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Beyond Bits & Atoms – Week 7 – Educational software/hardware/toolkit review

Educational software/hardware/toolkit review: Hummingbird Robotics Kit
BB&A 2016 Winter Week 7 – Camila Pereira & Lucas Longo

Design review

The Hummingbird Robotics Kit is a comprehensive package which includes a microcontroller, sensors, motors, and LEDs on the hardware side along with software and plugins for third party software that allows for controlling and programming of the hardware. Blikstein (2015) would categorize this kit as a third generation kit in so far as it is “specifically designed to target new classes of users, such as very young children, non-technical designers, and children in the developing world.” The website specifically states: “Our focus is on bringing robotics (and programming, engineering, and making) to as many kids possible.” (hummingbird.com, 2016) To achieve this, they offer a series of online tutorials, guides, curriculum/lesson plans, worksheets, and even how these activities match to Common Core (CC) and Next Generation Science Standards (NGSS). Teacher professional development workshops are also offered along with publicizing related conferences and maker fairs they participate in.

The microcontroller itself is very similar to the ‘industry standard’ Arduino board with the main difference of having color coded plastic connectors instead of exposed pins to facilitate connecting with the sensors, motors, and LEDs. Some of these ‘appendages’ come pre-wired to these connectors allowing for easy assembly as we can see on the image below:

2320-02.jpgHummingbird Robotics Kit

On the software side, you must download a driver software that handles the USB-microcontroller communication and the programming software. On top of that, you can use an array of programming packages starting with their own storyboard programming software called “CMU Create Lab”. You can also use third party tile-based programming software for beginners such as “Scratch” and “Snap!” as well as an intermediate level package called “Ardublock”. For more advanced users who are ready to use full programming languages, they offer integration to “Arduino Coding” and specific programming languages/frameworks: Python, Java, and Processing.

The educational philosophy of the Hummingbird Kit and its resources draw from Papert’s Constructionist approach where children learn by actively engaging the process of making and showing their results to an audience.

“Constructionism—the N word as opposed to the V word— shares constructivism’s view of learning as “building knowledge structures” through progressive internalization of actions… It then adds the idea that this happens especially felicitously in a context where the learner is consciously engaged in constructing a public entity, whether it’s a sand castle on the beach or a theory of the universe” ( Papert, 1991, p.1)

A common theme across the proposed curriculum, lesson plans, and tutorials is one of building a robot or device that performs actions (outputs) based on sensor readings and/or instructions created in the programing environment (inputs). The several project examples offered on the site provide ideas that teachers can readily deploy as challenges or suggestion for their students.

An important affordance of this approach where students are building their own artifacts is that they must engage deeply with the content. One good example project is the “Measuring the Hypotenuse”. It consists of a distance sensor mounted on a servo motor along with a program that controls the motor to point the sensor towards a first barrier, take a distance measurement, rotate 90 degrees to point to a second barrier where another distance is measured and finally output the result on the screen with the distance between the two barriers. To do so, the student will learn about creating the correct sequence of commands, gathering the data collected, and finally program a mathematical formula (hypotenuse) to display the result.

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The Hummingbird kit, software tools, tutorials, and curriculum attend to several ages having a low threshold for entry yet offering very high ceilings. The board can be attached to a Raspberry Pi and programmed with Processing for example, making it limited only by the creator’s imagination, expertise, and budget. You can use the board and its sensors safely in a classroom environment since there is no soldering required. It also comes with manuals and instructions so that you can unpack and literally start building your project.

Following Blikstein’s framework for analysis of such platforms we find that in terms of “Selective Exposure”, the microcontroller has abstraction layers such as labels and color-coded connectors used to lower the exposure. Separate connectors are offered for motors, step-motors, LEDs, TriColor LEDs, and even vibrating motors. Direct access to microcontroller is also possible as is adding other breakout boards and a Raspberry Pi for example. As far as the embedded electronics go, they come pre-wired and ready to be used – no need for adding resistors or perform any soldering, for example. Again, higher level of exposure can be achieved if desired by adding external or non-kit components.

The “Selective Exposure” of the software will depend on the package you choose to use. Scratch will offer you block-based programming where you can easily identify the function of each of them. On the other end of the spectrum Java will require you to configure serial ports and write setup code just to get started for example. Here’s the list of software packages offered, ordered from low to high exposure levels: Scratch, Snap!, CMU Create Lab, Ardublock, Arduino Coding, Processing, Python, and Java.

In terms of “Selective Exposure for Usability: Embedded error correction”, even though the board has color-coded connectors, it seems to be possible to physically connect an LED on the Motor port for example. Yet compared to microcontrollers from previous generations, it attempts to provide some level of orientation for the user, but it is certainly intimidating at first for a novice we imagine. There is room for wrong connections or even failure if wires are stuck directly into it causing a short-circuit.

