Tuesday, February 23, 2010

Domo arigato kindergarten roboto


There never seems to be any shortage of complaints that younger and younger kids are gaining access to more and more technology. However, the articles for this week push that giving access to relatively complex technology to very young children (starting around age 4) and used in directed and scaffolded ways can be highly productive in early education learning. In all 3 instances, young children were able to successfully utilize the technology used to better understand abstract ideas from the life of bees to physical manipulation through visual programming. I like that Bers et al. point out that what they are doing is different that turning the computer into a TV set or use video games that do not invite creativity.

Instead, the children in all articles are sort of participating in an AR/PS type of simulation. Since the children are concretely grounded in the physical world, they are using robotic manipulatives or digital representations of the real world to enact experiments that would not be feasible in the real world so that young children could participate in them. To me, this resembles very closely the notions of AR/PS activities that were discussed last week (and in my previous blog post). If you take a look at my drawing it includes my first 2 models and integrates them into my third. So from the original model the emphasis is on the educational technology itself. It depicts educational technology needing to be easily accessible/usable, secure, remixable, and shareable. Model number 2 depicts what happens in using AR/PS activities. It show the real world on one side and the alternate world on the other side; a wormhole of technology connects them (symbolizing that technology is at least partially used to bridge the real and alternate world). Above the technology wormhole is either Kang or Kodos beaming down students' prior technology use as an effect on the technology wormhole. The third model incorporates these 2 models as weights on a barbell that an individual is trying to balance as they walk across a drooping tightrope between cliffs. The idea here is that there is a balance that needs to be struck between the technology itself and the use of it as an AR/PS environment for learning. In some cases this balance is going to require scaffolding as a means of achieving the balance. This was particularly evident in the Bers et al. article as there were several instances where the goal of using the technology became a bit distant as the students using the technology were finding it hard to use due to a disconnect between the technology, their knowledge of the technology, and that the topic being taught in the lesson was generally difficult for young students. Similarly in the Montemayor article the use of StoryRoom involved some scaffolding with the students before they were able to successfully operate the digital manupulatives. The takeaway for me was that technology needs to have reared its complex and confusing head sometime prior to the actual "launch date" that it will be used in the classroom as the crux of a lesson. Otherwise students are trying to learn a high level technology skill AND a highly abstract concept (or multiple ones) all at the same time which for anyone can lead to a little frustration and failure. Granted failure can be a positive thing in the use of AR/PS environments. But what I would like to see is the technology be introduced in advance of the lesson and see if the students come up with the connection between the technology and the learning of an abstract concept rather than having the technology and the abstract concept slammed together into a single tsunami of new information and expected learning.

Monday, February 15, 2010

Virtual simulated real-world situated participatory learning...with computers


Ok, I'd like to address a couple of things before I get started. First, I hope that you got a little chuckle from the title--that was my intention. Second, my model incorporates references from the TV shows Coach (because it's an old favorite) and The Simpsons (because it was on while I was reading the articles for this week). That being said, let's get into this week's model on participatory simulations (PS) and augmented reality (AR). At first thought, this unit sounded like Advanced Dungeons and Dragons (AD&D). Interestingly enough I wasn't too far off in that assumption.

The idea behind PS and AR is the idea that learning is situated and takes place within the real world yet involves a type of role playing with data or other malleable factors to create a simulated experience allowing students to experience real world situations that would be unrealistic for them to participate in in reality and lack any negative consequences that would otherwise be a concern in such an actual situation. Now, rather than just pretend that students are modeling let say, virus infection patterns, they are able to use hand held technology like a Palm, netbook, or even an iPod Touch to realistically emulate such an experiment. In my humble opinion (and somewhat mirroring what Klopfer et al. concluded) students are more willing to interact with and enjoy technology that is more interactive and visual rather than technology like "analog" digital nametags. When playing a game (or participating in a simulation) the more feedback that can be offered to the user the more ensconced and immersed the user becomes in the experience (again loosely illustrated from Klopfer et al.). I believe that this also ties into the situated nature of the activity. The more immersed the player is in the experience the greater the buyin to the experience as situated learning rather than an activity to illustrate a real life situation.

So let's break down my model. The picture shows 2 worlds, one on the left and one on the right. The left illustrates the real world where students reside while the one on the right illustrates a parallel universe where data or other hypothetical factors can be drawn from. Connecting the 2 planes of existence is a wormhole based on technology used in the PS or AR. Through the use of this technology (and dependent on the quality of the technology) the 2 planes of existence are bridged into a single experience through which students are situated into a merged plane of existence where learning can be done that would otherwise be unrealistic for them to practice in the real world alone in a classroom or lab. The alien in the spaceship above (a likeness of Kodos or Kang) is disseminating a beam of students' prior experience and use of technology that augments the technology wormhole making it more or less effective dependent on several factors. These factors include but are not limited to students' lack of technology use, students' love of technology, students' own agenda of technology.

