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Published on Jan 22, 2017

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PRESENTATION OUTLINE

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Capstone Project
Allison Chatman
Heather Dean
Michelle Napoli-Cooley

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Concordia University
EDUT 605
Spring 2017
Angela Dischinger

Photo by Jeremy Brooks

Problem

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problem

Play is losing to rigor in American classrooms
"Today, children play 8 hours less each week than their counterparts two decades ago"
~Rachel E. White

High-stakes, standardized testing = prioritizing trad learning methods over fun activities = "false dichotomy of reducing playtime in favor of more time to learn math & literacy...Play is losing to rigor in American classrooms." ~Wohlwend & Peppler, 2015

Results in a classroom environment that is too serious:
boring, students lose interest & detrimental to creativity

Teachers lose passion for their lessons
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problem

Can we justify bringing play back to the classroom?

Korobkin in study "Humor in the classroom: Considerations & Strategies": there are many benefits to humor in the classroom including increased retention, engagement, creativity, and decrease in student anxiety and monotony
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Define "Play"

Definition of Terms:

Rachel White defined play in "The Power of Play"(2012) by asserting that play "is:

pleasurable,

intrinsically motivated,

process oriented,

freely chosen (spontaneous & voluntary),

non-literal,

actively engaged (physically &/or mentally involved)

attributes of play

  • Humor
  • Novelty
  • Exploration
Attributes designated by David Sousa in "How the Brain Learns"

We tried to infuse all 3 attributes in our intervention plan

novelty - technology: apps/cell phones, videos

exploration - choice/freedom

Purpose

Determine Play's impact on student achievement
We assert that play can affect:

disparities in student achievement

student disengagement

social relationships & eliminate their

negative impact on learning
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Purpose

  • information retention
  • classroom climate
  • student focus & engagement
  • interpersonal relationships
Can play improve all these things?
many of which are barriers to success

play should be an integral part of the learning experience -- no dichotomy between work (school) & play

In a playful classroom:

  • is there more information retention?
  • positive classroom climate?
  • increased student focus?
  • more engaged students?
  • constructive interpersonal relationships?
  • limited negative emotional factors like anxiety?
These are the questions we asked ourselves as we were designing this study

Research Questions

We have formulated the following research questions
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Question #1

Play & the Brain
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What impact does play and humor have on information processing with secondary art students, especially in respect to long-term memory storage and retrieval?

Question #2

Play & classroom Climate
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What affect does a playful atmosphere have on promoting inclusive, risk-taking communities, student focus, and engagement?

academic quest/exploration = safe environment

Play is the foundation for lifelong learning

When you feel happy about something you want to spend more time devoted to it.

Question #3

Play & relationships
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How does forging relationships with secondary
students promote creativity and academic success in art classrooms? How can play foster healthy, working relationships between students when they collaborate and work individually?

What does the research Say?

Findings from our Literature Review
Info from Ch.2:
Literature Review
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Findings: The Brain

  • Emotions alter learning
  • Physiological benefits
  • Self-concept
  • Thinking helps thinking
Sousa: "how a person 'feels' about a learning situation determines the amount of attention devoted to it"

Must feel safe & secure to learn

Play brings positive feelings = proper emo state for learning

Laughter = increased oxygen to brain (fuel) & reduce stress
kinestheic approach (blood pumping) more brain fuel
Releases endorphins (euphoria) & hormones (amygdala strengthens the memory)

playful risk-taking = failure without damaging self-concept

The more you think, the better your brain gets at thinking. More practice with complex tasks, the brain will build more dendrites/connections & be better equipped (exploration)
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Findings: The Brain

  • Interdisciplinary content
  • Information retention & recall
  • Important for teens too
Info retention: sense & meaning increased via play; opp'ty to add personal experience. Emo associations effect memory (hippocampus converts working mem to long-term & amygdala does emo imput). More time with info=more retention

"Getting a joke operates on 2 levels, cognitive processing & emo processing" ~Slade

