Both Dewey and Gee posit that students bring with them prior experiences influencing teaching and learning, however, Dewey’s is a more abstract (typical Dewey) argument than Gee’s. Gee focused on a particular type of Dewey’s “continuity”, that concerning language development.
Bransford and Schwartz also take Dewey’s abstract notion of continuity and make it more concrete in their article on “transfer”. Whereas Dewey argued that continuity exists and that it should be used to judge the quality of learning designs, Bransford and Schwartz provide the reader with more concrete strategies (e.g. presenting students with an idea in multiple contexts so that they can identify general characteristics/ principles of the idea existing across contexts) concerning how to help students prepare for future learning (the portion of continuity occurring after a learning experience).
Finally, Pea’s “distributed intelligence” is an idea that could be used during the planning process to help students offload cognitive demand so that the learner can focus more attention upon principles/ characteristics that would prepare them for future learning. In other words, certain lessons might (intentionally or otherwise) lead students to leave the learning experience having focused too much cognitive effort on context-specific knowledge, inhibiting transfer/ continuity. If designers recognized the intelligence of resources outside the learner, it might enable the learner to walk away with a better understanding of ideas that can be applied in contexts beyond that in which the ideas were initially present.
In summary, Gee’s paper was a more specific application of Dewey’s abstract continuity; Bransford and Schwartz’, and, Pea offered implicit/ explicit strategies regarding the development of continuity/ transfer.
Sunday, September 13, 2015
Saturday, September 12, 2015
Connecting Dewey, Gee, Pea, and Bransford & Schwartz - the Role of Experience and Active Learning
One overarching theme over these four readings is the
progressive nature of learning. Here I
mean progressive in the sense of learning builds on previous learning. Dewey refers to this idea as the continuity of
experience. People apply their past
experiences to the present, and the experiences from the present will impact
future experiences. Gee’s focus on
language states that people best learn specialist languages and how to think
about them when they can connect it to prior experiences. Pea discusses the need for experience in
order to realize the affordances provided by artifacts and the environment. Bransford & Schwartz focus on the idea of “knowing
with” – being able to use previous experiences to influence and interpret
subsequent events. I believe the authors
would all agree that experience matters in learning. What one has seen, heard, and read about
influences how one learns. One of the major
arguments behind Gee’s second chapter, I think, follows appropriately. Minorities and children living in poverty
often perform worse in America’s education system because they haven’t been
afforded the experiences that children in wealthier, Caucasian families have
been afforded. Not only have they not
been exposed to the academic language favored by our education system, but they
often aren’t in the place financially to have made visits to museums to learn
about history, science, and other fields; they haven’t had the luxury of traveling
to new cities and exploring new cultures; they haven’t had access to fancy
gadgets, or even simpler gadgets for that matter, like the toddlers who play
with iPads nowadays. Because of their
circumstances, the experiences of our disadvantaged populations have been
severely limited, relative to middle class society, which, in turn, hinders
their performance in America’s public schools.
A second overarching theme is the focus on learning as an
active process. Pea emphasizes
distributed intelligence as “manifest in activity.” Intelligence is when one actively taps into the
resources of people (including themselves), the environment, and the situation. Bransford & Schwartz’s preparation for
future learning (PFL) requires individuals to actively question one’s own
beliefs and ideas and choose what is worth keeping and letting go, as well as actively
adapting environments to one’s needs. Similarly,
Gee argues that to be successful in today’s world, people must be able to actively
transform and adapt themselves for fast-changing circumstances. Dewey best sums this up in his discussion of traditional
and progressive education. In
traditional education, students are treated as passive learners. They are like empty jars being filled with
ideas. Progressive education, however,
focuses on the learner as an active participant in the learning process. It allows learners to bring their own
experiences and perspectives into the learning environment. In order to prepare our students for the
future, we must engage them in active learning. This means changing the way we teach and the way we assess, something that we, as a society, are beginning to challenge more and more.
The Role of Desire & Play
One of the concepts Pea discusses that we didn’t get to
touch on much in the class discussion is that on the role of “desire.” Something has to initiate the use and design
of distributed intelligence. Pea (p.