If we look at the “Selective exposure for power: Tangibility mapping” the kit offers little other than the connectors that have snap-on capabilities. There are no physical traits or affordances that help the user with learning or figuring out how the kit works. In this sense, the hardware is still more of adults’ technology for children than a children’s technology for children. On the other hand, the entry level software packages such as Scratch were designed specifically for children, and the Hummingbird add-on blocks make it simple enough to be integrated. We also classified the product according to additional dimensions, charted on the following link: https://goo.gl/1aS0mY

The Hummingbird Robotics Kit is extremely similar to other products such as the Gogo board but distinguishes itself by having a well organized and content-rich website that includes curricula, tutorials, data sheets, example projects, FAQs, and a store, among other things. Their integration with several software packages is also very attractive since it gives it a very high-ceiling for those who desire to explore deeper and a very low barrier to start. This progression does not require any upgrades to the hardware kits sold, it is only a matter of learning and transitioning to next software – which are all free, as is all the content on their website.

The cost of the kits is on par with other similar packages, which are still relatively high if you consider that you have some ‘hidden’ or ‘implementation’ costs. One must still purchase material to build whatever these electronics are going to be embedded in, even if it is simply cardboard, glue, and scissors. Teachers must learn the basics themselves, become comfortable, and prepare lessons to use these kits. Furthermore, the classroom must be equipped with computers and in the Hummingbird’s kit case specifically, power outlets for the motors. This is one of the main disappointments with this kit – the motors require external power. Understandably this allows for a higher powered motor yet why not use lower powered motors, which are cheaper and has the same educational function.

Finally, the kit as a whole package of the microcontroller, the input and output hardware, content, curricula, and software offers a solid base for schools to use. It allows for starters to quickly engage with the electronics and program their own sequences. It also allows for students to reach advanced levels and create much more complex projects and code using it as a base. That said, it does not offer any compelling innovation at this point in time, other than than the richness and organization of the content of their web-site. Yet one can argue that this is a wide enough base platform that is actually encouraging the students to be innovative using it, instead of it being what is innovative.

Redesign

We addressed two dimensions of the tool to be redesigned: software and hardware. Our goal is to avoid errors and make it less intimidating for novices, or even teachers who don’t have electronics knowledge.

 

  • Hardware

We designed a case for the the Hummingbird board, where all the ports  are connected to entries that allow only one kind of connector. The shape also only allows for the correct configuration of entries for “+”, “-” and “s” (signal).  Besides avoiding errors, it reduces the initial time required to start using the kit to build projects, focusing in the problem-solving. Avoiding errors also makes the process less frustrating.

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Another aspect of the Hummingbird kit is the purpose of being integrated in craft projects, being attractive for publics that are usualLy not interested in robotics. Therefore, we designed the case in a way that it would allow to be integrated in craft projects more easily: it has appendages that can be used to sew or stick in the project, given more freedom to use the board.    

We also recommend to add to the kit items for mounting projects: velcro; double-sided tape; sewing kit; stickers for decoration. It would make it easier for the users to understand the purposes

  1. Software: plugin for Scratch

Our second recommendation is a plugin that simulates the reactions on the board for scratch program, like the input and output effects on the ports. It will have a format that simulates the actual board – applying the UI principle of matching the system and the real world.

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A monitor also is displayed in the screen, showing the quantitative effects of the program on the system, like the voltage being applied to an output. It could be manipulated to test the results of different values, besides simulate the code without the physical devices. It would make prototyping easier, reducing the cost of errors and allowing the students to be more creative.

References

Blikstein, P. (2013, June). Gears of our childhood: constructionist toolkits, robotics, and physical computing, past and future. In Proceedings of the 12th International Conference on Interaction Design and Children (pp. 173-182). ACM.

Blikstein, P. (2015). Computationally Enhanced Toolkits for Children: Historical Review and a Framework for Future Design, Stanford University, USA

Curriculum Construction – Week 7 – Reading Notes

Martin, D. S., Saif, P. S., & Thiel, L. (1987). Curriculum development: Who is involved and how. Educational Leadership, 44, 40–48.

  • Research questions on national survey
    • What curriculum changes are needed at the district level?
    • Who at the district level should make decisions about curriculum development?
    • Who should be actively involved in curriculum development?
    • What are the advantages and disadvantages of having teachers participate in curriculum development?
    • What roles should administrators and parents play in curriculum development?
  • Curriculum Development Process Model
    • Aimed at maximizing teacher involvement in curriculum development – 2 to 3 years and 10 steps:
      • Teacher committee – rationale and objectives – peer review
      • Revise rationale and objectives – form subcommittees if necessary
      • Materials and evaluation methods – peer review
      • Train selected pilot teachers and test the curriculum
      • New teacher committee collects and evaluate the pilot-test data
      • Revise committee based on pilot-test results
      • Present curriculum to administration and school board for final adoption
      • Pilot teachers become the trainers
      • Third committee revises curriculum and monitors the implementation
      • Higher-level training
  • Findings
    • Teacher involvement is high
    • Do your own curriculum redesign is preferred method – followed by ‘hire a consultant’ and ‘use another district’s’
    • Little parental involvement – must be actively supported by the school
    • Use little use of research to implement curricular change

Brodhagen, B., Weilbacher, G., & Beane, J.  (1998). What We’ve Learned from “Living in the Future.”  In L. Beyer & M. Apple (Eds.) The Curriculum:  Problems, Politics, and Possibilities.  (2nd Edition).  Albany:  State University of New York Press.  pp. 117-133.

