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Confusion

+. +. +. +. +. =. Beliefs. Vision. Mission. Resources. Skills. Change. Incentives. +. +. +. +. =. Vision. Mission. Resources. Skills. Indifference. Incentives. +. +. +. +. =. Beliefs. Mission. Resources. Skills. Mistrust. Incentives. +. +. +. +. =. Beliefs.

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Confusion

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  1. + + + + + = Beliefs Vision Mission Resources Skills Change Incentives + + + + = Vision Mission Resources Skills Indifference Incentives + + + + = Beliefs Mission Resources Skills Mistrust Incentives + + + + = Beliefs Vision Resources Skills Confusion Incentives + + + + = Beliefs Vision Mission Resources Skills Resistance + + + + = Beliefs Vision Mission Skills Frustration Incentives + + + + = Beliefs Vision Mission Resources Anxiety Incentives Adapted from Knoster, T. 1991

  2. + + + + + = Beliefs Vision Mission Resources Skills Change Incentives + + + + = Vision Mission Resources Skills Indifference Incentives Adapted from Knoster, T. 1991 “Perhaps this is why teachers say they have had too much change. Perhaps they would be more accurate if they said they have had too much innovation and too little systemic change. Perhaps it is time to recognize that the reason so many innovative efforts have failed has to do with the way present systems operate and to recognize further that the only way the dramatic innovations needed to truly ‘break the mold’ will succeed is to change the systems that define public education in America.” Phillip Schlechty, Creating Great Schools,p. 20

  3. Systemic Design Design Results for Properties Qualities Resources “Customers” • For community and Design Qualities of Context • Content and substance • Organization of knowledge • Clear and compelling product standards • Protection from adverse consequences for initial failures Design Qualities of Choice • Product focus • Affirmation of performance • Affiliation • Novelty and variety • Choice • Authenticity • Culture • Resource V ariables society at large - What students learn is - Beliefs - T ime culturally significant - Commitments - People and valued by the community and - Meanings - Space society at large. - V alues - Information • For parents - Lore - Students are happy . - Students are safe. - T raditions • T echnology - Students learn what - T ools parents believe they should learn. • Structure - Processes • For the school system - Rules - Skills - Students are engaged. - Roles - Students persist with the work. - Relationships - Students learn what teachers want them to learn. • For students - Interesting work - Challenging work - Satisfying work

  4. Design Qualities of Context • Content and Substance • Organization of Knowledge • Clear and Compelling Product Standards • Protection from Adverse Consequences Design Qualities of Choice • Product Focus • Affirmation • Affiliation • Novelty and variety • Choice • Authenticity

  5. Can you cite examples close to home? Preachments? Practices? Pretenses?

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