Sunday, February 28, 2016

Week 4: Integrated Learning

What is Learning?  And how do you do it best?

Education has a specific reason and purpose, which is to provide knowledge to students.  SO is there one way that is better then others? Do students learn better in current systems than others?  Lets explore some of these systems to see if there is a better or even best system for education and student learning.

The ideas of STEM vs STEAM, and which is best?

In Anne Jolly articile,  STEM vs. STEAM: Do the Arts Belong?, she defines a tug of war currently looming between proponents of STEM education (science, technology, engineering, and math) and advocates for STEAM lessons, which add art to the mix.  When discussing education in the vain of what type of learning is truly beneficial for children the idea of STEM education provide students a variety of skills that are essential for success: critical thinking and problem solving, creativity and innovation, communication, collaboration, and entrepreneurship, to name a few. This system of education is based on focus and has great student benefits so would it benefit from the addition of the arts?  The focus of STEM is developing rigorous math and science skills through engineering. How can you focus on other subjects (such as art) without losing the mission of STEM or watering down its primary purpose? And there is the fill side from the arts because as Jolly points out, " if we're talking about how one can use art in engineering… as an artist, it seems we're missing the point and devaluing, or not realizing, art’s purpose and importance." So how exactly can teachers fit the arts into STEM programs and do justice for both STEM and STEAM? What would an ideal STEAM program look like? That is what Jolly article explains through artist and educator-turned-STEAM-enthusiast Ruth Catchen. "According to Ruth, the arts are a great learning tool and can serve as an on-ramp to STEM for underrepresented students. Engaging students’ strengths using art activities increases motivation and the probability of STEM success. She views art as a way of offering more diverse learning opportunities and greater access to STEM for all types of learners."  Leaving the big question how can we solve this question of STEM vs STEAM? The answer and what Ruth proposes is that they shape STEAM programs by exploring opportunities where art naturally fits in the STEM arena. Art can be treated as an applied subject—just like math and science.  This sounds like  the perfect solution and something that education needs as an improvement  but Jolly has one final point that leaves me wondering as well, "Art is often touted as a method of adding creativity to STEM—but keep in mind that engineers are rarely lacking for creativity and ingenuity. Just look at the world around you for proof. The purpose of STEAM should not be so much to teach art but to apply art in real situations. Applied knowledge leads to deeper learning."  

Project-Based Learning vs. Problem-Based Learning vs. Connected Learning


Now that we have explored STEM vs. STEAM, it seems that the flood gates have been opened for all different types of learning.  The article in Edutopia by John Larmer there are over 10 types of educational style listed right at the beginning.   With many of them ending with the suffix " based- learning"  it can get very confusing understanding the difference between all the different types.   To start clearing the difference between the styles; the big two project-based and problem-based need definition first. According to this article " The term project learning derives from the work of John Dewey and dates back to William Kilpatrick, who first used the term in 1918 and is a broad category which, as long as there is an extended "project" at the heart of it, could take several forms or be a combination of; designing and/or creating a tangible product, performance or event, solving a real-world problem , and investigating a topic or issue to develop an answer to an open-ended question.  Whereas "problem-BL does have its own history and set of typically-followed procedures, which are more formally observed than in other types of projects. The use of case studies and simulations as problems dates back to medical schools in the 1960s, and problem-BL is still more often seen in the post-secondary world than in K-12, where project-BL is more common" according to Larmer.  Then there is "connected learning" that seems to be the new-age of both these styles. Building on the ideas of using students as active participants in learning seems to be an idea that runs through all of these learning styles.   I think it is the elements of connected learning, thought, that will take new technology and ideas into the future because as Larmer stated, "extended learning experience just depends on how you frame it."

