Making History
        
        
        
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Creating podcasts out of actual World War II-era events
offers one example of a collaborative project that is propelling
students out of their textbooks and into the real world.
 Jennifer Dorman was in a fix. Teaching ninth-grade US
history at Holicong Middle School in Doylestown, PA, Dorman wanted to tap
into her students' interest in creating "something of value," she says, "not just
for their teachers, but something they could share with other students and people."
But that required something a conventional paper-based assignment could
not provide. It meant conceiving of a project that freed her students from their
textbook and allowed them to work together toward a finished creation.
Jennifer Dorman was in a fix. Teaching ninth-grade US
history at Holicong Middle School in Doylestown, PA, Dorman wanted to tap
into her students' interest in creating "something of value," she says, "not just
for their teachers, but something they could share with other students and people."
But that required something a conventional paper-based assignment could
not provide. It meant conceiving of a project that freed her students from their
textbook and allowed them to work together toward a finished creation.
 Dorman's school district subscribed to Discovery Education's Streaming
  and PowerMedia Plus; the two products provide classroom access to streaming
  audio files such as speeches, music, and video images, which she knew
  appealed to her students. The wheels began to turn. She created teams of
  four or five students and had them each create a podcast that placed them in
  the midst of pivotal moments in and around World War II, where they would
  have to reenact and report on those events as if they were happening live. 
"We discussed breaking news and how reporters interview
  sources, and how they would have to talk to experts to get information,"
  says Dorman, recalling the project from two years ago.
  Today she works as a staff development facilitator for Pennsylvania's
  Central Bucks School District. "Specifically, I wanted
  them to imagine talking to experts with different viewpoints on
  the event to force them to get different perspectives."  
The idea was for the podcast to be what Dorman had once
  heard characterized as "a breaking 'oldcast,' as opposed to a
  breaking newscast."  
The students had to choose from a list of World War II incidents
  or backdrops that Dorman provided, which included the
  front lines of Poland after the Nazis invaded, and the deck of the
  SS St. Louis after President Franklin Roosevelt denied refuge to
  Jewish passengers sailing from Germany. Every member on the
  team had a role, such as playing the part of desk reporter, field
  reporter, or eyewitness.  
   