  • Curriculum integration – definition
    • “… curriculum integration as something more than simply an instructional method. Rather we see it as a possibility for creating democratic classrooms in terms of both collaborative precesses and use of knowledge.” (Brodhagen, Weilbacher, & Beane, 1998, p.118)
    • “… curriculum be organized around themes found at the intersection of self/personal concerns of young people and issues affecting the “common good” in the larger world.” (Brodhagen, Weilbacher, & Beane, 1998, p.118)
    • “… planned and carried out based on questions and concerns of the your people and without regard for subject area lines.” (Brodhagen, Weilbacher, & Beane, 1998, p.118)
    • “… teachers must be careful not to cross the lines between this kind of authentic planning and that of illusory participation in which three is “engineered consent” toward acceptance of preconceived teacher ideas. Instead, the intent is to play a facilitative role with regard to concerns of young people, to help the see connections between their concerns and the larger world, and thus to bring the most powerful kind of meaning to the curriculum.” (Brodhagen, Weilbacher, & Beane, 1998, p.119)
  • Planning the unit
    • Make a list of words or phrases you would use if asked to tell about yourself.
    • What questions or concerns do you have about yourself?
    • What questions or concerns do you have about the world you live in?
    • Find and group common questions and concerns.
    • Suggested activities that would inform about these questions and concerns.
    • What knowledge and skill are needed to answer these questions and concerns?
  • Lessons learned
    • What are the problems when doing this kind of curriculum work?
      • A lot of work and time required + exhausting for teachers and students
      • Teachers need to give up a certain degree of controlled
      • “The teacher-controlled ‘empty-vessel’ analogy appears to be alive and well in the minds of many educators.(Brodhagen, Weilbacher, & Beane, 1998, p.127)
      • Lack of appropriate resources to support an integrative curriculum – they are always organized into separate subjects
    • What are the politics of doing this kind of curriculum?
      • Parents may think children are missing out
      • Lack of support from other teachers and administrators
    • What are the possibilities of this kind of curriculum?
      • Validation of self and experiences
      • Sense of control and ownership
      • Democracy in practice
    • “We believe they, like us, have had a profound experience forever changing the way they teach, rejecting how we were taught to teach, or the we were teaching as a result of the kind of texts being used or the teaching observed going around us.” (Brodhagen, Weilbacher, & Beane, 1998, p.132)

Darling-Hammond, L., Pecheone, R., Jaquith, A., Schultz, S., Walker, L., & Wei, R. C. (2010). Developing an internationally comparable balanced assessment system that supports high-quality learning. In National Conference on Next Generation K–12 Assessment Systems, Center for K–12 Assessment & Performance Management with the Education Commission of the States (ECS) and the Council of Great City Schools (CGCS), Washington, DC. Retrieved from http://k-12center.com/rsc/pdf/Darling-HammondPechoneSystemModel.pdf (Links to an external site.) (Please read to the end of p. 26)

