I hold Dr. Nancy Carlsson-Paige of Lesley University (aka: Matt Damon’s mother) in great esteem, but was alarmed by her recent contribution to The Answer Sheet in the Washington Post. Dr. Carlsson-Paige makes a critical error all-too common among progressive educators. She confuses modernity with an attack on childhood.

I have asked the Valerie Strauss, editor of The Answer Sheet, for an opportunity to write a full rebuttal. In the meantime, here are the comments I whipped together and published on the web site, along with a stray one or two.

Dr. Carlsson-Paige is correct that most “educational” software is crap, but she jumps to some conclusions that I find quite disappointing and wrong. Her intergenerational panic conflates a great number of issues and will alarm parents well-conditioned to overreacting.

She identifies the drop in creativity (citation would have been nice) in children between kindergarten and sixth grade).  Could this not be due to the dramatic changes in schooling that Carlsson-Paige rightly rails against, such as the narrowing of curriculum, endless test-prep, drill & practice and lack of arts education? Perhaps, technology has slowed the decline in creativity, however that is measured, being caused by school. Children building and LEGO programming robots, making movies, composing music, designing worlds in Minecraft, sewing wearable computers, playing with Squishy Circuits (conductive and non-conductive clay), programming their own video games, collaborating with others over great distances are demonstrable evidence of childhood creativity.

It is quite possible that school has a greater prophylactic impact on creativity than the Internet.

It is hideously simplistic to privilege one media over another, especially when decrying the death of creativity or loss of innocence. For example, nobody ever questions the cognitive value or impact on creativity of a kid holding a Hotwheels car and saying, “Vroom Vroom,” over and over again for hours at a time. We value that activity, right? Do we have any evidence that it is more beneficial than a toy with batteries or Internet connection? Does a wooden toy increase creativity more than one made of plastic? If drawing with a crayon is better than drawing with your finger on a screen, why is it so? How do we know? Is drawing with a crayon better for childhood development than drawing with chalk?

If a child was shown a photo of Mom and Dad on a screen or able to video chat with them (as is possible in the real world of the child), would that somehow be worse than carrying a physical photo? Would a cherished video clip of mother and child harm a child’s ability to develop resilience?

What role are parents playing in the overregulation of children’s play through overprotection and over-scheduling? What is the impact of homework on play? What has silent lunch and the end of recess done to children’s creative development?

Why not evaluate the quality of the activity rather than superficial aspects of the medium?

Television is passive, but Dora the Explorer may have value beyond its tranquilizing effect. Surely, there are incredibly engaging ways in which computers can and are used by children. Educators should do much better job of bringing those rich modern experiences to children.

How can having the ability to answer any question you wonder about instantly be bad for children? If you make simple things easy to do, you make complexity possible.

In my humble opinion, we visit great violence on the development of young people by dishonoring or ignoring the world and milieu in which they live. Nostalgia is no substitute for reason.

The Creative Educator has published my fifth article in a series on effective project-based learning, A Good Prompt is Worth 1,000 Words. The text of this article is below. PDFs of the entire series may be downloaded and shared.

I hope you and your colleagues enjoy it!

Previous articles in the series:

  1. What Makes a Good Project?
  2. Developing Projects That Endure
  3. The Genius of Print
  4. Less Us, More Them!
  5. A Good Prompt is Worth 1,000 Words.

A Good Prompt is Worth 1,000 Words
© June 2012 – Gary S. Stager

Over the past thirty years I have written curricula and taught curriculum writing. During the course of my career, I have seen curriculum used as a weapon and as a security blanket. Curriculum is often arbitrary, created far away from the students subjected to it.

Seymour Papert used to ask why, if we understand that at best the curriculum covers a billionth of a percent of the knowledge in the universe, do we spend so much time quibbling over which billionth of a percent is so important?

A Good Prompt
I know that much is expected of today’s teachers and students. I also know that the richest learning experiences and greatest demonstrations of student mastery have emerged from situations where maximum flexibility is exercised. If deep learning is the goal, then when it comes to curriculum, less is more!

For years, I have watched kids in my classes do remarkable work without being taught to do so. I marveled at how participants in the Constructing Modern Knowledge institute could write a crazy project idea on the wall and then accomplish it within a matter of hours or days. I watched as graduate students told 10th grade English students to use their computers to compose a piece of instrumental music telling the story of Lady Macbeth; and regardless of the student’s range of expertise, they nailed it.

