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Computationally-Rich Constructionism
and At-risk Learners
A paper presented at the 2001 World Conference
on Computers in Education
July 31, 2001
Copenhagen, Dennmark
Gary
S. Stager
Adjunct Professor
Pepperdine University Graduate School of Education and Psychology
Keywords = Learner-centred materials, Case studies, Pedagogy,
Robotics, Learning Models
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Abstract
In 1999, Maine Governor Angus King Jr. asked Seymour Papert to
develop a model of what learning might look like in the future.
Paperts forty years of work with children and computing,
as well as the historic impact information technology is having
on society, requires that this vision for the future of learning
would involve computers. The result of this collaboration was the
Constructionist Learning Laboratory (CLL) at the Maine Youth Center
(MYC), the state facility for adjudicated youth.
The intent of the CLL is to create a rich constructionist learning
environment in which severely at-risk students are engaged in long-term
projects based on personal interest, expertise and experience.
Students use computational technologies, programmable LEGO and
more traditional materials to construct knowledge through the act
of constructing personally meaningful projects.
Personal digital technologies offer a powerful medium for the construction
of knowledge in a social setting. Earlier research supports the
hypothesis that children are capable of constructing knowledge
when using computational materials in a social setting.
CLL students use rich computational media like LEGOs programmable
RCX brick to construct fantastic inventions. Building with LEGO
is the focus of many activities in the CLL. The LEGO bricks, gears,
motors, sensors and programmable brick create an improvisational
medium in which the top-down planner and bricoleur (tinkerer) alike
can explore powerful ideas in math, science, computer science by
building something real.
While some efforts at school reform have embraced one or two of
the ideas mentioned above, few public schools have attempted to
eliminate age segregation and compartmentalized curricula while
supporting project-based learning, reflective practice and ubiquitous
computing simultaneously. The CLL combines the theory of constructionism
with powerful ideas from the school reform movement.
CLL projects connect student interests and experience with powerful
ideas through aspects of the engineering process. Through their
exploration of powerful ideas, the CLL participants make an important
contribution to knowledge by helping to construct a dynamic model
of constructionism.
While much has been written about the theoretical basis for constructionism
attempted in more traditional school settings, the CLL project
offers the first opportunity to document a full-scale implementation
of constructionism in an computationally-rich alternative learning
environment built and directed by Papert. This research
documents the activities, reflections and artifacts of students
and adults learning in the Constructionist Learning Laboratory
in another step towards defining constructionism as a viable learning
theory.
Research Setting
In 1999, Maine Governor Angus King Jr. asked Seymour Papert to develop
a Maine-based model of what learning might look like in the future.
Paperts work with children and computing, as well as the historic
impact information technology is having on society, requires that
this vision for the future of learning would involve computers.
The result of this collaboration was the creation of the Constructionist
Learning Laboratory (CLL) at the Maine Youth Center (MYC). The MYC
is the state facility for adjudicated youth. Approximately 230 residents,
ages 11-21, are detained at the Youth Center for a wide range of
offenses. The majority of the residents are detained for weeks or
months, others years. The traditional high school at the MYC is challenged
by low student motivation, poor literacy levels, negative school
experiences, a high number of students classified as being learning
disabled and a rigid cumulative high school curriculum that takes
little notice of the transient student population.
The CLL is an alternative learning environment, created within the
grounds of the MYC. The Governor and State Commissioner of Education
recognized the futility of teaching children with a long history
of school failure in the same unsuccessful ways.
The intent of the CLL is to create a rich constructionist learning
environment in which severely at-risk students are engaged in long-term
projects based on personal interest, expertise and experience. Students
use computational technologies, programmable LEGO and more traditional
materials to construct knowledge through the act of constructing
personally meaningful projects.
The CLL differs from traditional secondary schools in that it is:
- Multi-aged
- Self-contained
- Interdisciplinary
- Computer-rich
- Learner-centered
While some efforts at school reform have embraced one or two of the
ideas mentioned above, few public schools have attempted to eliminate
age segregation and compartmentalized curricula while supporting
project-based learning, reflective practice and ubiquitous computing
simultaneously. The CLL combines the theory of constructionism with
powerful ideas from the school reform movement.
