Thursday, April 21, 2016

Week 8:Tech'ing up a Lesson" using the SAMR Model

    Image result for samr model

    SAMR Definition 

    SAMR is a model designed to help educators infuse technology into teaching and learning. Popularized by Dr. Ruben Puentedura, the model supports and enables teachers to design, develop, and infuse digital learning experiences that utilize technology.
    Reason for SAMR
     "Our classrooms must grow and evolve to meet the fluctuating needs of our students and take advantage of the ever-changing array of technological tools." Jennie Magiera
    So many teachers complain that the technology in their classrooms are a waste of money (IWBs, tablets, etc.) I see them as great tools that really could have "No child left behind." 
    With worksheets, there isn't any push for the smarter kids and no help for the kids who need extra attention.  Imagine this future classroom... Instead of Jose flying through his homework in five minutes because it comes easier to him, he could now have homework that creates harder problems based on his level of understanding. Or Suzi who doesn't get the concept, and needs to stay at the same level and get a review of the concept. IPads and other technologies. The smarter students will be learning to their level. The students that need the extra help won't be lost along the way and the average student can stay ahead of the learning standards. Teachers will now have more time to have group settings, less interruptions, and our educated children can once again compete with China and get better jobs back into this country. Teachers... embrace change instead of fighting it. It's already happening
    Step for using SAMR in classrooms
  1. Break down to rebuild. 
  2. Redefine with a goal in mind. 
  3. Get more app for your money. 
  4. Embrace failure.
  5. Enjoy the results, reflect towards the future.

Benefits of SAMR
  • It gives educators who are new to technology integration a tangible model that is relatively easy to understand. There isn’t a lot of pedagogical lingo, and it comes with a nice visual (see below). 
  • It provides an excellent opportunity to NOT talk about technology.
  • Then we started to see how different aspects of the overall process could be supported both by iPads and  transforming the associated tasks via SAMR. In the path to Redefinition, the technology could serve the purpose of a lively sketchbook capturing pieces along the path to the creation of a final product.
Disadvantage of SAMR
  • Problems occur,when educators instinctively attempt to the climb the hierarchical ladder.
  • The stigma that you can “fall off the SAMR ladder."
  •  Teachers become paralyzed by the notion that everything has to be at the Redefinition stage
  • Conflict between the short and long term. By introducing it at the beginning of a 1:1 mobile device rollout (which admittedly isn’t what it was actually designed for), it wrongly focuses the attention of teachers on how they can utilise the technology to adapt individual tasks in order to reach the ‘redefinition’ stage.
SAMR is NOT about Technology
The assertion that technology is not- and should not be  the focus when looking at the SAMR model, echoes the point that Dr. Puentedura articulated during his Boston keynote – the focus is on tasks and process, not technology. In fact, technology just helps the tasks along their way. As Richard illustrates in his post: how are we preparing students as learners in a world without an all-knowing teacher?

Thursday, March 17, 2016

Week 7: Time Based Media: Exploring Audio Documentary in Education

Continued Exploration in Sound-Based Art and Audio Documentary

This week is a continuation from last week as we explore deeper into sound-based art and technology.  This area of art and art-making is my weakest art form as I am more movement and visual orientated in my art production.  This two-fold exploration in both podcasting and audio documentary produced some different research and information from last week, most significantly the impact of Synesthesia in sound-based artwork and the artists who use Synesthete to produce amazing sound-based artworks.  After working with sound myself for the first time in our Sound Art Compositions, I feel I now have a deeper appreciation and understanding for using sound in my own artwork and as a educational tool in the classroom.  I originally viewed sound as part of the music department and therefore something only taught be the music teacher but the more read as well as worked on my project, the more I realized the purposes/benefits/outcomes of using sound within art-making and art education.

