Book Review: Vintage Innovation

As someone who has followed John Spencer for a few years, I have enjoyed the ways he explains innovation, design, teaching and learning. His latest book — Vintage Innovation (Leveraging Retro Tools and Classic Ideas to Create Meaningful Learning) — revisits some of his previous ideas around project-based learning and design cycles, but he looks at it through the idea of student inquiry dependent less on technology and new-fangled digital tools, and more on duct tape, cardboard and deep thinking.

His aim, or my take-away, is to remember that technology may be flashy and the “thing” in the moment — maybe something to hook the interest of our students — but in looking to what’s new, let’s not forget what has worked, and to revisit those “vintage” concepts in the age of the new.

The book explores concepts of integrating more divergent thinking that opens up wonder (as opposed to convergent thinking, which narrows the focus); encouraging students to be local historians and local journalists in their own communities through writing, interviews and publishing; tapping the power of imagination to think through and grapple difficult problems; reaching for the duct tape and cardboard before the laptop and phone; and more. John peppers the pages with his own illustrations, his own stories and his own sense of writing self, which is curious, compassionate and quite lighthearted and funny at times.

Three concepts really stood out for me after reading Vintage Innovation.

The first idea stems from the chapter in which John reminds us that nature and the outdoors provides plenty of ways to think about design (bio-mimicry), to inspire writing, to consider projects to help the larger world, and to use the quiet long walks or getting lost in the wild to mull over problems and solutions, all on their own time. (As a facilitator of the Write Out project, this entire chapter of his is right up our alley.)

Second, John spends a solid chapter reminding us that the teaching of Philosophy soft skills is as important, if not more so, than many of the harder skills of the STEM framework — that the philosophical underpinning of students thinking about problems, and devising solutions, can guide student innovators into ethical and important decisions about which path to take, and it is that point in which technology and other things may be tools for design. (If only Zuckerberg and company had done more of this …)

The final take-away for me is his powerful message that, at the end of the day, teachers are the most important player in helping our students grapple with modern day problems, not screens; that the ability to challenge critical thinking is something that can create magic in the classroom, beyond anything a website or app can do; and that the tools for innovation are easy found, and require neither elaborate MakerSpaces, 3D printers or any of the other expensive hardware that technology companies pitch our way.

“Apps change. Gadgets break. Technology grows obsolete. But teachers will continue to take creative risks and experiment with new ideas. They will continue to build relationships and inspire new possibilities in their students. When our tools have grown obsolete, teachers will continue to impact lives and change the world.” — John Spencer, in Vintage Innovation, page 224

Peace (in people),
Kevin

Slice of Life: Hand Dancing

(This is for the Slice of Life challenge, hosted by Two Writing Teachers. We write on Tuesdays about the small moments in the larger perspective … or is that the larger perspective in the smaller moments? You write, too.)

The ripple effect of Tik Tok in my classroom continues. Not just with synchronized dance moves — which seem to break out randomly during any down times — but also, hand dancing.

This elaborate, scripted dance of hands is pretty cool to watch, as each partner has a role and the timing of movement and contact is key to the magic. Think of a unique handshake, but add layers of complexity and you have an idea of what I see happening every single day as we wait for the busses to be called.

Many of these are either inspired or lifted from the popular (but sketchy) app that my sixth graders use and the hand dancers are mostly girls (although boys will sometimes try to get in the action for a laugh or do a variation of friend handshake, which is like a simple cousin to the hand dance.) When the dance is done with no flaws, it is sort of like watching something smooth and flowing unfold in the air before you.

When I asked one particular adept students how long it took to learn a certain complicated move that involved the hands going in and out and under, and then fluttering to chest and back to partner, they roll their eyes and say, “hours and hours,” and I have this vision of them, hanging out together, teaching each other how to do the latest hand dance moves and gestures, and laughing at the mistakes.

“Again,” is the word I hear a lot as they play the dance. “Do it again.”

It’s all about perseverance and muscle memory, and connecting with friends with no devices (at this point), and that’s something worth celebrating.

Dancing Hand by antopoke on DeviantArt

Peace (in handshake),
Kevin

Reading Student Stories by Playing Student Video Games

Video Game Projects 2020This is the time of year when I buckle down and spend time playing the original video game projects that my students have created for our Hero’s Quest project.