The CLL offers a model of constructionism complete with ubiquitous
digital technology and important school reform strategies with a
population of at-risk students. The goal is to engage these children
in unprecedented learning activities while offering the world a new
way of thinking about creating learning environments for the 21st
Century.
Each CLL student has a personal computer and access to a variety
of materials. Students are expected to engage in personal and collaborative
learning projects in which they construct knowledge, often by making
something tangible. Some student artifacts have included a variety
of robots, video games, plays, poetry, claymation, hand-crafted wooden
guitars, ultra-light gliders, digital films. The students enjoy access
to an extensive classroom library and constructive material including
programmable LEGO.
The projects connect student interests and experience with powerful
ideas through aspects of the engineering process - tinkering, prototyping,
testing, building, debugging and the presentation of a finished product.
The teacher's role is to support the students in the construction
of their projects and help learners make explicit connections to
the important scientific, mathematical, historical or artistic ideas
implicit in their work.
In his most recent book, The Connected Family (1996), Papert
states, nothing beautiful is forced. The CLL strives
to create an environment in which young people are engaged constructively,
but without the coercion so often associated with traditional curricula.
The absence of a bell schedule, tests and artificially segregated
subject-area classes allows students to make connections between
disciplines. They can work in depth on personally meaningful projects
without the disruptions associated with high-stakes testing or competition
fostered by traditional schooling. Students have the time to make
mistakes, redefine their goals and develop the technological fluency
required for realizing their objectives. Reflective practice is an
important part of this learning process. Students are encouraged
to document their own learning through personal portfolios, sketches,
photography, videotape and contributions to the class newsletter.
The social culture of the CLL values collaboration, idea sharing
and a sense of community. These skills are critical for a successful
life, but may have been rarely experienced by the teens in the Youth
Center.
A full-time teacher and a special projects leader work
with the students on a daily basis while volunteers and experts are
brought in to lead week-long immersive workshops. Students have already
enjoyed such intensive workshops in drama, film-making, African drumming,
electronics, radio journalism, career preparation and video game
design. Skills and insights gained during these residencies are then
used by students in their personal projects. Visitors also play a
critical role in the professional development and continuous inspiration
of the full-time teachers.
Brief mini-tutorials are organized to teach specific MicroWorlds
Pro programming concepts or explain scientific principles. Such instruction
is designed to assist students in developing their own technological
fluency in service of the development of increasingly sophisticated
projects. As a result, students are able to express themselves and
their ideas through a rich array of tools, strategies and media.
The CLL has allowed many children to feel intellectually powerful
and creatively expressive for perhaps the first time in their lives.
A desk similar to the one pictured in figure
1 might be found in the office of a great scientist or noted
intellectual. This desk belongs to a CLL student classified by the
traditional school system as illiterate.
Figure 1
In the CLL the personal computer is truly personal. All students
have their own and use them as a medium for constructing new things,
a portfolio for keeping track of their own progress, an intellectual
laboratory and a vehicle for self expression. Students program in
MicroWorlds Pro, control robots with Yellow Brick Logo, edit video,
publish newsletters and document their learning processes via the
computer.
CLL Examples from the First Year
Perhaps the best way to understand the nature of the CLL is by discussing
a sample of the activities which took place within its first year
of operation.
CLL students use rich computational media like LEGOs programmable
RCX brick to construct fantastic inventions. Building with LEGO is
the focus of many activities in the CLL. The LEGO bricks, gears,
motors, sensors and programmable brick create an improvisational
medium in which the top-down planner and bricoleur (tinkerer) alike
can explore powerful ideas in math, science, computer science by
building something real.
One student read newspaper articles detailing Coca Colas plans
to test a new vending machine that would charge more for a soft drink
on hot days. Most CLL students thought this was unfair, but it was
suggested that they could build a working prototype of the vending
machine out of LEGO. Although the student protested that he couldnt
build something that complicated, he and a classmate began work on
the construction of such a device. Figure 2.
