Nov 132009
 

How would learning look if we applied this principle to everything that had to be learned, anything that was “good for you,” but that wasn’t fun? Is it possible to apply “the fun theory” to all learning? Can we be creative enough designers to do this?

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Nov 062009
 

I’ve been a fan of Jeff Utecht‘s for some time, and having worked in the EARCOS region for several years, I was eagerly anticipating his post where he would share his latest conference idea: a tech cohort within the EARCOS Admin Conference. You can read all of Jeff’s reflection here, but what really stood out to me is what he said about engagement and presentation being so key in the use of the backchannel chat. Basically, during the first keynote session, the backchannel chat was off-topic and active. The second day: a completely different scenario — the backchannel was on-topic and relevant to the presentation.

To me it was a fascinating look at how engagement and presentation of information leads to learning. It also leads to the discussion in the classroom why some teachers stuggle with students getting on Facebook and others don’t have any trouble at all. Here were administrators who came to the second keynote with all intentions to “screw off” in the chat room…and yet they found the information and presentation so engaging that it didn’t happen.

What Jeff says about engagement and presentation being key to learning really resonates with me. I have been reading about several different cognitive theories of learning and how they apply to using technology in education. Gavriel Salomon was one of the academics (in the ’80s and ’90s) who was saying pretty much what Jeff just narrated: that technology itself cannot simply imply the learning, but that mindfulness needs to be applied for it to be relevant. It sounds like what Jeff is saying in his post is that in the first keynote, the content was not engaging nor presented as something for learning — and therefore the backchannel chat was not aiding learning, either. But on the second day, the keynote was all of these things, and therefore the backchannel was, too.

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now what? by dak under CC 2.0

This is part of the reason that I get a bit concerned when educators look to that next “great tool” to help them with all the learning in their classroom. At times I wonder if they want the tool to do all the work for them, as if the tech or media itself will facilitate learning. While this is sometimes true, particularly with software that has been developed specifically for learning, most of the time we are taking tools which have been created with other goals in mind – such as productivity, or content manipulation, or sharing ideas – and trying to make them fit into our learning goals. I don’t necessarily see this as always being a bad thing, but sometimes I feel like the learning is lost at the expense of the tool, because educators are not mindful of the environment needed for learning. As Saloman, Perkins, and Globerson (1991) said, “One can plan, design, experiment, and simulate in ways not possible until now. But does this partnership make students any smarter, better skilled communicators, or better skilled learners (or alternatively, less skilled) as a result?”

In turn, what this means is that without mindful, pedagogical use of a tool on the part of the teacher, we then get students who use tools just for the sake of using them, and not in a way that is mindful. This applies, I feel, whether we are talking about Voicethread, or GoogleDocs, or a calculator. They are all tools that allow us to redefine or restructure the learning task, but they do not implicitly demand effort of our mental processes. It is reminiscent also of this conversation on Wes Freyer’s blog, about how simply having the technology does not mean that students are going to learn.

One of the things that drives me most crazy is when a teacher comes to me saying, “I’ve just heard about this great new thing called [fill-in-the-blank]! It sounds so great! How can I use it in my classroom?” I know that often my colleagues come to me because I seem to be using all sorts of “new cool tools” that perhaps they are not, and so they come to me in earnest, wanting to know how they, too, can enhance learning in their classrooms. But asking a question like this is putting the cart before the horse. What many of these teachers do not realize is that I arrived at that “new cool tool” by asking the question the other way around: “Hey, I really want my kids to be able to [fill-in-the-blank] by the end of this unit. What kind of tool will facilitate that?” … and thus begins my search. And whatever “new cool tool” I’ve used, I’ve tried to support it with scaffolds, differentiation, and mindful learning activities that allow students to think and reflect about what they are learning. I’ll readily admit that it’s not always successful, and I usually can tell right away when I’ve chosen the right or wrong tool for the job, but my learning is a work-in-progress, too, right?

So really, what I wonder is, technology aside:

Where is the meta-cognition in our teaching and learning? When are we thinking about thinking? When — and how — are we asking our students to do the same?

Reference:

Salomon, G, Perkins, D.N., & Globerson, T. (1991). Partners in Cognition: Extending Human Intelligence with Intelligent Technologies. Educational Researcher 20(3), 2-9.