Local Influences
It is sad then to read about how these styles of learning are being ignored  right here at home in the Chicago Public Schools. According to Fitzpatrick of the SunTImes, "While Chicago Public Schools increased arts offerings and teachers overall last year, next month’s threatened layoffs could derail that progress heralded Thursday by one of the city’s arts partners." And although a CPS spokeswomen says “We will continue in our efforts to fight for fair funding for Chicago’s students to prevent cuts to our classrooms and arts programs.” But there are already signs that the arts aren't a priotity in "that smaller high schools tend to offer just what’s required for graduation, two courses rather than the four recommended as ideal under CPS Arts Education Plan.  Luckily there are organizations like Hive Chicago that are bringing together arts, technology, as well as integrated styles of learning. And it may be organization like this that make CPS realize how important these ideas are.

Wednesday, February 17, 2016

Week 3: All About Video Games

All About Video Games

Reading: 

Kids Unite Art and Science and Create a World of Wonder: Knox Gifted Academy is designed to inspire innovation and excellence through STEAM bMichael Buist 


The opening sentence is enough to catch anyones attention and validate the arts in the same breath; "Nobel laureates in science are 25 time more likely than other scientists to sing, dance, or act or 17 times more likely to be a visual artist and so on." These are just some of life-altering inventions that can happen when the arts and sciences converge. As leading MacArthur Fellow Robert Root-Bernstein says, “Arts don’t just prettify science or make technology more aesthetic; they often make both possible.”  In order to take advantage of the results of arts and science converging, school like Knox Gifted Academy are designed to inspire, innovate,  and excellence. How do the accomplish this? Well where as most school would cut the arts and focus on the STEM subjects, school like Knox Gift Academy are focusing on using STEAM which is a teaching framework that brings the A for the arts into STEM (science, technology, engineering, and math). The value of STEAM  is that it connects the different subjects together in the way
they would relate to the business world and to each other and Schools like the new K-6 Knox Gifted Academy in Chandler, Arizona recognize the power of this convergence between the arts and sciences and start this way of learning and understanding the value of merging art and science early in their lives.  During the school day, he says, teachers practice an interdisciplinary approach to education and try to make the integration of the arts and sciences seamless, for example a story told in English incorporates music, art, and language in one lesson.  This is the type of education I seeking and adding the additional element to the area of art and it is the art of movement. In the teaching of the arts often the body is disengaged as it is throughout most of the school day, in order to address this problem the arts should begin with a gross motor skill and then focus on the fine motor skills used to created visual art.


Watch: Canes Aracade Video

9-year-old Caine Monroy spent his summer vacation building an elaborate cardboard arcade inside his dad's used auto parts store. He father says his son, Caine, loves to figure out how things work and takes apart his toys to see how they work and that plus his love for games was just natural for him to build an arcade.  It started out when he went to work with his father who sold auto  parts and had alot of extra boxes so Caine cut them apart and created his first game with a basketball hope.  That lead to more and more games that became more complex and he eventually filled the hold store.  Thats when Nirvan, a filmmaker, stopped into the store and asked to play.  $1 for 4 turns of $2 for a fun pass which you get 500 turns with a expiration of one month.  Nirvan bought a fun pass, and Caine developed his business complete with an office, business cards, money, tickets, coins, and of course prizes.  At first the prizes where his old toys like his old Hot Wheels, then started to buy little toys as rewards.  He asked his dad to buy a claw machine for the arcade and his dad told him to just build it so he did with a hook and a piece of string and a lot of imagination.  After Nirvan played around for awhile he asked the father if he could make a film about the arcade. This is where I have read about this story prior to seeing this video.  I am a huge fan of the reddit website and flow its stories, just like this one, daily.  I first read about the meet up and saw pictures of the arcade and meetup.  I enjoyed this video because it provided all the context behind the arcade and boy who made.  This is such a great story about technology, the internet and how our views of them can be flipped upside down and be viewed differently such as building an arcade out of cardboard.