Having triumphantly constructed and programmed a successful temperature-sensitive
Coke machine, the student proceeded to write a letter to the Chairman
of Coca-Cola. The letter included photos of his prototype and an
offer to build a full-scale model. The student received a letter
denying that the company had ever contemplated charging customers
in such a way. The disappointed (and thirsty) student then put his
letter alongside of the letter from Coca-Cola and the newspaper articles
announcing the new machine in the class newsletter.
Figure 2
The same student then constructed an ingenious conveyor belt system
designed to route baggage at an airport. Different color LEGO bricks
were used to represent bags heading for one of four airplanes. A
light sensor was calibrated to report the amount of light reflected
off each color brick. This data was used to teach the
programmable LEGO brick to automatically direct the baggage in one
of four different directions. All sorts of engineering problems dealing
with ambient light, sensor errors, gearing, timing and structural
concerns had to be overcome in order to construct the brilliant piece
of robotic engineering pictured in figure 3.
Figure 3
Students build robotic arms, machines that play the xylophone, robot
sumo wrestlers, machines that can mechanically write their name and
gearboxes that can pull impressive quantities of mass figures
4 & 5. They are expected to explain their inventions and
the process they experienced constructing a working device. Learners
use various media to document their learning processes and to archive
their finished product in an attempt to demonstrate their knowledge
and reflect on their learning.
Figures 4 & 5
Technology is a ubiquitous part of the lives of kids and should be
reflected in their learning experiences. Young people have a casual
relationship with technology and can even be quite playful with it.
An example of this playfulness is embodied in the digital gingerbread
houses built by CLL students at Christmas time. Each child built
a house of graham crackers, icing, cookies, candy and a small computer
tucked away inside. Their houses had twinkling lights, programmed
carols performed by the LEGO brick, doorbells and spinning trees
made of Hershey Kisses. Figure 6
Figure 6
Is this cheating or just good science?
Themes often link a variety of projects and connect the learning
experiences to a larger body of knowledge. Themes may be related
to content areas such as optics or organized around a challenge.
One such theme involved challenging the students to build a LEGO
vehicle capable of climbing the steepest ramp.
The competitive nature of this challenge led students to construct
countless vehicles. Observations and data collected from previous
attempts guided the systematic development of more sophisticated
devices. Students soon understood that there were only four causes
of failure: too much friction; too little force; center of gravity;
structural inadequacy (it busts apart). Such important scientific
principles guided significant improvements in subsequent vehicles.
One girl decided to put sandpaper on the ramp to see if it would
aid in the climbing effort. The young engineer tried different grades
of sandpaper and when she found the sandpaper responsible for the
best climbing she decided to investigate the reasons why. The sandpaper
and LEGO tire were examined under a microscope. Had this been an
ordinary microscope no discovery would have been made. The Intel/Mattel
microscope allowed the student to print out the magnified images
of the two surfaces. By looking at these printouts side-by-side the
student was able to see that the surface of the tire and sandpaper
were similar enough to work like teeth in two gears thereby
allowing the vehicle with those tires to climb a ramp made of that
surface.
One group of students noticed that their vehicle attempted to climb
the wall after reaching the top of the ramp. This observation inspired
many additional explorations, including the question of building
a vehicle that could climb an incline greater than ninety degrees.
One ingenious student asked the teacher what she meant by climb
the ramp? She improvised an answer that climbing the
ramp meant that the front wheels of the vehicle had to cross a particular
line. He asked if she were sure and when satisfied with the
ruling set-off to defy physics by constructing a vehicle capable
of climbing an incline of approximately 110 degrees. The result may
be seen in figure 7.
Figure 7
While traditional curricula would allow a teacher to check off uses
a protractor from a list of objectives, the kids in the CLL
learn so much more. Students attempting to win the ramp
climbing challenge learned a great deal about perseverance, debugging,
gearing, limits, scientific conventions, programming, force, friction,
magnification, center of gravity, structures, the scientific method
and many more powerful ideas by doing science rather than being taught
about science.
The CLL does not focus exclusively on the use of computers by students.
