8 Big Ideas of the Constructionist Learning Lab

In 1999, Seymour Papert, the father of educational technology, embarked on his last ambitious institutional research project when he created the constructionist, technology-rich, project-based,  multi-aged Constructionist Learning Laboratory inside of Maine’s troubled prison for teens, The Maine Youth Center.

The story of the Constructivist Learning Laboratory is documented in Gary Stager’s doctoral dissertation, “An Investigation of Constructionism in the Maine Youth Center.” The University of Melbourne. 2006.

Gary shares in our book, Invent To Learn: Making, Tinkering, and Engineering in the Classroom, “Shortly after the start of  the three-year project, Papert outlined the Eight Big Ideas Behind the Constructionist Learning Laboratory (PDF). Although non-exhaustive, this list does a good job of explaining constructionism to the general population.”

Eight Big Ideas Behind the Constructionist Learning Lab
By Dr. Seymour Papert

The first big idea is learning by doing. We all learn better when learning is part of doing something we find really interesting. We learn best of all when we use what we learn to make something we really want.

The second big idea is technology as building material. If you can use technology to make things you can make a lot more interesting things. And you can learn a lot more by making them. This is especially true of digital technology: computers of all sorts including the computer-controlled Lego in our Lab.

The third big idea is hard fun. We learn best and we work best if we enjoy what we are doing. But fun and enjoying doesn’t mean “easy.” The best fun is hard fun. Our sports heroes work very hard at getting better at their sports. The most successful carpenter enjoys doing carpentry. The successful businessman enjoys working hard at making deals.

The fourth big idea is learning to learn. Many students get the idea that “the only way to learn is by being taught.” This is what makes them fail in school and in life. Nobody can teach you everything you need to know. You have to take charge of your own learning.

The fifth big idea is taking time – the proper time for the job. Many students at school get used to being told every five minutes or every hour: do this, then do that, now do the next thing. If someone isn’t telling them what to do they get bored. Life is not like that. To do anything important you have to learn to manage time for yourself. This is the hardest lesson for many of our students.

The sixth big idea is the biggest of all: you can’t get it right without getting it wrong. Nothing important works the first time. The only way to get it right is to look carefully at what happened when it went wrong. To succeed you need the freedom to goof on the way.

The seventh big idea is do unto ourselves what we do unto our students. We are learning all the time. We have a lot of experience of other similar projects but each one is different. We do not have a pre-conceived idea of exactly how this will work out. We enjoy what we are doing but we expect it to be hard. We expect to take the time we need to get this right. Every difficulty we run into is an opportunity to learn. The best lesson we can give our students is to let them see us struggle to learn.

The eighth big idea is we are entering a digital world where knowing about digital technology is as important as reading and writing. So learning about computers is essential for our students’ futures BUT the most important purpose is using them NOW to learn about everything else.

Download the PDF of these 8 big ideas and share widely! (Also in Spanish)

Libraries as makerspaces

Many aspects of the best makerspaces already exist in school libraries:

* Librarians and LMS’s are experts in finding resources and connecting them with kids and teachers who need them.
* Libraries are community spaces that offer learning outside classroom structures and time limitations
* Libraries model cross-grade, cross-curricular experiences
* Libraries often incorporate student-led and mentoring experiences

Libraries are about sense-making, which is the most important aspect of making in an educational context.

All these are perfect for schools who are looking to incorporate making and tinkering into their curriculum.

 

“I’m a maker!” Reflections from an Invent to Learn Workshop

Dianne Laycock writes in her blog post, “I’m a maker!” about her experiences at the Invent to Learn workshop in Sydney, Australia.

And what did I learn from my making?

  • Just dive in and play
  • Try, try and try again, and if it still doesn’t work…
  • Ask someone for help
  • Time flies when you’re “in the zone”
  • Making needs to be meaningful – why else would you do it? ( so those who know of my affinity for graphic novels would recognise my “brooch” as a thought bubble with a kapow symbol and not just “two bits of felt stuck together” – my son’s description)

Wise words indeed! Read the rest of Dianne’s reflection here.

