used by each country’s National Media - sometimes with some very entertaining results!

As well as the ongoing activities of trading, ‘Opportunity Cards,’ and ‘Situation Cards,’ - disasters befalling individual countries - the students all participate in a super-challenge each week. These large scale disasters both test and develop the students’ problem-solving abilities and offer the opportunities for connections to be made between the game and the content of specific subjects.

The Challenges:
Following initial set-up and token distribution in Week 1, each week has seen a new challenge confront the students.

Week 2: The Ebola Challenge.
Students were faced with an outbreak of the deadly virus in several nations, and were given a time frame in which they had to act to prevent the disease spreading. Every twenty minutes during game play, the virus would spread to three new nations. Ebola could also be contracted if someone traded with an infected nation - the disease being represented by pegs added to the player’s badges. This challenge provided an opportunity to not only reflect on the world’s response to a crisis, but also to link to the Religious Education syllabus’ focus on ‘belonging.’ It became clear very quickly that when the students had to choose between charitable treatment of an infected country versus protecting their own nation, that their loyalties were divided. Interestingly, this challenge saw the students make decisions that were in the greater interest of the world community, rather than those that would only benefit themselves. The students who form the United Nations used the International Monetary Fund to purchase vaccines for those nations who were most stricken, whilst other nations opted to ‘share’ any vaccines they managed to purchase. The sole exception to this display of generosity was the trading floor, where those students displaying an Ebola peg were assiduously avoided - truly the modern-day equivalent of the biblical leper!

Week 3: The Energy Crisis.
Week 3 focused on the cross-curricular priority of sustainability, which also links closely with both Religious Education and Science. Students were offered the opportunity to trade in their Oil tokens at inflated rates. Once many of them had taken advantage of this offer, they were informed that the world was running short of oil, and only countries with means of sustainable energy would survive. Countries had to maintain certain levels of Infrastructure and Sustainability tokens by specific points in the game, or face sanctions imposed on their other tokens. They were given the opportunity to earn these tokens by firstly coming up with alternative energy suggestions to present to the panel of ‘scientists’ or by managing to assign responsibility for global warming to another nation by means of a media campaign. Meanwhile, the United Nations were given the task of regulating the world’s oil supply. They were informed that each country had to meet a certain quota of Oil Tokens by the end of game play, and were faced with the task of redistributing the oil supplies. This required these students to weigh their options carefully and forced them to balance their loyalty to their individual nations with their task of catering for the greater good. The increasing threshold required for sustainability and infrastructure tokens created the game’s first refugee crisis. In order to remain a sovereign nation, each country must always hold a minimum of one food, one water, one healthcare and one infrastructure token. If they do not have these, then the country is disbanded and the players become refugees, dependent on the whims of foreign governments for their survival. Following the energy crisis, eight countries failed to meet the threshold, but were rescued by the goodwill of others in the world community, who donated tokens so that these countries could maintain their status as nations.

Week 4: Religious Division and the Threat of Terrorism.
In week 4, the students explored the different religions of their countries and how these can cause both unity and division. Initially, the students were limited to trading with other countries who had the same dominant religion as them, which proved difficult for those with less common religious preferences as they were left with no opportunities to trade. The countries could re-establish trading partnerships by purchasing ‘Acts of Charity,’ which could be given to a country with a different religion, along with positive tokens. Conversely, they could contribute to a divided world community by purchasing an ‘Act of Terror,’ which would land their chosen nation with a high proportion of negative tokens, and would not create a trading friendship. The United Nations met for their challenge, where they were informed that an unknown terrorist group had placed a bomb in The Dome of the Rock, and was demanding a ransom of 70% of the world’s wealth to defuse it. This caused intense debate, with the result being that the United Nations would not negotiate with terrorists. Rather than paying the ransom, they assembled a large proportion of the world’s military tokens, and used these to overcome the terrorists - an outcome that had not been thought of in planning the challenge, but which developed as a result of the student’s discussions and cooperation.

