Tag: Technology

  • Reframing Social Constructionism Through Purposeful Makerspaces

    USE-GADGETS-AVENTURES-IN-DESIGNSocial constructionism “relies on the centrality of language to mediate what people come to understand about their lived experiences” (Avermann, 2011, p. 205). Constructionist environments support “active learning” approaches in which learners are engaged in building their own public objects or artifacts. Active learning emphasizes cognitive processes occurring during the actual construction of the object. The public nature of the final object or artifact is also understood to be important (Beynon & Roe, 2004). The “maker movement emphasizes learning through direct experiences, hands-on projects, inventions, and is based on a constructionist learning theory even if members and advocates of the movement are unaware of the theory” (Stager, 2013). Papert (2000) advocates that Piaget’s belief of all learning takes place in discovery is accurate. However, Papert extends this idea to suggest that setting learners “to the task of re-empowering the ideas of being learned is also a step toward re-empowering the idea of learning by discovery” (p. 723). Papert (1999) underscores the importance of Piaget’s theory of constructivism and the nature of knowledge. Challengers of Piaget’s constructivism often refer to experiments demonstrating knowledge acquired by infants. However, Papert stresses “Piaget as a giant in the field of cognitive theory, the difference between what a baby brings and what the adult has is so immense that the new discoveries do not significantly reduce the gap but only increase the mystery” (Papert, 1999, p. 105). Papert’s Knowledge Machine” introduced the world to a new theory of learning, constructionism, which “synthesized revised insights into human development, systems theory (cybernetics) and how we think about learning (epistemology)” (Maser, 2013). Technology based modeling and methods of teaching with technologies deliver alternative methods to teaching, providing learners with choices that engage the learner in an improved learning experience (Burbaite, Stuikys, & Damasevicius, 2013). While at MIT, Papert developed Logo, designed to introduce children to programing and robotics as early as 4th grade. Children received instant feedback from a real and physical response to their creation using technology.  Papert envisioned robotics as being extremely influential to children at a young age. Learners perform higher when engaged in an activity that is meaningful to them, and robotics along with programing languages encourages curiosity and experimentation beyond the actual syntax (Pierce, 2013). Papert led many research projects to study the effects of constructionist theories with at risk populations and in high-risk environments. These projects attempted to build an alternative approach to the learning environment. Despite obstacles, students proved to be successful. Experiences from Papert’s work towards building a community of learning centered on constructionism continues to guide the future design of learning environments (Stager, 2013).

    Constructionists follow constructivist theory, believing that children through personal experiences construct and reconstruct knowledge. Both viewpoints endorse the objective to push learners to consider a variety of perspectives and viewpoints within the world. Doing so advances cognitive abilities of learners by provoking learners to consider and expand a deeper understanding about themselves within their environments. However, constructionism emphasizes active and situational learning in which connectedness with the environment is “key to learning” (Acerman, 2001).  Unlike constructivists, constructionists stress the importance of a learner to use their ideas to attempt to solve a real problem coming from a personal perspective, thus making the environment meaningful.  Papert stresses that active and situational experience provides idea power or being one with what you are doing. Constructionism is “powerful in its use, powerful in its connections, powerful in its roots and its fit with personal identify” (Papert, 2000). Noss and Clayston (2015) provide characteristics of constructionism agenda, which is beneficial toward beginning to address the many misunderstandings and issues presenting the framework of constructionism. Characteristics include “modeling, accessibility to digital technologies, layering problem solving activities, designing socially relevant learning, and “knowledge made visible by being represented in a language with which learners can express themselves” (Noss & Clayston, 2015, p 287).

    Makerspace environments can lend themselves to social constructionism following Noss & Clayston’s (2015) characteristics as learning can be designed to socially engage our youth through relevant problem solving activities or challenges. Products and the making process allow learners to socially share their perspectives using language and cultural experiences native to their background. These are the types of activities I have been designing. I have been working and traveling for the last week attempting to take ideas to a mobile makerspace outreach bus to expand research from my previous makerspace projects. .

    This new project seeks to build upon previous NASA MMS research conducted by me through past funding and research that incorporated NASA’s MMS Makerspace Mobile Training Outreach programs, NASA MMS STEAM camp programs, the NASA MMS Challenge, MMS Transmedia book, and MMS Educators Guide. Previous programs provided global professional development for the last four years at ISTE, SITE, Makerspace, ASCD, and TCEA. The mobile STEAM makerspace outreach program developed last year seeks to expand NASA’s MMS Challenge incorporated at NASA’s MMS Launch Event in March 2015 at the Kennedy Space Center, which would serve underrepresented indigenous populations in creative approaches to enhance elementary and middle school community STEM programs. A collaboration between NASA outreach programs, university, community museums, scientific foundations, and industry could assist in building an outreach program exploring in a comparative study general perceptions, confidence levels, and self-efficacy in STEM content areas and career pathways. Improvements in teacher professional development programs would increase the overall student STEM experience in lower and middle school programs.  End results would lead to a highly confident and skilled STEM elementary and middle school workforce, encouraging more students to consider entering a STEM career pathway.

