Video – New Research Seeks to Find Out How Making Becomes Learning

One of the questions we consistently get in our sessions and workshops is about assessment. How do we know what kids are learning if there is no written test? Is this maker stuff more than just a new fad? While there are traditional ways that projects can be assessed (such as teacher observation techniques,) there is new research going on at Stanford in Dr. Paulo’s Blikstein’s Transformative Learning Technologies Lab that is starting to answer these questions. This video is a terrific overview of several new research studies, called Multi-modal Learning Analytics, on what is really going on when students do hands-on, maker activities.

There is so much in this video, I’m going to try to explore each of these studies separately in future posts.

  • Differences between students starting hands-on activities with detailed instructions vs. very little instruction. Do they get lost with no instruction? Or do they get “addicted” to the cookbook? Can students change from one type to another?
  • Are digital simulations the same as students doing real experiments?
  • Is video lecture or textbook reading preceding classroom projects (flipped classroom) better than exploration before instruction? Does flipped model work better with video over text? In other words, does the order or the media matter?
  • Do tutorials help with exploration activities?
  • Why different programming languages work better for learning.
  • Is it necessary for maker classrooms to be “sink or swim”?
  • Gender and other equity issues in “Maker Movement” culture
  • Differences in use of makerspaces in low-income schools vs. wealthier schools reflecting differences in school-wide pedagogy.
  • Observation and assessment tools for maker activities – maker tables and logic flows.
  • Looking at body position, gestures, and eye movements to try to understand the learner.

While this is all early research, it’s rich with potential for understanding more about how we learn, and how we can create optimal environments for learning for all students.

Failure is not an option. Unless it is.

finger pointing
Really, it’s not pointing at you.

In our book, Invent To Learn: Making, Tinkering, and Engineering in the Classroom, my co-author Gary Stager and I took what I would consider a fairly even-handed view of the current fad of celebrating “failure” in the classroom.

I’m starting to reconsider a more radical stance.

In the past few months, I’ve been seeing more and more articles about how kids should embrace failure as a path to learning. Mottos like FAIL (First Attempt At Learning), “Fail your way to success”, “Fail early, fail often” are being held out as examples of how students should be encouraged to be fearless and not let challenges or mistakes stand in their way.

I understand the intent. I’m all for the iterative design process where roadblocks or challenges are celebrated as learning opportunities.  Of course people learn from mistakes, if there is time to actually ponder those mistakes and try again.

Here’s the problem. It’s the word “failure.” Failure means a VERY specific thing in schools. The big red F is serious. In school, failure is NOT a cheery message to “try, try, again!”, it’s a dead-end with serious consequences.

Using this loaded word to represent overcoming mistakes, hurdles, challenges, detours, etc. is confusing and unnecessary. Teachers cannot talk about failure as a challenge, when failure also means judgment – the worst possible judgment.

And yes, I do just mean teachers. Specifically, teachers who are grading the work where the “failure” may take place.

For others, it’s not the same. I’m not saying that a teacher has to correct EVERYONE’S language, just your own – if you are the person with the power to grade. Parents, librarians, club leaders, even the students themselves can choose to use this word. If you aren’t grading a child, then the word is not as loaded. If a child wants to call something an “epic fail” then that’s their choice and represents their ownership of the process and the word.

Is this just silly semantics? I don’t think so. For example, there is plenty of research that students confuse feedback on their handwriting with feedback on their writing content and therefore their thinking. They hear “bad writing” and “bad writer” as one and the same. Kids mistake lack of speed at math worksheets with being unable to “do math.”  Do students hear “fail” and “fail” and get confused? Are you sure this can NEVER happen? If there is even the slightest chance of that, and there are so many other good words to use, why not choose another word?

Call them challenges, bugs, roadblocks, unexpected events, hurdles, mistakes, prototypes, drafts, or first tries. But why use the ONE word that means the ultimate, often unrecoverable, most humiliating judgment in school?

If you want to empower students, why choose a word that so forcefully communicates the ultimate teacher-power, the power to grade. Why privilege a word that reminds both teacher and student that ultimately, the teacher has the power to judge their work, despite cheery homilies or posters to the contrary.

