Managing Minecraft In A School

minecraft-bannerNote: this is quite a lengthy and, at times, technical post about configuring and deploying Minecraft in a school when choosing not to use the new Microsoft Education Edition. The following is the structure of the blog if you want to jump to a particular point of interest:

  1. The Background Situation: existing Minecraft usage and identified problems.
  2. The Opportunity: what we felt we needed to deliver to run our own Minecraft server securely and easily.
  3. The Technical Setup:
    1. Server
    2. Mods
    3. Client Installation & Deployment
  4. Where To From Here:

Minecraft, the hugely popular game with students of all ages, is described as:

A game about placing blocks and going on adventures. Explore randomly generated worlds and build amazing things from the simplest of homes to the grandest of castles.

The Background Situation:

houseA number of our teachers have already integrated Minecraft into teaching units in the past, most notably Mr Wilj Dekkers with his creative writing units and Kiwiana-themed parks and Ms Donna Jones exploring a Centenary related project.

Despite this initial success there has always been some problems with administering Minecraft, particularly around easily and securely allowing student interaction and collaboration in these virtual worlds. To date, teachers have had to rely on students using the Minecraft Personal Edition meaning it was essentially single player mode only, removing the ability to collectively work on a project together. To promote greater student engagement and allow the key competencies to be fully utilized in learning through Minecraft, alternatives needed to be identified.

In late September 2014, Microsoft purchased Minecraft for $2.5billion which held out the possibility of a deeper integration into Office365 and Microsoft’s wider Education strategies. It took just under two years before Minecraft Education version was released, during which time an alternative Minecraft Edu was essentially shut down and absorbed into Microsoft’s new Education version. This was a shame as the Edu version was very good, allowing the use of numerous custom mods (modifications to improve/customise the game play) and it could be run on a hosted server, not just on the student’s personal device.

Surprisingly, the announced version of Minecraft Education in January 2016 ended up having some key functionality removed, arguably for the sake of simplicity:

  • There was no ability to host the game on a stand alone server – now it would be installed and hosted via the teacher’s laptop computer (this raised significant security concerns for us and ultimately was a show stopper).
  • There was no custom mod support whatsoever. Over time, it was the ability to modify and customise the game play that had contributed to the enduring appeal of Minecraft and without this, the default game play was less appealing.

The upside, however, was that licensing was incredibly easy to manage and, if you were prepared to overlook security concerns, deployment for a teacher in a basic network would also be simplified.

An example of students using Minecraft Pocket Edition in previous years

The Opportunity:

After the initial disappointment of realising we would not deploy Minecraft Education as soon it was released, Mr Wilj Dekkers engaged in a number of discussions with myself and Mr Joshua Harrison from the St Andrew’s College ICT Services Team to explore how we might progress forward with Minecraft. Very quickly, some key features were identified:

  • Teacher Control: teachers would need the ability to easily manage students within the game. Without this, the chances of students running amok and getting into mischief was very real. This would require third party mods to achieve and a strategic plan around how Digital Citizenship teaching could be included into the Minecraft worlds.
  • The Minecraft server needed to be hosted centrally so that it could be controlled by the ICT services team, whilst still allowing the delegation of in-game management to teachers and to those students identified as leaders who could be student administrators.
  • Teacher/Student administrators needed the ability to maintain / deploy approved mods and perform low level administration work e.g. restarting worlds, creating/deploying new worlds.
  • Finally, the issue of how to deploy a pre-configured client onto student BYOD devices in a quick and simple manner, without disrupting any existing installations of Minecraft they may have already installed.

The above list of requirements needed addressing if we were going to be able to  build a sustainable environment for integrating Minecraft into the eLearning strategies at the College. Joshua decided he would explore various options based on his prior knowledge administering various Minecraft servers in his own time and see if there could be some suitable solutions to use at St Andrew’s.

Technical Setup:

Server:

For the proof of concept, we decided to use an existing HP Compaq 6000 that was spare. The specifications of this machine were pretty light weight, having only a Core2 Duo CPU and 4GB of RAM. It remains to be seen if this will be sufficient and we anticipate needing to increase the resources of this machine as more users and worlds join.

After exploring various different versions of Minecraft, Joshua settled on 1.7.10 1.10.2 (this version is required to be compatible with Sponge. The earlier version was needed for supporting Bukkit which we are no longer using – see below). To support the deployment of these mods, two frameworks were necessary:

  1. Forge 
  2. Bukkit This has been replaced with Sponge due to a potential copyright issue; this has resulted in dropping KCauldron as well.

These are essentially APIs that allow other mods to run on the Minecraft server and normally a Minecraft administrator would use only one or the other of Forge or Bukkit. However, as will be seen, it was necessary to use both and to achieve this an additional third party tool called KCauldron was necessary to enable the use of different mods on the same platform to work nicely together. With the use of Sponge, there is no need for third party tools like KCauldron, as Sponge integrates directly into Forge.

Minecraft Server Dashboard

Minecraft Server Dashboard

Another important tool was MC Dashboard which allowed Joshua to use a graphical user interface (GUI) rather than a traditional command line interface (CLI) to administer the Minecraft server. This tool provides easy oversight into server resource usage, connected users and other important information.

Mods:

As mentioned earlier, it is really the mods that create the key appeal of Minecraft in schools, as it allows for customisation of the worlds and gameplay and, sadly, was something that Microsoft chose to remove from their Education edition. It’s easy to see why, however, because mods are also one of the trickier components and can easily lead to problems of version compatibility and contribute to a poor user experience. There are three key mods that Joshua has deployed for the StAC Minecraft server:

  1. Multiverse: Project Worlds: (Project Worlds replaces Multiverse due to the changes above relating to Bukkit – everything following remains the same) This is a key one as it allows us to run parallel worlds on the same server, whilst enabling teachers and/or students to jump between worlds at will. Put practically, a teacher could create a world for a collaborative social studies project where students need to work towards an assessment or project, whilst having a separate world for “free play” and experimentation. Without Multiverse, projects would need to be separated spatially within the same world which would inevitably lead to problems, such as having to walk a long way to go from one project to another – it all takes time!
  2. PermissionsEX: PermissionManager: (PermissionManager replaces PermissionsEX due to the changes above relating to Bukkit – everything following remains the same) This mod allows for differing levels of user permissions groups, and the following four were setup for school usage:
    1. Student – a basic user who can only do the default game play such as build/place etc
    2. Student Administrator – have slightly elevated controls such as the ability to move other student users around, freeze them and do other temporary modifications. These permissions are designed to support a Digital Citizenship component where students can be educated and entrusted to self-manage as much as possible within the game. The assigned permissions here were carefully selected by Joshua to prevent a student who had prior knowledge of how Minecraft administration works from being able to execute any command.
    3. Teacher – has access to most of the Minecraft server administration, can create new worlds, can kill off users, teleport users between worlds and other main administration functions.
    4. Administrator – aimed at superusers and, at this stage, reserved for ICT staff to support the server installation as necessary.
  3. ICY Admin: The Minecraft Macro/Keybind Mod (This was used to replace ICY Admin due to the version change of Minecraft) This is the key mod to bring the above together into a user-friendly GUI allowing for in-game administration from a graphical menu for the above user groups. The available menu options in ICY Admin The Minecraft Macro/Keybind Mod have been built from scratch by Joshua and are controlled by a config file on the Minecraft server itself. Users access the menu system during game play by hitting the tilde key (~) and this replaces the need to execute console / CLI commands within the game. This makes it significantly easier for new users to engage with the game and reduces the barrier-to-entry for teachers who may wish to administrate but know none of the commands.
    1. Some of the controls available via ICY Admin The Minecraft Macro/Keybind Mod include things such as “freeze” a user/all users in place (useful if you effectively want to pause the game for a break), teleportation of a single user / all users to a shared starting point or, for example, if you wanted them all to be in the same place to work on the same project. Additionally, environmental settings can be controlled in this way e.g. make it rain or snow, or set it to always be night time.
sponge-gui

The control interface for teachers and student-admins when using The Minecraft Macro/Keybind Mod (which replaced ICY Admin)

These three core mods are what allows the overall setup and administration and, through conversations with Mr Dekkers, are probably sufficient to enable most scenarios of how Minecraft might be used at this stage. Two in-game mods specifically requested by Mr Dekkers were IndustrialCraft and ComputerCraft both of which allow for significant learning opportunities. IndustrialCraft supports things like electricity generation and storage through batteries and transferring into different parts of the game, whilst ComputerCraft is essentially a full programming language accessible by computers in the game.

 

Client Installation & Deployment:

Windows installation batch script

Windows installation batch script

With the setup of the Minecraft server achieved, the final part of the solution was how to easily deploy this to the individual student BYOD laptops. St Andrew’s College has a choice within parameters for BYOD, meaning students can bring either a Windows 10 laptop or an Apple MacBook running OS X.

It was important that there was an easy, stress-free way for teachers and students to install this version of Minecraft onto laptops that did not necessarily need to involve the ICT Services helpdesk team at the College. Joshua was pretty confident he would be able to write some batch scripts for Windows and I suggested he check out OS X’s Automator  as a way of scripting installation for the MacBooks. Interestingly, he found that he was able to script the installation on MacBooks with Automator in about half the time it took to write a batch file for Windows.

The tasks in the Automator script to install onto a MacBook running OS X

The tasks in the Automator script to install onto a MacBook running OS X

The key to making this happen was Minecraft MultiMC, an open source launcher for Minecraft that allows users to run completely separate installations of Minecraft with ease, meaning that we could confidently encourage students to install this version without affecting any other installation of Minecraft they may already have on their laptop.

MultiMC Interface

MultiMC Interface

Essentially, a student is provided with a USB key that has an installer launcher that copies MultiMC and a Java installation into a new folder, whilst setting up short cuts in their Applications folder so they can run the game.

Interestingly, Joshua opted to not include a copy of the Minecraft client application itself within this installer file, instead relying on students having to enter their own Minecraft credentials (linked with their personal paid licensed copy) which would then trigger the download of the client application of Minecraft. This way, we are not distributing any commercial software illegally and the download only adds 1-2minutes to the overall installation process. The key benefit, however, was that MultiMC is already configured to point the installation to the College’s on-premise Minecraft server meaning there was no additional configuration required for students. Additionally, Joshua set this up to run on a non-standard port so that if other students were using Minecraft at school they could not accidentally connect to the school’s Minecraft server and become a nuisance.

All up, it takes less than 5 minutes for a student to install this version of Minecraft from a USB key provided by the teacher.

Where To From Here?

industrialcraft-windmill-and-furnaceI am always really happy when members of the ICT Services Team have an opportunity to use their prior experience or personal interests to contribute to the teaching and learning at the College in ways like this. It is one of the unique things about delivering ICT in schools compared to other environments and the ability to be involved in this way is enjoyed by the staff. Talking with Joshua he admitted to being a bit worried about how to deliver what needed to be a very simple solution that could be managed by students and teachers whilst still being secure and stable:

I had a huge sense of personal satisfaction with the finished solution because I was a bit worried about how I would be able to deliver all of this at the start, or even if it was possible. Ultimately, it was ICY Admin that made it all possible and this was something I found only through researching for this project. It’s nice to know that the hundreds of hours I’ve spent administering Minecraft servers in my own time have paid off and could be used in an educational context.

Mr Joshua Harrison

For me, it is pleasing to know that we have a secure, robust and extensible platform which teachers will be able to use relatively painlessly thanks to the efforts of Joshua in this area. It remains to be seen what interesting curriculum uses arise from this and I’ll certainly be posting a followup blog highlighting this.

Of course, as Microsoft continue to develop their Augmented Reality HoloLens solutions, then perhaps the future of Minecraft will be 3D as this video shows:

eLearning Through The Lens Of Key Competencies

EdTech SummitIn the last week of Term 2 I had the opportunity to present at the NZ Tech Advance Education Technology Summit hosted at Massey University’s Albany Campus. Key topics and subjects discussed include:

  • Inquiry | Creativity | Collaboration – The role of technology in modern learning
  • Developing teacher understanding and encouraging implementation of collaborative and digital learning methods
  • Integrating and encouraging digital technology adoption in curriculum and classroom
  • The new narrative: IT training and computational thinking
  • Building technology into the curriculum – lessons, challenges and what we’ve learnt along the way
  • Collaboration at the forefront of today’s teaching environment

When preparing what I wanted to share at the 40 minute session I had been given, I decided on using the Key Competencies from the New Zealand Curriculum to explain why some examples of eLearning from four St Andrew’s College teachers had been successful. Additionally, I wanted to use authentic student voice to highlight this – fortunately, having been blogging on this site for over two years now there was plenty of examples I could draw on.