55-56) maps out four different kinds of desire: (1) task desire – in which a
person uses or designs with a clear goal or intention, i.e., I am using this
blanket to keep me warm; (2) mapping desire – in which a person has an idea of
the goal or intention, but doesn’t know exactly how to apply a tool, i.e., This
self-assembly furniture came with this piece that’s clearly a part of the final
product, but I’m not sure how it fits in or how to use is; (3) habitual desire –
those that occur out of habit, i.e., I use this toothbrush every morning to clean
my teeth; and (4) circumstantial – in which there is no specific goal or
intention, but in the given circumstance, you seize the opportunity to make use
of a tool, often in a way that is untraditional, i.e., I roll up and “pop” the
plastic straw I get from the fast food restaurant. This fourth kind of desire, circumstantial,
reminded me of our continued discussion of play. It supports the ideas that (1) everyone has a
desire to play, and (2) play develops distributed intelligence. Children do a particularly great job of tapping
into circumstantial desire and can often turn very simple objects into great
sources of entertainment. In one of the
Promise of Play videos, one such clip showed the creation of a microphone stand
with blocks. As adults, too, we develop
new, unexpected uses based on simply playing with objects, sometimes mindlessly. For instance, people make percussions and
music out of random items. The Broadway
show, STOMP, exemplifies this. The
actors/musicians use everyday objects like trashcans, sinks, and water to
create music. Through playing in
different circumstances, we can exercise our creativity, tap into the
distributed intelligence of people and objects that may not have been
previously afforded, and create or spur new desires.
Thursday, September 10, 2015
"Knowing With" in Preschool
I
found Bransford’s and Schwartz’ analysis of “knowing with” as contrasted to
“knowing that,” which he defines as replicative knowledge, and “knowing how,” which
he defines as applicative knowledge, particularly interesting. “Knowing with”
is described as the ability to approach new situations through the lens of all
previous experience and knowledge whether or not the individual can dictate
exactly when they acquired those experiences and knowledge. It is the most
natural form of transfer.
They then discuss two mechanisms that
act as a platform for “knowing with:” associative and interpretive. The
associative platform allows learners to connect their current experience with
former experiences, objects, knowledge, and sentiments. The interpretive
platform allows learners to place and organize their current situations or
ideas into the context of those former experiences.
This
passage illuminates everyday situations I observed in the preschool class I
taught last fall. Because each child came from a different home with a
different family culture and, for most children, this was the first year they
went to school, every student approached situations in the classroom in very
different ways. They brought with them all of their assumptions about
authority, play, and what a daily schedule should look like and that previous
experience and knowledge provided the lens with which they saw the classroom
and everything in it. Oftentimes they were not able to dictate “why” they made
the decisions they did, but after talking with their parents, it was clear that
their past experience- relationship with their parents, amount of free time
they are given, time they go to sleep- shaped the way they were evaluating
situations in the classroom. My students constantly made us of their associative,
and often illogical to others, mechanism of knowing. For example, a circle-time
about the color red might remind one of my students about her dog without her
knowing why. However, because of their age, my students often needed help with
the interpretive mechanism of knowing. They could easily learn new concepts but
would need our help to put those concepts in the context of the number of the
day last week and the other animals at the zoo.
Wednesday, September 9, 2015
Finding Balance
As I was reading Pea’s article on distributed intelligence,
I identified with the concern referenced by Salomon et. al. (Trade off #1 on p.
74-75), a need to keep in mind and distinguish between “effects with technology”
vs. “effects of technology.” Pea discusses the concern that granting students
extreme access to resources and technology may result in an increase in
accessibility of activity but a deficit in understanding foundational concepts.
My high school did not permit the
use of calculators in mathematics until pre-calculus courses with the
justification that we needed to learn the concepts behind mathematical
processes and formulas to truly understand what we were doing in solving
mathematical problems rather than simply “plugging things into” a “magic”
calculator. I have tutored many students in mathematics and can see how they
may have benefitted from this policy as they often will reach for their
calculator with no idea what to compute or why a computation is right for
solving a problem. When they encounter a new “style” of problem, they have no
starting place of how to navigate it and why they would use one formula over
another. I think that, sometimes, since most of us making policies and
teaching students were educated the “old fashioned” way of being forced to do
things by hand and memorize math facts, we can tend to overlook the ways this has
benefitted our understanding of larger math concepts. For example, memorizing
addition facts to 10 has deepened our understanding of a base 10 system.
