MAS.714J | Fall 2009 | Graduate

Technologies for Creative Learning

Readings

This page lists the required and optional readings for each class session, plus excerpts from the students’ reading responses blog (courtesy of the students and used with permission).

Directions for Reading Responses

Each week, students will post responses on the class blog to some reflection prompts and questions about that week’s readings. Prof. Resnick and Karen Brennan will pose the questions for Weeks 2 and 3, while subsequent weeks’ questions will be posed by the assigned group of student facilitators. Each student should post their initial response by 5pm two days before the next class, and then add at least one follow-up comment (on someone else’s response) by end of day before class. It’s fine to keep the posts short (just a couple of paragraphs). What’s most important is communicating one’s ideas clearly.

SES # TOPICS READINGS STUDENT READING RESPONSES
1 Introduction    
2 Constructionism

Required

Papert, S. Mindstorms: Children, Computers, and Powerful Ideas. New York, NY: Basic Books, 1980. ISBN: 9780465046744. Foreword, Introduction, Chapter 1 and Chapter 8.

Resnick, M. “All I Really Need to Know (About Creative Thinking) I Learned (By Studying How Children Learn) in Kindergarten.” Proceedings of the ACM SIGCHI Conference on Creativity & Cognition, Washington, DC, 2007. (PDF)

Optional

Papert, S. “What’s the Big Idea: Toward a Pedagogy of Idea Power.” IBM Systems Journal 39, no. 3-4 (2000): 720-729.

Resnick, M., J. Maloney, A. Monroy-Hernandez, N. Rusk, E. Eastmond, K. Brennan, A. Millner, E. Rosenbaum, J. Silver, B. Silverman, and Y. Kafai. “Scratch: Programming for Everyone.” Preprint version of article published in Communications of the ACM, November 2009. (PDF - 1.0MB)

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3 Learning sciences

Required

Sawyer, K. “The New Science of Learning.” Chapter 1 in The Cambridge Handbook of The Learning Sciences. Edited by K. Sawyer. New York, NY: Cambridge University Press, 2006. ISBN: 9780521845540. [Preview in Google Books]

Synopsis of arguments in the book Collins, A., and R. Halverson. Rethinking Education in the Age of Technology: The Digital Revolution and the Schools. New York, NY: Teachers College Press, 2009. ISBN: 9780807750025. (PDF) (Courtesy of Allan Collins and Richard Halverson. Used with permission. )

Optional

Kolodner, J. L. “The Learning Sciences: Past, Present, and Future.” Educational Technology: The Magazine for Managers of Change in Education 44, no. 3 (2004): 37-42.

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4 New media literacy

Required

Jenkins, H., et al. “Confronting the Challenges of Participatory Culture: Media Education for the 21st Century.” MacArthur Foundation, 2006. (PDF - 4.4MB)

Optional

Buy at MIT Press diSessa, A. “Computational Media and New Literacies – The Very Idea.” Chapter 1 in Changing Minds: Computers, Learning, and Literacy. Cambridge, MA: MIT Press, 2000. ISBN: 9780262541329. (PDF)

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5 Tangible learning

Required

Eisenberg, M. “Mindstuff: Educational Technology Beyond the Computer.” Convergence, 2003 (PDF)

Optional

Resnick, M. “Computer as Paintbrush: Technology, Play, and the Creative Society.” 2006. (PDF)

Resnick, M., F. Martin, R. Berg, R. Borovoy, V. Colella, K. Kramer, and B. Silverman. “Digital Manipulatives: New Toys to Think With.” Proceedings of the CHI ‘98 Conference (1998): 281-287.

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6 Communities of learners

Required

Ito, M., et al. “Living and Learning with New Media: Summary of Findings from the Digital Youth Project.” MacArthur Foundation Reports, November 2008. (PDF - 2.6MB)

Monroy-Hernández, A., and M. Resnick. “Empowering kids to Create and Share Programmable Media.” Interactions (March-April 2008): 50-53. (PDF)

Optional

Fischer, G. “Social Creativity: Turning Barriers into Opportunities for Collaborative Design.” Proceedings of the Participatory Design Conference, 2004.

Brown, J. S., and R. Adler. “Minds on Fire.” Educause Review 43, no. 1 (2008): 16-32.

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7 Relationships in learning

Required

Brown, J. S., A. Collins, and P. Duguid. “[Situated Cognition and the Culture of Learning](http://dx.doi.org/10.3102/0013189X018001032 
).” Educational Researcher 18, no. 1 (1989): 32-42.

Optional

Duckworth, E. “The Having of Wonderful Ideas.” Chapter 1 in “The Having of Wonderful Ideas” and Other Essays on Teaching and Learning. 3rd ed. New York, NY: Teachers College Press, 2006.

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8 Supporting communities of learners

Required

Dewey, J. Experience and Education. Indianapolis, IN: Kappa Delta Phi, 1998 (reprint of 1938). ISBN: 9780912099354.

Optional

Sawyer, K. “The Schools of the Future.” Chapter 34 (Conclusion) in The Cambridge Handbook of The Learning Sciences. Edited by K. Sawyer. New York, NY: Cambridge University Press, 2006. ISBN: 9780521845540. [Preview in Google Books]

Barab, S. A., J. G. MaKinster, and R. Scheckler. “Designing System Dualities: Characterizing a Web-Supported Professional Development Community.” The Information Society 19, no. 3 (2003): 237-256.

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9 Diversity and pluralism

Required

Turkle, S., and S. Papert. “Epistemological Pluralism.” Signs 16, no. 1 (1990)

Buechley, L. “LilyPad in the Wild: How Hardware’s Long Tail is Supporting New Engineering and Design Communities.” Upcoming in Proceedings of Designing Interactive Systems (DIS), August 2010, Aarhus Denmark.

Optional

Gardner, H. “A Multiplicity of Intelligences: In Tribute to Professor Luigi Vignolo.” 1998/2004. 

Buy at MIT Press Margolis, J., et al. Unlocking the Clubhouse: Women in Computing. Cambridge, MA: MIT Press, 2001. ISBN: 9780262632690. [Preview in Google Books]

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10 Games and learning

Required

Gee, J. P. In What Video Games Have to Teach Us About Learning and Literacy. 2nd ed. New York, NY: Macmillan, 2007. Chapters 1 and 2. ISBN: 9781403984531.

Buy at MIT Press Salen, K., and E. Zimmerman. Preface in Rules of Play: Game Design Fundamentals. Cambridge, MA: MIT Press, 2003. Chapter 7. ISBN: 9780262240451. [Preview in Google Books]

Optional

Fortugno, N., and E. Zimmerman. “Learning to Play to Learn: Lessons in Educational Game Design.” 2005.

Kafai, Y. B. “Playing and Making Games for Learning: Instructionist and Constructionist Perspectives for Game Studies.” Games and Culture 1, no. 1 (2006): 36-40. (PDF)

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11 Final project presentations    

Reflection and Questions

Posted by DG, KM and JP

In this week’s reading we considered the nature of games and their relationship to learning. In Salen and Zimmerman the definition of a game was sought, resulting in the authors definition: “A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome. "

We then moved onto Gee, and considered how games can help us learn, and the type of learning that occurs when playing games. Gee argues that video gaming is a “multimodal literacy par excellence.” To acquire this literacy, one must learn how to read and write within the context or “semiotic domain” of video gaming. Gee goes on to explain that, “we can say that people are (or are not) literate (partially or fully) in a domain if they can recognize (the equivalent of ‘reading’) and/or produce (the equivalent of ‘writing’) meanings in the domain.”

Unfortunately, many people never acquire this literacy because they consider video games a waste of time because people aren’t learning any content. Gee refers to this as the “problem of content.” He asserts that we often view content as knowledge that is: a) usually gained in school; and b) a distinct entity that is separate from any associated activity. He illustrates with the example of basketball; we can certainly read about the game but how much more engaged and motivated would we be if we actually played the game?

Rather than simply read about the game of basketball and view it as the “passive content of school-based facts”, Gee argues that active learning allows us to: 1) experience the world in new ways, 2) form new affiliations; and 3) prepare for future learning.

Gee goes on to distinguish between active learning and critical learning where one learns “not only how to understand and produce meanings in a particular semiotic domain but, in addition, needs to learn how to think about the domain at a ‘meta’ level as a complex system of interrelated parts. The learner also needs to learn how to innovate in the domain—how to produce meanings that, while recognizable to experts in the domain, are seen as somehow novel or unpredictable.”

When played actively and critically, Gee describes the resulting video game content as this: “They situate meaning in a multimodal space through embodied experiences to solve problems and reflect on the intricacies of the design of imagined worlds and the design of both real and imagined social relationships and identities in the modern world.”

In the supplemental readings, Fortugno and Zimmerman point out the difficulties found in the current crop of educational games, that game development is hard, and that educators and game developers are each experts in their domains and there is a lot that needs to be learned on both sides. Lastly, in Kafai we see that the constructionist approach to games, having children builds games to teach others certain concepts, results in the students learning the material very thoroughly.

Additional References

Please post your answers to the following questions:

  1. Salen and Zimmerman’s definition may be too restrictive, the problem of demarcation is often more difficult than one would suspect, pick a game or two that their definition does not cover, how can you extend/modify their definition to include the games you selected.
  2. Describe an experience you’ve had playing a game where you learned something. Please tie-in your response with one or more of Gee’s characteristics of active learning: (a) experiencing the world in new ways; (b) forming new affiliations; and (c) preparing for future learning.

Student Reading Responses

Posted by AL

Question 1:

Unfortunately I am very unfamiliar with games, especially video games. Any of the games that I have played do seem to rest upon the definitions of Salen and Zimmerman. However, in the Gee article, he discusses the nature of the role-playing game Dungeon’s and Dragons as not having a conclusive ending. The players can keep playing with different characters. This contradicts Salen and Zimmerman’s last quality of “game” as having a quantifiable outcome.

Question 2:

I feel like I might be the only person in this class unprepared to answer this question, as I have not played any overtly sophisticated video games in my life. There was a short period of time (a couple of months maybe) when I was around 10 when I played a fair amount of Super Mario Bros., Mariokart, and Tetris. When I was really young, I watched my brother play Zelda and being fascinated by the aesthetics more than anything else. The landscapes were basically color blocks with large pixels. I was interested in how my brother was able to navigate through this abstract, blocky landscape and understand what all of the different features symbolized. He was able to learn the nuanced language within the semiotic domain and navigate his way through the game. Through his interest in the game, he was able to learn what Gee would call the “internal design grammar” of the games. My dad (who purchased the personal computer for my brother in the mid 80’s as well as the game) was also interested in Zelda, as it was so new, and the two of them would discuss some of the hidden tricks in the game. Anytime I played a game, I think I basically learned the rules of the game through my brother. I did not have the patience or interest to explore new games on my own (I found it difficult to stay indoors while the sun was shining-which was quite often in Hawaii).

Posted by JC

I appreciate your concern with being unfamiliar with games, specifically video games. I grew up playing similar games - Super Mario Brothers and Tetris. At the time I didn’t feel like I was learning, of course. Playing video games was no different than going out and playing kickball to me; it was just a game. There is a different experience and learning with video games, such as the language and symbols of the games. Like you, I didn’t explore games on my own. I would if it was a group game or it was social. I often wonder if I would enjoy multi-player games as they incorporate a social aspect.

Posted by VC

  1. Like AL, I’m unfamiliar with games in general (we were not a game-playing household), especially video games, so my input on the first question is probably not very helpful. I was thinking that instead of using “rules” as one of the tenets of Salen and Zimmerman’s definition, perhaps it would be useful to use the term “culture”. I think of rules being something fixed or hard and fast, but when I was a kid, sometimes I would end up playing games with people who would occasionally change the rules without telling anyone unless it came up. Obviously, these were not very fun games for me (I was, alas, the youngest in my neighborhood and never got to change the rules myself), but I still kept playing and whatever we were doing still had an objective and fulfilled the other elements of the definition as well. Culture is more flexible-people generally have an idea of what they’re supposed to do, but under the term “culture”, these guidelines or notions of how the activity works can change.
  2. My video gaming experience ended with Super Mario Brothers 3 on SNES when I was about 8 years-old. I wasn’t allowed to play video games (I would secretly do it at a neighbor’s house) because it was supposedly bad for my brain (cognitive science suggests otherwise). I was never very good at Mario and therefore didn’t get many turns at the controller, but I think playing occasionally and even just observing other kids playing was helpful for my assimilation into American culture. I was born in the states, but my parents are both immigrants and kept a very Chinese household when I was younger. So even if I didn’t actually play much, those Super Mario afternoons allowed me to experience the world in a new way, that is, understand life as an American child as opposed to a Taiwanese child. Furthermore, it’s given me a cultural touchstone that allows me to connect with my peers today. I don’t know if using Super Mario as a topic for small talk counts as helping me form new affiliations, but it’s certainly been a useful ice-breaker more than a few times in my life!

Posted by FG

VC’s post is the one that resonates the most with me so far. Her astute observations on games’ ‘rules’ and suggestion that we replace that concept with a broader consideration for players’ individual cultures is something I would wholeheartedly support. This, however, would amount to the introduction of a new practice in game-playing and design, and I don’t foresee that it would pass easily. For all the innovative developments in the field, the field is still based on a perhaps outdated and rigid model of ‘rules’. Perhaps, embracing more diverse perspectives and strategies in our approach to games, just as we discussed with regards to computer science and computers in general during our Arduino/painting assignment, might not be a bad idea for attracting and including more people to games, especially the non-game-minded ones:).

What I also find interesting in what Vicky wrote, is that even a small amount of exposure, as she received when she went to her neighbor’s place, seems to have some benefits teaching you some basic ideas about games. It’s a distance look at them of course, but it’s better than nothing, and I wish I had had at least that kind of exposure.

Posted by JC

  1. All games that I can think of at this time, may fall under the Zimmerman’s definition of games. The Wii games that I play for fun - Boom Blox, balance games on the fitness board - all involve an artificial conflict and quantifiable outcome. Granted, the artificial conflict tends to be how well I can perform or how high I can score. Specifically on the Wii fit board, the conflict is with one’s self. The quantifiable outcome is ultimately a score of some sort. Even non electronic games fall under Zimmerman’s definition; such as the plethora of card games played solely or in a group. I find Zimmerman’s definition to be open enough to encompass most anything I would consider a game.
  2. Playing card games has taught me to recognize patterns and also to pay attention to what cards have already been laid. Knowing what cards have already been laid influence my current decisions; so I’ve learned strategy and planning by playing cards. I’ve also learned the luck can mess up any well thought out plan or strategy. These lessons would apply to 1) and 2) Gee’s characteristics. The Wii fit board games made me aware of my posture and balance through play. I would say I experience the world a little differently by being aware of how I move about in it.

Posted by AL

How interesting that the founders of Guitar Hero had tried and failed to push their music video “tools” but failed until they embedded it in a game! This reinforces the type of learning that Gee speaks about (and which Jenkins mentioned a lot in the MacArthur report) in terms of affinity groups. These gaming communities comprising self-selected members who are learning from each other and based on their interests. We have a lot to learn from the kind of learning that occurs when it is driven by interest and through games. Maybe I will try to co-opt someone’s video game console this winter break and learn more about them!

Posted by VC

Your story about Harmonix somehow reminds me of my teaching experience in Taiwan, when I had to trick kids into learning by turning grammar points into games. It’s not directly related to your comment, I suppose, but it does underscore (what I assume is) the point of this week’s class: the clear delineation between learning and fun does not have to exist, and we can learn while having fun too!

I’ve been wondering how quickly notions of the compartmentalization or blurring of different aspects of life can spread within a culture. As an undergrad, I had an Israeli friend who grew up in a Kibbutz and always seemed a little confused about the way we separated school and work from our lives at home-apparently where he grew up, there wasn’t this distinction. I, on the other hand, thought life in the US had a lot of free flow between these activities, but my basis of comparison was Taiwan, where there is (a limited amount of) time for fun and a (lot of time for) work and studying. There is time for family, and this is separate from other times too. The idea of education games probably seems more commonplace now than it did 30 years ago (which I imagine looked a lot more like Taiwan), and I wonder how receptive people in my parents’ generation are to the idea of learning through games.

Posted by SL

You bring up a design point I’ve been struggling with as I’ve explored a virtual environment. Recently I joined Second Life, as it gets so much air time in Ed School. Playing with the interfaces and the design affordances and constraints has been fascinating. I too find that I enjoy flying over spaces and navigating this world in new ways that produce new perspectives. It has been the meta-level reflection on the design elements and “rules” that I’ve found most interesting, and the bugs are particularly interesting. Unlike your experience with WOW however, I have yet to be able to find any meaningful social aspects to the game, despite advertisements to the contrary. I haven’t played WOW, but I’ve watched and listened for hours as my husband has played similar games. His experience is also very social and very international. He loves being exposed to this larger community, and to hone his competitive skills in this environment. Your family’s game redesign of Trivial Pursuit also points to a very social activity. As I tentatively design my first game, it seems that the social aspects of gaming hold powerful potential and should be integrated into any learning game if possible. As a more experienced designer, have you been able to incorporate social aspects into your game? Any advice on ways to approach this design element?

Posted by AB

Ah, you mention errors - a fascinating topic. Learning how things fail is a good way of learning how they work. Don’t take my word for it - read Mako’s “Revealing Errors” blog.

Posted by JC

I would agree that building is indeed a game; especially being there is an excitement in doing so, there are physics and design rules, a battle exists, and an outcome. This would fit the definition.

Posted by SK

  1. I had this very question in my mind as I did the readings, trying to think of counterexamples to the given definitions. My two thoughts were an old computer RPG called Might and Magic and SimCity - both of these games have no quantifiable end state. However, Salen addresses this by arguing that there are intermediate goals built into the gameplay (defeating mythical creatures in might and magic, or player-created challenges in SimCity) which have quantifiable results. While he addresses this issue, I think it complicates the definitions in an interesting way that I would have liked him to explore further. I feel that examples like this (especially where the only goals must be created by players themselves) represent another type of play - “just playing around” - that is incredibly significant for learning. The model of tallying up points at the end of the game to determine success or failure bears resemblance to the model of delivering grades at the end of a course, test, or project so common in schools today. Gee’s idea of “critical learning” apart from just content learning seems to value games where playing around is more important than playing to win.
  2. In my senior year of high school, I invented a game called “spend as little time in my scheduled classes as possible.” It was a highly strategic game - I developed spatial (where could I go instead? how could I move there?), social (how important was it that I had a pass to leave? who would write me a pass? who didn’t mind breaking the rules with me?), and academic (how could I still pass my classes? how could I find out what assignments I missed?) strategies to succeed (most of the time). I think this was a case where my learning was not just active but critical - I learned and thought about the system that required me to be in certain places at certain times, what its rules were, and how the different authority figures felt about enforcing those rules. Ultimately, it prepared me for future learning in college where I recognized opportunities to form relationships with advisers and professors who would help me navigate the new system of requirements I faced. The rules had changed, but understanding that there were understandable rules in the first place helped me adapt.

Posted by DL

When Gee talks about “gaining the potential to join and collaborate with a new affinity group” I believe that he is referring to the community in which the content is a part of (so physics and physics community, games and gaming community). But you brought up the important interaction between school subject content and the school community, which is what many researchers have argued to be the “hidden curriculum” of schools. It argues that what students are really learning in school aren’t “real” content and thinking skills of different semiotic (school subject) domains, but just one domain (the “school/organizational” domain) of how to navigate the school system to do well in schools. So doing well in science class doesn’t necessary mean that it will help you gain access to join the scientific community…..but it may mean that you have learned to “manipulate” the school “design space” better. I guess games are good in that it isn’t a part of an institution with perhaps a hidden/unconscious agenda (or maybe it is?) and that you are learning skills in its true form.

Posted by DL

1 & 2.

Like a few others, I too do not have much experience with games, except for my recent experiences with Wii, Rock Band, and Guitar Hero, as they are more approachable games for the novice gamer, if I can even call myself that. Despite these being relatively simple games (compare to strategic games), I do feel that I am engaged in active learning- learning how to navigate the interface, and deciphering the meanings of different sounds and blinking lights. However, I wouldn’t say that these games allowed me to “experience the world in new ways” (at least not yet), but I do feel that it has allowed me to experience new worlds. Of course, it would be ideal that I can make connections between the imagined world and the real world, but even without this connection I think it’s still a valuable experience.

One thing that I think wasn’t emphasized enough in the Gee article is that we need to prepare students for the unknown, and hence teach for the unknown (not just teach things that are already known)…and video games do a good job at that. They provide skills that one may not draw parallels to in the real world right away, but adds new dimensions to their world-views and ways of thinking that when novel situations presents itself, they will have novel/creative ways of interacting with it.

Posted by JL

The great thing about game interfaces is that once you learned one video game then you basically understand any other game within the same genre. For example, for RPGs you can learn one game and understand that the basics is that you have X amount of energy, X amount of money, X amount of health. They replenish after X amount of time, but if you need to more health or energy ASAP you can use potions or buy spells. Throughout the game, you are learning different skills and gaining different weapons, which can level up after each conquest. Those are the minimum basics that you can carry with you all through the RPG gaming world.

Posted by SL

1. “A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome. "

I find this definition too restrictive, too focused on a particular form of gaming, that of competitive gaming. There are two games that come to mind from the past that don’t exactly fit into this mold. The first is Myst, a game in which the player explores a fictional universe to figure out the story behind the main characters in the game. So you as player are an observer, with a book that transports you to different worlds where you pick up clues to solving the mystery and completing the tale. In Myst you learned how to navigate in different environments, how to best find clues, the rules of play. You learned about fictitious worlds in which you found yourself and the characters you sought to follow—situated meaning in multimodal environment. You did not have other players to interact with, and there was no conflict in which you were engaged. While the main characters were in conflict, your goal was to find out why, rather than to participate in the conflict. In this case, navigation in this universe, exploration, learning (information and tricks to find clues), and building a story were the essential elements for play. There was encouragement to explore and try things, a trial and error approach to problem-solving. It was a lone activity, but an engrossing one, and players would spend hours and hours glued to their monitors. You did learn a literacy that you could share with a community of players, outside of the game environment,. The game created a simulated semiotic domain in which you leaned in contextualized, multimodal ways. You had to think hard about the internal and external design aspects as you navigated through different worlds and constructed your own version of the story, a meta-reflection on the design.

Similarly, another older game is Eve, created by Peter Gabriel. Once again lone players are immersed in fictitious environments. The goal is to solve the riddle of “the relationship between men, women and nature” and turn the landscape into a paradise. The way to do this is to explore objects in different worlds, revealing music and video clips, and finally constructing a landscape into a paradise by clicking on the spots that reveal media and help form a new landscape. In the process you build your own music and videos from clips you find in the different worlds. It’s pretty esoteric, but again, very absorbing and very creative. It too causes one to reflect on the design, to participate in the design of a world, paradise, as well as create one’s own videos and musical works.

In both cases I would modify Salen and Zimmerman’s definition as follows:

A game is a system in which players engage in an artificial environment, with defined goals or challenges, and rules by which to reach those goals or meet the challenges.

2. I had the good fortune of playing Alien Contact!, a game in development at HGSE under Chris Dede. This is a Multi-User Virtual Environment (MUVE), played on a mobile device, using Augmented Reality (AR) in the design. It was a revelation in many ways. A short description of how it works: Aliens have landed in a nearby location, and you and your team have to figure out why and whether their motives are friendly or no, using clues you pick up in the AR environment. The learning goals for the game are to teach math and literacy skills. Players form teams of 4, each player assuming a different role: chemist, linguist, FBI agent, or computer expert. Each player has his/her own mobile device, equipped with GPS. Information and clues are imparted to you based on your role in the team—so each team player has different parts of the puzzle to add to the hypothesis. It is a collaborative problem solving environment, and very engaging. To get information you can interview witnesses or experts you find as you wander through the physical environment.

For me, embedding information and data in a real, physical environment was new and interesting. Augmenting the physical reality with a virtual landscape and population helped contextualize data and information. The fact that the team had to work together to form a picture, to form a hypothesis about why the aliens landed, and their intent toward the community was a terrific way to make collaboration an integral element in the problem-solving realm. This is how it usually works in the adult world of work, and I found this to be potentially excellent training for the work environment. One often has to turn to and depend on experts and partners to problem solve, rather than work in isolation. The team approach also forces players to form affiliations and tight communication loops in order to come, as a group, to a solution as quickly as possible. Reaching out to others outside of your team, experts and witnesses, was also a good exercise in how to seek and find information resources. Knowledge gained in this exploration is situated in a context. It is also an example of community knowledge, how bringing together a group’s knowledge creates a better, more informed hypothesis than a single player could achieve alone.

Upon reflection, Alien Contact! demonstrates rather well some of the good learning potential Gee sees in gaming and points toward a very interesting direction for this future learning technology.

Posted by MN

Thanks for sharing your experiences with Myst, Eve and Alien Contact!, SL.

“A game is a system in which players engage in an artificial environment, with defined goals or challenges, and rules by which to reach those goals or meet the challenges.”

I like your new definition of a video game- “environment” in place of conflict and “goal” and “challenges” as additional elements. I’ve never heard of Myst before, but it sounds like an interesting game by the way you described it. Myst, through its fictional universe and the player as an observer, truly gives the players opportunities to experience the world in new ways and thus addresses Gee’s “problem of content”. By learning to see the universe in the “meta-level” and understanding the intricately related parts in the complex system the game allows the players to understand the very universe we’re part from a different dimension. If done right, I would imagine that this will lead to future learning in out-of-the-box and innovative thinking in all other areas.

Posted by FG

Total - and I mean total - non-gamer here. In view of this, I will find it hard to make an informed comment on- or contribution to the proposed questions from our presenters: suggest a game that extends Salen’ and Zimmerman’s definition, and describe my own experiences playing.

My contact with video games is limited to hearing about them, reading about them [which mind you is quite informative, as this week’s readings show, but of course does not replace the actual playing experience], and cursorily casting a glance at the players in the Arcade at the Trocadero in London when passing through it on various visits. That’s it. Even board games were virtually absent from my childhood play, as having a brother 6 years older than me meant that the age gap was too big for us to play together. Also, I was brought up in a very strict home environment, replete with rules and dos’ and don’ts. Seeking more rules in games and in play in general simply didn’t occur to me. In fact, defying my mother’s rules became a game in itself, perhaps I could say that by trying to survive in this difficult home environment, with its rules, its ‘big bad wolf/baddies/enemies [parental controls], etc., I turned my home into my own video game of sorts. It was ‘safer’ than the world out there still, but it had its dangers and obstacles to be surmounted.

I am sure that this is stretching it, and that I have missed all the intrinsic experiences and benefits of real games, but this is my own version and understanding of a gaming environment.

I have however a few points and observations to make that are inspired by the readings:

As a non-gamer, I am a little struggling to understand exactly what it is that we are learning by playing video games, and sometimes I find that the gamers, game designers and ‘insiders’ in the game industry themselves are having a hard time too, taking great pains to define the learning experience and stressing its benefits. Our own authors this week offer some examples. From them, I understand that games teach not so much ‘hard facts’ but some ‘processes,’ as Fortugno and Zimmerman wrote. But even Gee’s list of 36 principles from the additional suggested readings do little to clarify that concept. To sum up my understanding of what is being learned, I would say that playing games help develop and foster general, life-long skills such as critical thinking, strategic planning, organizational/prioritizing responses and resourcefulness. Given that these skills can and are being learned in other ways/through other venues, it would be interesting to see what additional benefits playing games is bringing to their acquisition than the traditional methods do. What would help here I think is to see some concrete examples of how the skills learned in video games can be applied to other contexts and situations, especially real life ones. One stumbling block I found in our authors’ arguments is that most of their good reasons for learning games and the skills learned in playing them are self-referential, that is, the skills learned are especially useful in the context of game-playing. The learning involved often consists primarily in learning about the game we are playing itself - which to a person not initially interested in games like me is a poor incentive.

Generally, I could see that in discussions about game design and the educational values of games, the word ’learning’ in being thrown around a lot - a point that Fortugno and Zimmerman make indirectly in their criticisms of the current approach to games in education. But like them, I would like to question the reasons for pushing the educational values of games - as they say: why do developers engage in making such games and why are educators eager to adopt them and integrate them into their classroom activities? One reason these two authors do not mention, and which I think still has some weight, is the commercial motive. Game design and -making is a business, and the industry needs all the motives it can find to sell these games. Today, it seems that every toy on the market has some educational value for children, including toddlers and even babies, promising to develop their brain cells and turn them into little Einsteins as they interact with the colorful plastic elements of their toys. Just as I am suspicious of the claimed medical values to dental health that certain chewing gum brands use, I think I would like to see some concrete evidence that certain skills learned in a game play do actually translate into a skill that can be used in real life and has been assimilated ‘for good’ so to speak by the player for life-long use.

But something tells me that all this - those learning values of games - will be much clearer to me if I just head for a console/computer and have a go myself at playing some!:)…

Posted by SL

Great push back, FG. I too question the validity of what is currently being learned in the gaming environment. In the interest of full disclosure, I must admit that I’ve dabbled with games here and there, but never been engaged enough to continue the activity over time or to develop any expertise in the gaming environment. I clearly haven’t developed the literacy, I’m still quite awkward with the controls and movements, and I rarely achieve any quantifiable outcome. The process of learning gaming has been mostly about attempting NOT to become a part of the generation gap. It’s been a very frustrating endeavor.

That being said, I interpreted Gee’s approach to gaming as partially looking at the potential for using games as learning technologies rather than currently being good learning technologies. What gamers learn now is, as you say, self-referential to the gaming environment and community, and produces skills that can be learned in other ways. But I think the potential to use games as a vehicle for learning beyond the gaming environment is quite large. Engaging young people through games can blur the line between learning and fun (as I think Victoria noted above) and in doing so, can create new opportunities to build knowledge outside of the current pedagogical practices in school that are failing.

In reading Gee, I finally understood why Chris Dede’s work at Harvard on gaming, VR, and augmented reality is so powerful. And why Scratch is so powerful. Through this gaming world that youth seem to adore, we can teach them new skills that do matter, like programming, or in the case of Dede’s work with Alien Contact, skills like math and writing literacy- in addition to the collaboration and problem-solving that gaming proponents advertise as learning attributes of gaming. Gamers do learn these important skills, but it’s harder and more interesting to imagine teaching core competencies and content through games in ways that do engage and are transferable.

I’m not sure that going out and playing is going to help clear up the values question. That might be fun, but your critique is well-posed.

Posted by MN

  1. Salen and Zimmerman’s definition of a video game is a good summary of the logical measures of a game, but I believe the definition could expand into the kind of experiences it offers to its players. To expand on their definition, I believe there are at least two more essential elements in gaming that need to be covered:
    1. Contents: Video games are created with purposes 
      Either to educate 
      Or to entertain the players 
      ***Example: I would a game without an entertaining element won’t be defined as a “game”. And, in fact, most of the games I know have been educational as well, in varying degrees. The least educational yet entertaining game I’ve played was the old Nintendo games like Super Mario and Bubble Bubble. Even then I learned how to coordinate the visual signals with fine motors, etc. There are, however, some games that are less entertaining but educational. I’ve come across a game, Carnegie Hall’s “Young Person’s Guide to the Orchestra,” which is very educational and aurally pleasing but not so fun.
    2. Settings: 
      They are interactive in nature 
      They are often played in social settings 
      ***Example: My boyfriend loves a game called, StarCraft. He plays it with a dozen other guys, each with his own laptop in two separate rooms. Such social games, MMORPG as well as casual console games such as Wii, are becoming increasingly popular. There are very few popular games that involve a single player- online chess, maybe- but even then, there are a simulated interactions and social norms that imitate the kind of interactions we have in the real world.
  2. Describe an experience you’ve had playing a game where you learned something. Please tie-in your response with one or more of Gee’s characteristics of active learning: (a) experiencing the world in new ways; (b) forming new affiliations; and (c) preparing for future learning.

Recently, I played a popular iPhone game, called “Boxed-In.” It was a game where you are trapped into a rectangular space and need to figure out a way to get out by moving boxes. You could only push the boxes, so if you pushed it wrong, sometimes it’s impossible to put it back to its original position, making it necessary to work out the strategy and visualize the process way in advance. Tying this experience with Gee’s characteristics of active learning, this definitely prepared me for future learning in puzzle, go, chess, strategic activities, and even system dynamics. By constraining the outcomes, I was able to learn to strategize in a progressive way without the pressure of getting it right the first time (it was possible to reset each round, if I got stuck).

Posted by JL

Salen and Zimmerman begin their quest to define the word “game” by saying that it is a foolish endeavor. And in the end they produce a definition that is just derived from other definitions and is equally too general and at the same time too narrow. They already present an example of a game that does not fit in their definition: RPGs. RPGs do not have a “quantifiable outcome” in the overall sense, but they still FIT the definition over RPGs by saying that they have emergent quantifiable outcomes throughout the game.

The Artificial component to their definition I feel is a bit limiting. I understand the meaning they are trying to convey but I feel the word artificial is improperly used. There is nothing artificial about when you lose your lunch money over a night of poker. I also feel that they missed out on a key element in games: entertainment. Games are FUN! Defining the word certainly isn’t. I feel the authors lost the soul and essence of games.

In middle school, I became obsessed with an online multiplayer game called ARC (Attack, Retrieve, Capture). The game was fairly simple in that there were two teams, and the object of the game is to capture the other team’s flag and bring it back to the home base. The players are in ships that are armed with short ranged missiles, torpedos, and bombs. The game itself wasn’t the reason why I became so addicted, but the social culture of the game. People formed clans and alliances. People had to try out to be part of a clan, and through seniority people rose in ranks. There were tournaments held between clans, and brackets that formed. Clan members were supportive and actually held meetings to talk about strategy and just to catch up on each other’s life. No one cared how old you were, what gender you were, what ethnic you were, what social class, what car you drove, what education you had. Yet everyone got along. In these affinity groups, I learned different tricks and strategies to the game that I would probably never figured out by myself.

Reflection and Questions

Posted by Mitch Resnick and Karen Brennan

Since Seymour Papert wrote Mindstorms nearly 30 years ago (in 1980), it is not surprising that parts of the book seem out-dated and irrelevant today–such as the Logo vs. Basic debate. Other parts of the book, once viewed as radical, now seem totally mainstream–such as Papert’s contention that all children will and should have easy access to computers in school and in their everyday lives.

But what’s most striking to me is that many of Papert’s ideas in Mindstorms remain relevant and provocative today, and continue to serve as a valuable framework for thinking about the future of educational technologies. Some themes that stand out:

  • Children as creators. Papert sets up a dichotomy between “the child programs the computer” and “the computer programs the child”. Today’s reality is more complex, as children use computers for accessing information, playing games, and communicating with one another. But Papert’s vision of children creating with new technologies (not just interacting with them) is, for the most part, still unfulfilled dream, even in today’s era of user-generated content.
  • Importance of affect. In the Foreword, Papert emphasizes that he “fell in love with the gears,” and argues that the most important learning experiences grow out of personal passions. Today’s classrooms continue to focus on the cognitive, with little attention to the affective.
  • Rethinking what children should learn. Even where computers have been integrated into schools, they simply provide better ways for students to learn the same old things. Papert argues that computers should be used to reconceptualize subject domains and transform what is taught in schools (not just how it is taught).
  • Learning cultures. In his discussion of samba schools, Papert argues that people learn best when they are participating meaningfully within a community. By contrast, “learning in our schools today is not significantly participatory –and doing sums is not an imitation of an exciting, recognizable activity of adult life.” Although there is more emphasis on “collaboration” in today’s schools, I think Papert’s critique of schools remains accurate.
  • Objects-to-think-with. Papert argues that educational researchers should focus on the development of new “objects-to-think-with” (such as the Logo turtle) where there is “an intersection of cultural presence, embedded knowledge, and the possibility for personal identification.” Today, there are few research efforts focused on the development of such computational objects-to-think-with.

For your blog post this week: Select a sentence or paragraph in Mindstorms that you found particularly surprising, inspiring, or provocative - and explain why.

Student Responses

Posted by DG

Papert suggests that technology can be used to make abstract and difficult concepts tangible - that as children are able to fully understand a concept and its possibility space they move from understanding it in a specific context to being able to apply the concept in new and unforeseen contexts.

“If we really look at the ‘child as builder’ we are on our way to an answer. All builders need materials to build with. … I see the critical factor as the relative poverty of the culture in those materials that would make the concept simple and concrete.”[1]

I do, however, believe that material is only one half of the equation - a purpose of action is required. If we take a Heideggerian [2] sense of readiness-to-hand, the materials only have meaning in the manner of which they can be applied to solve a problem in a given context. This in-order-to-ness reduces the possibility space of ways in which the material can be applied, allowing the child builder to apply their creativity in an active inventive way. Through the use problems/challenges/restraints a framework is provided in which the child can excel and improve. The solutions can range from “It works”, to various optimizations for speed, space, cost, etc, and even to competitions against others or oneself.

In forming the challenges the child must solve, we must remember “Learning is not separate from reality” [3], the problems they solve should be tangible and in some way have the potential to affect their life. For example, Steve Wozniak would design computers on the weekends while in high school.

“I started making a game out of this, and the game was: how few of chips can I do it in? … if you need an inverter, why add a whole chip with inverters? I have a spare register left over on another chip and a register actually can be used as an inverter. So I would use parts not for what they were intended but they did the job. I needed to design my circuit with the fewest parts. So it became interesting; it became more and more challenging. I had a real competition every weekend with myself. How can I do a better job yet? By the end of high school I knew I was very good because my designs were like half as many chips as the companies were using.”[4]

One of the best ways to keep the challenges relevant is for the child to contribute as part of an organization, as exemplified in the Samba schools, these organizations provide challenges, feedback, inspiration, and paths of progression that the child can progress through. Papert expresses his desire that there will “…be manifestations of a social movement of people interested in personal computation, interested in their own children, and interested in education.” [5], to provide this context. In recent years there has been some progress made along this front in the development of semi-public hackerspaces [6] where individuals can meet to carry out the Imagine-Create-Play-Share-Reflect-Imagine cycle [7].

As we move to more complex materials, from building blocks to circuits, the possibility space of applications increases tremendously. To foster innovation and creativity in the child, we must provide meaningful challenges that constrain the possibility space in such a way that they are able to move beyond the context in which the original concepts were learned and apply them in new ways.

References

  1. Mindstorms, p. 7
  2. Heidegger, Martin. Being and Time.
  3. Mindstorms, p. 179
  4. Transcript of Coast To Coast AM, April 30, 2006: a conversation between Steven Wozniak and Kevin Mitnick
  5. Mindstorms, p. 182
  6. Hackerspaces
  7. Resnick, M. “All I really Need to know (About Creative Thinking) I Learned (By Studying How Children Learn) in Kindergarten.”

Posted by JC

I found myself agreeing with the majority of what Papert wrote. His articulation of how children are builders, his personal experience with gears as a learning model, and the Samba method contribute to how the act of learning could be more effective.

I highlighted the following section:

“Powerful new social forms must have their roots in the culture, not be the creatures of bureaucrats.

Thus we are brought back to seeing the necessity for the educator to be an anthropologist. Educational innovators must be aware that in order to be successful they must be sensitive to what is happening in the surrounding culture and use dynamic cultural trends as a medium to carry their educational interventions.”

It makes sense that changes in education have to come from the ground up to be the most effective; ground-up changes will be naturally more connected to culture in some way or form, but will take extensive time. This ground-up approach directly depends on our educators and other prominent figures in peoples’ lives. Papert explicitly states in Chapter 8 on pg 188, “In articulating these prerequisites for the creation of Piagetian material, we come face to face with what I see as the essential remaining problem in regard to the future of computers and education: the problem of the supply of people who will develop these prerequisites”.

Even though dramatic changes will be more effective from the ground-up, the changes would incur more rapidly if decision makers do not constrain educators. Ideally, both ends should be changing their views of education in order for more effective learning to evolve.

Posted by SL

There are so many great thoughts and ideas that have surfaced in the readings this week, it’s difficult to choose just one. But choose we must!

One surprising and provocative excerpt from Mindstorms focuses on thinking about thinking: the idea of children as epistemologists. In the first chapter of Mindstorms Papert describes children programming:

“In the LOGO environment …The child programs the computer. And in teaching the computer how to think, children embark on an exploration about how they themselves think. The experience can be heady: Thinking about thinking turns the child into an epistemologist, an experience not even shared by most adults. “(S. Papert, 1980, p.19)

This was surprising to me in two ways. First, it put into words to something I personally experienced late one night when writing my first program for a microcontroller. Programming (in Python) was an exhilarating experience, but one that I had no vocabulary for at the time, and until now, didn’t understand what was so engaging about it. The challenge: how to communicate to a circuit my thought processes. I had to think about how the program would interpret my instructions and translate my thoughts accordingly. I had to think about thinking. It was a fascinating, deeply engaging, complex process, and one that dug its hooks into me. Ever since that night, I’ve wanted nothing more than to sit in front of my computer and learn more about programming. (Unfortunately I have rarely had the opportunity to do so.) Second, the idea of a child as epistemologist was surprising to me. I, like many others I’ll bet, underestimate the capacity of a child to think in self-reflective ways. But given my own experience noted above, if it was engaging for me why shouldn’t it be engaging for someone younger? This kind of thinking enriches the experience of the learner, no matter their age. It reaches beyond technical, mathematical, scientific learning, into the realm of reflection and of more formal, abstract concepts. Papert had a vision of computer culture:

“…one that helps us not only to learn but to learn about learning. I have shown how this culture can humanize learning by permitting more personal, less alienating relationships with knowledge…"(S. Papert, 1980, p. 177)

Developing a personal relationship with knowledge is an exciting vision for the future of learning. For Papert, his experience with gears gave him a personal relationship with mathematics. Gears were effective for developing that knowledge due to a few factors:

  1. Gears were part of the natural landscape in the surrounding culture
  2. Gears were part of the adult world- Papert could identify with them
  3. He could use his body to physically think about gears
  4. Gears helped him think about formal systems. (S. Papert, 1980, p. 11)

Once infected, Papert’s world was about gears and mathematics. This love of mathematics continued through his life. His personal relationship with that knowledge along with his vision for learning resonate strongly for me and paint enticing possibilities for future learning.

Can learning become so effective, so engaging? I think yes, but only if carefully designed and fostered by a new breed of teacher. As described by Papert, this teacher is an anthropologist of sorts who can understand the cultural materials relevant to intellectual development, understand trends taking place in the culture-then work with these trends to provide materials and activities that are appropriate for learning (S. Papert, 1980, p.34). This is a very special teacher indeed and a world of learning in which I want to participate.

Posted by FG

By selecting this passage, SL pointed out to me the beauty of the child as epistemologist. I think it had evaded me when reading Papert’s original text. My internal reaction must have been along the way of: “Most children, in fact most adults also, are unaware of their thought processes in their daily activities, but on the other hand, self-awareness is what distinguishes us, humans, from animals, so what’s the big deal?”

But it’s true that most of us, young and old, are probably engrossed in our actions without giving much thought to them. Now, I’m actually thinking that this epistemological approach to our activities is an exercise that we should consciously learn and practice. In other words, it takes work, voluntary work, it doesn’t come voluntarily, naturally. Or maybe it would, if given a little prompting - the kind promoted by Papert and the Lifelong Kindergarten…

A note on the “new breed of teachers” that SL is calling for:

It makes sense within her argument. But it also raises important questions: who gets to select those new teachers? How will they negotiate among themselves and decide on a curriculum [no matter how informal that curriculum is]? How do they make their case to the decision-makers in education and government? What do we do with the ‘old’ teachers - we reform them or throw them away?

What I am trying to stress here, especially with regards to my first two questions is that no matter what shape the new system takes and no matter who/what group is at its helm, it should have a truly democratic foundation. Otherwise, we will end up with another clique of ’new teachers’ [we have gone through quite of few rounds of them by now] imposing its ways and views on the rest of us.

Who gets to decide/make the rules of this new educational system is the biggest issue on my mind at this point, and my conclusion is that it should be a deliberative and representative process in the true democratic model.

Posted by SL

Papert also raises the vision of a world without schools. To your point Florence, this vision is indeed a very democratic one, where teachers are kind of thrown away in frustration with the current inability of schools to teach what is needed in ways that are effective. While emotionally this vision appeals to me, I think it’s unrealistic. I do think that teachers are starting to be pulled by students toward a different approach to teaching. As example I bring up the draconian rules and attitudes about students surfing on the internet in a school setting. In schools parents and teachers are so threatened by the possibility of viewing pornography, or online stalkers, or copyright infringement, etc that they restrict access to the point of making the internet an almost useless tool. At home, or out in the world, students have the ability to surf and create and explore, yet at school they can do very little, and certainly not much that is interesting. But they are staring to pull their teachers along with them regarding this technological tool. That’s a very grass roots, democratic development. Unfortunately it’s happening too slowly, but maybe there are some lessons to be learned here from our youth.

