Güvenli bir öğrenme ortamını teşvik etmeye yardımcı olacak 3 yaratıcı rutin

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"Dünya devrim niteliğinde değişimlerden geçiyor, eğitimde de bir devrime ihtiyacımız var." - Yaratıcı Okullar, Ken Robinson

Şubat 2006'da merhum Sir Ken Robinson, TED'de başlıklı bir konuşma yaptı. Bu birkaç yıl önceydi ve o zamandan beri eğitimde zaman durmuş gibi görünüyor.

Yaratıcılık, 21. yüzyılın önemli bir becerisidir. Genç öğrencilerimizin, özellikle teknolojinin bu kadar hızlı ilerlediği günümüzde, ileri eğitimde ve işyerinde başarılı olmak için bundan yararlanmaları gerekiyor.

Peki yaratıcılığı teşvik etmek ve güvenli bir öğrenme ortamı yaratmak için ne yapabiliriz? Sizi, kendi öğrencilerimle birlikte gelişmelerine yardımcı olmak için kullandığım üç aktiviteden geçireceğim.

Açık ve yapılandırılmış hedefler

Sınıfta yaratıcılığı beslemek ve teşvik etmek için, öğrencilere güvenli bir öğrenme ortamı sağlayan açık, iyi yapılandırılmış hedeflere ve rutinlere sahip olmak önemlidir. İşte sınıfınızda deneyebileceğiniz birkaç tanesinin dökümü.

1. Pazartesi etkinliği

Rutininizin bir parçası olarak, her Pazartesi farklı bir şey yapın ve öğrencilerinizin bunun ne olduğunu tahmin etmelerini sağlayın. Örneğin, küpelerinizi değiştirebilir veya yalnızca bir tane takabilirsiniz. Bıyığını tıraş edebilir, şapka takabilir veya daha az belirgin bir şey yapabilirsin.

Öğrenciler de katılmalı, bu yüzden her hafta farklı bir şey yapmalarını sağlayın. Sınıftan bir öğrenci seçin ve herkes o Pazartesi neyin değiştiğini tahmin etsin.

Bu aktivite, öğrencileri sınıftaki her öğrenciye dikkat etmeye ve hafta boyunca onlar hakkında bir şeyler fark etmeye teşvik etmek için tasarlanmıştır. Aynı zamanda, onları yaratıcı olmaya ve işleri nasıl farklı yapacaklarını düşünmeye ve kendi rutinlerini karıştırmaya teşvik edecektir.

2. Cuma günü ekip oluşturma mücadelesi

Her Cuma, sınıfım, kuralları belirlemelerine ve takip etmelerine, birbirlerine saygılı olmalarına ve farklı çevrelerden öğrencilerle çalışmalarına ve oynamalarına yardımcı olan bir takım oluşturma meydan okuma etkinliği oynuyor.

İşte deneyebileceğiniz basit, enerjik bir ekip kurma etkinliği:

  • Öğrencilerin hafta boyunca öğrendikleri tüm yeni kelimeleri söylemelerini sağlayın. Bunu yaparken onları tahtaya yazın.
  • Sınıfı dört veya beş öğrenciden oluşan takımlara ayırın.
  • Onlara her kelimeyi hecelemek için vücutlarını kullanmaları gerektiğini söyleyin (çok fazla kelime varsa, ilk üçünü seçin). Kelimeyi tahtadan silin ve ayağa kalkabileceklerini, uzanabileceklerini ve kollarını ve bacaklarını kullanabileceklerini açıklayın - ancak harflerin şekillerini oluşturmak için birlikte çalışmaları gerekir. Dikte ettiğiniz kelimeyi doğru heceleyen ilk takım bir puan kazanır!

3. "Yaşasın, başarısız oldum" etkinliği

Son aktivite tamamen başarısızlığı kutlamakla ilgilidir. Öğrencileri bir daireye veya çizgiye koyarak başlayın ve her birinin yüksek sesle bir renk söylemesini sağlayın. Birisi bir rengi tekrarlarsa veya cevaplaması beş saniyeden uzun sürerse, ayağa kalkmalı, dans etmeli ve mümkün olduğunca yüksek sesle "yaşasın, başarısız oldum!" diye bağırmalıdır.

İsimler, ülkeler veya daha da iyisi öğrencilerinizin ilgi alanları gibi herhangi bir konuyu seçebilirsiniz. Amaç, sınıfınız için öğrencilerin desteklendiğini hissettikleri ve yanılmanın eğlenceli ve iyi olduğu güvenli bir öğrenme ortamı yaratmaktır. Bu, öğrencilerin yargılanma veya eleştirilme korkusu olmadan derse katılmalarını sağlayacaktır.

Öğrencileriniz gruptaki herkesin önünde dans etme ve 'hurray' yapma konusunda rahat olana kadar deneyin.

Bu aktivite, yaş gruplarına bakılmaksızın (genç, yaşlı, ortaokul) birlikte çalıştığım insan gruplarıyla harika sonuçlar verdi. Katılımcılar, bir katılımcı bunu eğlence için yapmaya başlayana kadar kendilerini aptal veya utangaç hissedebilirler ve ardından grubun geri kalanı yanlış olma konusunda rahat hissetmeye başlayacaktır. Her şeyin yolunda olduğunu anlayacaklar ve egzersiz daha kolay akmaya başlayacak.