Play could strengthen academic connections across subject matters. ~Wohlwend & Peppler

Brain continues to change & grow into early adulthood. The limbic system & prefrontal cortex are becoming more interconnected = teens enjoy same benefits of play as kids. (Sousa) like increased engagement and the reduction of emotional stressors (anxiety & fear)

"Teens are especially sensitive to emotions & are still learning to self-regulate, persevere, & concentrate" ~Steinberg, 2015
Easily derailed by emotional stimuli
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Findings: Class Climate

  • Emotionally secure & safe
  • Risk-taking
  • Inclusivity
Emo input take high priority -- if feel unsafe (insecure, anxious, afraid) brain cannot absorb academic content (low-priority)

Play is the catalyst for academic quest, trial & error, and searching for info relevant to personal desire/experiences.

Hirsh-Pasek & Golinkoff: this kind of exploration must be done in a secure enviro where angst is eliminated & students have academic freedom to take chances

"play builds the foundation for a lifetime of learning" ~White

Humor can: bring back to the content, relieve stress, defuse tension, livens up the room, & creates a safe place for students to take appropriate risks.

"when people laugh together, they bond & a community spirit emerges -- all positive forces for a climate conducive to learning" ~Sousa

Findings: Class Climate

  • Focus
  • Engagement
Use Intrinsic motivation to reap desired outcome -- focus

"the few minutes dedicated to humor in instruction will result in an hour of student engagement" ~McCartney Matthews, 2011

"Playful students are engaged students. Capitalize on the interest & build a bridge to the content," ~J. Rust, 2015

Findings: Relationships

  • Shared experiences
  • Communication
  • Support & encouragement
humor/play result in shared experiences that can forge positive relationships in the classroom with peers & teachers

Irvin Yalom: Facilitated play help with ability to work with others: builds universality, imparting info, altruism, forming interaction guidelines, group cohesiveness

humor is key to communication satisfaction -- "people consider themselves psychosocially closer to those who are liked or positive" (Brein & Ryback) = helps forge relationships

healthy relationships can help student success: support, encouragement as well as cooperation, conflict-resolution & communication skills

Findings: Relationships

  • Peer to peer
  • Teacher to peer (mentor)
Novelty & exploration help forge relationships (eg: ice-breaker games or collab problem-solving activities)

positive peer relationships build long-term success in school

mentorship: humor helps assess kids, bond, catharsis, reframe maladaptive beliefs, replace self-absorbed behaviors
= therapeutic benefits
~Berg, Parr, Bradly & Berry

Students with positive teacher alliances are less likely to skip school, appear more self-directed, are more engaged in learning & are more cooperative

The intervention

Info from Ch.2:
Literature Review
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Methodology

  • Researcher A: Intervention Expert
  • Researcher B & C: Data Analysts
We wanted to make sure our intervention strategies were replicable -- so we tried to construct things that did NOT depend on teacher personality

Intervention Plan

We wanted to make sure our intervention strategies were replicable -- so we tried to construct things that did NOT depend on teacher personality
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Portrait Lesson

  • Daily Videos/Media
  • Hook: Portrait apps (Bitmoji, MSQRD, SnapChat)
  • Keynote (info & jokes)
Start each class with funny/engaging/visually interesting videos or pictures -- relevant to the lesson.

Intro caricature & funny faces. Student then use an app to make funny self-portraits

Multimedia presentation to intro portraiture, photorealism, art vocab & technique tip -- all with embedded jokes & silliness (on topic)

Portrait Lesson

  • ChatterPix vocab recap
  • Photo-shoot with teacher
  • Teacher demos & worksheets
Novelty: freshness, unusual, original

Students use ChatterPix to summarize the lessons from the Keynote

While they are doing this, the teacher will have 1:1 photo-shoots with the students that they can use for their final portrait drawing

Teacher breaks down portraiture & leads students in using various drawing tools & drawing value scales, eyes, ears, noses, mouths, etc.

