Showing posts with label 3d printers. Show all posts
Showing posts with label 3d printers. Show all posts

Thursday, September 21, 2017

The $100,000 Glove: Reflections on Object Based Learning

It was March of this year, and as I was walking down the hall of East Middle School, I passed the  library.  A guest speaker caught my eye.  I slid in as unobtrusively as possible, but I could have marched in with clanging cymbals and it wouldn't have mattered; Daryl Woods was keeping middle school students silent and rapt with attention.

Mr. Woods, a manager at NASA who works on programs for the International Space Station, was discussing the final frontier.  I saw an object, a bit frayed and worn, being passed among the students.  As it reached the back of the room, the last student took pity on my curiosity and gave it to me.  It was an astronaut suit glove.  Just as some middle schoolers had done, I automatically slid my hand inside.  A nearby teacher came over to whisper, "That glove has been in space.  It costs $100,000!"

I marveled and made a one-tenth of a million dollar thumbs up.



In all the theoretical, abstract talk about air pressure and solar radiation and the fragility of human life in the merciless vacuum of space that I have read or seen in documentaries, I was never moved as much as I was when wearing that glove.  Someone before me had worn this and touched the cosmos.  And a pair of these cost more than my house.  Space travel was suddenly not as mundane or as easy or as dismissible as our present near-apathy would have you believe.  It was concrete; it was now.  Interacting directly with the object had sparked something in me -- wonder, and whimsy.

And that is what object based learning (OBL) is all about.  It is, as defined by David Smith, a "student-centered learning approach that uses objects to facilitate learning" where students are "interrogating physical artefacts" that become "multi-sensory 'thinking tools'" (per his excellent article "What is Object Based Learning?").    Another powerful OBL definition in under 140 characters:

As the source of the tweet suggests, the idea of "object based learning" could easily go back to the best museum experiences, where the intimacy of literally touching history, or peering at something as close as the end of your nose, invites questions and inquiry.  However, usually a museum suggests the need for a field trip that entails leaving your school.  Or does it?

The public school district in Grand Rapids, Michigan was in steady decline for two decades.   Families fled as the academic performance of the schools sank.  When Teresa Weatherall Neal took over as superintendent, she needed to shake the system up quickly.  In the fall of 2015, one of her boldest moves was placing a secondary school inside of the Grand Rapids Public Museum.   As Beth Hawkins details in her article "When Your School is a Museum," the innovative Grand Rapids Public Museum School earned the district a multi-million dollar grant.  With students interacting directly with the museum's vast collection, it's a perfect example of hands-on OBL.  In a way, it's a "flipped field trip," as the day to day learning occurs inside a museum and home is where they ponder how to next interact with the curated materials or synthesize their schema.  (While the original page is part of a site that is no longer online, the school's curriculum overview and different approach to schooling is available here at an archived link.) The Grand Rapids Public Museum School continues to add to its roster and it is on track to be a grade 6-12 school by 2022.  (Update: as of July 2025, the school is now named "Grand Rapids Public Museum High School" with grades 9-12.)

Housing a new school inside a museum might be a difficult proposition, especially if you are in a suburban or rural environment with limited large scale facilities.  And yet, many small towns at least have a historical society or a small local museum.  What if a teacher or a school partnered with them?  When inside such a place, what could students learn from their collected objects?  What unique learning would they experience?  And what projects could the students accomplish that will enlarge and enliven the goals of such a museum or historical society for the twenty-first century?

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The collections inside a museum create OBL opportunities, but when seen as a whole, the museum invites the idea of place based learning, where the museum itself is the centerpoint of learning on multiple topics.  (Other examples could be learning about the life cycle of trees from being inside an actual forest, or discussing Gettysburg while walking the battlefield.) But OBL could be seen as the heart of several pedagogical overlapping circles. OBL is often a close kin to experiential learning, as the exposure to an object creates a desire to do and apply in order to gain knowledge.  OBL and project based learning also have a relationship, in that both depend on authenticity and impact in the real world.  Certainly one or more of these learning strategies could include OBL.  So how could OBL alone function as an overarching principle in a class?

