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This group is supported by ASCD to share information and resources. While ASCD supports this group, it does not necessarily reflect their policy nor is it their official publication.

We began publishing a newsletter after the ground breaking books How the Brain Works and Human Brain and Human Learning by Leslie A. Hart with earlier publications under other titles during the early 1980s.  Launa Ellison published the Consortium for Whole Brain Learning newsletter between the years 1980-2003. This newsletter started in 1989 as hard copy and went to the electronic format in 2006. Brain-Compatible Learning Network

We are senior educators freely sharing our lifetimes in schools. We ask only of the materials you use that you indicate the source.

Surprisingly, in the early years, the concept of brain based learning was resisted and it was difficult to obtain sessions on the topic at conferences or to get articles published in the major education journals. That changed dramatically in recent years

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Most Recent Group Videos

    • TEDx Video Dr. Judy Willis Feb 1, 2012 PART 2

    • TEDx Video Dr. Judy Willis Feb 1, 2012 http://bit.ly/wlxLIC Topic “From Neuroscience Lab to the Classroom” TEDxEnola 
    • Judy Willis referenced TEDX dopamine effect

    • One on One with Dr. Judy Willis

    • Interview at Lower Canadian College about transition from neurologist to teacher
    • Edutopia Judy Willis Video A Neurologist Makes the Case for the Video Game Model as a Learning Tool By Judy Willis MD 4/14/11