In some ways I think that developing countries that are just getting access to the internet, and thus have no rules or restrictions in place, are at an advantage. Their kids are going to really get to know and explore and use the internet in ways our kids won’t have the opportunity to do so. They will have a competitive advantage over our youth with regards to this 21st Century skill set.

Posted by DL

I was happy to see Papert’s recognition of the importance of having students reflect on their own thinking processes. However, I was very disappointed in how little credit he gave (good) teachers in their roles of teaching, or explicitly modeling, productive cognitive and metacognitive strategies so that students may know how to productively think about their thinking. While I agree that some students may be able to figure things out for themselves (especially older students), we can’t assume that ALL students have models (or the “materials” as Papert would say) around them to know how to engage productively with their own thinking. There are a lot of tacit assumptions we are making if we think a product/software/medium on its own, will induce students to think metacognitively without any modeling/scaffolding from teachers.

Posted by SL

Not a part of Mindstorms, but another excerpt from this week’s readings that really surprised me came from the article “All I Really Need to Know…” by Resnick, et al. The article describes the kindergarten approach to learning, a process that is iterative and spiral in nature: imagine, create, play, share, reflect and again imagine. Each part of the process involves creative thinking and problem-solving, requisite skills for the 21st Century workforce. Bakhtiar Mikhak pulled the following tips from 12 year olds about how to participate in creativity workshops- tips which point to the kindergarten approach to learning:

“Start simple  
Work on things that you like  
If you have no clue what to do, fiddle around  
Don’t be afraid to experiment  
Find a friend to work with, share ideas!  
It’s OK to copy stuff (to give you an idea)  
Keep your ideas in a sketch book  
Build, take apart, rebuild  
Lots of things can go wrong, stick with it.” (M. Resnick, et al.)

Sometimes great wisdom comes from the mouths of children. These are tips which I intend to use extensively in this course (for example, in our first assignment) and beyond. I love learning from 12 year olds and I hope to be in kindergarten until my brain expires.

Posted by MN

Thanks for the thoughtful comment.

I agree fully that there is so much to learn from children. I taught music to kindergarden kids before, and it always impressed me how quickly they pick things up, how free they are to experiment, and how helpful it if for them to be free of convention. I am excited to share more of these learnings with the class and hear stories from all of those who are “learning from 12 year olds.”

Posted by FG

Before I plunge into Papert, perhaps it is worth briefly describing what we understand by ’learning,’ since this is at the core of our discussion and work in this group. My instinct tells me that there are dozens of ways to understand ’learning,’ depending on the culture and times. Scratch itself, Pr. Resnick’s team writes in “Scratch: Programming for Everyone,” has been designed so as to suit various learning styles and interests - maybe an allusion to the fact that learning comes in many shapes and sizes.

In traditional, conservative cultures and educational environments or families, ’learning’ carries the strong implication of ‘obeying’: the child must first imitate what the teacher/adult does, repeat what is being done or said, and by extension, often ends up doing what the adult is essentially telling him/her to do - that is, obeying orders from the authoritative figure. In this case, when the parent/teacher reprimands the child for ’not listening,’ in effect he/she is saying, ‘you are not doing what I told you to do.’ Listening, learning and obeying can all be interchangeable in such cultures and mentalities.

Certain education systems apply those rules in most obvious ways. In Russia, a ‘good’ student is someone who can recite by rote from his books/notes. The accumulation of knowledge is seen as a quality, not one’s ability to critically question the material, let alone re-invent it according to one’s own tastes and ideas. Creativity and personal enterprise in schools and universities in Russia are being stifled to such a degree that would be shocking to a Western observer.

I find that most educational systems in Europe, perhaps with the exception of Scandinavian countries which are very progressive and permissive when it comes to kids, are somewhere between Russia and the US - traditional but making genuine efforts to reform themselves.

I think it is important to keep these wildly different styles of learning and educational systems in mind when approaching Papert, Marvin Minsky and like-minded educational reformists, our own little group included!

This leads me to raise one essential question regarding Papert’s proposal for an entirely reformed way of looking at education and learning. It seems that most of the methods he describes, from their concept to their practical application in the natural environment of daily life is geared towards collaborative learning: they support, promote and seem to promise to thrive in play and learning situations that take place in groups - which makes sense enough, since one of his core arguments - as that of our research group - is that learning with the input of others is far more natural but also beneficial than learning alone. My only question is, can these models for play and learning be applied to the individual learner? Where does the lone child come in this system? There are plenty of situations when a learner is on his own, be it an only child playing at home, or being taught at home through private tuition, a sick child in hospital, someone living in an isolated rural area, or people isolated for hundreds of other reasons, even if temporarily. Could there be a way for them to benefit from this natural form of learning, could it be applied or adapted to such individual learners?

There are everyday dozens of reasons why one may find oneself on his/her own in front of a learning situation. Missing the collaborative aspect of the proposed educational methods would be a great loss for these lone individuals, but not taking them into account when designing a new educational system and philosophy of learning would be creating a class of under-represented, ostracized learners who eventually will fall behind.

Another question came to me when reading on page 6 of the Introduction to Mindstorms Papert’s description of how bringing computers into children’s play and lives naturally will not only redefine their learning, but also enhance communication between the child and the computer.

He writes, “In many schools today, the phrase “computer-aided instruction” means making the computer teach the child. One might say the computer is being used to program the child. In my vision, the child programs the computer, and in doing so, both acquires a sense of mastery over a piece of the most modern and powerful technology and establishes an intimate contact with some of the deepest ideas from science, from mathematics, and from the art of intellectual model building.”

Following this development, we then have what we could call an ’empowered’ child, one with more influence over his tools and by extension, immediate environment. How is this affecting his relations with his co-players? If the child is aware of his power to program his computer or toys, of his influence and control over them, could he extend these feelings of empowerment to his playmates? - and the same question goes for any adult learner and his group members. It would be interesting here to see how this new empowered relationship with one’s tools is affecting or changing, if at all, the relations between the participants in the play/learning experience. Papert’s scenario assumes that the children/participants are all well-adjusted individuals who will automatically lovingly share their creations and experiences with others by their own will and enjoy doing so. Yet, judging by the statistics related to bullies in schools and colleges nationwide, it is clear that such social and psychological phenomena have to be taken into account for the system to work on a large scale.

Having expressed my only doubts and concerns about the proposed methods, I have to say that I personally can only dream I had had the opportunity of at least sampling them while growing up and going through the educational system in my home country, Belgium.

Papert’s findings, as well as those of the Lifelong Kindergarten group deeply resonate with me first of all because I have skipped Kindergarten entirely, given that my mother decided that my brother and I would start going to school when it was compulsory, that is for the first year of primary school at 6-7 years old. Till then, play for me was at home, alone. Secondly, my own experience of struggling with mathematics throughout my 6 years of primary school and 6 years of high school, from algebra to geometry and other math subjects, despite private tuition during weekends and summers, tells me that Papert is right on target when he describes the importance of a nurturing, loving even environment for the learning and practicing of math in an effective manner. My biggest stumbling block with math was that I never understood ‘what the point was’ - what their use and purpose was in real life, I was struggling to translate those abstract concepts into concrete occurrences in real life.

The “positive affective tone” he refers to is indeed missing from traditional schools’ environment. But to a larger degree, their absence in the child’s life generally can affect that child’s capacity for learning. I find Papert so right on this that I am tempted to link his findings in Mindstorms to a paper I once read on fatherless daughters and the negative effects of their family situation on their mathematical abilities - having myself lost my father to cancer when I was 14 months old, I have no recollection of him.

The effects absent fathers have on female development and college attendance” by Franklin B. Krohn and Zoe Bogan [College Student Journal, Dec 2001] explains how in a family, in the home environment, it is often the father who indirectly, subconsciously introduces his children to mathematical concepts and related spheres, through his own interests and pursuits. This theory is based on a traditional view of ‘male’ interests that says that men are more likely to be scientifically-minded than women. Even if this is a huge preconceived idea, it is still quite true that the absence of a father who will show an interest in the mathematical results of a game for example or in the geometric designs of his new home or woodwork constructions in his workshop may instill his child with a wonder and interest for such areas too.

It would be complacent of me to attribute my mathematical deficiencies solely to this aspect of my family background, but I found this paper, as well as Papert’s notion that a demonstrated love for the subject matter do have an impact on a child’ learning abilities quite interesting.

Just a couple more remarks:

John Dewey was right to look back at earlier societies to see what kind of play children engaged in: in classical Greece, play and learning were seen as equal activities and concepts. Children’s education and learning of any skills was based entirely on imitation of adult behaviors and activities, thus seamlessly embedding the simple fun but real little tasks adults would give them to do into their daily lives [such as helping their mothers with cooking for girls, going on battle reconnaissance trips with their fathers for boys, etc.]

Papert’s description of the learning child as a ‘builder’ inevitably reminded me of Minsky’ own “society of mores” and the learning blocks, “whole and parts” that all play a role in a child’s healthy development and acquisition of mental skills. The paper on Scratch was for me a sober reminder that Papert’s proposed, perhaps too Utopian for many still, model of natural, painless education and introduction of computers into our lives has not taken root in our society as he hoped.

Perhaps one moment where his Utopian side comes out the most strongly is when he suggests on page 179 that computer programming could and in fact should become for children “an exciting, recognizable activity of adult life.” From my own personal experience: I have grown up without a computer in sight, let alone any adult using it, and I suspect this is still the case for many children and people around the world. It is clear that he is speaking here from the point of view of someone with the privilege of access to computers.

To respond to one last concept described in Mindstorms, I have to say that I fully agree with Papert that the current traditional educational systems in most countries of the world is largely dictated by political considerations - which brings me to the point that how we choose to educate our children, what kind of tools we put in their hands and how much freedom we let them have over these tools all boils down to power and control. A child’s innate ability to learn and to imaginatively create is as far as I’m concerned beyond question. It is adults, parents, educators, schools’ directors and curricula designers - and eventually those behind the ‘politics of education’ - who are deciding and controlling what children and students learn.

Could they, deep down, be afraid that somehow, given too much freedom and power, these children could somehow be uncontrollable?…

Here the Frankfurt School of thought and especially Herbert Marcuse come to mind. In “The New Forms of Control” from One-Dimensional Man, Marcuse describes how the way technology is designed suggests anti-democratic forces seeking social and political control over its users. “Questioning Technology” by Andrew Feenberg offers pretty much the same theories on the use [or rather abuse] of technology design for the self-interests of a controlling elite - certainly very useful theories to keep in mind when reading Papert’s own take on our current educational system…

Posted by SL

FG, what an incredibly thoughtful post. There are so many ideas here, much food for thought. As for the lone learner: I think that the collaborative nature of learning need not be denied to children who are isolated. Online learning communities like Scratch hold great promise for them. They offer community and collaboration remotely, in ways that scaffold the learning experience and in ways that learners can tailor to their own interests. While competition can be an issue, the wisdom of the many usually prevails, and all in all, the common wisdom of the group is usually kind and inclusive.

Posted by JP

Architects, Computers and Powerful Designs.

For me, the most surprising part is that even though I change the word “children” into “architects” and “writing” into “design” from Papert’s Mindstorms, the contents will greatly fit with the context of the current architectural situation. For a long time, the development in computer technology and the use of CAD/CAM in design process has provide a huge impact on the way architects work and accordingly changed the way people see what a good design is. In terms of the use of computation, current massive consumption of off the shelf software does not mean that architects are truly using the computer for creative design. Most of the time, the powerful ideas came from somewhere else, but computation. Designers use computers to simply realize or to visualize the idea. (In a lot of case, the design concept is more efficiently represented by diagrams, sketches or physical models then computer simulation) People are still locked in computer-aided design stage and do not shift into a computer-using design stage. Papert’s methods of using of computers may quite easily solve this problem.

[Page 5, Introduction]

One of my favorite parts is Papert’s approach of using computer on bigger scale and on a higher level of effects, his vision of systemic approach in education of computer. As I remember I also was Michael. Personally I thought I worked hard enough yet my outcomes fluctuated heavily. When my works had a great result, however I did not understand why and how that happened. The school cared about the students’ academic results and teachers concentrated on how their students win over such a competitive situation. Teachers are struggling with what to teach and students are struggling with how to learn quickly. Instead, teachers should care about how to teach and students should enjoy the process of the learning. While I was reading the Papert’s book, I thought how much more creative my design would be and how meaningful my life would be if I had read this book early.

[Page 720 What’s the big idea? Toward a pedagogy of idea power]

Posted by ZH

i am really glad you related this topic to architects. actually this is also what i am thinking about when i was doing the reading. But, I do think computation has already made a huge impact on the design itself, not just as a visualization tool. A very critical example is that, when the scripting was introduced into architecture field, so many architects are engaging using codes to create the new forms because with computer, they can deal highly complex forms and details.

As we can tell the impact on the design from the tools changing, are there any chances that it will inspire us about the way to design the tool or toy for children ???

or is it possible to create a tool which will help children to create a tool to make things by themselves?

Posted by FG

One more note on the readings:

Where does competition fits into these models for collaborative/group learning? It seems the concept is absent from Papert’s Mindstorms and similar proposed systems of education and learning methods. Yet, to pretend it does not exist in our society, in our schools and colleges, as in the labor market, especially in today’s economically uncertain times, seems to give an inaccurate picture of the world and might be counterproductive in the end.

This is an issue that as developer of the Open Park platform for journalists to collaboratively cover the news, I am grappling with everyday. It is a challenge to introduce these news-reporters to the new practice of non-competitively working together and share their resources, but it is one I am acknowledging and working hard to solve creatively. I am taking the bulls by the horns here:)

Posted by DG

The challenge of collaborative work vs competition style as I’m sure you know has to do with the incentive/reward systems. Here are a few ideas that might increase collaboration in your system.

  1. a) Track the subjects an author contributes to, allow the top authors in that subject to be listed on a given page (or display them in a tag cloud).  
    b) Assign stories to individuals interested in so that if an author wants to maintain their “rank” in that topic, they will be forced to collaborate/co-author.
  2. Display an individuals centrality in the social network constructed using co-authoring as a link, this encourages individuals to co-author/collaborate with a wide variety of individuals.
  3. Display each individuals Erdos, or some other famous person, number.
  4. Offer the best stories to those willing to collaborate on them.

Just a few ideas, I hope they help.

Posted by FG

These are great tips, thank you DG!

I am familiar with the various incentives and motivational methods that some Web sites and news projects have put in place so as to attract outside contributors and create engagement - the ratings system of stories such as that on Slashdot come to mind. But although the total sum of these articles and contributions forms a final product that has been ‘collaborated on’ - the news Web site - this model does not amount to true, cooperative, non-competitive collaboration between the contributors. I am actually trying to get the news-reporters, even from different news organizations, to actually work together on a story, so yes, a clever, but fair and efficient incentive-reward system is the way to go. I’ll definitely keep your list in mind!

Posted by ZH

I really learned a lot from Papert’s paper. It is surprising that it was written nearly 30 years ago. Obviously, there are so many points are very inspiring to us. However, here, I really want to talk about his concept of “object-to-think-with”.

He used his gear as an example to introduce this concept " first, they were part of my natural " landscape,” embedded in the culture around me. This made it possible for me to find them myself and relate to them in my own fashion. Second, gears were part of the world of adults around me and through them I could relate to these people. Third, I could use my body to think about the gears. I could feel how gears turn by imagining my body turning … …”

Actually what this concept makes sense to me is more than what he said. Especially for children, the object could be more like an motivation or self-interest point than the “hobby” itself. Please imagine, which one makes more sense to a kid - a specific cartoon book with Micky Mouse or “reading” ?

In another words, do you think a kid is reading cartoon book with Micky Mouse is because he likes that book with the pictures of Micky Mouse or he likes reading? i would say which one is right, but i do think it could be a question related to Papert’s paper.

When i was a kid, i still remember that every birthday i was so look forward to going to the shop to buy a toy i really like, for example, the army figures. I carried them everywhere i went and played them all the time. Somehow I can not tell whether i like the toy itself or i like playing them.

Thus, I really think it is a good way to start with object. If the object could be well designed for the children, which has the enough potential to play with, to create new things with and so on, it could be a good solution to the idea of “Piagetian learning” - the object becomes a self-interested tool which drives children to explore the knowledge and skills of learning, especially in a non-teaching condition.

Posted by JL

The following paragraph is the excerpt that I chose because of its imagery and relevance to my life:

“Those children who prove recalcitrant to math and science education include many whose environments happen to be relatively poor in math-speaking adults. Such children come to school lacking elements necessary for the easy learning of school math. School has been unable to supply these missing elements, and, but forcing the children into learning situations doomed in advance, it generates power negative feelings about mathematics and perhaps about the learning in general. Thus is set up a vicious self-perpetuating cycle. For these same children will one day be parents and will not only fail to pass on mathematical germs but will almost certainly infect their children with the opposing and intellectually destructive germ of athophobia.”

Ever since middle school, I’ve had “literatureophobia.” I was a very slow reader and an even slower writer. With non-english speaking parents, the environment I grew up in made those “elements necessary for the easy learning of school” english virtually inaccessible. Like Papert said, I defined myself as inept in reading and writing; I was “mathematical” and not “liberal arty.” This labeling is indeed a germ that infects the mind. Every reading and writing assignment was done with a complete unwillingness and lack of motivation to do the assignment. These negative feelings only became huge barriers to my improvement.

This excerpt reminded me of the paper “Self-Theories: Their Role in Motivation, Personality and Development” by Dweck. Dweck’ s research identified two types of learners: incrementalists and trait learners. Incrementalists believe that their intelligence can be enhanced while trait learners believe that they have a fixed amount of intelligence. Dweck’s studies showed that incrementalists increased their sense of motivation for a difficult task, while trait learners had a tendency to give up.

It is amazing how your own mind can limit itself. According to his research, everyone should have a “can do” attitude with a sprinkle of “nothing is impossible if you set your mind to it.” Such flowerly phrases might actually serve a mental purpose.

Posted by SL

Yeah, I’m still angry (40 years later) that even though I showed every sign of being mathematically talented, as a girl I was discouraged from pursuing math-like topics. So I became a mathophobe and avoided anything that looked or smelled technical. Yet, everytime I would enter a machine shop, a hardware store or get near a computer or an erector set, I just wanted to stay and play. Somehow I still was able to muster that “can do” attitude. I think if, like JL, had the language barrier to confront as well as the gender barrier, I would have been more of a trait learner and probably given up. That’s an overwhelming challenge. This brings up inclusiveness in our approach to teaching and learning- much like what FG discusses above. How do we include, not exclude our learners? I think the new (for me), more open world of mashups and knowledge sharing holds great promise. Learners are not entirely dependent upon teachers or their methods for knowledge acquisition, but use the support and inclusiveness of other learners to help them. The teacher can guide, but the learning process is integrated in the social construct, much like the Scratch online community.

Posted by SK

Papert’s writing is made all the more interesting and readable by his inclusion of anecdotes that serve as analogies to explain his main points. One of these, the story of the “samba school” was most provocative to me because it seemed an inadequate metaphor for its time, but an idea that holds great potential in light of communication technologies developed since then.

Papert acknowledges some of the shortcomings of his argument for LOGO environments as samba schools. Perhaps the most interesting is that:

“LOGO environments are artificially maintained oases where people encounter knowledge … that has been separated from the mainstream of the surrounding culture, indeed which is even in some opposition to values expressed in that surrounding culture. When I ask myself whether this can change, I remind myself of the social nature of the question by remembering that the samba school was not designed by researchers, funded by grants, nor implemented by government action” (181).

This is a roadblock to samba school-style learning not only because students’ priorities will not be aligned with such an education, but because even if a community did recognize the value of learning in a certain way or about certain things, it may not contain the necessary people to share the requisite knowledge. In the case of the samba school, kids learn about dancing from skilled dancers who live within their community. This is great model for learning about, creating, and enhancing cultural traditions, but it is a poor model for problem solving. Problems facing a community are often a result of a lack of knowledge or perspective from the people who live in a given area. Learning math or computer programming from a neighbor who does those things professionally will, while allowing for some effects of individual creativity, mostly perpetuate local approaches to solving problems.

Of course, our modern definition of community has been dramatically altered with the development of the Internet. Papert’s book was written at a time when any learning community was necessarily tied to a geographic area and information exchange between such communities was primarily facilitated by “researchers, funded by grants, [and] implemented by government action.” Today, students and teachers have access to other people, their knowledge, and their perspectives from around the world with communication and collaboration made possible across the web. Students can - and increasingly do - learn in a samba school style by chatting, reading blogs, or watching YouTube videos of the “expert dancers” in whatever field they have interest. I remember learning about programming in this way. Nobody in my suburban middle school (despite its large size and ubiquitous access to computers and the Internet) knew enough about web application development nor thought it an important enough skill to learn to lead me with examples or point me towards appropriate resources. I found a community of people online with whom I collaborated to make Web sites and, in the process, learned a lot about the “mathetic” ways of thinking that Papert hoped LOGO would encourage.

The idea of community-based learning seems somewhat optimistic and premature without the modern conception of a global community facilitated by the web. But perhaps now there are huge opportunities to develop technologies (such as ubiquitous rapid prototyping machines that would allow physical creations to be shared, evaluated, critiqued, discussed, etc across the globe) and encourage behaviors (such as participating in online communities and forming mutually-educational relationships with web-based pen pals) that build on the advances since Papert wrote Mindstorms. It seems as though the work done with the online Scratch community further extends Papert’s hopes for computer programming as a learning tool, and I wonder what other skills and modes of learning can grow with a focus online.

Posted by SL

I share your vision of a global community facilitated by the web, and I have two words for you: Fab Lab. We’re trying to do exactly what you describe in your last paragraph- develop and deploy technologies that allow designs to be shared across the globe and encourage the growth of global communities of practice. Our work is still very rudimentary, but progressing. Want to experiment with online skills and modes of learning?

Posted by DL

I found the paragraph where Papert talks about how he hopes to “make transparent the barriers separating discipline” especially inspiring (p. 184), as it relates to my personal interest and research. I, too, strongly believe that we are at a point in time where it seems foolish to be making distinctions such as Biology, Chemistry, and Physics. With new knowledge gained from the advancement of technology, it is harder to justify why we categorize high-school “science” into these three arbitrary domains. At best, these categories provide one way of learning about the history of science; and at worst, traps us in an out-dated paradigm that prevents us from developing unique ways of thinking and innovations/discoveries that crosses these disciplinary boundaries.

Posted by DG

I can’t agree more. I think that allowing individuals to explore topics that interest them and contextualizing other domains with respect to the topic of interest is the best way to provide an integrated learning experience. For instance, if a child is interested in trains, you can teach them about the history of the railroad, steam power, transportation systems, shipping/logistics/math/operations research, model building, painting, architecture of train stations, industrial design, etc… The key is to integrate it in such a way that it all fits together.

Posted by JC

In response to DG, I have to wonder if there are schools that are attempted to break down these barriers and integrate the learning experience to be cross-discipline. From what I have read of Olin School of Engineering, the methods there are attempting to do this at a college level. It would be nice if any lessons learned or methods would trickle downward.

Posted by VC

The Papert quotation I chose does not, at first glance, seem particularly quotable: “Programming the Turtle starts by making one reflect on how one does oneself what one would like the Turtle to do” (28). It goes beyond the idea of “children as creators”. Giving kids programming knowledge gives them agency and allows them to control or manipulate their environment-however small-which ultimately gives them the mindset that helps them think, learn, and succeed. I spent a few of my college years teaching fitness and nutrition to middle school girls in a low-income, urban area, and there was a huge difference in academic performance between girls who believed they were capable of doing something (really, anything) and the girls who thought nothing in their lives could change. Perhaps the gap between programming knowledge and self-esteem is too great of a leap, but the effects of giving kids the opportunity to make something work will hopefully spill over into other areas of their lives.

Posted by RC

“I believe that the computer presence will enable us to so modify the learning environment outside the classrooms that much if not all the knowledge schools presently try to teach with such pain and expense and such limited success will be learned, as the child learns to talk, painlessly, successfully, and without organized instruction.” (p. 9)

This sentence is exceptionally provocative to me because Papert suggests that schools as they were then (and in many ways even now) will eventually become obsolete and need to be reformed. I was particularly interested in his discussion of samba schools as a model of non school activities that can engage children and foster education. This made me reflect on my elementary school years, ~10 years ago, to observe if indeed schools were starting to reform. Although many classes in my childhood were taught in a lecture style where the teacher would dictate the correct methods, a few classes did adopt styles that Papert recommended. Science class in my elementary school was taught as a series of experiments. The classroom was split into tables that seated 4-6 people. Sometimes the teacher would brief us about the experiment first, but for most of the period each table collaborated to complete these experiments with little help from the teacher. There was a large emphasis placed on hypothesizing what we anticipated would happen (both individually and then as a team) and reflecting after conducting the experiments. Each team would share what they had learned and the class would learn from each other. Although I did not realize it then, this class taught me to think about thinking as well as to better express myself and my ideas. Although classrooms still have quite a ways to go before become painless and successful, I think they are starting to transform.

Posted by DK

There are many inspiring thoughts and ideas in Papert’s book and I agree with many things he suggests. Contrary to voicing my enthusiasm about things I find agreeable I would like to point out one or two thoughts I have regarding his value assessment about thinking more like a mathematician.

No doubt, there are enormous advantages to thinking logically and reasoning about things in the world around us. I think it becomes a more complex problem when we consider other things children learn in Kindergarten like drawing. Drawing with a computer or the drawing-like designs or artifacts of creative processes that are the output of a program are defined by a single symbolic representation. This representation is defined by the creator of the program that is being used. This means that the child has no way to reason about that representation unless it is specifically made aware of it.

Logic creation of something that was imagined might need several “look at” iterations. In other words a child or student should be encouraged to rethink his/her representation of what is being created in Scratch for instance. All too often do we find ourselves being content with what our software or programs produced and are willing to accept something that is not what we wanted.

Papert talks about the possibility that we could learn to not have difficulties with being wrong and I agree, but I don’t think that programming lends itself to such reflective thinking as it can be frustrating and structures of logic sequences are hard to recreate.

I am not proposing that the representations used in Logo or Scratch of lines and geometric shapes are wrong. We should however consider that the playful act of drawing and seeing things in these drawings is a fundamental way of thinking that redefines the representations of what is seen or discovered in the drawing. By continuously using a single representation of what a line or a rectangle is or how a turtle can move this way of thinking is being inhibited. These representations should be redefined over and over again to make sure the concept of representation becomes clear and does not turn into an obstacle.

“…And giving children the opportunity to choose one style or another provides an opportunity to develop the skill necessary to chose between styles. Thus instead of inducing mechanical thinking, contact with computers could turn out to be the best conceivable antidote to it.” (S. Papert, 1980, p.27)

Papert recognizes the potential of introducing different thinking styles and I think this could be integrated at a very early stage in the conceptualization of Scratch or other visual programming languages themselves or at the introduction of the language.

One possible way of integrating the re-definition of representations is expanding Prof. Resnick’s spiraling process. The imagine–create–play–share–reflect–imagine loop might accommodate redefinitions of representations in a nested loop between imagine and create. That way a student is asked to think about what was created in the computer before others can comment on the entirety of the project including the story line, music and movment.

Posted by VR

Inspired by Jean Piaget’s model of children as builders of their own intellectual structures, Papert presents a well-articulated vision which has blossomed into a highly effective meme. It is interesting to note the influence of Froebel’s Gifts (Kindergarten) on artists and architects like Frank Lloyd Wright. By physically manipulating shape primitives and playing within the inherent constraints, the child is able to experience the effects of additive/subtractive logical booleans. Constructive play becomes a math lesson situated in a creative context. Logo and Scratch both embody this approach and the communities of players that have formed around these platforms for creative learning have consequently been empowered to share their discoveries in a distributed, limitless way. One of the core concepts in Papert’s MINDSTORMS asserts:

“It is possible to design computers so that learning to communicate with them can be a natural process, more like learning French by living in France.”

As a researcher in the Media Lab interested in the educational opportunities that will emerge through the curated use of well-designed Augmented Reality systems, I couldn’t agree more. What if we could teach children about math by taking a short walk outdoors? Flower petals, tree branching and river beds are fertile ground for exploring the beauty of mathematical relationships in nature.

Inspired by Papert’s idea that we could design a natural bridge between the way we compute and the world, similar to how we learn French in France, we must stand up, move away from the desk, engage the child’s whole body and learn in context. Consider a tiny, very portable computer (like an iPhone or something smarter and AR-enabled) that would let a teacher guide children through a ‘math tour of flowers’ pointing out logarithmic spirals, phi ratios and Fibonacci sequences. As children explore their surroundings, using all of their senses, this new “computer” could help them learn, truly embedded in the world. I envision scenarios where children gather around a tree and see it, smell it, hear its branches slowly moving in real space as their Augmented Reality graphics system overlays a LOGO turtle that climbs up the tree drawing a line and annotating the branch-off points, angles, and trunk/branch/twig thickness values. The child’s is then asked to synthesize the observations and come up with the relationships between the various components of the tree. Using these building blocks, the child could later build her own tree in an animation or even grow extra sub-branches for the tree she is looking at based on the structure she learned.

Reflection and Questions

Posted by Mitch Resnick and Karen Brennan

The readings for this week both talk about major transformations in the ways people think about learning and education. The Sawyer article focuses on new ways of thinking about learning, while the Collins/Halverson article focuses on new ways of thinking about education (with special focus on the impact of new digital technologies).

Sawyer provides a very nice overview of the “new science of learning” that has been emerging over the past 30 years, bringing together researchers from a variety of disciplines (including psychology, education, computer science, and anthropology) into a new field called the learning sciences. Sawyer lists several core ideas underlying the learning sciences:

  • To make use of knowledge in real-world settings, people need to develop deep conceptual understanding (not just acquire facts and procedures) 
     
  • People must actively participate in their own learning; it’s not enough for teachers to simply deliver better instruction. 
     
  • The best way for people to learn is in an environment that builds on their existing knowledge - not an environment that treats learners as empty vessels waiting to be filled. 
     
  • People learn best when they have opportunities to communicate and reflect on what they are learning.

The Collins/Halverson paper focuses on changes in the nature of education, arguing that new technologies are incompatible with traditional approaches to schooling. The paper describes three eras of education: the apprenticeship era, the schooling era, and the lifelong learning era (which we are entering now). It explains education has changed along many different dimensions (e.g., content, pedagogy, assessment, location) between these three eras.

For your blog post this week, please respond to the following:

  • Critique the Collins/Halverson analysis of the three eras of education. Do you disagree with any parts of it? How well does the Collins/Halverson description of the new lifelong-learning era align with Sawyer’s discussion of the learning sciences? 
     
  • Think about your own education. How does it fit within the Collins/Halversn description of the three eras of education?

Student Reading Responses

Posted by SK

Question 1:

One of the places where I disagree with the Collins/Halverson article is in their conception of “learning to learn.” They introduce this as the successor to learning practical skills, then basic skills, then disciplinary knowledge of previous educational eras. They state that “With the digital revolution, the focus is more on generic skills, such as problem solving and communication in different media, and on finding resources and learning from them.” I agree with this statement to a point, though I feel that the conclusions the authors come to as a result are very weak.

While most of this paper is spent discussing the history and potential implications in the future of education reform, Collins and Halverson do provide a some suggestions for actions moving forward. There are few specifics, but they mention “machines for all toddlers that help them learn to read on their own” and “computer-based games on the web that foster deep learning on entrepreneurial skills.” These suggestions sound overly optimistic about the abilities of machines and individual pieces of technology to motivate and inspire students let alone help anyone learn to learn. They also seem poorly grounded in much of the learning science research as outlined in Sawyer’s piece. They are only justified by Collins and Halverson’s own criteria (more engagement, less competition, customization, more responsibility, and less peer culture), which sound positive on the surface, but seem arbitrary without more to back them up.

Sawyer expanded on the importance of reasoning and why it is important to know how to learn. He tied this to the findings of learning scientists that “students learn deeper knowledge when they engage in activities that are similar to the everyday activities of professionals who work in a discipline.” One of the more compelling ideas that he presented was that of a computer “capturing and expert’s process” and “allowing the student to compare her process to that of the expert.” Most of the examples he gives imply that attempts to do this have been along the lines of structuring experts’ knowledge as data and using AI software to reconfigure it on the fly. This sounds like a bit of over enthusiasm about AI to me, and similar to Collins and Halverson’s suggestions to some extent. Why do the tools to help encourage reflection and reasoning (and therefore learning how to learn) need to be technological by their very nature? Can they benefit just as much by simply using new technologies?

It seems to me that the real issues are the lack of interaction between students and the real experts, not the experts’ knowledge. Much expert knowledge and process is already encoded in text books, but it is explicitly didactic and removed from professional practice. Why can’t we use new communications technology to bring experts doing their work in their own words directly to students? Already many students do this by watching specific and instructional YouTube videos, asking questions on a forum where experts participate, and reading blogs from the pros online. In these forums, experts seem more likely to illuminate their reasoning process (and how they continually learn) than if their knowledge were repackaged or reprocessed through software. Though these many experts do not take individual students under their wing as in the apprentice era, many students are able to learn from their work as it is made visible online.

Question 2:

When I think of my own education, I see some similarities to ideas presented by Collins and Halverson. One of their more provocative ideas is that students are too much immersed in a culture of their peers. One way that I (and many others) got around this was by seeking out tools from the professional world and teaching myself how to use them. Usually this required illegally pirating software from file sharing networks. By doing this, I learned more about how professionals work rather than working to learn in the way an educational software developer thought was best for me. Seeing the full set of tools in a program like SolidWorks showed me how professionals were concerned with integrating collaboration tools, or flexible, modular, parametric design processes.

Using these professional tools also helped me engage directly with professionals and learn in non-school locations. For example, I used SolidWorks to design robots for my school’s robotics team. I then could take those designs and bring them to a professional machine shop where I experienced how they were fabricated. The design process was portable, so I could work from home and have them produced at the machine shop in addition to doing design and fabrication work at school. Finally, I could share the CAD files from my designs with other robot builders in online forums and receive critique from people of many ages and backgrounds.

Posted by SL

Hi SK, I too felt that in their comparison of the three eras of education Collins & Halverson’s conclusions about future content: “… the focus is more on generic skills, such as problem solving and communication in different media, and on finding resources and learning from them”(p.5) were weak. Their approach leaves out very important ideas about deep learning and thinking, as well as higher level skills that we would find in intellectuals or experts. I worry that there is no room for developing deep thinking in this future, which raises concerns about educating in a wide but shallow way. The content described in their article may be too limited, too applied. Sawyer does a better job of supporting the kind of knowledge needed, deep and integrated knowledge, for the next generations:

In the knowledge economy, memorization of facts and procedures is not enough for success. Educated graduates need a deep conceptual understanding of complex concepts, and the ability to work with them creatively to generate new ideas, new theories, new products, and new knowledge. They need to be able to critically evaluate what they read to be able to express themselves clearly both verbally and in writing, and to be able to understand scientific and mathematical thinking. They need to learn integrated and usable knowledge…(p. 2)

My own experience in education, post college, confirms some of Sawyer’s ideas about using authentic practices in education to deepen knowledge. Since college, I’ve gone back to school and participated in situative learning settings on several occasions, and in each case the learning has been far more powerful and engaging than my entire pre-adult educational experience. I was fortunate to be able to use immersive environments to learn a few languages and my documentary television journalism profession. Learning by doing and experiencing were perfect for integrating knowledge, for making knowledge usable and deep. It was the interaction with the experts around me that made the difference-and seeing the application of my learning immediately. Computers, digital editing software, high-end digital cameras and editing equipment were the technologies supporting my learning process. They were integrated collaboration tools as you mention. For me the technology was not at all supported or enhanced by “learning software” (an anachronism in my opinion). The technologies at hand were tools and supports through which I built and expressed my learning.

Posted by FG

Collins and Halverson’ proposal that small children learn on their own with computers also caught my eye. I found the image of a toddler left on his/her own with a computer both hilarious and tragic.

But then, one may wonder if the only alternative is for the child to be alone - perhaps, for children who are on their own/spend a lot of time alone for whatever life circumstances [only child, uncaring parents, illness, etc.] having a computer to interact with might be better than not having one.

Posted by DG

I think one important thing to remember is that the computer can extend the learning; it augments the human interaction. For instance, imagine instead of standard wooded blocks with a letter on the side a smart block. The child still can build what the want, but if they spell out a word the blocks or a computer in the room can say it and provide the definition. In this way the child can experiment and find new words and it adds another possible constraint to their construction efforts - all towers must be made out of words.

Posted by JL

When I read that children can learn on their own with a computer, I had a completely different image in mind. I actually imagined a robot companion teaching a child. Currently developed to express social cues, gestures, and facial expressions, robots are capable of being engaging social teachers. Like in Danny’s example, a robot and a child can be working together to build a bridge out of wooden blocks. The bridge collapses and the robot gives a suggestion to how to make the bridge sturdier. The robot teacher can facilitate this scaffolding in a much more intimate way than a typical classroom setting.

However, even if robots can be effective teachers, I still believe a child’s education environment should consist of both this intimate learning as well as classroom learning. Fellow classmates provide competition, fellowship, and motivation as they embark on new concepts and new material together. I have always found that fellow students could always explain concepts better than teachers just because they know where I am coming from i.e. they have roughly the same level of prior education. They would know where I probably made a mistake on a problem because they made the same mistake before. Having this common playing field, students are sometimes great teachers too!

Posted by SL

Collins/Halverson in many ways present us with the same challenge and vision as Papert in Mindstorms. In Chapter 8 of Mindstorms Papert presents us with the unsettling idea of a world without schools and a challenge to educators for better learning models and environments (and by extension: using computers and computation). He goes on to suggest another environment for learning, a different model of learning, that of the samba schools in Brazil. The model is inspiring, and points to ways of integrating many of the social and cognitive functions that our schools should be developing in students: learning is applied, skills are practiced, rehearsed, the learning and learners are diverse in age and expertise (and culture), and so on.

Collins and Halverson, though they insist that schools are here to stay, do propose much the same challenge as Papert:

“The central challenge is whether our current schools will be able to adapt and incorporate the new power of technology-driven learning for the next generation of public schooling. If schools cannot successfully integrate new technologies into what it means to be a school, then the long identification of schooling with education, developed over the past 150 years, will dissolve into a world where wealthier students pursue their learning outside of the public school.” ( Collins, A. and Halverson, R., 2009, p. 2)

While in this statement they focus on how new technology will widen the educational gap between economic classes, or in another sense, widen the digital divide, the message is the same. With a now established global knowledge economy, with new technologies in common use outside of school, and lack of technology skills and capabilities in school curricula, and the fact that our students are falling behind in the global competition for jobs due to a lack of appropriate knowledge and skils, the challenge to educators is to come up with new models for teaching and learning, relevant to the skills and knowledge required in this new technology driven, global market:

“With time, these pieces might come to comprise the fragments of a new system of education in which schools have a less central role, as in the apprenticeship era. But for now, these elements have developed independently of one another. They do not in any sense form a coherent system of education. That is where the need for visionaries is most apparent. It will take energetic visionaries to do the kind of work Horace Mann did during the first educational revolution - that is to figure out how to build an equitable and coherent system from these emerging pieces.” (Collins, A. and Halverson, R., 2009, p. 5)

This is very much a call to action, and Collins/Halverson offer convincing support for why the time is right. They build their case systematically by outlining the incompatibilities between schooling and technology and they describe the many new environments that are now available to learners outside of traditional schools.

However, throughout this article they take a narrow view of how technology (computers) can be used, how technology-driven learning would work. It’s a view primarily based on computer as tool to access learning materials and the web, computer as assessment tool, computer as tutorial/stand alone learning environment. It’s a bias toward using computers as augmentation for the current schooling system. This bias can be found throughout the entire article. (I could list all the quotes but this blog entry is way too long already.) As Papert, Resnick and many others have shown, using computers in the learning environment goes way beyond tutorials and information access to become a part of the learning experience. TURTLEs, Scratch, some of the LEGO products and even my Fab Lab project all use computers in a very different way. They serve as scaffolding and knowledge-building tools, crossing the boundary between the physical and digital worlds. Through them you can design, iterate, create, and communicate. Computers and digital technologies become an integral part of the learning process and they can accommodate and encourage much social interaction. They serve an integral role in the learning environment rather than replacing teachers, books, libraries or demonstrations of knowledge.

Collins and Halverson also outline what they believe will be lost by our assimilation of technology into educational models, and their argument is compelling. We don’t want to lose ground in equity, citizenship and social cohesion, diversity, or broader horizons. But I don’t agree that integrating technologies into our educational system will necessarily mean losses in each of these areas, rather integration will present new opportunities to address each of these areas (though admittedly equity is a big challenge). Their arguments for what will be gained by assimilation are not overwhelmingly powerful or exciting: engagement, less competition, customization, more responsibility, and less peer culture. As laid out, the losses seem far greater than the gains, more convincing than the gains. And their final imperatives for rethinking education: “…customization, interaction, and control” (Collins, A. and Halverson, R., 2009, p. 10) seem somewhat insignificant, frankly. While I agree with them on the challenge and the call to action, this prescription for a better model doesn’t engage, excite or convince.

Posted by FG

I fully agree on Collins and Halverson taking a narrow, reductionist view of technology. As we have seen for ourselves and as many here have said, technology alone is not enough, it should be integrated into a rich and supportive environment. Human contact and nurture are essential components of successful learning. I’m curious, how long would the relatively fast and painless core life skills we learn as babies and toddlers, such as walking and speaking, would take us, if they weren’t learned in the presence- and with the support of our parents and close family members? What if during those critical first years, we had to learn to make our first steps and first everythings in the presence of computers instead of our own parents - even let’s say, emotionally-smart ones? How long would it take? My guess is that it would take much longer, and perhaps even be less efficient…

Posted by SL

Yes growing up with computers as surrogate parent/teachers would be just awful. This kind of relates to Sawyer’s discussion of “situativity,” the idea that knowledge is a process that includes the learner, the tools, others in the environment, and applied activities. Learning core life skills in situ was essential. And while computers can be supportive of the learning process, they can’t replace the interaction with the real world. What if we were all educated based on a situative model? Again this harks back a bit to Papert’s samba schools and immersive learning environments, which I think is an interesting and promising vision.

Posted by JC

I agree that technology is just another tool and not a replacement. There are supposedly groups around the country attempting to execute immersive learning in a community setting. I have yet to run across documentation discussing results, outcomes, etc.

Posted by VR

Collins/Halverson’s paper demarcates chronological boundaries between the apprenticeship era, schooling era and lifelong learning era of education. They claim that in contrast to the Industrial Revolution’s apprenticeship era in which the state took over responsibility for educating children from their parents the present era of education is returning this responsibility to the parents. I’m not aware that this is in fact the case. If, as Collins/Halverson state, only 1.1 million US students are being home-schooled it follows that the lion’s share of the student population is still being influenced by the state schooling system. Moreover, the reading does not specify the cultural scope (US students vs world-wide students). Assuming the former, I would say this is not yet fact. Although I’m personally open on a case-by-case basis to effective alternatives to traditional state-run education I’m not sure at which age, developmentally-speaking, we should begin to emancipate our teenagers. Premature educational emancipation could have serious implications if the teenager is left without proper adult guidance.

Repeatedly, Collins/Halverson show similarities between the apprenticeship era and the lifelong-learning era. For example, learning assessment during the apprenticeship era was accomplished as the master observed the student, correcting them as they went along. By analogy, the lifelong-learning era’s assessment method in a computer-mediated learning environment can provide custom-tailored feedback. Additionally, it may throttle and customize the learning material as the student completes tasks.

Whereas I was inspired by the vision and broad overview provided by Sawyer’s paper on the Learning Sciences I felt that the Collins/Halverson paper was very enthusiastic, optimistic but lacking in specific quantitative data. Although some attention is placed on the ‘shadow’ of this wonderful vision (“What happens to those who are left out of the digital revolution?”) overall I preferred Sawyer’s sound presentation and synthesis of the various disciplines backing the Learning Sciences movement. As an avid supporter and soon-to-be developer of digital technology for education I had every reason to agree with Collins/Halverson but felt reluctant to fully endorse their view due to some key disagreements. Namely, I don not believe computers and software, in their current state, are sophisticated enough to adequately interact with young students without teacher or adult supervision. “Schools are not amenable to the customized education that is now sought, and so now education is moving into many different venues… such as homes.. where learning materials can be accessed from computers and the web”. I find this depersonalization of education to be quite disturbing. In a subsequent section on relationships Collins/Halverson suggest that in the future students will be interacting with systems that have no understanding of them as individuals and will deal with them in a non-critical, impartial manner. I believe that in an ideal classroom the enthusiasm, passion and love for the subject matter the teacher brings into the environment can serve as a huge catalyst for inspiring students to learn. Why would a teacher be so excited about Oceanography, a student might ask? Being drawn into the expanding field of awe and wonder that a great teacher conveys is at the core of learning not just for performance but for the sake of learning itself. I would strongly argue that currently most computer and software systems are not endowed with sophisticated systems including real-time affective computing (emotional awareness) abilities resulting in an impoverished interaction model- something we can not afford when it comes to shaping young minds.