Portrait Lesson

  • Grid drawing & make view-finder
  • Studio time (music)
  • Ribbon critique
Students draw grids on their portrait photos & on their final drawing paper.
They also make a view-finder to help them use the grid as a drawing tool

Give them plenty of studio time to explore portraiture & apply the previous lessons

End the unit w/a critique activity. Students create ribbons to present to each other based on various successful qualities of the drawings
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Participants

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Art 1

  • 35 high school students
  • 15 boys & 20 girls
  • grades 9-12
  • 2 with IEPs, 1 with a 504, 5 ELLs

Data Collection &
Triangulation

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Data Collection

  • Journals
  • Student survey
  • Student work (compared to previous years)

Student Survey

 

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Assessment Tools

Project Rubric

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Student Work

Practices & Final Projects

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Facial Feature Portrait Practice

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Facial Feature Portrait Practice

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Facial Feature Portrait Practice

findings

  • Humor is subjective
  • Humor in classroom environments & step by step practice builds confidence and risk taking attitudes
  • Outside influences can change class dynamics
- Teachers, students and artist intent on humor can be viewed differently: Wes Naman video tape and rubber band series

Value, Oh My Values and Additional Value Assignment help students "breathe a huge sigh of relief" - help engagement in a difficult task

4th period Fashion class difficulties, heavy turnover rate at semester, additional teacher stress

Are you more or less likely to participate after watching the intro videos?

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Do the introductory videos help you get "your head in the game?"

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Were you more or less excited to do work when it involved using apps?

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Did you find the Keynote entertaining/engaging?

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Did the Keynote help you remember the new information?

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Portrait Final Project Grades

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conclusions

  • Students and adults find different things amusing
  • Jokes and puns are more universal
  • Intro videos are inspiring but not necessarily funny but did put students in a more artistic frame of mind
  • Humor, music, and technology encourage a lighter, more fun environment
Videos = inspiring, incredulous, full of surprise but not necessarily comical

**Videos did help them forget about prior classes and issues in their personal lives

Play & the Brain

Question 1: Conclusion

  • More than 3 weeks of intervention is needed to more conclusively determine this question
  • Short term results show students were more willing to embark on challenging tasks with the integration of humor

Play & Classroom Climate

playful students are engaged students

capitalize on interest and build a bridge to curriculum

Question 2: conclusion

  • Starting with videos rather than ELMO demonstrations helped put students in a creative head space
  • Videos also sparked conversation between peers, enhanced moods, reinforced risk taking, experimentation, and open-mindedness
Teach making mistakes is part of learning

Let's take our work seriously but ourselves lightly

Laughter creates community spirit

Teachers as models - laugh at ourselves

Play & Relationships

Question 3: conclusion

  • Humor and choice in preparation work imparted self-confidence, enjoyable interactions with school mates and overall sense of well-being
  • Cell Phone Apps and one on one feedback built confidence and allowed a space for laughter
Intervention allowed teens who are often moody/hesitant to show vulnerabilities

safe space to nurture creative talent

Cell Phones: ChatterPix, Bitmoji, Snapchat, MSQRD, Prisma

Further conclusions

  • Although the intervention for this study is meant to be reproducible, embedding humor and play takes a certain teaching temperament.
  • There is a necessary comfort with some organized chaos and a noisy classroom environment.
Humor is a skill that can be taught and acquired with proper materials:
multimedia, tech, games, debates

Recommendations

  • More time is needed to meet all standards and measure long-term retention results
  • Research what is trending with students to tap into their style of humor
3 weeks is not enough time to meet all of the necessary standards and differentiation

Researchers such as Nasiri and Mafekheri (2015) agree that further research still needs to be conducted to determine optimum classroom strategies.

Students and adults don't always find the same things funny. ASK THEM: memes ADD Meme Generator to tech component of the project

The End

Wahooo!!!!