Story head: Computing In Learning
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Computing In Learning
Computing power has become more available and affordable than ever
before. Satellite transmission can beam instructional material to
sites thousands of miles away. Computer graphics can create "virtual
environments" in which the user sees and interacts with an
artificial three-dimensional world. Tools to support computer
applications make it possible for school children to do everything
from communicating with their counterparts on the other side of the
world to building their own curriculum materials in hypermedia
formats to collecting and analyzing data much as practicing
scientists would. Software for computer-supported collaborative work
enables students and researchers thousands of miles apart to view
and manipulate the same data sets simultaneously.
Having witnessed technology's transformation of the workplace, the
home, and, indeed, most of our communications and commercial
activities, many are looking for comparable changes within schools.
During this era of widespread education reform activity, it is not
surprising that educators, policy-makers, and business and other
community groups are looking to technology as a tool for reshaping
and improving education.
As a counterpoint, there are those who argue that multimedia and the
information superhighway are simply the latest in a long line of
innovations that have been touted naively as the instrument for
transforming schools. What happens instead, these critics assert, is
that the technology is either adapted to traditional school
structures and teaching styles, if it is sufficiently flexible, or
discarded if it cannot be so adapted (Cohen, 1988; Cuban, 1986).
Piele (1989) points out that although microcomputers have found
their way into schools in large numbers, they have failed to
transform schools because they are typically set off in a computer
"lab," usually supervised by someone other than the classroom
teacher. Thus, most teachers can and do "ignore them altogether" (p.
95). Cohen concludes that uses of instructional technology that
break the mold of conventional instruction are most likely to be
adopted "at the margins," that is, in advanced placement courses,
special education, or vocational training. The central instructional
program remains much as it was 50 years ago, untouched by the
technological revolution going on around it.
Computer technology is bursting out of the industrially advanced
nations and beginning to cover the entire
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Environmental Issues
A concern, which is greatly affecting the worlds society is that
of the abuse of thee ecosystem and the environment at a global
level.
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Classroom Management Plan
When developing classroom plans and teaching methods, many
teachers use collaborative learning techniques.
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THE 2500-YEAR-OLD PYTHAGOREAN
THEOREM
Pythagoras of Samos was a Greek
philosopher
responsible for important developments in mathematics, astronomy and
the theory of music. He left Samos because of the tyrant who ruled
there and went to southern Italy about 532 BC. He founded a
philosophical and religious school in Croton that had many
followers.
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Computing In Learning
Computing power has become more available and affordable than
ever before. Satellite transmission can beam instructional
material to sites thousands of miles away. Computer graphics
can create "virtual environments" in which the user sees and
interacts with an artificial three-dimensional world.
>
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P:
May 28, 06
EFFECTS OF CHILD ABUSE
All children are born to grow, to develop, to live, to love,
and to articulate their needs and feelings for their
self-protection. Although growing up can be difficult, most
children and young people receive the love and care they need
to develop into healthy, happy young adults.
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May 28, 06
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globe. Japan, the United States, and
European
countries are entering now a major competition to make computers
that will capture the world market in the coming decades. Will these
computers serve the needs of people or will they undermine what we
hold most dear? Thoughtful men, in the smaller countries of Europe
as well as other where’s, fear the computer revolution as a carrier
of intellectual and cultural colonialism. If the world is more than
a marketplace, we need to think deeply and act vigorously to advance
the adaptation of intelligent technologies to forms which will be
culturally congenial.
The richness of humanity is the
diversity of its cultures, but now as never before the destructive
power of modern technology makes it necessary that we all recognize
we are many peoples of one world. Complementing the rich cultural
diversity of our traditions, the growth of a common, scientific
knowledge inspires the hope that we may achieve and share a
secondary culture of ideas. Computers, which can help represent
explicitly the best ideas of modern science, can aid in the
diffusion of such powerful ideas to create a popular, secondary,
scientific culture.
The central representations of modern science are "ways of looking
at the world." They are equally useful to children and adults.
