Like It, Love It, Gotta Have It
Like It-Love It-Gotta Have It is a strategy I use to differentiate assignments within my micro-groups in a Live Investigation. The three names are, in my opinion, a better way of saying high, medium and low. The kids really love the names. In a Live Investigation, there is usually varying levels of abillity or knowledge in that particular skill. By making a high, medium, and low activity, students have the ability to challenge themselves at their own level. I assign different parts of the room for each activity so I can physically see where the students are. Most of the time, I let the students self-assess and they move throughout the room according to which level they are. They are free to move (up or down) from one section to the next. Most of the activites I assign here are digital. I really like using Khan Academy here, as I can track students physically as well as digitally. With this strategy, I can also target the students at the Like It level and allow the Gotta Have it students to fly a bit on their own.
TOAST is an acronym that stands for "Time Owed After School Today." It's a very simple and non-punitive consequence that we implement for students who don't follow the rules: 1) Respect all people, property, and ideas; 2) Follow directions the first time; 3) Be prepared. I make it very clear at the beginning of the year that TOAST does not mean I'm mad at you or that you're a bad person; however, there are consequences for your actions that are not consistent with our community expectations. Paying with time and doing some community service or making a plan to change student actions have been effective ways to turn negative student behavior into a positive.
In 2011, my school was awarded a grant that brought the School of One mastery-based blended learning model to MS88. School of One allows students to learn at their own pace in a totally redesigned, open classroom that can fit well over 100 students in different centers of the room. Students are assessed at the beginning of the year and given a “learning trajectory” for the entire year. Every day, each student is assigned new individualized lessons in different parts of the classroom in one of seven different learning modalities: virtual instruction/reinforcement, independent practice, small group/peer-to-peer collaboration, live investigation, and task projects. At the end of each class, we use an “exit slip” to evaluate and regroup students based on their progress. They are required to demonstrate mastery in each skill or concept before they can move onto new skills and concepts.
Number of Students: ~300 students
Number of Adults: six teachers; one Operations Technology Associate; SPED teacher(s) and/or paraprofessionals (as needed)
Length of Class Period/Learning Time: 92 minutes (divided into two 36 minute sessions)
Digital Content/Ed Tech Tools Used on a Regular Basis: proprietary web-based software; IXL, LearnZillion, VirtualNerd, Khan Academy, MangaHigh, Math XL, TenMarks, I Can Learn, Khan Academy, Engrade, Educreations, Padlet, Remind, Weebly, Google Apps for Education
Hardware Used on a Regular Basis: student laptops (1:1), iPads for teachers, SMARTboards
Key Features: competency-based; student agency;individualized learning paths; project-based; innovative use of time; innovative use of talent; co-teaching
I frequently have my students play games as part of their learning sessions. Many students only want to play the games and do not think of creating a written records of the problems they are solving or notes on their learning. I ask my students to "split the difference" and go 50/50 on playing and note-taking. It's kind of a misnomer since there really is no "difference" to split, but the strategy makes it clear that my students should be splitting their time equally between playing a game and taking notes during that game.