If you are interested in an independent view of my session then you can see this micro blogs from Nathaniel Louwrens here and this brief reflection from Andrew Corney here. You can download a full copy of my slides from the presentation from this link on dropbox.com.

The Key Competencies are at the heart of great teaching and learning in New Zealand and are the bedrock upon which effective eLearning can be built on.

Key Competencies

The Key Competencies from the NZ Curriculum

It’s worth reading over the entire descriptions of learners who demonstrate the 5 Key Competencies but some highlights I pulled out to share at the conference included:

  • Thinking: is about using creative, critical, and metacognitive processes to make sense of information, experiences, and ideas … Intellectual curiosity is at the heart of this competency … [Students] reflect on their own learning, draw on personal knowledge and intuitions, ask questions, and challenge the basis of assumptions and perceptions.
  • Using Language, Symbols and Texts:  Using language, symbols, and texts is about working with and making meaning of the codes in which knowledge is expressed  … Students who are competent users … can interpret and use words, number, images, … and technologies in a range of contexts … They confidently use ICT to access and provide information and to communicate with others
  • Managing Self: This competency is associated with self-motivation, a “can-do” attitude, and with students seeing themselves as capable learners … It is integral to self-assessment.
  • Relating To Others: Students who relate well to others are open to new learning and able to take different roles in different situations … By working effectively together, they can come up with new approaches, ideas, and ways of thinking.
  • Participating & Contributing: This competency is about being actively involved in communities … They may be local, national, or global. This competency includes a capacity … to make connections with others, and to create opportunities for others in the group.

I started the session off by highlighting the fact that often ICT is talked about in terms of risk. This can come from security breaches, budget blow-outs and ICT project cost overruns, not to mention distracted and off-task behaviour when using technology. I then posed the following questions:

Questions.png

I wanted to highlight how some of the best examples of effective eLearning from teachers at St Andrew’s College was firmly rooted in Key Competencies. I chose examples from the following four teachers:

Teachers

Combining OneNote & MineCraft To Create Pick-A-Path Stories:

This example is explained in more detail here and the basic Learning Outcomes are displayed below with the relevant Key Competencies included:

Learning outcomes from this unit:

  • to produce interactive pick-a-path adventure stories
    • KC: Using Languages, Symbols & Text
  • to work collaboratively online to produce an end product
    • KC: Relating To Others
  • to create stories to share online with a wider audience
    • KC: Participating & Contributing

As mentioned above, I wanted to use authentic student voice as much as possible so I included an abbreviated version of the following video so that the audience could hear students articulating their learning and the impact that technology had made:

An insightful quote from the student called Harry was:

The goal was not to just make something pretty in Minecraft, it was actually to improve the quality of your writing … after writing the story, the idea was to look back in Minecraft and see how you could improve the writing you had already completed.

SAMR DivingTo assist teachers at St Andrew’s College with integration of technology into their teaching and learning, we have adopted the SAMR taxonomy that you can see on the left.

This is a really useful way for teachers to conceptualise how technology might assist the learning outcomes for their students as well as provide them some aspirational goals for extended use of technology. Tom Adams, our eLearning Integrator, has recently written in detail about effective use of the SAMR model which is definitely worth reading if you are new to it. During the presentation, I introduced the audience to a relatively new product from Microsoft called Pulse. This enables the audience to provide real time feedback on a session as well as allowing the presenter to push out questions for quick polls. I asked the audience “What level of SAMR do you feel the Minecraft/OneNote example was operating at?” and below is their response:

Pulse SAMR

Using Microsoft Pulse for instant feedback from the audience

Inspiring Creative Writing Through Constructing Digital Worlds:

The next example I shared was again around creative writing, this time from the High School instead of a Year 6 class. The full reflection can be found here, however the high level overview of the task was as follows (with Key Competencies inserted):

Learning Tasks For This Unit:

  • Write a short story of ~600 words with a theme of “conflict”
    • KC: Using Languages, Symbols & Text
  • Students Must produce at least 4 “drafts”
    • KC: Thinking
  • Drafts must be shared with peers for feedback/feed-forward & act on appropriate advice
    • KC: Participating & Contributing

What was different about this activity is that students had to build their digital world before they started their writing and use it as a source of inspiration and planning, not just as a reflective tool for editing. Settings were constructed in Sketchup, Paint, Minecraft and the source engine of the game Counter-Strike. Here is a student Ralph talking about his world which I again shared with the conference audience:

Again, I find the language used by the student here informative, with some of his comments being:

  • I wanted readers to grasp that the bombs had come from the bank itself”
    • Clearly, the reader’s experience is at the forefront of his thinking when he is designing his digital world.
  • He blended his natural enjoyment of the game Counter Strike with his school work and learning – a win/win situation!
  • Ralph talks about adding a backstory to the real events of the London Bombings, demonstrating a wider awareness of global communities
  • “As I was designing the level I was constantly thinking of ways I could make the story more interesting.
    • This was not just technology for the sake of it – it was clearly shaping and informing his understanding of the creative writing task that was the key learning outcome here.
    • This was manifested through his drafting process where he removed a lot of the dialogue to improve the narrative flow and added more descriptive text such as the sound of the gunfire

This impressive learning came on the back of an earlier, easier task where the students in the class had leveraged an existing digital world (Google Earth) rather than having to create their own. Through the lens of the SAMR scale this makes perfect sense – the students build their knowledge and experience of digital toolsets in the lower levels of SAMR and once mastered they can progress to more difficult tasks. Here is a write up of the earlier task where students had to explain the significance of setting in a film, and this is a student talking about their comprehension.

Again, it’s important to pick up on the student’s language – the technology is integrally linked to the learning outcomes, it is not merely there for entertainment or distraction. By requiring students to record their personal reflections in this way, students are using a number of Key Competencies.