Week 5: Age of Empires.
Week 5 saw the introduction of imperialism to the World Communities Game. Sixteen new, unpopulated nations were added to the game, and existing countries were given the chance to colonise these in the hopes of collecting the new nation’s resources and eventually building their own empire. In order to colonise, existing nations had to purchase ships to take them to their colony, settlements to establish their presence and had to build a city in their new land, before they were able to collect the resource tokens outlined in the country’s ‘Profile Card.’ Any country that colonised more than three new nations would claim an Empire Card - something that would prove to be advantageous in weeks to come. At the same time, the United Nations were given the task of creating their own Declaration of Human Rights. After exploring the real version, the students became focused on exploring the meaning of the idea of equality, and the first draft of their declaration focused heavily on the idea that individuals deserve equal treatment in spite of their different circumstanced. Several members of the United Nations wanted to take this further, and establish a more extreme economic equality by redistributing tokens fairly, but faced with an explanation of communism, this faction was defeated. The colonisation challenge is an ongoing challenge, with countries able to continue to build their empires throughout the remainder of the game.

Upcoming Challenges:
With three weeks of game play left, the students will first face the division of Palestine, which will see the establishment of Israel as a country with it’s own identity. Following this, Week 7 will offer the opportunity for nuclear armament before the game ends in Week 8 with a spectacular apocalypse scenario.

The Task:
The World Communities Game is very much a hands-on experience, which we have found to contribute to a high level of engagement. In order to assess students’ understanding of the concepts covered, each group is required to create a weekly vlog (not a spelling error) responding to a series of prompts corresponding with each week’s challenge. The prompts include practical questions about the game itself, but also require students to consider the real world situation that relates to that particular challenge. The students will be marked on three of their vlog submissions, with the marks for the task feeding into Religious Education, Geography and English. This project offers opportunities to address numerous General Capabilities under the headings of Personal and Social Capabilities, Intercultural Understanding, ICT Capabilities and Critical and Creative Thinking. Numeracy is also addressed, with students required to make purchases, trades and account for token levels on a continuous basis.

This is the second year that the World Communities Game has been played, and it is a project that generates a great deal of excitement for both students and staff. The opportunity to bring elements of play into the experience is one that has visible benefits. The majority of students are highly invested in their country’s success, and look forward to hearing their new challenge each week. The students who comprise the United Nations enjoy the chance to debate each other’s views on topics that are not usually discussed with students their age. They also respond to the fact that staff are acting as facilitators and that they are largely responsible for determining the outcome of the game. To that end, conflicts between group members are their responsibility. Staff run the game and ‘fine’ students who break either game rules or school rules, however the outcome of the game and the success or failure of challenges lies with the students.

It has been a wonderful beginning to the term in Year 8 Big Ideas, and the staff are looking forward to watching the students face the challenges that we have in store for them over the coming weeks.

Miss Emilie Reynolds
Year 8 Innovator



Assessment Rubric Example




Big Ideas - Year 7 Teacher Talk

This term in Big Ideas, the Year 7s have been getting to grips with the technology that they will come to use on a daily basis at Holy Cross College. We presented them with the big question, ‘Is I.T. a friend or foe?’ Over the nine week term, the students will be investigating how I.T. and technology can help them, but also how it may cause issues or problems for them. This is in connection with a whole school transition programme and a digital citizenship imperative.

To start the term, students were asked to invite their grandparents in. We had a good response with several grandparents, aunts, uncles and even a few parents coming in to talk to the year group. Students had spent some time devising questions to ask the visitors. The aim was to find out what older generations thought of technology. Some of the students were quite shocked and surprised by some of the things they found out.

We used the feedback from out visitors to identify what older generations thought to be the main issues around technology. These were:

- Younger generations aren’t as fit and healthy as we used to be, because they don’t play outside as much.
- Technology and the internet can be unsafe, in terms of people hacking information and keeping passwords safe.
- There is lots of information available on the Internet, how do you know what to trust?

With this feedback in mind, we spent the next three weeks investigating each of these issues, with a different teacher leading the weekly sessions. The big question, ‘Is I.T. a friend or foe?’ was broken down into smaller questions that would be easier to answer. Keep in mind that we are working with a new cohort of sevens, who are not used the Big Ideas model so we are also stepping into the model slowly with them.