Here is where the popular idea of "100 Objects" gets traction.  Imagine grounding a class conceptually by teaching history, art, sports, literature (perhaps find metaphorical objects that tie into the text's theme!), math and science through approximately three objects a week.  Try searching "100 objects" in your favorite online bookstore and you can see the depth and variety of subjects that apply this idea.  It has even affected pop culture, as the below Whovian volume I recently found at a used book store indicates:

Picture of book cover in a bookstore: "Doctor Who: A History of the Universe in 100 Objects."




In a perfect world, you could pass objects of historical significance around, but there are other options:
  • Have students interact with digital representations of actual artifacts, manipulating them in three dimensions.   Smithsonian X 3D has a growing digital repository based on their own enormous collections.  Many of these have built in "tours" that give context and prompt questions about the object.
  • Use a 3D printer to create and print out objects.  In fact, the Smithsonian X 3D site above offers STL and OBJ files you can download and print your own "copies" of artifacts.
  • Use high resolution imagery.   For example,  much art has been captured and can be scrutinized in ways that would be impossible to do in person; macrophotography can be great lead-ins to talking about everyday materials from a different perspective.
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We come full circle back to middle school.

A few weeks ago, as I was drafting this entry, my eighth grade daughter had a mock schedule where I traveled through her classes.  Her social studies teacher demonstrated how he shares, about once a week, an historical "artifact."  It may just be a slide on the screen, but the mysterious objects shown without context or explanation spark questions and creative analysis.  What is it?  How is it used?  How would the use and invention of the object be influenced by the time it was made in? His goal is to get students to think like historians.  OBL, practically in my backyard!

If object based learning, with its "multi-sensory" authenticity, creates nothing else but a shift in the pedagogical purpose of a class -- from, say, learning history to being historians -- it has important value.  For that alone, it deserves a thumbs up.

Note 7/27/25: The original "Grand Rapids Public Museum School" website is no longer active and now has been folded into its district's site, renamed to reflect grade levels 9-12.  I've therefore updated a few links and added a parenthetical above.



Monday, January 12, 2015

Game-Based Learning and Classcraft

One of the trends in education that is gaining popularity and has growing data to support its positive impact on students is game-based learning.  The concept is not completely new; many older graduates and teachers today have fond memories of Oregon Trail (which first began in 1978!).  The phrase "game-based learning" still makes some shudder, suggesting teachers are letting students play video games all day instead of utilizing real skills or learning content.  But just as "edtech for the sake of edtech" should't be done, I am not suggesting games alone are the key.  As always, it is the way the games are integrated into a classroom that can transform the educational experience:

  • Novel way of learning content.  Which one do you think would be more engaging -- a PowerPoint lecture about the Great Depression, or roleplaying as a young person on a Dust Bowl farm?
  • Immediate feedback and gratification.   By the nature of a typical classroom experience, we are all about the delayed gratification.  You study or research, apply yourself to an assessment or write your essay, turn it in...and wait, sometimes days or even weeks for a grade and feedback.  In a game, you know as soon as you try whether you succeed or fail.  And if you fail...
  • The power of a 1UP.  It's fascinating that the same young people who never want to revise a paper or "try again" are willing to sweat through a game level over and over until they defeat their big boss.  But the philosophy behind the way a teacher assesses and grades is also interesting to note here.  Is it right to only give students one chance with no "do-overs"?  In standards-based grading, reaching proficiency in various areas is a continual process of opportunity, not given only once on that Friday in September.  ("You failed the test, so you can never learn that skill.  Let's move on.")
  • The power of a "Leaderboard."  For many modern video games, there are virtual trophies you earn for achieving certain goals, called badges.  Of course, this leaderboard of badges can be shared socially with other gamers as a point of pride.  Although I used Edmodo my last few years of teaching, I regret not trying out their "badge" system in my own classroom. However, other teachers have totally embraced this approach with their own students (and not just with Edmodo!).
  • Cultivating creative and cooperative skills.  Last but not least, we shouldn't ignore the creative and cooperative juices that get flowing with games.  It takes intelligence to problem solve a riddle or determine when to use the right power at the right time.  To take one popular game example, "modding" in Minecraft is the pinnacle of creativity (and recently in our own backyard, a group of enthusiasts are creating the whole city of Louisville as a Minecraft map).  In team based endeavors, the virtual stakes are high to work together to achieve a goal where all will benefit.
If you still feel ambivalent about gamification of education, see if Jane McGonigal convinces you in her TED Talk that "gaming can make a better world."