Design thinking, computational thinking, genius hour, and making in the classroom – good, bad, worse

My daughter participates in an improvisational comedy group called “Comedy Sportz”. They “play” against other teams, but a good time is had by all and the scorekeeping is done with humor. One of the games they play is called “Good, Bad, Worse” where the comedians pretend to be experts on a talk show and take questions from the audience. Each “expert” in turn improvises answers on the spot. Of course the good answers are boring, while the bad and worse answers are outrageous and very very funny.

I sometimes think about this game when people ask me questions about education. Where do you see the Maker Movement fitting in education?” What do you think about design thinking and computational thinking?” “Isn’t “genius hour” a great idea?”

The answers I hear in my head range from the enthusiastic, to the skeptical, to the apocalyptic. When you’ve been around a while, you’ve seen it all – every extreme and combination of intention, implementation, context, logistics, and luck. But the patterns often remain the same.

  • Good – Students doing challenging and relevant work on authentic problems with lots of materials, time, and guidance from engaged and empowered teachers or leaders.
  • Bad – Students doing shallow unfocused work that is not connected to big ideas led by teachers who are unsure, conflicted, or under a mandate.
  • Worse – Students being walked through watered-down, pale imitations of the original ideas, with disempowered, disinterested students and/or teachers.

But unlike Comedy Sportz – the “bad” and “worse” implementations of educational ideas are not funny, just tragic misuses of teacher and student potential.

So I’d like to devote the rest of this post to understanding why good ideas sometimes go bad or worse.

Design Thinking

In the best of worlds, design thinking is a way to structure an iterative design process for young people that is understandable and easy to accomplish. It uses the idea of creating a product, with an explicit process of brainstorming, finding out the needs of the audience, design, development, testing, sharing, and more. I’m being deliberately vague because there are quite a few models of design thinking and I’m not talking about any one in particular.

Design thinking can help students and teachers break out of the lecture/test model and showcase what kids can do, rather than tests that try to catch them at what they can’t do. It’s a place for students to use different problem-solving styles, to add their own flair to school work, and to think about the impact they could have on the world.

Now the worry. In some cases, what I’ve seen promoted as design thinking in K12 is too oriented towards planning, overly structured, and spends too much time in the pre-production phases of the design cycle. The design “thinking” takes over the design “doing”.

One of the traps educators dig for themselves is to overwork the pre-production aspects of children’s work. For some teachers, this is a safe place because it provides extra artifacts that are gradeable and provide signposts that the work is progressing. However, these artifacts sometimes become the product, as children work hard to guess what the teacher is expecting in the mindmap bubbles, storyboards, required drafts, etc., rather than actually making anything real.

Another issue with design thinking is not every invention is a product with a marketing plan. There are times when the imagined constraints of the “market” can take over the process, reducing the chance that a serendipitous realization might result in something amazing. Product design is certainly a valuable aspect of design, but it’s not the only way.

Design thinking can also signal that the products are imaginary, either because of limitations with available building materials, lack of time, or the desire to not curb the imagination of the participants. The problem is that design doesn’t get real until you actually start to make something in the real world. It is neater, faster, and less expensive to eliminate problems with materials, time, technology, etc. However, the engineering challenges of managing constraints never come into play and the heart of the experience – the making – is missed.

None of these are insurmountable problems, but knowing your tools and materials tends to create a synergy that makes the invention process more organic and more personal. The actual work on the invention creates the challenge and the next steps, not an imagined audience or plan.

In the worst case, design thinking is packaged with pre-planned activities, worksheets, and materials. Certainly there is a new buzz around the words “design thinking” and that attracts marketeers who are selling products to schools. Companies are all too eager to offer a teacher who is unsure about design thinking a self-contained lesson plan with handouts or materials all ready to go. And administrators are sometimes too willing to invest in “stuff” that promises to eliminate messy and time-consuming planning. However, messy problems like teacher professional development, figuring out new schedules so students have time for deep, thoughtful work, or time for teachers to work together to grapple with new ideas like design thinking is not something you can shortchange or purchase.