Explore: StemtoSteam.org /Edutopia.org /Codecreate.us

 1. StemtoStem.org
This website was easy to navigate and laid out research, case studies, events, and more pertaining to the teaching of STEAM instead of STEM.  It provided tons of great information about why arts should be added to the crucial subjects of STEM.  Not only does it provide resource, articles and press about this topic it also links to other resources.  The front page displays different attention grabbing headlines and videos including a video from Seth McFarland creating of Family Guy. This website would draw in older students but mainly geared towards educator, parents or other adults looking to research the benefits of STEAM.

2.Edutopia.org
With a headline of What Works in Education, edutopia covers not only art education but all education with topics that are current and trending in the educational world.  With a trending daily scrolling headline at the top, this website is update and knowledgable about what is happening in education.  The specific article looked at was in the same vein of the STEM vs STEAM as the previous website. Instead of offering as signular article on the topic though, this website gave a list that included 3 different compilations that look at different approaches to integrated studies. The three topics included;STEM: Science, Technology, Enginnering, Math; STEAM: STEM + Arts, Design and Humanities; and Maker Education.  The way these grouping were order provide a downward flow so that once you had an understanding of the previous topic then you could move down to the next grouping
3. Codecreate.us
Using the quote "Making Technology Like Art and Art Like Technology", this website says that they aim to provide dynamic and creative experience for young people,educators, families, bringing by providing innovative opportunities for learners to imagine, reflect, play, and create. The list local events for students to click and learn more about as well as along the sidebar where students and educators can signup for workshops.  The sidebar also provides information about the organization and they educators.  To get a feel for the type of workshops and events that you can attend there are videos you can watch about them as well as video about different technology challenges and special events.

Friday, February 12, 2016

Week 2: Coding for a Purpose

Week 2: Coding for Purpose

Why do we teach kids programming? (Code.org vs Scratch as an example)

This article ties to explain the answer of “Why” students should learn coding through two famous ways commonly used nowadays. One is the way of Code.org , a non profit organization that believe “ every student in every school should have the opportunity to learn computer programming. and  the other is  Scratch , a free educational programming language that was developed by the Lifelong Kindergarten Group at the Massachusetts Institute of Technology (MIT).2

The first impression the author got from Code.org vision is” We teach kids programming, because our nation needs more programmers” There were statistics about number of schools that teach Programming as subject, like History and Math, compared to the job demands in the computing field, which is ranked as the highest paid Jobs in US.  This the way most people and educators see as the purpose of coding in an educational setting, for young people to get a job in this new industry that is in high demand for employees.
The author learned this  from Prof. Mitchel Resinck and Scratch team, Programming is a tool, a tool for creativity and self expressing, not an objective in it’s own. Which is the exact feeling you get while working on Scratch Curriculum GuideThe objective of Scratch in general again isn’t to teach kids computational concepts (like  looping ,functions and variables), but using this computational concepts in Scratch as a medium for creative expressing  through 3 main fields : Art, Storytelling and Games.   Which in my opinion makes Scratch the superior of the 2 programs.

In either case, the purpose of this article is to incourage kids to get involved with coding.  THe author lists 4 big reasons for alls tudents to learn coding through these programs or any other means
Express yourself through programming. It’s like a kind of art 
Learn important life skills
—Learning best happens when people are engaged in constructing personally meaningful products
Encourage kids to be technology producers instead of only technology consumers

A Different Approach to Coding: How kids are making and remaking themselves from Scratch By Mitchel Resnick & David Siegel


The designers of the Scratch program view coding differently then most people because they see coding differently then mostly people. they believe coding is not a set of technical skills but rather it is a new type of literary and personal expression valuable for everyone much like learning to write.  They see coding as a new way for people to organize express, an share their ideas. .  Scratch is similar to other coding approaches because it requires systematic and logical reason.  Students need to learn a variety of problem-solving strategies so they can revise projects that didn't work as expected.  Scratch is also different from many coding approaches because it puts a high priority on children learning to express themselves creativity and to share their creations with others.  This is related to the Paulo Freire recognized that writing and literary are more important that just practical skills.  The reason he lead literary campaigns in poor communities was not simply to help people get jobs but to help people learn that they can make and remake themselves.  This is exactly what Scratch aims to do, allow young people to express themselves through programming computer code. 