  • US lagging behind in curriculum design and implementation
    • “European and Asian nations that have steeply improved student learning have focused explicitly on creating curriculum guidance and assessments that focus on teaching central concepts in the disciplines in a thoughtfully organized way, as well explicitly higher‐order cognitive skills: the abilities to find and organize information to solve problems, frame and conduct investigations, analyze and synthesize data, apply learning to new situations, self‐monitor and improve one’s own learning and performance, communicate well in multiple forms, work in teams, and learn independently.” (Darling-Hammond, Pecheone, Jaquith, Schultz, Walker, & Wei, 2010, p.4)
  • US mass testing hurts curriculum design
    • “Whereas U.S. tests rely primarily on multiple‐choice items that evaluate recall and recognition of discrete facts, examinations in most high‐ achieving countries use primarily open‐ended items that require students to analyze, apply knowledge, and write extensively.”  (Darling-Hammond, Pecheone, Jaquith, Schultz, Walker, & Wei, 2010, p.4)
    • “Because these assessments are embedded in the curriculum, they influence the day‐to‐day work of teaching and learning, focusing it on the use of knowledge to solve problems.” (Darling-Hammond, Pecheone, Jaquith, Schultz, Walker, & Wei, 2010, p.4)
  • An Assessment System that Promotes High-Quality Learning
    • Priorities for Assessment
      • Assessments are grounded in a thoughtful, standards‐based curriculum and are managed as part of a tightly integrated system
      • Assessments include evidence of actual student performance on challenging tasks that evaluate standards of 21st century learning.
      • Teachers are integrally involved in the development of curriculum and the development and scoring of assessments
        • Assessments are structured to continuously improve teaching and learning.
        • Assessment systems are designed to emphasize the validity and quality of external assessment
        • Assessment and accountability systems use multiple measures to evaluate students and schools.
        • Assessment and accountability systems are used primarily for information and improvement.
  • How to do it?
    • Curriculum must be explicit on what kind of learning is sought: usable knowledge
    • Learning that supports transfer
      • “Learning that supports transfer involves organizing facts around general principles and understanding their reach, understanding why things happen as they do, drawing explicit connections among ideas, evaluating ideas in ways that draw distinctions as well as identifying commonalities, having multiple opportunities to apply learning in deliberate practice under increasingly complex conditions, and receiving feedback around both thinking and performance that helps students develop metacognitive abilities (self‐regulated planning, learning and problem solving strategies, and reflection) that can drive further independent learning.” (Darling-Hammond, Pecheone, Jaquith, Schultz, Walker, & Wei, 2010, p.9)
    • Learning progression – roadmap for teaching
  • Theory of Action
    • “Tests worth teaching to” (Resnick, 1987)
    • System must include
      • Summative tests that assess student progress and mastery of core concepts and critical transferable skills using a range of formats: selected‐response and constructed‐response items, and performance tasks, designed together to assess the full range of standards.
      • Formative assessment tools and supports, shaped around curriculum guidance that includes learning progressions.
      • Focused professional development around curriculum and lesson development as well as scoring and examination of student work
      • Reporting systems that provide first‐hand evidence of student performance (beyond scores), as well as aggregated scores by dimensions of learning, types of students, schools, and districts.
  • Governmental Roles
    • Federal – general guidance and support for research
    • State – create standards and curriculum frameworks + assessments that compare initiatives
    • Districts and Schools – formative assessment + professional development
  • Assessment System Operation
    • Develop curriculum frameworks
    • Create a digital curriculum and assessment library
    • Develop state and local assessments
    • Incorporate principles of universal design
    • Emphasis on evaluating student growth over time
  • High-school level options for assessment
    • Course‐ or syllabus‐based systems
    • Standards‐driven systems
    • A mixed model
    • Develop moderation and auditing systems for teacher‐scored work
    • Provide time and training for teachers and school leaders
    • Develop technology to support the system
    • AI for scoring/assessing
  • Multiple choice questions can be designed to assess much deeper knowledge
    • Who was president of the United States at the beginning of the Korean War?
      • a) John F. Kennedy
      • b) Franklin D. Roosevelt
      • c) Dwight Eisenhower
      • d) Harry Truman e) Don’t know
    • A feature common to the Korean War and the Vietnam War was that in both conflicts:
      • a) Soviet soldiers and equipment were tested against American soldiers and equipment.
      • b) The United States became militarily involved because of a foreign policy of containment. c) The final result was a stalemate; neither side gained or lost significant territory.
      • d) Communist forces successfully unified a divided nation.

McLaughlin, M., Glaab, L., & Carrasco, I. H. (2014). Implementing Common Core state standards in California: A report from the field. Palo Alto, CA: Policy Analysis for California Education (PACE). Retrieved from the PACE Website: Http://edpolicyinca. Org/publications/implementing-Common-Core-State-Standardscalifornia-Report-Field. Retrieved from http://www.edpolicyinca.org/sites/default/files/PACE%20CCSS%20McLaughlin.pdf

  • Common Core State Standards (CCSS) – August of 2010
    • “The adoption and implementation of the CCSS coincides with the implementation of the Local Control Funding Formula (LCFF), which shifts responsibility and ac- countability in California’s education system from the state to local schools and school districts.” (McLaughlin, Glaab, & Carrasco, 2014, p.1)
  • CCSS increased teacher collaboration
    • “For instance, practitioners across the state point to enhanced teacher collaboration as an immediate, constructive consequence of CCSS implementation, and under- score the many benefits of teachers working together to develop strategies and materials consistent with the CCSS.” (McLaughlin, Glaab, & Carrasco, 2014, p.4)
  • Lack of time to implement CCSS & shortfalls in materials, capacity and preparation.
    • “As former state superintendent Bill Honig wrote, “The Common Core State Standards state what students should master, but they are not a curriculum. Jumping from the standards to create lesson plans misses a crucial middle step of developing a coherent curriculum…the complex work of creating a local curricular framework for the district.” (McLaughlin, Glaab, & Carrasco, 2014, p.5)
    • “I would like to see the state un- dertake a major teacher education initiative—that may be the most important component of Com- mon Core implementation in the long run.” (McLaughlin, Glaab, & Carrasco, 2014, p.8)
  • Insufficient Professional Development
    • “At one professional development session, for example, teachers were asked if they knew what “project based learning” was. In a room of about 80 teachers, three raised their hands, and all three had been teaching for more than 15 years.” (McLaughlin, Glaab, & Carrasco, 2014, p.11)
  • Implications for state and local action
    • Curation of CCSS compatible materials.
    • Quality professional development for Teachers and Administrators
    • More and better communication with parents and the public.
    • Increased financial and political support for COEs.
    • Review and strengthen pre-service teacher education programs.

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Article from EdWeed: “Two Districts, Two Approaches to Common Core Curriculum: To meet common core, one opts for publisher, other writes own materials” By Catherine Gewertz

  • One bought available material, the other designed their own curriculum for CCSS
  • No real conclusion presented – benefit on both ends

OPTIONAL READING

Wei, R. C., Pecheone, R. L., & Wilczak, K. L. (2015). Measuring what really matters. Phi Delta Kappan, 97, 8–13.

