mjiang2 – EDUC 342: Child Development & New Technologies https://ed342.gse.stanford.edu Thu, 25 Feb 2016 00:31:49 +0000 en-US hourly 1 https://wordpress.org/?v=5.6.1 Week 8 – Connecting open and planned learning https://ed342.gse.stanford.edu/week-8-connecting-open-and-planned-learning/ https://ed342.gse.stanford.edu/week-8-connecting-open-and-planned-learning/#respond Thu, 25 Feb 2016 00:31:49 +0000 http://ed342.gse.stanford.edu/?p=1531 What intrigued me from this week’s readings is the seemingly conflict between open and planned learning. Even in classroom, it is hard to have both. “Even in the best schools, what may appear to be genuie group debates about an issue are usually heavily controlled by the teacher … [who] already possesses the understanding of an issue that he or she wishes students to attain… Most often missing, even in the best of such ‘discovery-based’ pedagogies, is genuine, open debate of complex, unanswered questions.” — Kuhn 1992

How do we balance between leaving it completely open for students to explore in inquiry-based learning, and having a plan about what we think as important for them to learn? Or does there have to be a balance? If not, if all we want students to learn is the process of inquiry, how do we assess that, and how does it fit into school’s agenda?

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Week 7: Role of technology in simple interventions https://ed342.gse.stanford.edu/week-7-role-of-technology-in-simple-interventions/ https://ed342.gse.stanford.edu/week-7-role-of-technology-in-simple-interventions/#respond Thu, 18 Feb 2016 04:49:15 +0000 http://ed342.gse.stanford.edu/?p=1501 What I got out of the readings is that interventions can be really simple and don’t have to involve high technology. Interventions like talking kids through math problems and solutions, and supervising on which websites to go to, can make a huge difference. It reminds me of a conversation I had with a professor, who told me that simply asking kids to predict how much everything in the shopping cart costs would greatly foster math learning.

Since these interventions are so easy to do but usually ignored, how can technologies play a role transforming them into habit? I am thinking of using text messages daily or weekly to give parents guidance on what to do. It’d be helpful for the content of the messages to be determined by the location parents are in.

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Week 6: Adults’ role in guiding storytelling https://ed342.gse.stanford.edu/week-6-adults-role-in-guiding-storytelling/ https://ed342.gse.stanford.edu/week-6-adults-role-in-guiding-storytelling/#respond Sat, 06 Feb 2016 07:10:32 +0000 http://ed342.gse.stanford.edu/?p=1419 Both articles mentioned the importance of peers in storytelling, both as co-creators and as audience. I was wondering what’s the role of adults, including parents and teachers, in guiding and teaching storytelling. It seems to me that storytelling happens so naturally that kids don’t need much guidance – but how might we design interventions can help them get more out of their storytelling process?

For example, by having kids and adults create stories together, they may have much fun and form a stronger bond with each other. In the storytelling class I’m currently taking, we have an organizing question, fun activities, and a design challenge for each class. I also think having some kind of structure that’s external to the storytelling process its might be helpful.

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Week 5 Post: Lack of transfer in learning? https://ed342.gse.stanford.edu/week-5-post-lack-of-transfer-in-learning/ https://ed342.gse.stanford.edu/week-5-post-lack-of-transfer-in-learning/#respond Wed, 03 Feb 2016 09:39:01 +0000 http://ed342.gse.stanford.edu/?p=1354 I was drawn by the title “The Benefits of Playing Video Games” since I personally think that video games have more harm than good. After reading the paper, I learned a lot about different benefits video games can bring, but it seems to me that those benefits have an effect only within the scope of the games. There is little research indicating that those benefits have positive real-world outcomes. For example, does working in a social environment in video games automatically make someone a good teammate in class project? Would being adaptive in video games make the person adaptive in real life as well? The answer is, not necessarily, and as a result, there is a lack of transfer in learning. How might we bring the benefits from video games to other learning environments and to kids’ daily life?

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Assignment 1 Review and Redesign – Mingming Jiang https://ed342.gse.stanford.edu/assignment-1-review-and-redesign-mingming-jiang/ https://ed342.gse.stanford.edu/assignment-1-review-and-redesign-mingming-jiang/#respond Thu, 28 Jan 2016 04:53:55 +0000 http://ed342.gse.stanford.edu/?p=1226  

Description:

URL: http://www.vidcode.io/

Objective: get teen girls excited about coding by creating fun video and graphic effects

Target age: teens

 

I chose to study Vidcode, an online platform that empowers teen girls to learn to code and unleash their creativity by creating music videos, motion graphics, and fun video effects. Vidcode attracted me attention in the first place because it’s very different from many other coding websites and apps out there: it leverages the popularity of social media and allows kids to create something cool and express themselves, and the educational goal of teaching kids how to code follows naturally. (LEARNING GOAL)

 

Just by exploring the website, I realized that Vidcode does a great job creating communities of learners. It not only provides educators with resources including curriculum and projects, but also creates an online community for kids to share their projects with others. By involving educators, the kids’ learning experience can take place in formal learning environment in school as well. And by exploring what other people have done, kids are very likely to be inspired and even collaborate with one another. (SOCIAL)

 

Other than making the learning experience social, Vidcode promotes active, engaging, and meaningful learning. Since kids are working on media that’s interactive and moving rather than static, they are more likely to stay engaged; more importantly, they stay active because they can see the changes of the media based on the modifications of code (ACTIVE, ENGAGING). Since kids can upload their own videos and images to work on, what they’re doing is relevant and meaningful to their own lives (MEANINGFUL). As a result, they are more motivated to learn.

