Technology-Driven, Project-Based Learning: A Model for Implementation
        
        
        
			- By Brett Pierce, Charlotte Cole
 - 01/17/18
 
		
        We were recently involved  in a study of usability and impact of a digital storytelling tool for middle  schoolers that yielded a model for implementing technology-driven,  project-based learning in the classroom. 
Here is the set-up. This  digital storytelling tool — called Meridian Stories — challenged teams of  students to create short video and audio narratives around curricular topics.  For example, one challenge involved modeling the YouTube format 'Crash Course';  a second asked student to create fully produced storyboards around central  characters in the book they were reading (The  Outsiders); and a third asked student to re-produce existing essays  digitally using text, voice, music and a few select images in strategic ways to  reflect their understanding of the text. 
So, this is a project  that requires:
  - Collaboration — the  students had to work in teams of 3 or 4.
 
  - Communication — the  student teams had to produce a video or a scored/voiced visual presentation.
 
  - Creativity — All of the  challenges required the creation of a script and many required more:  characters, costuming, location shooting, editing and scoring. 
 
  - Critical Thinking — The  students had to research content and then, working together, re-narrate that  content in their own words using images and words in a prescribed style. 
 
As part of our research,  we observed nine classrooms in action. Qualitatively, we focused on elements  such as the degree of student- versus teacher-led interactions, and the extent  and quality of collaboration among students. We also looked at the level of  student engagement, their on-task versus disruptive behavior, and the  leadership versus other roles of students within given groups. The clarity of  the goals for the classroom period and the degree of accomplishment and sense  of progress were also elements we considered.
There was surprising consistency across the different  classrooms in terms of how the teachers approached this technology-driven,  project-based initiative, allowing us to  articulate a model that could be used by others. (The inter-relationship  between content — the curriculum — and process — skills to explore the curriculum — is a theme throughout this model.)
  - ARRIVAL: Students arrive  and sit with their teams, often with the desks facing each other. Computers  stay closed. 
   
  - INTRO: During the first five to 10 minutes the teacher communicates three things: 
    
      - Clear benchmarks for the overall project and  the day, sign off points and dates to match. These can be written on the board  for the whole duration of the project and/or articulated verbally. 
 
      - A  focus on a singular aspect of the content for that day.
 
      - A  focus on a single aspect of the process for that day.
 
    
   
  - IMPLEMENTATION: The teams  are let loose to work for the remainder of the period at their own pace. It can  take five minutes (or more) to fire up the computers and settle in. The teacher  wanders around the room — along with the ed techs, if they are available — going  from team to team to guide and advise. Their guidance is around content first,  and then process/skills. Formalizing this — one round to be sure that students  are exploring the content effectively, and then a second round to check on  their collaborative and digital creation and production process — appeared to  yield the most productive results, as based on our observations. 
   
  - CLOSING: There is a  five-minute wrap-up to allow students to shut down and set goals for the next  class. 
 
Here are some examples of  how the teachers we observed put this process into action:
  - In one case (the essay  prompt), the teacher focused on delegation of tasks: which words were the most  important (content) and how they might want to use color and music to bring  more emphasis to the content (process). She presented this information as a  series of choices for the students. It was a perfect way to start as it gave  the students a few clear things to think about as they dug into their work  together. And the choices — the decisions that they needed to make — remained  all their own. 
 
  - In another class — the  Storyboard Prompt — the teacher handed out a checklist that mixed content  prompts ('Are you demonstrating character perspective?') with process ('Is  there voiceover, and is it used effectively?'). Guidelines and clarity of  purpose are essential. 
 
  - In another class, the  teacher adapted the Meridian Stories Process into a checklist and printed that  out and had the students use that to guide their working process. 
   
Technology-driven,  project-based learning experiences will always involve a combination of independent  initiative and guidance on two fronts: the curriculum and the processes (creativity,  collaboration, communication and critical thinking) involved to effectively  explore that curriculum. This classroom  management model empowers teams to work on their own while ensuring that  teachers provide the support needed, yielding an educational experience that is  rich in both curricular learning and 21st century skill building. 
        
        
        
        
        
        
        
        
        
        
        
        
            
        
        
                
                    About the Authors
                    
                
                    
                    Brett  Pierce has spent  most of his professional life at Sesame Workshop, serving as a Co-Executive  Producer on media projects about early childhood education, ESL, math, science  and conflict-resolution for youth around the world, including projects in  China, Macedonia, Indonesia, Poland and the UAE. With two Masters Degrees  (English — Middlebury; Education — Columbia), Brett is the founder and  Executive Director of Meridian Stories, a digital storytelling nonprofit  for middle and high schoolers. Brett teaches an annual intensive course at  Colby College called 'Developing Media for Social Change.'
                    
                    
                    
                
            
                
                    
                    
  Charlotte  Cole, Executive  Director of Blue Butterfly Collaborative, leads the non-profit's work assisting  producers in low-income countries in developing high quality, localized  educational media. Formerly, as SVP of Global Education at Sesame Workshop in  NYC, she oversaw the education, research, and community engagement activities  of the company's international co-productions of Sesame Street in over  thirty countries. Cole received her doctorate in human development/psychology  from the Harvard Graduate School of Education and is the editor of the  publication, The Sesame Effect.