Computational Thinking

For decades, many people have advocated programming as a true 21st century literacy. Programming is a way for children to understand the inner workings of the most powerful tool we have on the planet. I truly believe that learning to program is one of the most important intellectual activities that children can do. There are many many different programming languages for different purposes and ages, and I don’t want to get into that right now. But I think, finally, the time has come where the importance of programming as something children should learn is on the verge of being accepted. Now people are starting to grapple with the complexity of who will teach it, where does it fit in an over packed schedule and curriculum, and what should be taught.

So now that this is happening, along comes this thing called “computational thinking.” There are lots of different definitions, but what I’ve seen mostly is the proposition that children should learn about logic, troubleshooting, procedural approaches to problems, and other ways of thinking that are seen as “computer-like” or more likely to be the kinds of skills used when programming.

There’s good news – yes, children should learn about logic and problem-solving. All good. Children should learn that there are typical ways that computers solve problems and they can program computers to solve problems too.

Now the bad – if computational thinking is abstracted to the extent that there is no actual programming involved, we are left with another case of school teaching “about” things, rather than teaching children to do actual things. Computational thinking should not be seen as a substitute for actual programming, and yet, I’m pretty sure that’s what’s happening in some schools. The abstract nature of “computational thinking” is actually attractive to some, since it shortcuts the messier problems of teaching teachers to teach actual programming, deciding which language to use, and when to teach programming.

In computational thinking, much like design thinking, I think the verb is wrong and creates the potential for focusing on the thinking/planning rather than the doing. Children should learn programming – the computational thinking will come as a result of learning programming and doesn’t need to be taught in a decontextualized way.

Genius Hour

Schools are giving students time, typically once a week, to work on projects of personal interest, calling this time “Genius Hour”. I’ve also heard it called 20% time or FedEx time. I’m not sure where the term “genius hour” came from, but this idea is partially based on companies like Fed Ex and Google giving employees time to work on personal projects.

At some point in the lore of Google, there was a pronouncement that all Google employees could spend 20% of their time working on projects of personal interest. It even seems that some of these personal projects made their way into real Google products. I’m not here to dispute that story, because I have no doubt that the intention was there, and that some people may have actually gotten that time. However, I can also tell you that knowing how companies like Google work, there would never have been an acceptance that personal projects would come ahead of “normal” work. This is just a fantasy. The pressure from your boss and peers would simply be too much for anyone to walk out the door saying, “sorry about those deadlines, but I gotta take my 20% time today.”

And from what I’ve read, the 20% time at Google was more typically seen as 120% – where you are expected to give 100% to the job, and also spend personal time working on things that may be valuable to the company. I’m pretty sure that no one thinks that fishing is a valid use of the 20% time.

In schools implementing Genius Hour, FedEx time, 20% time, or any other moniker, I’m sure that there are some fabulous examples of kids being allowed to work on projects of personal interest for an hour or so a week. That sounds wonderful – of course this should happen as much as possible. There are also examples of “letting the kids go” and then being disappointed that nothing magical happens. That is a symptom of the teacher either not knowing, or not having the support to teach in a different way that would set up the conditions for success. It’s unreasonable to expect that a classroom operate one way 80% of the time, and a different way 20% of the time. It’s got to be confusing for everyone. Saying that kids like it doesn’t solve the problem that it’s a mixed message for all concerned – teachers, parents, and of course students.

I do have to say that there is something that particularly bugs me about the “genius hour” name – I’m not sure what, maybe some hint of condescending, pat-on-the-head, everyone gets a trophy-ness about it. Is everyone who does anything automatically a genius? Is it time-based? Are we all geniuses because the clock strikes 1:00? Do we think kids are fooled by a name switch, “Oh, NOW I’m smart! Hurray!”