Synesthesia

I think a great starting place to start exploring sound-based artwork and the conditions that influence and effect it such as Synesthesia is with public radio.  Since public radio has a foundation in a vast array of sound-based communications from talk-radio, news, music, and other more experimental voice/sound recordings it is the perfect institution to introduce Synesthesia. From New York's public radio station WNYC 93.9, the question is posed to the reader, "Does Synesthesia Make You More Creative?"  In order to be able to answer this question further reading and research is needed.  First, what is Synesthesia?  This article defines it as " a condition that causes the senses to blend together  which was first recognized by scientists in the 1880s, synesthesia causes people to see sounds, taste shapes, and hear colors."  This already triggered my interest as it pushes sound into realms of art that I am deeply intersted and entrenched in.  It reveals the versatility of sound by exposing this falsehood', “ that people received wisdom through the senses traveling along five different channels  that have no intercommunication among them.”  But this way of thinking is not correct and Synesthesia was able to prove the falsehood in this claim through, " V.S. Ramachandran, director of the Center for Brain and Cognition at UC San Diego, who used imaging scans to see where the brain lights up when synesthetes look at letters and numbers. He found activity in two small areas below the ear, regions responsible for the visual representations of numbers and colors." He suggests a sort of “cross-wiring” allows people “to link seemingly unrelated ideas and concepts, which is the basis for metaphor.” That might explain why synesthesia is eight times more common in artists, writers, and musicians. So the big question then becomes if this brain anomaly is so useful, why doesn’t everyone have it?  Ramachandran breaks it down to simple evolution common sense, “If there’s a neurosurgeon operating on your brain, you don’t want him getting creative on you  and because of that not everyone needs to be creative in that way. 

Artists with Synesthesia

Melissa McCracken

Not realizing that she  saw thing differently then others but soon she realized her ability to experience music not just as a series of sounds, but also as a bath of colors was unique and she soon began painting these experiences. Synesthesia can be experienced  different by different people but McCracken says, "in addition to seeing colors, she also perceives numbers and letters as having colors, but mainly, it’s just music that has vivid colors. Sometimes a sneeze will look light pink, or the beep on my alarm is turquoise, but I don’t pay much attention to those colors. I don’t think much of those until someone asks. Voices have a certain darker or lighter feel and can be more jagged-shaped or more rounded, but thinking of their faces instead usually overpowers the colors."   With color-to-sound synesthesia, Melissa found it especially helpful when she was in any sort of math class because she was able to associate a math formula with certain color and placement and this connection helped to reinforce them.
I absolutely love her artwork as she is able to really convey her connection between color/light with sound/music.  I can see each each of music/artist within her painting as her use of color, lighting, and brush strokes connection to the rhythm and emotion of each piece of music.  I think I can easily make these connections because of my need to associate visuals with movement so I am already doing this "sense integration" on some level just not in the same way.  Yet I can recognize and connection with her link between these different sense in a way that I did not with all the artists who experience synesthesia.  There is something about her artwork that strikes a deep chord (pun intended).

Carol Steen

Carol Steeen is also a synesthete who experiences colors while viewing letters and numbers (grapheme-color synesthesia), music (timbre-color synesthesia), and touch-color synesthesia in response to acupuncture and pain. Her work is unique not only because of this condition expressed through her artwork but also is unique in her presentation of both her condition and her artwork. Her interest in technology allowed her to explore her condition as well as share her artwork through the world's first website about synesthesia created in 1996 and has become a sought-after figure on the topic.  She has written books, presented in exhibitions, and spoken at numerous conferences on the topic of synesthesia. In being one of the fore-most trailblazers in bringing this condition into the mainstream I feel like her focus is just that, bringing awareness to this condition instead of focusing on  creating art based on her experiences with this condition.  I personally did not feel the same connections to her work that I felt for McCracken's paintings.  This may be due to the more simplistic color and line choice in comparison to McCracken or for some reason my own senses do not relate or reflect the similar aspects of her sense-based art.  Just like synesthesia itself, that affected each individual  in a unique way, I also think that viewer's sense also react in individualistic, unique ways.

