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The Learning Self: Effective Use of Technology in Learning Environments

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Currently the LEGO Papert Associate. Professor of Learning Research at. MIT ... Use of LEGO programmable brick in engineering. MOOSE Crossing to study survival ... – PowerPoint PPT presentation

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Title: The Learning Self: Effective Use of Technology in Learning Environments


1
The Learning SelfEffective Use of Technology in
Learning Environments
  • Haruna Tada

2
Overview
  • Goals for the use of computers in learning
  • (from Children and Computer Technology Analysis
    and Recommendations)
  • Background of authors
  • Reading summaries
  • Examples of use of technology in the classroom
  • examples of implementations
  • group exercise design a classroom activity that
    uses some of highlighted technology

3
Children and Computer TechnologyAnalysis and
Recommendations(Shields Behrman, 2000)
  • children acquire the skills necessary to use the
    technology effectively and responsibly
  • provide training for teachers and parents to
    understand what contents are out there and what
    is age-appropriate
  • reduce disparities in computer access between
    rich and poor communities
  • computers in classrooms should be used to add
    value to traditional curriculum and to teach
    things that were otherwise not possible
  • children use computers to create, design, invent,
    and to collaborate

4
Who is Seymour Papert?
  • Born and raised in South Africa
  • 1954 1958 Studied mathematics at Cambridge
    University
  • 1958 1963 Worked with Jean Piaget at Univ. of
    Geneva
  • 1963 MIT, founding faculty member of
    Artificial Intelligence Lab and MIT Media Lab
  • Currently lives in Maine
  • Learning Barn
  • Maine Youth Center in Portland
  • Research activities and contributions
  • technologies for providing new ways to learn
  • MaMaMedia.com
  • LEGO Mindstorms

5
Who is Mitchel Resnick?
  • 1978 BA in Physics from Princeton
  • 1988, 1992 MS and PhD in Comp. Sci. at MIT
  • Currently the LEGO Papert Associate Professor of
    Learning Research at MIT Media Lab
  • Research Activities and contributions
  • new ways of learning using technology
  • LEGO Programmable bricks
  • StarLOGO
  • Computer Clubhouse

6
Mindstorms (Papert, 1980)
  • Computer as a tool for putting children in
    control of their own learning
  • Children build their own intellectual structures
    with materials drawn from the surrounding
    culture.

7
Computer Criticism vs. Technocentric Thinking
(Papert, 1987)
  • New technology affects multiple aspects of
    educational and social culture
  • Technocentricism the tendency to place all
    emphasis on technology and not the people/method
    by which it is implemented
  • What matters is not introducing a new technology,
    but how you introduce the technology

8
The Childrens Machine (Papert, 1993)
  • Comparison with Jean Piagets three
    developmental stages
  • sensorimotor stage (pre-school)children respond
    to immediate situation
  • stage of concrete operations (elementary
    school)period of concrete logic, but tied to
    specific situations
  • formal stage (highschool and on)logic,
    deduction, induction, and theory-building by
    verification and refutation

9
The Childrens Machine (Papert, 1993)
  • Papert revisits concrete stage
  • strengthen the concrete process growing
    relevant mental entities and giving them
    connections
  • focus on concrete stage not just as a transition
    between sensorimotor to formal stage, but as a
    model for learning anytime in ones life
  • Teach in a way to produce the most learning for
    the least teaching

10
Instructionist vs. Constructivist Approaches
  • Transmission, or Instructionist approach
  • relies on books, lectures, and memorizing
  • Using computers to assist transmission of
    knowledge
  • drills and activities that replace
    paper-and-pencil type assignments
  • Supporting evidence
  • increase basic skills and improve standardized
    test scores
  • Constructivist approach
  • building students knowledge through experience,
    critical thinking and real-world connections
  • Using computers to assist constructivist learning
  • exchange of ideas with other students
  • group project with students from different
    communities
  • Supporting evidence
  • increase the depth of understanding

11
Pianos Not Stereos Creating Computational
Construction Kits (Resnick, 1996)
  • Two types of connections for effective learning
  • personal users interests, passions, and
    experiences
  • epistemological new ways of thinking, new
    connections between ideas
  • Allow children to guide their own learning
    (personal connections), and trigger new areas of
    learning (epistemological connections)

12
Examples from Pianos Not Stereos
  • LEGO Programmable bricks
  • lets LEGO objects be programmed to react,
    behave, and collect data
  • StarLOGO
  • simulates decentralized systems
  • how patterns (geometrical, behavioral, etc)
    emerge from interactions of many entities all
    behaving according to simple rules
  • MOOSE Crossing
  • multi-user virtual environment
  • children create objects, worlds, and interact
    with one another

13
Examples from the Classroom
  • Four Examples
  • Use of LEGO programmable brick in engineering
  • MOOSE Crossing to study survival
  • LOGO for studying insects
  • StarLOGO to model immune system response
  • Ask these questions
  • Was this technology/tool appropriate for the
    lesson?
  • Did the use of technology add value to the
    traditional curriculum?
  • Did the technology help trigger any personal
    and/or epistemological connections in children?

14
Example 1 LEGO Programmable Brick
  • Capturing the Wind
  • part of the Engineering/Technology curriculum
  • developed by CEEO at Tufts
  • for grades 5-8

15
Example 2 MOOSE Crossing
  • Use of MOOSE Crossing in a California public
    school
  • grades 4-5
  • From a lesson on survival...
  • a class project to make a virtual sinking ship
    in MOOSE Crossing
  • each student assigned a room to design/describe
    (based on the Titanic)
  • connect rooms together according to the Titanic
    model

16
Example 3 LOGO Programming Language
  • Insect project at Blake School
  • preK-12 private school
  • second grade classroom
  • study of milkweedbeetles lead to thedevelopment
    ofcomputer lessonusing LOGO

17
Example 4 StarLOGO
  • Cancer and Stem-Transplantation
  • developed by Univ. of Maine
  • for grades 5-12
  • after learning in class about immune system and
    the types of cells involved in interactions, the
    students model the immune system using StarLOGO
  • what types of cells and agents (white blood
    cells, etc) are at work?
  • how do the different entities interact?
  • how do the human body react to cancer cells?

18
Group Exercise Design a Classroom Activity
  • For the technology that is assigned to your
    group, design a lesson or project, and discuss
  • Why is this technology/tool appropriate for the
    lesson?
  • How will you integrate the technology into the
    classroom?
  • How does the technology contribute to forming
    relevant personal and epistemological
    connections?
  • What specific skills or concepts does the
    technology help develop?
  • How does use of technology add value to the
    traditional curriculum?

19
Some Useful Links
  • LOGO
  • http//library.thinkquest.org/18446/eindex.shtml
  • http//el.www.media.mit.edu/groups/logo-foundation
    /index.html
  • StarLogo
  • http//education.mit.edu/starlogo/
  • LEGO Mindstorms Programmable bricks
  • http//www.lego.com/dacta/products/robotics.asp
  • MOOSE Crossing
  • www.cc.gatech.edu/elc/moose-crossing/
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