Communicate Musical Intention By Composing An Original Piece of Music Inspired By Art:

The final example I shared with the audience came from Level 3 Year 13 Music. On the first day of the conference I had been asked to be part of a Q&A Panel about integrating technology into schools and one question from the audience was essentially around what are real world examples of great technology usage in NCEA subjects. The heart of the question was around the challenge of adapting existing assessments to be technology rich and I answered it by a brief description of this example from Mr Duncan Ferguson our Head of Music.

  • Using AS.91419 (3.4)
    • KC: Using Languages, Symbols & Texts
  • Students are required to reflect on their composition and explain the connection with the art that inspired them
    • KC: Thinking
  • These are largely independent projects that the students need to work on themselves
    • KC: Managing Self

Here is the video of the student reflecting on their learning:

Flipping The Maths Classroom:

I wanted to allow some Q&A at the end of my session so I ran out of time to share this example from Mr Ben Hilliam, so I’ll briefly reference it here. In this example, the key learning outcomes included:

  • Year 9 Maths: solving Linear Equations
    • KC: Using Language, Symbols & Text
  • Students were required to watch the instructional videos and then attempt the practice questions
    • KC: Thinking
  • Students needed to regularly complete check lists indicating their progress
    • KC: Managing Self

Here is an example video made by Mr Hilliam:

What I most liked about this example is that students were not left on their own to just work through it, the teacher is still involved through the process, despite the availability of the instructional videos. The following screenshot is from a OneNote Class Notebook showing how the student has completed their progress reports and the teacher has provided feedback:

Work eg2

I used MS Pulse to ask the audience whether they personally felt that using a “flipped classroom” genuinely created more opportunities for differentiated and personalised learning during class time. Their response was overwhelmingly “yes!”

Flipping The Classroom

An alternative way to show poll results from MS Pulse

I concluded my session with the following thoughts:

Concluding Thoughts

I really enjoyed the opportunity to present at the NZ Tech Advance Education Technology Summit and was fortunate enough to receive some positive feedback from the session:

Guest Post: Mr Dekker’s Journey With OneNote & Minecraft

This is a repost of a blog on the official Microsoft Education blog where Mr Wilj Dekkers, a Year 6 teacher at St Andrew’s College and Microsoft Innovative Educator, recaps the journey of his classroom over the last two years with Microsoft OneNote and Minecraft.

OneNote is central to the pedagogy in my classroom and school. When you walk through the building you can witness the everyday use of the application from Year 4 to Year 8. You will see Active Boards where teachers annotate writing samples in the Content Library for students to use as a reference for their own learning. Students are huddled around their laptops debating which sources of information are most relevant to include in a shared notebook, and staff are reviewing meeting notes shared through a Professional Learning Group’s OneNote.

Preparatory School Inquiry Learning Model

Preparatory School Inquiry Learning Model

St. Andrew’s College uses a custom designed Inquiry Pathway—the core of which is built around helping students develop a collaborative approach to learning. The approach is question-driven, encouraging students to find the answers themselves, coming to their own conclusions. As a teacher, this is exciting; we plan and facilitate but cannot predict the final outcome.

Having planned an inquiry around national identity in the 21st century, I had posed a problem to my class: The Christchurch earthquakes of 2011 had left a long lasting scar on both the economy and identity of the city. Tourism was dwindling, with visitors flying in and quickly moving on to other parts of New Zealand’s South Island. I challenged my students to answer the question, “What does it mean to be a Kiwi in the 21st century?” and also find a way to bring tourists back to our city.

OneNote Minecraft 1

Students formed collaborative groups and created their own shared notebooks. They planned, questioned and researched their Kiwi icons. They interviewed parents and discussed how families from a variety of cultural backgrounds celebrated being “Kiwis” and what being a New Zealander meant to them. All of which was documented in each group’s shared OneNote Notebook.

Students began asking if they could book laptops to work together in our shared learning spaces outside the physical space of the room. They loved having the flexibility to be able to work together around a PC or laptop and then continue collaborating using OneNote at home, completely away from the physical space of the school, in the evenings. Students were so enthralled with the inquiry unit and ability to work together in real-time through OneNote. Parents even began commenting on how they had never seen their students so excited to return from school and get started on their homework.

Part of the inquiry was looking at how we could bring tourists back to Christchurch. This was where Minecraft was introduced to the class. Students brought in devices running the pocket edition and connected to shared realms via the school’s Wi-Fi. As well as working as a team to answer the big inquiry question, members of each group had individually focused on an aspect of Kiwi culture. I asked the students if they could build a theme park with Kiwiana-themed rides that incorporated elements from their inquiries.

Before long, the class was a buzzing hub of self-directed learning. Students were writing presentation speeches from their inquiry notebooks while Minecraft experts built bigger and better Kiwiana rides to showcase their learning. In the evenings, groups continued developing and improving their learning in preparation for the big day.

By the end of the third term of 2014, OneNote became a standard classroom tool. Having seen the benefits, families had started purchasing laptops for their students to use in our class. This again caused a chain reaction. Students with access to their own devices were using OneNote more, which in turn meant that more students began arriving with laptops.

This had to be managed carefully, since having a laptop in Year 6 is not required. I was wary of technology being used as a substitution tool and made sure that in my planning any use of OneNote or any other tools we were using was in ways that enhanced or allowed learning to take place in a way that could not be done without a device.

OneNote Minecraft 2

It was around this time that Sam McNeill, Director of ICT for the college, brought in six Surface Pro 3s to trial, and I was fortunate to be asked to use one in the prep school. Having always been a believer in the creative power of the pen, I was instantly won over by having the best of both worlds at my fingertips—a fully functional Windows tablet with a stylus that allowed me to write down ideas, thoughts and comments directly into my OneNote Notebooks. It did not take long for a few students to begin arriving with their own Surface tablets!

In the final term of the 2014 school year, we focused on our use of narrative; enhancing writing features and broadening our vocabulary. Using both OneNote and Minecraft seemed like a natural fit.

As a class, we read through “The Warlock of Firetop Mountain,” written by Steve Jackson and Ian Livingstone in 1982. This book was one of the first “single-player gamebooks” and was the first of what was to become a successful series of pick-a-path gamebooks called “Fighting Fantasy.”