In the first week, we asked the students: How can I.T. be a friend or foe when I am researching and doing my homework? Students were given a list of tasks to do, those which must be done, those which should be done, and those which could be done. We know this as 'Must, Should, Could'. These tasks increased in difficulty. Students completed these tasks at their own pace, by scanning QR codes to access the different tasks they needed to complete. This work progressed alongside a Humanities assessment, in which students were being asked to analyse the reliability of the sources they found online. The Humanities assessment asked them to answer a question about why the discovery of Tutankhamun’s tomb was so important.  This work was submitted electronically, using Edmodo.

In the second week, we asked the students: How can I.T. help me to make friends or foes? The focus of this week was staying safe online and safe social networking. Once again, the students completed self-paced work, as the must, should, could activities were set up within an iTunesU course. Students brought their work for checking to the teachers, and were able to move their faces up a progress board so we could see who was at each stage of the task.

This week we will be asking: How can I.T. affect my health and fitness? Students will be asked to complete activities on their iPad, such as reading an iBook, playing an electronic game and they will be asked to complete activities without the use of technology, such as skipping and reading a book. They will review how the activities make them feel through a video diary, which will be used to create an iMovie.

The students will be asked to review all of the work carried out over the weeks for their final assessment, which will be marked for English. For their final assessment, students will be asked to evaluate how I.T. can be their friend or their foe, by creating a persuasive piece of writing to be presented either as an iMovie or a keynote. There will be differentiation in terms of using language such as 'evaluate'. But at the end, we hope all students will have some relevant reflection on the question friend or foe.

At this point, we have begun to scope and sequence the skills we would like our students to have by the end of Middle School. In Year 7, we want to focus on helping them understand the inquiry model. Another focus is on the time spent teaching year seven to work as a part of a team alongside critical skills in learning how to pace themselves in terms of their own accountability to their class mates and to the task. A lot of work has to go into maintaining some structure in the first term of Year 7, as they get to learn slowly how Middle School works. 

Miss Laura Wallace
Year 7 Innovator 







Monday, 9 March 2015

A way to Explain Everything!


Teachers will select the Explain Everything app when they intend for students to demonstrate their learning through the aid of multi-modal media. Prior to students presenting their information it is important for the students to be familiar with the functions and tools within the app. Students are able to upload photos, insert web pages and links, add voice recordings, and record annotations whilst explaining their thinking and/or strategies being used. The option to add multiple pages allows for further in-depth explanations and justifications of the student's understandings. 

Pic Collage - a snapshot of learning

Pic Collage is a creative app that allows students to upload visual representations of their learning. They can annotate images using a variety of text fonts and colours to explore their creative styles. The students are able to select a background wallpaper, template for the number of images and edit throughout the process. The final product can be exported and used for display purposes, assessment, and record of learning. 

Book Creator as a form of assessment

Teachers have used the Book Creator app to offer students a platform to record their learning. The multi-modal app allows students to include photos, text, audio and video footage to support the demonstration of their understanding of a concept. Final products can be exported and used as a part of students' digital portfolios.


Sunday, 8 March 2015

Flipped Classrooms

Flipped classrooms allows flexibility within a learning programme both for the student and the teacher. 
Students are able to take control of the pace of their learning. Teachers are able to create courses, units of work, or lessons in a way that redefines the learning process. The teacher is more available to move between students to support them at their point of need.
The video provides examples of how flipped learning can be utilised in an early learning setting. 

Sunday, 1 March 2015

Storytelling Redefined

Students in Kindergarten to Year Two were challenged to write and publish or retell Dreamtime stories as part of their Big Ideas project investigating different cultures in their local area. Students worked collaboratively to decide on the topic of their story, write the story, design the artwork and illustrations before selecting the digital medium to publish their work.
Teachers assisted students to discern between apps to redefine the story telling process. Students used apps on their iPad such as iPhoto, Keynote, Green Screen and iMovie to tell their stories and demonstrate their understanding of curriculum outcomes. 

The video provides an example of student work: Tiddalick the Frog by Robert Roennfeldt retold by Kindergarten students and an original story by Year One students.