In Shelby County, game-based learning is not completely uncommon.  For example, the elementary students periodically play Dreambox to learn math skills.  But a few months ago, I learned of a site for the first time that kinda blew my mind.  The site is Classcraft, and the teacher that told me about it was Tim Oltman from Martha Layne Collins High School.  Which is why Tim gets a well-deserved #ShelbyTUITshoutout!

Setting up an account in Classcraft is free.  Teachers first ask the students what kind of role they want for their character ( Mage, Fighter, or Healer) along with some limited customization of the character's looks.  The teacher then inputs the students and their character choices into Classcraft, grouping them in teams, and gives the students login information.  From that point on, Classcraft becomes something that quietly runs in the background until the teacher has an event occur where students can gain or lose experience points (XP) or health points (HP).  (These events can be customized by the teacher.)   There are also peer incentives to do well in class; for example, not turning in a homework assignment can affect everyone on your team. Over time students can earn class rewards or use XP to get upgrade armor, spells, etc. for their characters; this part is typically done outside of class.   Keep in mind that currently Classcraft is static.  There are no moving parts, no animation, no actual jumping/scrolling/fighting.   In a way, it's a much more glorified and clever system of digital badge delivery.

The following video gives a quick overview of what Classcraft is, how it came to be, and what it looks like:



I recently visited Mr. Oltman at MLC HS, and he was kind enough to submit to an interview.

Tell us about yourself!


Here at MLC I teach the Project Lead the Way engineering classes.  This will be my 4th year teaching.  I learned about integrating edtech in my college classes and enjoyed it because I have always been using technology plus it is a great fit with engineering classes.





How have you integrated Classcraft in your classroom?

In 3 of my classes I have Classcraft running in the background during class and as questions are answered I can quickly add experience points to the characters.  However, they get their main experience points after assignments are added to their characters.  The other advantage I have is we are already 1:1 in the engineering classes [each student always has a desktop computer], so they have their characters running in the background because they love to keep up with their experience points.  You could also do this with cell phones because there is an app also.

Sounds like the students enjoy Classcraft.   Do you think it has improved learning?  In what way?

The students love the game.  They come into class and ask to the daily spin [a random event generator] to see if they get anything that day.  They want to use their powers whenever they can.  It has improved learning because once again the students are more invested in their learning.  [The academic work in class results in rewards.] They can see something they are getting out of it.  The game allows you to alter many of the spells and achievements they get so you can alter the game to fit each of your classes. 

A student's character takes health point damage from a random event.  If the team has a Healer, however, they can recover quickly, adding to the cooperative nature of Classcraft.

In the "dashboard" of the teacher's account, Mr. Oltman surveys the state of the various teams in his class.


Before Classcraft, what did you think about gamification in education?  Had you tried any game-based learning before?  How has Classcraft and other tools changed your attitude toward gamification?

I have always loved the idea of gamification in education.  Being an avid gamer myself I have seen many ways games teach lessons in a way that can work for education.  I have never tried gamification before because I have been looking for the right game to integrate.


What other edtech tools are some of your favorites?

Other favorites I have is Canvas [a free Learning Management System] and of course our 3D printer.  I love Canvas because you can get everything on one place for the students and then let them submit assignments online.  It is also nice because I never have to answer the question what did we do yesterday because they know to go online and look for it.