Also, with any of these names, doesn’t that bring up the obvious question – what happens the rest of the time? Is Genius Hour or 20% time just an excuse to not change anything else that the students do? To not make all the learning relevant and personal? Are students not supposed to think for themselves the rest of the time? If we think that kind of thinking is good, do we expect it to leak into the rest of the week by itself?

If one hour a week is reserved for “genius” work – what does that say about the expectations for the rest of school time?

Maker Movement

The Maker Movement is a global revolution in people using new tools and technology to fix and improve their world. The best-known tools of the maker movement are things like 3D printing, microprocessors, robots, smart textiles and materials, wearable computers, and more. These new materials are inexpensive and versions, designs, and code are often shared freely via the Internet

There are wonderful lessons to be learned from the Maker Movement that apply to education. In fact, Gary and I wrote a whole book about it (Invent To Learn: Making, Tinkering, and Engineering in the Classroom). Looking at the Maker Movement has multiple benefits for schools. The shared designs, code, and ideas can be used by students to remix into their own inventions. The inexpensive yet futuristic tools and gee-whiz materials can be easily learned and used by students to make STEM subjects come alive. The ease-of-use creates new opportunities for project-based learning and iterative design. The “get it done” ethos of the maker movement is extremely valuable for all students in all subjects. The focus on “making” rather than planning or reporting is a breath of fresh air for students who are increasingly getting fewer opportunities for hands-on experiences. The wealth of projects can invigorate classrooms, and also capture the imagination of teachers who are looking for real things for their students to do.

But of course, there is a darker vision of what might happen when schools mold these lessons into “school-friendly” form. The makerspace could become an isolated room where neat things happen, but these ideas never make it down the hall into “regular” classes. We saw computers in the 90’s gathered into computer labs students visited once in a while for keyboarding lessons. The makerspace parallel to the computer lab should be a worry for educators thinking about putting a makerspace in their school.

Teachers who want to try making type activities could decide to shortcut the process and speed things up by creating recipes for projects that guide students step-by-step through making something. Just like design thinking, project-based learning, or any hands-on activity, the value of the experience is diminished when you over-structure and over-plan it, even when this is done with the best of intentions. Or as Seymour Papert calls it “hands on without heads in.”

And of course there are helpful vendors ready to “make it easy” to do something resembling making in the classroom with pre-packaged kits and lesson plans. For example, take 3D printing. In the Maker classroom, the 3D printer can serve a number of purposes. It can be a design partner, a prototype maker, and a way to bring anyone’s idea into reality. The design process involves using computer design software, and then working to create a real model. The process takes creativity, problem-solving skills, mathematical skills, and more.

Yet there will be a time in the not too distant future when schools will start buying 3D printer files of “educational objects” that can be easily printed out – and this is a terrible, terrible idea. Shortcutting the design process destroys the value of the experience. And yet, I’m 100% sure this will happen. The value of “making” can be undone by well meaning adults who are simply trying to remove the risk, smooth out the idiosyncrasies, and reduce the time needed. It’s natural to try to streamline the process, but that instinct can reduce the value of making to a paint-by-numbers experience.

“Making” may sound like it’s about the physical act of creation, but the educational power is in making meaning and making sense of the world.

In our new book, Invent To Learn: Making, Tinkering, and Engineering in the Classroom, we explore in detail how to create vibrant learning spaces with materials both old and new. No easy label or buzzword can capture the professional expertise that it takes to create learning environments like this. Yet I personally am partial to “makers” and “making” because it at least gets the verb right.

Sylvia

Q&A with Generation YES President Sylvia Martinez on STEM and ways for parents to be involved

Check this out! I’m interviewed in the current issue of Washington Exec. Here’s the interview.

Sylvia Martinez is President of Generation YES. Prior to joining this non-profit, she was VP of Development at Encore Software, a publisher of game and educational software on PC, Internet, and console platforms. For seven years, she was also the executive producer at Davidson & Associates/Knowledge Adventure, an educational software developer.