Their projects are built around story narrative that integrates a story frame in the design, building and publishing of a video game. Or, you could think of it as how a video game is really telling a story.

I have about 50 video game projects to wander through in Gamestar Mechanic, as I think about how well they did with game design, story development, writing mechanics and more.

Peace (clicking play),
Kevin

 

Video Game Design Project: Turning the Lens on Product Advertising

Game Project Advertising Posters 2020

We’re nearing the end of our Video Game Design unit, with most students now finished with designing, building and publishing their Hero’s Journey Video Game project in Gamestar Mechanic. I’ll be spending time in the next few weeks, playing their games to assess their storytelling prowess and design skills. (I’ll share some as I go along, too)

Another element of the game design project is to explore how advertising campaigns are used to sell products (this is one of part of many elements of writing assignments I weave into game design). We deconstruct advertising posters, and then, their task is to design and make their own posters for their own video game projects.

It’s a nice art diversion connected to critical literacies, to learn how to use loaded language, visuals to connect to audience, and informational text about a product. Hopefully, these activities will make them be more informed when they are targeted by companies for products.

Peace (draws your attention),
Kevin

Slice of Life: No, Virginia, Minecraft is NOT Shutting Down

(This is for the Slice of Life challenge, hosted by Two Writing Teachers. We write on Tuesdays about the small moments in the larger perspective … or is that the larger perspective in the smaller moments? You write, too.)

This year, Minecraft players in my classroom suddenly became a ‘thing’ again after a few quiet years. I have clusters of sixth graders talking about building, playing, exploring, and as we are in our Video Game Design unit, there’s plenty of chatter about how Minecraft is different from other games they play.

There’s also been a lot of conversation about Minecraft shutting down. A lot of worry and concern. Questions. Some heard it here. Some heard it there.

This news of Minecraft closing up by the end of the year is false, just so you know, but the fact that so many of my students have heard it and passed it along to each other in our classroom space — never mind across whatever apps they are using — gives me a chance to revisit with them a Digital Life lesson from earlier this year about false information and the viral nature of social media sharing.

And how to debunk fake news.

Last night, I did a little investigative work. I was already wary of the reports because of the “this doesn’t make sense” common sense test — Minecraft, owned by Microsoft, has more than 100 million users who pay a pretty hefty fee for the game. If Microsoft were truly closing it up, it would be more than a ripple. It would be an uproar.

I searched “Minecraft Closing” and saw a slew of articles, including the one I was really looking for at Snopes (don’t know Snopes? It’s a site dedicated to researching news items for veracity).

Snopes clearly labels the news of Minecraft’s demise as “FALSE” and then goes into the back story. It all began with a prank that went viral when an openly prank news site first published it as a joke (sort of like The Onion does) and Google’s algorithm temporarily grabbed it for a news item. Oops.

You know the rest: prank becomes news, becomes shared.

Here’s a Minecraft Vlogger, explaining all this, too (while wandering Minecraft world)

I’ll be going through this thread of discovery with all of my classes today, to remind them of techniques for investigating fake news and to ease the minds of my Minecrafters.

And it looks like I need to add a new slide about this into my Fake News presentation …

Peace (true and truth),
Kevin

Celebrating Storyboarding for Video Game Design

Hero's Journey Video Game StoryboardsWe’re in the starting phases of our Hero’s Journey Video Game Design Project right now, and as students hash out the story they are going to tell in the form of a video game, they have to brainstorm the “story-frame” and sketch out the levels of their games. The storyboards will become maps for the design, done in Gamestar Mechanic.

I love this part of the project because their thinking becomes most visible to me, and allows us to have conversations about story and game play, and how those might intersect.

Hero's Journey Story-frame

Peace (map it out),
Kevin

 

The Meanest Place on the Internet (YouTube’s Toxicity Problem)

Whenever I talk to my sixth graders about decorum and trolling in online spaces, one platform consistently rises to the surface as their prime example of the “meanest place on the Internet”: YouTube video channels and, more specifically, the comment section of videos. No other platform even comes close for them. Year after year, YouTube is the place most kids point to as the meanest, nastiest place on the Internet. They share their surprise and disgust at what people will write, and get away with, and how commenters will openly attack others, including the most vulnerable video makers.