In turn, it is clear that Collins/Halverson’s vision of a global, networked classroom would be a dream in terms of embodying the human family’s diversity of opinion and practice. I would still recommend the judicious application of technology to education. I’ve always been a big fan of using the best components of any system and integrating a cohesive whole from the parts. Real, physically-present teachers and the experience of a good classroom is much harder to digitize than we think. Although I do not doubt we will continue to revolutionize communication technology and that children should become literate in creating videos, animations, Web sites, programming, etc I find it interesting that Collins/Halverson vision of the future of education is comprised of hybrid techniques from current practice augmented by the older apprenticeship era model of education.

Posted by DL

I agree that computers have a long way to go when compared to the “ideal” classroom, where the “ideal” teacher would inspire students to learn for the sake of learning and not for performance. However, your clear distinction made me wonder how often we have such ideal situations. And perhaps while computers may not be capable of some things, the advantages it provides (or the weight we place on its advantages) offsets its own disadvantages, and the disadvantages brought about from the all-to-common non-ideal classrooms and teachers. And you may agree that perhaps it isn’t even the role of the computer to provide affective support (regardless of whether if it can or cannot); without teachers, I can see such a role being fulfilled by parents and other people in the child’s community.

Posted by VR

I agree that parents and other people in the child’s community could provide the affective support.

Regarding educational technology: I am in support of bringing computers and robots into the classroom. However, I do feel like all factors need to be considered. When I stated the classroom experience can’t be digitized I meant that, beyond contagious enthusiasm, a good teacher communicates with a wide range of non-verbal methods. Most telepresence systems currently do not include affordances for pointing/gesturing and body language. We should strive to design systems that enable and empower the user/student to go beyond the typical (current day) 2D representation of a person/avatar on a screen.

Posted by FG

A child’s parents, close relatives and general family/home environment are often seen as those who should provide the affective and psychological support to their child’s education, especially his/her acquisition of technological skills - such as being introduced to a computer, etc. - and rightly so. Indeed, this would be an ideal complement to the often group-based use of computers in schools and colleges.

The problem is that I see the issues of parents involvement and affective support as being directly related to the digital divide again. In less privileged families, where both parents [when there ‘are’ two parents still] are working long hours or two jobs to make ends meet, there is little time or disposition to spend time with kids to teach them new skills, play with them and monitor their progress. I don’t know what the statistics are, but many parents in lower-income families are simply less involved in their children’s education and extracurricular activities. Many such parents are themselves ill-equipped to provide such nurturance and guidance, lacking themselves the technological knowledge and general curiosity about it. In many families, going through the daily routine and surviving is the focus. Then, in more extreme cases, some parents simply don’t care about their children’s education - usually these are ‘social cases’, which may include a alcoholic parent, etc.

The scenario of parent involvement that IL described earlier can hardly be taken as a general one for society, as the experience of an MIT student can hardly be deemed ‘standard’ and representative of society at large.

Posted by DG

I think that technology can help with these issues as it can be easily made available to all children. If we design software that treats education like a game - students need to level up by learning new skills and applying their knowledge; at each stage they are exposed to new ideas that are appropriately contextualized to the knowledge that they have shown that they have. This is not merely replacing a test with a computer, but integrating it deeply into their learning environment where they can compare their progress to others (peer pressure to perform).

Also, by giving the children a place to excel parents who either uninformed or care little may become interested in their child’s new talents. In the following quote, we see that Anjana’s sister-in-law who has no technology experience is proud and excited for Anjana. When a someone is excited and passionate about something it can be contagious and it my spread throughout there family.

“Again, Mitra was delighted with the results. Given permission, girls rushed to the computers. “I feel great!” exclaims Anjana, an enthusiastic girl who lives in Madangir, a low-income district of New Delhi. At home, her family is a bit mystified. Anjana’s sister-in-law is a stay-at-home housewife who has never seen a computer. But she is thrilled that Anjana has the opportunity to master a technology that seems to offer so much promise. “It increases her knowledge,” she says, “and it will be a big help when she looks for a job.”’ - Frontline World

Posted by JC

Many students are growing up in a world of being stuck-on-survive. There parents, relatives, etc. can’t provide the nurturing environment needed to support exploration. In these environments, it is critical for community organizations and the school systems to provide a common place that the youth either have to attend or want to. This brings us back to looking at how to make our schools more effective.

Posted by SK

Re: VR’s posting. “Although I’m personally open on a case-by-case basis to effective alternatives to traditional state-run education I’m not sure at which age, developmentally-speaking, we should begin to emancipate our teenagers.”

This brings up a good point about what seems to be a glaring omission throughout both the articles: there is no discussion of different approaches for different levels of education. The authors don’t seem to acknowledge that using technology to learn might have an entirely different effect for kids, teens, and lifelong learners of different ages. Collins and Halverson’s conclusions make suggestions for many different age groups even though much of their argument seems to be based on how adults might continue to learn and Sawyer sort of lumps together all school-age kids, even though this represents a wide range of mental development.

Posted by FG

First, I have to say that Belgium, France and pretty much the rest of Western Europe have been in the throes of reforming their education system to embrace more learner-friendly practices, as described in these papers, for the past 30 years or so, just like in the US, and with similarly unsubstantial results when it comes to adoption of these new practices… so this is familiar territory.

I found Allan Collins and Richard Halverson’s balanced approach to the new proposed system of education, with equal mention of its pluses and minuses, refreshing compared to the blind embrace that often comes from hardcore reformists:)

Sawyer seems to fall in the latter category, as we are treated to sweeping black-and-white statements and broad generalizations about traditional education, such as “Constructivism explains why students often do not learn deeply by listening to a teacher or reading from a textbook,” or in his rigid Table 1.1 comparing Deep Learning and Traditional Classroom Practices: “Learners memorize without reflecting on the purpose or on their own learning strategies,” or “…carry out procedures without understanding how and why.” I understand the point Sawyer is trying to make - that the new type of participatory learning offers a richer, more involved and ultimately more efficient way of learning new skills and knowledge. But we do know that schools and universities have produced great minds and innovators. And on my own little scale, I can say that I am the product of a traditional education, and I did memorize courses material, but I did so inquisitively, searching for my own additional information to complement it.

For this reason, Collins and Halverson’s more nuanced take is refreshing, such as when they acknowledge the commercial interests behind new educational technologies.

Sawyer’ and Kolodner’s accounts of the difficulties of establishing the field of learning sciences within their contemporary educational landscapes are characteristic of the growing pains that always accompany the location and introduction of a new practice in a given sphere, which amounts to a disruption - a normal scenario here. The divide between the theories and applications in the real world, which Kolodner pinpoints, is also a common problem.

One recurrent theme in all three papers, and one that is central to the proposed reforms is that of “deep and lasting learning” as Kolodner writes. She calls for “better learning” in schools. Similarly, Sawyer makes extensive use of the terms “deep learning” and “deep knowledge”: “When students gain a deeper understanding, they learn facts and procedures in a much more useful and profound way that transfer to real life settings.”

I feel we could do with a little description or some definition of what is meant exactly by “deep learning.” I understand that it is learning that is collaborative, participatory, hands-on, and technology-aided, but these qualifiers refer to methods. All the authors never really define what it is exactly we are learning that we weren’t well equipped enough before to learn well, or in what better ways we are learning the new fact or skill. How much better are we learning? And what does ‘better’ mean? Are we learning ‘more’? Faster? For longer periods of time? What are the goals of improved education?

Sawyer and Kolodner both call for learning that will last - “Deep and lasting,” Kolodner writes. But if all the new skills we acquire through the new reformed system are guaranteed to stay in our mind for good or at least a long time, then how do we reconcile this property with the call for lifelong learning? Collins and Halverson make clear that lifelong learning capacities and frame of mind are a must in today’s new socio-economic and technological conditions. But why is there such a need if what we are learning is by definition programmed to stay imprinted in our minds?

I am myself a lover of learning and converted to the notion of lifelong learning, as I plan to keep exploring and acquiring new skills right through pension and beyond, but I just wish to point out what appears to me to be some faults in the logic behind the argumenst presented.

A related question to that of defining quality learning is: how do you measure success? - a question which is also not really addressed. How do you assess what makes ‘better learning’? How do you go about evaluating the results of the new type of teaching and learning methods? How do we interpret them? Shouldn’t this have to be done over a long period of time for it to be accurate? I would think that in many spheres of knowledge and activities, one would want to check the long-term effects of the new fact/skill acquisition. How else could we define them as ‘deep and lasting’? It would seem necessary to check how much is being remembered after a certain time - if that is indeed a parameter of success - as well as how much the skills and material acquired the learner is able to apply to other academic and life situations. Also, how do we deal with the fact that knowledge and practices change over time?

There seems to be little evidence that this type of research has been conducted, at least I see no mention of this in the three essays, or perhaps just glimpses of it. Yet the standards for the success of these new methods must be established, their efficacy defined. Will they be successful if the learner succeeds in accomplishing a task at the end of the session? Or to repeat it by imitating it? Or creates something new? Or still remembers what he has learned the next day? The next week? In two years’ time? Or if he can apply what he has learned in the session in other aspects of his life, at any time in the future? If the latter - who will be there to check and evaluate the effects and results of the learning session? These last questions in particular point to the near intractability of the procedure…

I find the question of evaluation especially relevant when it comes to collaborative learning: how do you assess the learning success of each person in the group? How do you ensure that each individual receives an equal amount of new information, skills, ideas and feedback from the other participants and group leaders [should there be some]? When it comes to such abstract notions as ‘creative ideas’ or renewed motivation, these can be especially hard to track and evaluate for each learner and comparatively to his peers in the group. Sawyer writes about “the power of collaborative learning.” I would be curious to see how he determines that the learning is powerful.

As I am on the topic of collaborative learning, an interesting note: Sawyer asks “How can we create a culture where learners feel like a learning community?” And the theme of community development and group-based activities come up throughout many of the arguments in these readings. But this gives me a funny sense of coming full circle and being back at square one: a “learning community” - wasn’t that what the classroom was supposed to be? And if not the traditional one, then its reformed version [as there have been many reforms in schools and colleges already]? Having said this, I can easily guess what Sawyer has in mind and how his participatory, multi-skilled and technology-enabled community differs from that of the traditional mainstream class environment. It’s probably the way he phrased it and the absence of characterizing details that make it sound strangely familiar.

Just a couple more points on Sawyer’s article:

  • Sawyer argues that people must take responsibility for their own schooling. Although this is a great concept, it is easy to imagine how underprivileged children and families may not have the right conditions to take such a step and could therefore fall behind - a point that our authors do recognize. 

    Sawyer refers to the “authentic practices” that are part of the new type of the educational experience: hands-on activities are designed in such a way that they offer real life-based experiences to students, so as to bring them as close as possible to the work of professionals in real settings. The problem is, we know they aren’t authentic. The activities planned in reformed programs are still simulations and therefore ‘fake’. They still require that the participants suspend belief. 
     

  • I appreciated Sawyer’s mention that we should take into account students’ “prior knowledge and misconceptions” - often new teachers prefer working on ‘virgin minds’… as old habits and acquired skills that may not fit their style may be hard to break and redirect.

To take a closer look at Collins and Halverson, I also have a few points to make:

  • The two authors write that “Technology has been kept in the periphery of schools,” and make a case for technology integration. But perhaps they center their argument for a new system of education a little too much on technology. Technology is great, but is snot enough. It must be accompanied by the supporting curriculum, practices and philosophy. It’s not just about integrating technology into our learning lives, it’s about how it is being used. It’s not just about bringing computers into schools. The Russian government is doing that - but for all the wrong reasons, using them to transmit state propaganda to schoolchildren and teenagers through carefully designed youth multimedia programs and services. 
     
  • I like their idea of making learning opportunities ubiquitous and part of our ambient environment, like workplaces, urban services like libraries, etc. In fact it would be cool to somehow connect all these learning-rich places and being able to navigate them and the newly acquired skills and content with ease.

Collins and Halverson make very strong cases for customizing the material and learning opportunities for children/students/users of the new system, providing them with the information they need, when they need it and in the format they want it. All this comes with fast and appropriate feedback and computers that adapt to the students [instead of vice versa in the traditional educational system]. They also say that this new learning environment has less peer pressure and is generally much friendlier than the cold and rigid traditional system.

One question that arises from these observations is how do students/learners in the new educational system go from this comfortable little educational cocoon to the big jungle that is the world out there? Unless these reforms are extended to other spheres of life - and I think that there is great progress in that direction - it might take some adaptation and readjustment to function in the ’normal’ traditional institutions after one has completed one’s education in the new system.

The ‘real world’ that is the current job market, or even the world of academia, do not come naturally with instant feedback and engagement tools and devices - motivation is not delivered on a silver plate, or ‘created’ for the user, he/she must find ways himself/herself to be curious, explore, study more, and eventually find his/her own sources of motivation and engagement. Real life doesn’t come with instant feedback, people must learn how to be self-motivated and resilient in the face of failure and adversity. Real life doesn’t doesn’t provide customized knowledge on demand, one must learn how to search and hunt for it, sometimes dig with one’s nails to find it.

The real world, however, does come with plenty of peer pressure, competitors and other similarly nasty things - all of which the learner has to learn how to deal with. Getting rid of peer pressure, as the authors suggest is recommended, is no way to learn how to deal with it. I would think that the best way to learn about something and how to deal with it is to come into contact with it. Learning to adapt and make the most of these situations and difficulties could also prove an essential life skill.

The mainstream traditional educational system has failed generations of students in numerous ways. Ironically, this is perhaps just one department where it has had some useful function - preparing students to cope in the world out there - although of course this is no acceptable reason for keeping such a system in place.

But my own conclusions upon reading Collins and Halverson would be:

  1. Don’t make it too comfortable for the learners:)
  2. Seek to engage without too many engagement tools and practices - so that engagement and love of learning evolve from the learners themselves and become an intrinsic part of their personality. In fact, it would be great to make engagement/motivation part of the learning experience itself.

Perhaps the proposed technologies and new practices can help develop just these features in learners and inspire a lifelong curiosity and desire to acquire new skills. But we must make sure that children become independent learners, who do not need to rely on external factors and devices for their motivation, and eventually education.

I realize I have been quite harsh in my assessment of this week’s authors. But as said, I am already aware of the many advantages the smarter type of education has to offer over those of the chain-like, factory-style traditional system, and I am already converted to the notion of a new world fast adopting these thought-provoking and innovation-oriented educational technologies. So I hoped to provoke discussion by pinpointing some of the less smooth elements and possible flaws in the proposed system. Perhaps this may lead to some suggested improvements even.

As for my own education:

Traditional from start to finish at primary and high-school in Belgium, [although those years already saw some reforms], which I supplemented with my own extracurricular courses in private schools and private home tuition [ballet, drama, Latin and Greek for fun; math to raise poor grades]. University was very much ‘a la carte’ at The University of London, Boston University and Harvard.

Posted by DG

“When the state took over responsibility for education, families and individuals ceded most of the responsibility to the schools. Many school children seem to defy the school to teach them anything.”

This quote from Collins & Halverson describes my attitude to toward formal education throughout my childhood - I actively fought against my own education. The subjects in which I excelled were those that seemed relevant to my daily life and related to topics that were of interest to me. In fact, the majority of my learning was done outside of school or on my own. Now, I can categorize myself as a lifelong learner. Through reading, experimentation, lectures, classes, travel I continue to push myself to better understand the world.

There was only one section in the discussion of the three eras of education that I took issue with, and that was the one dealing with equality. I think that there are two significant errors with this line of thinking. First, as schooling uses more technology we will begin to see the benefits of mass production. Costs will go down as quality goes up; there will be better materials at lower prices available to all. In contrast to the present day where the day to day activity of teachers hasn’t progressed in any meaningful way in the past 70+ years. In addition to the ability to reduce costs and improve quality, a concern was raised that public schools would become a dumping ground for the poor and uninterested. The uninterested was detected can be taught through other means, and their issues addressed directly. While the poor, given access to the same technological resources will be able to control their learning and have access to better materials than they normally would have.

I think that Sawyer and Collins/Halverson are complimentary. I see Sawyer as deconstructing well defined common skills and the best way to transfer them to others by understanding what the common difficulties are, what the best techniques are to achieve reflection, and so on. Whereas Collins/Halverson are more concerned with engaging the learner, and having them acquire skills that are not well defined.

Posted by JC

* Critique the Collins/Halverson analysis of the three eras of education. Do you disagree with any parts of it? How well does the Collins/Halverson description of the new lifelong-learning era align with Sawyer’s discussion of the learning sciences?

I find Collins/Halverson’s three eras: apprenticeship, instructionism, and life-long learning provide general phases for mainstream education. The categories do exist together today; although not in equal quantities. Education is evolving, but niche learning, like shop classes, still are more apprenticeship oriented.

Collins/Halverson express the concern of equity and the potential for public schools becoming dumping grounds. I agree with the statement; however, in some parts of the country, public schools are already perceived as dumping grounds. This is already a problem in our current phase of instructionism education.

Collins/Halverson and Sawyer do agree, from a high level perspective, of lifelong-learning aligning with learning sciences. Lifelong-learning and learning sciences requires the student to take responsibility and pursue interests; understanding that no one method is ideal. Collins/Halverson discuss some more practical issues involved in lifelong-learning, such as still providing the a framework for learning through certifications. Sawyer addresses the same issue from a higher perspective by using the term scaffolding.

* Think about your own education. How does it fit within the Collins/Halverson description of the three eras of education?

Overall, I am a lifelong-learner pursuing opportunities that spark my interest. My learning has included instructionism and apprenticeships. The primary and secondary education was mainly by instruction, with infrequent apprenticeships. Post-secondary education was also instruction; however, the classroom instruction dropped in importance as the focus was on experience. Other areas of study, such as fire fighting and EMS, were a mix of instruction and apprentice. I’ve taken more responsibility over general learning and exploration as I’ve grown older and more curious.

Posted by FG

In response to your mention of the three eras of education as defined by Collins and Halverson as “already existing together today” although not in equal quantity”: it just struck me that the authors, and we ourselves in our responses tend to see the three eras as distinct from each other and as if mutually exclusive. But who says this should be so? I had plenty of moment of lifelong learning experiences and opportunities in the course of my traditional primary and high-school education, as when I did my own research and read more about a particular topic or took extracurricular classes to complement the main obligatory teaching. Even my hobbies of dance and drama brought something to my overall education.

I personally think that a convergence of sorts must be possible and beneficial. Why not take the best of each era and mix them into an enriched, multi-faceted practice of educating?

Posted by JP

After reading Collins and Halverson’s article on rethinking education in the age of technology and Sawyer’s book chapter on the new science of learning, I realized that I have been deeply immersed in an old educational paradigm, learned from my high school English teacher. He explained that what people knew was something in their heads, and what was in their heads was something people memorized. I never questioned this idea and actually used it most frequently to learn. On reading these articles, I have concluded that this old paradigm, memorizing, might be consuming and inefficient for me to learn well.

In the beginning, it becomes so clear that to shift people from the old paradigm, instructionism, to new educational paradigms such as constructivism, cognitive science, educational technology and socio-cultural studies, and to change the current “mammoth” school system are not simple jobs. Therefore, it is more appropriate to find a starting point to improve the educational environment than to list all the necessary tasks and handle them one by one.

As a starting point, I loved Sawyer’s “Scaffolding” approach to assist people in promoting deep learning: giving some hints that help them understand something by their own intelligence rather than providing the knowledge itself. In terms of architecture, scaffolding is almost as important as the foundation of a building; scaffolding is a key element in constructing a building. It provides access to all the materials on higher floors where it is impossible to reach without scaffoldings such as a high ceiling or a façade of a high-rise. Another nice quality of scaffolding is that it works in a timely manner: it is installed only where it is necessary to complete the job. It can be easily manipulated and transferrable, used for commercial buildings and then reused also for residential buildings. As long as they are in good condition, the lifespan of scaffolding is endless.

The most potential teaching tool that works similarly with scaffolding will be a computer. Collins and Halverson’s reading well described the transforming nature of education by digital evolution. One thing I like is the notion of lifelong learning that people cycles between learning and working throughout all his lifetime. That changes the view of seniors from abandoned people to the most productive members of economic activities.

Collins and Halverson also mentioned about the loss in using computer technology in education such as the loss of equity, social cohesion and diversities. However, the use of computer tool may be the only method to improve the efficiency of learning by providing customization, interactivity and high controllability. It is very difficult to imagine any other tool can support the new challenge in educational paradigm.

One minor thing I imagine differently from those two readings is that I do not limit the use of computer in form of an isolated product like current desktop or laptop devices. Rather, I imagine all kinds of various environmental features like furniture, rooms, buildings and playgrounds and even a public place can be equipped with micro-computer. Computer-integrated environment can be a tool to improve the lifelong learning process as an enjoyable, yet productive scaffolding.

Posted by VC

Call me old-fashioned, but I’m not totally convinced that Collins/Halverson’s vision of life-long learning is the best way to go about education. I’m not against the life-long learning approach; in fact, I do agree that it addresses some serious issues with schools today (over-competitiveness, the one-size-fits-all mentality). I think the best way to go about education, however, lies somewhere in between the schooling age and the projected lifelong education age. As Collins/Halverson argue, students need be engaged and self-motivated in their own learning-schooling doesn’t account for that. At the same time, I do believe that there is some knowledge that everyone must have-and sometimes acquiring that knowledge isn’t fun.

I’ve been reading about the Matthew Effects (loosely defined as the-rich-get-richer and the poor-get-poorer) in education. Studies show that students who go into school with a lower level of vocabulary than their peers never catch up. (It’s worth noting that these studies identify interaction and discussion with parents as the main source of developing a rich and varied vocabulary at a young age. I don’t have the numbers on hand right now, but the disparity in vocabulary and school-readiness among low-income children and children of professionals is enormous.) A first grader’s literacy scores can strongly predict his or her literacy scores in 11th grade. Why is that? The dominant theory is that students who start behind are likely to be reading material that is too difficult for them, and they get discouraged. They use too much cognitive energy trying to decode words and don’t have enough brain power left over to do higher-level thinking.

So how does this relate to the reading? Collins/Halverson write, “Memorizing information is becoming less important with the web available, but people do need to learn how to find information, recognize when they need more information, and evaluate what they find.” Great. I agree with all of those things, but in order to do any of those steps (finding, recognizing gaps, evaluating), people need some base level of knowledge so they know what they’re looking for and can recognize what they don’t know. When I was studying International Relations, I had trouble getting through the newspaper readings because I didn’t know where all the countries were and I didn’t have a grasp of the major leaders or events of many of the regions we studied. Like the students who started school with a low level of vocabulary, I was spending too much cognitive energy looking up countries, events and leaders. As part of my major at Georgetown, I was required to take a class called “Map of the Modern World”, where we had to learn about every country in the world. It was a grueling, painful class, but ultimately rewarding. When all was said and done, I could finally dive into my reading in a meaningful way. If that class hadn’t been required, I would never have taken it and I’d probably be struggling to get through the international section of the newspaper.

Though Sawyer and Collins/Halverson both support a change in the way school is done, they differ in that Sawyer focuses more specifically on how technology can be used to develop the critical thinking skills needed to make learning a rewarding lifelong pursuit, backing up their claims with credible research. Collins/Halverson identify many technologies that have potential to improve learning, but don’t provide concrete examples of how these technologies have been effective. For example, they describe internet cafes as potential “libraries of the future”. While it’s true that young people could go to an internet cafe to “spend hours on the web, engaging in conversations and games, reading what is happening in the world…if they have the initiative”. That’s a big if. I spent a year teaching in Asia, where internet cafes are extremely popular among young people. Not once did I see or hear about anyone using an internet cafe to learn about the world or practice their programming skills. Most people would be chatting with their friends online (often about relationship drama) or looking at pornography. Though Collins/Halverson identify many points of potential for technology in education, in my eyes, they lose a lot of credibility by including many ineffective examples of how technology can be used to support learning.

I was torn in writing my critique of Collins/Halverson. I want to believe in lifelong learning, but I also strongly believe that some sort of foundational knowledge is a prerequisite to having a truly full lifelong learning experience. I did my k-12 learning in a typical, high-pressure, suburban public school and then attended Georgetown University for a year, which had very strict requirements and very little space for exploration (at least as a first year). Both of those institutions fall squarely into the “schooling era” category. After my freshman year at Georgetown, I transferred to Brown University-a school known for its open curriculum and academic freedom. At Brown, you are only required to pass 30 classes (if you take 4 per semester, that’s 32 classes-which means they build in space for you to fail) and complete a major. All classes have the option of being pass/fail, and failed classes don’t appear on your transcript. I loved Brown. Everyone was self-motivated and totally engaged in their classes, and the people who weren’t engaged in class were generally looked down on. After all, with all that freedom, why would you take a class that didn’t spark your interest? At the same time, with all that freedom came responsibility, and the administration expected us to think responsibly about our curricula. Theoretically, one could take all dance classes pass/fail and still get an Ivy League degree. If I didnt’ have a strong base in many traditional “core” subjects, however, I probably would have been tempted to take all classes in one area. And in doing so, I would have lost the connections that exist or emerge from learning about several different disciplines-the explosions of the mind that make learning a worthwhile pursuit.

Posted by SL

I strongly agree with Collins and Halverson that basic motivations behind learning are changing. As the pace of technological innovation accelerates and the knowledge economy burgeons, lifelong learning is not a far off vision, it is here and now. Lifelong learning is a trend, and its time has come. In researching literature about the development of the Bologna Process in Europe, it became clear to me that this trend is not only demand-driven by a working population with new needs for new learning tools, but driven as well by a competitive international market. The Knowledge Economy is big business now, and so too is Education. Lifelong learning represents an increasingly larger slice of this business and is part of a growing business sector in the global economy. While I don’t see lifelong learning as a complete alternative to schooling, I think it will bring serious evolutionary pressure on schools as we know them to adapt and change in order to survive. I think schools will eventually be pushed financially to compete, a very different approach to education than current practice. I think the danger with the lifelong learning being a competitive business, is that old ideas about technology will be (and have already been) incorporated into these new learning systems. For example distance learning tools and computer tutorials, while they have their good aspects and uses, are often used as a replacement for teachers and classrooms. And I have seen this misuse in online courses and distance education programs. In order for lifelong learning to have a powerful, engaging impact on learners, especially learners who may never meet each other or their teacher, serious thought and work has to go into how to provide “situativity” in the learning environment-that is, how to develop deep, engaged, usable knowledge that is applicable.

Posted by JL

I agree with Collins/Halverson’s analysis of the three eras of education. The education during these three times was molded from the needs of society and the resources that were currently available. Before the industrial revolution, education primarily consisted of passing down skills and craft. After the industrial revolution, the boom of innovation and new jobs required people to have some basic knowledge and training to become skilled workers. The digital revolution brought about an immense amount of resources that were easily accessible. This information age allows everyone to learn basically anything they want instantaneously through the Internet. Collins/Halverson and Sawyer both agree that our education system is outdated and not catering to the needs of society and using the resources that are available. The digital revolution needs an education system that evolves with it.

My own education fit in well with Collins/Halverson’s three eras. My education was a part of the transition from the schooling era to the life-long learning era. I received a computer in the 10th grade. Before then, my education only consisted of what I learned from my teachers, what I read from encyclopedias, and my parents. Limited by these resources, trying to find answers to some of my questions became a frustrating process. But once I owned a computer and had access to the Internet, I felt that knowledge was at my fingertips. By finding my own answers to my questions, it gave me the initiative to learn on my own, which is crucial when pursing higher education; by owning the responsibility to your education, you become limitless to what you are capable of. I truly believe this is why I was so successful in my education.

The endless blogs, forums, and discussion boards available on the internet offer you the knowledge and skills of experts. You can Ask Jeeves or Mr.Google “how do i install my own faucet” or “how do i reboot my computer” and the information is yours to learn and apply!

Posted by RC

For the most part I believe Collins and Halverson captured the change in educational means accurately. I disagree about some potential benefits described of the lifelong-learning era, however. The diminution of peer culture is described as a potential benefit, but I don’t see it as such. Collins/Halverson describe peer culture as tending to devalue learning and foster drugs, sex and violence. Although this is a possibility, I believe the peer-culture adds to the learning experience. You learn a different set of communication skills when associating with peers than with adults. The cliquey nature of peer culture also teaches young people to adapt and find role models among themselves. It does not have to emphasize superficial qualities such as looks and strength. I often felt that i learned more from my peers than I did from my teachers and professors. Similarly, I feel that less competition can also be a potential loss instead of a potential gain. I agree that competition can be overwhelming, but competition can also be a motivating factor. It can aid in setting benchmarks to measure one’s own achievements.

Collins/Halverson discuss the possibility of national certifications where one can develop the areas that they are interested in and apply for certification in that area whenever they are ready. I see these as being very similar to the testing system currently used for assessment that we’d like to move way from. Although there is more customization, these still sound like standardize tests to me. I believe a problem in our current education system is that we teach students in preparation for state exams - the subjects taught are only those covered by the exams and test taking skills are emphasized. It seems like these certifications would end up doing about the same and would thus fail to achieve the education reform that it is setting out to do.

Both the Collins/Halverson piece as well as the Sawyer piece discuss the need of adapting technology into education. Both describe the impact a computer can have on shaping a student’s education. Sawyer discusses a need to shift from the instructionist theories to a more learning science approach, where education moves away from the expert authority delivering information to the learner. This need is categories by Collins/Halverson as a shift from the schooling era to the lifelong learning era.

Posted by ZH

RC, I think I have the same feeling too: I learned more from my peers than i did from my teachers. Because there are much more chances for us to share ideas with our peers, during which we are getting deeper understanding of the problem. I strongly believe that interaction between people and people is one of the most important part of the learning process.

About certification testing, I think this is a difficult problem. I guess all the people hate this idea and definitely, like what you said, our current education system is that we teach students in preparation for exams. But it is also really hard to imaging using a simple and efficient way to test what we learned instead of an exam.

Posted by DL

I agree (with those who have posted before me) that the Collins/Halverson and Sawyer pieces are complementary, in the sense that they do not contradict each other. Similar undertones can be found in both.

However, I disagree with those who believe that the two pieces are a continuation of each other. Fundamentally, the Collins/Halverson piece (via their exploration of the nature of education) grapples with the issue of WHAT we should be teaching in this new age, as “technology is changing what is important to learn.” The Sawyer piece addresses the issue of HOW learning happens, and ultimately HOW we should teach for deep understanding. The two pieces speaks to two different domains of science education.

The interesting connection between the two articles is that technology can be an excellent candidate in facilitating deep conceptual understanding, when implemented correctly, especially in the realm of transfer learning (for example, transferring existing knowledge to new and complex situations as presented by computer simulations).

Posted by VR

After reading various comments relating the Collins/Halverson and Sawyer pieces as complimentary I reflected on my previous statements. However, I still feel that Sawyer’s well-articulated overview of the Learning Sciences seems better organized, more scientific and far more detailed in its description of the subject matter.

On the whole, I was hoping the Collins/Halverson piece would specifically address the challenges inherent in digitizing classroom teacher-pupil (physical) relationships into a non-physical/digital format. It’s certainly possible that this was out of scope for their paper but I felt the praise and promises of digital education technology could have been accompanied by critical evaluation of potential hurdles to their success. In this regard, I found the Learning Sciences methodology outlined in Sawyer’s paper to be a positive step in the right direction.

Posted by ZH

Actually i do not agree the presumption that life long education should be based on computer environment. They neglect one of the most important things: interaction between people and people.

So,like “In the lifelong-learning era, assessment usually occurs as the learner progresses through a computer learning environment, in order to provide support to carry out the tasks and determine whether the learner has accomplished the goals.”

I think they still regard computer as a digital tool aiding traditional education. They still think that learning is just a to acquire knowledge. But how about to learn to be an graphic designer? how to improve leadership? How to learn the critical thinking? most of the contents are not solid knowledge and people cannot learn from a single teaching mode, even if it is super customized. Thus, there is no way to test those un-solid knowledge and skills in a computer environment.

“Peer culture arose with schooling, and in many ways adopted attitudes and beliefs that were opposed to learning. As learning moves out of a school setting, peer culture may weaken and there will be settings where children are working on tasks with their parents, other adults, peers, and often in isolation from other people in a computer environment.”

Collins and Halverson think that “Putting young people into schools, where their main interactions are with peers, creates an unhealthy situation. Peer culture tends to devalue learning and foster drugs, sex, and violence.”

Admittedly, there could be some unhealthy situation. However, that is not necessarily caused by the peer influence. Furthermore, I would say it is extreme important to let children play with peers. It is true that kids can get knowledge and skills from adults easier. But is that the final goal of education? Actually the communication between the peers is very important: children could explore things together, during which they learn how to cooperate, how to share, and how to communicate. The correct answer to the question or acquiring a skill at that time is not important. The important thing is what kids get during the process of learning.

Based on this, i disagree that computer environment is a best tool for lifelong education. It is a strong tool to acquire what you do want to learn. Like Collins and Halverson said, computer could customize to the individual’s needs. However, you only acquire what you want to learn. It looks very efficient, but the problem is that their knowledge is limited: people can only tell what they want to know, but cannot tell what they potentially have interest in.

So, that is the best part of school: it can physically gather people together: people learn not only the thing they do want to learn, but also the thing they potentially have interest in. Furthermore, though the discussion, people present their ideas and absorb the opinions from other persons, which makes deeper understanding of what they learn.

If we go back to the readings of Sawyer’s paper, he discussed a lot of elements which is very crucial to the lifelong education: externalization, articulation, reflection and so on. " The learning sciences are centrally concerned with exactly what is going on in a learning environment, and exactly how it is contributing to improved student performance. The learning environment includes the people in the environment; the computers in the environment and the roles they play; the architecture and layout of the room and the physical objects in it; and the social and culture environment. " So here, he addressed the importance of the learning environment, which we can not see from Collins and Halverson, who just simply emphasis the role of computer and neglect the importance of the environment, especially between people and people.

Actually why MIT is amazing, why this class is amazing is more because people can get together, not only discuss online, but also make projects, discussion in a real world.

In my experience of education, the only part I want to mentioned here is how much i learned through internet as a lifelong learning area. It has an incredible collective resource: we can get almost anything we want to know. I learned “processing”, a computer programming language totally from internet; I learned “how to play blues guitar” through internet and I even got the tips from online video tutorial: how to ski and based on those tips, i got a huge improvement.

Posted by AL

Question one:

It seems like Collins/Halverson are distinguishing the three eras as: 1) “Apprenticeship-based” - pre-Industrial Revolution 2) “Universal Schooling” - 19th Century, post-Industrial Revolution 3) “Lifelong learning era” - current, Digital Revolution. I do agree with the very brief chronological description of the eras, and agree that Horace Mann was a key “visionary” father figure of American public education. However, I think the authors really only delved into a descriptive plan of the era they call the “Lifelong learning era” (Collins, A. and Halverson, R. p.5). Although I agree with the description of the current de-centralized landscape of education, I personally disagree with several ideological proposals the authors put forth. I was also surprised by the fact that one of the authors was formerly the Co-Director of the U.S. Department of Education’s Center for Technology in Education. Finally, I do not think this article aligns with Sawyer’s discussion of the learning sciences, but rather, runs counter to their ideas of group-learning and complex educational settings.

Collins/Halverson claim that the fragmented places where learning occurs have developed independently of one another, and that there should be a move to “figure out how to build an equitable and coherent system from these emerging pieces.” (Collins, A. and Halverson, R. p.5) This moment they are describing would be a perfect opportunity for government, schools, and the private sector to become more invested in studying the ways learning happens in this current networked society in order to better understand the entry points into shifting the way that education occurs. Sawyer describes the solution as an interdisciplinary and epistemological approach to learning that he calls the “new science of learning,” and which he proposes so-called “schools of the future.” These schools use technology, but in a way that thoughtfully builds upon learning research, and in dialogue with teachers and schools. It is a system that is in opposition to the idea of technology replacing teachers in an “instructionist” framework, which is evident in current technology such as Computer Assisted Instruction. This is where the two articles come upon the greatest disagreement. Collins/Haverson foresee a future where traditional schooling will diminish and there will be a more self-directed, computer-based education that can occur, among other places, through homeschooling. Their argument seems to weigh heavily on a certain faith in computers as a universal, accessible, and self-directed learning machine without as much consideration as far as the other beneficial aspects of social learning. I personally feel the idea of virtual K-12 schools for distance education as a singular concept is troubling, and feel that it runs counter to the importance Sawyer places on what he calls the “complex social environment.” Another distinction I noticed in the articles was the fact that Sawyer’s was still in the form of a question; it was still looking for an answer to the question of studying how learning occurs, and the best use of a Piagetian framework for the creation of appropriate educational technologies.

Question two:

I cannot image a world where educational technology becomes involved in primary education to the degree that traditional schools are no longer the nucleus. The traditional school was developed by the founding fathers during a time when citizenship itself was still in a phase of being defined. Thomas Jefferson proposed the school as the center of the community, and of the civic society. I do agree that society is in a vastly different place now, where an industrial economy has been replaced by a networked economy, and old institutional hierarchies, including the government itself, have given way to more individualized and networked communities of self-directed information gathering and learning. I believe that within this complex, and flattened landscape, there are greater opportunities for democratic access to information, citizen-based politics, grassroots media and for creative explorations through collaborations-all of which support the notion of a strong democracy. However, I disagree with the idea that technology alone can solve these beautifully complex issues. The Collins/Halverson description of technology as universalizing educational tool, as individualized as they propose it will be, sounds like lobbyist propaganda that has no space for richness of human relationships, even amongst peer groups. This proposal seems to cater to the individual, by protecting them from any uncomfortable situation, including peer pressure, but doesn’t factor in the character building, ethics, and human development in relationships lessons that occur in spaces of education, school or out-of-school, that are not controlled completely by technology.

Posted by VC

I should probably clarify-I’m not against lifelong learning. I myself am a lifelong learner. In fact, as an undergraduate, I went through the trouble of transferring to Brown, a University that fully embraces the lifelong learning spirit. I think Halverson/Collins identify many technologies and mechanisms that could make people more excited about learning, and that is a wonderful thing. I was more frustrated that Halverson/Collins took good ideas about technology and education (distance education? Great!) and didn’t think through or make a good case as to why these technologies would work (defining the University of Phoenix’s success in terms of enrollment is not a credible way to defend the practice of distance education.)

Here’s where I’m coming from: last year I had a Fulbright grant to teach English in Kaohsiung, Taiwan. Kaohsiung had just won the bid to host the 2009 World Games (sort of like an alternative Olympics) and they were scrambling to boost the English proficiency of their students in order to look like a cosmopolitan city. In South Korea, educators developed a program called the English Village, where they built sets to look like places where you’d speak English (ex: a hotel, airport, restaurant, etc). Kids would go to the English Village and stay for a week-long, language-immersion camp, where they’d practice speaking English with native speakers. The kids made huge improvements-by the end of the week, they’d developed a fluency and got over the shyness and hyper-perfectionism that plagues the majority of students from that region. They were excited about English and curious about western culture, setting them up to continue learning the language as they got older.

In Kaohsiung’s last-ditch attempt to raise their kids’ English levels, they built English villages in various classrooms around the city and then told us Fulbrights that we would be working there for 4 hours each week. The Kaohsiung Bureau of Education spent millions of Taiwan dollars building the sets, but didn’t have enough money to have the kids attend English Village for a full week, so they created a policy where each 5th grade student would go on one EV field trip that year. That is, each 5th grader would go to the English Village for one session-just two hours. The way the Bureau envisioned the program, all 30 children would stand quietly in line while they practiced the same scripted, one-on-one dialogue with one of the native speakers. And they thought that the excitement of seeing a real, live white people (that’s not a joke-I can’t begin to describe the children’s disappointment when they saw my familiar, non-aryan features) coupled with the beautiful sets for two hours that academic year would be enough to create self-motivated, fluent English speakers. If you can’t tell by the tone of my description, the project was a disaster. I don’t think any of the kids I worked with made any improvement in their attitude towards learning English (much less their proficiency), and the Bureau would have been better off spending their money hiring more English teachers or buying overhead projectors for the schools.

I feel the same way about Collins/Halverson’s article as I do about the English Village. There is so much potential in these systems, but we can’t just expect people to like learning just because it involves computers or a pretty set. Every innovation needs a well thought-out, researched plan. Obviously there is some trial and error involved in developing these kinds of programs, but we can’t simply hope that “if we build it, they will come.”

Posted by MN

1. Critique the Collins/Halverson analysis of the three eras of education. Do you disagree with any parts of it? How well does the Collins/Halverson description of the new lifelong-learning era align with Sawyer’s discussion of the learning sciences?

It is a very funny feeling how I long for innovation and radical improvements in the education systems but at the same time find myself apprehensive about its realization. I agree with most of Collins’ and Halverson’s analysis of the three eras of education and with the claim that a new system is require to adapt to the digital age and to take advantage of the customization, interactivity, and simulation capabilities of the computer. However, I don’t think that there are different skills to master at different stages of life, thus childhood education does not need to resemble the workplace. It is a time when children learn how to focus and discipline their minds, interact with a large pool of peers, and be exposed to a diverse set of knowledge that they wouldn’t have sought after themselves had the curriculum be customized. I think that what is lost by abandoning the universal schooling system- citizenship, social cohesion, diversity and broader horizons- is too costly and too essential for children to learn at their age.

2. Think about your own education. How does it fit within the Collins/Halverson description of the three eras of education?

My own education was a mix of all three era. I went through 20 years of traditional apprenticeship-style training of the violin, went to public schools, and was able to benefit from the latest technologies later in the school years. The ideal school system, I believe, probably will be a healthy mixture of these three elements, since they tend to develop different skill sets, knowledge and personalities.

Reflection and Questions

Posted by SL and MN

Confronting the Challenges of Participatory Culture: Media Education for the 21st Century, the white paper by Henry Jenkins, et al., does a terrific job of describing the new media literacies that will be required of our children (and ourselves) for future work and life. This is a long article, so to help you get through it in a reasonable amount of time, we’re suggesting that you read pp. 1-22, then skim the next 30 pages (just get the gist of the 11 new media skills), and read the last 3 sections carefully.

Here’s a quick and dirty summary of the Jenkins white paper to get you started on your blog assignment for the week.

New media literacies are currently learned in informal environments - our schools have been slow and reluctant to embrace the many challenges new media tools and content present to the educational system. Increasingly they are learned in participatory cultures. According to Jenkins:

“A participatory culture is a culture with relatively low barriers to artistic expression and
civic engagement, strong support for creating and sharing one’s creations, and some
type of informal mentorship whereby what is known by by the most experienced is
passed along to novices. A participatory culture is also one in which members believe
their contributions matter, and feel some degree of social connection with one another
(at least they care what other people think about what they have created).” (p.3)

While these skills are being developed outside of the classroom in informal environments, Jenkins, et al. believe they need to be developed and supported within school structures to address three major concerns:

The Participation gap: more equitable access to the tools, technology, skills and experiences for all learners,

The Transparency problem: media should be assessed as to who, why and how it was produced, with what purpose in mind- that is, critical assessment of media,

The Ethics challenge: the breakdown of professional forms of and socialization that support learners becoming responsible future media producers and community participants.

The media literacies needed to become a full participant in these emerging online participatory communities (and by extension to participate in future work environments) include the following 11 skills: play, performance, simulation, appropriation, multitasking, distributed cognition, collective intelligence, judgment, transmedia navigation, networking, negotiation.

According to Jenkins, there are two very important considerations that we need to keep in mind as we form approaches to developing new media literacies. First, that the construction of knowledge is a social process, it is built by communities rather than in isolation. Second, that these literacies should be understood as skills and competencies.

Please, share your thoughts on one, two or all of the following questions:

Question 1: Go to the internet and find a fun, interesting, participatory online activity (social networking, music, gaming, mashups, online community art project, etc.), tinker around it, and then share how it develops new media skills. Specifically connect it to one or two of the eleven skills Jenkins mentions in his white paper and comment on some possible caveats of using the particular activity in an educational setting. How might this activity fit into our current educational system?

Question 2: Would any of the eleven skills be developed better with or without computers, internet, or other technologies, based on your own experiences?

Question 3: What do you think the ideal mix of new media and formal education should look like in the future?

Question 4: Are there any critical new media skills missing from Jenkin’s list?

Good luck!!!