Sound Collection of SAIC

This SAIC collection of artwork is a selection of artworks that inspires sound in order to create a short interpretive composition on a work of art.  The objective of putting this collection together is to expose students to art from diverse periods and places and introduce sound as a vehicle for storytelling.  It's almost creating a sort of synesthesia experience for its viewer by tying together different senses in order for viewers to discover the process of sensory interpretation from visual language as well as develop creative thinking skills, critical thinking skills, decision-making skills, and design concepts. This is a very unique, modern, and engaging approach to museum curation as well as a sort of challenge to the viewer to take a step beyond their area comfort that usually engages one sense at a time and challenges the viewer to use multiple senses at once in order to create richer, fuller stories around the works of art

Exploring Videos recommended by Jeff Sweeton

While all these short videos were interesting explorations into video and short film, with very different intentions and reasons for their creation, I think there was one that was much stronger then the others and that was The Boy with Chocolate Fingers.  Not only does it seem to be more professional than some of the others, its narrative, story, as well as characters, and acting were visual appealing and engaging for the viewer. Each video presented its owns take on video and how to portray stories, some firsthand some second hand, but all intensely personal and full of individual's world views and observations and experiences within this world

The Boy with Chocolate Fingers: by Caroline Pay

This film was a visual representation of a poem and story that reminded me of Dr. Seuss. It has more professional aspects including the overall presentation and composition of the video as well as its characters, setting, and story development present a deeper understanding of both story-telling and film-making. The fantastical situation of chocolate fingers could be any alignment that makes people feel different or the sense of being the "other". It took an act of boldness and courage that changes the perspective of others as well as himself to how they viewed this difference. This presented an entire story that was complete and wrapped up very nicely. It used a enjoyable narrator as well as visual presentation to present this story of the timeless lesson that differences are meant to be embraced. It would be a great video to show students of younger ages to instill that they should not make fun of differences but embrace them.

Just Went On by Precious Love

Narrator discusses growing up as an army brat and its pros and cons especially as it pertains to moving around, including moving to Germany and having to learn a new language, and then moving to Hawaii where she met her friends and first boyfriend. The video begins here as a reenactment of interactions with her boyfriend but soon cuts to narration from a blurred figures as she discuss then moving to Kansas which she though would be there last move. Instead she had to move one more time about 4/5 months before she was to graduate from school. The next time the video cuts to a reenactment is a scene between the narrator and her mother. Her mother has called her into her bedroom to question her whereabouts. Up until this point the narrator didn't have many friends and thought of her mom as her best friend who she could tell anything. After the second time her mom asked Where she had been and the narrator answer she had been at a friends house, her mom slapped her so hard it knocked her to the ground. After this the narrator comes back to the screen, still blurred, and describes that she became hesitant after this not only around her mother but around everyone and had no social life what-so-ever. The video ends there....leaving me completely hanging, my emotions completely exposed and led me to realize that I was feeling the exactly same way that the narrator is also feeling.

The Cameraman: by This American Life

One day a kids, Michael Williams or Arty Panternel, on whim, creates a fake camera from cardboard materials and painted it with pipe cleaners as an antenna. This kids takes the fake camera and starts making a new report, and the whole playground started to copy him and followed the same process and became a trend that consumed the whole school. If you didn't make a camera then you did another part with the news process, whether being a reporter, writer, etc. There were tons of competing news reporting going on throughout the school and hit its highest-point when a fight broken out and instead of the kids helping to break it up instead stood close to the fight and reported on it. This is when the school new this trend was getting out of control and as a result the school banded the fake cameras. What it made them realize is that having the camera changed the way the students acted, it removed their humanity and they weren't even real camera. Not matter what people act differently behind the camera, and do thing you normally wouldn't

The Devil Computer

Filmed like a live action film, this video is about a student being sucked into a computer. Being a amateur, student film there are lots of issues with production, time, and costumes, but it presents an interesting idea and metaphor of being consumed by technology. There are also fun editing techniques, such as when the student actually gets sucked into the computer that gives added layers and depth to the short video. Without much context, dialogue, or setting, the message is still easily conveyed and presented in a way that viewers of any culture or language could understand. This video could especially portray to those societies and culture just beginning to integrate technology for the first time the feeling or sense of being consumed by technology. As far as using this video in the US, this idea has already been explore, maybe overly so, and is something that isn't new to most viewers So right away the viewer is going to know what is going to happen, and to them it may seem that there isn't a point to the video since they are very familiar with the topic. Viewers that are familiar with technology and it becoming part of every aspect of their lives are familiar with the sense of being consumed by so it isn't surprising and might not seem like something that needs representing in a video such as this.