  • Performance assessment vs large-scale assessments
    • “We continue to see political contexts as the biggest obstacle for including performance assessment in large-scale assessments today.” Wei, Pecheone & Wilczak, 2015, p.11)

http://www.corestandards.org/

  • The standards are:
    • Research- and evidence-based
    • Clear, understandable, and consistent
    • Aligned with college and career expectations
    • Based on rigorous content and application of knowledge through higher-order thinking skills
    • Built upon the strengths and lessons of current state standards
    • Informed by other top performing countries in order to prepare all students for success in our global economy and society

Brazilian Education – Week 7 – Class Notes

David Planck

  • economist to politics
  • Anisio Teixeira – his hero
  • Published his book in 1992
  • education boils down to two unattainable goals: more and better

Bob Verhine 

  • 1995 started big changes
  • FUNDEF was a great move by the Ministry of Education
  • It was a move to redistribute the resources more fairly between State and Municipalities
  • FUNDEB now puts them on the same side
  • Teacher salaries are now part of the law with a minimum set

Q&A

  • Bolsa Familia made a big impact in education by tying school attendance to receiving this benefit
  • What happens outside of school is as important as to what happens within the school systems
  • Nowadays you have ‘concursos’ to hire teachers but now they are ‘punished’ each time who is in power changes

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Curriculum Construction – Week 7 – Class Notes

Denise wasn’t there so the CAs Molly and Stephanie led the class very well.

We did a Jigsaw exercise where the class was divided into their preassigned roles/lenses we did the readings with. The roles were:

  • Expert teacher
  • Novice teacher
  • Parent with a high performing student
  • Parent with a low performing student
  • School principle (my role)
  • School board member

After feeding off of each other about the issues, stances, and solutions we went into the simulation or role playing group, where one of each role was present.

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During the second half of the class we split into our Project Groups do have some time to get organized and define the next steps for the Curriculum Redesign Final Project.

We split the work like this:

(Lucas) – Rationale / Context
TODO: Review feedback and update

(Lucas) – Goals
TODO: Review feedback and update

(Lisa & Mohamad) Learning Activities
TODO: Do the “filtering process” → Updated Syllabus
TODO: Come up with the key learning activities

(Celine) Assessment
TODO: Figure out assessment at every level

(All) Process Log (Why)
TODO: Take photos and sum up notes


 

Some useful handouts:

Lesson Plan Template:
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Assessment activities – Ways to Show What I KnowIMG_2024.JPG

Pedagogical Moves Used in Class
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Curriculum Construction – Week 7 – Curriculum Critique Assignment

Curriculum Critique – tynker.com – Programming 100

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Curriculum Construction – Winter 2016 – Lucas Longo

Tynker is an online platform that aims to teach programming to children from 7 to 14 years of age or grades 1 through 8, through interactive tutorials in creating the logic for video games. Virtual characters guide the student through each challenge, showing step by step what has to be done. These challenges increase in complexity and gradually introduces new concepts and commands available in the environment. The tool is extremely attractive in term of design and flexible enough to attend to the various age groups it is intended to. An interface for teachers is also available to create lessons, register students, and assign the several lessons they offer in their course catalog. Finally, the teachers can track the student’s progress and response to quizzes presented during the challenges.

I analyzed in more detail their first programming course that introduces the basic mechanics of controlling the game such as moving a character on the screen, verifying if a character is touching another object and react accordingly, and the concept of repetition or loops. The student must drag and connect instruction ‘bubbles’ that will create a chain of commands the character will perform once the ‘play’ button is pressed. If the commands are correctly positioned, the goal is reached and the student progresses to the next challenge. At the end of each lesson a short multiple-choice quiz is presented to the student to ensure that some basic concepts and terminology were understood.

Nowhere in the website there is an explicit declaration of what particular curriculum ideology they based their design. The nature of the interactions and affordances provided by the tool show that there is very little presentation of underlying concepts, but the immediate engagement with acting upon, using, and testing their instructions. One might argue that several ideologies are present in the curriculum – which includes the technological tools, the nature of the challenges, and ways of engaging with the concepts. “If you are going to teach a kid to swim, put them in a swimming pool” – Dewey’s constructivist concepts and the project based learning methodology is evident. The challenges also move on a clear learning progression offering the students a very scaffolded continuity of experiences that build upon each other and provide the basic concept that the student will need in subsequent ones.

“From this point of view, the principle of continuity of experience means that every experience both takes up something from those which have gone before and modifies in some way the quality of those which come after.” (Dewey, 1938, p.35)

Cognitive Pluralists would argue that the subject matter itself, programming, taps into one of our innate abilities. “As a conception of knowledge, Cognitive Pluralism argues that one of the human being’s distinctive features is the capacity to create and manipulate symbols.” (Eisner, 1994, p.79) It is also a very practical activity where you learn by doing.

