student choice

The Power of Student Choice

When we do technological innovation with our students, it is important the we keep the proper objectives in our minds. We want students to learn the content, innovate, collaborate, and think critically. These are absolutes.

That being said, the way they go about it does not matter so much. Does it matter how they do it? Do they all have to create something in the exact same way?

Recently, I had two projects in my classes, one for Frederick Douglass in my ELA class, and the other for the development of the North and South prior to the Civil War. I had been struggling to motivate and excite my students about ThingLink, but with these projects I opted instead to give students the option of using it. In other words, I let them choose the format for creating the project. They could create a ThingLink, an iMovie documentary, a blog post, a tri-fold poster, a Minecraft village, or any other ideas they they had.

The results far exceeded anything I could conceivably create. One pair of students created a professional-quality documentary, while another used a statistical map of the U.S. as the backdrop for a ThingLink. Others created blog posts protesting slavery by using Douglass’ life as evidence of its evils.

To be sure, I doubt that I could motivate every student to create a ThingLink or a village in Minecraft. Some were excited to write blog posts, but many opted out of that. The standards do not require students to master ThingLink or iMovie or Aurasma or Minecraft. Even the ISTE standards promote creativity and collaboration, but not specific apps or products.

In other words, when we learn about a fancy new tool at a conference, not every student will enjoy it, and that’s okay. It is one tool at our disposal, one way to motivate students.