Thursday, March 10, 2016

Week 6: Audio Documentary/ Podcasting

Introduction to New Media: Podcast/Audio Documentary

This week in blogging will be two-fold in the exploration of both podcasting and audio documentary.  In researching these technology and media based programs, I hope to not only learn to use these for personal use but also how to bring them into the educational fields and allow students to use to create new types of learning opportunities.  The reasons that these two types of media are particularly interesting and important for students is that it allows them the opportunity to give there learning a personal twist by allowing them to add there own commentary, sounds, and images to their educational experiences.  This can provide students reflective time so that they are able to process their learning materials and not just regurgitate the information but actually process it and then produce their own opinions, comments, and other related information as they see fit.  It gives them a chance to express themselves and actually change their educational experience to fit there needs. This personalization of education is important in order to keep the vast range of student interested and engaged in their school work.  This is something that I have been working on as well as with this blog and instead of regurgitating the information from the readings, I am trying to add my own point of view and influences to my writing, giving my blog a better sense of personalization and originality. I hope by learning about these two media options that I am better equipped to improve on this style of writing for both myself and as an educator. 


Podcasting

Before I began my research into learning about the podcast process, I first began exploring the Recap.Itd.uk website about their school's student podcasting project.  What caught my eye right away was at the top of the page stating that this project was "5+" in age range which means that even the youngest students are able to use and embrace this media technology.  As seen on the website/school, 

"In this section of our podcast directory you can select podcasts that have been published by schools with children from five years of age and their teachers. The range, scope and diversity of these educational channels illustrates the different uses that educational podcasts are being created for, every single day in schools across the world." 

After browsing some of the podcasts, I realized the value of such a program as a documentary device preserving activities, programs, and memories from the school year.  On example was an Australian school's 1st grade class creating a podcast as a farewell to the school year as a number of students told stories of their favorite parts of the year. Some other podcasts were used as sources of feedback on projects and experiments.  What I found most interesting was as I listened to the podcasts was the fact that the students wanted to share their ideas, thoughts, and information with as large of audience as possible.  They were very interested in the fact that they were able to express themselves with the entire world ( or anyone willing to listen) and they took it very seriously.  You could tell even with the youngest students that there was a lot of planning that went into their podcasts.  Although there was somethings a teacher/adult that lead the conversation for the most part it was the students that created and presented the podcast content which you could tell gave them a sense of power.

Continuing my exploration into the podcasting process lead me to the Ancient Art Podcast website, which I though at first was about the process of making podcasts but was quickly made aware that it was about the Ancient world of the Mediterranean World.  This podcast was created and hosted by Lucas Livingston and states that

Each episode features detailed examinations of exemplary works from the Art Institute of Chicago and other notable collections in addition to broad themes and concepts of Ancient Mediterranean art and culture." 
I listen to his most recent podcast, " Star Wars and Stupas" about the Gandharan Stupa Reliquary in the Art Institute of Chicago and its comparison to the Jedi Temple from Star Wars because the architecture holds so many similarities that it would not be surprise if the designers of the Coruscant's Jedi Temple from Star Wars was  looking at the Gandharan Stupa directly.  This was extremely interesting and made me want to listen to the rest of the podcasts.  This podcast provided a fantastic example of what could be done with a topic like art history and the educational opportunities podcasts can provide. 

Continuing with the education opportunities that podcasts can provide the article 10 Podcasting Project Teachers Should Try in the Classroom presented some great ideas for the classroom.  My particular favorite was the Podcasting Pen Pals.  I always thought this was a very important project I completed in middle school but was becoming outdated in our current technology driven culture.  I think bringing Podcasts into the idea of Pen Pals all realize the potential for social media and form global connections.  Another great idea building on this was presented on the website WeAreTeachers.com.  They introduced their students and more importantly their student's parents to technology and communication.  A great way to have both students and parents engaging together and allowing them to take on roles of both teacher and student.


Furthering this and laying out the specific education uses, purposes, and benefits was the educator's technology website.  This provided step-by-step instructions for creating my own podcast and the appropriate tools needed to produce a quality podcast. Most importantly, "Podcast are great alternatives for delivering research content or lessons to students who need remedial or extended support."