    Ackermann, E. (2001). Piaget’s constructivism, Papert’s constructionism: What’s the difference. Future of learning group publication5(3), 438.

    Avermann, D.  (2011). Some “Wonderings about literacy in teacher education.  In J.B. Cobb, & M. K. Kallus (Eds.), Historical, Theoretical, and Sociological Foundations of Reading in the United States (pp. 13-66). Boston, MA: Pearson.

    Beynon, M., & Roe, C. (2004). Computer support for constructionism in context. IEEE International Conference on Advanced Learning Technologies, 2004.

    Maser, M. (2013, 01 8). Papert led revolution in learning; visionary saw potential of students using computers to explore thte world and themselves. The Vancouver Sun

    Noss, R., & Clayson, J. (2015). Reconstructing Constructionism. Constructivist Foundations10(3), 285-288.

    Papert, S., & Harel, I. (1991). Situating constructionism. Constructionism, 36, 1-11.

    Papert, S. (1999). Papert on piaget. Número especial “The Century’s Greatest Minds,” Time, 29, 105.

    Papert, S. (2000). What’s the big idea? Toward a pedagogy of idea power. IBM Systems Journal, 39(3.4), 720–729. doi:10.1147/sj.393.0720

    Stager, G. S. (2013). Papert’s Prison Fab Lab : Implications for the maker movement and education design, 487–490.

     

     

  • Exploring MUVEs in K12 Environments

    Working with an atmosphere of high stakes testing, time needed to direct students towards instructional engaging students using MUVE (Multi-User Virtual Environments) is limited.  How can leaders promote the use of MUVE in an after school program?  Would such a program be engaging?  Would students gain valuable knowledge participating in after school instructional MUVEs?

    MUVE’s can foster collaboration and learning communities.  Jones & Warren’s (2011) study demonstrates tough challenges facing K12 teachers interested in pursing MUVE integration approaches, with only one of nine research participants able to move forward to utilize a MUVE with students.  Little research can be found to support integration of MUVEs in the K12 classroom, and there is a strong need to show that such environments improve academic yearly progress (p. 6).

    Sardone & Devlin‐Scherer (2008) point out that developers often fail to consider learning processes and first consider the user not the learning process.  Further research on learning outcomes is needed in this area.  Students do spend a lot of time after school accessing participating in a MUVEs.  Could developers and ed tech corporations leverage games and MUVEs to produce a more knowledgable society by considering first the learning process during design?   How can we leverage after school K12 time using MUVE’s to enrich learning experiences?  The market exists.   Perhaps a generation of STEAM learning designers, scientists, programmers and digital artists are needed.  It would be very interesting to have students recreate history like the example here, Teachers Discovering History As Historians.

    Are you interested in virtual gaming in an after school tutorial program?  Here are some K12 resources.

    Multi User Environment Educational Resources

    MindCraft Educational Resources

    Jones, G. & Warren, S. J. (2011), ‘Issues and Concerns of K-12 Educators on 3-D Multi-User Virtual Environments in Formal Classroom Settings.’, IJGCMS 3 (1) , 1-12 .

    Sardone, N. B., & Devlin‐Scherer, R. (2008). Teacher candidates’ views of a multi‐user virtual environment (MUVE). Technology, Pedagogy and Education, 17(1), 41–51. doi:10.1080/14759390701847484

  • Creating Young Authors

    How do you get kids interested in writing?  You might consider having your students create an ebook or ibook and sharing best examples with the school, parents, or community to encourage reading.  Today anyone with a computer or device that connects with the Internet can create an ebook, which is great news for students.  Students can build their own reference works and become young authors to publish and share stories with the world. 

     

    1. It is very simple to create an ePub book in Pages on your Mac.   ePub documents can be shared with your iPod, iPad, or iPhone.  http://support.apple.com/kb/HT4168  Teachers doing this many times will share files on their blog or school web page with parents to encourage reading.
    2. iBooks Author is a free app that allow students or you to create Multi-Touch books for your iPad.   I know many of you that worked STEAM camp last year have a teacher iPad and students have access to iPads at the intermediate.  I encourage you to play with this app because it is really fun and students can really get creative.  http://www.apple.com/ibooks-author/  
    3. Storybird is a great way to have a collaborative, groups of 2, work together to create a story.  Students choose from a collection of art to be inspired to write stories.    After students select art, students are able to build their story by dragging and dropping pictures and creating a story to match the artwork chosen.  Some teachers even partner with another teacher’s classroom from another country. 
    4. 4.       Presentation software can be used to create ebooks.  You can create an ebook in Keynote on a Mac or PowerPoint on a PC.
    5. Simple Booklet lets student authors combine text, images, videos, and audio files.  There is a commercial and education version.  The education option offers the benefits of commercial features without cost to teachers.  Students can share their eBook by embedding it into a webpage or providing the unique link generated for your booklet.  http://simplebooklet.com/index-sb.php#
    6.  Scribble Press:  http://www.scribblepress.com/
    7. Scribblitt:  http://www.scribblitt.com/