Tuesday, February 26, 2008

Shifting Cultural Touchstones?

It would be very interesting to us here at Exploding Beakers to try an unearth commentaries from those who lived through the last major media shift - that is people who were around for the shift from an oral culture to a print culture. Did they moan and groan about how "those kids today with their books just don't understand the workings of Druidic culture like they used to? Why can't anyone recite Homer anymore?" By the very nature of the shift in medium, comments of the champions of the old guard are very hard to find nowadays. How many of us would be able to "read" the impassioned defense of the BetaMAX format its users probably made and recorded- on BetaMAX?

There is a story here, from USAToday about the general disconnectedness teenagers exhibit from their cultural antecedents. As an aside, we are intrigued by the timing of this discovery, as we were shocked by one of the questions directed to OSCAR-winning actress Marie Cotillard, while on the red carpet. The (very) young American journalist asked Cotillard, who later that evening won Best Actress for her portrayl of famed French singer Edith Piaf, that (and we're paraphrasing) since she [Piaf] had died before you [Cotillard] were born, did you know anything about her before beginning the film? However, this is also the central issue raised by the author of the article - that American youth are starting to live more and more in a cultural vaccuum, where the only history they are exposed to is in school history curricula.

In light of some of our earlier posts about the shift we are currently experiencing away from print and towards visual mediums like television and the movies, it would interest us greatly to see how these same students would have fared on subjects that are equally represented in both print and visual cultures. Much has been written about what was gained and lost in the change from an oral to print culture (primarily by authors like Marshall McLuhan), but it remains to be seen how the current process will unfold.

Sunday, February 24, 2008

Stealing Ideas

If you talk to us long enough, or hang around long enough, eventually you'll realize that one of the things we are prone to doing is stealing ideas from one context and applying them in another. Today is no exception.

A few moments ago, our friends at The Daily Wenzel, posted a comment and article on the nature of criticism, made within the context of computer gaming. However, within that posted article was a link to another article on how to analyze computer games from a game designers' perspective.

What we found inspiring was the brief discussion on pacing and interest (page 3). We have long been fascinated with the way games such as World of Warcraft or even MySims contain segments of the game designed solely to instruct players in how to play the game. We've argued that teachers need to explore this more in terms of creating more student-centred classroom activities with a greater degree of independence. Furthermore, the way that these games give their players the illusion of unlimited choice (go anywhere, do anything), but actually constrain them to a few options based on prior accomplishments is again something teachers can learn from.

Thus, James Portnow's simple act of describing the methodical rising and falling action of pacing and interest in games offers a similar discussion point. As Portnow suggests, the pace and interest is design to climb steadily over the length of a game. A game is broken down into levels, and a graph of the pace and interest would be mirrored for levels as well, with a peak just before the conclusion. Overall, as each level gets harder, the graph would steadily advance higher.

Imagine you are planning your course for the year: how do you take into account the pacing and interest for your students. Typically we find it easy to imagine that for science classes, the pacing and interest graphs would be relatively flat, day in and day out, punctuated only by the occassional lab, and rising with the advent of the unit exam.

What we would like to propose is something that follows more a levelled game approach. Students are informed at the beginning of the year of some kind of problem to investigate or solve, that would combine elements of all of the various units that make of the course. Then, within each unit, students would engage in a variety of problem-solving activities that could ultimately be applied to their year-end problem. These activities could provide the near-end interest spike that Portnow says game levels should have - what we do feel is certain though, is that this spike should not (and could argue could not) come from a unit end exam.

Monday, February 18, 2008

More on unsupervised spaces

This is a follow-up to yesterday, as we didn't think we explained as much as we could have.

Students, especially high school students (who we have the most experience with), are very experienced and literate in the educational process, even if they rarely articulate it. However, by the time they reach high school, they understand a lot of the unspoken expectations and rules. for example, when students in a science class are instructed to follow a lab exercise in a textbook or set of worksheets, their expectations about the nature of school fall in place as such:

1. A teacher is not allowed to engage in any activity that could deliberately hurt me. All activities must be "safe".
2. An activity or lab would not appear in a textbook if it didn't work.
3. A teacher would not waste time choosing an activity to do if it didn't work.
4. If I follow the instructions, the lab will work.

These beliefs often operate to shortcut any critical thinking a student does as to whether or not the lab has actually worked. Time and again, we have seen students use the wrong material, or miss a step in the instructions, and therefore unknowingly contravening #4, but still expecting the result they achieved to be consisted with the one expected. In a way, this is similar to the teacher's presence on the playground, to whom the students defer for all of their problem solving and conflict resolution tasks. When the teacher outlines a standard problem and proceedure, the students expect the result they achieve to be the standard, regardless of whether it is or not.

When individual student lab groups develop individual lab problems, assumptions #2-4 do not come into play. Furthermore, a teacher who deliberately cultivates an impression of aloofness regarding the students' lab proceedures, can even undermine #1. More importantly is taking advantage of the following student misconceptions:

1. The teacher has a limited set of knowledge relating to scientific principles and experiments, but this set includes all principles and experiments related to the current course.
2. Student creativity is infinite.
3. It is easy for students to come up with problems or investigations not anticipated by their teacher.

Belief in #3 is not universal, in fact a lot of students have trouble with the independence implied in #3, for a variety of reasons. Conversely, a lot of new teachers believe in #3 and are afraid of turning students loose in a lab for fear it will highlight the teacher's shortcomings as per #1. However, while #1 is mostly true, #2 and #3 are conditioned heavily by student experience - hence the importance of talking to students about what they have done in past courses with different teachers. We have found that when given the chance to develop their own problems, independently of each other, most student groups come up with a range of only three or four problems, owing to the fact that they have a limited range of related experience to draw upon, and in most cases these problems a fairly predictable by the teacher. However, because the students have developed them on their own, their belief that the teacher can help them solve their problem is greatly diminished, increasing the need for them to engage in their own critical thinking.

Sunday, February 17, 2008

All Work and No Play?

Thanks to BBartel, of Exploding Sink fame, who alerted us to this article via Twitter. It deals with the role of play in the development of young people (although it draws primarily on research of young animals). In reading this, we were reminded of an earlier post by our colleagues at The Daily Wenzel concerning a childhood game of theirs called "Murderball". In it, they attempt to highlight the importance (they feel) of unsupervised places for children to occupy and control.

We have always been somewhat sympathetic to this view, and in part, it fits in with some of our own (unresearched) notions of play. The presence of a teacher or parent on a playground or in a room, simultaneously reinforces notions of power (discipline and rules) as well as safety. Part of the point in the Murderball piece was the way in which children use unsupervised places to develop conflict resolution skills and teamwork. Another aspect of these places that intrigues us, is the opportunity it provides for problem-solving.

The article posted above explores a theory that unstructured play is a rehearsal of future skill sets, such as playing house or firefighter. Although some research calls into question play's ability to hone a specific future skill set, many seem to accept that it can enhance a general problem-solving ability (ie. mental agility).

One of our many (again unresearched) theories on student learning is that students are more likely to "learn better" when they find themselves in territory they can believe is unfamiliar and unique to them. While the creation of unsupervised spaces is a legal no-no, situations that minimize the teacher's role whether as safety-provider or rule-enforcer, do much to emphasize this. Just as students are forced to problem solve in unsupervised spaces, lab situations that are not developed by the teacher or textbook but student generated, can help to develop a sense of separation from the teacher, or other student groups if the problems are unique to each student.