    • From Blog on Edutopia by Judy Willis, M.Dl Below is text that accompanies the video clip at  http://www.edutopia.org/blog/video-games-learning-student-engagement-judy-willis                                   A Neurologist Makes the Case for the Video Game Model as a Learning ToolBy Judy Willis MD4/14/11 The popularity of video games is not the enemy of education, but rather a model for best teaching strategies. Games insert players at their achievable challenge level and reward player effort and practice with acknowledgement of incremental goal progress, not just final product. The fuel for this process is the pleasure experience related to the release of dopamine.Dopamine MotivationThe human brain, much like that of most mammals, has hardwired physiological responses that had survival value at some point in evolutionary progression. The dopamine-reward system is fueled by the brain's recognition of making a successful prediction, choice, or behavioral response.Dopamine is a neurotransmitter that, when released in higher than usual amounts, goes beyond the synapse and flows to other regions of the brain producing a powerful pleasure response. This is a deep satisfaction, such as quenching a long thirst. After making a prediction, choice, or action, and receiving feedback that it was correct, the reward from the release of dopamine prompts the brain seek future opportunities to repeat the action. For animal survival, this promotes life or species-sustaining choices and behaviors, such as following a new scent that leads to a mate or a meal and remembering that scent the next time it is present.No Pain, No GainThe survival benefit of the dopamine-reward system is building skills and adaptive responses. The system is only activated and available to promote, sustain, or repeat some mental or physical effort when the outcome is not assured. If there is no risk, there is no reward. If there is no challenge, such as adding single digit numbers by a student who has achieved mastery in adding double-digit numbers, there is activation of the dopamine-reward network.In humans, the dopamine reward response that promotes pleasure and motivation also requires that they are aware that they solved a problem, figured out a puzzle, correctly answered a challenging question, or achieved the sequence of movements needed to play a song on the piano or swing a baseball bat to hit a home run. This is why students need to use what they learn in authentic ways that allow them to recognize their progress as clearly as they see it when playing video games.Awareness of Incremental Goal ProgressIn a sequential, multilevel video game, feedback of progress is often ongoing, such as accumulating points, visual tokens, or celebratory sound effects, but the real jolt of dopamine reward is in response to the player achieving the challenge, solution, sequence, etc. needed to progress to the next and more challenging level of the game. When the brain receives that feedback that this progress has been made, it reinforces the networks used to succeed. Through a feedback system, that neuronal circuit becomes stronger and more durable. In other words, memory of the mental or physical response used to achieve the dopamine reward is reinforced.It may seem counter intuitive to think that children would consider harder work a reward for doing well on a homework problem, test, or physical skill to which they devoted considerable physical or mental energy. Yet, that is just what the video playing brain seeks after experiencing the pleasure of reaching a higher level in the game. A computer game doesn't hand out cash, toys, or even hugs. The motivation to persevere is the brain seeking another surge of dopamine -- the fuel of intrinsic reinforcement.Individualized Achievable ChallengeIndividualized achievable challenge level is one where a task, action, or choice is not so easy as to be essentially automatic or 100% successful. When that is the case the brain is not alert for feedback and there is no activation of the dopamine reward response system. The task must also not be perceived as so difficult that there is no chance of success. It is only when the brain perceives a reasonable possibility of success for achieving a desirable goal that it invests the energy and activates the dopamine reward circuit.fMRI and cognitive studies reveal that the brain "evaluates" the probability of effort resulting in success before expending the cognitive effort in solving mental problems. If the challenge seems too high, or students have a fixed mindset related past failures that they will not succeed in a subject or topic, the brain is not likely to expend the effort needed to achieve the challenge.Brain effort is costly because this three-pound organ needs 20% of the body's supply of oxygen and glucose to keep its cells alive. The brain operates to conserve its resources unless the energy cost is low or the expectation of reward is high. In the classroom, that is the ideal level of instructional challenge for student motivation.When learners have opportunities to participate in learning challenges at their individualized achievable challenge level, their brains invest more effort to the task and are more responsive to feedback. Students working toward clear, desirable goals within their range of perceived achievable challenge, reach levels of engagement much like the focus and perseverance we see when they play their video games.Feedback or scaffolding may be needed to support students' perception that the challenge is achievable, but the levels of mastery are rarely the same for every student in the class. This is when we need to provide opportunities for differentiating and individualizing. These interventions range from clearly scaled rubrics, to small flexible groups for "as needed" support, or collaborative groups through which students can "enter" from their strengths. Descriptions of these strategies, beyond the scope of this article, are found in differentiated instruction literature.Game Entry Point is a Perfect Fit Through Pre-assessment and FeedbackThe best on-line learning programs for building students' missing foundational knowledge use student responses to structure learning at individualized achievable challenge levels. These programs also provide timely corrective and progress-acknowledging feedback that allows the students to correct mistakes, build understanding progressively, and recognize their incremental progress.The classroom model can follow suit. Video games with levels of play allow the player to progress quickly through early levels if the gamer already has the skill needed. Gamers reportedly make errors 80% of the time, but the most compelling games give hints, cues, and other feedback so players' brains have enough expectation of dopamine reward to persevere. The games require practice for the specific skills the player needs to master, without the off-putting requirement to repeat tasks already mastered. This type of game keeps the brain engaged because the dopamine surge is perceived to be within reach if effort and practice are sustained.Good games give players opportunities for experiencing intrinsic reward at frequent intervals, when they apply the effort and practice the specific skills they need to get to the next level. The games do not require mastery of all tasks and the completion of the whole game before giving the brain the feedback for dopamine boosts of satisfaction. The dopamine release comes each time the game provides feedback that the player's actions or responses are correct. The player gains points or tokens for small incremental progress and ultimately the powerful feedback of the success of progressing to the next level. This is when players seek "harder work". To keep the pleasure of intrinsic satisfaction going, the brain needs a higher level of challenge, because staying at a level once mastery is achieved doesn't release the dopamine.Bringing Incremental Progress Recognition to the Classroom... and BeyondIn the classroom, the video model can be achieved with timely, corrective feedback so students recognize incorrect foundational knowledge and then have opportunities to strengthen the correct new memory circuits through practice and application. However, individualized instruction, assignments, and feedback, that allow students to consistently work at their individualized achievable challenge levels, are time-consuming processes not possible for teachers to consistently provide all students.What we can do is be aware of the reason the brain is so responsive to video game play and keep achievable challenge and incremental progress feedback in mind when planning units of instruction. One way to help each student sustain motivation and effort is to shift progress recognition to students themselves. This can be done by having students use a variety of methods of recording their own progress toward individualized goals. Through brief conferences, goals can be mutually agreed upon, such as number of pages read a week (with comprehension accountability), progression to the next level of the multiplication tables, or achievement of a higher level on a rubric for writing an essay. Free bar graphs downloaded from the Internet can be filled in by students as they record and see evidence of their incremental goal progress. In contrast to the system of recognition delayed until a final product is completed, graphing reveals the incremental progress evidence throughout the learning process. I've found that for students who have lost confidence to the point of not wanting to risk more failure, it is helpful to start the effort-to-progress record keeping and graphing with something they enjoy, such as shooting foul shots or computer keyboarding speed and accuracy.Immediate Gratification or Long-term Goal Pursuit?Compared to an adult brain, a young brain needs more frequent dopamine boosts to sustain effort, persevere through challenges and setbacks, and build the trait of resilience. The brain's prefrontal cortex, with its executive functions (judgment, analysis, delay of immediate gratification, prioritizing, planning, etc.) will be the subject of a future blog. In relation to the video game model, it is important to plan instruction keeping in mind that the executive function circuits are late to mature – well into the twenties. The visible evidence seen on their graphs or rubric progress evidence helps students develop the concept that effort toward a goal brings progress. This, in turn, builds their capacity to resist their young brain's strong drive for immediate gratification. As students use visible models to recognize their incremental goal progress, they build the executive function of goal-directed behavior.Classroom instruction that provides opportunities for incremental progress feedback at students' achievable challenge levels pays off with increased focus, resilience, and willingness to revise and persevere toward achievement of goals. The development of students' awareness of their potentials to achieve success, through effort and response to feedback, extends far beyond the classroom walls. Your application of the video game model to instruction encourages the habits of mind through which your students can achieve their highest academic, social, and emotional potentials.
    • Build community