MN and SL

******Corrections******

For those posting comments after Monday morning!

Professor Resnick recommended that we focus our questions a little better. Please answer both of the following questions, since we’re planning on basing our class activity around them:

For your blog assignment this week please go to the internet and find a fun, interesting, participatory online activity (social networking, music, gaming, mashup, online community art project, etc.), tinker around it, and be prepared to use it in class on Wednesday to talk about new media literacies. Please address the following in your blog entry:

  1. Share how your online site develops new media skills. Specifically connect it to one or two of the eleven skills Jenkins mentions in his white paper and comment on some possible caveats of using the particular activity in an educational setting. How might this activity fit into our current educational system?
  2. What do you think the ideal mix of new media and formal education should look like in the future?

Good luck!!!

MN and SL


Student Reading Responses

Posted by JC

In addressing question 2, I believe computers, internet, etc. serve as additional tools that encourage the development of the eleven skills outlined by Jenkins, et al. I would not say that these skills are better developed with or without these tools. However, the development is different; we are not limited to our physical space, objects, or physics. Such technological tools expand the world in which we can play and explore; it extends beyond our physical space and the characters in that space. This provides a different space in which to develop the skills. When I was a child, I would play out scenarios and stories with physical objects: dolls, toy tractors, etc. Technological tools, like a computer, allow me to draw out stories in any world I can imagine.


Posted by SL

My search brought up a couple of interesting sites that I thought were relevant to this week’s discussion. The first was the Twitter Opera performed at the Royal Opera House in London sometime in the last week or two. Many of you will be familiar with this, but the details are interesting. The Twitter Opera’s self description is: “Help create the first Twitter-written opera, 140 characters at a time.” (http://twitter.com/youropera)

This was an attempt to have writers, artists and the Twitter-ati put the same tools that create Wikipedia entries and other new media collaborations in the service of art-specifically collaborative art that bridges the digital/physical divide. A large community of Twitter subscribers contributed their 140 characters to construct the libretto.

Though no final video of the event exists, here is a taste of the resulting performance:

The opera, it seems, was not terrible, and served as the platform for a very interesting experiment in socially constructed art using new media competencies of distributed cognition (interacting with tools that expand mental capabilities), collective intelligence (pooling knowledge toward a common goal), and negotiation (traversing diverse communities, with multiple perspectives and norms). I think this points toward a very powerful and potentially productive path for building communities of learners who can create as they construct knowledge. While the educational applications to art and culture are apparent from this instantiation, I can see where this approach might be applied more broadly across the educational spectrum to include, for example, role playing in historical subjects, writing, literature, and possibly foreign languages. I think it would be important to have disciplinary expertise involved to help guide the creative process. The participation of professionals in the process would add both applied motivation to the process of learning and creating, as well as some experience with the norms of a community of practice.

Related to this approach is a tool I found that is not new, but is an especially engaging platform for small communities to build and share knowledge using many of kinds of media and input to explore and document a topic. Please see VoiceThread. VoiceThread helps develop several of the skills and competencies that Jenkins points out as important for the next generation: distributed cognition, collective intelligence, transmedia navigation, negotiation, and networking. This tool is particularly engaging as it does have several simple input modes: video, photo, audio recording, text, etc. You choose what inputs work best for you and add to the collection of information that the community builds around the topic at hand. I can see this tool supporting multiple modes of learning in multiple disciplines in a very engaging way. This tool would likely require extra support for handling intellectual property and appropriation issues.

While you’re browsing, add your personal art to this gigantic collaborative art piece, The One Million Masterpiece. It’s just fun.


Posted by MN

I just visited the Twitter-opera site. What an interesting idea!

Putting aside the artistic value of this libretto, I think it’s a great way to involve laymen into the thought-provoking and fulfilling process of artistic creation. I definitely think this is a legitimate step towards the kind of new media learning Jenkins, et al, was envisioning.


Posted by FG

I was very interested to read about Heartbeat, a game I didn’t know about. Last semester in Pattie Maes and Iroshi Ishii’s “New Paradigms for Human-Computer Interaction” class I designed a “State of the Heart Brooch,” as an example of heart rate sensoring technology. My argument for its possible applications was that it could not only give out useful information in medical, sports or other practical situations, but also be useful in social settings so as to facilitate communication among people. By seeing someone’s heart rate and other data [since it would be displayed on their chest/garments through the brooch], people could see who is a sports/fitness fan for example and start a conversation with that person on that topic. Or the fluctuations in our heart rate, which would be visible through the brooch, could show other people our emotional state at a given moment - if we are nervous about an upcoming job interview, or excited to see them, etc.

One criticism that was voiced in that class after my presentation was that most people are still not used to- and would be reluctant to show the world their emotions, that it is too invasive and eventually would lead to issues of privacy. But as the amount of personal information that people pour out onto Facebook shows, I think this new practice of being more open about our emotions in social settings is just a question of getting used to it and adopting it. Perhaps this could also be useful in educational settings, where for example a timid shy who doesn’t dare ask questions about what he doesn’t understand before is peers/classmates, could have the done job for him by ’letting his heart speak for him.’ I remember that throughout my 12 years of school in Belgium, much of the time I didn’t dare ask the math teacher to repeat or explain something out of fear/shame or feelings of hopelessness. Maybe these sensoring technologies could help in such situations and also to simply to facilitate communication among collaborating classmates and learners through their social applications.

Some research on these sensoring jewels has been done before at the Media Lab. Here is another link about a beating heart brooch


Posted by VC

Up until this year, one of my HGSE classmates taught “Introduction to Technology” at a public high school in Roxbury, which meant he ran the school television news show. His pedagogical strategy was brilliant: the whole year, he pretended he didn’t know any Final Cut Pro, telling the kids that his job was to make sure the scripts were written correctly. Though this sometimes meant he had to stay until 9pm watching a student agonize over a technical problem that could have taken him 20 minutes to fix, he says that this hands-off method gave the kids a lot more ownership and pride over their work-they’ve even won regional awards for their work.

The administration begrudgingly gave the kids a lot of editorial freedom and in one instance, these kids used that freedom to get at the transparency issue. At this school, students use the N-word the way most of us would use the word “man” or “dude” (as in, “What’s up, dude?”). With the administration’s hesitant blessing, the kids produced a newscast attacking the use of this word. They started with a famous image (I can’t remember the name) of a crowd of white people smiling and then panned the camera such that it revealed that the crowd was smiling at a black many being lynched. When the slideshow ended, the anchor-the class clown and football captain-went on air and gave an impassioned speech not to call him n***. “If this is what N***** means, I’m not your n*****”. The rampant use of the N-word ceased for several weeks.

From what I can tell, the process of producing this television show helped kids develop a critical eye towards popular media-fortifying their judgment and appropriation skills. They were suddenly aware of how much their media consumption habits shaped them in ways they didn’t like. I was dumbfounded when my classmate relayed this story-it takes a lot of thought to challenge a habit that is conventionally cool, especially when you’re an adolescent.

To answer Question 2 more directly, I think that this school-wide behavioral change wouldn’t have occurred if the kids’ only creative outlet was through print writing. Perhaps it reflects poorly on society, but television is a medium for the masses and these kids’ message would not have had such a huge impact on school atmosphere without this medium. In a time when young people are struggling to distinguish between advertisement and fact, perhaps every student needs the experience of producing some form of mass media. In the production process, students can better understand how much power the media yields and also have a better sense of when they’re being played.


Posted by SL

Production is a really good way to develop some of the skills and capacities that Jenkins describes. As a former producer, I can point to several that it utilizes: multitasking, transmedia navigation, negotiation and collective intelligence. They all come into play. I would think editorial responsibilities in just about any medium would also develop these same skills. And again, this approach allows learners to experience first hand some of the standards and practices of a professional community. As you mention, it also helps them judge and critique information- very important, and very difficult skills which we haven’t quite figured out how to develop in the online environment.


Posted by JC

My personal experience with participatory online activities tend to revolve around producing something for work. Tools, like Google Docs, allow me to collaborate with remote authors in a near real-time capacity. Virtual whiteboards are becoming more available as well. Dabbleboard is one that I have come across. The interactive whiteboard tool would encourage development of play, simulation, collective intelligence and networking.

I don’t believe there is an ideal mix of new media and formal education; but there should definitely exist the option to blend formal education with new media. Current education could certainly benefit from media that exist today, like collaborative whiteboards. If the formal education evolved to a set of core skills, like those mentioned in the ready, then the methods of which the skills are obtained become centric to the student’s ideal learning environment. This may be any combination of hands on, formal, apprenticeship, etc.


Posted by AL

I’d like to answer question 2, regarding the ideal mix of new media and formal education in the future. Three things come to mind:

  • A foundational awareness of patterns of new media use among youth
  • Thoughtfully working to close the new media literacy divide
  • Encouragement to use forms of new media in the context of further exploring ideas, especially in “interest-driven genres of participation” (Ito, et al, 2008)

I co-directed a seminar today on new media and civic participation for a class at the Education School at Harvard, and noticed several repeated threads during the conversations surrounding the question I posed “Should new media literacy be taught in schools? If so, what should this look like?” A noticeable one was a certain trepidation of teaching new media literacy, which stemmed from a misunderstanding of the reaches of youth new media uses. I wondered if perhaps the teachers themselves should be educated in new media literacy, and “digital fluency” (Resnick, 2002) before teaching. I felt that this prerequisite understanding of the possibilities as well as the mechanisms of new media for educational purposes would be an important foundation for future education. It occurred to me also that youth new media uses in schools are currently portrayed negatively and are therefore regarded as marginalized activities. If their capabilities were embraced in more holistic way, incorporating other forms of developmental pedagogy, they would aid in many wonderful aspects of education, including the development of inquiry, enabling curiosity and the pursuit of strong interests, developing questions, project-based learning that could span the globe, and so on. Educating for new media literacy should include not just technical skills, but should also teach students how to use new media with quality. I’m very interested in learning more about this, but at this point in my understanding, it seems that the use of new media in formal education should incorporate teaching for its ethical use as well. I am also very interested in understanding the ways in which new media uses will shape our evolving views of education. It seems that one of the great lessons to learn from the peer-based learning practiced by so many digital youth is a more dialogical rather than hierarchical way of classroom (teacher-student, student-student) communication.


Posted by FG

I will be taking liberties here and divert a little from the assignment, but I thought I would post a very relevant and recent article:

Glader, Paul. “Online High Schools Test Students’ Social Skills.” Wall Street Journal (September 24, 2009).

I found interesting that although the piece says there are huge advantages to a new media-rich online education, it also says that it may lead to social isolation for those students who learn from home. Nothing is perfect I guess…


Posted by SK

Question 1:

I recently watched Will Wright’s TED talk and became interested in his video game Spore. Because I don’t really want to buy the game, I’ve just been looking at the free creature creator and the sporepedia.

The game might help develop many of the 11 skills Jenkins talks about, but perhaps most interesting is its relationship to simulation and appropriation. Jenkins mentions Wright’s earlier SimCity series of games as examples of educational simulation. Spore falls in much the same category because of the way it simulates biological evolution over many time scales. However, there is perhaps more transparency into the model being used in Spore than that of SimCity because users are engaged in creating the organisms that will involve by manipulating various parameters. By giving players the ability to assume a role they could never obtain in real life (freeform control to create an organism, versus the unlikely but possible role as mayor of a major city), players can gain some additional understanding of what parameters matter to the simulation they are working in.

Appropriation factors in with the use of the sporepedia to download other players’ creations for use in one’s own world. This allows players not only to create more diversity in the simulations they have created but also to learn what is possible with the tools available.

If this game were used in an educational setting to, for example, teach about evolution or taxonomy, its use might be limited by the fact that it is primarily a commercial entertainment product. The concepts embedded within its gameplay might have potential to be educational, but they are first and foremost designed to be entertaining. Creating a creature always begins with a blob with a backbone. While this starting point allows for many different possibilities, it immediately constrains the creations to one real-world class of animals (vertebrates) for the sake of a simple and fun-to-use creation tool. Still, it might be beneficial and engaging to use this game in conjunction with more traditional learning about the animal world and ask students to point out the similarities and differences between the game and reality. The advantages gained by doing this sort of comparative analysis would likely outweigh any confusion caused by mistaking the game’s parameters for the real world.

Question 2:

I think the skill of appropriation might be better developed in a local, face-to-face situation rather than through the mediated experience of the Internet. If students were encouraged to borrow from and remix their local classmates’ work (as opposed to the focus on standing apart and being “creative” in an individual sense), they would not only gain skills in the technical aspects of such appropriation, but their classmates reactions (good or bad) would help them develop an ethical sense of when and how it was okay to borrow.

In many cases, a student’s use of copyrighted material without attribution for a class assignment will have no real negative impact, and insistence that this is still “wrong” and constitutes plagiarism will cause the student to feel as though the issue is one of choosing to follow authoritarian rules rather than a matter of ethics regarding ownership and the value of creativity. If, however, the student borrows from a classmate and that classmate’s reaction is negative, the social causes of the situation are much more real and relevant and the issue is more likely to be considered deeply for what it is.

Question 3:

I think Jenkins makes a good point about new media literacy not being a replacement for traditional literacy such as reading and writing. However, I think there are places where new media can be used in place of old media to accomplish both goals at once. One example is with writing reflection essays. In school, I was encouraged to do this in a journal that might be handed in to the teacher on a regular basis. Recently, I have found it more helpful to write this sort of content as a blog, including links and images from relevant sources around the web, fusing new media skills with traditional textual reflection. In a classroom setting, students who do this could selectively choose to make content viewable to only themselves, their teachers, the whole class, or the whole web and therefore keep their thoughts organized while opening themselves up to feedback from various sources.

Question 4:

Two new media skills I could imagine being added to Jenkins’ list are safety and commerce. Though I don’t necessarily feel these need to or should be taught in schools, navigating the new media landscape requires new ways of thinking about safety, privacy, identity, and economics. Perhaps it is tied in with Jenkins’ idea of “transparency,” but I believe it is important for people to understand the economic models (or lack thereof) used to support various new media services, especially when the model is not obvious (Twitter, YouTube, blogs, etc). I might also argue that new media cannot be truly participatory unless everyone understands how they might turn their content into profit, if they wish to do so. Understanding the basics of buying and selling physical goods is embedded in curriculum from the beginning (math problems involving arithmetic and money are common), but understanding how writing content for a period without receiving any compensation may, eventually, lead to a book deal for example is not a skill currently taught.


Posted by SL

Hi SK,

I really like the concept behind Spore. Unfortunately one has to have a very up-to-date OS to run the trial program, so I couldn’t try it out. But it sounds very much like it’s based on similar ideas that were experimented with at the Media Lab in the early days, a program that allowed you to evolve animals. I have also seen a similar concept used more recently in an exhibit at the Museum of Science. Kids loved it, and they did actually learn something about evolution. I think it’s an interesting application of new media skills, incorporating as you say, somewhat social skills- in that you can download other people’s creatures- and simulation. The simulation aspects have very powerful learning potential. And the subject of evolution, should a school choose to teach it (Ouch! My home state of Georgia has chosen not to…) is an important dynamic model to help students construct.

Your idea of exercising appropriation skills at the local level - helping students gain a sense of intellectual property and appropriateness from their peers- is a good one. Your vision for this is particularly interesting as it would facilitate socially constructed behaviors, similar to those used in professional communities of practice. This approach would also bring into focus some judgment skills-how much you can trust a piece of information, where it comes from, and the the underlying motivation for creating it.


Posted by JL

I watched the TED talk on Spore, and I am wishing that I had this game when I was in high school. My biology teacher had a difficult time explaining how evolution worked. And without a model, it was very hard to imagine and even comprehend. Eventually, we all watched a documentary on evolution which cleared up some of the confusion through detailed graphics showing the progression of animals through time. But a game like Spore can really engage a learner and have them walk through the steps of evolution themselves, and thus gaining a deeper knowledge.


Posted by FG

I think your point on teaching economic awareness and understanding is very valuable in this discussion. I totally agree with you that one should understand the mechanics of the larger economic context into which these educational activities take place and this goes for the students and people who use the educational tools. The only ‘danger’, however, that I see in this is that it may carry the risk of turning the users/learners into cynics:).. I have to say that reading Pr. Jenkins’ “Convergence Culture - Where Old and New Media Collide” has opened my eyes in not always good ways about how viral marketing and other commerce-driven tactics and ways of thinking literally rule the development and application of these cool participatory digital technologies and their supportive social services practices. It does make you wonder if the formation of free and informed citizens is really the goal behind them, or if it isn’t simply the good old dollar…

But so yes, people [and school children, students and teachers/educators] should be aware of this.


Posted by JP

I used play Spore last year. I had an unusual experience with the game that I thought useful in teaching children to know the life of people with disability. Accidently I made a creature with no eyes. At that time, I did not fully understand how to play the game and I choose expense carnivore mouth instead of eyes to get higher points. I naively thought it would simply accelerate the growing speed of the creature. On the contrary, my wrong choice changed my screen brightness very low. It seemed like the game forced users to have the same kind of disadvantage, the dark sight, of creature with no-eye.

It would be difficult to educate the life of disabilities in formal education. Sometimes, I saw a group of MIT students walking in line on the infinite corridor with their eyes covered to experience the difficulties of a blind. However it would be dangerous if young children to do the same practice. I guess the potential of game is lie in which it can allow people to experience something dangerous and rare in real life.


Posted by KA

You might be interested in checking out Project NML’s site, and their new Learning Library project.

According to the site, “the Learning Library is intended as a multimedia activity center where people can come to learn more about the new media literacies, acquiring skills and practicing them through challenges, and ultimately, producing and sharing their own content with other members of the Learning Library.”


Posted by DG

Question 3: What do you think the ideal mix of new media and formal education should look like in the future?

I think that mix media will come to dominate well defined skills such as reading, arithmetic, history, etc. Traditional formal education will still be needed in areas, in a dominant paradigm is not yet defined, where the instructor and students are exploring the field together to figure out what works and in which the field is highly specialized or rapidly changing. Of course even this formal educational system will take advantage of the new media techniques. Of course I think that students should be able to have access to instructors, but I think it’s best to let children explore and learn on their own with guidance here and there to help them reflect and to ensure their progress.

In regards to how teachers should employ the use of computers in their classroom and what students should be allowed to do, I find myself once again with a great Wozniak quote:

“Allowing some level of mild pranks - with a rule that it’s not going to harm anyone -
would be a good policy
.

I [did] that in my own computer classes with young kids. If you could get on to
someone else’s computer and hide things from them and get them all excited, it was
okay - as long as you could restore it easily. And they never once disobeyed that rule
in eight years.”

Here he is emphasizing that children need to be able to pull pranks on each other, experiment, and break some rules - not be restricted in their exploration. Reflecting on last week’s class, I’ve come to realize, at last for me, deep & lasting learning has a strong exploration element - I’m driven by the desire to explore the topic.


Posted by SL

Pranks and experimentation point to two issues that have come up for us in weeks past. Permission to pull pranks reminds me a lot of the idea of permission to make mistakes-that you don’t have to get it right the first time, or every time, and that through mistakes you learn. Pranks are a way to do that same experimentation. And because they are firmly anchored in play, they are very engaging and absorbing. What’s unusual in Wozniak’s quote is that this happened IN school. In our class a few weeks ago, we described important learning objects in our lives. They were all engrossing and they all happened outside of school. Maybe there is promise in this approach!


Posted by DL

Thanks for the link to the article. I haven’t thought much about pranks, but your comment got me thinking of how pranks definitely develops many (if not all) of the skills mentioned in our reading-a prank is basically a really cool project that guarantees interest by the participants. Thinking about all the mind-blowing MIT pranks as a source of reference, I think that pranks doesn’t only “encourage” students to experiment and break rules, it forces students to break rules (i.e. think outside of the box and challenge default assumptions), and that is something we should see more of in schools.


Posted by FG

Question 1:

This is far from new, but as I read about it in one of Pr. Jenkins’s classes and it has great relevance to our discussion, I thought I would post it: it’s one of the pioneering alternate reality games called “I love Bees.” It was extremely successful in bridging the gap between the physical and digital and in engaging participants to collaborate and work on solutions together in both worlds. I could see such a game/activity being put in place in some schools’ curricula.

Question 2:

The most attractive and laudable aspect of Pr. Jenkins’s white paper in my view is its strong support of a democratic foundation for education. Indeed, democratic practices are embedded in the various skills and activities it supports, from participatory forms of activities to full and diverse representation of participants. However, the kind of skills he promotes seems to have evolved from the use of computers and Internet services and social trends themselves and to be best developed and practiced with them too. It is hard to imagine their emergence as core skills for our times without the use of the Internet or other technologies. In other words, perhaps unlike more traditional and intrinsic skills such as listening attentively, the ability to summarize and being driven and motivated for example, it is hard to dissociate the new media skills from their social, technological and temporal contexts. They are very much dependent on them.

By the way, for anyone interested, Pr. Jenkins expands on the use of these new media skills in young people’s education through the Project Zero in collaboration with the Harvard Graduate School of Education. [See Young People, Ethics, and the New Digital Media: A Synthesis from the Good Play Project, 2/22/2008].

Question 3:

My response will be quite vague as I do not have a specific model of education or classroom experience in mind. I just know that whatever form education takes in the future and whether or not it uses technology, it should foster creativity and critical independent thinking in children and students - two skills that I see as crucial in one’s development, whichever academic path one takes.

Of course education can only be enhanced by the use of technology, as long as it’s not dependent on it, and access to individual computers and other equipment for all students is an ideal scenario, as long as they do not have to bear the costs.

Andrea A. diSessa seems to place great emphasis on the number of computers per student and the “infrastructural influence” they have in forming a successful educational experience. Given that in Russia, technological infrastructure is crumbling, [as in many other spheres], with still minimal Internet penetration and computer access in schools, and that despite all this, that country produces some of the best programmers in the world, this might lead diSessa to re-assess his theories and proposals.

All this to say that I don’t think technology alone can support a successful educational system, it must come with teachers and educators who guide and suggest ways of learning and thinking, without imposing their views and while respecting diverse opinions and cultures among their learners.

Such a new, reformed system of education as has been proposed by the authors we have been reading must also be recognized and supported by society and socio-economic structures at large, so that the student doesn’t feel like a fish out of water once he hits the big world out there, because the real world may be technology-driven but it may not always support the type of activities and behaviors encouraged in the new participatory educational system [having fun, exploring, few restraints, etc]

Question 4:

As I mentioned above, I think that the ability to think critically and independently is essential, and perhaps more so in today’s technology-driven world, as many of these technologies come embedded with a set of recommended technological uses and social practices. To that can be added the ability to think outside the box and resist peer pressure and group think, which can potentially thrive in group situations. Pr. Jenkins does mention these aspects in his white paper and other writings, but to a much lesser extent than other skills. Then finally, self-reliance and resourcefulness, especially in today’s increasingly resource-challenged world [including human resources, with staff cuts everywhere]. These last two skills apply on a more abstract level too: to be and stay motivated and driven, even in the face of adversity and when no one is around to cheer us up or encourage us.


Posted by ZH

Question 3:

I am not sure about how this ideal mix should look like in the future. I guess it is possible that, in the formal education, it encourages people to discuss, to team work and then learn from each other. in the new media, especially the internet, the school provide all the recommended resources and ask students to learn them independent. during this independence study, students could try to find any resources they could, also they could participate in online discussion. This is more based on my own experience: once internet became a infinite resource, most of my study are highly rely on that. So knowledge is not a secret anymore; people can easily have a access to get what they want to know, especially for some general study. ?one of the example is that, i learned " computer program c" at school when i was undergrad student. however, i almost forget most of them after one year. After graduation, i learned another program language by myself. I get all the resource online, participate the online discussion. From that online community, i can easily get the cool works by the other people. In the end, i think i get really good understanding of that programs and keep the strong interests to explore more.


Posted by JP

Question 1:

  1. Edmunds CarSpace
  2. Internet Cello Society

My favorite two participatory Web sites are Edmunds’ Carspace.com and Internet Cello Society. Both Web sites provides an unrestricted space to share information and experiences among people who have the same interest.

The first I want to introduce is the CarSpace.com by Edmunds. Generally, people visit this Web site when they need to buy a new or used car and to get information regarding price, performance, safety and resale value. This Web site has quite good reputation among prospective vehicle buyers, because the Web site not only shows vehicle manufacturers’ information but also provides rich articles from its own experts. The Web site has a special sub-site called CarSpace.Com which provides a participatory space for people who want to share their knowledge and experience and to learn newest information about cars.

The second is Internet Cello Society. Though I am not an active participant, I spend lots of time reading most of the articles and posting my own experience and, I believe, I learned quite amount of cello playing techniques and skills from this Web site. More importantly, I learned most of my new media skills through my participation, skills like how to search key words fast, how to find the original source and how to use efficiently large size video clips and flash animations. I could learn how to transfer data from desktop computer to portable devices, how to convert files into different formats. I could learn watching movies with or without transcripts. I could learn changing play speeds and editing movie clips to compare different musicians playing styles.

Participatory Culture in Internet Cello Society

When I first start learning to play cello, I did not easily understand what my instructor explained and she did not easily catch why I had difficulty in following her instructions. I guessed she explained in a way professional musicians did, not plain explanations, and might expect that was the right way even for beginners. Regarding the gap between novices and experts, participatory-culture was a very effective way to learn something with ease and comfort. Joining the Internet Cello Society was especially useful since people on the Web site used plain and easy language. Participatory-culture allows learners to share questions and answers frequently and repeatedly. This may not always comfortable between students and teachers.

Judgment in CarSpace.com

One thing people in CarSpace.com start to suspect is that there are posts written by auto manufacturers among the car web-communities. Sometimes posts are too much positive about specific cars and manufacturers. Sometimes similar posts are uploaded irregularly but consistently. Accordingly it is necessary for people to screen the internet contents before they really buy the idea.

Participation Gap in CarSpace.com

I first started to use the internet in 1992. At that time, I used a phone line and only a small number of people could join a participatory activity via the internet. The small number of people might cause a very strong connected feeling among members. Even though there were no barriers, the limited internet usability naturally made all the information shared exclusive among members and whenever there were promotions from car-manufacturers, the offers only available inside the group. This gap between internet users and non-users has almost disappears among young people. It is evident to see that the gap still exists among old people. My parents’ generation are divide into a very small number of heavy internet users and a very large number of who are media illiterate.

Question 2:

I am quite confident that it would be very difficult to learn the eleven skills without new media. I have grown up with new media in terms of learning. Though new media might not have an impact on my school life, it greatly influenced my learning. (I would separate my learning experience and my school life, since a large amount of my real learning came from outside school.) I watched numerous movies and listened to English music. I could check limitless examples of English usages using the internet. Eventually these became a strong foundation for improving my language skills. However, all these learning methods never happened in formal education where the use of new media was very limited.

Question 3:

I imagine the massive use of personal and portable computer devices as new media for formal education and customized learning. I imagine a class will be divided half for instruction from the teacher and half for personal activity using new media. A student’s personal devices may share its information with a central computer in formal education regarding the student’s learning progress and methods. This is different from the monitoring student’s activity. Rather, the structure of formal education will support student’s individual learning process by supporting new media in form of hardware and software. I imagine the ideal mix of new media is that teachers support the student’s emotional side and new media may assist in technical educational contents. I imagine teachers work like a sports coach who supports athletes mentally and physically.


Posted by JL

FMyLife is a participatory online activity where people can anonymously post a short story about an unfortunately event in their life. Here is an excerpt:

“Today, I saw an elderly man fall in a crosswalk, so I jumped off my bike to help. As I
helped him across, the light turned green. At that point I noticed my phone had fallen
out of my pocket in the street and was run over by several cars. I then watched across
a 6 lane street as someone stole my bike. FML”

All the anecdotes start with “Today” and end with “FML.” Members can also comment on these stories and vote that they “agree, your life sucks” or that “you totally deserved it.”

FMyLife caters to a media skill that I believe should be added to Jenkin’s list of eleven skills: community. FMyLife serves as a source of not only entertainment but also a place for social release. As social creatures, humans look for ways to express themselves. But sharing embarrassing or disastrous stories about oneself is difficult even with close friends and family. FMLife enables people to share these kinds of stories to the public, possibly helping them to “laugh it off” and even receive advise from others.

Developing a sense of community is an important media skill. Why would someone give advice to a stranger about how to handle his/her situation? What incentive is there for people to help others who need assistance in technical forums? Sometimes finding a friendly person to help with a problem is already difficult in real life; most of the time you need to pay someone for such services. So why should a community of strangers only identified by avatars and screennames be compelled to help each other? The idea of helping others and supporting a community is an important social concept in which all members of a participatory culture should adopt.

FMyLife could be used in an educational setting to build a sense of a “school body.” The entire school can have access to their own FMyLife Web site in which the students and even the faculty can post anonymously. FMyLife can reveal the endeavors of the student/teacher population and can hopefully instill a sense of community within the school.

In the future, I believe that the education system should consist of engaging the students first through new media technologies and then expanding their interests through formal education. Although I am an advocate for having an educational system that consist of ONLY new media technologies where children can simulate WWII with a computer and learn programming through LEGO kits, I realize that you cannot learn everything through this interactive medium. Although LEGO MINDSTORM kits can get students excited about programming, it still is not “real” programming. The new media technologies should serve as a way to give children a model of the system in a fun engaging fashion, but more in-depth knowledge can learned through formal education.


Posted by RC

I like your suggestion of first engaging students through new media technologies and then expanding through formal education. I do believe that there is still a need for some formal education because some things are more effective with structure. But students are definitely opposed to formal education and your suggestion helps alleviate the pains associated with it


Posted by AL

Hi JL,

I wanted to add to your thought about formal education and new media technologies. Something that comes up for me the fact that not all children will be as prone to new media literacy than others. And, as you mention, some things might be better suited to be taught without the use of new media. I think it is important to have space in envisioning future education for differentiated teaching and learning.


Posted by VC

I think Community is a brilliant skill to add to Jenkins’ 11, though I’m not necessarily sure I would frame it in the sense of FML. Online communities will become increasingly important as traditional journalistic media makes its slow decline. Citizen journalist types hope that bloggers will fill in the media holes left by the projected death of mainstream media.

I went to a really great lecture by Clay Shirky, where he said that we’ll probably still get hyper-local and national news from blogs, but there’s huge potential for corruption to happen on the state and regional level unless someone steps up to cover that area. I think kids need to learn early how much power there is in new media to maintain a clean, workable society and how they play a role in that goal.


Posted by DL

Questions 1 and 2:

I think the ideal “mix” of new media and formal education would be at a point where we can’t separate the two. New media would be integrated in formal education, rather than pushed to the sidelines. However, given that we are far from an ideal situation with how formal education is currently structured, and how the educational system is extremely impervious to global and systematic change, I am unsure whether we should be thinking about a future where we assume that we can revamp the future of formal education completely, or to be thinking about how we can integrate new media into the current system on an ad hoc basis.


Posted by RC

I was introduced to Club Penguin when visiting my 5 year old cousin this summer. It is a massively multiplayer online game which introduces a virtual world completely with mini games, activities, money, and communities. The three things that surprised me most while playing with Club Penguin are the amount of strategy each game entails, the realistic nature of this online community, and the amount of creativity a child can express through this Web site.

The realistic nature of the online community can best be expressed by the use of coins. Players collect these coins by doing well in minigames and can use the coins to purchase various items including clothes, furniture, and gifts. Additionally, during Christmas season for the past two years ‘Coins for Change’ was introduced to the game. Players could donate virtual coins to charitable organizations (Kids who are sick, The Environment, Kids in Developing Countries, Kids who cannot afford to go to school, etc) and at the end of the campaign a million dollars was donated to real foundations in the proportion that the players allocated. This aspect of the game teaches the skill of simulation; this virtual words simulates a lot of the difficulties and decisions that people face in the real-world.

The creative outlets Club Penguin introduces teaches the skills of Appropriation and Play. An example is a minigame that allows players to act as a DJ and create music by mixing tracks and adding sound effects. There aren’t visible instructions, much of the fun is based on experimenting with what is there. In fact, the entire Club Penguin world is based on experimenting. You move the mouse around to see what you can click and you find new things that you did not notice previously each time you play. Another example is the Club Penguin Times, a virtual weekly newspaper. Any player can submit content to this newspaper and there is an area in the game that contains archives of newspapers from previous weeks.

Of course there is also the Networking and Collective Intelligence aspect. Players walk around this virtual world and can communicate with other players via chat, email, and the Club Penguin Times. They can share ideas, tips and tricks, or just make friends.


Posted by JL

Online multiplayer games are sources of interesting social communities. You don’t know who the other player is besides their avatar and screenname. You dont know their gender, age, race, social status, etc. These communities are interesting in that people are not subject to prejudice, racism, or any other judgement. People are only judged by their performance or knowledge of the game. Members talk and chat and make friends in an almost utopian world.


Posted by DK

Question 1:

I chose to check out Instructables which is not a very social site as the participants simply post what they did, but the way users can describe their projects is very much tied to their personal style. It is a fun way to make something and essentially empowers everyone to do whatever they set their mind to since someone else did it and worked out all the “bugs”.

I would consider this to fit in the Play category. Collective Intelligence could be facilitated by encouraging students to document what they produced and learned in such a way that other students in the same class can learn from them. It is easy to post what you have done, but it is much harder to recreate something someone else has made. In that respect it could also be considered as being part of the Appropriation category.

Question 2:

In terms of the “mix” questions I can only agree with what was proposed by the authors namely to see this as an extension to traditional classes. Finding the right balance might be something that could be experimented with in afternoon classes or alike. As an example I could imagine a projects class where students pick projects they would want to make which they have found on the Instructables Web site. The teacher could define topics to narrow down the projects or could chose to tailor the projects to fit a specific content that students should engage in. Alternatively certain kinds of skills could simply be the focus similar to arts and crafts classes.

I would also like to point out that we seem to have very little data that could prove or enforce all literacy issues that have been raised. I myself have only recently found out that I am severely dyslexic after having participated in a study conducted by Gadi Gaiger in the Brain and Cognitive Science Lab. His work suggests that dyslexia, multi tasking and ADD are closely related and most probably learned. This means that teaching multi tasking could result in dyslexia when taught at the wrong time of a child’s development. There may be other yet unknown consequences that would result from teaching new literacies under special circumstances.


Posted by FG

Question 1:

In response to Question 1, I thought I would draw attention to one very simple way of using a collaborative platform for educational purposes. As a Prince fan, I am a member of the Prince fan site prince.org, which in addition to Prince-devoted discussion forums and other topics such as politics and religion has a Org Artist Community. This is a discussion forum where artists - but essentially anybody who has created something in music, visual art, writing among others and wants to share it - can post their creations and get feedback, comments, etc. What I find interesting about it is that it has developed into something much more than a meeting and sharing place, as both the posters and their commentators give each other instructions on how to improve or master a new skill in their given area. There is in fact a lot of training and ‘coaching’ [if that word can be used for art] going on.

This is a very low-tech solution - just an online platform in the form of a discussion forum where people just post their content - and it is now no more new, as many such forums exist. But for this reason it should perhaps be considered by school curricula developers and teachers. It’s a relatively easy tool and practice to introduce in classrooms and could be used for any subjects, with students posting their homework or personal creations in a given field and receiving friendly feedback from teachers and students alike from across the whole school - or even from students and faculty in other schools. Since it’s on the Internet, it could be applied across schools nationwide or internationally [if language is not a barrier].


Posted by SK

I like this point you make about how communities that form online around one topic frequently become more general-purpose communities for discussion, support, and feedback about a variety of other issues. Most kids have something they’re interested in, and I think they could learn a lot about Jenkins’ new media skills just by participating in a forum about that topic, even if it’s not directly educational.

And maybe I just haven’t kept up with the trends of the times, but I still prefer a good old fashioned discussion forum to wikis, blogs, tweets, etc when it comes to building online communities.


Posted by FG

At this point in the discussion, I feel that the advantages of a more free and participatory system of education, one that encourages personal development and creativity through supportive social practices and infrastructure/technology is clear. It is also clear how children, high school students and the adults involved in their education can find this new system beneficial and enjoy taking part in it.

What is less clear to me is where all the children who do not have the capacities to enjoy and make the most of such a system come in. What place do they have in such a system? I am referring to children with learning disabilities, cognitive delays and other social impairments and adjustment difficulties, as well as the children of immigrants who may have language and cultural delays. If to go by the statistics, these children represent quite a big chunk of this country’s population of schoolchildren and high school students. Having a system that fails to take them into account by being adaptable to their special needs would be defective. If it caters to only one segment of learners, it would ostracize the other segments.

It seems to me that the descriptions of the educational technologies and practices that we have been discussing always assume that from the start the child is socially well-adjusted and will automatically, unquestionably enjoy using them and taking part in them.

As someone with a long-date interest in foreign adoption [from Russia specifically] and who has read extensively about US-Russia adoptions, I can say that many adopted children for example, who have spent years in institutional care, show signs of social and attachment difficulties which make them unable to participate in normal social activities for children of their age. Even if the child is mentally healthy, he/she may not either be able to take part in them or simply enjoy, derive pleasure doing so. One good example is when it comes to sharing: many such kids do not like, in fact hate sharing their toys, creations, etc with others.

Given that the US is one of the top adopting countries in the world - plus given all the other cases of social impairment or delays that I mentioned - the developers of these educational technologies and curricula may want to make sure that these are adapted to all types of learners and all segments of society.


Posted by MN

My favorite site is The New York Philharmonic Kidzone.

It does a great job in integrating play, performance and simulation elements of new media literacies to NY Philharmonic’s purpose of teaching music to kids in a fun, dynamic, yet educationally impactful way. The best section of this site, I believe, is the online games, where popular genres of online gaming are incorporated to teach rhythmic, sonoric, and theoretic principles of orchestral music. Especially for music education, the new media has the potential to free kids from dull classroom teaching and help them integrate the theoretical content to the actual world of sound and emotional experiences. The site makes it easy for kids to learn through tinkering around- it would be even more effective if they introduce collaborative activity where kids could compose/perform a piece of music by collectively choosing the structure, harmony, rhythm, instrumentation, and possibly a story line (libretto) that goes with it (they could compose the libretto in the literature class to bring into the music class too…).

I think the ideal mix of the 19 c apprentice model, the 20 c formal education model, and the new media model would be a healthy mixture of all of these models. The new media could be used for kids to tinker around and get an intuitive understanding of certain concepts, then some proven body of knowledge/theories could be introduced in a classroom settings, kids could then drill/memorize those skills privately or in a group. Finally, all of these skills and knowledge should be integrated and applied in an apprenticeship-style projects, where kids could learn from real experts or more experienced colleges.

Reflection and Questions

Posted by JC, PC, and ZH

In 1980, Seymour Papert’s explored the possibilities that technologies - specifically computers - had in the educational field in his book Mindstorms. Recent technological advantages called for an update on his text. In this paper, Michael Eisenberg adapts several concepts from Mindstorms to the current technological panorama.

Manipulation is the key word to understand this evolution; whereas Papert imagined a logical space inside the computer where children could learn, new technologies enable educators to turn these learning spaces into reality. Physical objects come natural to children for they are used to playing and exploring with them. Nowadays, technology can be embedded in physical objects to bring Papert’s world into a more familiar environment for children. Now it is in the educators hands to surround children with immersive learning experiences by creating real mathlands; from Mindstorms to Mindstuff.

For this blog discussion:

  • Recall a topic of study from your school years.
  • Imagine a tangible “thing” that could contribute to learning the field of study chosen. This “thing” can exist today or be fantasy.
  • Briefly describe your tangible “thing” and provide a visual (post a link to a drawing, image, or other visual).
  • Note that tangible “thing” means something different to each of us. We left this open to interpretation in order to give you freedom to draw from your experiences.

On a side note, we are curious if you were inspired by the paper to dream up your own mathland based on your interests and passions. We would love to hear what your mathlands would look like. As a side topic, feel free to post descriptions of your mathlands.

Student Reading Responses

Posted by JC

On of my favorite subjects growing up (and still is), is art. I have been drawing and sculpting for as long as I can remember. I find that I can create characters I imagine easier using my hands than using a computer; I grew up using clay and drawing material. I continued to use clay throughout my school years and into college; the sculptures just got more elaborate and detailed. I found myself wanting to create digital versions of the sculptures so that I could animate the characters. This isn’t exactly easy to do.

So my tangible “thing” would be clay that I could sculpt; the clay would somehow be embedded with micro sensors that would map the surface of the sculpture. This information could then be fed into a CAD or animation program. Here is a link to a paper that talks about implementing the digital clay idea:

Posted by DG

With 3D scanning you wouldn’t necessarily need the sensors. Additionally by continually sculpting/manipulation the object and saving snapshots of its state it would allow for much more approachable claymation. Instead of having to manipulate everything in the scene, the animator could animate each component separately and then mix them digitally. This resulting cross of claymation and digital animation would be quite interesting - the results would most likely look like either of them and new form would emerge. For example we don’t often see Gumby like claymation techniques in PIXAR films, but the limited behavior (unable to loop animations) of clay would not be constraint on this new form.

Posted by JC

Thanks for the response on this. I always enjoy hearing your input. 3D scanning is definitely a method to input; theoretically the potential embedded sensors may change the workflow such that the creation process runs smoother. The creator doesn’t have to stop for any significant amount of time to scan. Scanning certainly is a way to do this today. I would be interested in seeing the mix of clay and digital as well.

Posted by SK

This paper really resonated with me as it relates directly to work I have been exploring for the past few months.

Some time last February I dreamt up an idea for a physical classroom that would be able to be configured, built, and rebuilt by the students who use it. The idea was to create an architectural-scale construction kit that would give students a greater understanding of how the environment around them is formed. I aimed to embed ideas from math, physics, and design into the design of structure itself.

A few collaborators and I worked with a group of local high school students and their teacher to gather ideas for what this classroom should contain. We came up with this design by the start of the summer:

  • Open Architecture Challenge: Classroom. “How Buildings Teach.” (PDF - 5.5MB)

Working with some of these high school students, we built a full-scale prototype of a section of the classroom over the summer. In the process, we worked with the students to help them develop research projects that could result in creations which could become part of the classroom. Eisenberg enumerated a list of possible projects that seemed eerily similar to the sorts of things we were working on, including exploring symmetry groups and tessellations to decorate our triangular floor tiles or discussing the path of the sun during different seasons and its effects on light and heat in our structure.

We didn’t focus specifically on creating a “mathland” in the end, but wanted to create more of a general literal and figurative framework where students could create, test, and implement their own objects to think with that could become part of the building itself. What we made wasn’t explicitly technological, but its design was heavily aided by computer tools and some of the ideas Eisenberg suggests for creation using computerized fabrication tools or new materials could be incorporated.

To look at this project in another way, its existence has become a tangible “thing” for me to use to think about design and education. I don’t know how I would have reacted to it as a high school student myself, but I like to think it would have encouraged me to think about design, architecture, my community, and the role of building things in the world at a time when I had few outlets (and certainly no large-scale physical outlets) for thinking about such things.

Posted by VC

This is really cool, though I imagine if I were a high schooler, I wouldn’t be very enthusiastic about spending a lot of time building an impermanent prototype.

It does remind me, however, of a project my friend at RISD undertook during a class on design for the community. She and her class were asked to design a prototype for playground at a charter elementary school in Rhode Island, which involved several trips to the school and working with the kids (a funny notion if you knew my friend-she’s not exactly a kid person). At the end of the semester, she got really upset that they were getting kids excited about a playground they were never going to build.

So my idea is to have high school kids design a learning-friendly playground for a local elementary school (with the help of someone with design/engineering experience). These high school students would develop meta cognitive skills about how and what children should learn and also learn responsibility, as they’d be required to build playgrounds for children with whom they’d develop relationships. It would also require these high school students to think critically about math, engineering, safety and design. The fact that this structure could be real, permanent and for children in their community would heighten students’ sense of responsibility and seriousness about the project. This is obviously a Utopian vision that would require several years of planning and research, but I think it’d be a good character-building activity for the high school students to learn to be serious and responsible.

Posted by AL

My “object-to-think-with”, “Sandy Beach” on the island of O’ahu (Hawaii), is not so much of a tangible object, and is perhaps more in line with the full immersion environment example, like “Mathland”. But it really informed a lot of my early learning. The “objects” within this setting might be the coral reef, tidepools, wet sand, and waves. My topics of study could be biology, physics, “physical education”, or art.