Simplified computer models of the everyday world, computer
microworlds, can help people understand and learn; they provide a
toy to tinker with, from which to learn a scientific view of "what's
what" and "how it all fits together.” More advanced computer
facilities provide tools for more advanced work. Computer
microworlds are popular in a specific sense: they do not train
anybody to do any job, even though playing with them provides a
sufficient orientation for a more purposeful training to follow. In
this specific sense, they are suitable for the introduction of
inexperienced people to the possibilities of modern technology.
Microworlds and Learning
The central problem of humane education is how to instruct while
respecting the self-constructive character of mind. Teachers face a
dilemma in motivating children to do schoolwork that is not
intrinsically interesting. Either the child must be induced to
undertake the work by promise of some reward or he must be compelled
to do the work under threat of punishment. In neither case does the
child focus his attention on the material to be learned. The
problems are someone else's problems. The work is seen as a bad
thing because it is either an obstacle blocking the way to a reward
or a cause of the threatened punishment.
Psychologists know that - however much insights do occur - learning
is often a gradual process, one of familiarization, of stumbling
into puzzles and resolving them by proposing simple hypotheses in
which a new problem is seen as like others already understood and
performing experiments to test the latest "theory."
Computer-based microworlds can be seen as sets of programs designed
to provide virtual, streamlined experiences, play worlds with agents
and processes one can get to know and understand. Properly designed
microworlds embody a lucid representation of the major objects and
relations of some domain of experience as understood by experts in
the area. This is where the knowledge of the culture is made
available, in the very terms in which the microworld is defined.
Children can absorb that knowledge because the microworld is focused
not on problems to be done, but on "neat phenomena" - these show the
power made available by knowledge about the domain. If there are
neat phenomena, then the challenge to the knowledgeable expert is to
formulate so crisp a presentation of the elements of the domain that
even a child can grasp its essence. The value of the computer is in
building the simplest model which an expert can imagine as an
acceptable entry point to his own richer knowledge.
If there are no neat phenomena that a child can appreciate, he can
make no use of knowledge of the domain. He should not be expected to
learn about it until he is personally engaged with other tasks which
will make the specific knowledge worth learning as an aid in
achieving some other personal objective.
Designing Computer-Based Microworlds
Designing computer applications for education might be called
cognitive engineering, for its objective is to shape children's
minds. Such a goal must carry with it a commitment to cognitive
science, the study of how knowledge functions and changes in the
mind. In light of the profound influence of computers in the
schools, designing educational applications without such a
commitment would be irresponsible.
I believe that Jean Piaget, the Swiss student of knowledge,
formulated the general solution to the problem of how intelligence
develops. Although the field of cognitive science has advanced
beyond Piaget's innovative theories by revising and extending them,
his insights into the nature of learning continue to influence
teaching methods. The union of computer microworlds and Piagetian
theory is the subject of this article.
Piaget and Education
Central to the work of Piaget is constructivism, the view that the
mind incorporates a natural growth of knowledge and that the mind's
structure and organization are shaped by interactions among the
mind's parts. In The Science of Education and the Psychology of the
Child (Viking Press), Piaget challenges educators to answer two
questions: How does instruction affect what is in the mind ? and
What remains in the mind from the process of instruction long after
the time of instruction has passed ? In the same work, Piaget
disputes both the effectiveness and the ethical correctness of many
of the practices of modern education:
"If we desire to form individuals capable of inventive thought and
of helping the society of tomorrow to achieve progress, then it is
clear that an education which is an active discovery of reality is
superior to one that consists merely in providing the young with
ready-made wills to will with and ready-made truths to know with. "
The Dilemma of Instruction
Given Piaget's view that learning is a primary, natural function of
the healthy mind, we might consider instruction in any narrow sense
unnecessary. Children (and older students of life as well) learn the
lessons of the world, effectively if not cheerfully, because reality
is the medium through which important objectives are reached.
Nevertheless, in certain situations children often rebel against the
lessons society says they must learn. Thus the educator's ideal of
inspiring and nurturing the love of learning frequently is reduced
to motivating indifferent or reluctant students to learn what full
functioning in our society requires.
Teachers face a dilemma when they try to move children to do
school-work that is not intrinsically interesting. Children must be
induced to undertake the work either by promise of reward or threat
of punishment, and in neither case do they focus on the material to
be learned. In this sense the work is construed as a bad thing, an
obstacle blocking the way to reward or a reason for punishment. Kurt
Lewin explores this dilemma in The Psychological Situations of
Reward and Punishment. (in A Dynamic Theory of Personality,
McGraw-Hill, 1935). The ideas of Piaget and Lewin have led me to
state the central problem of education thus: "How can we instruct
while respecting the self-constructive character of mind ?"
