One of our goals in DC Public Schools is to increase student engagement and youth voice. My Diversity, Equity and Inclusion team leads
our initiatives that provide additional supports and opportunities for students
of color in our district. Two of these key initiatives, Reign and EMOC (Educating Males of
Color), provide leadership and enrichment opportunities to help increase student
engagement and youth voice.
I recently come across a technology tool that I believe could really increase our student engagement, as well as, youth voice. The tool is Smashboard Edu and I recently learned about this tool at the Equity and Excellence in Education Conference at North Carolina A&T University. Smashboard Edu is branded as a “problem-based learning and design-thinking process smashed into a gamified experience!” (https://smashboardedu.com/, 2019) This tool provides an opportunity for participants to use their creativity and innovation to solve a real problem. Some of the real problems that are offered for consideration Smashboard Edu include personal conflict, disruptive behavior, tardiness, bullying, inequity, boredom, waste, pollution, sickness/disease, poverty, violence, language barriers, unsustainability, homelessness and hunger. Many of these issues have a disproportionate impact on youth, however they are often not engaged when solutions are being designed. This type of tool helps to make education more engaging and relevant. Smashboard Edu could be a great resource to help teachers connect content . real life and therefore answer the question that students often ask, “Why am I learning this?” Here is a video to provide more insight to this technology product.
Step 1 of Smashboard Edu is “Problem”. In the game, you will find instructions
listed for each step. When you click on
the card, specific questions appear. For
example, if you click on the “Problem” card the following three questions appear:
(1) What is the problem?; (2) Who does it affect?; and (3) Why is it important
to you?
The game begins when the teacher/facilitator gives the class or groups a "problem to smash."
The game begins when the teacher/facilitator gives the class or groups a "problem to smash."
Each step also includes instruction for optional or advanced activities to make it more engaging. For example, in step 2, “Research”, the facilitator may need to provide additional instruction in research techniques such as advanced online search methods or evaluating source credibility. What I like about this feature, it that it allows the teacher to integrate additional content as the game is being placed. The teacher can provide an opportunity for students to gather research online, to use their notes from class or rely on their memory.
Step 3, the participants are focused on solving their dilemmas. This part of the game typically requires the greatest amount of time, as students should be thinking through a few options before landing on the best solution for the challenge. One option to make this step more challenging it to required the teams to use some creative app to design their solution, again providing for additional use of technology.
Another important feature of Smashboard is
that it allows teams to share their solutions with others. The "Share" step, which is the fourth step in the game, makes it easy
for teams to share their ideas electronically with their teacher and their peers.
So, while one part of the game is to see which team can complete the challenge,
i.e. solve the problem the fastest, the most valuable feature is the opportunity
to assess the quality of the solutions and for students to share and discuss potential
solutions to real world problems that directly impact their quality of life. An advanced feature recommendation for this
step is for students to post their solutions on social media and to tag as many
relevant companies, support groups, or individuals on social media to campaign
for change”. This would be a great way
to engage students during Bullying Prevention Month or as part of drug
prevention campaigns.
The final step in the game is “Reflect”. I also really like this step, because I believe
that reflection is essential to sustaining deep learning. During Reflect, the teacher can decide to have
the students reflect individually, in teams or as a class. Additional option is to have teams record
their reflections and share in a short video. One resource that is recommend to share the video reflections is Flipgrid. Teams could also develop a rubric to assess the quality of their solution as part of their reflection.
Smashboard has a Twitter
page and here is an example of how students are being engaged in providing innovative solutions to real world problems.
I am excited about Smashboard Edu and its applications to the work that I have influence and responsibility. I believe that our students’ expertise is one of our most underutilized resources. In the Office of Equity at DCPS, we are working diligently to find solutions to many challenges including bullying, homelessness, violence, drug use, and racism. I will be encouraging my teams to use Smashboard Edu as a tool to enage our students in designing solutions!
Reference
Smashboard Edu (2019, April 16) Retrieved from https://smashboardedu.com/