Martinez has an M.A. in Educational Technology from Pepperdine University, and a B.S. in electrical engineering from the University of California, Los Angeles.

WashingtonExec got the chance to speak with Martinez about her role at Generation Yes, how to get involved, the future STEM holds, and more.

WashingtonExec: What is your background and how did you get involved in STEM?

Sylvia Martinez: I have an electrical engineering degree and worked in aerospace on the GPS satellite navigation system development right out of college. After I had children, I became interested in using computers in education. I got a masters in education, then worked as an executive producer for Davidson & Associates, of MathBlaster software fame and other software and console game publishers.

WashingtonExec: Please describe your day to day responsibilities at Generation Yes.

Sylvia Martinez: Generation YES is a non-profit with a mission to empower young people to make a difference by using technology in education. We have curriculum and online tools that help teachers and students collaborate to use technology in the classroom. As president, I speak, write, and evangelize about our mission. It encompasses product development, PR, marketing, development, grant writing, and working with educators all across the US.

WashingtonExec: The U.S. is not turning out the engineering students that we need to in order to compete as an innovative country. Why is this issue so important to you?

Sylvia Martinez: For me personally, becoming an engineer was the intellectual turning point in my life. I was always good at math and science in school, but learning to solve real problems that could make the world a better place meant that I could make a difference. I want everyone to have that feeling.

Children need to have those powerful experiences at all ages, to prove to themselves that their ideas are valuable and can turn into positive action. Those experiences are key to innovation.

WashingtonExec: What’s your view to get more parents involved in STEM?

Sylvia Martinez: I think schools need to be more open to the whole community, not only parents. We need children and parents to see that science is around them everyday. STEM isn’t worksheet problems or vocabulary words.

WashingtonExec: What are some simple ways to get their kids more involved in STEM at an early age?

Sylvia Martinez: Parents can seek out experiences where their kids get to make and do things. The Maker movement has exploded recently. Get a copy of Geek Dad or Geek Mom and make something with your kids–anything from cooking and sewing to building a fort. Sometimes moms do not realize that the crafts they do have terrific STEM connections. The act of making something reinforces learning, and also teaches habits of persistence, willingness to “have a go”, and mindfulness. Parents should not accept schools where science and math only happen on paper and are only measured with multiple-choice tests.

WashingtonExec: What’s the best STEM success case study/project that you have been personally involved in?

Sylvia Martinez: For the past 5 years I’ve been on the faculty of Constructing Modern Knowledge, a summer institute for teachers. Every year we bring amazing resources like Legos, robotics, wearable computers, and more for teachers to play with and learn to use. Many teachers are a bit unsure of themselves as scientists and it’s crucial that they have experiences just like ones that are good for kids. Every year, teachers amaze themselves with the projects they do in a few short days. Our graduates report this changes the way they teach and that to me is a huge success.

WashingtonExec: What’s the future of STEM? How can other like-minded people get involved?

Sylvia Martinez: I am hopeful that students will get more hands on, experiential learning, with modern materials and more engaging projects. I also hope that we can empower younger students to experiment with the digital world. So much is possible these days with very inexpensive microcomputers, 3D printing, robots, and other fascinating technology.

However, I worry that the US is too focused on test scores and simple standardized assessment. The future will be about who can be creative and innovative, not who gets the best test scores.

People need to speak out about what’s important for education. We need all kids to have access to engaging, experiential learning opportunities, not just test prep.

WashingtonExec: What blogs/resources are useful to check out?

Sylvia Martinez: I post a lot of resources on our Generation YES blog http://blog.genyes.org and there is more information about the Constructing Modern Knowledge summer institute at http://www.constructingmodernknowledge.com. Our website http://www.genyes.org has many free resources such as how to start a student-run “Genius Bar” at your school. We hope that people take these ideas and work with students to make them happen. It’s only by working collaboratively with young people that education will improve and move forward.