Why spend time and energy trying to rehabilitate a word that has such baggage?

I know you may be thinking that students are smart enough to figure out the difference between “failure” that happens while a project is in process and “failure” that goes on your permanent record. But how does one make that distinction, except for the fact that it’s a “real” failure whenever the teacher decides it counts. Do we just have to hope that students grasp that subtle point?

I may want to fight to rehabilitate the word “failure”, but as long as it’s being used by school in its current form, there are better ways to communicate with kids.

Making Thinking Visible

One of the advantages of using “maker” techniques in the classroom is that when children make things, it helps make their thinking visible to a mindful observer. This is true authentic assessment.

But some teachers may wonder exactly what they can do to make this happen. An initiative called “Visible Thinking”, from Project Zero offers guidelines to help teachers create the culture and climate in classrooms so that visible thinking is a normal part of the learning process.

An article in Educational Leadership, Making Thinking Visible: Teaching Children to Think is a good introduction to these techniques.

Six key principles anchor Visible Thinking:

  • Learning is a consequence of thinking.
  • Good thinking is not only a matter of skills, but also a matter of dispositions.
  • The development of thinking is a social endeavor.
  • Fostering thinking requires making thinking visible.
  • Classroom culture sets the tone for learning and shapes what is learned.
  • Schools must be cultures of thinking for teachers.

This short article contains ideas and suggestions for teachers who wonder about what to do to make sure that “making” in the classroom results in real learning for students. For more in depth resources, including routines and structures for different types of learning situations, check the Visible Thinking website.

8 Great Ideas to MAKE Back to School 2013 Memorable

Start the year off with hands on!
Think you need to wait for kids to settle down and learn the basics before you let them do projects and hands-on work? Not according to this expert teacher.

Making the Case for “Making” in the Classroom
Check out my new book – Invent To Learn: Making, Tinkering, and Engineering in the Classroom. Educators can use the tools, technology, and “can-do” attitude of the global maker revolution to revitalize learner-centered education. A teacher PD book club read, perhaps?

Marketing your tech vision. What message will you share?
What message does your Acceptable Use Policy send when it goes home with students for them and their parents to sign? This year, change overly complex, negative language to language that celebrates the potential of technology – and students.

Games for collaboration and teamwork
Want to create a more collaborative, constructivist classroom? Instead of traditional icebreakers, try these games that encourage collaboration and teamwork.

What do students want from teachers?
Listen to what students say they really want from teachers. And no, it’s not “more recess.”

Student technology leadership teams for laptop and BYOT schools
Are you getting more devices this year? Laptops, iPads, iTouches, netbooks or going 1:1? Do you have enough tech support? Enough support for teachers using new technology? Enough support for students? No? Well then learn how students can be a great resource when to ease the burden on overworked teachers and IT staff – and mentor other students. Student run “Genius Bar”, anyone?

Ten commandments of tech support
Ten ideas for making technology support more learner-centered and less network-centered.

8 Big Ideas of the Constructionist Learning Lab
Last but by far not least, if you are looking for some inspiration to post on your wall, here are 8 Big Ideas of the Constructionist Learning Lab. These eight ideas give actionable advice to create opportunities for deep learning for all. (Also in Spanish)

Happy back to school! MAKE it a great one!

Sylvia

Announcing – Invent To Learn: Making, Tinkering, and Engineering in the Classroom

book coverSo some of you may have noticed that I’ve been pretty quiet here lately. All my writing energy has been going to a good cause though! I’m happy to announce a new book: Invent To Learn: Making, Tinkering, and Engineering in the Classroom, authored jointly by yours truly,  Sylvia Martinez, and Gary Stager.

This book has been cooking a long time, fueled by our belief that many schools are heading away from what real learning looks like – projects that are student-centered, hands-on, and authentic. But there is a technology revolution out there that has the potential to change that. New materials and technology can be game-changers: things like 3D printing, microcomputers like Raspberry Pi and Arduino, sensors and interfaces that connect the physical world to the digital, and programming. At the same time, a vibrant “maker movement” is spreading worldwide, encouraging people to make, tinker, and share technology and craft.