    • Posted by Judy Willis but created by Institute Participant: To build community a member (I'll post her name and school when I have that permission) of the Learning and the Brain Summer Institute at UCSB that I just finished leading had us do a simple count off with bizarre voices. She explained that it breaks the ice with "no mistake fear" so faculty and students can raise dopamine with laughter, movement, positive peer interactions, and optimism and be motivated to sustain participation.
    • Judy Willis RAD Animoto Video Neuroplastity

    • Just as traffic congestion improves with additional lanes, neural transmission improves in speed, efficiency, and durability when the networks develop more connections (dendrites, synapses) and additional layers of insulating myelin. That is why Practice makes Permanent. I made this video on the animoto.com free website to "advertise" and promote curiosity among my students for the lessons I taught them about their own brains. When they understood about the value of review and restimulating their own networks, homework and test review wasn't any more "fun" but the understood that "neurons that fire together, wire together" and they were building their long-term memory circuits when they participated in class and did that homework. Most convincing was my proposal that if they built a strong network and restimulated it with use, they would never have to "relearn" what a least common denominator was ever again.
    • Mistakes Make You Smarter

    • You can make your own free short videos like this one at animoto.com. It is so simple because the program does all the transitions and has the video clips, stills, and music you just click and add (or use your own).  I made this one  to begin presetatons about "Mistakes Make You Smarter." It is about how making mistakes, followed by timely corrective feedback and practice, alters the neural circuits to "rewire" the network with correct information. Then, with practice, neuroplasticity strengthens the corrected network and the brain becomes "smarter".
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    • My ASCD Book Spine Poem

    • I creatively ordered the titles...fun idea via http://www.brainpickings.org/index.php/2012/04/16/book-spine-poetry-future/
    • Goldie and Judy as copresenters

    • Goldie Hawn and Dr Judy Willis Building Better Brains

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    • Dr Judy Willis with student wearing her college sweatshirt.jpg

Comments




  • http://brainrules.net/film

    The book from which these videos belong to got me started on brain compatible teaching. I have read many titles since, but I believe this one is still the best. Plus the videos are hilarious and I have used them successfully with my ninth grade students.
    Mark_Davis1, 3 years ago| Flag
  • Judy Willis' next ascd webinar July 20th on Motivating students
    Free Registration: http://www.ascd.org/professional-development/webinar-archive.aspx
    Judith_Willis, 3 years ago| Flag
  • Calling all reflective leaders: nominate an educator for the Outstanding Young Educator Award at www.ascd.org/oyea by August 1st.
    Meg_Simpson, 3 years ago| Flag
  • Interactive may of thinking maps:
    Thanks Linda for this example of many graphic organizers and thinking maps
    Click on the table to see examples of each example http://bit.ly/uxSL
    Judith_Willis, 3 years ago| Flag
  • My Top Ten Neuro-LOGICAL Educational Reform Recommendations

    For the first time since the institution of public education in the U.S., students currently in high school are less likely to graduate than their parents. We are the only industrialized country where that is true. Here are my recommendations to change the appalling dropout rate and prepare students for the 21st century.