Knowing that 3+4=7 fluently allows a 3rd grader to efficiently see how we can use distributive
property to break down 3x7 to 3x3+3x4. At a higher-level example, my statistics
course in college did not teach us how to use SPSS software. Our professor had
us do the analyses by hand, asserting that this was more valuable as it would
help us understand what it is each type of analysis was getting at and which
analyses would be appropriate for analyzing data sets from different studies. So,
during our classes we analyzed the structures of the formulas and why each one
gave us the information we wanted about example data sets. I have to say, he
was right. The next year, I was working in a research lab. While the lab used
SPSS software and I did need some assistance in navigating it, I understood why
we were running the tests we were running and how to interpret the information the
software gave us.
On the other hand, the extreme “no calculator”
policy meant that it took students longer to progress through mathematics
courses in my high school and likely held many back from reaching their full
potential in engaging with the field of mathematics. While it was not difficult
for me to be “caught up” on SPSS software, I wasn’t ready to jump right in and
use it in the lab. Both articles make a point that we live in a world that is
rapidly changing and the information and technology we have available to us is
rapidly growing. It would be a disservice to students to ignore this
fact. After all, most of us walk around with some form of smart phone or
computer in our pocket and can “google” anything we need information on most
any time of day (not to mention the calculators, dictionaries, and GPS devices
they also can function as). The skills to know how to quickly and efficiently access
and use resources and technology that Bransford & Swartz reference in their
idea of “preparation for future learning” (p.68) are certainly necessary in the
world we are sending our students into. So, the question I am left with is,
“how do we find a balance?” How do we prepare our students to build
intelligence with technology (p.75) rather
than rely on technology to do all the thinking?
While reading the Bransford & Schwartz, one section
really stood out to me because I remember it so well in my public schooling
experience. They mention how “concrete examples can enhance initial learning”
because it can “be elaborated and help students appreciate the relevance of new
information.” When I was in school, there were two things that happened often.
Thinking of my math classes, the first would be seeing examples of real life
objects tied to the math we were doing. My seventh grade geometry class would
have a tin can and we would talk about surface area of this tin can. I saw
first-hand how that helped students visualize a cylinder and it did, in fact,
help with initial learning. But just like the article says, this
contextualization can “impede transfer because information is too tied to its
original context.” Basically, giving just a single context limits the concept
of a cylinder and the formulae for surface area and volume of cylinders to tin
cans. While some could transfer this knowledge to other real-life cylinders, it
was certainly not true that all students could. Especially when it intersected
with another shape (transfer of problem to problem). Imagine a water tower that
looks like a cylinder with a half sphere on the bottom and a cone on top,
students might have been able to do each individual shape, but combining them
seemed to be too difficult. I remember students in my class were wondering if
there was a formula for the volume of such a shape (which is a fantastic question
that students should be asking), but instead of trying to reason through the
problem, they asked the teacher for help. Some only wanted hints and then
figured it out after one hint. But students who did this began with “can we
have a hint?” They didn’t first try to reason
abstractly (and quantitatively) – a common core standard. Instead, they
wanted to know how to get the answer. A question a toddler is capable of
asking.
My question is, at what point does contextualization go from being a valuable tool for understanding to over contextualization? I’m also curious if there is a difference in value for understanding if a teacher provides the concrete example versus if a student discovers it on their own? If a student does understand better when they contextualize a problem for themselves, how would they be able use this to begin a topic (for Bransford claims it enhances initial learning)?
I guess in my thinking, I can see it being beneficial in
both ways. In my (limited) understanding of project based learning, a student
can receive a project that begins with context and has a student explore (e.g. “What
is the length of r1 and r2 of this belt?”
What is knowing? (Articles on Transfer & Distributed Intelligence)
Both of the articles for this week talked about the need to think about learning as a process that does not end when an objective/goal is reached, but that learning should be expansive in that it prepares us for doing new things in new situations in the future. Pea talked about this from an explicitly design perspective, emphasizing that working with tools does not only offload intelligence to tools and thus reduce what the user must know/do, but working with tools/resources also expands possibilities for what can be accomplished (quantities of knowledge in any given situation are not fixed). Branford & Schwartz talked about learning environments from a more analytical perspective, identifying qualities and framings of tasks/settings that elicit productive activity (as well as ones that constrain it). Both talked about how people's previous experiences (Bransford & Schwartz) and desires (Pea) affect what people pay attention to and thus accomplish in any given setting.