Computer-Based Microworlds
In Mindstorms: Children, Computers, and Powerful Ideas, (Basic
Books, 1980) Seymour Papert proposes computer-based microworlds as a
general solution to the problem of motivation. One argument for
Papert's proposal runs as follows: learning is often a gradual
process of familiarization, of stumbling into puzzlements, and
resolving them by proposing and testing simple hypotheses in which
new problems resemble others already understood. Microworlds are in
essence "task domains" or "problem spaces" designed for virtual,
streamlined experience. These worlds encompass objects and processes
that we can get to know and understand. The appropriation of the
knowledge embodied in those experiences is made possible because the
microworld does not focus on "problems" to be done but on "neat
phenomena"--phenomena that are inherently interesting to observe and
interact with.
With neat phenomena, the challenge to the educator is to formulate
so clear a presentation of their elements that even a child can
grasp their essence. A well-designed computer microworld embodies
the simplest model that an expert can imagine as an acceptable entry
point to richer knowledge. If a microworld lacks neat phenomena, it
provides no accessible power to justify the child's involvement. We
can hardly expect children to learn from such experiences until they
are personally engaged in other tasks that make the specific
knowledge worthwhile as a tool for achieving some objective. This
amounts to an appropriate shifting of accountability from students
(who have always been criticized for not liking what they must
learn) to teachers, those who believe that their values and ideas
are worth perpetuating.
A Constructive Alternative
The broader availability of technical training and its vigorous
application have created an explosion in the quantity of knowledge
available. Too often the rate of knowledge growth outpaces the
ability of teachers to absorb and communicate what is known, and
skills developed through schooling are obsolete or irrelevant before
students are in a position to apply them. Beyond the arena of
instruction waits another problem, pervasive but less well
recognized: commonsense knowledge is becoming harder to acquire. We
are all served by tools more complex than we understand. The objects
we depend on "contain no user serviceable parts"; if they did, few
of us would have the experience to know what to do with them. A
second source of impenetrability is the increasing complication of
life by extrinsic rules, even at the simplest level. As an everyday
example, consider how the imposition of percentage sales taxes makes
simple addition of small purchases harder. The decreasing
accessibility of common sense knowledge makes the instructional
contribution to cognitive development even more critical than it has
been in the past.
The reforms of yesterday have been significant and effective, even
if not entirely adequate to cope with the problems of today. The
long during lectures of the past are now sometimes circumvented by
work with concrete materials, thanks to the followers of Montessori.
Teachers do now ask "How can we present material in ways more
congenial to the developmental level of the pupils ?" Piaget's
effort to focus on the activity of the pupil remains a positive and
potent force in education. Following him we ask the different
question, "How can we instruct while respecting the
self-constructive character of mind ?" Granting the good will of
teachers and the effectiveness of past reforms, instruction is still
typically frontal lecture in form. Teachers still teach. The
children still "get teached", whether they learn or not. The reasons
may derive from institutional efficiencies, as Bauersfeld has
suggested (in an invited lecture at Purdue University, 1987), but I
argue here that today's problems in education have their roots
within the views of mind and learning from which we generate
curriculum. We need today a constructivist alternative to pupils'
"getting teached", a genetic vision of knowledge and its growth that
is at least as explicit and well articulated as the standard view,
specifying
• components of knowledge
* interrelation of knowledge components
* functioning of knowledge components
* the emergence of behavior from the interactions of components
* processes of development (observed and ideal)
* methods of evaluation derived from the view but recognizing the
legitimate interest of society in evaluation of the process and
results.
* actions and options available to educators.