After using Scratch, I can see how and why the designers created such a program.  This article helped me to bring my use of Scratch into the real-world and how the skills I learned by using this program can be applied outside of the computer based world.  Skills such as problem-solving, thinking creatively and testing and playing around with ideas are all topics that modern education is trying to instill in children without much success.  It is programs such as Scratch that will help fill this void in education by providing student with a new technology that they are intersted in and giving them the opportunity to mess around with allows to these topics to be adapted by students and the educational system as a whole. 

Computer as Material: Messing About with Time By Seymour Papert

The message of this work by Papert begins with the title of this work, the phrase "messing about" is taken from a well-known paper by David Hawkins entitled Messing About in Science.  Papert describes the work of Hawkins as he "introduced children to the study of pendulums by encouraging the students to "mess about" with them. This would have horrified teachers or administrators who measure the efficiency of education by how quickly students get to "know" the "right" answers. Hawkins, however, was interested in more than right answers. He had realized that the pendulum is a brilliant choice of an "object to think with." This idea is also found in Papert's Mindstorms were he states, "one that can build a sense of science as inquiry, exploration, and investigation rather than as answers." Just as pendulums, paints, clay, and so forth, can be "messed around with," so can computers. Many people associate computers with a rigid style of work, but this need not be the case. Just as a pencil drawing reflects each artist's individual intellectual style, so too does work on the computer.

That was the premise for the project, Timer and Clocks.  Student were allowed to use any material they please to create the clock so computers were used like wood, string, and electricity as material to mess about with, it quickly evolved into something else as the LOGO timers became more differentiated and sophisticated.  A significant difference of the computer clocks became apparent in the area of extensibility. While many of the sand or water clocks were excellent timers, their use could not be extended beyond that. The computer clocks, however, were put to a variety of uses. For most of the students, creating LOGO timers was the first time they had used computers to make programs that made connections with the physical, tangible, non-computer world. The insight that LOGO could be used to solve real-world problems was further amplified when they used their LOGO timers to determine the speed of their homemade cars and when they interfaced their clocks with the temperature sensor.  This then made the students aware of the role of computers not only in the classroom but in there daily live.  Which lead to the realization that computers are like any other classroom material and can used as such.  Here are some of the listed ways computers can be used in the classroom;
Some important guidelines, then, for the placement and use of computers in schools include the following:
  1. Seek out open-ended projects that foster students' involvement with a variety of materials, treating computers as just one more material, alongside rulers, wire, paper, sand, and so forth.
  2. Encourage activities in which students use computers to solve real problems.
  3. Connect the work done on the computer with what goes on during the rest of the school day, and also with the students' interests outside of school.
  4. Recognize the unique qualities of computers, taking advantage of their precision, adaptability, extensibility, and ability to mirror individual students' ideas and constructions of reality.
  5. Take advantage of such new, low-cost technological advances as temperature and light sensors, which promote integration of the computer with aspects of the students' physical environment.
I never considered before how and why we use computers in the classroom and how removed they usually are in a computer lab.  My first encounter with computers was in a computer lab and was very teacher-directive, but in this day and age students use computers everyday for homework and other schoolwork so why not let them mess around with computer and give them the option to use them at their will instead of imposing our will on the way they use the computers.