I grew up down the street from this beach and my family spent a great deal of time there. This particular beach has one of the strongest currents on the island of O’ahu; but we still played on the shore, swam in the shallows, explored the life in the tidepools, and snorkeled (on very calm days). I began surfing at eleven and was able to surf this break because I grew up swimming there: I knew where the various reef heads were, where the rip tide pulled, and who the “veterans” were. My best friend and I were the only females who surfed that break, and among only a small handful of kid surfers. I understood to some degree the shape and temperament of the waves and what I didn’t know I quickly learned through trial and error (ouch!). This informed my study of physics when we studied certain concepts like mass, inertia, velocity and wavelengths. I actually think helped me develop a strong sense of body awareness in relation to balance and intuition. By understanding the strengths and limits of my physical abilities, I was able to use my body as equipment to catch waves while body-surfing. This aided my other academic interests such as the various sports I practiced as well as the arts. The surfers were always good at wheel throwing and glass blowing, and I have a hypothesis as to why that was.

I think I fell in love with waves in the way that Seymour Papert fell in love with gears. He was able to use his understanding of them to pursue further self-directed investigations. I was able to expand my fascinations and “skills” in many ways as well.

I would say that I developed a different branch of skills than those found only in the academic classes in my “Beachland” experiences such as: empathy (there were several endangered species that shared the beach with us and that we were conscious of protecting including Hawaiian monk seals and sea turtles), courage (there were often ambulances visiting the beach!), social skills (carefully navigating the unspoken rules of the lineup), and creativity (we shaped our own boards and tried out new ways of surfing all the time).

I really appreciate Eisenberg’s comment that children like to learn with “stuff,” tangible objects, and that the coupling of objects and new media technology could lead to greater creative learning potential. Something that was really informative in my learning through the beach was the fact that I was learning from life. It would be very interesting to pursue educational tools where computation is paired with objects in nature.

Posted by SK

While the original prompt identified “manipulation” as the point of evolution from Papert to Eisenberg, I read it much more as a matter of “immersion.” And while Eisenberg seemed to be interested in creating a learning world inside a child’s room, I think your experience of learning from the environment at the beach was much more immersive and that’s why you strongly identify with it. You weren’t manipulating the beach itself, though you speak of the ways in which you manipulated your own body as being some of the most valuable lessons.

How would the objects of the beach contributed to your learning if they were brought into a completely different place, such as a classroom at your school? Even if this were possible, I imagine that the different surroundings would have affected how you felt about learning from these objects. One of the things that interests me is how we can design technological learning tools that allow students to explore and learn from the real environments they might come into contact with through their lives.

Posted by JC

It is intriguing to read your description of a place you are obviously very connected to. I would agree with SK that you experience certainly is immersive in the way you were like an object in the environment; and reacted to you. It would be tough to reproduce this experience within a man-made structure today.

Posted by DG

There were two activities that I really enjoyed as a child that I think could be enhanced by technology.

  1. I enjoyed building sand castles at low tide and watching them be destroyed as the tide came in. I would construct them in such a way to try and withstand the tide as much as possible and move the water around in interesting ways. When not at the ocean, we would carve channels into a hill and then use the a garden hose to pump water through the system - it would move homemade waterwheels, plastic green army men, legos, and whatever other materials we had available to us. Technology could help this by allowing building simple sensors and pumps that I could have used.   

     

  2. I also enjoyed playing strategy board games with my brothers and our neighbors. We would play risk, axis and allies, diplomacy, etc. After multiple iterations playing these games are strategies would slowly improve as we relied on our recollection of the prior games and strategies employed by each of us. We could have greatly improved our strategies if there was technology available that capture the state of the board at each turn, so that we could have done advanced analysis instead of relying on memory. As our strategies progressed would discover dominant strategies that seemed to always work - developing large quantities of soldiers and dumping them at the Russian border; which then required the opposing player to take more chances and try to outthink these strategies. I recall an amazing game where Germany took over Canada and swarmed down into the US. If we could have had detailed data about troop movement and quantities we could have increased our level of play significantly. This technology could have been as simple as rfid readers in the board with each piece designated with a unique ID, and a few buttons to designate the players turns, technology available etc. We’d also be able to characterize our playing styles as safe, risky, collaborative.

Digital boardgames:

Posted by FG

In response to the little assignment, these are some of the pictures that captured my imagination as a child, and in fact as a teenager too, and they still do now:

World champion figure skater Denise Biellmann performing a spin she invented and that bears her name:

  • [Image is no longer available.]

Before I thought of journalism [later in high school] as a future profession, I was actually intent on becoming a ballet dancer. So I took ballet classes from 6 to 18 years old, in a performing arts schools in Belgium, as an extracurricular activity - but there were exams and public ones too.

As these pictures show, I was mesmerized by the sense if lightness and gravity-defying shapes that the body of these dancers and figure skaters could take [I loved figure skating too but never learned seriously because we lived too far from an ice ring.] So I strove to emulate those shapes with ballet classes flexibility exercises [splits, etc] at home and various diets.

I realize these performers’ bodies are not ‘objects’ in the usual meaning of the word, but for me, they were very real, and constantly in my head as I imagined new moves in my head when listening to music. I was constantly visualizing them in my head, and again, I still do today whenever i hear music.

Having said this, the body has been considered and described as ‘an object’ by various groups: for example by advertisers for commercial purposes [causing an outcry from feminists and women’s rights movements], and other artists and the scholars who study them, establishing some of their observations in new philosophies and artistic discourses. So to some extent, the body can be seen as an ‘object’, even though such a view may seem reprehensible in the case of the sexist scenarios of the ‘women as objects’ commercial phenomenon. And after all, as infants/babies, our own feet, fingers, etc. are the first things we grab when we start moving and exploring our immediate environment.

To take this notion of the body as an ‘object’ a little further and into some futuristic yet possible avenues, one just has to look at the kind of research being done here at the Media Lab, with Pr. Iroshi Ishii’s Tangible Media group, in which students are developing wearable devices that build upon and extend the body’s capacities, one of the most active groups in his area. Pattie Maes’ is another. The sensor-embedded garments that allow for monitoring and sending out data on one’s heart rate or for long-distance massages are just some examples. These body-based devices can have many medical, social or even emotional applications in our everyday lives.

See one of Pr. Ishii’s students’, Cati Vaucelle’s research and her PhD thesis entitled “Grounding interfaces: shifting the body boundaries” for some great examples. The link here has a selection of her projects, most of them relating to the many imaginative uses we can make of our bodies in their new digital environment.

To conclude, I have to say that I recently decided to go back to ballet, albeit of course on a dilettante level, with classes here at the Cambridge Dance Complex. Returning to classical dance, complete with splits and pointe work after a nearly 20-year gap has proved an experience full of discoveries too! It turns out that not only I can still make all the moves I did as a young growing child and teenager [I’m now well into my 30s:)], but I have found that I am even better at some of them and more supple when it comes to splits and similar exercises. I believe it’s because I am working harder at them. But the idea that even at an older age one is capable of such physical feats as usually reserved for our younger years was a revelation to me. It feels a little like reversing the biological clock. In any case, this experience has allowed me to keep learning new things about myself and the body’s capabilities.

And on a more general note, it is clear that the body holds plenty of exciting educational opportunities for children and older learners if we can use it and connect it intelligently with the digital technologies all around us. Perhaps this is an avenue too that schools should look into, so that they don’t just offer computers to their students, but an ambient environment that they connect to and interact with directly, with touch-based screens, gesture-sensitive surfaces and objects, etc. See Pr. Ishii’s g-speak gesture-based interaction system for a great example.

Posted by SL

Ballet strikes a chord for me as well. It was the choreography paired with the music and the staging that I found as compelling as the performance aspects of the art form. To choreograph, I had to create a sequence of steps and movements, synchronized with music, while orchestrating the geometry of moving groups of bodies using two languages: the strict language of ballet (almost every movement and position has a French name) and the language of music (notes, score, key, tempo, phrase, etc.). Both languages had to be pressed into the service of a story line, whether literal, emotional or aesthetic. And the performance was the “test”, the proof of learning and knowledge integration. I’ve seen several technology projects that have attempted to have motion translated into digital images or music. The late Merce Cunningham tried using tracking sensors/tags and computer simulations to create animated digital dancers in the 1990’s. He also worked with the Media Lab on a project earlier this decade called Loops which tracked motion in space.

  • Wikipedia: Merce Cunningham
  • Kirn, Peter. Remembering Merce Cunningham, Digital Motion, and Digital Portraits. Create Digital Motion, July 27, 2009.

Joe Paradiso’s group, also at the Media Lab, developed a pair of sensing sneakers that when worn, would produce electronic music with each movement of the fott., called Expressive Footwear (1997-2000). Another one of his group’s projects tracked the motion of a body in space, called the Magic Carpet (1997-2002).

I would love to see us construct an incredibly rich environment in which all three of these approaches combined to allow someone to choreograph, animate and create new kinds of dance, music and digital spaces. Imagine a space where the back wall is a touch screen that allows you to digitally paint new scenes and backdrops, the floor is a sensing environment, and the character or dancer wears expressive shoes and/or sensors that track location and motion. Such an environment would allow the student to play with music, mathematics, motion, physics and geometry, as well as wrestle with cultural and aesthetic ideas. This would be a very interesting Mathland, expressive, educational and physical.

Posted by FG

When I hear music and imagine a little choreography in my head, I sometimes fantasize about another kind of digital enhancement to the performance than those you describe - although these sound very exciting too for the world of dance - namely, I wish that the bodies of the dancers could be replicated not just on screens and other surfaces, as they are already now in various applications such as video clips and dance club walls, but also physically, tangibly, in 3D and in the real world. So that’s nothing short of having a sort of digital airy or robot-like double representation of a human body. I imagine how this double of a dancer could interact with the ‘real life version’ of the performer in the real world, either on a stage or even beyond, and create a thousand new possibilities for the performing arts. It would also vastly expand the creative learning opportunities for arts students and learners of all ages. Students dancers could also see their exact moves and perhaps use their digital representations as teachers and coaches.

This may sound a little Utopian at this point, but research is being conducted in this sphere of trying to represent the human body in the real physical world. The research that Lass cited I believe is the first steps in this direction.

Daniel Vlasic’s work is also related - he works in CSAIL and MIT’s Gambit:

Such projects offer infinite possibilities for for the interactive visualization of objects and people [the latter as ‘bodies’ - in the meaning I gave to them in my post here above].

Ilya Baran from the MIT Graphics Groups is also, like Vlasic, very close to coming up with the vision I have of a real life representation of the human body and movement in space:

Posted by MN

I agree with your idea that there is a huge potential for learning in intelligent use of the body along with digital technologies. In my earlier posting, I picked my object-to-think-with as “people”. This goes along with your idea of the human body that associate with music, emotions, and the physical world.

Posted by FG

In response to this week’s theme and our readings, I have to say straight away that it is more the ideas and concepts behind objects rather than the objects themselves that really interest me. I am more curious and excited about the thinking that goes into their design and fabrication than about their ’life as objects’ later on, that is, the uses and applications that were found for them.

The educational use of these objects by children too I think is optimized if children and young learners have the opportunity to reflect on why an object is designed the way it is, how differently it could have been made, with what functions, etc. in short, think about the decision-making that goes on at the design level and understand what the technology is trying to get the child to do. In this way, you are teaching the child to be aware of the controls and influences he is being subjected to when using the object. That’s a great way to form a free, independent and critically-thinking spirit!

Information on the design of the objects could be embedded in their uses and applications and in the surrounding environment in which their use is taking place, so as to make it a seamless experience.

All this to say that ‘stuff’ is not enough, technology [objects] alone won’t do it, focusing on the physical does not exempt us from thinking in smart and critical ways about what it can do for us.

In view of this point of view and my observations, I also have to say that I am a little disappointed in the sub-title in Michael Eisenberg’s paper, “1. Introduction: Children, Materials, and Powerful Ideas.” I just wish the ideas weren’t listed last, after materials:)… as for me, they come first.

Posted by SL

I’m going to draw on a topic and object that I found later in life, as my school years are so far in the past that I can’t remember much about what I learned then. My topic is Astronomy, through the lens of celestial navigation. My object is the sextant.

  • Diagram of a sextant (JPG)

As background, in the late 1980’s I was fascinated with with the journals of Lewis & Clark. They led the team President Jefferson sent out West to explore and map the United States beyond the Mississippi River. In my late night readings of their journals I realized that mapping was a very inexact science in Jefferson’s days. Lewis and Clark were the first explorers to use celestial navigation tools on land (rather than at sea) for mapping, locating themselves and keeping track of the passage of time. In their journals they were constantly referring to the use of their sextants and artificial horizon, and I wanted to know more about the whys and wherefores of their mapping project. So I took a very old class offered at the Smithsonian Observatory on celestial navigation where I learned how to find myself in the world, using the sun, the stars, and a sextant.

The sextant is a beautiful piece of art and craft. It is typically made of brass, and cleverly engineered to accommodate fine precision in the measurement of time and space. No ship worth its salt (so to speak) would be caught without one-that is, before GPS systems came into being. By finding the horizon at sea and comparing the horizon with the position of the sun (and sometimes the North Star and other celestial objects) you could position yourself in the world, and plan your journey forward. From this I learned, in a visceral and physical way, an enormous amount about the motions of the planets -both intra- and inter- planetary motion- about algebra and geometry (even a little bit of calculus), about the seasons of the year, about time, about space, and lots more. It was wonderful.

My object-to-think-with is digitally enhanced sextant that would communicate (via IR most likely) with a planetary simulation on the computer. The computer could first present me with the real world. I could take my sightings using this enhanced sextant and map my coordinates in the simulation. After mastering my current location and the location of other people and places on earth, I could create galaxies and solar systems. Using an artificial horizon with my sextant, I could locate myself on a planet in a solar system that I created myself. We could augment the computer-sextant pairing with a set of physical spheres, representing the suns, moons and planets which are also digitally enhanced to send their position and characteristics to the computer model, and so manipulate the solar system model in real time-empowering us to learn about time, location, planetary motion, and soooo much more. I could play with the size, motion, speed and gravity of all the planets in my own solar system (and in my physical model) and learn about the physics and conceptual laws at play in a personal, physical way. Maybe I could construct my own solar system in the classroom out of paper mache, string, whatever materials available, complete with computational capabilities enabled by electronic components designed for this purpose that we could embed in my physical constructs. My solar system could be as large or as small as I was willing to make it.

For my “Mathland” I’d love to see a room for astronomy based around this digitally enhanced sextant, self-created solar system, computational models, mobile of planets, and some of the other historical instruments and tools astronomers used over time to track the planets and find themselves in the universe. There’s even a little history wrapped up in this package. I think I’d love that Mathland.

Posted by VC

I think it would be interesting to create a city simulation using a model city and dolls for a elementary or middle school civics class. These objects would be used to teach students about local governments and collective organizing. The way I envision it, each child is randomly assigned a role in the city (the mayor, garbage collector, mailman, superintendent, local journalist etc) so that governmental power is not a function of popularity. Each child would have to research what their doll’s job entails and present it to the class so that there is a general idea of what each person’s role in the city is. Perhaps the child would have to place their doll at their “workplace” at 9am, take them away during lunch, put them back after lunch, and bring them “home” at the end of the schoolday.

To make it interesting, the teacher would hand out cards to certain members of the class such that they could make certain events happen. For example, the teacher could give all the city utility workers a strike card so that no one could have electricity, and then the utility workers and the city officials would have to negotiate a new salary. Or the teacher could give the mayor a law card, so that everyone would have to change their behavior to stay legal. Every day of the unit, the teacher could assign a new type of event (scandal, new law, holiday) so that kids could better understand the different things they might read about in their local news.

The dolls might look like this little knitted link doll. I like that it’s cute, dressable, but not entirely human.

Posted by RC

When I was younger, I took piano lessons with a private teacher. She would come to my house once a week and listen to me play the pieces we were working on. She would then correct the areas that I played incorrectly and teach me how to play the next parts. A big problem for me was that I loved to procrastinate even at that young an age. Therefore I wouldn’t start to practice until a couple of days before my next lesson. By then I had already forgotten my teacher’s suggestions and also what the next part of the piece was supposed to sound like. I was also not great at sight reading, which meant it was hard to teach myself. I could translate the notes to the keys on the piano fine, but in terms of tempo, dynamics, and rhythm it was helpful to have a teacher.

With the new developments of electric pianos, I imagine a future where we can input a piece into an electric piano and the piano would not only play the piece for you, but help you learn them. As you press and release keys on the piano, it would visually display the notes and rests that you are playing and overlay these onto the actual sheet music. This can help you assess how precisely you are playing the piece.

Here’s an image of an electric grand piano that is sold today (JPG). Imagine the sheet music stand replaced with an lcd screen that displays the sheet music representing the notes you are currently playing

Posted by JP

I had so similar experience in learning piano when I was eight years old. I only could start to practice right before my piano teacher visited my house. It would be much easier for me to learn if I had the electric piano. On the contrary, I have totally opposite experience in learning cello when I became mid twenties. I loved the cello sound with vibration from the instrument body. I loved the moment when my body resonated with the cello body. Then one of neighbor student complained the loud sound; I needed to buy an electric cello to practice quietly. I could practice at night but I could not enjoy the moment of ‘MusicLand’ (compare to the ‘Mathland’ of Eisenberg). Accordingly the electric instrument was not helpful for my learning though its fancy shape. For me the Mathland resided in the resonant sound.

Posted by JP

One of the key concepts in Eisenberg’s Mindstuff is creative manipulation of objects that reminds me of an intern student when I was working for an architecture office a couple of years ago. There was computer software to draw plans from three-dimensional geometries with which people easily generate architectural drawings of complex-shaped building design. One day the intern used the same software to make physical models using a laser cutter. He sliced the geometry every four millimeters (about one thirty second inch) then he glued all the sliced sections and made a whole building. It was surprisingly a new idea and no one in the office ever tried before. I was curious how he could think of this innovative use from such a conventional tool and actually I thought of how children played innovatively from common material.

  • One example of kaoliang stalk construction (JPG 1) (JPG 2)

One thing I want to introduce is a colored corn (kaoliang) stalk. A kaoliang stalk is very cheap and local material from South Korea. It is a lightweight twig cut from kaoliang. It is easy to cut and to join with any toothpick or pin. Consequently it is popular educational material among elementary schools. It is used to teach, from general hand crafting, model making to basic concept of mathematics, physics and time. Children use the material crudely when they make a pinwheel and house-like toys. On the other hand children cut the stalk into modular chips and make molecule models and solar systems. I could also see how children creatively used the same material to make something from their own imagination. One of the examples is a painting using a same kind of kaoliang stalk. A student sliced, extremely thinly, colored kaoliang stalks and used them as if they were a paint brush.

It is not so difficult for me to imagine how this common material, kaoliang stick, is helpful for children to learn, from science to fine arts. I remembered that I did not clearly distinguish the real airplane and a toy plane when I was playing with one. I remembered that the airplane on my hand was really flying and as speedy as real one. I can guess that children are in real world when they playing with any toys. I agree with Eisenberg’s notion of “Mathland”, a physical setting in which tangible object bring children the “image of an entire culture, a lived-in world.” My question is, what the criteria are for educational tools to be a good physical setting. What kind of physical settings could bring more effective learning?

[It may be difficult to find more images and examples of kaoliang stalks since it is kind of a mixture of translated Korean and Chinese words. Try these Google image searches on Korean-language terms.]

Posted by JL

Hmm. What is a good physical setting? Well you can imagine a bad example of a non-effective learning environment: a white empty room with no windows. For me, I would image a colorful room with arts and crafts displayed in every nook and cranny. One wall is a gigantic white board filled with drawings from different students. A corner shows off last month’s designs of space houses that the students invented. There are bins full of tangible educational tools like LEGOs, kaoliang, wooden blocks, robot learning companions, and all sorts of fun interactive stuff! I guess the big dream is to create an atmosphere that generates creativity and supplies resources to help induce design, play, and fun.

Posted by FG

In response to the quote from Eisneberg that JP selected and his pertinent questions inspired by it, I would like to extend his enquiry to ask in relation to “the image of an entire culture” that an ideal educational environment should offer children by asking ‘which one?’ - that is, which or whose culture should that environment represent?

Here is the quote:

“I agree with Eisenberg’s notion of “Mathland”, a physical setting in which tangible object bring children the “image of an entire culture, a lived-in world.” My question is, what the criteria are for educational tools to be a good physical setting. What kind of physical settings could bring more effective learning?”

It is easy to see the potential for all sorts of cultural and social conflicts among children and learners from diverse family and academic backgrounds, most of them from our real world, being replicated in such a new technologically-enhanced environment, especially when just ‘one culture’ is being replicated and promoted ’entirely’, possibly eradicating others. The now familiar warning about who controls these environments, and eventually the technologies behind them, their design and uses, still applies in these educational contexts, and careful consideration should be given to what kind of philosophies and ideas we want to embed in them. This goes back to what I was was saying in my initial post here that the ideas behind the technologies matter as much - and for me, more - than the tools/objects themselves. Democratic representation of all participants in these new learning environments should be one of the guiding principles in my opinion.

Posted by AL

The way these kids are using the kaoliang stalk is very imaginative. It sounds like it is versatile enough to support many different imaginary purposes. I remember playing with the dead needles of the ironwood trees in Hawaii. We would gather them by the bunches and play with it for hours in different “make believe” scenarios. Perhaps a goal of educational technology might be in trying to mimic a material like this, as very basic and very versatile. Perhaps even one that could be ripped and re-fastened, perhaps embedded with visual capabilities, etc. I don’t think that these versatile natural materials should be copied, the structures seem irreplicable, but I think they can learn from their qualities. To answer your question about settings, I think that it should almost learn from a location with possibilities of creativity as endless as in a forest, or living seashore.

Posted by JL

In middle school, I remember dreading Fridays because of Ms. Spencer’s weekly vocabulary tests. We always had at least 50 words and their definitions to memorize. Usually, I would forget a majority of what I “learned” the next day. Brute force memorization never worked with me. However, whenever I read a word in context of something that I really enjoyed i.e. a good book, then I would understand its meaning forever.

A fun activity to learn vocabulary words could be to create a story that takes the word into context. Scratch could be a useful tool to create a story that incorporates a SAT word. Every student in the class could create a story around a word and then present it to their fellow classmates.

I created an example in Scratch.

My vision of Mathland is an amusement park full of different kiosks and stations with fun math problems to be solved. Maybe before someone can ride a rollercoaster, the operator can explain that he has a problem with the slope of the track. He does not know the optimal slope the first downward fall should be in order to achieve maximum fun (and safety). When you buy tickets at the counter, the cashier needs help figuring out how many tickets your $5 bill can get. The Western Shooting game requires the participant to calculate the angle of the gun given the velocity of the pellet and distance to the target. With the correct input, you win a prize! At the redemption center, you have to count up your tickets and do the math to figure out how many prizes you can buy.

Posted by VC

I never took etymology class in high school, but we used the etymology room to run our literary magazine. They say that visuals help us remember words, so the teacher made all the etymology classes make posters of different SAT words and put them up around the room. There was one really good poster of a crying duck with the word “lugubrious” written under it. And now I’ll never forget that word!

Which is to say, I think using Scratch is a great way to get kids to learn their SAT vocabulary as long as it’s in a setting where the vocab words could be split up. Sure beats coloring inside the lines!

Posted by ZH

I think the idea of this paper is really interesting. To my personal experience, actually these days, one of the most popular topics in architecture design is about " digital vs analog". In the past hundreds of years, architects used to use pens to draw sections and plans, use paper or wood to make physical models and use verbal words to present them. Once computation came into design field, those things totally changed: architects make drawings on computer, make digital models on computer and make animation or other types of virtual presentation. At MIT, architects even use scripts to generate the form.

However, does that mean digital design tool is better than the analog one? In the architecture school in Columbia U, all the stuff created by students are digital. actually the only thing a architecture student need there is just a computer. However, there are still a lot of school force students to make drawings by hand and make physical models instead of digital ones. the advantage of hand-sketch is that it is really free to draw. I mean it is very easier for an architect to draw what they think. Actually the fact is that you make drawing and think happens at the same time: the lines you drew influence your idea and also your think will determines your drawings too. so this interaction happens very frequently. In addition, physical models is very critical for people to imagine the space. it is very different from the digital ones.

Admittedly, using computer is very convenient to make modifications. So how to build the bridge between these two becomes very important. one way of what a lot of architects are doing now is embrace the technology of digital fabrication. For example, 3D printer- it can automatically convert your digital model to a physical one.

Laser cutter or CNC are also very strong digital fabrication tools.

But this is more about like the presentation issue. As a tool, what i image is that, when we are building a rough physical model or sketch, the computer can generate a digital model at the same time by using some sensor to record the changing of the geometry. that will definitely help architects to make designs.

In addition, once we have the digital model, we can explore more issues like day lighting simulation.

Posted by DK

I particularly enjoyed this week’s reading as Eisenberg reminds us of the importance of customization of objects we can learn from in order to facilitate some sort of an emotional attachment. I would maybe even go a little further and argue that thinking through objects or artifacts that a child created with an understanding of first principles is probably achieving both - namely customization and procedural thinking.

I think it is relatively easy to come up with toys, kits or systems that fall into the Microcosm-Category, in terms of tightly constraint systems, but the more open things like the paper band or weaving ribbon are harder to “invent”. As much as I appreciate the desire to teach science or computation I personally fear that there is a danger of reducing problems and as a consequence the world to combinatorial systems. I think generality is a key aspect here as it can lead to more flexibility and allows for surprises and gives more room for interpretation. Luckily children have the ability to see anything in any context and will have no problem seeing a constraint toy as something its designer would have never conceived of. Nevertheless do I think that generality is important to consider.

The idea to create polyhedral from paper bands is more general and can therefore facilitate more expressiveness if compared to the molecular building kit for instance. The problem however is that a smart molecule block could tell a computer where it is in relation to its neighbors and we can make a program that will supply the semantics that can facilitate learning. So the generality of the polyhedral does not allow us to teach something very specific, but allows a child to see whatever it wants in the sculptural things it is making. I think we need to consider creativity as expression and add behavior into materials that allow for these kinds of activities.

The materials that others have mentioned already could be clay that knows what shape it has; paper that knows where it is folded and what it can fold into; Zoometools that have variable joints and telescoping struts. In other words I am looking for an expansion of logic kits to something that can facilitate something like the Zoometool constraints as an example, but allow for more possibilities due to its generality.

Posted by FG

A few more comments on our readings and thoughts on my own ‘Mathland’:

Despite its obvious appeal and the ideal scenario of full immersion it evokes, I do not agree with Papert’s theory that ’living in France’ will naturally lead to the natural learning of French. One only has to look at the number of long-term immigrants who live there, and in the rest of Europe, some for decades, without ever speaking and showing a desire to learn the language. There are plenty of verbal and written translating services that allow non French-speaking immigrants to lead a full life in France in their own language, just as for Russians here in Boston/Mass and other states. This is often the cause of friction between the parents of children from immigrating countries such as Turkey and Morocco and the teachers of their children when there are evaluation sessions in schools, as the parents only speak their own mother tongue. Translators are being provided for them by the schools.

And even more simply: even though I lived for 18 years in Belgium where Dutch is an official language and had classes in Dutch/Flemish throughout my primary and high school years, I was never able to speak it - I just have some casual understanding of oral and written Dutch - for the simple reason that I was never really interested in that language.

All this to say that unless there is a free will to learn a language - or anything else for that matter - the tools and their contexts/environments themselves won’t do much.

To put it briefly, my own ‘Mathland’ would show some balance in the subjects or fields that children could learn. Much has been made by our authors so far on learning mathematical skills, with an understanding that they are especially useful to learn new technologies and computer science. But I would want to have other fields, such as the arts and languages and literatures and other more abstract skills such as logic and thinking, also represented in this new ambient learning environment. I wouldn’t want to see it being ‘overtaken’ by one type of skills or areas of study.

To follow up on this idea, I would like to conclude by saying that children’s mental and physical living space is for now free for the taking. Anyone with great ideas on how to expand it so as to integrate new methods and tools can move in and take it, for the simple reason that as our educational system shows, no one system has really made much progress in this sphere. We and our authors have agreed that most educational and teaching systems are still backward and haven’t explored and developed the full learning opportunities that children could enjoy.

For now, the field of education [technologists, educators, we!, and such academics as we are reading] has made the first steps in this direction. But what if parents decided to also ’take over’ children’s free time and attention and embed discipline and other rules in their kids’ ambient environment too? Or if children’s friends did - what if the hundreds of friends they have in online social networks decided to also claim children’s living spaces to embed in them their news and updates about their activities, etc.

The way children spend their time, use their daily environment and physical space, how they think about all these things are in my opinion still very free, virgin territory. Anyone with great ideas for using them for the child’s benefit should jump in!

Posted by MN

Contrary to Papert’s Mindstorms and Eisenberg’s Mindstuff and the Learning Sciences, my tangible learning happens most when looking at pattern in the natural world. It was mostly “people” around me- personalities and relationships- that triggered learning, contributed to relating certain concepts to personal experiences that helped internalize and retain knowledge.

In addition, my tangible “stuff” that came close to Papert’s gears was violin. Having been a violinist all my life, music also served as the “stuff” that helped me understand the connections among the mind, body and emotions. The discovery of these relationships and the rich possibilities for application in many other disciplines were highly present ongoing process while I was trained in music. In 2006, seven of my classmates from Juilliard founded a summer program to teach young musicians, expanding upon this idea of music as a powerful tool to form the basis for deep learning.

Posted by PC

I just wanted to add a couple of examples I came across during the week:

  1. SNIFF - It’s a toy dog that allows children to explore as the toy itself is able to read markers. I believe that the video is self explanatory:
  2. Crayon Physics. There is a free demo so I really recommend you try it.

Hope you like it!

Posted by ZH

Look at this project by the Media Lab:

Reflection and Questions

Posted by AB, VC and, FG

During the first hour of class we will be discussing Ito, et al’s Living and Learning with New Media. Focus on the beginning (Executive Summary) and the Conclusions and Implications section (pp 35 - 40).

For your blog entry, tell us a story about an experience learning informally about something you were interested in. How did this differ from your experiences learning in more structured settings (i.e. school)?

What, if any, community resources did you use, and how did your community affect your learning process? How do you imagine these experiences would be different if you were coming of age today with the increased availability of new media?


Student Reading Responses

Posted by JC

A few years ago, a friend of mine wanted me to paint a design on his flight helmet. I had been interested in learning how to airbrush, but I didn’t have a project in mind to motivate me to play. Now that I had a vision to play with, I started using online blogs, magazines, and Web sites to learn what supplies to start with. I started playing with the airbrush on paper to get used to using it - holding, control, paint flow, etc. The majority of my informal learning was done on my own exploring the new method of painting. I eventually got comfortable enough to take a crack at painting the helmet. With practice and play, I eventually completed a simple design.

I imagine if I had taken a class, my learning experience would have been drastically different. Typical art courses I’ve had involved structured exercises, mini projects, formal critiques, etc. I personally need a vision to shoot for - in this case it was the flight helmet. However, I enjoyed learning the airbrush by just playing at my own pace and free to explore in the directions that made sense at the time. Admittedly, a structured learning environment may have given me an expert’s guidance. I also would have been around other students in the same struggle.

My “community” was online. I frequently visited Web sites for feedback from experienced people. Streaming video sources provided visual instruction as well. Being my airbrush learning occurred only 5 years ago, I had a rich online resource which I frequented for information and depended upon. I consistently use Web sites and streaming video for instruction in learning/playing.


Posted by FG

What you wrote about the need for a personal guiding vision in order to learn is interesting. I myself have very little experience in visual arts of any kind, be it drawing, painting or others [save as a child], and have no particular interest in them. However, just recently I found myself learning informally about airbrush technique too, as I was online searching and reading about airbrush paints and supplies for designing and decorating gourmet chocolate - a possible project for Pr. Neil Gershenfeld’s class ‘How to Build Almost Anything’ that I am taking here at the Media Lab. I didn’t go as far as reaching out to the online communities of designers of edible art, but might do so if my project gets the green light. Perhaps like you, I needed to have a motivating factor- a concrete chocolate project - in order to learn about airbrush. Only in my case, I had no initial interest in learning about the technique. Had it not been for my idea of a chocolate design class project, I would never have learned or even heard about airbrush.

This is what I call a case of ‘accidental’ learning, one that happens by chance, although one may also describe it as resulting naturally from a need or conditions in the course of work or play around a project. But as your case illustrates, this can also act as a powerful motivator if there is already an initial interest in learning something.

Thank you for sharing!


Posted by DG

I agree, having a goal to work towards allows you to prioritize and trim the tree of possibilities that bog one down when they have no goals. This especially seems to be true when one is first learning about the craft. For instance, when I was a child I used to build the the picture on the box when I got the new LEGO kit, and afterward I would then experiment and build my own creations. The toy we played with in class last week used a locomotion challenge to guide our initial experimentation.


Posted by MN

In your case, the online resources and community provided just the right method for learning how to airbrush at your own pace and the desire to freely explore. Also, the painting activity that is visually suitable for learning through streaming video makes the digital platform a great place to learn. In the case of figuring out a particular functionality of a computer software, however, I wonder if there is a way to make the digital learning cater towards the exact need of the user (ex. going directly to the problem and being instructed with the knowledge just around the context of what you want to know). In the case of learning how to operate the software with only a partial knowledge of the manual, it would be interesting to see what could replace the instant feedback from a real-life instructor or mentor. I guess a combination of video-streaming, video chatting, and a smart recognition algorithm that will instantly figure out what exactly you’re stuck with.


Posted by SL

Who would guess that an Easter egg is a great conduit for informal learning about technology—in ways that approach “geeking out?” Decorating Easter eggs was one of my favorite activities growing up, a chance to express myself using unusual and colorful materials. My sister, brother and I would wait eagerly through the year for the night to arrive when we would mix strange and unusual dyes, wax different parts of the egg so that we could dye it in layers, add pipe cleaners and magazine photos and all sorts of paraphernalia to create “The Quintessential Egg.” It was great fun, and we looked forward to that night of crazed creation every year.

A few years ago I informally sponsored a small competition within the fab lab network to make a cool, decorative Easter egg using fab lab tools and processes. In the interest of “eating my own dog food,” I too participated in the contest. The first year of the fab egg contest I decided the laser etch an egg. I never had laser cut an egg before, and neither had anyone I knew. But I was determined to do so and with great effort, through many iterations, and with lots of help from peers and experts, I figured it out. First I had to create a rotary tool for the laser cutter. While the lab had a rotary device for the cutter, it was definitely not made for holding fragile eggshells and none of the other labs had a rotary tool either so I had to start from scratch. Then I had to figure out how to etch a flat design on a round (ish) surface—which involved playing with the software a lot, and then playing with my makeshift rotary tool. There were lots and lots of iterations. Occasionally I would consult the local experts (John DiFrancesco, Amy Sun, Kenny Cheung, Manu Prakash, Amon Millner, etc.) as they passed by the laser. They didn’t have the answers, but they did have techniques based on experience that helped point the way forward. Eventually (after hyperventilating several times to the point of passing out while blowing the egg interiors out through tiny holes in the tops and bottoms of the eggs) I succeeded and created a basketful of eggs etched with the MIT logos and memorabilia. It was so much fun, and I learned so much about the laser cutter, the software, and the rotary device. It was terrific! And I was hooked.

The next year I upped the ante, so to speak, and made my egg a blinking light circuit. I appropriated a LED multiplexing circuit design from the HowToMakeAlmostAnything class, and rerouted it so that I could cut the circuit on the vinyl cutter with flexible copper foil, in one layer, and have it fit over the rounded surface of my egg. After that I had to actually solder all the components onto the surface of the egg. This was not an easy process, as eggshells are not the most cooperative substrate for soldering. Then I cracked into the program code and figured out how to make the 12 LEDs blink in a sequence that looked circular to the eye. Again, I got help from peers and experts around me (Amy Sun stayed up all night helping me with the programming). I was so intent on making the coolest egg that I would stop at nothing to make “The Quintessential Egg.” No one was grading me, but my project was going to be seen and critiqued by an international gathering of peers in the fab lab network. I finished up at about 8AM before the contest deadline, and I decorated my egg as a Vegas dance girl, complete with feathers and a sparkly crown. She was a hit. I won second prize.

It seems that this kind of the project-based, personally motivated choice of subject matter can be extremely powerful. The motivation for me was tremendous. I wanted to learn everything possible to make my eggs great and I would search far and wide to figure out how to do this. There was no online documentation to consult, but there was a community of fabricators, both online and physically present, who helped support and scaffold all of us through the process of making our eggs. Where there was no documentation before, now there is documentation for others to follow. As the participants shared our projects and processes with one another online (using VOIP tools), we learned from one another about different ways to handle the laser, the rotary, the electronics, etc. Judging and critique occurred between peers and experts who helped us along the way. And we continue to offer informal competitions every year or so, as motivation to others in the network, participating ourselves as both fabricators and advisors.

This kind of passionate but geeky pursuit of a silly idea would be very unlikely to happen in a school setting—the learning, though powerful, was too unstructured and difficult to measure according to state assessment mandates. The topic, on the surface, lacked content and validity. In a school setting, the critique would have been less meaningful for the right reasons (really wanting good feedback from others doing the same thing) but very meaningful for the wrong reasons (wanting that good grade, impressing the teacher). Wanting the grade and the teacher’s approval would have affected just about every decision I made in the process, including the subject matter. It seems that with online and new media resources, and especially the ability to socially network and to document with video online, the learning experience can be more personal and powerful, and one can truly participate as a peer in a community of practice in meaningful ways. This kind of project-based competition/collaboration with a network of peers would offer a great experience for a student to sample what it might be like to participate in professional societies in the future workplace. And the experience includes a much broader community than that of the local teacher and classmates, it includes experts from outside who can help scaffold learning and create a more powerful learning event.


Posted by FG

This is a wonderful and inspiring example. I have to say it reminded me of the family tradition of decorating eggs during the Orthodox Easter celebrations in Russia, where I lived before coming to Boston. Everyone in the family takes part, although it is essentially seen as an activity for children. You can find all sorts of colorful egg-decorating kits in stores and supermarkets a few weeks before the holiday. They look attractive and deceptively easy to use, but as my own attempts at using them, this is an activity that requires time, patience and some skills using arts tools. I found it hard to believe these kits are marketed for children. It is true though, that this is something that Russian children always do with adult guidance, even though it is in the informal setting of the family, with parents, grandparents and siblings to help them. Schools also set a day for decorating eggs at Easter time, although this is a more structured activity.

I am curious to know what you all think about the learning scenario SL described which concluded with a contest. What is the role - if at all - of a competition, game with prizes, and the like, in such collaborative experiences as we are documenting here? Are we learning better, faster, with more motivation when we know we will be judged for the product of our learning activity, when we have competitors?


Posted by SL

Tavareesh! Thanks for the great feedback. In reflecting on this activity, the contest was an important part of the process, but it was not so much the winning that interested me, as it was wanting to show off, and contributing to the general knowledge and creativity of the moment. Competitions are quite popular in high schools these days, and it seems with good reason. They are great motivators. However, it might have been just as effective if I had a public deadline, say for an exhibition. Anchoring activities around a public event or deadline might stimulate similar motivation. For me it really was about being able to show off to others who would appreciate the kind of work that went into it… much like the youth in the Ito paper, the fansubbers who weren’t very interested in posting their videos on YouTube as the feedback wasn’t as meaningful as feedback from their own community. For me it was the interactive audience that was compelling.


Posted by VC

SL,

This is a great story! Laser-cutting an egg, how cool!

I get really into crafty holiday projects as well (I just carved a rad godzilla jack-o-lantern), but my creative side doesn’t really come out except around the times when I get to make things like that. Are you motivated to be crafty on your own during non-holidays?

I’m interested in hearing more about when people are really moved to pursue their own interests. I tend to do it only for special occasions. There’s a great This American Life episode where David Rackoff, a craft hobbyist and one of the contributors to the show, visits Martha Stewart Living. The question posed on teaser is, “If his hobby became his job, he wonders, would it still be fun?” I won’t ruin the piece by telling you the answer, but I’ll give you the link!

Meet the Pros.” This American Life, Episode 192. Original air date: August 31, 2001.

Thanks for sharing!


Posted by SL

I too think special occasions inspire these spurts of creativity, including holidays, birthdays, and virtually any celebratory event. Unfortunately these spurts are harder and harder to wedge into our overfilled schedules. The resulting projects have always represented time carved out of the insane pace of regular life. And that’s too bad. Why can’t we find that satisfaction in the course of daily life? Why can’t our kids find it in school? Creativity and learning can bring such joy into life. It is a great goal to work toward finding that magic in the everyday.

I can’t wait to listen to the This American Life episode you link to above, it’s one of my favorite shows. I’m going to bet this episode tracks to my own experience a bit- in that if this hobby became a job, it could either become a deeper passion, or it could become a bore… but 99% of that is up to the protagonist to determine.


Posted by VC

I became interested in nutrition as a child, and I’m not quite sure how it happened. My parents had a subscription to Reader’s Digest, and I remember reading articles about diabetes and heart disease risk, boosting immunity, and the importance of exercise, and I took it to heart. Much to my parents’ chagrin, I was probably the only 8-year-old who refused to eat sandwiches because she saw partially-hydrogenated vegetable oil on the ingredients list and worried about the repercussions of having too much trans-fat in her diet. Except when refusing to eat my parents’ food, however, I never talked much about this interest. I knew it was a “nerdy” interest, and I worried that I would be judged as having some sort of problem. My sister was entering her teen years and a few of her friends had developed eating disorders; I worried that if other people found out how much I thought about food, I’d be categorized in the same way.

It’s funny because, despite being a dedicated follower of health news (I always stole the health section of the newspaper from my parents), I never paid much attention in health class. My knowledge of fitness and nutrition went far beyond what they taught in school (this is more a reflection of my school system rather than my knowledge), and I got annoyed with my classmates for their lackadaisical attitude towards something that I took very seriously. I mostly felt like my peers were holding me back from learning things I wanted to know.

For the most part, I avoided community resources in my self-guided endeavor, but I wonder if things would have been different if I had some kind of like-minded web community. At the very least, I probably would have been less embarrassed by my interest. Perhaps I could have found a partner in crime instead of being a somewhat lonely child!


Posted by AL

I was selected to participate in a gallery show in 2005. It was a group show consisting of different artists designing the decks of surfboards, which were printed onto silk and glassed into actual boards. I wanted to make a large collaged image of interstellar particles but with images of headlamps as the planets. The only way to do this was by using Photoshop-which I had on my computer but didn’t know how to use. I also only had 2 days to do the design. I basically bought a book and called a couple of intermediate Photoshop users to help me through the process.

With a program like Photoshop, even if one was to take a class for it, the best way to learn is by practicing and by learning from your peers. Others find so many shortcuts that would be difficult to teach in a classroom setting.


Posted by JP

About ten years ago, I joined a group of people who studied fine arts together. The unique and common thing among members was that there was no people who were actually majoring in fine arts. For me, I worked for a construction company and I was an architectural engineer. One of my close friends in the group was majoring library and information science who always wanted to study abstract painting. From Monday to Friday, from 6 PM to 10 PM, members gathered in a studio and did whatever they wanted. On weekend, we casually met at a bar and enjoyed chatting about our double lives with fine arts. Some people focused on oil painting, some people on sculpture and some people on croquis. I started with croquis, developed my skills into designs and changed my interests in medical illustration like anatomical drawings and skeletal sketches. Later, we could hire professional instructors and nude models biweekly together.

One major part of the group activity was sharing experience, exchanging our trials and errors and tutoring each other. Since all members were novices in fine arts and lacked in knowledge, any information and even a tiny little experience of using different materials was great help in improving each other’s work. I learned about basic skills in sketching and collages; most of my foundation in painting was achieved by this group activity. On the other hand, I could teach architectural representation like perspectives and model making techniques. Since every member had different interests and various types of works, our tutorials and comments on each other’s works looked unorganized and even inappropriate sometimes. On the contrary, I remembered this multi-cultural and cross-genre (the truth was there was no genre at all) discussions were the best part of our activity. We discussed each other’s oil painting (from abstract to highly detailed drawing), water-color painting, mobile sculpture, self-portrait all the same time. We even compared an abstract oil painting and kinetic structure. I guessed that our amateurism - lacking in experience but passionate - allowed us to encourage to do something new regardless of the result, and to cheer each other up all the time. I guess this learning experience - always cheerful and enjoyable and educating in parallel - is the ideal structure for any kind of learning for children.


Posted by FG

JP’s experience, as the others posted so far, is a great example of community-supported learning: learning by sharing with others and mentoring one another, which is proving very effective.

Judging by this experience with painting, and JC’s here above and SL’s egg decoration endeavors here below, as well as other comments in our previous discussions, it seems that fine arts and the arts generally lend themselves particularly well to cooperative learning. I would be curious to hear about experiences in other spheres, perhaps the more ‘academic’ or traditional ones from schools’ curriculum, what is generally considered ‘core subjects’ like foreign languages or technical skills like programming. Admittedly, it takes more dedication and discipline to pursue these on a purely hobby-based level. Anyone with experience learning one of these subjects for themselves, for personal enjoyment, and with the help of other people, pooling resources and sharing knowledge?