  "In 21st-century classrooms, using technology
and analyzing and defending your position in
front of a group and working cooperatively
with others is where we're headed."
Dorman gave the students a full
  class period to plan, brainstorm, and
  conduct "interviews," making use of
  the internet, library resources, and
  their textbooks. In Discovery Education's
  Streaming, she created a folder
  of audio and video clips, images, and
  articles. "My goal was to give them
  raw material to work with, which they
  were able to access with a student log-in," she says. "It gave
  them background information to understand their event."  
After the day of research, the class had one day to prepare a
  script, practice it, and begin recording. A third day was provided
  to finish the recordings and do any necessary editing. "For me
  it was a time investment of three classes," Dorman says.  
The recordings were made with Audacity, an open source
  program from Source Forge. The program enables students
  to add layers of sound effects or music to their audio file, and
  then edit, rerecord, and trim it if necessary. The finished
  podcasts were saved as MP3 files ranging in length from six
  to 10 minutes.  
Dorman says the students tried to inject authentic vintage
  elements into their podcasts. For example, a lot of the teams
  would have the reporter interrupt a musical program typical
  of radio in that era with breaking news. One of the more
  memorable podcasts, says Dorman, came from a group that
  reported from London during the Blitz. What made the
  production so interesting was that the students went beyond
  the scope of the information provided in their textbooks,
  interviewing people in a London subway train and a family
  sheltering a Jewish child.
 "This particular group touched on other topics besides the
  bombing of Britain," Dorman says. "They were hinting about
  other things like the Holocaust, and they used a lot of sound
  effects, even using three or four piano keys to do the call sign
  for the radio station they were reporting for."  
While this wasn't the first time Dorman had her class make
  podcasts-- they also create them throughout the year for
  vocabulary reviews and to study for tests-- she calls this
  her most creative use of the technology yet. It was a particularly
  effective study tool in this case, she says, because the students
  had invested so much creative energy and effort into the
  podcasts that the work they put in sparked and sustained their
  interest in learning history.  
"As we got to the end of the unit, which was the last one of
  the year, when kids are starting to be really tired of school,
  they had their final exam," Dorman says. "The podcasts
  provided something motivating, since the students got to listen
  to them again to study for the exam."  
Moreover, Dorman says her students were taken by some of
  what they learned during the World War II unit. One event in
  particular, she says-- Roosevelt's denial of asylum for Jewish
  refugees aboard the St. Louis-- is not well covered in their
  learning materials. "Through creating the podcasts, the
  students were able to explore more details that didn't appear
  in any great [length] in the textbook."
 Getting Down to Business 
Dorman's experience has much in common with that of most
  K-12 teachers who have tried enhancing conventional textbook
  teaching with the use of collaborative, technology-infused,
  project-based learning. The approach produces new levels of
  engagement and motivation among secondary students. Like
  Dorman, Vicki Fuesz became a believer as a result of her effort
  to find an assignment she could give her students that would be
  more satisfying than the usual printed task, and one that would
  require them to collaborate.  
Plus, she had an additional obstacle. When Fuesz was hired
  at Colorado's Haxtun High School a couple of years back,
  she was asked to teach an Introduction to Business class to her
  school's 22 freshmen. Trouble was, she was a history teacher.  
Fuesz decided to try a paper-based simulation activity so
  her students could learn how to run a business. She had little
  success. "The kids didn't like it and I didn't like it,'' she says.  
The students would become discouraged when some of
  their classmates were absent or didn't complete a task, such as paying off an invoice, which caused a slowdown in the whole
  project. Fuesz also found herself constantly running off
  papers for each of the student businesses.  
"They didn't get to see the big picture," she says, "and even
  though they were interacting…they didn't see how dynamic
  it could be if they all worked together. It wasn't realistic and
  didn't feel like the students were really playing the part."  
So Fuesz went online in search of a computer-based program
  to use the following year so her students could get hands-on
  experience using different business components to run a
  company. She became intrigued with an offering from Capsim
  Management Simulations, a provider of business simulations and
  business games for educational and corporate institutions. Fuesz
  and Haxtun High's principal took a virtual tour of the product
  and signed on that day. At a cost of $40 per account (now $44),
  students received spreadsheets for inputting data, generating
  results, and conducting analysis.
 The students were separated into teams and put in charge of
  operating a multimillion-dollar virtual corporation. They had
  to decide how to manufacture, develop, market, and finance
  their product-- electronic sensors to be used with devices like
  cell phones, computers, cars, and airplanes-- analyzing important
  data such as consumer surveys, their company's financials,
  and the position of their competitors, before determining what
  was the right course to take. The software generated the
  results of the business moves they made and offered the students
  the opportunity to probe the impact of their decisions.
 "What they learned is the ability to analyze," Fuesz says.
  "Your profit dropped by $1 million; how did that happen?
  What can you do to improve results? The true learning
  occurred from results that were generated from bad decisions.
  They had to figure out what they could change." At the end of
  the semester, a mock boardroom meeting was held, and each
  team dressed up like businesspeople and gave a PowerPoint
  presentation displaying their results.  
   			  
bytesize
The podcasts created by Jennifer Dorman's history
students can be seen at 
Gcast.
Visitors to the site can access the completed projects
by registering for a free account.
 