The Gears of My Childhood By Seymour Papert

According to Papert "My thesis could be summarized as: What the gears cannot do the computer might. The computer is the Proteus of machines. Its essence is its universality, its power to simulate. Because it can take on a thousand forms and can serve a thousand functions, it can appeal to a thousand tastes. This book is the result of my own attempts over the past decade to turn computers into instruments flexible enough so that many children can each create for themselves something like what the gears were for me."  This is an interesting idea in that it allows kids to not only learn to understand a topic or idea but it pushes children to learn for the purpose of enjoyment or even passion.  Papert views his learning expereience with gear as something beyond what a classroom can teach a child and pushes learning into the realm of passionate pursuit.  Lets look at his 3 reasons for my his interest in gears made the differential so easy for him. Papert lists the reasons here "First, I remember that no one told me to learn about differential gears. Second, I remember that there was feeling, love, as well as understanding in my relationship with gears. Third, I remember that my first encounter with them was in my second year. If any "scientific" educational psychologist had tried to "measure" the effects of this encounter, he would probably have failed. It had profound consequences but, I conjecture, only very many years later. A "pre- and post-" test at age two would have missed them."  Lets recap his points in order to understand his fundamental fact about learning; "anything is easy if you can assimilate it to your collection of models."
1. He pursued gears with his own accord thus creating a genuine interest and investment in learning
2. His allowed for his learning to become a passion, he felt love for his gears
3.  His passion for gears could not be tested or understood by traditional learning standards because its profound consequences would be seen many year later but in ways that tests would miss

This led him to "develop a way of thinking that would be resonant with Piaget's. The understanding of learning must be genetic. It must refer to the genesis of knowledge. What an individual can learn, and how he learns it, depends on what models he has available. This raises, recursively, the question of how he learned these models. Thus the "laws of learning" must be about how intellectual structures grow out of one another and about how, in the process, they acquire both logical and emotional form."

This is a very interesting idea in the way we learn and based on his personal experience with gears and how not everyone had the same experience leads to his laws of learning.  So that the way we think is genetically imposed upon the individual and thus is the result of how we learn which would explain the difference in the way kids learn the same material.  This idea really opened me up to understand the different types of learners and the origins and made me realize that they are not based on external and environmental but on internal and nature-induced method given to us at birth, thus as both Piaget and Papert state, " the understanding of learning must be genetic."



Summer Code: ASSISTANT PROFESSOR KAREN BRENNAN SHARES EXPERT TIPS FOR OUT-OF-SCHOOL COMPUTING FUN BY MATT WEBERBARI WALSH
This article takes codings into the realm of fun which is an interesting premise because of the correlation with coding as something that in done by an individual which can be boring. One of the most articulate advocates for the power of computing as a creative, mind-expanding medium if Karen Brennan who founded Scratched ED.  Brennan's says that there are 4 points to keep coding fun; Keep it fun, Keep it creative and open-end, Find communities online, and Keep it social.  With these in place, coding takes a step in the right direction as it relates to other educational benchmarks.  Brennan's ideas are something that can and should be applied to all educational subjects and therefore would allow for coding to fit into the educational sphere quite easily.  By giving the opportunities for it to be seen by kids in a fun easy going atmoshphere is crucial for coding to be seen as a creative pursuit that can be accessible for all students.  


CONCLUSION

This argument made over and over again in each of the articles was that all children should be taught coding, though whatever means they find engaging, so that they are not only ready for future careers but more importantly are able to express themselves in the future.  With the rise of technology, computers are becoming more important and the need for young people to be fluent in computer languages is apparent but just like all education there is always a need for it but how do you get children to want to engage with these need. Students need to learn but the often don't want to learn.  This is often the case with coding as well.  Some of the answers can be found in programs such as Scratch that are encourage kids to engage with coding ideas in fun and interactive ways. I think the methods and ideas of Scratch should be applied to all educational system.  As educators, we should be trying to engage all students in ways that are not just to get them to test well or learn in order to get a job, but rather to spark there interest, passion, and investment in an area that they want to pursue.

Thursday, February 4, 2016

Week 1:Teaching with Technology

Week One: Video Responses

I found myself fully engrossed in each of the videos we watched this week.  I started with Cindy Foley, then moved to the Sir Ken Robinson and ended with Mitchel Resnick's video.  I have used Sir Ken Robinson's TED Talk's in other classes and am very familiar with his work, the other two speakers were new to me I think this progression helped me build upon the different ideas of learning, technology, and art.  I like to notes the old fashion way so I uploaded them below.  But I wanted to highlight a portion of each video I found most interesting.

