Week 8 – EDUC 342: Child Development & New Technologies https://ed342.gse.stanford.edu Thu, 25 Feb 2016 07:55:59 +0000 en-US hourly 1 https://wordpress.org/?v=5.6.1 Week 8: Constructivist Approach in Blikstein https://ed342.gse.stanford.edu/week-8-constructivist-approach-in-blikstein/ https://ed342.gse.stanford.edu/week-8-constructivist-approach-in-blikstein/#respond Thu, 25 Feb 2016 07:55:59 +0000 http://ed342.gse.stanford.edu/?p=1556 In Blikstein’s study, the researcher discusses theoretical pillars for digital fabrication. One line in this section stood out to me in particular:

This chameleonesque adaptivity [of machines], which is embedded in technology, permits the acknowledgement and embracing of different learning styles and epistemologies, engendering aconvivial environment in which students can concretize their ideas and projects with intense personal engagement.”

 

The idea of constructivist learning– one in which students take ownership of their own projects and learning tracts– has always fascinated me. On one hand, the idea of empowering students to be “makers” and “follow their passions” from a young age has tremendous potential. However, I do believe that a common core is crucial today.

My question this week surrounds the discussion on constructivist learning. Is it possible to provide students with a practical foundation of knowledge by still implementing project based innovative strategies (including digital fabrication)?

What are other limitations of constructivism?

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Week 8 Discussion https://ed342.gse.stanford.edu/week-8-discussion-2/ https://ed342.gse.stanford.edu/week-8-discussion-2/#respond Thu, 25 Feb 2016 07:30:09 +0000 http://ed342.gse.stanford.edu/?p=1551 Constance Steinkuehler and Sean Duncan’s paper Scientific Habits of Mind in Virtual Worlds especially intrigued me because of the approach the authors took in analyzing a MMO that was not necessarily created for an educational purpose, but made a valid argument that it can be used to promote informal scientific literacy. I wonder how much of this socially constructed knowledge is based off of  each user’s adopted persona – are interactions different if gender becomes apparent? The article mentions that players from all background levels participate in these conversations where knowledge is being socially constructed, but are users more likely to explain harder concepts to boys than to girls? Since gamer culture is predominantly male, I wonder what affordances of MMOs and technology can be leveraged so that video games, and specifically these forum conversations, are more appealing to girls.

I am also very interested in learning more on how students form identities around certain subjects. For example, I am curious to what extent a student who develops a strong “STEM identity” in K-12 is more likely to perform well in STEM classes and perhaps choose a STEM major in college. Steinkuehler and Duncan mention that “intellectual activities that constitute successful gameplay are nontrivial” and include the “construction of new identities” in simulated worlds (Steinkuehler and Duncan 531). Like other forms of childhood play, MMOs seem to be offering a fantastic opportunity for children to assume different roles and learn through role play. It is also established that socially constructed knowledge within MMOs transfer over to the real world. Is this also true / can this be done for something like fostering a sense of STEM identity?

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Week 8: Informal Science Learning https://ed342.gse.stanford.edu/week-8-informal-science-learning/ https://ed342.gse.stanford.edu/week-8-informal-science-learning/#respond Thu, 25 Feb 2016 06:55:32 +0000 http://ed342.gse.stanford.edu/?p=1547 This week’s readings looked at how scientific habits can be formed, fostered, and adapted. Crowley et al.’s look at parents’ explanations to their children featured specific, though “inconclusive,” evidence of its findings that parents explain scientific phenomena more to boys than to girls. Parents have go beyond simply bring their children to the museum, they must overcome gender stereotypes in order for their daughters to have the same relationship to science as their sons. Is this something that museum facilitators could be trained to encourage in the museum? If children of all genders receive the same explanations, they can develop scientific reasoning, a skill they just might need to play WoW.

While video games were considered “torpid” by researchers of the past, Steinkuehler and Duncan find that WoW can actually be a place of learning, specifically in informal science literacy. By giving these players a platform for collective knowledge gathering, they learn from each other about how to play the game. The knowledge does not come from above, but can be the result of one player’s shared experience which is then debated and built upon by other players. This kind of community collaboration could definitely be used for “bridging third places” — Steinkuehler’s name for the space between school and home that allows for student learning.

Zimmerman and Land discuss the design guidelines that can be used in these “third places,” specifically in place-based learning at the Arboretum. These researchers find some really compelling applications of place-based informal learning. However, I still struggle with this approach: how much is the app a distraction from the nature at hand? Is it important that the kids learn outside? In different life stages, would they learn as much in an informal discussion with mom and dad or as a player in a video game with an active scientifically minded-community?

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Week 8 Discussion – Juan G https://ed342.gse.stanford.edu/week-8-discussion-juan-g/ https://ed342.gse.stanford.edu/week-8-discussion-juan-g/#respond Thu, 25 Feb 2016 05:23:38 +0000 http://ed342.gse.stanford.edu/?p=1544 In regards to parents explaining more to boys than girls when it comes to science, recently we have seen toy companies and the media trying to demonstrate the importance of attracting girls to the science field, I wonder the effects of  these on the average parent perspective. Challenging parents’ ideas becomes even harder in cultures that think that women’s job is to stay home and they should not even worry about getting a college degree in any field.

I can see why the place-based framework works. I think that tapping on individuals’ previous knowledge gives them confidence to continue to expand their knowledge in that particular area.

 

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Week 8 Discussion https://ed342.gse.stanford.edu/week-8-discussion/ https://ed342.gse.stanford.edu/week-8-discussion/#respond Thu, 25 Feb 2016 03:41:19 +0000 http://ed342.gse.stanford.edu/?p=1541 The Zimmerman paper briefly mentioned a design principle called “heads up” that I found very innovative (80). This design goal aims to engage users in an evenly distributed amount of screen time and environment time. As users interact with the screen, they are prompted by real life objects and scenarios in their environment that support the science based application content.  The technology behind such products seems difficult yet I’m curious what other applications this could have. We have not touched on this type of interaction deeply in class and I am wondering how this could manifest itself in other realms of education?