Fuesz says she marveled at how adept her students became
  at using business language, interpreting data, making strategic
  decisions-- and behaving like true business leaders. She was
  also struck by the conversations she would overhear among
  her students as she walked around the classroom. "They were
  being creative, learning to listen to their teammates who had
  differing opinions, and problem solving. The program allowed
  them to have immediate feedback. They could try different
  scenarios and see the results of their decisions."  
Fuesz, now back teaching history, came away with a strong
  understanding of how collaborative projects and the use of
  technology can dramatically charge up the learning process.
  She says her students' enthusiasm for the project was due in great part to having the opportunity
  to work in their comfort zone.
  "Our kids grew up on computers
  and they're not afraid of technology,
  so to come into a classroom and play a game was fun," she
  says. "They couldn't wait.  
"In 21st-century classrooms, using technology and analyzing
  and defending your position in front of a group and working
  cooperatively with others is where we're headed."  
An Outline for Success 
Janet Fisher has long known the potential of software to engage
  students in project-based classroom learning. For the past 12
  years, the newly retired business teacher enlisted the help of
  school supply company Mead's web-based mapping software,
  Mead Map, which makes it easy for students to organize and
  outline classroom projects, for use in collaborative activities in
  her 11th- and 12th-grade marketing classes at Beavercreek
  High School in Ohio.  
The relationship started, she says, as a way for students to
  participate in real-life marketing projects that Mead offers,
  such as reviewing new features on book bags, binders, and
  spiral notebooks. That interaction evolved into a project Fisher
  assigned at the end of a marketing course last year. After
  learning the basics of marketing and advertising, the students
  broke up into teams of four, and each team decided on a
  product to develop. The teams were required to do research,
  design a marketing plan, and develop a sales strategy. As an
  example, using Mead Map, one team plotted out plans for
  developing a new tropical smoothie.  
Fisher's students used the program to research and consider
  such key business factors as consumer behavior, the demographics
  of their target market, the strength of the competition,
  and the plusses and minuses of their products. The software
  provides a way to logically structure all the research notes,
  arguments, and information that the students enter into the
  system as they develop their product. "It brings a level of
  structure and organization to any project work, or note taking
  or brainstorming," Fisher says.
 
 The program cultivates collaboration by allowing students to
  log in individually and view the work of their fellow team
  members as each plots data onto the group's expandable "map,"
  or outline. According to Fisher, the students collaborated
  almost entirely through the technology, even though they were
  all in the same room physically. "That was one of the funny
  things," she says. "Sometimes they'd be side by side, but they
  communicated by computer."  
In one case, one of the student team leaders sprained her
  ankle and couldn't come to school for a few days, but she was
  able to keep pace working remotely. Before software enabled
  remote communication, Fisher says student absences would
  wreak havoc on her team marketing projects.
   
 Fisher says the program engages students by using digital
  technologies to perform a conventional academic task. "My
  students, being juniors and seniors, had all done term papers, so
  they were used to research, but
  always with pencil and paper.
  [Mead Map] brought to life what
  their generation is doing and
  applied it in the classroom with a business application."
 Fisher says that students commented on how easy the software
  made the collaborative process. A chat feature allowed for
  rapid information sharing, and the ability to access the system
  from anywhere made it possible for team members to keep up
  with one another's progress. She says students said that the
  usually tedious process of outlining was actually made more
  fun through communicating with their teammates.  
One of the most important fundamentals her students learned
  was how to work with others, Fisher says, which will serve them
  well when they get into the business world. The project managers
  took their jobs very seriously, she says, and didn't hesitate
  to report on students who were slacking off on their research,
  noting that the collaborative component of the mapping system
  exposes students who don't pull their weight.  
"One thing we struggle with in the classroom is how to make
  each student accountable," Fisher says. "This was one way for
  students to tell each other they noticed if someone wasn't doing
  their part. Whereas before [those students] might think no one
  would notice, now it's out there for everyone to see."  
Any project-based, collaborative activity that incorporates
  technology use creates a more powerful learning experience
  than a standard lecture can provide, Fisher says. But she adds
  that technology is not meant to be a substitute for traditional
  methods, but instead to branch off of them. "Just like you have
  to learn your math facts before using a calculator, once students
  master basic marketing functions-- or whatever you're trying to
  teach them-- the sooner you can get them using technology for
  projects. It's much more engaging and current for students, and
  it's what businesses are looking for."
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Esther Shein is a freelance writer based near Boston.