In a best case scenario, students are able to take a wide variety of technologies and utilize computer fluency/flexibility to achieve an optimal AR/PS environment bridging the real and parallel universes and yielding a strong situated learning environment. While the worst case scenario involves students either rejecting or becoming frustrated with the technology or using it subversively due to their personal agenda of how they want to use the technology, both resulting in a struggling learning environment.

As a side note and a shout out, a lot of what was in the articles and my personal feelings on the ideas leads me back to Jeff's Tweeting Characters work as a PS/AR. So ask him about it if you're interested.

Tuesday, January 19, 2010

Model of risks and technologies


In the article The Risky Promises and Promising Risks of New Information Technologies for Education chronicles 3 viewpoints of technology and its implementation within the educational setting. It goes through the viewpoints like stages of grief: first the option is use technology as an all or nothing, end all be all way; the second is that technology is but a tool to be wielded and the user is responsible for it's use; the third is a zen-like balance between the two. My apologies, but isn't this obvious--much like it would be with anything else?

I would love to say that I don't have to restrain myself from the "computer as panacea" viewpoint, but I just love technology and bright, shiny new stuff way to much to not dabble in that school of thought albeit momentarily. This mentality takes technology in a way of inherent necessity much the way that someone who engulfs any food that does not have transfats without any regard to other factors simply because the FDA says foods without transfats are better for you (this is a loose reference to a King of the Hill episode).

I loved this portion of the article:
"Rather than acknowledge the inherent difficulty and imperfectability of the teaching-learning endeavor, rather than accept a sloppy pluralism that admits that different approaches work in different situation--and that no approach works perfectly all the time--educational theorists and policy makers seize upon one fashion after another and then try to find new arguments, or new mandates, that will promote widespread acceptance and conformity under the latest revolution."
To me this quote embodies our lifestyles in such a way that we are always looking for a silver bullet that will make our lives easier, do all the work for us, and not have any drawbacks (kind of like what they first claimed for the diet drug Alli). As consumers of technology we are always looking for that perfect program or device that does everything for us. With such a high demand placed on inherently (and always) flawed technology there is hardly a moment where we are not let down and discouraged by technology rather than accepting of the realistic limitations of something that enables us to do far more than we could without it.

The next viewpoint is the "computer as tool" where technology is an implement and what the computer does with it makes it a valuable component or a dreadful hindrance. Being that I am about to be a father I latched onto the quote "if you give a kid a hammer, they will see everything as needing hammering" (ah, to be 5 again). While this viewpoint is not wholly untrue in that if you give someone a computer, everything must be Googled (this is a generalization). This of course has some lacking that tools all can be used differently by each user for productive or unproductive means and it is in the proper use of tools that this view would be more correct (in my mind).

The last viewpoint is a "level headed" one which kind of mixes the first 2 together. Of course this would make a great deal of sense that going to far one way or another can lead to nothing but chaos. There is an understanding that there are unintended consequences, good, and bad that are involved in all new technologies and that these will grow as technology continues to grow and the possibilities become more and more infinite.

Within the spectrum of my model showing technology needing to be (in order of importance) accessibility, security, remixability, and shareability this article hits on the first two and very little to none of the last two. The last few pages discussing censorship of the internet and the technologies available and their shortcomings exemplifies accessibility and security extremely well. It shows that accessibility can be hampered in the name of security and as a result this can also hamper remixability and shareability in the sense that (and I hated this line in the article) what cannot be seen cannot be seen. Of course if resources are not viewable to me, I cannot see them, but this does not inherently mean that they do not exist. It simply means that technology is flawed and I have to wait to go home to look for what I want to look for. Uh-oh...now I'm free thinking. This is why I agree with the idea that rather than shielding students from every teensy tiny shred of anything that can be mistaken as indecent, why not just simply tell them the rules of the road? Similarly you wouldn't just assume that the police are going to keep your teenager from driving recklessly, instead you teach them how to PROPERLY use the item (which in the sense is a car). The same goes for the now limitless possibilities contained within technology and the entire world at our fingertips through the internet.