A Constructive Alternative to "Getting
Teached"
A view of knowledge in which skills are seen as decomposable into a
series of procedures (sub-skills) leads to a focus on the logic of
prerequisites in curriculum. This may be an error, as suggested by
this simple example. In the elementary grades, addition instruction
is often sequenced by the magnitude of addends. Teachers have told
me "We don't add any sums higher than 12 in the first grade." Yet it
is only logical to focus on the addition of single digit sums within
a specific scheme of representation. Children may know very well
that 15 cents and 15 cents make thirty cents or that four quarters
make a buck. Different aspects of knowledge are more or less salient
according to the scheme of representation involved. A focus on the
varieties of representations and their relation to human learning
(drawing on studies in Artificial Intelligence and the Cognitive
sciences) will provide better guidance for generating curriculum.
Curriculum design requires a logic of psychological genesis, not the
structured logic of the domain expert.
Local Clusters of Empirical Knowledge
The way to knowledge lies through the fields of ignorance. There is
no single path. People typically develop familiarity with a domain
through a limited experience of its various possibilities (we can
say they experience some aspects of the domain as a microworld). The
development of disparate bodies of knowledge (call them microviews)
based upon the experience of microworlds is guided by personal
action and social interaction. Only later, if ever, do people
achieve a unified comprehension. Integration of knowledge derives
from later experiences of which two kinds (at least) appear
possible:
* rational reconstruction of prior knowledge through reflection
* discovery of an especially apt, concrete model
Such an especially apt model, even though encountered after other
experiences, can through its simplicity and good fit help explain
the nature and operation of objects and processes in more complex
and less obvious situations. I call such a concrete model a
(temporally) post-cadent logical ancestor. This kind of cognitive
reorganization derived from the internal construction of a
post-cadent ancestor would be expected to dominate the learning of
young children, inasmuch as rational reconstruction may remain
uncommon except in circumstances where formal capabilities are well
developed. When there exists a cluster of cognitive structures
derived from varieties of experiences relating to the same kind of
knowledge (as experiences with counting , and coins, and measure may
all relate to processes of addition) a post-cadent ancestor would be
more generally named the nucleus of a microview cluster and the
process of internalizing such a nucleus would be cluster nucleation.
What would make a nuclear microview central ? Aptness as a crisp
representation of the relevant knowledge is a first answer.
Simplicity would make the microview easier to remember in detail and
easier to think with. A cluster nucleus would present a more
"thinkable model" for a domain than would less lucid
representations. It would dominate its cluster-members by its
efficiency in thought. The nuclear model finally would come to serve
as a ground of explanation for their processes as well, and this is
the relation which gives it the power to advance reformulation of
earlier experiences and the integration of disparate experiences
into a coherent, augmented area of knowledge. If we express this in
terms of a geographic metaphor, the nucleus of a cluster could be
seen as a regional capital or the central city of a metropolitan
area, in communication with its earlier established empirical
domains as suburbs. Such a geographical metaphor can help us discuss
how such clusters can relate to one another.
Structured semantic networks
On the ground, cities and suburbs are connected by local roads and
rail lines. Major cities today also are interconnected in more
immediate ways, as by air or express trains. If we imagine that
these cluster nuclei, these mental capitals, are interconnected, we
have a graphic image for knowledge in the mind as a structured
semantic network. If we adopt such a vision for guidance in thinking
about knowledge within individuals, the critical questions to be
asked are first, how does such a network grow and second, what are
the interrelations of the development of such personal knowledge
with the social context ?
Genesis in the Cognitive Network:
psychological issues
Why should it be the case that different schemes of representation
are important in education ? One reason is the Galton phenomenon:
some people think predominantly with words, some with images, some
with kinesthetic feelings; most of us think in mixed modes which
alternate and interact variously in different domains of experience.
Another reason is that multiple representations covering different
aspects of a "common domain" permit the expression of a more robust
and adaptable set of responses to externally presented problems than
any single formulation would permit. The nucleation of such a
cluster by the dominance of one single mode (because its best model
is somehow more fit than others) would integrate and strengthen its
structure. One conjecture for the larger scale organization of mind
is that until such nucleation is achieved, a cluster's
interconnection to and integration with the broader cognitive
network would not be stable. A corollary of this conjecture is that
networks of "nuclei" alone would not be a desirable outcome of
instruction because they could not by themselves form a robust,
flexible, and coherently integrated network.