OneNote Minecraft 3

The students loved it. We discussed modern game worlds, from Fable to World of Warcraft. How could we emulate those fantastic “Fighting Fantasy” stories using the technology at our disposal, and how could the technology enhance the quality of our writing? We wanted our readers to have the same sense of choice and adventure we had experienced reading “Warlock,” while being able to share our writing without needing to produce any form of print media.

“Minecraft brings out the creativity in me. I love remaking my story Minecraft and improving my writing.”
—Mila

Through the insertion of hyperlinks connecting pages, students found an easy way to provide choices for the reader, and as notebooks stored on Onedrive could be easily shared, the audience for their writing expanded quickly. Students were sharing and collaborating on their adventure stories by allowing editing rights to certain classmates deemed to have the relevant skillsets to be seen as official class editors.

The inclusion of Minecraft was thanks to Ms Tam Yuill-Proctor, a Year 10 English teacher in our college. Students in Tam’s creative writing class had used Minecraft and other 3-D authoring tools to create worlds for their stories.

“Using Minecraft made my imagination go wild with thoughts!”
—Kinda

Our Year 6 students took Tam’s idea and expanded upon it by using Minecraft to both plan and develop their writing, as well as to review and revise the content, descriptive phrases and vocabulary. As their Minecraft worlds grew, so did their stories, which were housed in OneNote. In some cases, we had 10-year-old boys who were not big fans of writing producing 5000-word interactive pick-a-path stories. We published a blog entry detailing the OneNote and Minecraft pick-a-path story.

“Minecraft was helpful because it made me notice all the little details in my narrative that were never in my original bubble plan.”
—Padric

By 2015, most teachers in the prep school had embraced OneNote. The superb OneNote Class Notebook app creator was now an important element of Office 365, and students were appreciating the structure of the Collaboration Space, Content Library and their own personal sections.

Teachers were appreciating the organizational simplicity of adding resources and lessons into the Content Library for students to use in their own sections. Within my Year 6 class, multiple students arrived at the beginning of the year armed with Surface Pro 3s.

OneNote sections became collaborative planning spaces for groups designing games and interactive narratives; students naturally made use of the Collaboration Space to form group sections for our prosthetic hand designs for the 3-D printer.

This was also the first year that I started using Minecraft in Math. The students in my group weren’t huge fans of math. I knew they were capable of so much more, but their personal attitude towards the subject was that it was hard; comments at the start of the year were mostly, “I’m not good at math.” My focus was to change their attitudes to that of a growth mindset where they say, “I’m not good at math, yet!” Continue reading

Presenting At Microsoft Analyst Summit 2016

image006This week I’ve had the privilege of attending, as well as co-presenting, at the annual Microsoft Analyst Summit for Asia Pacific, hosted at the St Regis Hotel in Singapore.⊗ The focus of this summit was Fuelling Customer Digital Transformation Through Innovation and was an opportunity for Microsoft to present their product and solutions roadmaps for industry analysts from the likes of Forrester, IDC and Gartner (amongst others) and where possible, highlight the value through the voice of partners and clients.

This is how I ended up at the Summit – Anne Taylor, from Microsoft NZ, inquired if I would be interested in co-presenting with Guenter Weimer the General Manager of Windows & Devices Marketing for Microsoft Asia Pacific. This seemed like a great opportunity to build on the 2015 video case study below that showcased some of the amazing work from our teachers and students:

Guenter had already seen the video and decided he wanted to show it in its entirety to the Analysts present, before discussing a few other developments at St Andrew’s, including:

  • How do we measure success when it comes to the integration of technology in education
  • To what extent has technology such as OneNote & Office365 increased collaboration amongst students and also between students and teachers
  • Did teachers need encouraging to adopt the use of a digital pen for inking on their Surface devices, or was it a natural transition
  • What plans does St Andrew’s College have for deploying Windows 10
  • In a BYOD environment that allows choice within parameters, how do we ensure cross platform compatibility and successful outcomes

MSAnalystSummit1With an audience of over 90 industry technology analysts, I was unsure what sort of reception a session that focused on education would have, however I was really pleased that after Guenter and I finished talking, there were a number of insightful questions from the analysts during the open Q&A session that followed.

Additionally, based on the Twitter feedback from the Summit’s hashtag of #MSAnalystSummit the session was well received:

Being the first conference of this sort that I’ve attended, I was really pleased to discover how open and engaging the different analysts were that I spoke with during the various breakouts and meals over the course of the two days.

I was also privileged to listen to some phenomenal presentations from other industry experts, including Mr Simon Challis the Managing Director from Ryman Healthcare in New Zealand, talking about how they are using Surface Pro tablets with every client in their retirement villages. Another interesting and relevant session was from Mr Mahendra Vaswani the Director of Teaching and Learning from Hale School in Perth, Australia.

Hale at home

As part of his presentation, he discussed the Hale @ Home programme they run which is described on their website as:

Hale@home is an innovative online learning programme that helps students prepare for the transition to Hale as a boarder. The boys undertake the programme in Year 6, prior to attending the School.

Hale@home provides a welcoming, online forum where boys meet others on the same journey to becoming a boarder. The programme is designed to build their confidence, familiarise them with technology and introduce them to their fellow boarders; all while they are still at home.

This is an outstanding initiative and a fantastic demonstration of how technology can bring both current, and future, students together into a virtual classroom.

Overall, this Summit has been a valuable learning and networking experience for me and represented a great opportunity to showcase the innovation happening at St Andrew’s College to a wider audience.

⊗ Full Disclosure: Microsoft covered all travel costs and expenses for me to attend this summit.

Guest Post: Mr Wilj Dekkers Attends Microsoft Educator Exchange

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This post was written by Mr Wilj Dekkers who attended the Annual E2 Conference. He is the second St Andrew’s College teacher to be invited to this global conference, after Mr Ben Hilliam attended in 2015.

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Mr Wilj Dekkers

Microsoft Education hold an annual event that celebrates the achievements of educators who combine pedagogy and technology in their classrooms and schools.  The event is held in a different global location each year, with 2016 seeing Microsoft Innovative Educator experts (MIE experts) converge on Budapest, Hungary.