Invent To Learn is for educators who want to learn about these new technologies and how they can work in real classrooms. But it’s not just about “stuff” – we explore teaching, learning, and how to shape the learning environment. By combining the maker ethos with what we know about how children really learn, we can create classrooms that are alive with creativity and “objects to think with” that will permanently change education.

Student leadership
One chapter of Invent To Learn is about how learning by doing also gives students a chance to become leaders in their schools and communities. Giving students access to modern creativity tools and technology is not about “jobs of the future,” it’s about real learning NOW.

Making for every classroom budget
Even if you don’t have access to expensive (but increasingly affordable) hardware, every classroom can become a makerspace where kids and teachers learn together through direct experience with an assortment of high and low-tech materials. The potential range, breadth, power, complexity and beauty of projects has never been greater thanks to the amazing new tools, materials, ingenuity and playfulness you will encounter in this book.

Check the Invent To Learn website for information on getting the print or Kindle version of the book, and also about professional development for your district.

Powering Authentic Learning. The connection between PBL, design, technology, and empowerment

I keynoted the TiE 2013 conference in Western Massachusetts last week and presented on the topic of Powering Authentic Learning. I’ll post the slides in a bit, but it’s difficult to capture the whole presentation from just the slides.

What I tried to do is make the case for:

  1. Projects not just for younger students, but all ages.
  2. Projects as a way to allow multiple problem-solving and mastery styles.
  3. Playing the “Whole Game” (from Making Learning Whole: How Seven Principles of Teaching Can Transform Education by David Perkins)
  4. Why technology has changed the design process, with an overview of the move from sequential design to spiral design methods.
  5. How computers support spiral design and also different problem solving styles and mastery styles.
  6. How spiral design can be adapted to the classroom and why it is so appropriate for children.
  7. Why all of this is important in the real world and jobs of today.
  8. How students can play a role in all of this, not just as objects to be changed, or workers, but as participants and co-creators of knowledge.
  9. How doing so actually supports teachers as they change to a more student-centered, project-based classroom structure.

I think I tried to put too much into the hour, but I’m so excited by all of these ideas and how computers can be used to really engage and inspire young people to do work that is powerful and meaningful.

Sylvia

2012 Most Popular Posts

It’s that time of year again! Here are the most popular posts (according to WordPress, anyway) from the blog.

  1. Khan Academy and the mythical math cure
  2. Games that encourage student teamwork and collaboration
  3. Happy Birthday Logo!
  4. 8 Big Ideas of the Constructionist Learning Lab
  5. Engagement, responsibility and trust
  6. Halo 3 shines harsh light on games in education
  7. Khan Academy – algorithms and autonomy
  8. Back to school – games for collaboration and teamwork
  9. Compare and contrast: using computers to improve math education
  10. Treasure trove for constructivist classroom projects

These are a mixed lot – for example, #3, “Happy Birthday Logo!” is about the 40th anniversary of the Logo programming language. As much as I’d like to believe that there is a massive resurgence of interest in children programming in Logo, it’s MUCH more likely that people are searching for birthday clip-art and stumble on this post. It’s also the case that for #6, “Halo 3 shines harsh light on games in education” the mere mention of the immensely popular game “Halo” drives a lot of traffic. There are some interesting statistics in that post comparing the sales figures of Halo to the expectations for educational software, but I’m assuming that’s not the primary draw.

However, the traffic for #2, 4, 8, and 10, are all pretty on target. I believe that these articles do reflect interest in constructivism and a yearning for information about how to make classroom activities more authentic. I can see that the time spent on these articles by the “average” visitor is much higher. Someday I’ll get around to calculating a different popularity metric for my posts, something like page views  multiplied by viewing time so that the really popular posts reflect viewer interest, rather than just Google searches gone astray.

And of course, two of my Khan Academy posts made the top ten. The debate about Khan Academy is still going on strong, and has made it into the mainstream of American mass media. Although it’s nice when an educational topic does make it into the mainstream, it’s not so good when it reinforces the blandest and least interesting  teaching myths. Oh well, I suppose we could all be reading more about the Kardashians!