Mr. Oltman's  first generation 3D printer.


Any advice you would like to share with other teachers wanting to integrate Classcraft into their classroom?

Integrate the game in one of your classes to start with.  It does take some time to get used to and definitely get the students involved in helping to design the game that way they are really part of it.  You will have some students who do not want to play to start with but after a week all of my students have gotten really involved in it.  Remember too you can make it a large part of your class or a small part depending on how the students take to it.


Thanks again to Tim for his interview and insights! How do you feel about using games in the classroom?  Do you already use gamification?  Please share in the Comments below.

Update 1/23/15:  After publishing this entry, I saw a tweet (embedded below with a great infographic) that led me to a detailed article about the differences between gamification and game-based learning.  I realize now that I somewhat vaguely used these terms interchangeably, which is incorrect.   So please check out Steven Isaac's article on Inservice ASCD.



Saturday, November 8, 2014

The First Steps of 3D Printing

When I ran into Loretta Shake, the LMS of North Oldham Middle School, at EdcampKY a few weeks ago, I was happy to catch up with a former colleague.  But when she revealed that her library recently acquired a 3D printer, I was all ears.

Loretta is an educator with 27 years of experience.   She has been at NOMS for the last 16 years, 15 of those as their library media specialist.  Ms. Shake was kind enough to take a picture for this entry, shoot a video of the 3D printer in action, and last but not least participate in the interview below.  If you are considering getting one of these in the near future, her information and advice will be extremely helpful!

Hello!  Let's start with telling us the process of getting the 3D printer in the first place.

I had knowledge of the MakerBot 3D printer; however, while attending ISTE this summer I found out about Afinia. In talking with their reps I learned they sell refurbished models for $500 which I felt was a great price since I wasn’t sure how I was going to integrate it into instruction. I think most of the small models like I have generally start at $1,299.  I used technology funds that we had from fundraisers. I had to get approval from our DTC [District Technology Coordinator] prior to purchasing.

Once you get past the initial price, what is the maintenance of the printer like?  How much does the filament cost?

So far maintenance has been easy. The filament does come on a spool. Each spool averages about $40. I have been allowing students to sign up to have things printed. Afinia suggests the cost be figured by the weight of the object times .06 per gram.   However, I upped the price to .15 per gram. I have received great support from Afinia when I couldn’t figure out something.

How long does it take to print an object?  Is it loud while it prints?

Several factors determine the amount of time it takes to print. The size of the object and how you “fill” it. You can fill it solid, hollow, or loose. [A large solid object could take a few hours or longer.] It is not loud while printing until the end when it beeps to let you know the print job is complete.

Here is a video, taken by Loretta, of her printer in action:



How have students and teachers reacted to it? 

Most have been amazed. It has become a focal point for the library. Students will stand and watch it print, others ask how they can print something. Most think it’s cool our school has a 3D printer.  

 I imagine you are getting a lot of "whoa!"

It has been a “whoa” factor for the most part. I have had students print things for a project. I have asked 7th grade and art teachers to collaborate with me when they do their geometry unit. There is a free program called TurtleArt that allows students to create geometric shapes. We would then print them 3D so they can take them to art class to press in clay and paint.

What websites or online resources for the 3D printer would you recommend?

We use www.thingiverse.com to search for most of our models. MakerBot offers some great tutorial type videos. www.tinkercad.com has a free online program to create your own 3D objects.

Any advice for other LMS's wanting to get a 3D printer for their own library?

I would suggest you spring for a refurbished model like I did to gain support and once you can find ways to integrate into instruction then you can invest in a larger model. I plan on creating a MakerSpace in my library and teaching students how to print all on their own.

The finished product.


Ms. Shake, I can't thank you enough for your time!

Questions about 3D printers?  Do you have expertise or experiences with 3D printing you want to share?  Comment below!