Grubunuz daha utangaçsa veya öğrencileriniz daha içe dönükse, hata yapan kişiden aptalca bir şapka takmasını isteyebilirsiniz - bir sonraki kişi başarısız olana kadar.

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    Let’s begin by first addressing the term "game-based learning" and how it compares to its doppelgänger, gamification. Gamification is the application of game mechanics and dynamics to non-game contexts to solve problems, engage users and promote desired behaviours. For example, rewarding acheivements with points, awards or badges for achievement, levelling up, using avatars, quests and collaboration are all gamification features, which elevate games above the mundane activities of normal life.

    The principles of gamification have been applied to the retail and services sectors for years: think of airlines' frequent flyers programs, pubs and bars running "happy hours" promotions, WeightWatchers' points-counting, Foursquare's badges for visiting new places. There are hundreds of examples of where game dynamics have been introduced into non-game contexts to influence behaviour and bring about a desired result.

    Game-based learning in action: More than just play

    Gamification does not refer to the straightforward use of games (whether digital or otherwise) as part of a teaching or learning interaction. A teacher using the board game Monopoly in the classroom to demonstrate the idea of rent is not gamifying the learning environment; they are involving learners in game-based learning. GBL refers to the use of games as tools: as devices for opening discussion, presenting concepts or promoting learner engagement within clearly defined learning objectives, in other words, learning through playing games. Gamification is the appropriation of those principles, mechanics and dynamics that make games work in order to promote engagement or engender a desired outcome.

    Teachers have long introduced games into the learning environment – such as Kim’s Game, Pelmanism and Guess Who? – and the uptake of GBL with digital games is particularly well demonstrated by the work being done by the Institute of Play, and the growing popularity of the likes of Minecraft and SimCity in schools. In terms of our immediate ELT context, pretty much any video game can be repurposed for language learning, in the same way a text, song or website can be. Take, for example, the indie game . Although there is no actual spoken language in the game, the platform puzzle format lends itself perfectly to practising language around predictions or conditionals ("If I pull that lever, the door will open"), recounting events ("I was chased by a giant spider!"), strategising and so on. In this post, we will be referring to existing digital games that have been appropriated into a learning context, as opposed to games that have been designed with a specific educational use in mind.

    Sharma and Barrett’s definition of blended learning provides a useful context for approaching the use of digital games in such modalities, notably the combination of “a face-to-face classroom component with an appropriate use of technology”. We’re making no assumptions about whether the games are being accessed in the classroom, on mobile or online at home. The blend isn’t defined by where a learner is, but by how their use of technology supports and enhances their contact with the teacher.

    The notion of appropriateness in Sharma and Barrett’s definition is critical as, in the case of a GBL project, it assumes a teacher has a familiarity with both the tech and content accessibility of a selected game. Acquiring that level of familiarity with a game requires a certain amount of time engaging with it to determine its fit for the needs of the learners, an activity which might easily be considered off task when compared to the other demands being made on an educator’s schedule.

    How GBL fuels engagement and deeper learning

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    Early-stage research on mirror neurons is adding a new aspect to the discussion around the immediacy of playing games. In short, mirror neurons suggest that when we observe someone performing an action, there is a brief moment in which our brain cells fire as if we are carrying out that action ourselves. The boundary between observer (player) and observed (in-game character) becomes blurred for a split second. A lot can happen in that split second.

    In addition to the benefits of an immersive, neuron-stroking experience, games demonstrably promote learner engagement by introducing the F-bomb into the mix (fun). They also have the capacity to provide an unrivalled social experience, as in the case of MMORPGs (massively multiplayer online role-playing games). As an example, consider how a leading MMORPG game, World of Warcraft, is applied in learning environments.

    Addressing concerns and embracing change

    However, there are often deep-seated cultural aversions to the use of games in an educational context that GBL initiatives are required to overcome. Critics have said that digital games are anti-social, that they rot your attention span, that they are not legitimate, validated learning resources. Although there is not yet a body of research that can empirically confirm or debunk the effectiveness of games used for learning, surely watching a learner plan, execute and evaluate a project in Minecraft with classmates suggests that those objections are based on dated assumptions. The language learning space in particular is still very much attached to a coursebook paradigm that is predicated on levels and a clearly defined syllabus. Perhaps GBL is too much at odds with an established business model that is the bedrock of too many large education organisations.

    So is GBL a waste of time? We’d argue that it is when its potential is not properly recognised and it is treated as light relief. Games are dynamic, engaging resources capable of delivering experiences and drawing connections that can really ignite a student’s learning experience. Furthermore, they bring a playful and unpredictable aspect to the learning process.

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    Long story short, my perspective as a student shifted dramatically when I got my first job. That’s when I realized the value of understanding the world, being able to communicate effectively, and developing essential soft skills – skills I didn’t even realize I was learning at the time, but which have been crucial to my personal and professional growth. Today, I’m glad that education is starting to include these elements in the classroom.

    app’s support for educators and students

    I’m excited about app's latest research into GSE Soft Skills (report coming soon). The GSE provides a methodological framework and resources to enhance my teaching. It also offers answers to my long-standing questions, including tools to prepare my classes more effectively and support my colleagues in helping students master both language and professional skills.

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    The world is moving fast – and sometimes faster than we can keep up with. By integrating creativity, communication and leadership into our lessons, we give our students the skills that employers value most and that technology can’t replace. These are the same skills that, without a doubt, helped me reach my goals.

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