During my doctoral research I formed a pedagogical hypothesis which I believe answers the question of how a learner is able to accomplish more, often in a short period of time, than they could have ever achieved following a traditional curricular scope and sequence. I call this hypothesis A Good Prompt is Worth 1,000 Words!

With the following four variables in place, a learner can exceed expectations.

1. A good prompt, motivating challenge, or thoughtful question
2. Appropriate materials
3. Sufficient time
4. Supportive culture, including a range of expertise

The genius of this approach is that it is self-evident. If you lack one of the four elements, it is obvious what needs to be done.

Us or Them?
In my article “Less Us, More Them,” I argue that anytime an adult feels it necessary to intervene in an educational transaction, they should take a deep breath and ask, “Is there some way I can do less and grant more authority, responsibility, or agency to the learner?”

The same is true for prompt setting. The best prompts emerge from a learner’s curiosity, experience, discovery, wonder, challenge, or dilemma. However, all too often teachers design prompts for student inquiry or projects.

If you absolutely must design a prompt for students, here are three tips you should follow.

1. Brevity. The best prompts fit on a Post-It! Note. They are clear, concise, and self-evident.

2. Ambiguity. The learner should be free to satisfy the prompt in their own voice, perhaps even employing strategies you never imagined.

3. Immunity to assessment. The best projects push up against the persistence of reality. What is a B+ poem or musical composition? How does an engineering project earn an 87? Most mindful work succeeds or fails. Students will want to do the best job possible when they care about their work and know that you put them ahead of a grade. If students are collaborating and regularly engaged in peer review or editing, then the judgment of an adult is really unnecessary. Worst of all, it is coercive and often punitive.

Good prompts do not burden a learner, but set them free. Add thematic units, interdisciplinary projects, and a classroom well equipped with whimsy, objects-to-think-with, and comfort, and you set the stage for authentic student achievement.

Attend Constructing Modern Knowledge, the world’s premiere project-based learning event!

The International Educator recently published an article I wrote, One-to-One Computing and Teacher Growth.

Feel free to read, share and enjoy the PDF here.

The following videos are a good representation of my work as a conference keynote speaker and educational consultant. The production values vary, but my emphasis on creating more productive contexts for learning remains in focus.

  • For information on bringing Dr. Stager to your conference, school or district, click here.
  • For biographical information about Dr. Stager, click here.
  • For a list of new keynote topics and workshops by Dr. Stager, click here
  • For a list of popular and “retired” keynote topics by Dr. Stager, click here.
  • To learn more about the range of educational services offered by Dr. Stager, click here.

 


“Gary Stager My Hope for School”
Clip from the imagine it!² The Power of Imagination documentary


This is What Learning Looks Like – Strategiest for Hands-on Learning, a conversation with Steve Hargadon
2012 San Mateo Maker Faire.

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Ten Things to Do with a Laptop – Learning and Powerful Ideas
Keynote Address – ITEC Conference – Des Moines, Iowa – October 2011

 


Children, Computing and Creativity
Address to KERIS – Seoul, South Korea – October 2011

 


Gary Stager’s 2011 TEDxNYED Talk
NY, NY – March 2011


Gary Stager Discusses 1:1 Computing with the Omar Dengo Foundation
University of Costa Rica – San José, Costa Rica – June 2011

 


Gary Stager’s Plenary Address at the Constructionism 2010 Conference
Paris, France – August 2010

 


Gary Stager Excerpts from NECC ’09 Keynote Debate
June 2009 – Washington D.C.

For more information, go to: http://stager.tv/blog/?p=493

 


Dr. Stager interviewed by ICT Qatar
Doha, Qatar – Spring 2010

 


Learning Adventures: Transforming Real and Virtual Learning Environments
NECC 2009 Spotlight Session – Washington, D.C. – June 2009
More information may be found at http://stager.tv/blog/?p=531

 

© 2009-2011 Gary S. Stager – All Rights Reserved Except TEDxNYED & Imagine IT2 clip owned by producers

On October 5, 2011, I had the privilege of addressing leading education policy-makers and educators in Seoul, South Korea as a guest of the Korea Education Research & Information Service.

I presented in a “classroom of the future” complete with horrific card readers with True/False-type buttons (response systems) affixed to wooden desks. Given the orthodoxy associated with the staid nature of the Korean education system, I decided to go all-in and offer learner-centered progressive alternatives.