Kids read books, write plays, produce videos and publish newsletters.
In fact, exciting work has been done with wood. Under the direction
of John Stetson, CLL kids have built beautiful handcrafted classical
guitars. These instruments are complete with wood inlay and reflect
a level of precision usually reserved for master craftspeople. These
guitars require hundreds of hours of careful labor and provide opportunities
to confront challenges like humidity. Kids learned that if the humidity
is not within a certain range, their wood may swell or crack. Humidity
was not merely a vocabulary word for them, but rather a force of
nature they needed to overcome. The construction of ultralight airplanes
capable of flying for minutes unpowered, handmade telescopes and
camera obscuras offer these learners opportunities to better understand
the world around them. It is hoped that these powerful experiences
provide students with a way of viewing the world so they may live
happily and make important contributions to the world of ideas.
Theoretical Background
Constructionism
Constructivist learning theory is associated with the work of Jean
Piaget and Lev Vygotsky. Constructivists argue that knowledge is
not transmitted, but constructed. Each individual must reconstruct
knowledge and this learning process happens within a material environment,
a culture and a supportive community of practice. While constructivism
defines learning as the building of knowledge structures inside of
ones head, constructionism suggests that the best way
to ensure that such intellectual structures form is through the active
construction of something outside of one's head, that is something
tangible, something shareable.
Where constructivism could be simply expressed as learning by doing,
constructionism is learning by making. However, Paperts play-on-words
is a deliberate attempt to both extend the notion of constructivism
and offer a critique of its misuse in thinking about schooling. Papert
is critical of how constructivism may be interpreted to mean the
construction of knowledge without a context of use. This disassociation
of knowledge without the context of use may contribute to weaker
understanding, coercive curriculum and negative attitudes towards
learning.
In attempts to implement constructivist theory, teachers and curriculum
designers often create situations in which a student will discover a
particular concept, rule or fact without any authentic context or
motivation for making such a discovery. The deliberate attempt of
one person to lead another to discover a concept deprives
the learner of a powerful intellectual adventure. Piagets powerful
idea that all learning takes place by discovery is emasculated when
school practice translates this idea into discovery learning.
This idea is disempowered when it is orchestrated by the preset agenda
of a curriculum. Learning is also weakened because the ideas being
learned are disempowered by the act of removing them from a context
for authentic discovery arising from need or serendipity. Constructionists
are concerned with the goal of re-empowering the powerful ideas learned
by students by taking a step towards re-empowering the idea of learning
by discovery. (Papert 2000) Elaborate real world scenarios
created by educators often do great violence to the important idea
that knowledge is situated, by forcing students to confront a concept
they see to have little relevance now or in the future of their high-tech
society.
Papert argues that cognitivists also misinterpret constructivism
by believing that a student will learn better by understanding the
intellectual methods used for solving a particular problem if she
understands the concepts behind them. This might be so if the student
appreciates the beauty or power of those ideas, but in too many cases
the cognitivist is trying to get the student to see the connection
between one set of ideas about which she does not care and another.
The cognitivist does little to create an environment in which a student
can experience the same intellectual situation in which those ideas
were invented. This may lead ultimately to weaker understanding of
that concept and a poorer concept of the individual as a capable
learner.
The theoretical basis for the CLL develops from Papert's work most
completely described in his books Mindstorms: Children, Computers
and Powerful Ideas (1981), The Childrens Machine (1993)
and The Connected Family (1997). These seminal books in the
field of educational computing detail more than four decades
worth of thinking about learning with computers.
Constructionism predicts that individuals learn best by mobilizing
their entire selves in a personally meaningful pursuit while sensing
that their work is valued as part of a larger enterprise. This type
of learning is hard, long-lasting and requires more time than is
typically afforded by the bifurcated secondary school curriculum.
Constructionists argue that learning is active and superior to a
pedagogy of learning by telling. They value a plurality of definitions,
meanings and ways of knowing. Learning is highly personal and controlled
by the learner. Constructionists believe that learning requires taking
a stance, seeking and finding one's intellectual identity, owning
the artifacts of learning and finding your own voice. (Harel 1993)
Constructionists recognize an important role for technology in learning.