CINDY FOLEY: TEACHING ART OR TEACHING TO THINK LIKE AN ARTIST

1. Art Education now focuses on the concrete and what is testable

I had not realized that most of my art education had been based on this idea, especially my art history studies done during my BA.   The art history I was exposed to was based on dates, name, and ideas all that reappeared and was to be regurgitated on tests.  It is also interesting to compare the ideas of our current art education system with actual art production.  This is something that became really apparent to me this winter while I was studying art making at Oxbow.  The place were art education and art making set their foundations and then control the development of are so drastically different that it surprised me.  I was under the impression that art making and art education would originate from the same place and grow based on the same principals but they are not.  I think Cindy Foley gives these ideas clear expression.

2. Moving to teach for creativity by embodying artist's habits 

In order to teach creativity, and in my opinion bring art education in line with art making, teachers have to teach students how to be artists.  That is not an easy objective especially with the current education system in direct opposition to this.  Foley lays outs three ways that teacher's can help students embody artists and start connecting education with the artistic process. These three big ideas cover the ways in which artist think and engage knowledge differently and more effectively.
1. Comfortable with ambiguity
2. Idea Generation
3. Trans-disciplinary research

RSA ANIMATE: CHANGING EDUCATION PARADIGM WITH SIR KENNETH ROBINSON

As I stated in the beginning, I used Sir Kenneth Robinson's TED Talk about Creativity as a final project last semester about Creativity an how to teach it to students so I am very familiar with his work.  I think his ideas are exactly what we need and hopefully will lead our current educational revolution

1. Reasons for reforming public education 

Sir Kenneth Robinson lists 2 reasons for reform in our current system;
1. Economic- How do we educate our children to take their place in economies of the 21st century given we can predict next week
2. Cultural- How do we keep cultural identity so we can pass on our cultural genes while being part of globalization.
These are the current problem perplexing our current education system. Its biggest problem is that we are trying to meet future demands by what we have done in the past which is based on the academic abilities of deductive reasoning and knowledge of the classics.


1. The ADHD Epidemic

The arts are the biggest victim of this so called epidemic which according to Sir Kenneth is not an epidemic but a mentality of the educational system. I think this is his most important point.

"Arts give aesthetic experience which is when the senses are operating at their peak"

"ADHD drugs give anesthetic experience which is when the senses are shut off and the child is deaden inside"

Thus in order to get children through education we have to anesthetize them.  This is not the right answer and thus requires a change in the paradigm and a need to go in the exact opposite direction of our current system of standardization and testing and instead invest in Divergent and Creative thinking.

MITCHEL RESNICK: MIT LIFELONG KINDERGARTEN

1. Kids need to design and create technology instead of just interacting and consuming it.

Resnick states that kids today need to grow-up as creative thinkers and learners but they are not given that chance in traditional schooling expect in kindergarten.  Only kindergarten are we given the opportunity to explore, investigate, and create based on playing, observing, and working with other in order to learn and develop as creatively.  This is seen in his project of giving kids lego sets with digital and robotic components so that students can begin to build and make their own robots instead of just interacting with the final project.   Another great example is the idea to let all kids learn coding because just like writing, giving students the knowledge of coding allows them to be able to express themselves.   He needs with the 4 Ps he sees as the most important parts of education and what needs to be included in all education not just kindergarten; projects, peers, passion, and play.



Week One: Reading Response

ART TEACHING FOR THE NEW AGE BY SEAN BUFFINGTON

Art making has radically changed thus art education needs to follow suite.  Notions of what it means to create has changed and educators are now faced with new tasks in order to accommodate for these changes.
1. Educator need to help develop judgement in students
2. Educators need to help them to see that creating is a way of learning

In order to do this them need a new type of system.  This is where the idea of Liberal Art Curriculum is introduced.  It is one focused on design as problem solving, on artistic expression as then articulation and interrogation of ideas.  This addresses the need of educational structure that takes instability and unpredictability as its starting point.