Showing posts with label Papert. Show all posts
Showing posts with label Papert. Show all posts

Friday, 25 May 2012

Cargo-Bot - Programming game for iPad


I should probably stop surfing the net today, but I keep finding cool things. This is Cargo-Bot, a game that encourages the player to think like a programmer should. The player is given a stack of blocks, a grabber arm and a image of how the blocks should be stacked. 
The player then needs to drag and drop a series of commands that when executed, controls the arm so it stacks the blocks to match the image given. This is a perfect representation of Papert's constructionist ideas of learning theory.

I want to get this but I dont have an iPad :(

On a separate but just as interesting note, this is the first ever app to be made entirely on an iPad. Done with an app called Codea.

Thursday, 3 May 2012

Knowledge Is Like A Room Full Of People

This excerpt from Papert's Mindstorms really stood out to me as a good analogy of my studies, but also of the role teachers have the process of learning any new skill or field, and the importance of learning how to learn.
"Getting to know a domain of knowledge is much like coming into a new community of people. Sometimes one is initially overwhelmed by a bewildering array of undifferentiated faces. Only gradually do the individuals begin to stand out. On other occasions one is fortunate in quickly getting to know a person or two with whom an important relationship can develop. Such good luck may come from an intuitive sense for picking out the "interesting" people, or it may come from having good introductions.
Similarly, when one enters a new domain of knowledge, one initially encounters a crowd of new ideas. Good learners are able to pick out those who are powerful and congenial. Others who are less skillful need help from teachers and friends. But we must not forget that while good teachers play the role of mutual friends who can provide good introductions, the actual job of getting to know an idea or a person cannot be done by a third party. Everyone must acquire skill at getting to know and a personal style for doing it."

Sunday, 29 January 2012

//Quote

"You can't think seriously about thinking without thinking about thinking about something"
- Seymour Papert

Monday, 23 January 2012

Technology and the Development of Teaching

As Seymour Papert inquired in 'The Children's Machine' (1993), if using a time machine and you were to bring a group of teachers and a group of surgeons from 100 years past into present time, how would they fair at their craft?
The surgeons would probably have a hard time adapting to the new tools and techniques used in hospital theatres today, but despite the new technologies in today's classrooms, the teachers would probably find it easier to adapt and teach nearly as effectively as teachers do now (apart from getting overwhelmed with the increase in unruly, undisciplined, knife-wielding kids).

If this were they case, Papert asks, then why? Why has medicine developed far more than education? Is it because the ways we used a century ago were the best ways to teach? Is it because the pressure to improve surgical methods has been greater than for education? Or maybe the success of new medical procedures are far more quantitative and obvious than a new teaching technique.

Possibly for medicine in many ways, the tools have dictated the techniques. New technologies have directly influenced how a medical professional works on their patients; from making diagnoses easier to making incitions smaller. In schools however, the influx of technology has only recently been making a direct effect on teaching methods.

This, I expect, is due mostly to how the technology is packaged. Desktop computers have been in most classrooms for nearly a decade, but its only until the screens could be projected onto whiteboards did the power really be injected into every lesson. Now with the new wave of tablets, the technology is not hindering the learning experience but complementing it.

The development of technology:

The fast development of technology is most certainly a double edged sword. In one sense it is greatly enabling;  the stuff only realised by science fiction authors a short time ago is entering our homes (and classrooms), providing us with media and services in ever more convenient and fast ways. But on the other hand, the speed of progress makes everything around it seem dated as quickly as version 2.0 comes out.

Look at any physics textbook thats 5 years old, and apart from the omission of Pluto you will most likely see very little difference between that and a book published yesterday. Do the same with a book on ICT and you would have a hard time following it. Despite a PC now having very simliar tools to one 5 years ago, the volatility of software has caused those to be changed and updated beyond recognition.

Therefore, learning resources associated with such technologies must be built so they utilise technology rather than rely on it. Rather, the learning resources must be backed up by a skill-set, methods rather than specific tools should be the backbone of this work.

Friday, 28 October 2011

Sugar on a Stick

That One Laptop Per Child project had a little programming interface that runs similar to App inventor, but even simpler. Going back to the days of the Logo programming language and the crazy turtle that you stuck a pen in and watched it draw on some sugar paper on the floor, you can make a turtle do stuff on here.


A bit basic for undergrads, but another example of this method of programming

Side note: The Logo language, developed by Seymour Papert (1928 - Present), Constructionist, believed in embedding contextual tasks into learning (also talked about by Donaldson).

http://blogs.warwick.ac.uk/howesn/entry/sugar_on_a/