 

After registering an account as a student, I found that the design of the project screen is intuitive and easy to navigate. Video/image is shown on the right; codes that are generated based on drag and drop are in the middle; lessons are on the left. The lessons are short descriptions of computer science basics with actionable items, keeping kids engaged (ENGAGING).

 

Vidcode is pretty effective as a learning tool; I would say that it scores high in all 5 criteria: active, engaging, meaningful, social, and learning goal. However, there are three aspects that I’d to add to make it better. First, it does seem to me that it’s tailoring at very beginning users with drag and drop blocks and limited options regarding blocks. I would add more functions, or even guide students to create their own cool functions to keep the momentum of more advanced programmers. Second, the learning goals are currently grouped by what media the kids are working on (i.e., movie, animation, graphics, etc.). It would be great if those learning goals can be connected to the bigger picture, such as Common Core and AP Computer Science, so that kids can find more meaning and relevance in what they’re learning. Third, users cannot collaborate online; I would make the project workspace collaborative so that more collaborations could happen virtually.

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Week 4 – Adults’ role in play https://ed342.gse.stanford.edu/1168-2/ https://ed342.gse.stanford.edu/1168-2/#respond Sun, 24 Jan 2016 02:52:35 +0000 http://ed342.gse.stanford.edu/?p=1168 The article by Pellegrini and Jones, Play, toys, and language, fascinates me because they used language to provide insights on children’s play, which could be an interesting way of evaluating toys including apps. In several places in this article, the authors talked about how adults, including teachers and parents, could inhibit fantasy play and the use of imaginative language. Although it’s not surprising to me, it raises interesting questions: (1) what should be the role of adults in play? (2) how to design children’s play experience that has educational values?

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Social interaction in e-reading https://ed342.gse.stanford.edu/social-interaction-in-e-reading/ https://ed342.gse.stanford.edu/social-interaction-in-e-reading/#respond Thu, 21 Jan 2016 04:53:09 +0000 http://ed342.gse.stanford.edu/?p=1123 Based on the study of Hirsh-Pasek et al., social interaction in apps includes face-to-face interaction in the same physical space, communication through technologies in virtual space, and parasocial relations with characters. It is interesting that in the e-reading space, little social interaction is involved. Research done by Miller mentioned some benefits of parents reading together with their children, but I was wondering how to best leverage technologies can facilitate parent-child interaction in the virtual space as well. For example, parents can, through parent account, keep track of where their children are reading and questions they propose, so that parents do not have to always be around to assist with their children’s reading experience. I’m not sure whether parasocial relation in e-reading is possible, but it makes me think of the importance of the content of e-books, since technologies focus too much on the format of the e-books. How might we empower storytellers to generate intriguing and educational content?

I think a lot can be done to improve social interaction in e-reading experience: ways to facilitate collaborative reading in the same physical space and online, and create great content and interaction that foster parasocial relations.

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Parasocial Activity https://ed342.gse.stanford.edu/parasocial-activity-4/ https://ed342.gse.stanford.edu/parasocial-activity-4/#respond Thu, 14 Jan 2016 20:30:10 +0000 http://ed342.gse.stanford.edu/?p=1033 Jerry is really cute and smart, and it made me happy every time I watched him tackling all kinds of difficult problems. I really wanted to be as smart and playful as he is.

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Week 1 Discussion https://ed342.gse.stanford.edu/week-1-discussion-3/ https://ed342.gse.stanford.edu/week-1-discussion-3/#respond Thu, 14 Jan 2016 05:11:02 +0000 http://ed342.gse.stanford.edu/?p=989 “Documentation highlights the importance of multiple perspectives in decision-making.”

“Thus by using a variety of media to represent a single phenomenon, we are helping children ask better questions.”

Alper made a great point here: technology can enable children to make sense of their experiences from different perspectives, either through documentation, different mediums, or social interactions. However, I feel that (1) incentives for young children to take on such projects are lacking, and (2) parents and teachers lack tools and resources to guide children through the learning experience. So here are my questions:

  • In what context have existing documentation and transmedia learning technologies been used to create meaningful experience for young children?
  • How effective are existing documentation and transmedia learning technologies in fostering multiple perspectives?
  • How can we better engage parents and teachers as learning partners to make learning visible?
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Mingming’s Toy https://ed342.gse.stanford.edu/mingmings-toy/ https://ed342.gse.stanford.edu/mingmings-toy/#respond Thu, 07 Jan 2016 21:46:55 +0000 http://ed342.gse.stanford.edu/?p=910

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