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Week 8 – Lisa G https://ed342.gse.stanford.edu/week-8-lisa-g/ https://ed342.gse.stanford.edu/week-8-lisa-g/#respond Thu, 25 Feb 2016 03:13:39 +0000 http://ed342.gse.stanford.edu/?p=1537

I’m responding this week to Heather Zimmerman’s “Facilitating Place-Based Learning in Outdoor Informal Environments with Mobile Computers.” I’m vacillating between whether I find this article incredibly smart because it provides a very simple framework in which to make mobile-based learning more purposeful or meaningful (through a direct connection to place), or, if I find it uncompelling because the parallels they draw between placed-based education and mobile learning are so obvious, bland, or tame.

Statements like, “mobile technologies afford capabilities such as photo and video display that can be used to highlight important cultural, ecological, geographical, historical, and/or geological aspects of a place so learners compare and contrast characteristics to build explanations,” cause me to feel the assertions are so watered-down that it’s hard to construct an argument in favor of their framework. Reading this reminded me of watching moms on Facebook make remarks that they believe are incredibly informed, but that their children shrug at, or are embarrassed by.

However, their three guidelines may prove more useful than this initial impression if they can be harnessed and energized to direct student or user activity with greater momentum. Perhaps we can infuse these three guidelines with a bit more pizazz tomorrow, so we have some weighty indicators with which to evaluate our designs’ effectiveness in building some kind of local community or greater sense of perspective taking.

(1) facilitate participation in disciplinary conversations and practices within personally relevant places

(2) amplify observations to see the disciplinary-relevant aspects of a place

(3) extend experiences through exploring new perspectives, representations, conversations, or knowledge artifacts.

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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 8 – Explaining Science to Girls https://ed342.gse.stanford.edu/week-8-explaining-science-to-girls/ https://ed342.gse.stanford.edu/week-8-explaining-science-to-girls/#respond Wed, 24 Feb 2016 14:49:52 +0000 http://ed342.gse.stanford.edu/?p=1526 As you can imagine, this study and its conclusions resonated with me on a very personal level and actually made me aware of the potential that I have to be bias with my daughter. Firstly, I was struck with how detailed and thorough the study was and how well the paper explained it. Secondly, I was surprised at how the drastic the difference was in the “explanation” that parents engaged in. It took me sometime to understand the subtle difference between the different types of engagement, and I presume that many parents may be unaware of these subtle differences in how they treat their boys versus their girls. This article made me aware and I hope that I can remain cognizant of explaining how things work to my daughter in order to insure that I am not playing a destructive role in her curiosity towards the sciences, and I am actually nurturing it.

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Week 8 response – “a reason to reason” https://ed342.gse.stanford.edu/week-8-response-a-reason-to-reason/ https://ed342.gse.stanford.edu/week-8-response-a-reason-to-reason/#respond Wed, 24 Feb 2016 03:24:17 +0000 http://ed342.gse.stanford.edu/?p=1524 The Steinkuehler and Duncan reading touches on something important that I think has less to do with science education than with the motivation and purpose behind reasoning and learning. Their argument is that games, and particularly MMORPGs like World of Warcraft,  might be excellent settings to foster scientific thinking. They note that in the WoW online forums, players were discussing the game in a way that reflected scientific habits of mind, such as evidence-based reasoning and the use of math.

In general, I think the authors’ connection of all these habits to “scientific thinking,” insofar as they related it to the sort of science taught in science class, is a little too specific. This sort of reasoning is important to hard sciences, but it’s also important to all sorts of academic fields and everyday activities, such as politics, economics, and simple decision-making. What they observed is important to far more than just science.

What I think Steinkuehler and Duncan saw, rather than “scientific” thinking, is simply what people do when they care about a topic or earnestly want to solve a problem. I firmly believe that one of the best ways to make someone learn something, or do something, is to incentivize that something such that they really want to do it or need the target skills. Video games like WoW are mostly played for leisure. Hardly anyone playing is disinterested in the game, I expect, or they’d quit. Anyone interested enough in WoW to post on the forums is probably deeply engaged with the game and wants to improve at it. The reasoning and discovery in the forums is based in this motivation.

I’ve thought about this before in relation to video games, and active leisure activities in general. I’ve played plenty of games and at one point asked myself why I enjoyed them when, essentially, they’re quite similar to work. They’re mostly on screen, they present me with problems, they entail resource management, etc. Why put effort into them when effort in other, more important tasks, tires me out? The answer, I think, is interest. I think people are generally capable of evidenced-based thinking and rational problem solving, and that they’ll gladly do those things when motivated by interest or incentive. This is why kids who hate math class can become obsessed with sports statistics.

When Steinkuehler and Duncan report that many students don’t have requisite scientific inquiry skills (p. 530), I wonder if that study was done only in the context of science class, or if the students were only asked abstract philosophical questions. My hunch is that the students would demonstrate decent reasoning skills if the researchers had observed them doing things that matter to their real lives (there is analogous issue in math reasoning, about the difference in ability that students show between everyday “street math” and academic “school math”).

I agree with the authors that video games (or any other active leisure activity) can be a great setting to view reasoning in action. People will reason about causes and topics they earnestly care about, when they have a “reason to reason.” I would urge caution about their claim that MMOs and other games can boost informal scientific literacy (540). As a video gamer, my hunch is that these games are demonstrating extant reasoning skills by leveraging genuine interest, not by teaching new reasoning skills. These skills may not translate to topics where the interest is not genuine.

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