Menu
The purpose of this session is to: 1) introduce the attendees to Student Facing Lesson Plans (SFLP), 2) offer the attendees the opportunities to see SFLPs in action (real lessons and student work from the presenters' classrooms), and 3) allow the attendees to brainstorm ways they can create their own SFLPs using the provided planning template.
SFLP was designed by the Voyages South Preparatory High School (VSPHS) community to support the objectives, instructional focus, and curriculum for individual students who have traditionally faltered in main stream classrooms. VSPHS is an alternative school that serves students age 16 and older who are not on track to graduate by age 18. The instructional expectations of SFLP centers on the belief in PURPOSEFUL PLANNING, TRANSPARENCY OF LEARNING, and GAMIFIED INSTRUCTION, so 1) the learning is highly accessible and engaging, especially for new English Language Learners (new immigrant populations in NYC) and students with special needs, and 2) the students understand the what, why, and how of what they are learning.
Ever since the introduction of SFLPs:
1) classroom work turn-in rate has increased
2) disruptive student behaviors have decreased
3) organic classroom discussions have increased
4) standardized testing scores have increased for English Language Learners and students with special needs.
5 min principal introduction:
Who we are, who we serve, and what "games" we play.
Transition:
How often do your students ask you: "what are we doing?"
10 min slide deck:
What led to the creation of Student Facing Lesson Plans aka SFLP 2600 (modeled after the Atari 2600)?; What it was designed to do?; What were the student outcomes that came out of it, and the mechanics behind it?
20 min small group work:
Review the sample SFLPs and the associated student work. Discuss: How does it lead students from one activity to the next?; How does it communicate to the students the purpose behind each activity?; How does it gamify learning?; How does it make the learning more accessible for English Language Learners?; Students with special needs?
10 mins:
Hear from the students themselves.
10 min small group or individual brainstorm:
Defeat the final "game boss" in your classroom.
https://www.learningsciences.com/blog/why-is-student-engagement-important/
https://gothamist.com/news/bilingual-teachers-hard-to-find-as-thousands-of-migrant-students-enter-nyc-schools
https://www.hmhco.com/blog/what-is-gamification-in-education
https://www.understood.org/en/articles/understanding-universal-design-for-learning