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Oct 202009
 

We’ve been asked to critique the Sesame Workshop’s Panwapa site, a “global awareness curriculum site” for 4- to 7-year-olds, according to Sesame’s press pageScreen shot 2009-10-20 at 1.42.55 PM

When you first arrive on the site, one of the characters instructs you to click the globe to explore, and so I did. This led me to a place where I could create my own Panwapa kid, apparently. I did not know what this meant, but I signed up anyway. I created my own Panwapa kid and my own house, too. Both were pretty-customizable. However, even a 7-year-old would have had difficulty with all the choices, and most certainly would need guidance from an adult while doing this. (It turns out this thought would reappear throughout my short Panwapa experience.) I also was struck with the thought of how many of the customizable items — food, crafts, and clothing, for example — were rather stereotypical. And I further wondered about the value of these stereotypes in an interactive game for pre-schoolers. Do we want all 4-year-olds to think that everyone in Asia eats only rice? Perhaps I’m over-simplifying, but it is worth considering.

After creating my own Panwapa kid, I was shown the map of all other Panwapa kids. I did a bit of exploring, but that got boring really quickly and so I decided to click the “Treasure Hunt” button. This invited me to a game where I had to find other Panwapa kids who liked certain things. There were three rounds:

  1. Find a Panwapa kid who likes traditional American dolls.
  2. Find a Panwapa kid who likes sharks and ice cream.
  3. Find a Panwapa kid who likes sharks, ice cream, and tennis.

For each level, I had to click through many (like, more than 10) kids to see if they were a “match.” I am not sure if there was an easier way to do it, but I did so by clicking on the “Activities” and “food” buttons, and then scrolling through the kids to see what they liked. It took some time, and wasn’t all that engaging, except that I was praised by the character every time I got something correct, which was kinda nice. And at the end of it all, I got a Panwapa card for my collection. It wasn’t clear to me, however, what I could do with that card later.

I also viewed the movie game, as per Frank’s request (clicking on the little bug’s film projector). This was so confusing to me. I did not realize until the end of the film that the goal of the film was to garner appreciation for learning another language, and going to school. I thought, as I was watching, that the film was more about the marginalization of the Maasai people in Tanzania. After all, Moses says, “We are not allowed to speak our language in school” and he talks about how learning this second language was hard, but it got easier. Yet, the little bug character at the end says something to the effect of, “Did you see that? Moses learned another language to teach his community!” as if this is the coolest thing since sliced bread. What I was thinking was that obviously Moses was sent to school as a fortunate one in his village — I doubt all kids in Tanzania are going to school, especially minorities like the Maasai. And he was probably sent because he is a male, and there was probably an expectation for him to teach his community because he is probably one of only a few in the village who get to go to school.

At the end of the film, the “game” begins: watch the film again and whenever you hear Moses speak Swahili, click on the Panwapa button. What??? I gave it a shot. Apparently he does this 4 times, but I only heard / saw 3. And I am an adult who speaks 4 languages! How on earth would a 4-year-old be able to get that? If the goal of this section was to teach appreciation for other languages, I definitely think it could have been done differently.  Further, I wonder if this “appreciation” lesson is age-appropriate for 4- to 7-year-olds.

It was not until after I played these games and clicked around did I find out what Sesame Workshop’s goals were for this site, and I have to say I was really surprised. Apparently Panwapa is meant to :

[help] children gain empathy for others while encouraging a broader international perspective.

You can read more detailed information about Panwapa’s educational framework here [pdf].

Frank asks, “Does it hit the mark?” My answer, as an educator: No.

It does, however, do a few things well. I identified the following problem-solving features in my brief (20 minute) exploration:

  • question posing (these were peppered throughout the treasure hunt)
  • identifying relationships (implicit in the treasure hunt)
  • gathering information (definitely actively used in the treasure hunt)
  • interpreting data (at the end of the film there is a graph provided about where other Panwapa kids go to school)
  • scanning for clues (in the film game)
  • ability to explore (this is huge, especially on the home page — and it should be, as almost all learning for this age group should be exploratory, in my opinion)
  • identification of pattern and sequence (in the film game)
  • choices – multiple answers (in the question at the end of the film game)

Other things it does well: in terms of affordances of the interactive technology — this is quite good. It was almost always clear as to what the interactive features do. E.g. if I click on the globe I will go to a map; if I hover my mouse over a character, he will speak; etc. In this sense, I did not find it difficult to navigate. However, I am not sure I could say the same for a 4- to 7-year old. In particular, I wonder about the home page, as there is so much to look at and click on. I wonder if it is too much for a wee person of that age; it could be overwhelming and end up being disjunct with no lessons learned at all.

I guess I’m not saying that Panwapa is a total failure, but no, it does not hit the mark.

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