I wish they had included the Q&A period following my talk. I hope to get a copy in the future and will share it if I do.

.

From: kocw.net/​home/​special/​newSpecial/​forumList.do?kemId=297260

As you are probably aware, I have been working in schools with a laptop per child since I led professional development at the world’s first laptop schools back in 1990. Recently, I helped an international school launch 1:1 computing from first through eighth grade.

I believe that less is more, but since software was purchased at once, I recommended the following assortment of constructive creative software for student use across the curriculum.

mwex

MicroWorlds EX Robotics

Curriculum areas: Science, Technology, Engineering, Mathematics (S.T.E.M.), Language Arts, Social Studies, Computer Science, Art

MicroWorlds EX is a multimedia version of the Logo programming language. It is designed to have “no threshold and no ceiling” and to be used to create personally meaningful projects and solve problems. MicroWorlds may be used across the curriculum to bring stories to life through art, text, sound and animation; concretize formal mathematical thinking; and creative interactive programs, including video games. MicroWorlds does not publish as nicely on the Web as Scratch, but it holds much more power and functionality as a programming language.

MicroWorlds is a general purpose programming environment that grows with the learner and offers a level of challenge regardless of expertise. Computational thinking and problem solving skills are developed while expressing even artistic ideas with mathematical language.

MicroWorlds EX is based on the work of Seymour Papert, the “father of educational computing,” and colleague of Jean Piaget. In the mid-1960s, Papert began writing about every child having a personal computer. MicroWorlds EX is a software embodiment of his theory of “constructionism.”

MicroWorlds EX contains built-in Help, Vocabulary Reference, Tutorials, Annotated Samples & Techniques.

Recommended Reading

pixie

Pixie

Curriculum areas: Language Arts, Social Studies, Art

Pixie is a graphics and image manipulation program designed for young children. It contains lots of templates and tools to inspire storytelling and visual creativity. Photos and other graphic files may be imported into Pixie for all sorts of manipulation.

The products of Pixie may be exported in a variety of formats for insertion into other programs, including MicroWorlds, ImageBlender, Animation-ish, Pages, Keynote and Comic Life. It is also integrated with the safe and free image library by and for children, Pics4Learning. Pixie is intended for K-2 students at the school.

imageblender icon

ImageBlender

Curriculum areas: Language Arts, Social Studies, Art

ImageBlender is a more grown-up graphics and image manipulation program than Pixie, but carefully designed for children (and their teachers). You might think of it as PhotoShop for kids. ImageBlender contains lots of templates and tools to inspire storytelling and visual creativity. Photos and other graphic files may be imported into ImageBlender for all sorts of manipulation.

The products of ImageBlender may be exported in a variety of formats for insertion into other programs, including MicroWorlds, ImageBlender, Animation-ish, Pages, Keynote and Comic Life. It is also integrated with the safe and free image library by and for children, Pics4Learning. Pixie should be used by students from grades 3 and up.

ImageBlender 3 Users Guide

Tech4Learning’s Online Teacher Community – Connect (You should join!)

The Creative Educator Magazine (free)

Pics4Learning free photo library for education

atomiclearning

imaginationish

Animation-ish

Curriculum areas: Language Arts, Social Studies, Art, Mathematics, Science

Animation-ish is a three-level tutorial based animation program that is deceptively easy to use and incredibly powerful. It was created by best-selling children’s author and illustrator, Peter Reynolds (The Dot, Ish, The North Star, Judy Moody, Stink…).

Be sure to take advantage of the online tutorials and built-in video inspiration!

Complex ideas from across the curriculum and engaging stories may be created with a remarkbale clarity and level of sophistication. Animation-ish, like Pixie and ImageBlender work great with the Wacom drawing tablets.

Animation-ish exports its animations in Flash, QuickTime and other formats that may be published on the web or imported into most of the authoring programs being used by teachers and students.

comic life icon

Comic Life

Curriculum areas: Language Arts & Social Studies

Comic Life allows you to design and print stories and newsletters in the form of comic books or graphic novels. Photos and other static graphics may be imported. This is a great vehicle for supporting the writing process.

atomiclearning

inspiredata

InspireData

Curriculum areas: Social Studies, Mathematics

InspireData is a tool for visualizing data. It’s a hybrid spreadsheet, database and survey tool that allows learners to interrogate data and test hypotheses. It may be used to conduct surveys on one computer or online. Students can then download that data or any tab/comma-delimited file found on the Web for use within InspireData.