I was fortunate to be selected as one of five New Zealand educators to attend this year.  The E2 educator conference ran during the week of March 7th and was based at the Corinthia Hotel in the heart of Budapest.

300 educators from across the globe were given opportunities to collaborate and share our experiences integrating technology within our schools in ways that enhance and move learning forward.

As with every conference, a series of keynotes and discussion panels provided all delegates with inspiration and thought provoking ideas.

Picture3Anthony Salcito, vice president of Worldwide Education at Microsoft, spoke to us about recent trends and the move towards 21st century skills in education.  His keynote reinforced that the world our children are growing up in will require new skill sets; that employers are looking for collaborative, critical problem solvers.  I was impressed that all the concepts discussed came from a pedagogical background and never placed technology above learning but made it an integral part of the lifelong learning process.  As Anthony said, “What we’re here to do is help every student on the planet achieve more.”

Two of the highlights of the morning keynotes were Stephen Reid and Jacqueline Russell.

Stephen runs a company called Immersive Minds and for the past 20 years has been using technology as a learning tool in classrooms.  Stephen works with students and teachers to create new learning environments though a mix of digital and real world tools, developing confidence in the learning process on both sides as well as competence in the use of technology to support pedagogy, classroom management and assessment.  Stephen presented how he uses Minecraft to help develop Key Competencies through History and Science.  I attended one of Stephen’s workshops and spent time speaking with him about my own use of Minecraft to enhance literacy and accepted his kind offer to help us at St Andrew’s with ideas we are developing using Minecraft as part of the school centenary.

Jacqueline presented a keynote focussed on the Surface Pro 4.  Before leaving for the conference, Jacqueline sat with her daughter and talked about where she was going and together, mother and daughter used the Surface and stylus to research, collate and create a digital scrapbook within MS OneNote.  This was an honest representation of the power and ease of this tool when placed in the hands of children.  This reflected my own views as detailed at the end of last year when Microsoft interviewed and filmed teacher’s perspectives of the Surface device being used as a learning tool.

Picture1The workshops this year were diverse with subjects such as flipping your classroom using OneNote, Surface and digital inking to engage students; Minecraft application throughout Science, Technology, Engineering, Arts and Maths (STEAM); building a world in Project Spark that reflected the collective understanding of the ideal learning environment; digital literacy and creative programming in the classroom.

One particular workshop was run by Nikkie Laing, a Microsoft Innovative Educator Fellow from Opaheke School in Auckland.  Nikkie’s workshop centred on the use of Office 365 SharePoint Sites.  In detail Nikkie shared how to minimize the time teachers spend collating and preparing resources and the time learners spend looking for materials and get on with learning.  Her presentation and workshop was so well structured and delivered that she won the prize of best presentation of the conference.  An overview of Nikkie’s workshop is below.

Office Mix

The conference also provided opportunities to showcase what each educator had been working on back in their own countries. I shared the use of Minecraft and OneNote to write detailed pick-a-path narratives. A large number of delegates were quite interested in what the children in Year 6 had achieved with Mike Tholfsen, the Product Manager for OneNote recognising what the children had worked on.  Mike was very interested in how OneNote was being used for learning at our school, being particularly excited by the inclusion of Minecraft in the writing process.  A journalist, Jordan Shapiro also came over, interested in what was happening at St Andrew’s. This has led to a mention in his article for Forbes magazine:

Another teacher tells me how he uses Minecraft to teach creative writing. “I used to tell them to write a story and they’d give me these blank stares. Now I ask them to act out a story in the Minecraft world first and then, together, we figure out how to articulate it in writing.” He describes how the virtual block world lets him walk his students back to specific locations so he can interrogate them about the details. “I encourage them to get more descriptive and specific; I tell them to imagine how things might smell, what the grass might feel like under their feet.”

Overall the experience has both reinforced my beliefs in the importance of integrating technology purposefully in learning and motivated me to expand upon my own pedagogical learning.  The people I met have continued to amaze me with their enthusiasm and creativity.  The New Zealand and Australian contingent have remained in contact post conference, having developed both a close network and long lasting friendship. We are already planning continued collaborative, cross Tasman learning opportunities for our students.

Networked Projectors Offer Easy Access

This post was originally published on the Interface Magazine Online website – you can read the original post here.

How often do you want to access the internet but can’t because your device is connected via Wi-Fi to the classroom projector? It’s one or the other … but not both. St Andrew’s College has worked with Epson to find a way to do things differently.

stAndrews_epson“Epson gave us some sample units, and we trialled some existing units in our preparatory school before we did a major upgrade,” said the College’s Director of ICT Sam McNeill, noting the units were in place for six months. “We wanted proof of the concept.”

By Term 4 last year, the College had rolled out 35-40 Epson EB-535W short-throw projectors.

“One of the key drivers for upgrading to networked projectors was our use of OneNote,” explained McNeill. “We’re gradually becoming a compulsory BYOD school and the majority of teachers now choose a Microsoft Surface Pro 3 or 4. Because we use OneNote, everything that goes up onto a projector screen also gets automatically saved for later in the students’ notebooks.”

Two underlying needs for a projector upgrade were also present, the first being teachers wanting not to be tethered to a projector by a VGA or HDMI cable. The second, more importantly, was St Andrew’s experiences with other technologies.

“We’ve played around with WiDi and Miracast devices, and had varied results.

“The Netgear Push2TV worked okay but still had interference issues because we had 30-40 devices in a classroom,” recalled McNeill. “The ScreenBeam dropped out from time to time, and had some security issues. Also, the pairing process between Miracast and a Windows 8.1 or 10 device was challenging for some teachers.”

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Epson’s EB-535W projectors are networked and have their own IP address which is displayed on the projector’s screen, and a signal is received from a teacher’s Surface Pro via the school’s wireless network. Rather than going from one device to another (point-to-point), this allows for a highly stable connection, not unlike live internet streaming.

St Andrew’s separates all projector traffic on to a separate VLAN (with a dedicated switch), meaning it was isolated and would never affect general school-wide Wi-Fi speeds. All installation of the projectors was done by the in-house ICT team.

Enticingly, Epson’s projectors did not require a network upgrade, they could be used on the existing wireless infrastructure.