“Its meaning has shifted from a noun to a verb; intelligence for more than a few cognitive psychologists is not merely something you have, but something you do.” (Eisner, 1994, p.81).

Another powerful concept the curriculum exhibits with its video-game based interface and activities, Nodding’s (1992) care framework describes why students might engage with the content.

“We need a scheme that speaks to the existential heart of life – one that draws attention to our passions, attitudes, connections, concerns, and experienced responsibilities.” (Noddings, 1992, p.47).

I believe that we can make a generalization nowadays that children are fascinated by video-games and thus might find it relevant and interesting to design their own games. In the process, they are exposed to the concepts of programming, video game creation, and even design, once they start customizing their characters and game environments.

The implicit assumption of this curriculum is that programming is an important skill to learn for the future. Explicitly, the curriculum matches several Common Core Mathematics, Common Core ELA, and CSTA Computer Science standards that students develop in each lesson. Clear charts map lessons to Common Core standards by grade. Through their lessons/activities, students are able to learn and explore several Math and English Language concepts. The company has several courses beyond the Programing one I explored that include English, Science, and Social Studies projects. Each course contains several lessons, exercises, and activities the students can complete.

The design of the lessons are such that teachers do not have to a deep knowledge of programming to use it. As their website (tinker.com, 2016) puts it, “Built for Educators. No Experience Required.”  since their “Comprehensive Curriculum” has “Ready-to-use lesson plans and STEM project templates for grades K-8.”  The requirement for using this curriculum is one computer or tablet per child and an internet connection. Even though this might not be a reality in all schools, I believe it is a matter of time that the “1 laptop per child” dream to come true. In any case, the site also provides challenges for students to complete on their own computer or tablet, in the case the school might not provide adequate access. In other words, parents could use this site/curriculum to encourage their children to engage with programming.

The lessons provided are all geared clearly towards and support the intended goals and learning activities. For example, to introduce concepts of angles, the student has to program a spaceship to trace the lines of a star by giving it commands to go forward, turn at a certain angle, and repeat the process again until the star is complete. I felt that an explanation on how to figure out how many degrees each turn should be depending on how many points a star has was missing. The aim of the activity was to introduce the concept of loops and was intended for a second grader, therefore it might have been by design that they left out this explanation. I would have to pay and get access to the more advanced lessons to find out how they introduced such derivations – which apparently are present in the organized course catalog.

The assessment tool presents in a clear manner how students are progressing through the activities. A chart indicates the learning outcomes per student with icons indicating their speed and accuracy in completing each task. I was not able to have access to actual assessment tool which made me curious about how detailed these assessment results are. I would like to know if the teacher could see which exact questions the students got wrong. My guess is that it does provide it simply because of how carefully and throughly thought through the tool is implemented.

One unintended consequence I foresee in implementing this tool in the classroom is that younger students might get distracted with the character customization capabilities the tool offers. I’ve seen this happen firsthand when teaching using Scratch, a similar tool which this one bases it’s block programing style. Students end up spending a significant time playing with the color of the hair, clothes, and other such customizations instead of attending to the task at hand. The tool though, cleverly limits what the student can do in each exercise and establishing a time limit when customizing the characters. Only in more advanced lessons can the students more freely engage with all the features the tool offers.

If we apply Wiggins & McTighe’s (2005) WHERETO evaluation of learning activities, one could say that the tool attends to them all:

W = help the students know Where the unit is going and What is expected.

The lessons have clear goals and measures of success.

H = Hook all students and Hold the interests

I was actually entertained by the challenges presented and attracted by the design of the scenarios and characters.

E = Equip students, help them Experience the key ideas and Explore the issues

The interactive nature of the challenges do provide a rich tool to attend to these criteria.

R = Provide opportunities to Rethink and Revise the understandings and work

The challenges themselves provide opportunities to redo and revise their programs in order to achieve their goals.

E = Allow students to Evaluate their work and its implications

The evaluation of the work comes directly from attaining the goals therefore the feedback is immediate. The quizzes also provide an opportunity for the students to evaluate what they have learned and reflect upon them, even if on their own.

T = Be Tailored (personalized) to the different needs, interests, and abilities of learners

The different lessons attend to different levels and abilities the students might have and the tool is flexible enough to allow students to go as far as they wish with their programming explorations.

In conclusion, I was very impressed with the quantity, quality, and breadth of the tool. The introductory lessons are easy enough and scaffolded enough for the ages it is intended to. There is a high ceiling as well in the sense that you can move from block-based programming to actual programing in Java and connecting to robots to enhance the tangibility of the learning experience.

“The artistry in pedagogy is partly one of placement – finding the place within the child’s experience that will enable her to stretch intellectually while avoiding tasks so difficult that failure is assured.” (Eisner, 1994, p.70)

References

Dewey, J. (1938/1997). Experience and Education. New York: Simon & Schuster.

Eisner, E. (1994). The Educational Imagination: On the Design and Evaluation of School Programs. (3rd. Edition). New York: MacMillan. pp. 47-86.

Noddings, N. (1992). The Challenge to Care in Schools. New York: Teachers College Press.