Monday, December 7, 2009

The dumbest generation pushes back on the man who knew too little


So this fella, Mark Bauerline, wrote The Dumbest Generation (how the digital age supefies young Americans and jeopardizes out future [or, don't trust anyone under 20]). This article is about how us Americans under the age of 30 are more interested in ourselves and the technology that we so eagerly adopt, use, and surround ourselves with than anything academic or intellectual. Well sir, I am an under-30-something and disagree. In the article Mark talks, at length, about Jay Leno's Jaywalking segment as a main reference for his whole point that the youth of America know squat about politics, current events, or anything of substance that will allow the US to remain a major player in the world. While I can agree there are a lot of, well, less than academically oriented folks around are they really a majority? I believe no--that is unless you take Leno's demographic of 18-35 year olds along a strip of bars between 10 PM and 3 AM on a Friday night to be the majority of folks representative of youth culture these days.

Are we youth obsessed with technology? For the most part, yes. But why? Oh, I don't know. Could it be the fact that we have instant access to information that 15 or more years ago would not have been available to the general public en masse? Now Mark purports that while youth have access to such information they defer that information in lieu of more "interesting" media like facebook and myspace. While I cannot disagree that social networking sites are wildly popular and provide a great socializing platform for all, young and old, I disagree that youth don't bother with academic or relevant information.

My biggest rant against Mark is that he NEVER talks about poor standardized test scores or the lack of youth interest in informal academics, news, and politics being correlated to a school curriculum, teaching, or formal educational setting structure. I hate to break it to Mark, but if classes and the information being taught in them isn't the most interesting or given a little pizazz to help make it interesting most people won't find it to be interesting. What if class were interesting enough to pique the interest of a student such that they went out of their way to do further research on a topic, on their own, not as school work, to further their own personally vested interest in something? Wouldn't that be amazing? Well, I hate to break it to you Mark, but it does happen. But particularly (as part of my rant) poor test scores should not be a direct reflection upon the quality of the youth alone. The fact is that what is being taught and how it is being taught plays a major role in student production on standardized testing. Any reason why you don't mention that, Mark? Perhaps it's because you know that it's true and you simply wouldn't be able to rant like crazy had you not done so.

The fact that new media is so entrenched in today's youth does not have to be a negative. Sure there is always a negative side to any overindulgence. But if used in ways that foster peer relationships and personally vested interests then new media far surpasses analog media by leaps and bounds. So please, Mark, don't lump me and the many other deserving youth of America into the Technologaholics Anonymous category simply because I love and use new media and technology in most any and every facet of my life. That'd be like me saying you're just an angry, bitter man because you're use of technology stops at digital literacy.

Monday, November 23, 2009

Want to visit the art gallery? Grab your laptop!

For many, viewing art has been an act of looking at pictures, sculptures, or other physical objects identified as "art". Most of the time viewing such objects required individuals to go to an art museum like the Metropolitan Museum of Art or the Louvre where you stand in front of the object and attempt to extract meaning from the creator's work. Often this has been seen as a high culture endeavor rather than one of average folks. But is this the only form of art and viewing such work? The answer, no.

Nowadays art is much more than paintbrushes, clay, marble, or welded metal. Art encompasses us in most everything that we do through media arts. Media arts also allows for a much more diverse group of people to participate in and do art--more diverse meaning almost anyone. Traditional art used a relate more to using a defined media in an emulation of a particular style to create art. Media arts are much less constraining and much more open, containing many different vehicles for art creation in the digital computer realm.

Everywhere I look on my computer there seems to be art. Everything from my operating system to many programs, flash games, websites, even web-based ads are artful and aesthetically pleasing. Higher stakes are being placed on digital media and the ability and willingness to engage in media arts is becoming more lucrative and mainstream. If you've ever visited Newgrounds to play a flash game or two, you know that everything on the website is user submitted. The site includes video games, pictures, and videos--many of which are original while others are remixes of other popular media.

There are a variety of digital museums devoted to new media rather than digital uploads from physical museums. One such museum is PrettyLoaded. This particular museum is purely devoted to flash load screens that typically appear while content is being loaded on a website. Another is The Digital Museum which is currently featuring a slew of anti-war art that appears to be primarily created in Photoshop. Large or small, static or fluid, new media art is something that has a relatively low bar of entry. Those who have any computer fluency most likely have already jumped into and already made digital media art. This group of computer fluent individuals is a growing number of today's youth who may not have a particular connection to or appreciation for traditional art.

Digital arts allow individuals to make a lot of what is around them into a personally meaningful work of art. Take a simple photo or even other work of art that is digital (even a digital version of traditional art) and it can be remixed and recycled into something that is meaningful to the individual creator. This also means that instead of cycling through a museum staring at pieces of art being purely a consumer, those creating digital art becomes a prosumer both adding to the art realm but also taking something away--meaning.