The computer is a particularly flexible, expressive and intellectually-rich
medium for "messing about" with powerful ideas. For learners,
the computer provides an unrivaled intellectual laboratory and vehicle
for self-expression. The computer becomes the workspace within which
students can, for example program video games, construct simulations,
perform calculations, store their journals, publish newsletters,
correspond with experts, edit video, produce animated films, learn
to fly an airplane and much more.
Powerful Ideas
The exploration, construction and articulation of powerful ideas
are at the focus of a constructionist learning environment. Seymour
Papert believes that when ideas go to school they lose their power.
(Papert 2000) It is therefore the challenge of a constructionist
learning environment to create situations in which students may not
only discover powerful ideas, but perhaps the most powerful idea
of all the idea of powerful ideas.
Students in a constructionist learning environment will eagerly investigate
powerful ideas at the forefront of intellectual exploration and express
their knowledge through the construction of sophisticated long-term
projects. It is believed that through the construction of personally
meaningful projects students will not only develop content-area knowledge,
but the habits of mind and social skills required to make contributions
to society in the twenty-first century.
In The Having of Wonderful Ideas, Duckworth (1996) supports
the educational efficacy of student projects when she says that intelligence
cannot develop without matter to think about. Making new connections
depends on knowing enough about something in the first place to provide
a basis for thinking of other things to do of other questions
to ask that demand more complex connections in order to make
sense. The more ideas people already have at their disposal, the
more new ideas occur and the more they can coordinate to build up
still more complicated schemes. This suggests that a child comfortable
tinkering with familiar items and playing with ideas will gain the
confidence and self-awareness required to solve a wide variety of
problems.
The CLL shares the sentiments of Newell who suggests that learning
best occurs through a plethora of explorations that lead to:
- crossing subject boundaries
- crossing subject boundaries in fuzzy and unexpected
ways
- avoiding the feelings; "I cannot learn! I
am stupid I am not good enough at this"
- pursue things that fascinate you
- innovation and invention
and explorations that feel like play. (Newell 1993)
Project Significance
Personal digital technologies offer a powerful medium for the construction
of knowledge in a social setting. Earlier research supports the hypothesis
that children are capable of constructing knowledge when using computational
materials in a social setting.
Harel demonstrated that children asked to learn traditional concepts
in traditional schools were more likely to gain a deeper understanding
of those concepts if immersed in a constructionist activity. The
students in Harels research were asked to use Logo software
and microcomputers to design educational software that would teach
another child about fractions. Questions remain about the effect
of limiting student learning to the arbitrary constraints of the
curriculum. The existing body of research attempts to investigate
the theory of constructionism in traditional schools. In other words,
constructionist activities were executed in relatively unchanged
schools.
Since constructionist theory addresses both the cognitive and social
aspects of learning, it is important to research the application
of the theory in an environment designed from the bottom-up to reflect
such principles. The learning environment embodied by the CLL addresses
the challenges associated with changes in the nature of teaching
and learning, professional development, curriculum, assessment and
the use of personal computing in learning. These variables reinforce
one another and are impossible to address in isolation.
While much has been written about the theoretical basis for constructionism
attempted in more traditional school settings, the CLL project offers
the first opportunity to document a full-scale implementation of
constructionism in an computationally-rich alternative learning environment
built and directed by Papert. This research documents the
activities, reflections and artifacts of students and adults learning
in the Constructionist Learning Laboratory in another step towards
defining constructionism as a viable learning theory.
References
Cavallo, D. (1999) Project Lighthouse in Thailand: Guiding
Pathways to Powerful Learning. In Logo Philosophy and Implementation.
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Duckworth, E. (1996) The Having of Wonderful Ideas and Other Essays
on Teaching and Learning. NY: Teachers College Press.
Harel, I. (1991) Children Designers: Interdisciplinary Constructions
for Learning and Knowing Mathematics in a Computer-Rich School. Norwood,
NJ: Ablex Publishing.
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