JP also makes a very interesting comment regarding the ‘fun’ that resulted from his collaborative experience learning with amateurs and the support and camaraderie that developed. Although there is no doubt that such a safe, fun and optimistic atmosphere is conductive to effective learning, I would like to suggest that we look at the real world, in which conditions are not always optimal for acquiring and practicing new skills. Probably as our own experiences would attest, one’s learning path in life is less than easy and without bumps along the way. I would think one of the core skills to learn in one’s personal education is perseverance when the going gets tough, to stick with it even during the most arduous learning moments. Also, there are still plenty of areas of knowledge and practice, such as learning to play the violin, grammatical declensions in various foreign languages or all sorts of sports that require hours of arduous solitary practice. An athlete such as a figure skater still has to do daily stretching exercises and rehearse his moves on his/her own, often as part of a grueling regime if training at the competitive level. This is not especially ‘fun’. Whether we like it or not, there are still plenty of spheres that by definition involve a boring routine of regular practice. Perhaps this is an area where educational innovation is needed!

But for now, wouldn’t it be teaching children a valuable life skill to not be afraid of ‘boring’ or difficult, ’non-fun’ learning activities? Life is not always fun, so learning how to deal with that productively seems to be a skill in itself in my opinion. And by the way, perhaps this can be done using human resources too.

To illustrate my point, I have to say I am slightly disappointed in my brother’s decision to let his 7-year old son, Louis, who was up to now learning the violin, to switch to the cello on the basis that it is ’easier to learn’ than the violin. Indeed, especially at the beginning, the violin can be very discouraging because it takes a long time for a novice to be able to play little tunes. The piano is kinder to first-time learners, as children can start playing something coherent much sooner. Same thing with the cello. Fair enough. But opting for what’s ’easier’ - what kind of life lesson is that for a child? What about personal love and appreciation of a particular instrument, questions of musical taste and style? These in my opinion should motivate our educational choices, not simply the ’ease’ of learning them.

What do you all think?


Posted by JC

In regards to the comment regarding technical learning, or something outside of arts and crafts (art was a core subject back in the day), I have taken the same approach to learning as I have with the airbrush. For instance, I enjoy learning new programming languages in order to determine what new things the languages allow me to do and how existing concepts are implemented. When I’ve picked up a new programming language, I tend to have a project in mind; something I want to implement or work towards. I access all resources possible: books, online tutorials, reference Web sites, etc.

The beauty about learning new programming languages is that I rarely need to actually talk to anyone else face to face. Online resources are more than sufficient for me to explore and play. This allows me to play whenever I have free time or general inspiration. I am not tied to any real physical source for learning (except for the obvious of needing a decent laptop).

I find computing related learning to be convenient in terms of resources available to help. Art is not so easy as there is a strong physical component. Other topics, such as anything mechanical, I have found myself in a mentoring type situation. For instance, learning to work on cars is something I don’t typically tackle alone; I make use of resident experts willing to let me hang around and play. 


Posted by ZH

I think learning together at the same level is very different from learning when you have some experienced ones in your group.

Definitely, if there are some people you can always ask for, it will make your learning process more “efficient”. But you also lost the chances to explore them by yourselves and the best part like you said: the discussion.

Actually sometimes we do not care the final skill we get so much, but we do care the process, and what we get through the exploring.


Posted by JP

I like your point of differentiating the level of learning. I guess it will be very useful and effective to divide students in various level of learning. My questions is then how to divide children, how to evaluate children.

I also like your comment of the purpose of the process rather than result. I guessed the feeling of satisfaction came from the process in which people cared more on exploration than the result in my case (group study of fine arts). I know some schools have Pass/Fail grade system in which student can focus on learning itself without worry about grade. (For some students, even B+ means failure). I guess it is great to discuss together about what other ways for children to enjoy the learning rather than competition.


Posted by DG

I’m an optimist and most of the learning that I do involves a lot more pain and suffering than I ever imagined. In fact, my friends and I have coined a term for this style of learning that we’ve dubbed “insta-expert”. By severely underestimating the difficulty of the tasks and not even realizing, or having knowledge of, what the actual difficult parts will be, one can quickly get into a sink or swim learning style that I’ve found to be extremely successful, but very challenging.

Often times reflecting on a challenge, I realize that if I had known how difficult, time consuming, or painful it would be, I would never have done it. Through the process of the insta-expert all one needs to do is refuse to give up, go without food and sleep, and muscle through the pain. When I competed in cayuco race down the panama canal (ocean to ocean), I did not know anything about what would actually be involved. It turns out that not tipping over, bailing the boat, and getting back in after it capsizes were three challenges that we never considered, but the most surprising was the shear pain we experienced in our buttocks and the challenge of staying hydrated with no restroom facilities on our boat. During our preparation, and I use that word loosely, we thought that arm strength and synchronizing our paddling would be difficult — that turned out to be non-issues.

On a kayak trip in Maine, we didn’t realize the importance that tides would play in our trip. The difficulty of paddling and navigating in the fog, was also underestimated. The most serious problem we could of faced was averted at the last minute — on our way up we stopped at an outfitter to pick up some more gear and purchased maps of the islands without which we would not have been able to navigate the maze of islands and rivers.

These two trips are just a few of the many I’ve underestimated the difficulty that I forced me to learn at an extremely rapid pace. Additionally, I find that when I write software I often pick up tasks that if I knew the complexity of I would never have started – this is often termed the “weekend project”; where a developer postulates that could solve that problem in a weekend, which if tried often turns into months as the complexity involved unfolds.


Posted by FG

Well, this proves my point that there can be, in fact there are many cases of painful learning situations, that it is not all easy and rosy - as I explained here earlier in response to JP’s post. I love the ‘realism’ of this example, thanks for posting!


Posted by DL

Your post got me thinking about the differences of formal and informal learning, and you’ve touched on a great point about how formal learning really sucks out a lot of the “uncertainty” in learning. With the way classroom activities/assignments/projects are structured in schools, students always know how difficult something would be because they know that teachers won’t ask them about something they haven’t learned in class. So kids are able to identify the limits of the “problem space” and work within that. But in real life, problems don’t come neatly packaged, directing you to certain sections of your classroom notes for the answers.


Posted by SL

You bring up a couple of great examples and points here. First, the thirst for knowledge and the context motivates meaningful, just-in-time learning. This can be seen over and over again in project-based learning. Second, the insta-expert approach might work for some if they choose it knowingly, and clearly you have chosen this approach and it works for you. But if someone (a teacher or parent) imposes this approach on a student, it can be a deterrent to learning. You really have to want that knowledge badly to be willing to go through this kind of pain and iteration. When someone else is dictating the subject matter and the method of learning, this could be overwhelming, and the student might just give up. I’ve seen this happen from time to time and it breaks my heart. I can see that the student wants the knowledge and is willing to work hard for it, but is overwhelmed by the challenges and barriers and doesn’t have enough scaffolding to support the learning. On the one hand, it is great to have complexity unfold over time, that’s an ideal learning environment. But educators have to walk a fine line between supporting complexity and discovery, and offering complexity beyond the student’s current capacity to learn and integrate knowledge.


Posted by RC

When I was very young I took a trip to China and my cousins “taught” me how to play Chinese Chess. I learned by watching them play with each other and then playing them myself. At first I would make a bunch of illegal moves which they were sure to point out, but slowly I got the hang of it. Even when I knew how each piece moved, I was still terrible. It took time to pick up little tips and tricks before I became a worthy opponent. I learned how to place pieces to be on the defensive while advancing others to play offensively. What was different about learning how to play in an informal environment was that I had more opportunities to fail and learn from it. If I had learned to play in a structured setting I would’ve been taught the typical starting moves and where pieces should be placed for the best defensive strategies. However, I wouldn’t have understood why. Additionally, in a structured setting I wouldn’t have learned the importance of knowing your opponent because my opponent would be just as inexperienced and be continuously changing. Since I played the same cousins over and over again, I knew what strategies each one preferred and could therefore be more effective with my own strategies.

With the increased availability of new media, I would assume I could learn to play chess just as well today by reading about people’s tactics on forums or by registering on an online site to play opponents. The site might even have a sense of community where people are willing to give you pointers when you lose to them, or have a competitive nature where you work hard to become better than everyone else and increase in some kind of rank. Both of these techniques would help one improve drastically.


Posted by FG

Chess is something I’ve always thought I wanted to learn ‘at some point in my life’, but I never had a ‘burning desire’ to do so. I also, unlike you, never had someone ‘who happened to be there [i.e. a family member or friend] to learn from. As a result, to this day I’ve still never sat down to learn chess. So your example highlights the difference that having human resources that happen to be in one’s natural, everyday environment can make.

It is also useful to read about what you think of today’s online resources for learning the game. I have to say that despite the Net’s ease of access, I haven’t been motivated enough to search and navigate these resources. So learning through the Net’s vast resources and communities does take some time, effort and dedication in my opinion. It can all look deceptively easy and accessible sometimes.


Posted by DL

Given that it is pumpkin season and I haven’t worked with pumpkins before, I spent the weekend learning about pumpkins. I wanted to carve pumpkins and make pumpkin pie from real pumpkins. My learning took about 15 minutes—enough time for me to search online to see what types of pumpkins are best for carving and what are best for eating. Then found some advice as to how to prepare the pumpkin for carving and baking, and it was all smooth sailing from there.

I guess my point is that traditional views of “learning” tend to be viewed as something that takes a long time, and can only be acquire after many trials and tribulations (could this be why some teachers purposely make learning so boring and miserable?). But with the new media ecology, learning has taken on new connotations. We are able to learn things much faster and with much less effort than before.


Posted by RC

I think you bring up some great points. I love that new media makes it easy to learn things on a whim. When I was younger I’d always see things that were cool and want to learn how to do it (tumbling for example), but I could never commit to classes or find someone to teach me. Now with the internet (especially YouTube videos) it’s easy to quickly pick up tips and things to try whenever I feel the urge to learn something.


Posted by ZH

One thing I really want to mention here is the experience I have in Shanghai, where I live for twenty years. There is a place, called Mecooon, which used to be a factory loft but now it is a space for the contemporary drama performance. At Mecooon, it is always free for all the audience to watch the play. At the same time, it is also a place open to all the independent drama groups for practicing during the daytime. Moreover, they organize a lot of salons and lectures talking about the contemporary stage performance.

In fact, Mecooon play a main role in building such a community for the people who love contemporary drams, especially for those who are not professional drama groups.

Before “being a fan of Mecooon”, I think drama to me was just a very normal hobby. Once the first time I went to Mecooon, I was deeply fascinated by the passion from all the participants and the amazing culture there. After that, I almost went to Mecooon every week. Actually Mecooon also attracts a large group of volunteers to run this space. I remembered that I was a volunteer for a series plays as a light controller. As a volunteer there, I learned a lot about the drama related knowledge and also some techniques like lighting control. More important is that I get so many chances to know people who have the same interests and I can exchange the ideas with them

And two years ago, Mecooon recommended me to assistant a French director who was making a documentary movie in China. That was also an amazing learning experience about making documentary movie to me.

Mecooon is far beyond a physical space for drama performance. And two years ago, Mecooon also built their online community. People can have very hot discussion through that. Two month ago, through its Web site, Mecooon organized a competition, asking for new media drama works using video.


Posted by MN

During my consulting internship with the San Francisco Symphony, I came across Ito, et al’s white paper, Living and Learning with New Media, and used his concepts last summer to give recommendations for the new version of kids’ Web site the symphony was planning on building. What struck me most was the radical new model of learning- and consequently future schools- the digital media model was suggesting us. Thanks to the ability to:

  1. Tinker around the pool of potential new skills and knowledge without the pressure of results and formality
  2. Instantly communicate, collaborate, provide and receive feedbacks
  3. Tap into the vast global community of geeks who encourage deeper learning through informal “mentorship”

The potential level of engagement that a new digital learning system could elicit from a child is very significant. However, what I also discovered is the complications in selectively introducing the most effective contents to the child and enforcing some constraints on the child’s use of the contents so that some productive goals are met and the child’s time with form of learning is balance with real-life learnings. Since openness and casualness could also means that adults are giving up some control over the “result” of the child’s time (while tinkering around), it will be interesting to see how we figure out how to balance a reasonable control and productivity without overbearing the child’s creativity and engagement.

Q1: For your blog entry, tell us a story about an experience learning informally about something you were interested in. How did this differ from your experiences learning in more structured settings (i.e. school)?

The first thing that comes to mind is learning how to design Web sites through iWeb. Apple’s iWeb is a pretty intuitive tool for beginners to learn by “tinkering around”, but figuring out all the different functionalities, especially when I wanted to have specific tasks done in a tight deadline, was quite time consuming.

Q2: What, if any, community resources did you use, and how did your community affect your learning process? How do you imagine these experiences would be different if you were coming of age today with the increased availability of new media?

In my case, I could fall back on my sister, who is an industrial designer, whenever I was stuck with a particular function (such as hyperlinking, etc.). Having a mentor gave me instant access to the functionality, which in turn, provided me with opportunities to tinker around that particular functionality. Because of the quickness of interactions with a “person” as a reference to fall back on with questions, I still think the most efficient way to learn is human instruction. The ideal form would probably be the hybrid model, where either a human instructor points at useful starting points to tinker around and then the digital learning tools take on the next step, or vice versa.


Posted by JL

In middle school, I always had an interest in arts and crafts. I loved to fuse color with materials to create fun and pretty art. I constructed many different things from roses made from paper party streamers to origami made out of dollar bills. I learned most of these techniques from friends or just by playing around with different materials myself. My friends would sit down with me to walk me through the steps; the experience was very one-to-one, as they would make sure I understood each step.

Unfortunately, people were the main resource for learning because the complicated techniques were very difficult to learn from a book. But once I knew everything my friends knew, my learning stopped. Since then, I have not advanced in arts and crafts as my resources were depleted. My community was limited to my friends that knew the different techniques. If I were coming of age today, I would use all the available Web sites that offer video tutorials! These video tutorials give you the real-time step-by-step procedure in making complicated pieces. I recently found a 3 part video instruction of how to make a koi fish out of dollar bills, and I am eagerly waiting to find time to learn.

For those who are interested: “Money Origami Koi Carp Instructions.” The Art of Dollar Bill Origami (blog), June 2, 2009.


Posted by FG

I thought I would jump in with a new comment:

Not sure if anyone saw this, but the front page of the MIT Web site on Oct 19 is frankly disgusting - a close-up of a rat, yuk!:) But it leads to an interesting article on how by listening in on rat brains, Matt Wilson tries to understand the role of sleep in learning and memory:

Trafton, Anne. “In Profile: Matt Wilson.” MIT News, October 19, 2009.

Since this is about learning, I thought I would mention it here.

And maybe soon we will be able to engage in night-time learning in groups too! - A classmate in my MAS 863 class ‘How to Make Almost Anything’ came up with an interesting idea for her final project: embedding audio recorders in bed pillows so that we can record our dreams as soon as we wake up, or thoughts that come up to our mind at bedtime. She envisions a system that would connect pillows in different rooms, houses, buildings, etc. so that they could ’talk’ to each other and share these nocturnal observations. Here is her project intro.

24/7 learning is just around the corner. Stay tuned!

What do you think: does the idea of learning at night in such a way, with such enabled devices, during time meant for rest, sound appealing to you - it’s great for time management, etc., or on the contrary, is it taking it too far? [one needs breaks, time alone, etc]


Posted by DK

The initial things that came to my mind when thinking of non formal learning experiences, were learning how to drive form my dad, starting to cook which I also somehow learned at home, to making remote controlled toys that I made with friends of mine. The story I want to talk about is however related to rebuilding a motorcycle. I was 14 and riding motorcycles in Germany at that time was only permitted for 16 year-olds. My friend who was 16 had purchased a 50 cc motorbike without having a driving permit and did this without his parent’s knowledge. We lived in the outskirts of a small town and legal driving matters were not strictly enforced by police.

My friend came to my place and asked me to “store” the bike for him as it stopped working a few hours after he purchased it and he didn’t want to take it home. I decided to try to repair it without knowing what a combustion engine was. My tools were not quite adequate and when I had completely disassembled the engine I had broken a few gaskets and other small parts. The dilemma was that I of course couldn’t really talk about what I was doing to my parents and most of my friends thought that this was a hopeless project. Internet or any kind of digital medium did not exist, but I was driven to fix it so I started cruzing around and rode my bicycle from garage to garage and asked questions about how engines work and which kind of materials could be used to fix or mend cardboard gaskets (while trying to not sound too stupid). I gathered all the knowledge verbally and went back home to patch up what I thought might work. The engine was running within a few days better than it did before, but I couldn’t celebrate my triumph as I was not supposed to do something like that anyway. My friend was very happy and rode it for a few weeks until his parents eventually found out and made him sell it again.

While going through the reading I was struck by frequent comments that parents can not engage in the way youth communicates today and tries to restrict access to the internet without knowing what is going on. Another striking fact was to hear that teens come up with work-arounds to “hang out” in situations that would not be detected as “hang out” places or activities. This reminded me of the power I was driven by “wanting to do something bad”. I was thrilled by the fact that I was engaged in something I should not do and had to resort back to getting knowledge form experts without them knowing what I was doing. The learning part was purely based on verbal interactions with bicycle mechanics and motorcycle repair guys who were willing to talk to a 14 year old asking questions and me then trying to do it on my own.

I am not advocating illegal activities, but I would be interested to know how much teens try to bend rules or explore the boundaries of these peer observed networks. My story is not so much about a communal activity, but talks about the drive I had to finish my project that was entirely motivated by trying to do something I was not supposed to do. I wish we could learn about the limits, dangers and bad examples of such studies as I feel that mere enthusiasm will not help us to really understand what new developments young people might encounter.


Posted by VC

A friend of mine rented the Animaniacs series from the library, hoping for a little nostalgia. Instead he was more or less horrified by how “annoying” the characters were. During our discussion, he concluded that kids love the obnoxiousness of the characters because being obnoxious or crazy is possibly the only means they have to assert control or power in their worlds. It seems totally plausible, but I don’t have the same interactions with kids as you do. what do you think?


Posted by SL

It seems that young people explore the boundaries of acceptable behavior as a natural part of learning to be civilized (or not). So it seems OK, within limits, to allow the kind of exploration DK undertook as a youngster. And that behavior represents a little bit of delicious, harmless, anti-authoritarianism, much like Victoria mentions- a way to exercise control over a tiny part of their world. I’ve met a number of home schooled children that don’t seem to feel as out of control as many formally schooled children, and they don’t act out in the same ways. I wonder if there are lessons there for us as mentors. Internet access is a huge issue in schools, as we’ve read, and much of the pressure to limit access at school comes from parents… often too disconnected to really understand the power that the internet provides. Parents don’t always take the time to really learn about new media and the Internet, and they are fearful of online predators. Parents are so fearful of predatory behavior and access to inappropriate content like pornography, that they would rather block access than risk (even if the risk is extremely small) the dangers. So the problem may be with educating the parents, as much as with educating the children. More realistic, involved parents, might cede more control to their children in learning through new media and thus solve some of the anti-authoritarian, control issues that surface in learning environments.


Posted by FG

I think these are excellent points - the first one on schools’ responsibilities and parents’ genuine concerns [even though I am myself extremely liberal and would not limit access at all], and the second one on the significant presence of adults online today. By now, the vast majority of workplaces require their employees at all levels to use the Net at least in some way. Many places have actually integrated social networking sites into their employees’ duties. I know this is the case for journalism and the media in general since it is my sphere, but I’m sure it’s happening in plenty of other areas too. Most news organizations [print, broadcast, et.] now require their reporters and editors to use Twitter, citizen journalists communities’ online resources, etc. in their work.

One would need to live in a cave not to have some experience using the Net and its social/professional communities. So I agree that Ito might be too intensely focusing on youth. Adults today probably form the majority of people interacting online.


Posted by JL

I completely understand how some illegal activities can foster intense interest. Remember the good days when peer-to-peer sharing was legal? And Napster was a wonderful source of free music? As the legal system worked out all the “rules”, many different sites for peer-to-peer sharing began to pop up and then soon become shutdown as new laws unfolded. It was like a race against time trying to find a site that is still running and not yet caught by the law. I started to participate in forums in the search to find the next knew medium of free data! This new world of downloadable music and video also opened up doors to learn about all the different codecs and formats for audio/video files. I had to learn things like how to convert files to different extensions and extracting. iso using Alcohol or through virtual drives. It is amazing how constraints like legality can cause such increased interests!


Posted by FG

Well, to answer the question of whether children brought up with less freedoms are more likely to ‘revolt’ and test the boundaries: I think it eventually depends on the child’ s personality. But speaking for myself: I was brought up very strictly and with less freedom and access to youth resources than the average teen, and I can say that yes, it certainly has turned me an extreme liberal and freedom-fighter for all ages! And I am aware that I developed those traits partly in response to the stifling environment and restrictions I grew up with.


Posted by SK

This week’s article about the Scratch community mentioned Lave and Wenger’s idea of “legitimate peripheral perception.” This idea that simply “hanging around” folks who know better than you can be an educational experience resonated with some specific cases in my own learning history.

Last summer, a housemate of mine, an architecture student, was working with a professor on a project that involved an electronics component in addition to solving the design problem - they wanted to use a windmill to power LEDs such that their brightness was proportional to the wind speed. He didn’t know much about electronics and felt very outside his comfort zone, so one day he was venting his frustration to me. Much to my own surprise, I was able to answer some of his questions, explain some things, and make suggestions. I have never taken a formal electronics class in my life, and at one point he stopped me to ask where I learned all that I was telling him. After some thought, I realized that I had picked up enough bits and pieces from overhearing conversations at MITERS, a student-run hackerspace, that I was familiar with some relevant terms and concepts for this particular project. Somehow I was able to explain why my friend needed to control the LEDs brightness with a PWM signal instead of simply varying the voltage, and I even came up with a scheme to do this.

Since coming to MIT, I have “hung around” MITERS for countless hours. It’s a casual shop space that places tools for - and people interested in - electronics, software, and mechanical projects together. I began using the space because of its machine tools for working with metal, but as part of the community I also saw e-mails on the discussion list and witnessed informal tutorials about electronics. When people around me were working on cool projects that I didn’t understand, I asked questions. I never learned a sequence of concepts that intentionally built upon each other and were designed as a “curriculum,” but I had gained enough knowledge to have something useful to say about my housemate’s project. Of course, I’m fairly certain my suggestions were not the best and my answers to his questions might not have been entirely correct as a result of my informal, casual learning of the material, but I had some idea of what was possible and which paths might be most helpful to follow. Overall, I believe that experiences of peripheral perception at MITERS or other spaces at MIT compromise the bulk of what I have truly learned since being here.

Reflection and Questions

Posted by DL, AL, RC and TI

Hi Everyone,

Here are some key take-away points from the article to help guide your reading.

Knowledge, learning, and cognition are situated

  • Knowledge is partly the product of the activity, context, and culture in which it is developed and used.
  • Concepts and knowledge are developed through activity.

Learning is a process of enculturation

  • To learn to use tools as practitioners use them, a student, like an apprentice, must enter that community and its culture.
  • Given the chance to observe and practice in situ the behavior of members of a culture, people pick up relevant jargon, imitate behavior, and gradually start to act in accordance with its norms.

Authentic activities vs. traditional classroom activities

  • Authentic activities are simply defined as the ordinary practices of the culture.
  • Traditional classroom tasks tend to fail to provide the contextual features that allow authentic activity.

Cognitive apprenticeship

  • Cognitive apprenticeship supports learning in a domain by enabling students to acquire, develop, and use cognitive tools in authentic domain activity.
  • Apprenticeship helps to emphasize the centrality of activity in learning and knowledge and highlights the inherently context-dependent, situated, and enculturating nature of learning
  • Cognitive emphasizes that apprenticeship techniques actually reach well beyond the physical skills usually associated with apprenticeship to the kinds of cognitive skills more normally associated with conventional schooling.

Tasks for this week:

  1. Taking into consideration our reading, think back to a past classroom experience where you either did not retain the knowledge learned in class, or did not know how to apply this knowledge to other areas. Describe briefly why that was, and how would you do things differently to make the experience more “authentic”?
  2. Visit the class Google Moderator page and post and/or vote on comments, topics, or questions that you want to discuss in class on Wednesday. [The results are given below.]

QUESTIONS posted to Google Moderator page VOTES
LIKE DON’T LIKE
1. “If schools adopt a cognitive apprenticeship model, should the way students are assessed change as well? In what ways should it change?” [RC] 8 1
2. “Since in a cognitive apprenticeship model, each individuals’ learning result will be very different according to the different “project”. How could student acquire the knowledge systematically, if schools turn to a cognitive apprenticeship model.” [ZH] 5 0
3. “How should math be taught once the mechanics have been learned.” [DG] 5 2
4. “After reading several papers on the subject of situated cognition I’m still puzzling over how a learner moves from situated knowledge to abstractions, which are still incredibly important to disciplinary cultures. (Related to Question 3)” [SL] 4 0
5. “Is there proof that encountering a concept in a situated way is more effective than pre-teaching the concept and then using it in context?” [VC] 3 1
6. “Craft apprentices are great at perpetuating their traditions but they shy away from new ways of doing things. Are cognitive apprenticeships similar? When faced with new, complex global problems, will learning via old frameworks provide new solutions?” [SK] 2 0

Student Reading Responses

Posted by SL

I’m completely in sync with FG and DG this week. Mathematics, or more specifically, Calculus was a subject that I never grasped in school. Geometry made perfect sense to me. Algebra made a lot of sense too, and I think word problems helped in this case, though unlike Danny I was never very good at decoding problems. Trig, however, was more problematic. I understood some of the basic underlying principles, but mostly memorized formulas and tricks. My teacher in high school thought I was a terrific math student, and I made great grades in all mathematics related courses, but it was because I was good at navigating the school culture rather than assimilating the math culture. I had no real understanding of the practical applications of Trig, and that lack of understanding continued into my Calculus class and worsened. Again, I made great grades in Calculus, but had not a clue about what I was doing or why.

When I got to college I thought that Calculus would be a simple course for me, as I had done so well in high school. So I signed up for the two entry-level Calculus courses. I was very wrong about my capabilities, my memorization and tricks did not serve me well in that environment. I was so bad at Calculus that I had a private tutor, who practically gave up on me. I did pass the courses, but not with flying colors. And I never unlearned the bad habits of school culture, so never really understood the underlying logic and concepts.

It wasn’t until maybe 6 years ago when I realized that Calculus had more to do with flows and things happening over time that I began to understand the big picture. This was in conjunction with my entry into the world of making things. All of a sudden I was desperate for the tools and capabilities of calculus and trig, they totally made sense in an engineering environment. I am perfect fodder at this point for just-in-time learning in these mathematical disciplines. If I had it to do over again, I would have immersed myself in a project-based, fabrication or programming learning environment to contextualize my mathematical skills and understanding, and to inspire myself to learn more deeply, more geekly. I loved the two examples in our reading of the magic square, and the story problems. I just wish my teachers in high school had been as visionary in their approach to teaching.

Posted by JC

I have a similar experience. I managed to get through a math minor in college; I quit at this point when my pattern matching was no longer enough and I was attempting to understand the underlying concepts. I find that going back through some math for engineering coursework makes so much more sense now; either it is the way the material is presented or I’m deliberately trying not to just pattern match (this is tough to do as brains are made for pattern matching).

I had an amazing math logic professor in college though; I loved that class. He was passionate about when he taught and brought the material in context of the real world (like Danny had suggested). Whatever methods he used worked for me. I really wish all of my educational experiences were this clear.

Posted by DG

I’ve since mastered this, but the readings discussion of mathematics struck a chord with me. When learning basic arithmetic, I remember my fellow students dreading the word problems. Once the mechanics are learned (symbol manipulation), it then becomes important to know how to bind the symbols to real world values. This often caused difficulty in class, and we were normally assigned a few word problems (not enough, imho). These problems could be easily completed, because I knew all the information needed was in the problem, and there were very few problems with unneeded complexity it became a process of decoding the problem.

To fix this issue, I would advocate “world problems”, problems that exist in the world and need to be solved. The students are given a challenge to build/design a bridge to get from point A to point B over a ditch. By manipulating the tools an materials that are available we can force them to use different types of operations. For instance if they only have 12" ruler they can use addition and multiplication to determine the distance. By providing various sized pieces of lumber, they will work with subtraction and addition. By adding constraints, we can force them to use trigonometry to do some of the calculations. Through minimization/maximization requirements we can force them do even more advanced analysis.

The key is to teach them the tools and then give them a problem in which the tools are required, but their use is not specified.

Posted by JC

I relate to your response and like the suggestion of math via real world problems. This is similar to one of the case studies outlined in the paper. I wonder how different the grade school math experience would be given a more tangible understanding of math.

Posted by FG

I think the idea of using ‘world problems’ is great, and as I wrote in my earlier post, I think this method would have made a significant difference in my assimilating math concepts in primary and secondary school.

However, I am not sure anyone could ‘force’ me to do anything:)…

Posted by AL

I really like this idea of applying math to “world problems.” I see that you have posted a question on the moderator site-perhaps we should explore this idea of world problems further in our discussion.

Posted by FG

To answer the first question:

Well, it will have to be math for me. All of it: algebra, geometry, statistics, algorithms, trigonometry… the whole family. I struggled with these abstract concepts from day one throughout my six years of primary school and six years of high school. I think it was a painful experience for my math teachers too:) All of them - those at school and those who would give me private lessons on weekends, holidays and the summer months, just to keep me afloat and help me pass the exams. Our attic at home is now full of notebooks filled with equations and little drawings of animals, coins, banknotes and buckets, anything that can be counted and all sorts of ‘real world’ objects, like the jars and butterflies in Brown, Collins and Duguid’s paper. But like them, I also thought that filling those buckets endlessly and calculating these distances which I would never cover had little connection and relevance to the real world, at least to my world as a child and teenager.

One of my biggest stumbling blocks in my learning math [or more accurately non-learning], is that throughout those years of study I never understood what was the point of doing math, what were the real-life applications and uses for them. This was never explained to me. I feel all I wanted was an explanation of why math mattered and how they mattered in the real world. ‘When will I need this as an adult?’ was often my question to my teachers.

So I guess the argument of our authors this week, which stresses the need for the use of real-life applications that directly speak to the child/teenager makes sense. Only, designing such ‘real-life’ examples and case studies is a challenge in itself, since to some extent they are already being used in the traditional system of education [with objects and ‘real’ problems, narratives, etc]. As is argued in our two papers, embedding these mathematical concepts in the child/student’s everyday life seems to be taking this methodology one step further, and I think it is definitely a worthy experiment. I certainly would have loved to have had those methods at my disposal when in school.

Posted by JC

When I was in high school, I struggled in Advanced Chemistry class. I recall the concepts being so abstract that it was easier to pattern match/memorize than to truly understand. I happened to have a very patient teacher who spent time working with me, answering questions, and explaining the concepts in as many different ways as was possible. He allowed me to have epiphanies, no matter how little. And he encouraged me to keep trying; “sometimes we need to review concepts many times from different angles before we understand”. Despite attempts and the paper trail showing I survived the course, my patterns only lasted long enough to get through the course. This experience was frustrating enough to prevent me from wanting to continue studying chemistry. The Advanced Chemistry concepts were being taught in isolation when I was in high school. I don’t recall any tangible comparisons to put the concepts some context. This made them extremely difficult to memorize as well.

I recall wishing for better visual representations for the concepts being taught. It was not enough having a chalk board. Perhaps today’s 3D animation methods would have been helpful. I imagine visuals beyond static 2D to help; however, I am not coming up with any ideas for how to equate Advanced Chemistry concepts to something I could relate with at the moment.

Posted by DG

I’ve been thinking about chemistry on and off for the past couple of months, and I think it would be a lot more intuitive if probability was core to the explanation. I envision it would looks something like:

  1. Introduce the concepts of an Atom: Electrons, Protons, Neutrons
  2. Talk about different elements and how they relate to their constituent parts.
  3. Talk about attraction/repulsion, using images/models, and talk about different types of bonding.
  4. Use computer simulations to show 2 atoms bouncing around and when the randomly hit each other in the correct configuration have them bond.
  5. Using this model you can then add catalysts, add heat, talk about endothermic and exothermic reactions etc… all with very simple atoms and molecules.
  6. The simulations can be scaled up and we can start using real science terms to talk about the reactions and describe what we know about the interactions.
  7. At this point make a departure to industrial manufacturing techniques to understand how chemicals are produced in the real world, design considerations for chemical plants (this reaction releases hit, so we should put it near one that requires it, etc).
  8. After that organic chemistry can be introduce, but with a focus on actual practical biology. Talk about DNA replication, the Krebs cycle, DNA replication, etc…

I think chemistry needs to be taught with significant physics and biology content so that the material can be appropriately situated.

When we think of addition and subtraction we are not learning merely how to manipulate the symbols we have an intuitive understanding of the symbols from years of counting things around us. In chemistry we’re quickly introduce to the elements/molecules and then jump right into manipulating them without truly understanding what is going on. Before the advent of computers this was how it had to be done, but now that we can simulate/see atoms bouncing around on a computer screen there is no reason that is where we shouldn’t start.

/rant:)

Posted by JC

I would sign up for your Chemistry class now:) The visual and practical aspects of your proposed method sound ideal for me. Unfortunately in the era I was taught, this was not possible (as you mentioned). So in no way am I blaming my favorite HS teacher; he did what he could with what he had. Chemistry makes sense when presented visually; I experience this from time to time when I need to look up a concept.

Also, your description of how physics and biology provide the “context” in which chemistry can be taught makes sense and resonates with the paper.

And I appreciate the rant.

Posted by FG

As a follow up to my earlier comment, I thought I would add a note on the general proposal for context- and culture-based learning, or as our authors call ‘situated cognition.’

As said, I believe that concrete, real life and realistic applications and examples would have helped me grasp and master mathematical concepts much better than the way they were taught by my teachers in school.

Having said this, I wonder if the purely situation-based model is not slightly reductionist. I have too many memories of learning, at school and in a new job, skills and how to use tools that I never had further use for in subsequent years. This is especially true for in-house technical tools and computer programs used in companies that are so specific that you never encounter them later on, outside of a given company.

I would also think that the crucial skills in today’s competitive marketplace are those that are transferable - that is, those that are general enough so that the person will be able to apply them with ease to many different situations and projects and make versatile use of them. Example of these are abstract thinking, the ability to summarize, write with impact, think fast and consider multiple scenarios, problem-solve efficiently and creatively, adaptability and vision, among others. The ability to learn fast, on the job, is also highly valued.

When these more general skills have been integrated into one’s learning, we become self-sufficient. These skills become part of the fabric of the person I am, part of my personality, they become ‘second nature’ - in other words, I can apply them easily to any new situation or task.

And isn’t it what the nurturing culture and human resources that the papers describe are supposed to do - support the newcomer in his learning period and help him learn fast the specific skills and requirements of a particular job? Is there a need to develop an entire educational system around them, since they are already performing their main purpose of training and forming the new recruits to help out in their adaptation to the new culture of the company or learning environment?

Each culture, school, learning group, each new job and company has its own very specific mentality and set of practices, requiring very specific tasks and skills - as the authors of ‘Situated Cognition and the Culture of Learning’ make clear. But what happens then, when one leaves a specific group to enter a new one? Or start a new activity? How will people know how to transfer easily from one to another if the skills he/she learned in the previous position were applicable only in its context?

If the context and community of a learning environment or new activity help in the learning curve - great! But if they don’t, we still have to learn the given skills or perform the given tasks, right? I am tempted to use the supporting situation and resources as just that - help resources. But I am not sure about devoting a whole educational approach to this practice.

The culture-centered approach to learning and knowledge also raises the possibility of agenda-based teaching. The authors are right to point out that any specific learning or work environment comes with its own culture, beliefs and narratives developed over years in a closed community. This makes me think that this type of environment is likely to produce very subjective notions of what needs to be learned, how, etc. I would be hard-pressed to find such narratives and conversations devoid of subjective thinking and clear personal purposes.

These are just my initial thoughts and immediate reactions to the readings - I initially thought that teaching a skill or subject should be as objective as possible. But then, there might be some benefits to a more directed, subjective approach and guidance in a learning situation. Perhaps the learner learns better/faster if aided by some opinionated teacher/guide, rather than some neutral and less involved person.

As far as I am concerned, the debate is open on this one.

In any case, I agree with Duckworth: let’s keep our educational programs ‘unexpected’ - I certainly embrace improvisation and the creative use of tools and situations from the real world in education.

Posted by VC

Being asked to re-imagine the teaching of something you don’t understand is a funny thing! I only made it through AP Physics my senior year of high school because I was already friends with the smartest people in the class and the teacher allowed for partner tests. My engineer father, my friends, and the teacher all put in extra time and effort to try to explain things, but it never clicked. Like Lass, I learned to leverage school culture to succeed. If asked to list Newton’s laws or define velocity, I could certainly do it, but I couldn’t figure out the word problems. I still don’t understand what happened; I was always fascinated by the class lectures but simply could never apply the concepts to labs or my homework. Perhaps I had trouble visualizing the different forces acting on an object and my problems snowballed into a comprehension disaster. If I recall correctly, my teacher tried his best to make the experience “authentic” with lots of NOVA videos and demonstrations, and I don’t know if there was anything else he could have done to make it clearer.

The main point of the Brown, Collins, and Duguid reading-that concepts should be taught in the contexts in which they will be used-seems like common sense, but my experience with high school physics definitely shows that there are limits to this style of teaching. I don’t think I failed to understand physics for a lack of effort on my part or my teacher’s; perhaps (and here comes another Lass comparison) we eventually develop the maturity or cognitive space to rethink how we understand abstract concepts like calculus and physics. (I’ve been meaning to watch the introductory physics lectures on MITOpenCourseWare to see if my time of revelation has come.) This is not to say Brown, et al., were wrong about promoting situated learning, or even that they suggested that their method would solve all educational problems, but in my case, I really wonder whether there was anything else that could have been done.

Posted by SL

I kind of agree with you here, VC. We do have to reach a certain maturity, perspective and cognitive capacity to be able to absorb this kind of knowledge. In my case, I guess I just wasn’t ready. There are important subjects and abstract understandings that don’t seem to have easily applicable contexts. How do you teach these abstractions? Physics is a discipline that in some cases has great contexts, and in other cases not so. How about general or special relativity? While relativity is about space and time and gravity and motion, the deeper you dig, the more complex and abstract the concepts become. Same for quantum mechanics. On the surface these are elegant, simple ideas, but the deeper you dig, the complexities and abstractions can be overwhelming. These are concepts that go way beyond normal applications and contexts, yet are really important. And this kind of knowledge points to a moment in the situated cognition discussion that I always trip over. How does situated knowledge translate into conceptual knowledge. I’m not yet satisfied with the answers to that question. Seems a bit of hand waving happens at this point in the discussion. Learning does happen through experience, apprenticeship, and community, but there’s something else at work as well that allows the cognitive construction of abstractions. How that happens still eludes me.

Posted by DG

Richard Feynman’s thoughts on textbooks can be found here:

  • Feynman, Richard. “Judging Books by Their Covers.” In Surely You’re Joking, Mr. Feynman! New York, NY: W. W. Norton, 1997. ISBN: 9780393316049.

Posted by MN

Taking into consideration our reading, think back to a past classroom experience where you either did not retain the knowledge learned in class, or did not know how to apply this knowledge to other areas. Describe briefly why that was, and how would you do things differently to make the experience more “authentic”?

During the summer of 2007 I took a class at the Harvard Summer School, called “Quantitative Methods for Economics”. This was the first applied math class I ever took. The class was very theoretical and did not relate to real-life practices or applications in business and economic contexts. Besides the fact that the content itself was much more advanced than what I could have absorbed, I had particular difficulties in figuring out what the formulas and theories meant without understanding why they existed. I simply memorized the formulas, but they were naturally short-lived.

Because of this experience, as a read through the Situated cognition and the culture of learning by J. S. Brown, et al., I could particularly connect to his idea of inherently context-dependent, situated, and enculturating nature of learning.

Posted by ZH

My undergrad background is industrial design (product design). we had a class called material study (I cannot really remember the exact name). On the class, the professor introduced many different materials and the different qualities of them. He explained the materials by analysis its chemistry components and structure. However, to a designer, this level of introduction would not make a lot of sense to help them use the materials in a smart way for a product, since we could not really understand those materials just through a serious of lectures and homework. And understanding the chemistry components was also not necessary.

After graduation, I worked for a design company. In the studio, there is one big room which is used for showing different kinds of plastics. Every design team has an engineer who knows the materials very well. When we start to work on the different projects, we have chances to know some specific materials deeply. For example, one project is to design a sports watch for NIKE. NIKE provided couple of rubbers with different types. We just played around and tested those rubbers. Those experiences at the company really helped me to understand the materials and how to apply them.

Posted by JP

When I first took a programming language course in college, it was a painful experience and I had to drop the class. I learned C programming language with a thick, almost dictionary like, reference book. The process was mainly memory based learning. I had to memorize all variables, keywords, famous algorithms and their uses without proper explanations. The instructor taught that programming is a style (culture) and it forced users to follow its unique way.

Several years later, I met another challenge, learning object-oriented-design in architectural contexts and in Java programming language. The purpose of the class was teaching a new paradigm, looking at architecture in terms of architectural elements rather than their composite form. The concept was interesting enough for me to dig into programming language yet the class did not provide enough context.

I collected as many introductory programming books as possible and learned programming concepts rather than specific uses of programming. What I found was each programming language was not unique one, rather all languages connected with each other and had history. One language has multiple predecessor languages and descendents. Most of the vocabulary was shared in the family of similar languages and also styles of usages were identical. Once I was familiar with the culture of programming language, the learning process became incomparably easier.

The making of programming language is dependent on the activities of professional programmers; the language is developed to support programmers by making their works effortless and collaborative. Once learners understand the culture of programming, it will be much effective to learn programming.

I had a couple of chances to teach programming languages by using Rhinoscript and Scratch last winter. Students understood the programming culture not when I explained but when I showed how I used the language; the way I consulted reference material, used sample codes and made code structures. Students had a problem when I talked about Array but as soon as I showed how I use it, most of students showed good understanding. I guess that this process proves the cognitive apprenticeship of this week’s reading.

Posted by JL

In the previous blog subject, I wrote about my frustrating experience with learning vocabulary words. This is a subject in which this paper addressed, and I wholeheartedly agree with their approach. Vocabulary words are best learned through context and experience. I would never memorize SAT words of the week; I would immediately forget all of them the next day.

Math was another area where I did not know how to apply my knowledge. Oddly enough, math was my favorite subject, and I always felt comfortable with doing math problems. However, once the math problems were not in the form “Solve y=3x+5,” I did not know how to solve them. Critical thinking problems that explained the math problems through words and scenarios were always difficult for me to solve since they were not in this nice clean form that textbook problem sets were in. I also never understood the “why” in math. For example, why do we need so many different forms of representation like the coordinate system? Why polar coordinates? Why are we learning different graphical functions? Teachers never gave me the answer to the whys or the bigger picture.

I do not agree with the order in which math is taught. Currently, it is taught in levels of complexity and logical progression. To make the experience more authentic, I would teach math through application and scenario. You can teach money through a bank simulation, percentages through clothing sales, probability through playing cards, quadratic equations through rocket projectiles and many many more. Show the students how we use math and make it interesting and relevant to life!

Posted by SK

In the spring of my Freshman year at MIT, I took an introductory differential equations class. It wasn’t required for graduation or my major; I took it primarily because I liked the teacher. The focus of the class was on identifying and solving different types of differential equations. Because (as others have similarly expressed) I was good at “school culture,” I got an A in the class but promptly forgot how to solve even the simplest of equations.

The strange thing is, I did retain a lot about the nature of differential equations from the class - convergence, stability, initial conditions and chaos, for example. This has been helpful in reading about systems theory and cybernetics, two topics I have come across only relatively recently. In many ways, an understanding of differential equations in this sense is much more helpful with my chosen path (architecture) than an understanding of solving the equations themselves.

Brown, et al., write: “Many of the activities students undertake are simply not the activities of practitioners and would not make sense or be endorsed by the cultures to which they are attributed.” The problem I find with their argument here is that many activities and units of knowledge cannot be attributed to only one “authentic” culture. Choosing which culture in which to situate the knowledge is difficult and potentially as misleading as situating knowledge in “school culture.” From my example, would an authentic situation been learning differential equations as a mathematician uses them? As an engineer? As an architect? Each group’s application is very different and focuses on different aspects of the concepts entirely. To complicate matters further, my chosen context of architecture does not even traditionally incorporate the concepts of differential equations into its practice - how would this knowledge have been situated there? Yet many truly innovative practitioners in the field have found creative inspiration by taking concepts from outside their field and developing architectural ideas around that. In some ways I feel like learning differential equations in an “inauthentic” situation allowed me to generalize and re-work some concepts while cast aside others that weren’t relevant because I did not come to associate the field with a specific practice.