Wiggins, G., & McTighe, J. (2005). Understanding By Design. (Expanded 2nd edition) Alexandria, VA: Association for Supervision and Curriculum Development.

LDT Seminar – Master's Project Feedback

Got some good feedback today about my Master’s Project:

  • Look at StickyUnit
  • Focus on a content area
  • Talk to John Willensky – making research public

  • Think about what kind of higher ed

  • Skillshare vs Udemy

  • Qualtrix – heat maps

  • Survey: Not going to be published, confidential, where is it going to be published?Informal pilot testing, not formal research paper.

TO DO:

  1. Create email for Udemy teachers
  2. Create survey for teachers
  3. Send all iOS teachers from Udemy

Survey Questions:

  1. Besides teaching online what is your teaching experience or background ?
  2. How many online courses have you already published?
  3. What is your core motivation to publish your content online?
  4. Did you take the course on creating a course? How useful was it?
  5. What were the main challenges in creating the online course?
  6. What do you feel is missing in the online platform that would help you create a better course?
  7. Did you feel the need to have someone helping you in the process?
  8. If you were to add any features to the content the location tool, what would they be?
  9. If you were to redo your online course what would you do differently?
  10. How did the students’ questions and comments inform you about ways to improve your course?
  11. Any further suggestions or comments?

Beyond Bits and Atoms – Week 6 – Reading Notes

Blikstein, 2015. Computationally Enhanced Toolkits for Children: Historical Review and a Framework for Future Design, Stanford University, USA

The generations of microcontrollers

  • The first generation: Pioneers of physical computing (LEGO/Logo, Braitenberg Bricks, and Programmable Bricks)
  • The second generation: Conquering the World (Crickets,Programmable Bricks, and BASIC Stamp)
  • The Third Generation: Broadening Participation and Accessing New Knowledge Domains (GoGo Board, Phidgets,Wiring,andArduino)
  • The Fourth Generation: New form factors, new architectures, and new industrial design (Pico Cricket, Lilypad, Topobo, Cubelets, LittleBits)
  • The Fifth Generation: Single board computers (RaspberryPi, PCDuino, BeagleBoard)

Screen Shot 2016-02-11 at 10.38.31 AM.png

  • Selective exposure for usability: Embedded error correction
  • Selective exposure for power: Tangibility mapping
  • “The main construct proposed in this monograph (selective exposure) and its two subcategories (embedded error correction and tangibility mapping) could help understand the use of current products and give designers a framework to imagine new ones.” (Blikstein, 2015)

Horn, M. S. (2013, February). The role of cultural forms in tangible interaction design. InProceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction(pp. 117-124). ACM.

In this paper I have proposed an approach to tangible interaction design that looks beyond physical analogies and universal sensorimotor experiences. Specifically, I have argued that designers can purposefully evoke cultural forms as a means to activate existing patterns of social activity along with associated cognitive, physical, and emotional resources. This approach to design was inspired by the notion of social and cultural funds of knowledge [8, 18] and by Saxe’s form-function shift framework [30, 31]. Using three examples I demonstrated what this might look like in action.”

 

Curriculum Construction – Week 6 – Reading Notes

Banks, J. (1993). The Canon Debate, Knowledge Construction, and Multicultural Education. Educational Researcher, 22(5), pp. 4-14.

  • Dominating groups
    • Western traditionalists
    • Multiculturalists
    • Afrocentrism
  • Polarized debate, primarily in popular press, no productive interactions
  • Positionality – started with feminist movement
    • “Positionality reveals the importance of identifying the positions and frames of reference from which scholars and writers present their data, interpretations, analyses, and instruction (Anzaldúa, 1990; Ellsworth, 1989).”, (Banks, 1993, p. 5)
  • Five types of knowledge
    • Personal/cultural knowledge
    • Popular knowledge
    • Mainstream academic knowledge
    • School knowledge
  • The rules of power
    • “Delpit (1988) has stated that African American students are often unfamiliar with school cultural knowledge regarding power relationships. They consequently experience academic and behavioral problems because of their failure to conform to established norms, rules, and expectations. She recommends that teachers help African American students learn the rules of power in the school culture by explicitly teaching them to the students.” (Banks, 1993, p.7)
  • From academia to the classroom – takes time
    • “Consequently, school knowledge is influenced most heavily by mainstream academic knowledge and popular knowledge. Transformative academic knowledge usually has little direct influence on school knowledge. It usually affects school knowledge in a significant way only after it has become a part of mainstream and popular knowledge.” (Banks, 1993, p.11)

Sleeter, C. (1996). Multicultural Education as Social Activism. Albany, New York: State University of New York Press. pp. 91- 115.

  • Multiculturalism as a form of dialogue and acceptance of several points of view
  • Curricula often attempt to include/induce minorities into the dominant’s culture
  • “Oppressors” say that all the differences have been ‘resolved’ in order to maintain status quo
  • Move away from trying to integrate towards discussing and understanding the different

Eisner, E. W. (1993). Forms of understanding and the future of educational research. Educational researcher, 22(7), pp. 5-11.