“We wanted to be able to use them for the internet and project the teacher’s screens at the same time. What we like about the Epson is, you don’t have to fiddle around with the Windows configuration. It has its own standalone software (EasyMP), and it just works.

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Just one downside has come with the roll-out of Epson’s projectors.

“The trade-off in all of this is that video frame rate is reduced,” added McNeill. “If a teacher wants to play a movie, they’ll need to connect through HDMI for an optimal experience.”

St Andrew’s is using Epson’s advanced networking solutions with its projectors in various ways.

“We have the central management software, which allows us to see how the projectors are running, when bulbs blow, and see how teachers are connecting, all from our ICT office. We even have a scheduled off function, in case teachers forget to turn theirs off.”

Currently, the projector network is only accessible by teachers, not by students.

“It is possible, under moderator control from the teacher, but we haven’t had the teacher demand for it at this stage. Perhaps when they become more fluent and familiar with using wireless projectors, they’ll see the value in students’ BYOD devices projecting to it.”


St Andrew’s College is in Merivale, Christchurch. With a roll of 1,350, it’s a fully-independent, co-educational school for pre-school to Year 13 day and boarding students.

Duncan Ferguson – Apple Distinguished Educator 2016

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Mr Duncan Ferguson

Congratulations to St Andrew’s College’s Head of Music Mr Duncan Ferguson who has been selected as an Apple Distinguished Educator for 2016.

Mr Ferguson is one of five New Zealanders to be selected to attend the Apple Distinguished Educators conference in Berlin, Germany.

Attending an ADE Institute provides powerful opportunities for collaboration and ongoing professional growth for ADE alumni members. This 4-day intensive professional learning experience, will bring 400 ADEs together to collaborate, share, and learn. By collaborating directly with peers from across the world, ADEs will return home with a shared sense of purpose as they develop content and promote powerful ideas for improving teaching and learning worldwide.

To see the iBook about Collaborative Composition that Mr Ferguson wrote as a result of the 2015 ADE Institute in Singapore please visit:

https://itunes.apple.com/nz/book/collaborative-composition/id1052956067?mt=13

Congratulations and have a great trip to Berlin!

Staff Profile – John Quealy

John Quealy

Mr John Quealy

Throughout 2016, I am going to be profiling a number of different St Andrew’s College staff. The first of these was a post that I wrote a few weeks ago about Ms Donna Jones, in the English department. The subject of this post, is Mr John Quealy, a teacher in our Mathematics department.

We have previously blogged about some of the great Teaching and Learning that occurs in this department. This week I had the pleasure of chatting to Mr Quealy, and the Head of Department, Mr Mitch Howard, about the work they are doing to redesign the content and delivery of the Year 11 General Mathematics Course. This course focuses on the practical application of mathematics in everyday life and achieving Numeracy. For students working towards level 5 of the New Zealand curriculum with the opportunity to progress to NCEA Level One Achievement Standards.

Mitch Howard

Mr Mitch Howard HOD Mathematics

Due to the nature of this particular Year 11 course, and the specific learning needs of the group of students enrolled in the course, a few deliberate changes have been made in 2016. As this group of students are in a 1:1 computing environment, the decision was made to increase the role of the device in the course. The pleasing aspect of this course development was that this increased use of technology was not simply as a direct substitute from the original textbook and exercise book model used in the past, but included the deliberate integration of technology into specific, and most importantly authentic, learning tasks.

Working collaboratively, Mr Quealy and Mr Howard identified that these particular students would benefit from more practical and hands-on learning. An example was the Number topic that they are currently working on.

Practical applications of Number in Mathematics

OneNote clip Maths

Example of a student’s food diary, ready for analysis

To give this topic a more practical application the decision was made to embed this important learning into a wider topic around food, and food labeling. Students have been using Microsoft Excel to keep a food diary, which they have embedded into their OneNote class notebook. The benefit of this was that it allows Mr Quealy to access the students’ work and provide the extra feedback, and assistance that certain students require.

The second benefit from using Excel in this situation was that the students were able to develop the basic skills required to complete basic formula, such as percentages and decimals, and data display within Excel through tables and graphs.

“It is great to be able to engage students with real life activities that they can hook onto and see the relevance of life long skills” – Mr John Quealy

Y11 Maths Screenshot

The content library in the class OneNote being used to model what is expected.

 

Mr Howard shares the same sentiments, particularly about the benefits of these students engaging with their devices.

“Numeracy is about being able to use numbers in an everyday setting. If this is the last Mathematics course that these students do, we want it to be useful and practical. We want to be able to teach these students how to use spreadsheets for calculations and organising their thinking. Also if a person is comfortable using a spreadsheet, they will be comfortable using most software that they might be asked to use in a workplace.” – Mr Mitch Howard

 

The benefits of Collaboration between classes

Another clear benefit of this new, computer based course, is that it allows the teachers of both Y11 General Mathematics courses, Mr Howard and Mr Quealy, to collaborate in the planning, delivery and reflection stages of the topic. By having access to each other’s class notebooks, they can keep in close contact, and share ideas, all while obviously maintaining the differences that their individual teaching styles, and student’s needs require.

“It’s also great to be able to collaborate with John, bouncing ideas off each other and seeing which ideas have worked or not. John’s architectural knowledge will be great for when we do our measurement unit on autocad.” – Mr Mitch Howard

A department constantly developing their practice

Within the Mathematics department there are an increasing range of eLearning tools being utilised. There are a small number of staff who run flipped classroom, while others are experimenting with Microsoft Surface tablets. What I particularly liked in this example was the fact that the technology is being used to allow teachers to work more closely together, and use their shared expertise and experience to improve the learning, and engagement, of their students.

It is great to see the increasing engagement with Technology within the department, and I look forward to documenting their innovations in later Blogs.

Collaborating With The Future Schools Expo

This week I was excited to receive correspondence from David Colville, from DataCom Australia. He was present at the 2016 Future Schools Expo in Sydney. His request was that a group of St Andrew’s College students could be made available to share ideas with small groups of students from Mount Sinai College, Sydney. These students had been taking part in one of four future challenges as part of the Maker’s Playground of this conference.