Sylvia

How do teachers make informed decisions in choosing technology?

Larry Ferlazzo writes a column “Classroom Q&A” for Teacher Magazine (part of the Ed Week family of publications) on teaching and technology. A few months ago he asked for my response to a question: How do teachers make informed decisions in relation to a balanced use of technology in the classroom?

This is a really interesting question for two reasons:

1. Because it transcends the “what” to tackle the “why”. Teachers have to balance a lot to create the best learning environment for their students and it’s not always clear how to do that. Especially with technology, it seems that any choice you make will be obsolete too soon as product after product and app after app appear, with new exciting announcements made every day.

2. Because it presumes that teachers CAN and SHOULD make these decisions. Too often, technology decisions are made by people who aren’t in the classroom without consulting teachers. Teachers and students are the stakeholders in this equation, and should be involved in choosing appropriate technology.

Be sure to read the responses Larry collected in this multi-part article. Besides my response, Tina Barseghian, the editor of MindShift, and Scott McLeod, an Associate Professor of Educational Leadership at the University of Kentucky weigh in.

Here’s my contribution:

The best way to use tech in the classroom is when the technology primarily supports the process of student learning, not the product. Sure, it’s easy to get excited when we find tools that make things easier, but we have to be careful about what’s getting automated. Tools that support deep student creativity may take more time to learn, but in the end, give students access to powerful, creative experiences. The learning that takes place on the journey is the real outcome, and a “push-button” tool deprives the child of that experience.

Just like the writing process depends on giving students time to edit and re-write, technology should enhance a student’s ability to dive into the process of thinking deeply about their own work. Editing, reflecting, tweaking, refining, and even starting from scratch are crucial elements of the learning process – saving time is not. Technology that gives students multiple ways to approach their own work means that students can develop fluency and ownership of their learning.

And if you are thinking, “Who has time to teach my students something complicated?” – I will suggest to you that complexity is different than depth. Sure there are tools that are not age-appropriate or just plain overkill. But educators often overestimate the extra time it takes to learn a new tool. Don’t try to front-load too much information about the tool to the students. Instead, introduce a small project for the students, give them the tool and let them work. Allow collaboration between students to share new discoveries. Encourage home-grown student experts who can answer other students’ questions. Time spent becoming fluent with a tool that has depth is time well-spent.

Sylvia

Creativity declines in children – what’s the reason?

From: As Children’s Freedom Has Declined, So Has Their Creativity at the Creativity Post.

“According to Kim’s research, all aspects of creativity have declined, but the biggest decline is in the measure called Creative Elaboration, which assesses the ability to take a particular idea and expand on it in an interesting and novel way. Between 1984 and 2008, the average Elaboration score on the TTCT, for every age group from kindergarten through 12th grade, fell by more than 1 standard deviation. Stated differently, this means that more than 85% of children in 2008 scored lower on this measure than did the average child in 1984. Yikes.”

Any chance this could be due to the standardization of curriculum and the decline in art, music and other creative outlets to make sure students pass standardized tests?

Sylvia

Back to School 2012 – Start your “year of empowerment” now!

Start the year off with hands on
Think you need to wait for kids to settle down and learn the basics before you let them do projects and hands-on work? Not according to this expert teacher.

What tech vision will you share?
What message does your Acceptable Use Policy send when it goes home with students for them and their parents to sign? This year, change overly complex, negative language to language that celebrates the potential of technology – and students.

Games for collaboration and teamwork
Want to create a more collaborative, constructivist classroom? Instead of traditional icebreakers, try these games that encourage collaboration and teamwork.

What do students want from teachers?
Listen to what students say they really want from teachers. And no, it’s not “more recess.”

Ten commandments of tech support
Ten ideas for making technology support more learner-centered and less network-centered.

8 Big Ideas of the Constructionist Learning Lab
Last but by far not least, if you are looking for some inspiration to post on your wall, here are 8 Big Ideas of the Constructionist Learning Lab. These eight ideas give actionable advice to create opportunities for deep learning for all.

Happy back to school!

Sylvia