    1. Collaborate: Students in the U.S. need new skills for the coming century, not to be superior to students worldwide, but to be ready to collaborate with others on a global level to find creative solutions to problems now and in the future.

    2. Evaluate Information Accuracy: The current curriculum focus on memorizing isolated facts to pass standardized tests is inadequate preparation for now or the future. New information is being discovered and disseminated at a logarithmic rate and the facts as students learn them today may not be fully accurate or complete in the near future. Students need to know how to find accurate information and use critical analysis to assess the veracity/bias and current/potential uses of new information. These are the executive functions students need to develop and practice in school today, or they will be unprepared to find, analyze, and use the information of tomorrow.

    3. Teach Tolerance: In a global world of collaboration communication and tolerance (openness) to unfamiliar cultures and ideas will be the educational currency for the jobs and problems of the future. School needs to provide opportunities for experiences and discussions to help students learn about and feel comfortable communicating with people with other cultural norms and practices.

    4. Assessing Student Knowledge: Standardized tests for federal NCLB funds test rote memory of isolated facts. Assessments need to include ways for different types of learners to demonstrate their knowledge. Once teachers do not have to teach-to-the-tests of rote memory, classrooms can become places of inquiry, student-centered discussions, and active, engaging learning.

    5. Beyond Differentiation to Individualization. Children are born with brains that want to learn and with different strengths and intelligences that can best empower their success. Students grow best through their strengths. Discovering their strengths and engaging in learning through interests stimulates the strongest neural circuits so the brain is preset for engagement and knowledge building. One size does not fit all in assessment and instruction. The current testing system and the curriculum that it has spawned is unidirectional and leaves behind the majority of students who do not do their best with the linear, sequential instruction. With greater differentiation of instruction we can lower the barriers, not the bar as all children learn to their full potentials.

    6. Inspiration and engagement open the brain's information filters (reticular activating system and amygdala) to accept sensory input. In the absence of these qualities at the beginning of a unit of instruction the brain, at an unconscious level, does not admit the input that is not determined valuable to survival or pleasure. To gain admission through these unconscious brain filters lessons need to be personally relevant, low in stress, and incorporate enjoyable modes of information presentation.

    7. Lower Stress. React or Reflect? The amygdala is an emotion evaluating structure through which all sensory input must pass. The state of stress or well-being determines if the input is directed to the reflective, higher cognitive "conscious" decision-making brain, or to the reactive brain where the only "choices" at this unconscious level are fight, flight, or freeze. These are often misinterpreted by teachers as ADHD, acting-out, or signs of low intelligence. The students are not consciously misbehaving. Their brains are simply in the reactive state in which they have no conscious control.

    8. Using Learning Beyond the Classroom. New "learning" does not become permanent memory unless there is repeated stimulation of the new memory neural pathways. This is the "practice makes permanent" aspect of neuroplasticity where neural networks most stimulated develop more dendrites, synapses, and thicker myelin for more efficient information transmission. These stronger networks are less susceptible to pruning and become long-term memory holders. Students need to use what they learn repeatedly and in different, personally meaningful ways for short-term memory to become permanent knowledge that can be retrieved and used in the future.

    9. Teach students (and educators) the Brain Owner's Manual. The most important manual students and educators can read is the owner's manual to their own brain. When we understand how our brains take in and store information, we hold the keys to operating our brains most successfully. Understanding that they can change their own brains and intelligence (neuroplasticity) builds students' resilience and willingness to persevere through challenge.

    10. Teaching is not brain surgery. It's Harder. When teachers receive the recognition, status, and more of the autonomy I receive as a neurologist, we will attract the best and brightest to teaching and keep professional educators longer than the current five year average.

    http://www.RADTeach.com
    Judith_Willis, 3 years ago| Flag

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