Posted by JP

Your comment on retention is quite interesting. The purpose of contextual learning might be maximizing the retention rate after learning. Still you are distinguishing something that students know and that solve problems. I had also similar experience; I took optimization class last semester and could solve most of the problem sets by myself, however I am losing my skills slowly but surely. I wonder why this happens. Was it because the learning process was not contextual enough to retain the activities?

Posted by DK

I have to admit that I can’t precisely recall what I learned well in school. Art history and Languages are probably the best examples. I still understand Art and speak a few languages like German, French and English. I have not retained Latin, Russian or Italian.

Humanities and some basics of sciences have remained somewhere in my brain. I am mentioning what I forgot rather than what I learned because this was 20 to 30 years ago and I actually can’t point to anything that I would have learned well in school. My entire school education from age 13 on was formal as I was in a very conservative school in Austria.

My university education was also formal, but I since I was convinced that my university was very bad I started to explore the real world very early on and was able to quickly build up knowledge as a product of the activities in offices, context of professional practice and culture of architecture. I had to learn the language of the profession, learn to use tools as architects do and was able to enter that community and its culture.

Authentic activities would be drawing, building models make images, think about the content conveyed in renderings and critiquing what was produced by me and others. I worked in 7 offices before I graduated and lived in 4 different countries while being a student - yes we didn’t have tuition, education is free in Austria. So I am the perfect example of an Apprentice and was in fact able to actively learn and acquire knowledge in a highly context-dependent discipline.

Posted by FG

A few of my responses to some of the comments posted so far:

Some posts really resonated with me: SL’s realizing that she needs now the math skills she was taught in school and had difficulties mastering in order to design, program and build as part of the activities we are doing here at the Media Lab. I am also telling myself right now, ‘God, I wish I had been told back in school that one day the math I am trying to learn will be wonderfully useful one day, and will have plenty of great uses and applications.’ This would have been such a great motivating factor, I suspect it would have helped me understand better those abstract concepts I hated in the first place.

EL feeling ’like a criminal’ also resonated with me, as this is exactly how I feel right now with my Python/programming classes whenever I am not getting it and everyone else does, I feel like I am kind of ’tricking’ the teacher and TAs by not understanding as fast as I should and not always acknowledging it.

I can definitely relate to DK’s forgetting what he learned in his school years, especially - again, math and the subjects I didn’t like or was struggling with, like physics, chemistry and all math-related courses. I feel that a day after school ended, when I was 18, all math concepts leaped out of my head with the resolve never to return.

As a final note, I have to ask: what’s up with math?:) Judging by the amount of responses mentioning math to highlight both positive and negative experiences, I am tempted to ask what makes that subject so special that it is embedded in our memory and subconscious, as well as, it seems, in our immediate everyday life experiences to a higher extent than other subjects we studied in school? Examples, stories and case studies abound and surpass the number of examples for say foreign languages, English [as mother tongue], history or geography? Is it easier to remember our math learning experiences than other subjects?

Why also does math seem to have attracted so much more research and observations from academics and researchers in the field of education, cognitive behavior, and child development, to name a few. Papert and Minsky come to mind, but there are many others. Does math lend themselves better, more easily to such research? I’m just curious…

Posted by DG

Great little video about how the math curriculum should be structured (3 Minutes):

“Arthur Benjamin’s formula for changing math education.” TED Talks, 2009.

Reflection and Questions

Posted by JL, KG, RW and DG

It’s interesting that John Dewey wrote Experience and Education in the 1930s, and yet many of his observations feel crisply relevant today. His writing may not employ all of today’s educational terminology, but he’s writing about some of the same things we’ve been discussing in class - learning that is grounded in authentic experience and applicable to real-world problem setting and solving. We’ve outlined the entire 91 pages, to help you out a bit, and I’ve included a link to a helpful 500-word summary I found on the web. Those will follow in a moment, but first I’ll post the questions we’d like you to address on the blog:

Question 1: Visit the link below, and take a quick look at any one of the frameworks for any subject matter for any grade level.

Pick any one (or more, if you like) concept/s that students in that grade in Massachusetts schools are required to learn. Now imagine that you are a teacher in an ordinary school with a usual mix of students and typically limited resources. Describe a project or activity that you are going to ask your students to do to ensure that they master the required concept you’ve selected. Keep Dewey’s ideas about progressive education in mind, and try to incorporate some of the best practices we’ve been talking about in past weeks. Try to design your activity to include some of them: situated cognition, intrinsic motivation, authentic learning, transferable knowledge, student group collaboration and communication, etc. Describe your activity, how long it takes, what’s involved, etc. Give as much detail as you like. So, what’s your plan, teacher?

Question 2: Dewey has shown us that it is not enough to propose a new system by rejecting the “aims and methods” of the one we want to supplant. Since we have already critiqued traditional schooling systems, we ask you to do the same sort of critique of “progressive education” schooling systems. Specifically, what are the main dangers of these newer educational systems? Have you studied in a “progressive education” setting, or do you have friends that have? Tell us about those experiences, good or bad, if you like.

Our Outline for Dewey, J. (1938). Experience and Education.

Chapter 1: Traditional vs. Progressive Education

  • The history of educational theory is marked by disagreement about whether education is about the development (of natural abilities) from within or the formation (of disciplined habits of mind over natural inclinations) from without.

  • Traditional education imposes on children adult standards, subject matter and methods that are beyond the capacities and experience of children. The gap is so wide, it prevents much active participation by young pupils in what is taught.

  • The differences between traditional education and progressive education are: 

    1. imposition from above vs. expression and cultivation of individuality
    2. external discipline vs. free activity
    3. learning from texts and teachers vs. learning through experience
    4. learning isolated skills and techniques by drill vs. learning for meaningful ends
    5. preparation for a remote future vs. seizing present opportunities
    6. static aims and materials vs. embracing a changing world.
  • The philosophy of progressive education is based on a relationship between education and experience. A challenge for progressive education is the place and meaning of subject matter and organization within experience.

  • Progressive education shouldn’t reject the principle of organization (in education). It should be a positive philosophy, not just a negative rejection of traditional education. When external authority and control (of pupils by schools) are rejected, there is a need to search for a more effective source of authority and control.

  • Basing education on personal experience may mean more contact and guidance between the mature (teachers/mentors) and the immature (students), not less. New-style schools that eschew organized subject matter, proceed as if any form of direction and guidance by adults were an invasion of individual freedom, and as if education should be concerned with the present and future only, not the past, are simply reacting negatively to traditional schools and may be as dogmatic in their own way.

Chapter 2: The Need of a Theory of Empiricism

  • The new philosophy of education is committed to an empirical and experimental philosophy.
  • The belief that all genuine education comes about through experience does not mean that all experiences are genuinely or equally educative. In fact some experiences can be mis-educative if they have the effect of arresting further experience, or engendering callousness or a lack of sensitivity to different experiences. Experiences can be so disconnected, that even when enjoyable, they don’t add up to learning, and do little to foster self-discipline.
  • Traditional schools offer many mis-educative experiences, and have rendered many students callous to ideas, unable to transfer skills learned by rote, likely to associate learning with boredom, and unable to apply what they learn in school to life outside of school.
  • Education based on experience depends on the quality of the experience. The quality has two aspects: whether or not it is pleasant, and its influence on later experiences. Every experience lives on in further experiences. The central problem of an education based upon experiences is to select the kind of present experiences that live fruitfully and creatively in subsequent experiences. There is a principle of the continuity of experience or the “experiential continuum”.
  • Just because traditional education was a matter of routine in which the plans and programs were handed down from the past, it does not follow that progressive education is a matter of planless improvisation. Revolt against the kind of organization characteristic of the traditional school requires a (new) kind of organization based upon ideas.
  • Progressive education demands a philosophy of education based upon a philosophy of experience. A coherent theory of experience, affording positive direction to selection and organization of appropriate methods and materials, is required to give new direction to schools.
  • It is a more difficult to work out the kinds of materials, methods and social relationships that are appropriate to the new education than is the case with traditional education.
  • Failure to develop a conception of organization upon the empirical and experimental basis in progressive schools gives educational reactionaries a too easy victory.

Chapter 3: Criteria of Experience

In this chapter Dewey refers to experience as the relation between two complementary principles: continuity and interaction.

  • Continuity: Experiences are connected to each other. Therefore present experiences result from experiences which have gone before, and affect experiences which come after.
  • Interaction: Experiences result from the transaction between internal and external conditions. The internal refers to the individual needs, desires and purposes. The external refers to the physical and social environments.

Chapter 4: Social Control

  • When education is based upon experiences and educative experience, it becomes a social process.
  • Schools should be structured with social control, where all individuals have an opportunity to contribute and to which all feel a responsibility.
  • The teacher losses the position of external boss and instead becomes a leader of group activities.
  • However, teachers now have a greater responsibility in planning in advance and being aware of the capabilities and needs of the students.
  • Planning must be flexible enough to permit free play for individuality of experience and yet firm enough to give direction towards continuous development of power.

Chapter 5: The Nature of Freedom

  • The main freedom of importance is “freedom of intelligence” and “freedom of observation and judgment”
  • The commonest mistake about freedom is to identify it with freedom of movement (external/physical activity)
  • But physical freedom cannot be separated from the internal side of activity of thought, desire, and purpose
  • “Thinking is thus a postponement of immediate action, while it effects internal control of impulse through a union of observation and memory, this union being the heart of reflection”

Chapter 6: The Meaning of Purpose

  • Big idea: “Student need self-motivated purpose”
  • Formation of purpose:
    1. observation of surrounding conditions
    2. knowledge of what has happened in similar situations in the past
    3. judgement which puts together what is observed and what is recalled to see what they signify
  • Desire + impulse = the force to plan and act
  • Teachers need to exercise the pupils’ intelligence by making suggestions to what they should do

Chapter 7: Progressive Organization of Subject-matter

  • Anything which can be called a study, whether arithmetic, history, geography, or one of the natural sciences, must be derived from materials which at the outset fall within the scope of ordinary life-experience.
  • The achievements of the past provide the only means at command for understanding the present.
  • The educator cannot start with knowledge already organized and proceed to ladle it out in doses.
  • It is critical that educators view teaching and learning as a continuous process of reconstruction of experience.

Here’s the link to the helpful online summary:

  • Neill, James. “500 Word Summary of Dewey’s “Experience & Education”.” October 1, 2005.

Happy reading of this classic work of educational theory!

DG, JL, KG, and RW

Student Reading Responses

In the following postings, quoted excerpts from the Massachusetts Curriculum Frameworks are courtesy of the Massachusetts Department of Education.

Posted by JC

Question 1

The topic I chose was Science and Technology/Engineering. I would ideally want a group of high school students who have taken a basic programming concepts class; they would likely be at least juniors before getting into a programming concepts class. I expect this to be targeted towards seniors.

  1. Throughout the course of the semester long class, we would investigate the current state of automobile transportation. Students are all familiar with cars; this would give them a common starting point and familiar topic to discuss.
  2. Start by investigating how vehicles are becoming smarter in order to better serve the driver. Students could chose to look at any aspect of the vehicle they would be interested in: internal user comfort, automatic pilot, back-up safety devices, hands-free entertainment, etc.
  3. Group the kids by area of interest. Throughout the semester, they will experience individual tasking, small group work, and large group work.
  4. Divide the class into general steps. Incorporate aspects of the recommended and necessary engineering design principles. Note that the phases will overlap; and there will be continuous learning spirals: imagine, create, share, play, reflect.
    1. Research the brainstormed areas of interest; determine how they are addressed today (eg. hands free voice commands for music)
    2. Imagine ways to expand these areas of interest in intelligent ways (how to make the car work for you); e.g. change window tinting based on level of sunshine
    3. Investigate any research/other work today that may influence how the brainstormed advancements may be implemented
    4. Quickly make a scoped plan of attack to try creating towards the decided advancement
    5. Each group collaborates; share with the other groups periodically
    6. Their areas of interest would likely require them to make use of knowledge obtained in other classes (math, physics, programming); and likely to learn new concepts
    7. Play with the implementation
    8. Figure out what worked, what didn’t, and what to try out next
    9. Go to step 4 and repeat; it is expected the students will hunt for inspiration and ideas throughout the course of the create-share-play-reflect cycle. They will also need to communicate with their groups on a frequent basis; and the large group on a period basis.
    10. Invite professionals, former students, college students, parents, etc. to come in and work with the groups from time to time (offer advice, guidance, bounce ideas off of, help with technical problems, etc.)
    11. Prepare a final set of products (e.g. paper, poster, demo, etc.); bring in parents/others for a show and tell day at the end
  5. This type of class/long workshop would employ such concepts as: intrinsic motivation, authentic learning, transferable knowledge, student group collaboration and communication.
  6. The teacher becomes a project lead at this point and full supporter of the class/team. This is a concept Dewey had discussed.
  7. Note I am glazing over some serious detail and logistical challenges (eg. time to organize this, disposable funding to quickly purchase materials to support the groups’ implementations, etc.)

Question 2

I didn’t grow up in a “progressive education” environment (or at least I don’t think I have). As an adult, I have participated in informal and formal environments that implemented progressive education methods. However, here are my critiques regarding progressive education:

  1. I personally need some structure/direction/etc. when I’m learning something new. So perhaps a blend of traditional methods and progressive works for me.
  2. The logistics of implementing a progressive class (like the one I outlined above) would be resource (time and money) intensive.
    • Dewey mentioned teachers becoming knowledge workers (and project leaders) and being paid accordingly in order to support them in running progressive classes. I completely agree with this. And have no idea how our current tax based income flow for schools can support this.
  3. Progressive education is not going to be cheap, easy, and who knows how reproducible. There’s a reason people gravitate towards standards - networking standards, radio communication standards, etc. People know what to develop towards: they know what to say, how to say it, and when to say it. Once the standard is set, it is cheaper to implement.
    • Assembly lines and standards make efficient use of time and resources; products are predictable and pumped out on a predictable basis. People are unfortunately not cookie-cutter products.
  4. Dewey brought up the issue that a whole new approach to evaluating whether progressive education methods are making any impact. We can barely justify structured, traditional methods in a reasonable manner; we’d need to start over with a fresh perspective on the evolving progressive methods.

I think I have typed far too much……Go Packers :)

Posted by FG

I love how thoroughly you have thought through your proposed activities - contrary to myself:).. This activity is in fact ‘ready to go’, with its various steps already all laid out. Just one thing - I personally would not have been interested in the state of the automobile industry. I have zero knowledge of cars, compared to most people, in the sense that we never had a car in my parents’ home. So perhaps it’s a little hasty to assume that most students’ families would have a car and/or would be familiar or interested in automobiles. I would also assume that the topic would attract most boys’ attention, but that this wouldn’t be the case for most girls. Such an outdated, gender-based division of interests might be regrettable, but it is the reality I think.

I guess finding a topic that is likely to interest everyone, across gender, class, culture, etc. is a challenge too.

I have to say that I applaud your mentioning of parents and inviting them, together with other adults, in the students’ activities. For anyone who has read through my initial diatribe on the need to engage parents in their children’s education, even if the latter is now supported by a host of cool communities and high-tech tools and service. Parental nurturance and feedback are irreplaceable in my opinion. As I wrote, they seem to have received so little attention in our talks in class and posts here, that this was a nice surprise.

So on the whole I would think that your proposed activities to teach this scientific/engineering topic would be very successful in productively engaging participants, once the hurdle of a topic that may not interest everyone has been overcome.

As for your critique of the progressive systems of education, I appreciate very much your taking into account economic considerations such as costs, which are often overlooked in the waves of positivism about the new systems. Here, on Dewey’s proposal to pay educators and ‘knowledge workers’ according to their input - this reminds me of a recently proposed regulation that would pay teachers according to their student’s grades reports and the ‘results’ of their teachings - which can of course be very vague and subjective. As far as I know, the proposed measure was very unpopular among the teachers’ communities nationwide.

In any case, I agree that such economic, pragmatic considerations should be taken into account in any new progressive educational system.

And I think that developing standards and principles for this new system is also important. We cannot do without values.

Posted by JC

FG, thank you for the feedback on the proposed activity. I agree that it may be a little gender biased; I honestly have no proof either way. I just picked a topic I would be interested in. Ideally, there would be room for discussion when deciding the topic.

Posted by DG

The topic I chose was the 6th Grade section on Europe. The framework contains the following:

“EUROPE

Albania, Andorra, Austria, Belarus, Belgium, Bosnia-Herzegovina, Bulgaria, Channel Islands (U.K.), Croatia, Czech Republic, Denmark, Estonia, Finland, France, Germany, Gibraltar (U.K.), Greece, Hungary, Iceland, Ireland, Italy, Latvia, Liechtenstein, Lithuania, Luxembourg, Macedonia, Malta, Moldova, Monaco, Netherlands, Norway, Poland, Portugal, Romania, Russia, San Marino, Slovakia, Slovenia, Spain, Sweden, Switzerland, Ukraine, United Kingdom, Vatican City, Yugoslavia

E.1

On a map of the world, locate the continent of Europe. On a map of Europe, locate the Atlantic Ocean, Arctic Ocean, Norwegian Sea, and Barents Sea. Locate the Volga, Danube, Ural, Rhine, Elbe, Seine, Po, and Thames Rivers. Locate the Alps, Pyrenees, and Balkan Mountains. Locate the countries in the northern, southern, central, eastern, and western regions of Europe.

E.2

Use a map key to locate countries and major cities in Europe. (G)

E.3

Explain how the following five factors have influenced settlement and the economies of major European countries (G, E)

  1. absolute and relative locations
  2. climate
  3. major physical characteristics
  4. major natural resources
  5. population size

Optional Topics for Study

  • Describe the general level of education in selected countries in Europe and its relationship to the economy. (G, H, E)
  • Describe the political and social status of women in selected countries in Europe. (G, H, E)
  • Describe major ethnic and religious groups in various countries in Europe. (G, H, E)
  • Explain why Europe has a highly developed network of highways, waterways, railroads, and airline linkages. (G, H, E)
  • Describe the purposes and achievements of the European Union. (H, E)
  • Identify the countries that were once part of the Soviet Union in the Baltic area, Central Asia, Southern Russia, and the Caucasus, and compare the population and size of the former Soviet Union with that of present day Russia. (H, G)
  • Explain the sources and effects of the massive pollution of air, water, and land in the former satellite nations of Eastern Europe, in the countries once part of the Soviet Union, and in Russia. (H, G)”

I think that using a computer based trading based game would be the best way to teach these topics. Allow the players to start off in different cities, and the properties of the cities are based on the political, ethnic, and religious groups in those countries. Through playing the game and a desire to get better at it, the students understand when to use highways, railways, waterways to ship goods from one point to another, and to understand the needs and natural resources found in the various countries.

Through either temporal progression or events, certain facts and dynamics can be explored. If we want students to learn the locations of certain key locations, we can refer to them frequently. I also think that vague descriptions that require underlying knowledge encourages the students to learn more. For instance, one could say in the next 3 rounds countries/cities primarily focused on agriculture will be more productive.

I think that a system like this allows the students to dive into areas that they find most interesting, and allows them to determine their level of involvement. I’m against making students create deliverables that have little to no bearing on the tasks at hand. For instance making posters, writing reports, etc on what they have learned is a great way to drain any enthusiasm that may have been built up. Instead, I think a better approach would be for the game to be changed and become team based where each team develops a guide/poster to share their strategies/knowledge with new team members. The team has 1 hour before the game starts to review their strategies and be briefed on each others ideas. In this way there is a reason for them to write clearly and succinctly - they must convey their knowledge to their teammates.

My thoughts on progressive education, are that it seems like a good idea - I didn’t really experience it. In general though it seems like it might be extremely expensive, and I think that we already spend too much on education as a country. I think that the best way to learn is to jump right in and struggle to survive, the teacher is the lifeguard - they’ll help you out when you really need it. Progressive education seems like a great idea, and is definitely better than traditional education. However, there are some drawbacks that need to be weighed against it.

Posted by JC

I like how you have designed an activity intending to learn about areas of Europe through the use of a game. In my humble opinion, this would be far more interesting that memorizing statistics and reiterating them on paper tests. This would definitely allow the student to explore avenues of interest as he/she happens to come across them. I agree that allowing the student to explore their interests will lead to more permanent learning.

On a side note, I had an art history course (many actually) in my undergrad days. The prof wanted us to ultimately know the names, locations, artists, etc. for pieces of artwork in Europe. The task was to plan a “vacation” around 20+ pieces (any we wanted). This was obviously a paper-based task, but was engaging in that I got to daydream an art history type vacation. I ended up learning about various cities and countries as a side effect. I still have that vacation plan today, waiting to be executed.

Posted by JL

I really like your suggestion in creating a game to learn about Europe. I will admit that i had no idea where the countries were in Europe. It wasn’t until i studied abroad in Europe that I learned exactly which country was where. Children need some sort of experience and context to gain knowledge. Too bad we can’t send all of them to Europe for a month or two…

Posted by VC

Question 1: Designing a project or curriculum

I chose Nutrition from the Comprehensive Health strand:

“Grade 5: Identify the connection between food served in the home with regional food production.”

I would like to create a project where kids visit a local farm and see what kind of produce is being grown at a given time and then develop a 2 or 3-course meal around those types of produce. Recipes can come from home, or they can research them themselves.

Here’s how I would think about it:

  1. Contact a local farm and see what kind of produce/other animal products are being grown.
  2. Split kids up into groups (~5 kids/group) and have them pick their ingredient.
  3. Have kids research about that ingredient-what kind of nutrients does this provide? how is it grown? What kind of recipes is this used for? If everyone has some sort of plant, maybe have them try growing that plant themselves.
  4. Bring kids to the farm and have them either see for themselves how it’s grown. I would specifically ask that the kids see how the plant is being harvested or how the cow is being milked, so they understand the labor that goes into it. Perhaps we could get the school to help us buy some of the produce for the final activity.
  5. Have kids cook 3 different recipes using the item they chose, encouraging them to think about the health benefits of the food and also about making different types of foods (not all dessert, please!). Kids should cook enough to share with the class and be prepared to share what they’ve learned!

*Note: this is probably something that would work better at a fairly well-funded school where there are lots of parent volunteers, but I don’t think it’s totally impossible under other conditions.

Question 2: A criticism

I did my undergraduate work at Brown University, which I would say follows the progressive education model fairly closely. At Brown, we had an open curriculum, which means we had no distribution requirements. To graduate with a Brown degree, you have to finish all the requirements for a concentration (that’s usually about 10-11 courses) and pass 30 classes. If you take 4 classes per semester, you’ll take 32 classes, which means they even give you the option of failing 2. The atmosphere at Brown was very self-driven-no one was making you take anything, so there the idea that you should use your freedom wisely and learn what intrigues you prevailed. I think everyone I knew there truly believed that the experience of education was highly valuable.

I absolutely loved my time at Brown and would not have traded that experience for any other college experience, but I recognize that there were many shortcomings to giving people that much freedom. I don’t know anyone who wasn’t thoughtful in planning their college experience there, but I think giving people the option to not take any classes in one or another subject area meant that people received very lopsided educations. I heard rumors of one girl who was part of the PLME program (which admits you to Brown Med at the time you’re admitted as an undergrad) who took all her med school prerequisites pass/fail and only took dance classes outside those requirements. I have friends who would freeze up every time they saw numbers because they actively avoided math and friends who couldn’t write grammatically correct sentences because they eschewed writing-intensive classes. One of my friends dated a girl who attended some NY prep school with a Brown-style open curriculum before attending Brown. He claims that she was brilliant and exceptionally knowledgeable about literature, but actually couldn’t multiply numbers.

It’s possible that these problems were actually problems with guidance, but I think the advising program was fine, at least within concentrations, and we were encouraged to take our freedom seriously. As I said before, I wouldn’t trade my time at Brown for anything, but I am also glad that my awesome college experience was preceded by a more traditional K-12 approach because it’s allowed me to be a higher-functioning member of society than the girl who couldn’t multiply.

Posted by JC

I concur with EL [posting removed due to copyright restrictions] by loving the nutrition/cooking class. There is a gap in appreciation of where your food actually comes from. I would have loved to take this class; probably would today. The logistics of making this class happen would be challenging, of course.

I also agree with your discussion of too much freedom in learning. People are going to be drawn to what is comfortable or familiar; unless they have an over-riding drive for learning. Not everyone has this drive of course. I would like to think this freedom should be permissible at the undergraduate level, but perhaps even that is too soon (as you pointed out).

Posted by MN

I think a combination of visiting a farm, cooking, and sharing meals are great activities for education about nutrition. Not only is it experiential but it also combines different concepts from biology, sociology, teamwork, and community. In order to make sure these concepts and knowledge get across in an impactful way, I think it would be the teachers job to make sure there is enough preview and reflections before and after the exciting events.

Posted by SL

I’d like to start this post by complaining that both the blog this week and the reading had too many words. Uncle uncle uncle! I am overwhelmed by the number of words. I am intimidated and discouraged by the number of words. I don’t want to read all of these words. And in the case of Dewey, the language is outdated and difficult to slog through. (That being said, when you do finally reach his points, his words are very relevant.) ok, that’s the end of my rant. I’m over it. Just consider me clew-less. This week’s reading did not match my learning style, but I did learn in a traditional kind of tortured way.

Q1: I’ve chosen Engineering Design for Grades 6-8 for my concept module.

“Engineering design is an iterative process that involves modeling and optimizing to develop technological solutions to problems within given constraints.”

Form small teams of 3 or 4 students who choose a project that they want to design and prototype-engaging to them personally or relevant to a community challenge that they want to undertake. Create the fiction that the project will need to be presented to the “client” in the form of a portfolio and sales pitch- the class represents the client who needs to understand the technical and financial challenges of the project before approving it.

“2.1 Identify and explain the steps of engineering design process”

Students identify a project that they are engaged with, something that they want to make for themselves or for the community. Have them research the problem together online and, time permitting, through other resources (like library, professionals, etc.). Have each student come up with a solution, and have the team discuss each possible solution and assess the advantages and disadvantages of each solution. Prototype the solution, using the tools and materials at hand, and as a group iterate prototypes. The teacher will have to provide guidance and some design specificaions/constraints that the project needs to meet.

“2.2. Demonstrate methods of representing solutions to a design problem”

Have the team come up with different methods of representing their design after exposing them to professional standards of representation with concrete examples. This will become part of their presentation portfolio.

“2.3 Describe and explain the purpose of a given prototype”

Communication about the project and the prototype become part of the proposal presentation.

“2.4 Identify appropriate materials, tools and machines needed to construct a prototype of a given engineering design.”

Based on internet research, have the team come up with a list of potential materials and costs, and a plan for fabricating their prototype. If time permits, have the team prototype in a few different materials. Or have them test a small set of different materials, on the machines to see what different physical properties each material manifests.. This information becomes part of the presentation portfolio.

“2.5 Explain how such design features as size, shape, weight, function and cost limitations would affect the construction of a given prototype.”

See notes on 2.4 above.

“2.6 Identify the five elements of a universal systems model: goal, inputs, processes, outputs, and feedback.”

In group discussion have each team describe their process, and guide the class to the five elements of a univerisal systems model.

I think this module would incorporate many of the issues and practices we’ve been discussing, and those that DG, JL, KG, and RW mention above: situated cognition, intrinsic motivation, authentic learning, transferable knowledge, student group collaboration and communication, etc.

Q2: I have no experience with progressive education, but my instincts lead me to a model that combines elements of both traditional and progressive methods. Dewey definitely sobered my ideas about experience-based learning a bit. I worry that too much is expected of teachers in too progressive an environment, and that too much freedom and too little direction and guidance will lead to student boredom, lack of challenge, lack of discipline (in manners and in learning), and lack of knowledge. It could also affect how students learn later in life, as Dewey suggests, in how they pursue knowledge and seek to learn more.

P.S. Apologies for all these words!

Posted by FG

Question 1:

After checking the link here below, I could identify a couple of core competencies taught in school that interest me, but I am not sure I can say that I am able to develop a whole new, pioneering activity around them, especially as the proposed methods and activities of the Massachusetts Dept of Elementary and Secondary School are not bad in themselves and already cover a lot of ground. Rather, I can provide some thoughts of where I would take them, and suggest some types of activities, but I would rather leave the door open for modifications.

I have selected reading [and perhaps one could say by extension writing and reading comprehension/analytical skills dependent on language learning] at the Kindergarten level. Kindergarten experiences interest me most since I myself never went to Kindergarten due to a parental choice, and started school only at 6. I believe social and emotional health and especially family life also come into play in my proposal for an improved method of learning these skills, so I include them here.

My interest in these competencies and how they are being taught and are now under scrutiny for possible reform springs from an observation I just made regarding our readings and discussions of them on the Blog and in class so far. To take this week’s readings, John Dewey’s Experience and Education and K. Sawyer’s The Schools of the Future: here are two more texts by scholars who seem to seek to engage a whole series of people in designing and implementing the new system of education they propose: teachers, tutors, educators, monitors, ’learning scientists,’ ’educational psychologists,’ education contractors, software designers and other technologists, among others, but seem to leave parents out of the picture. Sawyer mentions “collaboration with families” and just once the word ‘parents’ in the conclusion - “Parents, politicians and schoolboards must be convinced that change is necessary,” but he doesn’t go on to specifying how parents could become involved in their children’s education.

Likewise, I find that our own conversations in class, although ultimately rich in new ideas, have somewhat disregarded ways for parental involvement in curriculum design and learning techniques in general. We have stressed the importance in a new reformed model of learning of community, friends, classmates and fellow learners, peers neighbors and other people in one’s close-by communities - entire categories of people who are not necessarily directly related to or familiar with the child/teenager/student/learner, while leaving those who know him/her best out. I might be drawing an extreme picture and this may not have been so so strictly speaking, but by and large, this is how I feel.

It seems we are ready to entrust our children’s education to all and sundry as long as they have a cool-sounding name or qualification, such as the “learning scientist” and “educational psychologists” used by this week’s authors, and of course as long as new technological devices are being used. It seems to me that by the time a child reaches the age of entering kindergarten, and thus the educational system, parents drop our of the picture. With the slew of extracurricular activities, sports, workshops, summer camps and numerous other leisure-time occupations children are encouraged to engage in when not in school, the time they spend with their parents has dwindled to a ridiculous amount, let alone quality, discussion and learning time.

I find this rather surprising since our parents are our very first teachers, and successful ones at that, since they teach us essential skills such as walking, speaking, emotional processing, exploring one’s immediate environment, etc. in a most natural, seamless manner, embedding this knowledge acquisition into the child’s daily life at home. In short, it doesn’t feel like learning. Perhaps educators and the educational systems could take a page out of parents’ book for seamless, instant learning and try to replicate those processes for the skills and subjects they want to teach in a school setting or its new, reformed equivalent.

Now that parents are grappling with new technologies, trying to catch up as well as monitor their children’s activities on the Net, now might be a good time to finally involve them in their children’s new forms of Internet-enhanced/computer-aided learning in schools and extracurricular workshops and activities.

So this is my proposal for a kindergarten activity or new approach to teaching basic skills such as reading and writing to young children: develop it in a way that engages the parents. Physical limits should not be applied to the task, so that it can be conducted at home in the form of homework in which parents are required to contribute to and given specific tasks, as well as in class/in the workshop. Parents, or if not available due to working schedules, another caring adult/family member could also be invited to the school so as to engage in the child’s classroom activities.

In fact, one activity started in class should be pursued at home and vice versa, in such a way that it becomes an ongoing, boundless experience. Perhaps a task can even be performed on the way to school. The idea is to make the assignment and learning experience in general a seamless activity between home and school.

I chose reading skills because this is actually the way I myself learned reading, before entering the school system at age 6. When I entered my first year of primary school, I knew how to read, contrary to many pupils who had attended kindergarten. The formula was simple: as soon as we were big enough, my mother would teach my brother and I how to read signs on posters, in shops’ windows, street signs and other urban displays and surfaces on each of our outings, be it on foot or by car, teaching us to recognize and pronounce the different letters. Most of the time this turned into a little game. There were also plenty of games with letters, words and later, expressions during our daily mundane activities such as getting dressed or helping her with cooking and other domestic tasks. We had to look for synonyms, antonyms, guess a word, etc. We learned new words, increased our vocabulary, and in the end performed the same kind of language skills exercises that one finds in the GRE test for verbal competency. This was a fun and natural process, which is why I would recommend engaging in this type of activity with young children both at home and in more formal learning settings such as school or whatever shape the learning environment of the future will take, and involving all adults in the process.

It goes without saying that reading to children is also essential, and my mother used to read to us bedtime stories. Here too, this activity could be made more flexible, perhaps with children reading to each other, or telling in class about what their parents read to them and vice versa.

This may all sound too simple, but I would indeed simply advocate a more integrated, seamless teaching approach that involves all people and all places in the process, and last but not least, which seeks to add the use of Web services and technological devices in the process, so that everyone is on the same page, parents [or a child’s primary care provider] included.

Question 2: Criticisms

I and my friends have studied in the traditional system, so here are just a few criticisms of the progressive system, at the top of my head:

  • The progressive system and its learning activities seem to instill a belief that everything in life is ‘fun’, while clearly it isn’t. Also, it doesn’t really teach how to deal with difficult, unpleasant leaning situations or negative elements that may come in the way, preferring to focus on the pleasant and positive moments. Thus, John Dewey’s idea of focusing on pleasant experiences is sure to yield great results in children’s and adults’ learning of new skills, but is not very reflective or real life. Learning in a “humane, democratic” cocoon, as Dewey calls for, is not going to prepare children to navigate the real world, which can be harsh and autocratic. But I do not argue that Dewey’s model is what we should strive for.

Also, embedding the ‘real life’ experience at the core of the pedagogy, rather than the theory of the traditional system, fails to take into account that not every experience is a good one. People may have a difficult family/personal/professional background and would rather forget the bad moments. If one has such bad ‘real life’ experiences, it will not be productive to use the learner’s personal experiences in the learning activity.

  • By extension, basing the study of a skill, subject or whole filed on one real-life experience or concrete case study only may be reductionist, as the learning will apply only to this situation and the learner may not know how to apply his new skill to other areas.
  • It presumes that there will always be a nearby, accessible community of co-learners, or people to fall back on for support, feedback and positive energy or simply interested in the learning experience and its result - while again, this is not always the case in real life. People may find themselves having to learn something new alone for all sorts of reasons. They must be able to do so, and without the support and feedback from others. In real life, these are not a given.
  • Dewey argues that certain tasks taught in the traditional systems are so out of touch with reality and such complex concepts that they are ‘beyond children’s capacities’ for learning them. I do not agree with this: nothing is beyond children, they are in essence sponges and readily absorb any kind of knowledge or practices offered to them. An extreme negative example if how children in some developing nations are being taught how to kill [as when involved in wars], or are indoctrinated with a certain sets of beliefs as in some Islamic societies. It’s really up to us what we teach them. But it’s my belief that taught at the appropriate level for their age, nothing is ‘beyond’ or too difficult for them.
  • Dewey argues that traditional education rigidly relies on organized systems and institutionalized habits, but the new communities of learners who advocate a reformed system of learning have also developed their own sets of rules and practices and codes of behavior and do’s and don’ts. They are different, for sure, but they do exist.
  • Dewey argues against the focused study of fixed knowledge, especially of past, existing body of works by established, classic authors in any field. But how can you innovate in a given area if you don’t know what came before, if you are not aware of the advances that were made in your field? If we are going to engage in new, concrete real life experiences, shouldn’t we know about the experiences of those who came before us? In fact, these concrete real life experiences of the past soon become ‘fixed knowledge’ themselves!
  • Traditional education is the great equalizer: no matter how bad/unpleasant/unproductive your personal/academic/professional/real life experiences may be, in the traditional school environment, everyone start from scratch, on the same footing - since those experiences do not come into play. They are disconnected from the material taught and everyone is being given ’new’, disconnected material that stands on its own by being detached from each learner’s personal experiences. In that sense, the traditional system seems as if it treats everyone more equally.

Of course this might be in appearance only, and it may not necessarily be a good thing. In any case, it does not seem to exclude those with negative experiences or poor background, as Dewey suggest should be done on pages 56-57. There, he suggests that one doesn’t spend too much time on children with difficult backgrounds or social delays and learning difficulties, as these represent exceptions, he writes. Perhaps this was the case in his time, but I don’t think it is still true today.

Thus, the traditional system teaches skills and subjects to everyone equally, regardless of past experiences (their quality, quantity, etc.), it gives a chance to everyone and does not depend on real life experiences or anything else. It functions by itself. Again, the merits of this are highly debatable.

  • Finally, the argument for a new participatory and reformed system as our authors support are based on a whole set of broad assumptions, such as that participants will automatically enjoy the group-based activities, the sharing, constant communicating, etc. It fails to take into account various individual traits, personalities and learning styles and preferences, such as being introvert, an autodidact, a self-starter, etc.

Posted by DL

Science and Technology/Engineering Framework

Bigger projects such as a unit or semester final project tend to give teachers more flexibility to apply concepts of differentiating instruction in an mixed-ability classroom. It is also easier given that teachers have already covered many basic concepts and tools, and it is just a matter of having students apply those skills in their projects. with this example, one can easily imagine a teacher creating a list of maybe 4-6 different options for a final project that draws upon different student personal interests and experiences, but are able to assess their learning equally (the last option being that they may design a final project that is completely original or a combination of the other options-but must have approval of the teacher). What is most important is to present students with a clear grading rubric before they even start on the project so that a fair assessment can be made.

However, I think it’s much harder to be thinking of ways to design activities when students are just learning the basic concepts of science. I imagine that there will be more (time and budget) constraints placed on the teacher as to how “far-out” these small daily activities can be. I guess, if I was being really practical, I would just take an activity that public high schools usually have and budget for, and just add one extra dimension to it to make it more “progressive”/differentiated.

Let’s take the forensics (DNA fingerprinting/electrophoresis) lab, where students usually learn how to make gels, run DNA samples, and analyze the gels to solve a crime. Rather than just having all the students do the same thing and have them solve a crime, I would give students the option of either solving the crime or creating the crime. For students who want to “create the crime” they will have to come up with the story first, then translate that into a digest pattern that works with their story, and then mix the DNA/enzyme samples so that it works.

I guess what I’m saying is that, given all the things we ask public teachers to do, I don’t think the onus should be completely on the teacher to come up with ways to make learning progressive while structured. I think the difficulty is that teachers simply don’t have the time (they are pulled in too many directions doing things that they don’t need to be doing) to apply their creativity, especially when schools are practically telling them to just teach to the test. Given this situation, the best you can ask for are teachers that try to adapt activities that they already have and have budgeted for. Change really needs to come from the top. Instead of directing our activities at teachers and scratching our heads at why we have made so little progessive, these activities may be better directed at policy makers and universities (teacher education programs) to illustrate how change can be made.

Posted by SK

Question 1

I have so much more appreciation and sympathy for K-12 teachers after browsing through these “learning frameworks.” Not because the standards are particularly onerous or restrictive, but because they are written in such dry, matter-of-fact language that brings to mind Dewey’s comments about “traditional education” experiences leading students to associate learning with boredom. If we’re expecting teachers to inspire and motivate students, these documents are rather demoralizing and work directly against that goal.

Here is a “learning scenario” from the Arts framework about “playing in ensembles”:

“Members of a high school band develop a repertoire of classical, jazz, popular, folk, and contemporary works. Under the direction of their teacher/conductor and advanced musicians, players practice individually and in small instrumental groups, and rehearse in a large group. In rehearsals, the conductor elicits individual and group feedback about how to improve the level of accuracy and the quality of expression.

Student instrumental players are assessed according to their individual ability to read and play music accurately and expressively, their ability to improve their playing through rehearsal and reflection, and their ability to play as a member of an ensemble.”

Being in a band was perhaps the coolest thing I could think of doing when I was a teenager. This scenario makes being in a band sound like a formulaic activity centered around an authoritative conductor who is present primarily for the purpose of constantly assessing you.

The funny thing is, I thought that the premise of the arts frameworks was actually quite good:

“In dance, music, theatre, and the visual arts, people express ideas and emotions that they cannot express in language alone. In order to understand the range and depth of the human imagination, one must have knowledge of the arts.”

From this perspective, I would ask my students to re-express these expressed-in-boring-language standards using the arts. Of course, we wouldn’t start out by reading these documents - we would begin by brainstorming ideas about why we feel the arts are important, what function they play in our society, and what techniques are required to make art. We would discuss examples relevant to the students lives which I would expect to be primarily contemporary pop culture works. From these examples and with the guidance of the teacher, I think a class would come up with nearly all the concepts listed in this document. From there, I would ask students to choose a topic and create work about it, either by themselves or in groups. The role of the teacher would be to provide historical context (as Dewey emphasizes is important for even progressive education), provide technical instruction when needed, suggest works by practicing artists to study, and facilitate collaboration between groups as much as possible. The students projects could span the entire length of the course (and hopefully longer!) with interim and final performances. Evaluation and assessment would be done primarily amongst peers which I believe is a far more authentic experience in the arts. I would then document the students’ work, categorize loosely according to the state framework, and republish it so that no art teacher would ever have to navigate the sections and subsections of Massachusetts Arts Curriculum Framework again. Instead, they would get to watch videos of student music ensembles rocking out with alternatively monophonic and polyphonic texture.

Question 2

One of the big concerns I have with Dewey’s formulation of “progressive education” is that he makes it seem necessary for all teachers to be constantly mindful of the progressive philosophy he attempts to outline in this long text. He glibly states “I think that only slight acquaintance with the history of education is needed to prove that educational reformers and innovators alone have felt the need for a philosophy of education” (29). All others, he argues, continue to provide the same old experiences as before. His solution seems to be that all teachers should be far more intentional with their methods to provide the “correct” experiences. This would be nice, but unfortunately I don’t believe the nature of those who enter the teaching profession is going to change overnight. Instead of merely defining what a progressive education looks like or even providing examples of how to implement it, I would prefer to see suggestions for embedding these ideals within the school system such that even teachers blindly following precedent wind up providing good experiences. He says that “A philosophy of education, like any theory, has to be stated in words” (28) and I thoroughly disagree - I believe interactive artifacts like the Scratch programming environment embed philosophies of education within their structure by design. The danger I see in Dewey’s method is that it might create only small, local impacts. Leading students to experiences within a classroom is one thing, but designing a system to encourage those experiences is potentially more powerful.

Posted by JC

SK, I enjoyed reading your discussion about the approach to arts/music. I like how you incorporating students owning the direction of the course and being responsible for the evaluations. The teacher definitely becomes more of a project leader, as Dewey recommended, rather than a dictator.

Posted by SL

SK, I had the same reaction when the frameworks page loaded in my browser. “Ugh! This is a miserable document!” I love your idea of taking progressive steps in the classroom and then having student-created content feed back to the upper level, strategic frameworks. This is the kind of feedback and reflection that should be a part of the educational process. Dewey didn’t exactly deal with this in the reading, but this kind of reflection and re-framing is critical to the continued growth and relevance of curricula in general.

I also support your approach to assessment, encouraging students to participate in the evaluation of performances of understanding. These performances, based on authentic, personally-motivated activities are far more meaningful assessment methods than standardized testing as they truly demonstrate proficiency, understanding, and include peer review and reflection- all relevant to professional communities in general.

Posted by JP

SK, I have also the same opinion. I heard that teachers in public schools generally had additional works other than simply teaching. To be promoted in current school system, teachers need to work for tremendous school managements, educational material, professional qualifications and finally the frame work material like teaching tutorials. I guess that it is critical to provide a teaching environment where teachers can focus only in teaching.

[Posting about homeschooling and arts curricula removed due to copyright and privacy restrictions]

Posted by SL

It seems that homeschooling in many ways is a terrific instantiation of progressive education. There is so much care and attention paid to the personalization of your children’s education. This is the kind of guidance that Dewey pointed to in his description of the teacher’s role in progressive environments. But this must take an enormous amount of time and energy on your part, and you only have two children to educate. What happens when we extend the same personalization approach to a classroom of 10, 20, 30 students? I think it isn’t a reasonable, scalable approach. So does this mean that progressive schooling for public schools isn’t possible? If traditional schooling is a failure and progressive schooling isn’t scalable, we are presented with a rather discouraging prospect for education if you look at it from a black & white perspective. A hybrid approach, combing elements of both progressive and traditional methods, as promoted by several others in this week’s blog may be the only reasonable way to improve education.

The assessment issue you raise in homeschooling is a very good one. There is an excellent educational program called the International Baccalaureate, which might serve as partial model for assessment in a progressive environment. The program uses a combination of:

  • paper-based tests (limited multiple choice tests) that map to international standards and test understanding and applicability
  • externally assessed essays on the Theory of Knowledge, extended essays and world literature assignments
  • teacher assessments related to a student’s “oral work in languages, fieldwork in geography, laboratory work in the sciences, investigations in mathematics, and artistic performances.”