Another great example and a relatively low bar of entry is the viral sensation of lolcats. These are pictures of cats to which a funny caption (in kitty pidgin) is added to make a comedic piece of art. While this can be done through Photoshop, the original website allows users to pick a cat picture from a selection to which they can add a caption and post it on the website.

It would appear that many folks have actually created some form of digital art--perhaps annotating a youtube video--but do not realize it as art. While art is typically an abstract symbol, there will always be some contention as to what constitutes art. However, new digital art seems that it more readily can be called art as there is a far more diverse group of "critics" and viewers of the work.

Monday, November 9, 2009

When it comes to computers are you A) literate, B) fluent, C) flexible, D) huh?

Alright, so the term literacy has expanded a long way from just reading and writing but what does it really mean when we start talking about computers and technology? There are so many terms to describe computer “proficiency” such as computer literate, computational fluency, and computational flexibility. But what does it all mean? Especially when terms like "computer literate" is so broadly and loosely invoked it wouldn't be surprising that many folks have a skewed perception of what it means to have computer proficiency (as I'll be calling it for now). I remember growing up with a computer (FYI it was a Mac...blech), literally from birth (so I'm told). At about the age of 1 or 2 my parents acknowledge that I started playing with electronics and even the computer. To be honest I don't remember that far back but I will say that as far back as my memory will retain coherent recollections I have always used a computer or at least I cannot remember a time that I didn't have a computer. For a little frame of reference I was born in the 80s so we're talking super-old computers. Let me throw up a picture for reference (to the right). Now I'm not talking some crappy system that only ran DOS, we're talking a full desktop system with word processing, paint shop, computer games (I loved Brickles), music editing/authoring software and much more.

So why does this matter? Wellll...I was quite fortunate to 1) have a computer and 2) grow up WITH technology rather than it growing up around me. In the sense of what computer literacy is defined as in the many readings for 650 this week, I was computer literate by no later than age 4. I know that you me and everybody we know thinks computer literacy is probably thinking "duh, of course you're computer literate", but for many computer literacy is a struggle and the only end-goal. In a previous job a good portion of my work was with middle-age individuals who had zero computer literacy skills, but they didn't grow up with the technology. To be honest, for the purpose that they needed computer proficiency and level to which they needed it, computer literacy was the highest level they wished to go or even needed to go. However, for most of us born in the last 3 decades computer literacy is the first way-point on a continuum of computer proficiency.

Next stop in the continuum of computer proficiency is computational fluency. At the fluency level we're talking lifelong skills and learning here people, not just the everyday rote memorization tasks of keyboard, mouse and office suites. Now we're talking about taking that knowledge and creating something with it. But what, you may ask, constitutes creativity? To quote Mitchell et al (2003), creativity is a bit like pornography; it is hard to define, but we think we know it when we see it. At the point of fluency one should be taking said literacy skills and slapping them together with some creativity to pump out some original something (that's right). Maybe a video, a picture, music, a game, the list could go on forever. I personally hit fluency somewhere between the age of 4 and 6. I loved to create pictures on the computer. I even got into making and remixing music. Does making an old-school Mac talk constitute a performance piece? If so, then chalk that up to fluency. But here's the hitch for fluency--you can't stop. Why? Because today's computational fluency is (literally) tomorrow's computer literacy skills. Since technology and the skills needed to use them change so rapidly this goes right back to the lifelong pursuit involved in maintaining computational fluency.

The final step in the computer proficiency continuum is computational flexibility. If you've made it to this step that means that you've superseded fluency due to some inadequacy of the technology or software available to you and gone on to create your own to fulfill your needs. Now if I'm going to be honest, yea I'm not here...yet. With movements toward open source software the ability to create even the most minute and simplistic software is possible to most anyone willing to put in the effort. From what I read on a lot of tech sites like cnet.com or wirednews.com it would seem a logical next step in our technological progression of society for future generations to leap (pretty early on) into computational flexibility. However, this thought is hampered by the fear of apathy and stifling of creativity. Without the vested personal interest and the creativity of individuals then there isn't going to be an en masse movement to computational flexibility (perhaps the reason why we are all still struggling between Windows and Apple OSs). But even that is changing with the advent of Google running the gauntlet and getting into open source software, threatening to jump into the OS ring.

So what's the point of all this junk that may have read if you made it this far? That technology is a moving target, albeit an import and ever more necessary target to keep on top of. Like any other skill computer proficiency cannot stagnate lest you be stuck in the technological dust. Computers are always becoming more and more integrated into every little thing within out lives. I would really hate for folks in the near future to starve simply because they didn't care enough to keep up with their computational fluency and then grocery stores implement a new technology that you haven't familiarized. Really...it could happen.