Chapter 2 - Understanding and Planning Achievable Challenge
Willis begins the chapter by offering a few examples to demonstrate the frustration
or boredom one might feel if not given an achievable challenge. One example –
“you are dropped off at the top of a ski resort’s steepest run when you’ve only
had experience on the beginner slopes OR you have to spend your day on the
bunny hill when you’re an expert skier.”
She relates these examples to the students who either do not
have the foundational background to understand new topics in class or to those
who have already mastered the current concepts. To be engaged, students need
relevant, achievable challenges which are difficult enough to hold their
interest and make them exert mental effort, but do not cause them to be
frustrated. According to Willis, achievable challenge is powerful, because each
success leads to increased levels of dopamine in the brain, which is
accompanied by a sense of pleasure and decreased anxiety in response to various
stressors. Dopamine release also helps to increase memory (interesting!).
Dopamine is released when the brain is aware of making a correct choice, and
this correct response is more valued by the brain when the problem is in an
individual’s challenge range. The intrinsic rewards of solving a challenging
problem lead to reduced math negativity and increased resilience. Students
start to see themselves as learners of math and they develop confidence,
curiosity, perseverance, and interest. If students have a great deal of
negativity toward math, support needs to be provided with the challenges so that
failing is does not occur (at least not often). (Willis states that these types of approaches will be
described in later chapters).
Willis discusses the learning aspect of video games – they are
an example of the “…lure of achievable challenge because they help students
reach personally desirable goals.” She believes that the video game model of
incremental challenge, translated to the classroom, results in lessons that are
satisfying, motivating, and designed to build mastery. Referencing Gee (2003),
she states that some computer games can increase sustained focus, creative
problem solving, and perseverance through challenge. Some games also teach
skills that may not be in standard school curriculum, like teamwork, data analysis,
decision making, and digital literacy. Willis states that we can develop
academic lessons using the principles that make video game technologies compelling, and that we can
use strategies to provide experiences and develop student goals based on
individualized realistic challenges. Willis does acknowledge that creating individual plans with
appropriate challenge for maximum brain engagement is time consuming.
Instructional strategies include conferencing, encouraging student
self-assessment and reflection, and providing specific timely feedback so
students can make corrections (these strategies will be discussed later).
However, she states that the extra planning time is rewarded by students’
successes, improved confidence and attitudes, and their achievement on
standardized tests. Student classroom behaviors may also improve.
When students are successful at solving challenging
problems, it should be celebrated, to reinforce the dopamine-pleasure
response. To celebrate and maintain these positive memories, students can:
1) teach the new skill to someone else
1) teach the new skill to someone else
2) keep a list of achievements in their math
journals or write them on a wall chart
3) take a photo of the final achievement, even if it is just
a well-solved math problem
4) write a note to their parents, with the
teacher adding a comment
teachers can:
teachers can:
5) provide opportunities for students to transfer the new
skills to new situations (Willis calls this “celebrate and cement”)
6) incorporate a record of progress as part of students’
ongoing assessment
(to be continued, otherwise this post will be way too long!!)
Comments
Post a Comment