Cultivating Leadership: Building Capacity for Future Schools Hangout

Join me on Wednesday, January 9, 2013 for a Google Plus Hangout hosted by GETideas.org. 3PM – 4PM PST.

Link to Google Hangout Event Invitation: http://goo.gl/9PTzK

Where to Watch: Observers can watch and comment on this Google Hangout on Air at GETIdeas.org’s Google+ page: https://plus.google.com/u/0/115848119890273950575/posts

Cultivating Leadership: Building Capacity for Future Schools HangoutWhat are the characteristics of effective 21st-century education leaders? How do systems leader manage change? What is the role of communication when pushing new agendas to a school community?

To explore these issues, GETideas.org is hosting this GooglePlus hangout on Cultivating Leadership: Building Capacity for Future Schools. The hangout features this panel of education experts:

  • Michelle Bourgeois and Joe McBreen, instructional technology coordinators, St. Vrain Valley School District
  • Patrick Faverty, faculty, UC Santa Barbara
  • Sylvia Libow Martinez, president, Generation YES
  • Dale Truding, assistant superintendent, Arlington Heights School District 25
  • Tony Wagner, Harvard University

Update: Here is the link to the archive: http://youtu.be/c77ET5-EX9E

And audience comments: https://plus.google.com/u/0/115848119890273950575/posts/WH1Nko4yhNv

Here’s my companion blog post for this event – Where Will Future School Leaders Come From?

I’ll cross post that here tomorrow.

Sylvia

New Jersey students build crowdsourced map to help find open gas stations

From the Huffington PostThe millions out of power in areas affected by Superstorm Sandy have been struggling to find gas stations still open with resources. But one group of high school students in New Jersey have — overnight — devised a solution.

Members of IMSOCIO at Franklin High School gathered Wednesday night to launch a crowdsourced map that locates open gas stations in the New York-New Jersey area. Stations are identified by green, red or yellow pins — each representing an open, sold out or charging station.

The map has now identified nearly 100 stations in the area, and has garnered attention from local news stations — so much so that the site crashed for a few hours Thursday afternoon due to high traffic. Dayana Bustamante graduated from Franklin High this May and now attends Raritan Valley Community College in Branchburg, N.J. She remains active in IMSOCIO — short for Scholars Organizing Culturally Innovative Opportunities — and has been the most vocal online advocate of the group’s latest mapping initiative.

“I’m a bit shocked, I didn’t think it’d be such a big hit,” Bustamante told The Huffington Post Thursday afternoon. “We started this up last night, we just wanted to help. It was a small idea, I personally needed gas, we all needed gas. So we started out with five points and just had more friends and high school students get involved.”

The group started as a summer program for underprivileged students, particularly those of Latino backgrounds, to keep them academically engaged during school off-months, IMSOCIO organizer Wansoo Im says. The Rutgers University adjunct professor leads the teens in planning projects that map the community.

“This is a service learning project, by using community mapping students can use technology to serve the community,” Im told HuffPost. In the past, IMSOCIO members have created maps that, for example, chart out safe routes to school.

Read the rest of the article…

Dennis Harper – 5 Things I’ve Learned

Generation YES founder and CEO Dennis Harper is profiled in the latest post on 5 Things I’ve Learned, a collection of personal reflections from education leaders devoted to improving the fortunes of others through learning.

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Here’s #1: Kids are here now.

Yes, kids are our future but they are also here now. For the most part, schools ignore what students can do now. Take the case of three fourteen year olds: Jordan Romero scaled Mt. Everest and the highest peak on each continent, Alexander the Great ruled over the largest empire in history, and Anne Frank wrote a diary that has sold 30 million copies. Schools are full of students with similar capabilities but they are held back by “standardized” tests and “common” core. Schools that trust and empower students are the ones that will make all our futures better.

Read all five things from Dennis!

Sylvia