This raises for me the question of design versus use: Can we give people initial experiences or cues that attune their perception to the designer's hoped-for affordances? In line with Bransford & Schwartz, I agree that all instructional activities should begin with eliciting learners' pre-existing ideas and intuitions (even if they are "wrong"), but is this enough to spark interest in topics such as conic sections (math)? If people are always restructuring situations as they act in them (both articles) based on their previous experiences (and Dewey told us how diverse those can be), how can we productively predict what people will do and what they will come away knowing? This might go back to designing for specific users (identifying what they see as the problem, having empathy, prototyping, revising), but what about teachers who are trying to design curriculum for kids they haven't met yet? I know in teaching we always look for formative information that we can use to shape what we do in the future with our students, but the idea that the environment always changes under human inquiry seems to theoretically prevent designing anything. Furthermore, how can we design for future learning if our students have diverse interest-driven learning trajectories (what is the trajectory for learning that comes from learning about conic sections; also, Dewey's continuity of experience comes to mind)?
Maybe the answer to this is that we want to teach for disciplinary practices (knowing how to use what resources when based upon the situation and one's goals), since both authors talked a lot about the value of activity/doing rather than on the internalization/acquisition of specific concepts. But then we would need to design for practices, which means we would have to identify practices and why/when people might find them useful, and I know for mathematics the literature on this is sparse (CCSS Mathematical Practices are not satisfactory to me). HELP!
My Critique of Ayiti:
What students are likely to learn: How hard it is to keep a family healthy, happy, and with enough money to live in Hati, and how these things are interdependent.
How students are expected to engage in content: Students make decisions about whether to ignore health problems, rest, or treat them, and then they watch the family's statistics move in response to the students' decisions. This works for money and happiness as well.
Why particular design decisions right be more or less effective at supporting student learning: I think it would be more useful if players could see where there money was coming from and where it was going. It appears that a certain amount of money is spent every season, but other than illnesses, where does the money go? How much for food, etc? Why can mom be a market woman only some of the time? Is it harder to make/keep money in the rainy season? All of this is hidden in the general way money is dispersed. I am also not sure why I have to watch the year go by with the green vine filling up... It's boring. I just want to get back to my family and making decisions.
This raises for me the question of design versus use: Can we give people initial experiences or cues that attune their perception to the designer's hoped-for affordances? In line with Bransford & Schwartz, I agree that all instructional activities should begin with eliciting learners' pre-existing ideas and intuitions (even if they are "wrong"), but is this enough to spark interest in topics such as conic sections (math)? If people are always restructuring situations as they act in them (both articles) based on their previous experiences (and Dewey told us how diverse those can be), how can we productively predict what people will do and what they will come away knowing? This might go back to designing for specific users (identifying what they see as the problem, having empathy, prototyping, revising), but what about teachers who are trying to design curriculum for kids they haven't met yet? I know in teaching we always look for formative information that we can use to shape what we do in the future with our students, but the idea that the environment always changes under human inquiry seems to theoretically prevent designing anything. Furthermore, how can we design for future learning if our students have diverse interest-driven learning trajectories (what is the trajectory for learning that comes from learning about conic sections; also, Dewey's continuity of experience comes to mind)?
Maybe the answer to this is that we want to teach for disciplinary practices (knowing how to use what resources when based upon the situation and one's goals), since both authors talked a lot about the value of activity/doing rather than on the internalization/acquisition of specific concepts. But then we would need to design for practices, which means we would have to identify practices and why/when people might find them useful, and I know for mathematics the literature on this is sparse (CCSS Mathematical Practices are not satisfactory to me). HELP!
My Critique of Ayiti:
What students are likely to learn: How hard it is to keep a family healthy, happy, and with enough money to live in Hati, and how these things are interdependent.
How students are expected to engage in content: Students make decisions about whether to ignore health problems, rest, or treat them, and then they watch the family's statistics move in response to the students' decisions. This works for money and happiness as well.
Why particular design decisions right be more or less effective at supporting student learning: I think it would be more useful if players could see where there money was coming from and where it was going. It appears that a certain amount of money is spent every season, but other than illnesses, where does the money go? How much for food, etc? Why can mom be a market woman only some of the time? Is it harder to make/keep money in the rainy season? All of this is hidden in the general way money is dispersed. I am also not sure why I have to watch the year go by with the green vine filling up... It's boring. I just want to get back to my family and making decisions.
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