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Collaborative Skype Session with Mount Sinai Hill College

The 4 Challenges:

  1. There was a tornado in Sydney last year. Some houses were destroyed. What sort of house could survive a tornado?
  2. We know that you learn better at school when you are happy, but some times you come to school sad because you might have had a fight with your brother or got told off by your Mum. How can we cheer students up when they get to school so they are ready to learn?
  3. We love Lego, but cleaning up the pieces and finding the right one can be difficult. Is there a way to sort Lego pieces out quickly and make packing up our lego kits more effective?
  4. We don’t have enough refs for our netball games. How can technology help our shortage of refs?

After a quick bit of organisation from preparatory school eLearning expert Wilj Dekkers, it was decided that our recently formed Year 8 Gifted and Talented group would be perfect for this opportunity. This group are working with Mrs Julie Rogers as part of the College’s GATE program.

The view from Sydney: Mt Sinai College students at Future Schools conference on a Skype call to St Andrew's College

The view from Sydney: Mt Sinai College students at Future Schools conference on a Skype call to St Andrew’s College

With only a few minutes preparation time afforded, it was great to see this small group of students independently agree to use the Collaboration Space on a OneNote Notebook, set up a dedicated area of this space so that they could collaborate on their ideas during the Skype Call, and then test the functionality of this space. This setup was all done independently of any teacher input and took only a few minutes.

The structure of the Skype conversation was simple. A small group of Mount Sinai students explained their solution to one of the problems described above, and the St Andrew’s students responded with their critiques, ideas and encouragements.

During the activity the students from both school were extremely engaged. They listened carefully to the input from all students and the questioning and reasoning on show was impressive. This activity was a really great example of students, in two different locations, displaying their collaborative and teamwork skills in an unfamiliar setting.

I liked the future problem solving Skype, because I enjoyed helping them with their problems to come up with better solutions. I also enjoyed discussing these problems with our group. We all put our solutions together to make the best one. Our group of year eights all had an input to help improve their solutions, because even if we didn’t want to say out loud, we had our OneNote to write our suggestions on, so our other group members could say it for us. – Maya, St Andrew’s College Year 8 Student

Here, at St Andrew’s College, we enjoying using Skype to connect with other Educators or Students across the globe. We have enjoyed a number of Mystery Skypes, have engaged with a children’s author, and brought experts into the classroom. We all look forward to the next opportunity to use Skype to help complement the other great learning that occurs in our classrooms!

Introducing Blair McHugh – Teacher of Digital Technologies

Licensed under Creative Commons

Licensed under Creative Commons

Recently I took the opportunity to sit down with Mr Blair McHugh, our new teacher of Digital Technologies at St Andrew’s College and discuss his previous experiences and vision for the subject. What became apparent was Mr McHugh’s passion for the subject and how his approach to teaching programming aims to dispel the common misconception of a sole programmer working in a darkened room eating pizza!

Prior to joining the staff at St Andrew’s, he had taught for 9 years at Burnside High School and before that at Cashmere High School. Importantly, however, he has industry experience with Fujitsu NZ primarily in networking and infrastructure and it is these skills he aims to impart to students at the College.

A coding language is just a tool – if you’ve not solved the problem before you begin the actual coding,  then you’re probably not going to solve the problem.

Mr McHugh will be teaching students the Python coding language, however as the above quote suggests, there is significantly more to this subject than just learning one of the many programming languages that exist these days. The steps students are encouraged to follow are:

  • Plan – understand what the requirements of the job are, ask the right questions and formulate an approach to solving this before you start coding. Analysis like this early on helps to ensure future success in the project.
  • Code – once you have fully analysed the problem and planned an approach, only then attempt to write some code.
  • Test – execute the code and see if it works!
  • Review – check how it has all gone
  • Repeat – go back to the planning and analysis to see what may need to be improved, re-work the code accordingly, and test it out. Keep repeating this process until you have it working and the problem is solved and the key outcomes from the planning stage are met.

One of the key messages Mr McHugh has to remind students of is the need to avoid “programming on the go” as this almost invariably leads to wasted time:

Time is the biggest and most precious resource available to students. There is little cost in ‘real’ resources when churning out code, but time spent aimlessly coding is too important to waste

To achieve an Excellence in Level 3, students need to demonstrate real efficiencies in their code – there should be no “blind corners or dead ends” – and the easiest way to avoid this is effective planning and regular reviewing of the code.

To further enhance the students ability to plan efficiently, he promotes a very open, collaborative environment where students are not just expected to participate and inter-relate with each, they are required to. This is supported by the banning of headphones in class – students can not be an individual silo separated from the rest of the class. The rationale behind this is that increasingly in the workplace, programmers need to be talking to stakeholders, clients, fellow programmers and communicating effectively to all of these individuals.

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The Term 1 2016 DPR Value of “Honesty” works very well in Digital Technologies

Whilst discussing this, Mr McHugh pointed out how well the Term 1 DPR Value (Developing Positive Relationships) worked in his class. He expects students to be honest when they’ve struck a problem with their coding or analysis and be able to ask other students for input.

Key Competencies

The Key Competencies from the NZ Curriculum

 

Consequently, the Key Competencies from the NZ Curriculum play a major role in his classes, in particular  Participating and Contributing and Relating to Others as students interact and collaborate together. In the words of Mr McHugh:

 

No one codes alone in a silo in the real world – being part of a team and coding on a bigger project is a critical skill to learn in school.

To further support this, students practice sitting around a table, asking questions of each others’ projects. Asking the right sort of questions is an essential part of problem solving and developing critical thinking skills. Along with these skills is the continued importance of a strong mathematical foundation to be a successful programmer.

Too often, students do not think maths or physics are necessary in coding, however to start doing advanced 3D graphics a strong grasp of matrices and geometry is critical:

Students can still do 2D platform style games, Angry Birds etc, without strong maths. However, it’s the 3D graphics in games like Halo that really spins their wheels and attracts their attention … BUT you need great maths ability to do that sort of thing.

Following on from the work of Mr Phil Adams, Mr McHugh will continue the lunchtime Code Clubs for those students who are not taking Digital Technologies as a subject.

I’m really looking forward to seeing some of the projects that students will work on this year and hopefully writing about them on this blog.