See their Diploma Programme assessment methods page.

The combination of external and internal examiners, combined with oral, written, and practice-based assessment is a rigorous and strong approach worthy of consideration in progressive learning environments.

Posted by DL

I don’t know much about the details of what goes into homeschooling, besides the basic concept, but I have always been drawn to the idea; it seems like a great step towards progressive learning. However, I’ve always wondered about the inconsistent outcomes with homeschooling across different people/families; am I correct to assume that the quality of homeschooling is solely based on how “capable” (however you want to define it) the parent is? How is this issue resolved in the home-school community? Or is it even a problem?

Posted by DG

I’ve seen home schooling work well and not so well. One of my best friends growing up was home schooled.

I think the outcome of all education is heavily parent dependent. In the case of home schooling, of course, it is even more so since the student has less access to outside instructors.

I think the most disastrously successful version of home schooling would be John Stuart Mill.

Posted by ZH

From the Arts Curriculum Framework:

“Arts Curriculum Framework: Visual Arts Grade 12

1.9 Demonstrate the ability to create 2D and 3D works that show knowledge of unique characteristics of particular media, materials, and tools

1.10 Use electronic technology for reference and for creating original work

1.11 Explore a single subject through a series of works, varying the medium or technique

2.10 For shape, form, and pattern, use and be able to identify an expanding and increasingly sophisticated array of shapes and forms, such as organic, geometric, positive and negative, or varieties of symmetry. Create complex patterns, for example, reversed shapes and tesselation

2.11 For space and composition, create unified 2D and 3D compositions that demonstrate an understanding of balance, repetition, rhythm, scale, proportion, unity, harmony, and emphasis. Create 2D compositions that give the illusion of 3D space and volume”

The activity what I will set is that I will ask student to go to the park to sketch some plants first. Based on these 2d drawings, they will simply them, remain the key character. From those simplified organic shape, students will divide into groups to use different materials to build it. I think ideal materials could be folding paper, clay, foam and all kinds of things. Once they have their unit models, the big challenge for them is how they will aggregate them considering the space order. I think this activity will last for half semester.

Actually each step requires different skills and ability to finish it, for example, collaboration in a team, sharing, observation, analysis, experimenting and so on. Actually this process is also used in professional design area: designers always need to have inspiration from the nature and then get the elite part of it (authentic knowledge).

I think the problem of the progressive learning is that, it still very hard to develop knowledge systematically. Dewey mentioned the continuity of the experience, but I still think it is extremely hard to structure our knowledge systematically. It is true that we will learn something easily through activities. However, the problem is that what we learned is also limited to the activity itself. Furthermore, it is hard for people to imagine a big map of the entire problem.

in addition, since the activity experience people will gain is highly based on their previous experience. So it is hard to design a perfect activity to an entire class and the requirement for the teacher as a leader of the activity is too high.

In my experience, before studying architecture design at MIT, I had an extremely traditional education. Here, the design studio is the core class for architecture curriculum. It requires you tons of time to develop your own project. In terms of the design ability, I learn most from it. However, since it is highly self developed, although the professor will criticize your work very often, what I learned is somehow up to what kind of things i decide to design. For example, last semester, some students decide to use computation scripting to generate the form, thus what they learn more is about scripting skills. But actually last project is about designing a library. From their computation view, they lose a lot of chances to learn more about the other important issues, for example, how to introduce the day light into the library.

Posted by JP

Question 1

I picked a Foreign Languages subject yet I looked the material in a way that I could teach programming language in the perspective of a foreign language teaching. I found this core concept in the Massachusetts Foreign Languages Curriculum Framework and liked it so much.

“Language learning is never just about words. Language is the medium in which human beings think and by which they express what they have thought. The study of language - any language - is therefore the study of everything that pertains to human nature, as humans understand it.”

I slightly manipulated in this way:

“(Programming) Language is never just about syntax. (Programming) Language is the medium in which computers behave and by which they can communicate with human beings. The study of (Programming) language - any language - is therefore the study of everything that pertains to computation nature, as computers understand it.”

One main goal is developing a way to teach programming concept without computer. In one hand, there are many schools to provide computer equipped class rooms, on the other hand, most of common programming concepts, such as variables, conditions, loops and recursive, can be taught without computers and may be effective without computers. I imagine a computational drawing class in which students read short codes and draw repetitive patterns described in that codes. In that class, students write some short codes with which they stack wood blocks following the codes they made or other children made. This method may match with the during state 1 in which students “use selected words, phrases, and expressions with no major repeated patterns of error.”

The Foreign Language Frameworks cover classical languages, heritage languages, modern languages, target language and target culture. I loved the idea of differentiating foreign languages and using them in teaching appropriately. I would use the same concept in teaching programming languages. I may start with introduction of Assembly and C. I switched to C++ and Java. I do not really intend to teach those languages, rather introduce them in form of comparative studies.

Question 2

I guessed that I had a similar one after I graduated from college, yet I don’t have any experience with the progressive education during my childhood. I discussed an issue whether children were self-disciplined or self-motivated learner or not during the last week’s class. I always wanted to see children as self-oriented beings. However I had the opposite experience. When I was in elementary school, I had a nature to say “No” to every single thing my parents said without any thinking. I remembered that my parents had a tough time to teach me swimming, playing tennis and piano. They never allowed for me to stop learning for several years and finally let me finish when I entered a middle school. Quite long time later, I became enjoyed swimming and playing tennis, but I never became fluent at playing piano.

After grown up, I regretted that I did not learn play piano hard. It became so difficult to make time to learn piano and my learning speed was not as fast as when I learned in early age. It was long time later that I knew that learning piano could become a strong foundation in music and could accelerate learning other instruments.

As an educator, I wished to see children as self-directed beings. However as a father in the near future, I will see my children who are not capable of doing by themselves and will force them to learn something until they prove themselves as self-motivated, self-controlled beings.

[Posting on the elementary school framework for History and Social Science removed due to copyright and privacy restrictions.]

Posted by JC

I like your approach to the history and social science areas. I was not a fan of those classes as a child do to the mundane fact memorization; and I won’t list what I’ve forgotten. Honestly, moving out to the Boston area has spurred my interest in American History because I’m now living around it. I wish there was a way to have gotten engaged in history as a child.

I hadn’t thought of the relocation issue when discussing progressive learning. Current education standards theoretically allow schools to be interoperable. This would have to be considered during evolving progressive education settings. I can’t think of any way to address this at the moment.

Posted by SK

I think that history is perhaps one of the fields where “experience” is most underrepresented in schools. The nature of the subject is the stories of peoples’ experiences from the past, yet the emphasis is somehow on “knowing” what happened. Where you might be able to “know” a topic in math and experience simply helps make this knowledge more relevant, the nature of history seems to be more one of understanding. Understanding only comes from experience.

I think the activities you’ve proposed would give students experiences that put them along the road to better understanding the meaning of the Oregon Trail, not just “what happened.” That’s the way I wish I had learned history!

To add to your list of activities, I remember the first time I rode my bike from Boston to Concord. Somewhere along the way is a historical marker at the spot Paul Revere was thought to be captured. Traveling the distance of this historic ride suddenly put it in so much more perspective and captured my interest unlike reading any book on the topic could.

Posted by VC

In 3rd grade, we did a similar activity to your Oregon Trail game, except we were pretending to colonize the US. I don’t exactly remember how the game worked, but there was a gridded map of the 13 colonies on the bulletin board and somehow we had to figure out how to populate the colonies. There was some sort of mechanism to simulate different events-things like natural disasters or bountiful harvests. I’m not exactly sure what specific knowledge I gained from these activities, but I do remember getting really excited every day for the activity. I think games and simulations are a great way to get kids invested in the narrative (and really, what is history but a narrative anyway?)

I think the relocation question is a good one. When I was doing work in Providence, relocation was a huge problem we had to deal with. I can’t find the graph that illustrates this, but basically, only a disastrously low number of students stayed in the same school system for all years of K-12 schooling, and there was this constant moving in and moving out. Apparently this changeover is a real, consistent problem in low-income urban communities and the experts attribute it to job instability (and how it affects the ability to pay rent, etc). How can you ensure that students can get any sort of education in schools if they’re always behind in some way?

Posted by JP

SK, I have also the same opinion. I heard that teachers in public schools generally had additional works other than simply teaching. To be promoted in current school system, teachers need to work for tremendous school managements, educational material, professional qualifications and finally the frame work material like teaching tutorials. I guess that it is critical to provide a teaching environment where teachers can focus only in teaching.

Posted by MN

Question 1:

Subject: Math/ Number Sense and Operations Strand

Grade level: 3rd grade

Concept: Locate on the number line and compare fractions (between 0 and 1 with denominators 2, 3, or 4, e.g., 2?3).

Activity: Divide the class in teams of six. Provide each team with large single sheet of paper that will be laid on the floor. One person is the captain who is in charge of folding the paper in two or three, according to the instructor, at each round. The goal of the remaining five will be stand on the paper and make sure that no one falls out as the paper gets folded each round and the area for them to step on shrinks. The last surviving team win.

Analysis: Now, the team will take the folded paper and mark the folded lines with colored pencils. How many times did the paper get folded? Taking the horizontal side, how much has each folding resulted in the length to shrink? Learn 1/2, 1/4, 1/8, etc. through analyzing the fold.

Connection to reading: This is, in a way, an example of progressive education in that the students learn through experiential group collaboration, the game brings intrinsic motivation of the students, and the teacher becomes a “leader” who exerts “social control” instead of taking up the traditional role as a “boss” or an authentic figure.

Question 2:

I think I experienced, as most of us probably have, some mixture of both traditional and progressive education. I agree with the importance and effectiveness of the experiential learning as Dewey suggests- although it is impossible to build a successful curriculum entirely based on the empirical and experimental philosophy, I do think that much of the condense theorical teaching should incorporate more intuitive and experiential excercises. Nonetheless, as we discussed in the class last week, it very often depends on the brilliance of the teacher. Some have the ability to bring the driest concepts into life without avoiding the authoritarian status and wasting time coming up with activities whose effectiveness is difficult to grasp.

Posted by KA

[Q1]

I designed an activity for English Language for the 3rd Grade students. Please assume that this activity is for your native language. For example, if it is in MA it is for English class, but if you are a student in Japan you are supposed to do this activity in Japanese.

Activity title: “Discovery Journal”

By writing “Discovery Journal”, students will discover that the daily-world where he/she lives is full of wonders, and will discover themselves as well!

What? Write short journals everyday about what you discovered. Students choose what they want to write and tell readers. It would help students to recognize what are their intrinsic motivations. (E.g., Flowers were bloomed in your yard, a dead butterfly on the way to school, mixing color of red and blue makes color of purple, the balance of water in a glass was reduced 1 inch within 3days, why is the sky white today, not blue? etc.)

How? Their own blog, or hand writing then scanning to upload to free Web site such as Google sites. (Transferable knowledge to others, and also him/herself in the future)

When? Ideally everyday to at least 3 times per week. Continuous writing experience gives students awaking about how they write differently compare to the first day. Self-awaking could be one of the best confidence and motivation for students.

Who involved? Teacher, parents or classmates give 1 line comment on each journal in order to motivate students’ continuous writing. With getting comments, students can learn how readers see his/her perception.

[Q2]

My “progressive education” experience was KUMON.

“The heart of the Kumon learning system is a curriculum of more than twenty clearly defined skill levels and hundreds of short assignments spanning material from preschool all the way up to college. With each assignment, your child advances in small, manageable increments.”

KUMON helped me to learn Math & Reading at my own pace. I started KUMON when I was 5 years old from the very beginning like drawing lines, writing numbers correctly. When I became 4th grade at school, at KUMON I almost finished 9th grade Math and Reading. KUMON was not rough studying time for me. I just enjoyed learning new things at my own pace, with someone’s recognitions at my progress such as from my parents and the teacher at KUMON.

It worked very well for me. Only thing I, as a 4th grade student, had to take care of was that I needed to pretend not knowing advanced knowledge in front of teachers at school. I already noticed that most of them doesn’t like that students show advanced knowledge BEFORE they teach students. I think it is somehow more obvious in Japan. I guess it is because of teachers’ pride.

Posted by JL

I also did KUMON (or should I say my parents forced me to go), but I did not have such a positive experience. I took KUMON for math, and I disliked all the worksheet that were involved. Yeah there were only 5 problems per page but the worksheets came in a bundle! It was like a booklet of problems. I did not enjoy doing them, but I have to admit that it was the reason why I excelled in math.

Reflection and Questions

Posted by SK and EL

Sherry Turkle and Seymour Papert’s article, Epistemological Pluralism and the Revaluation of the Concrete, addresses not exclusion of different groups from technical and computing cultures, but why certain groups are reluctant to join in the first place. Through the experience of female students, Turkle and Papert argue that computing cultures exhibit a “discrimination against epistemological orientations” - that is, different ways of problem solving (especially “soft” as opposed to “hard” approaches) are not valued within this culture. Many women approaching these cultures experience internal conflict when they find aspects of their femininity at odds with the cultural norms.

Although they argue that computing culture exhibits both social and epistemological discrimination, Papert and Turkle believe that computing holds promise for unifying concrete and abstract reasoning by giving substance to ideas via the screen.

Meanwhile, Leah Buechley’s LilyPad Arduino paper provides us with a nice example of a toolkit which strives to broaden the appeal of engineering and reform the associated culture to be more inclusive. The chosen method of analysis is a study of purchasing data which illuminates the demographics of who is using the Lily Pad and in what ways.

We found it interesting that our individual interpretations of these papers aligned neatly with the gender-related tendencies they described. SK (male) was primarily interested in analyzing the arguments abstractly and from a distance, while EL (female) read the papers through the lens of her concrete personal experiences as a woman in technology. SK approach might be thought of “hard,” while EL might be thought of as “soft.” Consequently, we feel it’s important to ask questions that accommodate this pluralism.

(Please answer both!)

A soft question:

In the section entitled “Beyond Bricolage: Closeness to the Object”, Papert and Turkle describe a study done by Lise Motherwell at the Hennigan School:

“She found she could capture children’s stances towards the anthropomorphization of the computer by distinguishing between two styles: relational and environmental. Relational children treat the computer as much like a person as they can get away with, while environmental children treat it like a thing. Three out of four girls in her study were relational; three out of the four boys environmental.”

We’re interested in the gender correlation described here, but we’re also interested in how these stylistic categorizations are not necessarily gender-specific.

Describe an instance in which you approached computers in a(n)…

relational style, if you identify as male.

environmental style, if you identify as female.

Which style do you tend to align with the most?

A hard question:

Turkle and Papert argue that female reluctance to join computing cultures is rooted in two interrelated issues:

  1. Discrimination against epistemological orientations requires some women to adopt a suboptimal problem solving style in order to assimilate.
  2. The social conventions of these cultures force women to downplay their relational tendencies and alienates their identity as women. They don’t want to become the “computer science type.”

Using this framework, discuss how the LilyPad Arduino does or does not address each of these issues. Does it place value on different epistemological orientations? Does it change the social aspects of the computing culture to appeal to new/different demographics?

Student Reading Responses

Posted by SL

Thanks for an interesting and thoughtful post.

Response I:

I’ve mostly tended toward the relational style in my computational world. Like KG, I LOVE my Mac. I decorate it, bathe it, coo at it, coddle it, create with it, destroy with it, cuss at it… it is my computational companion. This device is a powerful, fun, engaging creature that travels with me almost everywhere. The object-based approach to organization and navigation is such a welcome relief from the structured, clearly hierarchical nature of earlier PCs that once I learned how to use a Mac, I never looked back. For my particular kind of intelligence and learning style, this is a perfect fit.

When I was first confronted with programming in the HowToMakeAlmostAnything class, it was an entirely different world. This was a painfully foreign environment, with not much support to clarify the language of Python, the structure of programs, or the opaque object that these bits of code were meant to control, the AVR microcontroller. I found that with great effort and struggle, it did begin to make sense, this cool, distant language and structure (the little black box remains fairly opaque), and I began to enjoy the logical rules and constructs of the process. It became addictive, in fact I could spend hours and hours engrossed in writing little bits of simple code, trying this or that change to make things happen (or not happen). I began to enjoy the detached, predictable logic (even though I still had a tendency to think about programs as mischievous little tricksters that I had to appease somehow with the precise bit of information that would satisfy their whims.) While on one level I was frustrated, because I didn’t understand the black box microcontroller, on another level it was very empowering when I did finally figure out solutions. The same goes for html coding. Building web pages was fun and exciting, one could loose oneself in the endless experiments and iterations that can be tested rapidly, in real time.

That being said, my comfort level is still tenuous and filled with frustration, and I’m not convinced that the comfort that does exist is because I like the environmental style. I suspect that comfort with the process emerged because in order to survive the experience I had to adapt to the “hard” approach. I was just lucky enough to discover in that approach a delight in part of the process. I also deviated from the hard approach, by choosing soft topics to program. As example I made a beating heart for my final HTMAA project, when someone came within 2 feet of me, my heart would start thumping to demonstrate “interest.” My html webpages were very personal. In general I made up for the hard style processes by embedding relational computation goals within the environmental implementation process. That’s where Turkle’s and Papert’s hope that computers will accommodate different learning styles strikes a chord for me, the notion that computers create an environment that can bring the concrete and abstract together successfully. I agree with them that the possibilities for connecting the abstract to the concrete in a computer environment do exist, and believe that they can accommodate a broader, more diverse community-reaching way beyond the male/female division. In keeping with Gardner’s Multiple Intelligences, my hope is that the computation environment can be designed to accommodate all 7 (or 9) intelligences… mine included.

Response II:

While significant, maleness or femaleness, soft or hard styles, exemplify only one facet of a multiplicity of differences in learning styles. Stepping back and looking at the problem from a more global perspective, I find that different national cultural habits and styles also surface as obstacles to joining computing cultures. Computing cultures are designed with “hard” and aggressive approaches to problem-solving in mind. For some cultures, aggression isn’t acceptable, questions are not appreciated, and making mistakes (iterations) is very bad form. So added to the hard/soft problem-solving style issues is that of cultural style. If I live in sub-Saharan Africa, as a learner and participant I have significant cultural challenges to overcome to be able to enter the computing culture. I think LilyPad Arduino begins to address some of these issues, by opening up the creative space to a broader community than might use DIY electronics, by making the programming process somewhat less opaque and somewhat more intuitive, and by engaging users to become developers as they work with the program, thus creating a better experience for themselves and for future users. This is a big step forward for more inclusive computing culture.

Arduino is still a fairly complex programming and development environment. The open source nature of the project is a tremendous advantage, as, if you have the expertise and patience, you can significantly impact the development and improvement of the platform, as well as participate in a vibrant community of practice. But the hardware platform at core, still seems to be designed based on methodology and thinking that is decidedly" hard" or “environmental” and requires a level of expertise or knowledge for entry. While one can fairly quickly implement a project in Arduino, one doesn’t necessarily understand it, nor can one necessarily apply it in different circumstances, or necessarily scale it. I find that DIY circuit board making and programming processes have an extremely high floor for newbies. Arduino is moderately easier, still presenting significant challenges to new users. It would be wonderful to find the sweet spot for attracting new users and building new communities as Leah is doing with LilyPad, but making that entry even easier and more culturally open.

Posted by VC

The Soft Question:

I fall somewhere in between the two styles, though I tend to align more with the relational style rather than the environmental style. I have a habit of naming my computers (my old, white iBook was named Priscilla-RIP, and now I have a yellow Dell laptop named Lester). I definitely had more of a relationship with Priscilla-I’d refer to her as “my pet”, while Lester is definitely more of a computer to me.

The majority of the work I do on my computer, besides emailing and reading things, is audio editing, but I haven’t had much formal training-as a producer at Brown Student Radio and a public radio intern, no one really had the time to sit down with me and explain how to use programs like ProTools beyond the basic 1st-time tutorial. When things went wrong, I’d play around until I got things right, tweaking things as I went along much like the little girls who painted over her characters when trying to make them invisible in Logo.

I recently was hired to do multimedia stuff for an economist at Harvard. He hired me for my radio experience, but also wanted me to help maintain and update his Web site, which I’d never done before. The first time he asked me to make changes, I stayed up all night learning html from the internet, building the (very, very basic) page from scratch. Now I have a very environmental approach to updating his Web site-I don’t think about creating things when I’m doing it, I think about typing things into the computer step-by-step and letting the machine do the work.

The hard question:

This is a hard one!

To address the first issue, LilyPad Arduino does offer an opportunity for people who don’t belong to the typical computing culture to participate. Once you figure out the mini-computer, the rest of the process seems approachable-at this age, everyone knows how to paint (or sew, in the case of the article), right? It’s nice that you can play around with the kit and make small goals of it that seem valuable (i.e. you can make something aesthetically pleasant) with a small amount of work. This is in contrast to the Ruby on Rails Workshop I attended earlier this semester, where we spent a long time learning the programming in steps, only to create some sort of page that allows you to add things to a list. Once we were done, I was kind of annoyed that I had put all that effort into something I thought was lame. LilyPad, on the other hand, gave me a better sense of control over the project because I could feel like I’ve achieved something, even though the level of complexity was not very high.

The second issue is a little harder for me to wrap my head around in response to LilyPad Arduino. I have a hard time considering playing around with LilyPad Arduino “computing”, though I might just have a very narrow idea of computing. To me, a very non-tech person, computing means you create something that shows up on a monitor. If LilyPad Arduino is targeted at women, I am somewhat concerned with the idea that its growing popularity will make computing “for women” synonymous with sewing or painting, which really just perpetuates gender differences rather than eliminate them. It’s basically bringing “women’s work” to the electronic realm. I’m glad that LilyPad Arduino is helping people understand computing in an accessible way, but I worry that it creates a new computer culture “for women” rather than changing computing culture as a whole.

Posted by FG

VC’s post made me think of two things, two questions that relate to these two distinct learning styles and approaches to the computer sciences.

First, when she writes that she ‘falls somewhere in between the two cycles,’ I started to wonder how conscious or subconscious our identification with one style or the other is. Most people who have posted so far seem to know what their style is. Even when it’s a mix of the two, they acknowledge it. - Here though I must say that the idea of ‘falling’ into a category, as Vicky says is interesting because it seems to me to suggest a lack of personal control, contrary to the trend I just noted. But so, are we making conscious decisions in our approaches to learning programming and using computers generally?.. Or on the contrary, are we perhaps subconsciously influenced by the dominant culture and model of interacting with computers - the ‘male’, traditional model?

Another question that came up to my mind, this time when I read Vicky’s description of how she basically taught herself web design when under the pressure of producing results in her new job situation, is where does the autodidact fits in in this two-dimensional system of learning and understanding computers? There are plenty of people who, in plenty of various spheres of knowledge and skills, prefer to learn by themselves. Others do it by circumstances. Or, now in today’s age of user-generated creative production and self-sufficient/self-organizing communities of learners and creators, perhaps these learners can all be seen as intrinsically ‘autodidact’ - in the sense that they do not rely on a body of established knowledge and practices to engage with computer science or the technological activity at hand.

The distinctions between- and the assumptions behind the two styles as explained by Turkle and Papert are clear to me now, but they fail to take these independent learning tendencies into account in my opinion.

Posted by DL

I too wonder about the same question FG brought up: “are we perhaps subconsciously influenced by the dominant culture and model of interacting with computers - the ‘male’, traditional model?” It seems that perhaps our learning styles are dictated more by cultural norms than what’s intrinsic in us (as females or males)…especially now, when society is becoming increasingly less gender-discriminating in terms of holding stereotypical views of what are acceptable behaviors and beliefs for men and women. I can’t but feel that the Sherry Turkle and Seymour Papert article is a bit outdated in its arguments.

Posted by JL

VC brings up an interesting point in whether the LilyPad Arduino is just creating a “new computer culture for women.” Why aren’t more women interested in engineering and electronics? Is it that the practice is founded and developed in a hard style and therefore more accessible to men? Or is it just that females are more interested in other fields?

Whatever it is, I do see the LilyPad Arduino as something that can help introduce electronics to females and reel them in.

Posted by MN

The soft question:

As mentioned by Papert and Turkle in the “Beyond Bricolage: Closeness to the Object” section, I tend to align more closely with relational learning. During the beginning phase of my interaction with the computer, I wanted to understand the theories behind how the computer works, instead of accepting it as it is and focusing on what it could do. Thus I watched some online lectures on basics of computer science, in order to understand to computer as if to understand hidden feelings and thoughts behind a person’s actions. However, as I got more used to the machine I just took it as it was, especially in learning C++.

The hard question:

Discrimination against epistemological orientations requires some women to adopt a suboptimal problem solving style in order to assimilate.

  • LilyPad Arduino does address the issue epistemological orientations to a certain extent by bringing the artistic, aesthetic, and relational tendencies of women by providing them the context in which they could explore the creative potential of computers.

The social conventions of these cultures force women to downplay their relational tendencies and alienate their identity as women. They don’t want to become the “computer science type.”

  • LilyPad does place value on different epistemological orientations, but I do not think that it changes the social aspects of the computing culture to the extent that women who are non-computer science type would be converted into the existing community.

Posted by VC

Thanks so much for sharing your 80’s Computer programming experience. It illustrates how much the culture has changed in the past 20 years. All of my experiences with IT have been positive, even when the problem doesn’t actually get fixed. When I was trying to put together this Web site, for example, the IT guy would tell me which codes to type into the black box, and then explain what the code meant while we waited for the computer to process the command. The contrast between my experience and yours reflects a push to make computers less scary and more personable. It’s a welcome cultural shift, and more inclusive of different learning styles for sure!

Posted by SL

I kind of agree with you that the Turkle/Papert assertion that women are forced into a sub-optimal problem solving style is not quite right, that the issue may really be about different intelligences and learning styles. I do believe that the environmental style continues to be forced on new learners to this day in many computing environments, whether the learner is male or female, without regard to learning style or different problem-solving approaches and this does strongly encourage learners to take the path of least resistance-that is, learn it the “hard”, top down, black box way. And that’s too bad, because it discourages a lot of us geek wannabes from going deeply into computational fields, or pursuing interests that involve computation. I like the fact that the LilyPad is bringing new kinds of users into the community, even if, as Victoria notes above, the platform reinforces some of the stereotypes we liberated types have worked to so hard to make disappear. So is that a good thing or a bad thing? That the computing culture embraces female stereotypes, or hides them? In some ways embracing ideas of femaleness does allow for an entirely different approach, a rejection of the hard style. But of course the price is that the stereotypes live on.

BTW thanks for the great stories from earlier days of computer wrestling… painful in retrospect, but very funny in hindsight.

Posted by DL

Building off of this original posting, “I kind of agree with you that the Turkle/Papert assertion that women are forced into a sub-optimal problem solving style is not quite right, that the issue may really be about different intelligences and learning styles.” I might even go further and suggest that the issue may not be uncorrelated with different “levels of consciousness” (referring to Bob Keagan’s constructive-developmental psychology framework). For example, people who are at the 3rd, or socialized, order of mind see things in more of a relational way.

One other thing that I am also frustrated about is the article’s use of the word epistemological orientations. The article claims to be talking about epistemological orientations, but all the examples they give are about different learning styles, which are two very different things. Epistemology talks about “the theory of knowledge, esp. with regard to its methods, validity, and scope. Epistemology is the investigation of what distinguishes justified belief from opinion.” People with two different ways of approaching computers/programming can have the same personal epistemologies.

Posted by MN

I do agree to the fact that computers are ubiquitous these days and no longer belongs to a set subgroups. However, I do think that programming itself is still in a fairly “male” domain, as related to your comment about your Flash TF “seeing things as parts”. Because the language was initially created by mostly males, it tends to reward the “environmental” learner type as oppose to the “relational” type.

I find it more difficult to learn programming with my typical female curiosity about meaning of the whole and interrelatedness of the parts. When I had a couple of C++ lessons from my boyfriend, I found myself constantly asking “Why are we doing this way” and him answering “This is just what they decided to do”. Pretty dry… not much room in the system for creativity.

Although LilyPad Arduino and some iPhone apps don’t necessarily change the computing environments, they do provide opportunities for the more artsy types to apply their imagination and relational tendencies to programming. The facts that LilyPad programming could lead to aesthetically pleasing products and iPhone apps tend to either engage communities or create a social vibe invite the not-traditionally-geeky types into the world of immense creativity and beauty.

Posted by JC

Describe an instance in which you approached computers in a(n)…

… relational style, if you identify as male.

… environmental style, if you identify as female.

When I’m dealing with something new that I am not familiar with, I feel the need to fully understand the object and get familiar with it on my own. I like to explore at my own pace and get as detailed as possible. It is like getting to know another person to me. By getting close to the object, I feel comfortable with what it can and can’t do. For instance, I recently had to learn how to use a robot platform for helping out a high school class. I took it home to spend time playing with it so that I could explain what it does and how. I assumed I would have to help students who wanted to know how something worked and not just that it worked.

Which style do you tend to align with the most?

I think I associate when each style 50% of the time; I begin relational and move to environmental once I’m familiar with the object’s capabilities.

Using this framework, discuss how the LilyPad Arduino does or does not address each of these issues. Does it place value on different epistemological orientations? Does it change the social aspects of the computing culture to appeal to new/different demographics?

The LilyPad encourages creativity in exploration. The open source hardware serves as an electronic media to create with; there is not a static curriculum that dictates how exploration is conducted. This openness innately encourages different methods of learning and exploring. Students who use the hardware are hopefully involved in project-based environments where they are free to exploit the LilyPad media; and do this in their own ways. Thus, the social environment does not dictate how to explore.

Posted by FG

A Soft Question:

Initially, upon reading about these rigid categorizations of male/female, relational/environmental, and soft/hard in people’s approach to computers, I was tempted to reject such reductionist black-and-white thinking, being more of the opinion that these various personal styles often overlap and that people call upon a wider range of personal responses and tactics when trying to solve a problem or engage in computational/scientific thinking generally. At least, I like this idea.

Having said this, I understand the basis for Turkle and Papert’s categorizations, and I can say that it rings a bell with my own learning and operational style in the context of computer science [and in all scientific and especially mathematical thinking for that matter].

Moreover, those social scientists and academics who frame the whole debate on computer sciences are mostly male themselves [Turkle seems to be more an exception than the rule], so there are indeed plenty of signs and reasons for using the male/female paradigm when thinking about the field.

Thus, personally I can completely identify with Lisa in T/P’s study, who displays the ‘soft,’ environmental approach and sees computers ‘as just a tool’. I have to say that at least initially I had a tendency to see technology and technological devices in such a way, as tools that just enable me to do x or y or go from a to b.

Today, even though I am aware of the human/humane qualities that computers are being enhanced with - a quick tour of some of the Media Lab’s research groups such as the Personal Robots one will give plenty of examples of this - I am still far from seeing the arsenal of gadgets and devices that I am dragging around daily, including my MacBook Pro, as ‘friends’. I feel I am too aware of the commercial imperatives behind these devices for that. This applies to all the messages that seek to teach us to view these technological devices as part of our look and identity - a fashion and/or personality statement of sorts. They are just commercial messages that too often sound irresistible.

But to go back to my learning style and approach to computer [and all abstract] sciences and the comparison I made with Lisa, the best instance I can give is my current learning of Python here at MIT through an elective class, 6.00. The experience is proving quite a painstaking affair, albeit a very rich one in terms of learning, precisely because of my personal, ‘soft’ or female/environmental approach.

What irks me the most is this rigid, finite, “rule-driven system” that the paper mentions. In this programming world [as in all math and sciences], 2+2=4, I mean, what is there to discuss?! It’s a world that establishes itself beyond the reach of critical discussion and questions.

Also, more than a ’too male’ approach to computer science and programming, it’s a ’too mathematical one’ that I find the most disturbing. It seems that these fields have been completely monopolized by the ‘mathematically minded’ or those who identify themselves with a scientific mind as opposed to the more literary minded. My very first thought, after my first encounter with programming was ‘we need a language to program computers that is intrinsically based on a ’literary’ system so as to cater to the literary minds, and establish some sort of balance in a sphere that has been entirely dominated by the mathematicians and similarly abstract thinkers.

I believe that ‘my’ group of literary minds - or if to include the other qualities represented by the ‘soft/female/environmental’ group, should have a claim to this field of computers, programming and related computer sciences. So far it has been outrageously unfairly under-represented in it, to be mild, in fact it has been completely ostracized from it.

This is why Turkle and Papert’s proposition, together with all the efforts of those researchers who are exploring a more creative, more flexible, less traditional approach to computer science, with projects such as Scratch, Arduino and others, come as a breath of fresh air in the very stale, intransigent environment of traditional programming and computer science. It is a proposition I fully embrace.

A Hard Question:

First, I want to say that ‘belonging’ to such or such a group or being identified as such or such ’type’ and the whole series of people’s/society perceptions of me are the least of my concerns. In fact I never cared for these classifications, and people are welcome to laugh at me if they find me belonging to an ‘odd’ group or not belonging to anything at all.

So assimilating and integrating the particular group of traditional programmers and computer scientists has never been part of my strategy for learning the science itself. I never saw this as a condition for my learning anything really, believing, rightly or wrongly, that I am able to assimilate concepts independently and that my learning capacities do not depend on any affiliations.

So I don’t find these notions of ’types’ and belonging obstacles to my learning. Rather, the obstacles are intrinsic - it is my own personal stubbornness in sticking to my own ways [the soft ones], and not opening my mind enough to the male/traditionally scientific ways that have been the major stumbling blocks in my learning programming - rather than social phenomena such as perceptions of belonging to a particular group.

As for the LilyPad Arduino, I have to say that I still have a very limited experience and therefore technical knowledge of it, but I am aware of the laudable efforts of the High-Low Tech group, which as its name indicates, seeks to extend technological design opportunities to all spheres of society and thus democratize the field of design and computer science. It is empowerment personified. It is clear that the system affords all the creative and more open-ended possibilities that we discussed here above and that are represented as being intrinsically ‘female’ or ’environmental’ by Turkle and Papert.

One activity that working with the LilyPad reminded me of, as I completed my first assignment with it last semester, is jewelry-making. The concentration and careful handling of the board, microsensors and other minute elements found in electrical engineering that are required, combined with the beautiful results give the whole activity a ‘feminine’ quality - if to use the traditional definition of ‘feminine’.

The past and current projects being built using the LilyPad Arduino, such as the Pop-Up Book or the Living Wall are great incentives too, I find. As I said, these are beautiful, but also tangible creations that are great motivational factors for all those who, like me, felt estranged by the abstraction of programming and the impossibility to hold on to something concrete in order to master its concepts.

Posted by SL

Hi FG:

Your idea for developing a literary language for computation, while offered up in frustration, is kind of fascinating. I see mathematics less as a domineering force, rather as an abstract but elegant and powerful lens through which to explore and tool with which to create in this world. And I think your mathematics teachers should be shot for not instilling you with some love of the discipline before letting you go! But the idea of an entirely different approach to the computation environment, based entirely outside of math and science is quite an interesting challenge. How might that look? Would we use analogies to computer architecture, borrowed from our environment? Earth OS, trees and roots for architecture? Would we use the language of emotion to express the jumps and loops of programming? I know this sounds ridiculous and is a bit literal, but I think you’re on to something here. Or would we be embarking on a complete shift in the way that computation was structured? I think that even if we took the literal approach and made a new “literary” language for computation, that it would be a lot more fun to program and would invite a new and broader community to the table. Hmmm…

Posted by JP

A soft question:

I identify as male. I always consider a computer as a thing, actually I even think of it as consumption good. Generally, I have used computers for three years and replaced them with a new one. Through my history with computers, I just concluded that three years is the most cost effective cycle for renewing computers. I tried to keep my computers always clean and in good condition, not because I liked it or considered it as my friend but I just wanted my computers to work smooth and fast whenever I need them to.

One representative aspect of my environmental style in using computers is my changing display setups to the simplest for the purpose of running my computer fast. As soon as I bought a new computer, I removed all the visual effects of Windows such as transparency, shadow-effects and changed the window theme back to the classic Windows style.

However, there were rare moments when I had the relational style with computers. It was when I had a trouble with computers such as when my computer kept freezing a day before a final presentation, when I lost all my valuable data because of a hard disk problem or when my computer slowed down in the middle of an important meeting. In such cases, I talked to computer that it was not a good time to freeze, I begged to my computer to become normal and sometimes I threatened it even though I knew that my relational style actually did not solve any problem.

A hard question:

I am not convinced by the LilyPad Arduino approach to increase relational tendencies; on the contrary, I prefer Arduino Pro or Mini framework in which only essential parts are assembled so users can distinguish the roles of various parts, understand the mechanism underneath Arduino and achieve capabilities using microcontrollers and shifting to embedded systems. I think the biggest problem of using microcontrollers that beginners have is not whether users have relational or environmental style but there are not so many good tutorials for absolute beginners.

To learn microcontrollers, lots of people used technical data sheets and also recommend that method to novices. I believe this method triggered tremendous problems in learning microcontrollers for beginners because the data sheets are written in technical sentences, hard to understand and consequently blocked people from learning Arduino. I guess that the reason why Arduino is so successful is its easy and friendly tutorials. The Web site tutorial contains references and links for different levels of users. I guess that if microcontrollers have as nice tutorials as Arduino has they can bring in more people as Arduino did, regardless of the styles people may use with them.

Posted by DG

“Anne is perfectly capable of producing a program with well-delineated subprocedures, although her way of creating them has little in common with the planner. Devotees of structured programming would frown on Anne’s style. From their point of view, she should design a computational object (for example, her bird) with all the required qualities built into it. She should specify, in advance, what signals will cause it to change color, disappear, reappear, and fly. One could then forget about “how the bird works.” In engineer’s jargon, it could be treated as a black box.”

I take issue with description above, I believe that the Hard/Soft approach in computer science isn’t as clear as it’s made out to be in the article. I believe it’s actually impossible to blackbox any piece of relatively complex software, because there is exists the problem of leaky abstractions. When I work on a piece of software I work at a certain level of abstraction, moving up and down as needed. I think that a mixed hard & soft approach is required.

A soft question:

Whenever I write a piece of software, I sketch out a path through it and slowly build it up as go on. I think that my primary approach to software development is in the soft way - I say things like: “this object talks to this one.” I think that I take an intuitive approach to all my tasks, and so when working on a project I need to understand it at an intuitive level, before I can proficiently work on it. Of course, as you create more and more software you develop the blackbox approach but I normally let it evolve as the program or design is being created.

A hard question:

I think that physical computing really does help cross thinking styles because it allows you to have something tangible. In the vein of building a new clubhouse, due to the fact that actual interests differ, I think that the LilyPad makes a big difference. By building things that exist in the real world it can often change the value proposition, by giving an individual something that they can easily show to their friends they may not view it as a waste of time.

Posted by AL

Your “soft” style of working supports my idea that the difference between the hard and soft styles has more to do with different levels of creativity. As you mentioned, when you are beginning with something, you use a soft approach, and when you’ve mastered it you start to use a blackbox approach. But once you need to go further, you might work in a more tinkering, creative, soft way with your given tools. The distinction they make is really examining closely the functions of the tools and creatively using them for your purposes, rather than just using what is presented to you.

Posted by JL

Soft Question:

I feel like that there used to be a time when I was persistent in knowing something inside out; not knowing something in its fullest degree would bother me. Only by intimately investigating can i understand an object’s capabilities and limitations. But I soon realized that trying to understand the intricate details only set me behind. Why try to reinvent the computer or a programming language? Just use the API and libraries. For progress, programmers have to trust and blackbox many processes. Thus, as an engineer, I would identify myself as environmental.

Hard Question:

I definitely agree that the LilyPad Arduino introduces electronics to a field/application that is popular among females and allows them to explore something new/different in a court that they are comfortable in. Like in the testimony below:

“LilyPad and the related e-textile field made me brave enough to jump into hardware development…Before I started this project, I had absolutely no experience with electronics of any kind. I STILL can’t solder to save my life, but it doesn’t matter, because I can sew.”

However, does the LilyPad Arduino cater to a different style of problem solving and thinking (like those more feminine and soft)? I would argue no, since the basic architecture of Arduino was most likely developed by men. The board is still too black-boxed. Can people play around with the board to figure it out? Are its capabilities and limits transparent? From first sight, anyone would be afraid to tinker with it.

Posted by JC

I definitely agree with the comments on needing to have trust in other work to make progress in software development; there certainly is a dependency on API and libraries. Back in the day, we used to program our own computer vision methods. We don’t have to do this anymore with packages like OpenCV. This may be a black box, but the relational aspects of creating can still exist at a higher level.

Posted by VC

It didn’t even occur to me that you could play around with the board and tinker it. And even if I knew that when I made my project, I would have been too scared. Thanks for bringing that up!

Posted by DG

In your first question you say that you used to try and understand everything to its fullest degree and that now you can black box. Do you think that this ability to blackbox is a result of that earlier understanding - you already know in theory how it works, the specific implementation details don’t matter, because you could write the API/library yourself if needed?

Posted by RC

A soft question:

I definitely align with both approaches. Having studied Computer Science since HS I feel that I align quite a bit with the environmental style, but still find myself anthropomorphizing computers and computer programs. Often I complain about how my code is acting fickle and sometimes give my computer a break when I think I’ve been working to too hard.

As a programmer I approach computers in an environmental style in normally day to day activities. I plan out what features I would like to add to my application, decide what new classes or methods I would need to write (and think about how to do so in the most reusable way), look at libraries out there to see what code I can reuse that has previously been written by another, and start putting the pieces together. I don’t often think about what exactly is underneath the hood of the library methods that I use, but just take it as given and am generally thankful that I do not have to reimplement every little piece of code. Often times this means having to do things in a more roundabout way just to reuse code.

A hard question:

I feel that the LilyPad Arduino allows its users to use as soft or as hard an approach as they choose. When I was playing with the kit, I didn’t feel like there was a ‘right’ way to start building. My team went with a softer approach. We didn’t have a plan, but just let things happen as we played around with the materials. I believe part of the reason the kit we played with allows such freedom of approach is because of the materials (both building materials and support materials). We weren’t given a breadboard and wires, but instead given paint and paper. When I took the Circuit class here at MIT (6.002), I was quickly taught the ‘correct’ way of wiring a breadboard - which color wires to use for which connections, which holes in the breadboard should connect to ground, etc. Even the lab materials would teach us to build each component separately and then connect them together (black boxing). With the LilyPad we had the templates and the instructions that taught us how to connect things to the microcontroller, but weren’t told the ‘correct’ ways to go about building a project with the controller. The move away from traditional computational materials definitely helps the kit appeal to a broader demographic.

Posted by DG

I agree completely with your analysis of the LilyPad. I think that removing a lot of the constraints normally found in technology (the exactness needed for it to work) allowed us to experiment and evolve our approach. I for one know that I’d approach my next project slightly different (trace the holes/leads onto the paper before starting), but I think it was highly accessible to planners, evolvers/improvisers or anyone in between.

Posted by AL

For the soft question: I think I generally take the “environmental” route of treating the computer as a thing-i.e. I know the functions the computer has to offer and use them accordingly. However, when I need to actually do something new with my computer, or a program, my problem-solving techniques are invariably more “relational.”

For instance, I had to learn how to use Photoshop in one weekend to produce a design that would be included in an exhibition the next week. Kind of like the example VC provides of learning the web-programming software for her teacher, I was sort of thrown into the metaphoric deep end and had to pull from whatever resources I had to swim! I used Photoshop in a weird, clunky, super un-black box way. My technique was based on real drawing and collage. When I had a proper lesson in Photoshop later, I realized how shortcuts would have helped me in some situations, but in others the collaging styles helped me to create more nuanced products.

In another example, while we were creating the assignment for today’s class, JP, KA and I were trying to figure out how to encompass so many different painted circuits on the magnetic paper without having them touch each other, and I suggested creating a little bridge over a circuit so they wouldn’t interfere with each other’s conductivity but would save space. I think I was able to come to this idea because I have never used circuits before.

Hard question: I will take a sort of roundabout way of answering this question. I am kind of more interested in the fact that many males are using the LilyPad Arduino in high numbers (more women use the LilyPad than just the Arduino, but still more men use it). There is only 1 small paragraph in the Turkle/Papert article that talks about the social conditioning of these “female” vs. “male” traits they continuously reference. It is interesting that innovative “soft” design for hardware attracts males more than less innovative but traditionally more highly valued abstract hardware designs-such as their example of the Macintosh over the IBM pc. I am interested both in how the LilyPad serves as an appropriate tool for female users as well as providing an entry point into “soft” programming styles for its male users. (Of course this distinction between male and female styles of programming is very general).

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Learning Resource Types
Problem Sets with Solutions
Projects with Examples
Activity Assignments with Examples