Genesis in the Cognitive Network:
sociological issues
The way to knowledge lies through the fields of ignorance. Why
should one begin the journey ? How can one value what neither has
been experienced nor understood ? Abstract or future advantages may
be important to some adults, but human engagement is the primary
motive for children, and it remains primary for many adults as well.
Conventions are shared knowledge about what we do together and how
we do it. We all accept conventional knowledge and, in bits and
pieces come to understand the function and logic in detail of the
various things we do. A child may, for example, be quite happy to
take turns at beginning games of tic tac toe with a playmate while
lacking completely any sense of the relative advantage adhering to
that first move. There may be many different ways of gradually
coming to understand the rationale for accepted practice.
Instruction may be one. Observing others and the consequences of
their action is another. Working out encountered problems may lead
to a purely internal discovery. The essential situation is, however,
that society provides frameworks of interaction with discoverable
meanings; the engagement with these frameworks leads to their later
exploration and comprehension in detail.
Educational Implications and Directions for
Research
This vision of mind as a structured semantic network offers the hope
of solving some problems. If the focus on multiple representations
of knowledge in different modes of experience argues that a broader
base of empirical experience is needed for stability of learning, it
also presents a concrete proposal about what makes for such
stability. Further, the conjecture that cluster nucleation is a
prerequisite for stable integration of local domains of knowledge
into the larger cognitive network provides us guidance as educators.
The hypothesis itself is a formulation by which we can judge whether
any student should or should not be able to integrate new learnings
into what is already known. If, on the other hand, it requires a
deeper penetration of what a pupil knows to provide guidance for his
activities, that is a sign of the increasing depth of our
appreciation of cognitive development, however much in fact it
increases the practical burdens of instruction.
The question of sequence in curriculum comes now in a new light.
Doubtless there is a sense in which knowledge of one level is
prerequisite for later learning. However, within a common domain of
experience, prerequisite knowledge sequences may be largely
irrelevant if empirically rooted microviews are built up through
everyday experience- induced associations and through the adoption
of conventional knowledge from social interaction. Within the
terminology of Vygotsky, one might say that prerequisites are
unimportant within the zone of proximal development. What is a
prerequisite for stable understanding is a breadth of empirical
information which can be rationalized and comprehended through the
development of a post-cedent logical ancestor in cluster nucleation.
If we focus closely on what sort of thing a nuclear microview might
be, the primary characterization is that it should be a "thinkable
model", one fit to the domain and efficient enough that it can serve
as the ground of thought experiments -- those very reflections which
will bring about the rationalization of the local cluster and create
its stability. One implication for education is that we should try
to catalog and articulate known models which might be able to play
such a role. With respect to empirical knowledge and the experiences
on which it is based, one may inquire of disparate microworlds about
the extent and limitations to their variety, and also explore how
they are interrelated with each other and nuclear models.
Aiming to build a structured semantic networks in pupils' minds
requires the development of a more structured view of knowledge.
Some models are more important than others. With this proposal, we
have a principle for judging which are more important and why they
are more important -- without diminishing at all the requirement for
sufficient breadth of experience that potential nuclear models can
have some base of material to function with and reorganize. Finally,
given that one may imagine a flexible and extensive scheme for
representing human knowledge as a structured semantic network, would
it be possible to reorganize our view of what is known -- say the
contents of encyclopedias -- into a form which would be compatible
with this vision of human knowledge ? Could one imagine pupil
workstations in which the students would have representations of
knowledge (their own and the worlds') which would help them compare
their knowledge network for a domain with other possible
organizations and extensions ? If such is possible, should the
potential be explored ? Could it be exploited as an method of
evaluation ? How else would it be exploited ?
References:
1. Ferguson, I., with Martin, E., & Kaufman, B. (1990). `The
Schemer's Guide'. Fort Lauderdale, FL: Schemers Inc.
2. Yazdani, M. "Computational Story Writing," in Computers and
Writing, Williams and Holt (Eds.) Norwood, NJ. Ablex, 1989.
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Classroom Management
Plan:
When developing classroom plans and teaching methods, many teachers
use collaborative learning techniques. This generally involves
intergroup learning and the use of verbal interaction. Where the
teacher is not just teaching, rather giving the students an
opportunity to learn through interpersonal interaction. Some use
peer groups for classroom management, thereby creating more time for
personal interaction with individual students.
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