Audio Documentary

From the ArtNew website introduced my to the topic of sound art, as someone who mostly studies kinesthetic and movement I don't really understand auditory learning and sound based art.  This article was fantastic as it allows for the engagement of multiple senses in places w here people are used to only using one sense.  I think that is extremely important to start opening people up to using multiple senses in order to experience in new ways.  This article provides a history of sound art and how museums are incorporating sound in new ways, the use of sound art has opened up the area of sound curating as well.  I also found their exploration of sound artist and how they use sound as their medium. 
 “Sound artists responded in a different way,” Cox says—”they thought the work of art could be about something you can’t touch, you can’t grasp, but is nonetheless powerfully physical.” 
This provided a great foundations for the youtube video on Max Neuhaus' Time Square. It discusses his last sound installation left in the USA located in TimeSquare located at 45th and 46th street.  It is based on already existing architecture under the streets is system of tunnels used to airrate the subway system has been covered by mesh metal tree grate work used to resonate sound.  He developed a cheap syineztsizer, and used the underground spaces to amplify sounds and ran from 1977 to 1992 and reinstalled 2002 and can be heard 24hours a day.Another artist that uses the sounds from New York is John Cage which he talks about in his video about silence.  When he hears music he thinks of it as someone  talking when he heard traffic from New York's  6th Ave he doesn't feel like anyone is talking instead he thinks sound is acting and he loves the activity of sound. 
Art Junction provides the question, " Do You Teach Sound Art?" It provides the statement, 
"While I  sound art isn't a part of many school art programs, it is gaining increasing acceptance in contemporary art circle Given it’s interdisciplinary nature, sound art seems a fertile area for classroom exploration and building connections between school subjects and with contemporary culture. Still, I’m curious how art teachers, especially those teaching digital media, view sound art? Is it something you teach? If not, what challenges do you see in trying to introduce sound art in a school art program?"
This makes me wonder about the importance I have given sound and that I need to start exploring its possiblities

Wednesday, March 2, 2016

Week 5: Connected, Project-Problem based Learning

Connected, Project-Problem based Learning

Stop-Animation Videos for Learning

I think the article by Stephanie Hatten begins with the perfect opening when referring to education-today, "We hear a lot about student engagement these days." Last week discussed the multi-learning styles that was geared towards this student engagement, from project-based to problem based, and all the new terms for these styles.  It seems like these styles or by focusing on STEM or STEAM produces engagement but does so with a varying range of concepts and ideas which only produces competition between the style for which draws the most engagement by students.  So then it is refreshing to see a style of creativity that engages students with true interest.  Stop-motion engagement is also something beyond what other techniques can provide because not only does students engage in the creative process but engage better with the subject matter being displayed through that creativity process. This aspect of stop-motion sets it apart from these learning styles and could becomes its very own styles of learning.  Better yet maybe it should be the embodiment of the STEAM line of thinking since it focus on all aspects of STEAM while still allowing for the learning of traditional academics.  The limitless application and ageless restriction opens up this process to all learners and its benefits seem also as limitless as the process itself.   This was reinforced by the numerous videos on websites such as See and Heard, Adobe, and Mr.Jones Art Channel on Youtube.  I especially liked adding Green Screen to Stop-motion videos for the classroom.  The video on Vimeo shows a classroom with green-station and the benefits for such projects.   This project hit my area of interest, movement, more so then just stop-animation videos because by adding the green screens, students become aware of the way their bodies move which I think is one of the most difficult idea to teach to students.  

School's Art Websites

Art is just like any subject and like any classroom teacher, the more parents and the outside community is aware of what you are doing the more successful you will be.  This is one of the reasons, most grade school teachers send weekly newsletters, keeping everyone one the same page.  This can be problematic in subject like art where teachers work with large volumes of students with varying grade levels and projects it would be hard to send the same kind of weekly update to keep everyone in the loop.  A great solution to this problem is a website, especially for something so visually orientated such as art and an amazing example of what an art website should be is Dryden Art Website.  I literally got lost looking at all the incredible links, activities, artwork, and personal work done by the art teacher herself such her presentations and publications.  It communicated information to parents about what they are doing in art class as well as how funded projects such as IPADs they received are being used, and other successes being had in the art department from competition winners to teacher recognitions.  This website sets the bar high for the qualities that an art website should have and what the possibilities are for art as a subject. 

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.