As YouTube is the place my young students spend the most amount of their online time — for some, the time spent can be a few hours a day — it always strikes me as frustrating that they are both exposed to potentially great videos (and there certainly are great videos on YouTube, for any kind of interest and topic and niche learning) in combination with humanity acting so plainly bad, it makes me embarrassed on our collective behalf.

Maybe YouTube (aka Google) is finally understanding this.

Along with the changes to its platform to make it in federal compliance for young viewers (all YouTube channel operations must now designate their channel for an audience of children or not, which mandates certain settings for video uploads), YouTube seems to be making more visible its efforts to root out the negativity.

We know that the comment section is an important place for fans to engage with creators and each other. At the same time, we heard feedback that comments are often where creators and viewers encounter harassment. – from YouTube Blog

YouTube folks claim in a new post that they are now beefing up the way comments are filtered and giving more flexibility to YouTube creators, as well as setting forth more algorithms to catch toxic comments before they even reach the comment bin. (See Comment Settings for YouTube, too)

There is a link to a Transparency Report, that shows how many videos have been removed and some other data, too, that is sort of fascinating to look at. For example, it seems to indicate that 500 million comments have been removed from July through September alone. Sheesh.

Well, we’ll see if it all works to make YouTube a more positive place while still protecting free speech (I acknowledge this is a juggling act, but, figure it out, people). My students will tell me if it’s working or not, I am sure.

Peace (everywhere),
Kevin

Independent Book-Based Board Game Design Activity

Book Board Game DesignTwo main activities are taking place in my classroom right now — we’re in the midst of a unit of independent reading (choice books with plenty of quiet reading time) and the start of our Game Design Unit. Merging those two ideas together (along with a much larger Video Game Design project), students are in the midst of designing a board game based on the book they are reading.

They won’t be building the actual game (I’ve framed it as they have been hired as game designer and someone else would be building the game itself) but are working on how a story might unfold as a game (this is how their video game project is situated — story as game/game as story). The requirements are the visuals of a game board, directions on how to play and instructions on how the game is either won or completed.

Already, some interesting projects are trickling with, with some neat ideas about how characters or plot or setting might become the central focus of a game that honors the story and maybe riffs off it in another direction. In the collage, the upper left is my mentor text — using a story I am nearly finishing, titled A Drop of Hope, which I have been thoroughly enjoying.

While every game is different, the mechanics of game design — strategy, game play, visual design — all will be central to our larger game project based off the Hero’s Journey template.

Peace (roll the dice and make your move),
Kevin

 

Slice of Life: A Moment Too Late To Forget

(This is for the Slice of Life challenge, hosted by Two Writing Teachers. We write on Tuesdays about the small moments in the larger perspective … or is that the larger perspective in the smaller moments? You write, too.)

It was only as I was watching it on the screen that I suddenly remember why we watched only PART of this video last year. At the reference to Whale penises, I was up and at the computer.

Let me explain …

We are working on a lesson around Fake News, and hoaxes, and one of the earliest hoaxes that used the aspect of global news to its advantage was the Nantucket Island Serpent Hoax of 1937, in which a local puppeteer maker teamed up with the local newspaper to report on sightings of a serpent off the coast of the island. It was a publicity stunt for tourism, but the newspaper’s role and its connection to wire services made the story go viral.

That part of the video is fine. Interesting. Nicely paced. Funny, at the right moment of the reveal.

Then the video shifts into a wider discussion of other fictional serpents, in places like Loch Ness and Lake Champlain, etc. Still, fine, and the kids are tuned in. They are curious.

Suddenly, the video takes a shift into explaining what people might have seen and thought were mythical creatures. Thus, not only a reference to the, um, whale’s large body part, but also a flash of pictures to, well, prove the video’s point about said whale body part. By then, I was at the computer, moving things along to the next slide in my presentation in front of a now rather-silent classroom of sixth graders.

Funny, but not one of them asked me about it, although I heard some surprised mutterings at the video references, and they didn’t blink an eye as I kept the lesson rolling.

Me? I was all professional on the outside, just moving things along, folks, just moving things along. Nothing to see here. Inside, though, I was kicking myself for not taking the time to watch the whole video in the morning. I had relied on my using the video last year for using it this year … but I didn’t leave a note for myself from last year. (Self, leave a note for yourself … Self, just did that … thank you … you’re welcome … now, remember … Ok).

Note: feel free to watch the video yourself

Peace (some days),
Kevin