  • Representations of meaning
    • “Representation, as I use the term, is not the mental representation discussed in cognitive science (Shepard, 1982,1990)but, rather,the process of transforming the contents of consciousness into a public form so that they can be stabilized, inspected, edited, and shared with others.” (Eisner, 1993, p.6)
  • New forms for new understandings – but how to assess these multiple forms that go beyond text and numbers?
  • Must explore
    • “Working at the edge of incompetence takes courage.” (Eisner, 1993, p.10)

Gardner, H. (1999). The Disciplined Mind. New York: Penguin Books. pp. 186-201, 208-213.

  • Enhance understanding by:
    • Providing powerful points of entry
      • Narrative entry points
      • Numerical entry points
      • Logical entry points
      • Existential/foundational entry points
      • Aesthetic entry points
      • “Hands-on” points of entry
      • Interpersonal points of entry
    • Offering apt analogies
      • Powerful analogies and metaphors
    • Providing multiple representations of the central or core ideas of the topic
  • Issues
    • How does one orchestrate the three approaches to important ideas?
    • How does one spread this orientation to the rest of the curriculum – and with might the limitations be?
    • How does one assess the success of such an approach?
    • How might this approach be misunderstood?
    • In the end, what is the status of the true, the beautiful, and the good, and of their possible interconnections?
  • Possibilites and limits
    • Mensures of success
    • Possible misunderstandings of the approach
    • Once more: the true, the beautiful, and the good

Curriculum Construction – Week 6 – Reading Reflection 2 Assignment

“Whether it comes after teaching, while teaching, or by teaching, we often think of assessment as something done to students, not with them.” (Coffey, 2003, p.76)

The word “assessment” is often thought of as the final grade on the report card or as standardized tests that simply rank or classify the student. What it should be thought of is an opportunity for learning and an integral part of classroom activities. In an evolved, mature, and structured teacher-student dynamic, students can create their own quizzes or exam questions, engage in reflections upon their peers presentations or projects, and even grade each other’s tests. The idea might sound radical yet the benefits might outweigh the extra work and planning it might take to ‘flip’ assessment. Being able to understand what quality work is, analyze your own work, receive feedback and act upon it, is a valuable life-long skill.

“When students play a key role in the assessment process they acquire the tools they need to take responsibility for their own learning.” (Coffey, 2003, p.77)

One of the main purpose of assessment is for external accountability but it’s best application might be to improve student motivation, curiosity for learning, and to improve the teacher’s efficacy. It is primordial for students to understand the purpose of their own education and to feel responsible for it. Exposing the students to how they will be assessed and what the enduring understandings the courses will bring to them gives them a sense of purpose of their education. Not knowing why you should learn math or science transforms the whole learning experience meaningless. This disconnect is minimized when the teacher starts by involving the students in creating measures and activities that will demonstrate their understanding of what the course is all about.

“Through the students’ explicit participation in all aspects of assessment activity, they arrived at shared meaning of quality work. Teachers and students used assessment to construct the bigger picture of an area of study, concept, or subject mater area.” (Coffey, 2003, p.78)

To apply this in a classroom requires a significant change in teaching practice. It might feel that engaging the students in everyday assessment practices takes precious time out of regular ‘content-coverage’. Yet this very engagement creates for the students, connections between content and demonstration of knowledge, between their own work and what quality work looks like. It might even make the teacher’s work easier in the sense that the students create their own tests and even grade their own work. They also provide feedback to their peers during presentations and in the process are learning by engaging with the material.  Buy-in from school administrators also should be easy since you can actually use traditional assessments in this process. The topic of large scale assessment in itself is an interesting topic students should be aware of, understand the reasons why they exist, and reduce the stress involved in test taking; but I digress.

So how might you apply this concept in practice? Coffey’s concept of “everyday assessment” fits in well with Wiggins and McTighe’s (2005) Understanding by Design process. The main twist or difference would be that the process of determining acceptable evidence of student understanding would not be done in isolation, but with the students. The teacher would obviously have to provide the course’s goals and essential questions but will do so in a manner that students understand why it is important to their lives (present and future) and how will they know if they actually learned the content.

“Despite initial resistance, as students learned assessment-related skills, demarcations between roles and responsibilities with respect to assessment blurred. They learned to take on responsibilities and many even appropriated ongoing assessment into their regular habits and repertoires.” (Coffey, 2003, p.86)

The process is not easy and it takes time but it provides a sense of clarity for the teacher when planning a course or a lesson. It’s not about the content that has to be delivered, it’s about creating mechanisms that demonstrate student’s learning. It’s about reviving that child’s desire to show-off to their parents what they have just accomplished. It’s about knowing what your parents expect of you and creating a relationship that is based upon growth.

References

Coffey, J. (2003). Involving Students in Assessment. In J. Atkin & J. Coffey (Eds.) Everyday Assessment in the Science Classroom. Arlington, VA: National Science Teachers Association. pp. 75-87.

Wiggins, G., & McTighe, J. (2005). Understanding By Design. (Expanded 2nd edition) Alexandria, VA: Association for Supervision and Curriculum Development. pp. 13-34, and 105-133.