InspireData allows for multiple visual representations of data – Venn diagrams, histograms, pie charts, scatter plots and more. Most importantly, its flexibility and ease-of-use allows students to make sense of when one representation would be more suitable than another. InspireData contains mathematical tools for performing calculations and the ability to assemble views of the data for a visual presentation.

The program comes with a large collection of interdisciplinary activities which may stand alone or inspire other inquiry.

  • InspireData Teacher’s Guide, lesson plans & sample databases
  • InspireData web site

atomiclearning

picocrickets

PicoBlocks

Curriculum areas: S.T.E.M.

PicoBlocks is a visual form of the Logo programming language, created by the same person responsible for MicroWorlds EX Robotics, but limited to the control of the Pico Cricket robotics system. The block programming screen metaphor is similar to the way in which LEGO and the Cricket elements are assembled. This is intended for grades 3 and up at the school and may be used to bring a variety of curricular topics to life.

Further Reading

PicoCrickets are based on research from the Lifelong Kindergarten group at the MIT Media Lab. Here are some resources for learning more about the ideas underlying PicoCrickets.

  1. New Pathways into Robotics discusses strategies for educators to broaden participation in robotics activities.
  2. Computer as Paintbrush discusses how new technologies, such as PicoCrickets, can support the development of creative thinking.
microworlds jr. icon

MicroWorlds Jr.

Curriculum areas: Science, Technology, Engineering, Mathematics (S.T.E.M.), Language Arts, Social Studies, Computer Science, Art

MicroWorlds Jr. is a version of MicroWorlds EX, with fully-compatible syntax, but designed for younger children with lower literacy levels than required by MicroWorlds EX.

The reading skills of this school’s students makes this less of an issue, but children without the the problem-solving abilities of their more advanced classmates might do well to have the option of working in MicroWorlds Jr. At younger ages the same projects may be adjusted for use of either environment.

  • MicroWorlds web site
  • MicroWorlds Jr. Teacher’s Guide (PDF)
  • See other MicroWorlds resources above
scratch icon

Scratch

Curriculum areas: Science, Technology, Engineering, Mathematics (S.T.E.M.), Language Arts, Social Studies, Computer Science, Art

Designed at the MIT Media Lab, Scratch is literally a cousin of MicroWorlds designed by many of the same people. It’s a graphical version of Logo intended for storytelling and video games developed for publication on the World Wide Web. The software is free and does several things brilliantly. However, it lacks the range of possibilities and power afforded by MicroWorlds EX.

The Scratch web site is a rich place for children to share their projects and collaborate with others. Scratch programs may be created in countless languages, yet worked on locally due to ingenius translation abilities within the software.

Scratch is used to program and control the WeDo robotics materials at the lower primary levels. When the WeDo interface is plugged into the laptop, extra programming blocks appear within Scratch.

  • Scratch web site for users – publish, learn and collaborate
  • ScratchED, the online community of Scratch-using educators – ideas, help, collaboration.
  • Add higher-level computer science funcionality to Scratch with Build Your Own Blocks extensions (free).atomiclearning
pages

Pages

Curriculum areas: All

Pages is Apple’s very fine word processing and desktop publishing program that should be the basis for all written work at the school. It can also export its files in Microsoft Word and PDF formats.

The best thing about Pages are the built-in templates that turn anyone into a polished graphic designer. The Web is full of free and low-cost additional templates if you wish to expand your output options.

keynote icon

Keynote

Curriculum areas: All

Keynote is Apple’s visual presentation program filled with more powerful features and simpler functionality than PowerPoint. Keynote includes presenter notes, the ability to record narrration timed to slides, animation, powerful graphic tools and the ability to export in PowerPoint, QuickTime and PDF formats for use in other programs.

You may search the Web for other Keynote templates – free and low-cost.

imovie icon

iMovie

Curriculum areas: All

Make and edit video for interdisciplinary projects and for sharing information in specific subjects. Exports for publsihing on the Web, CD, DVD and YouTube.

My (admittedly old) collection of podcasting or iMovie/multimedia resources are a place to start for technical and pedagogical information. Of course, you may also use “The Google.”

garageband

GarageBand

Curriculum areas: Language Arts, Music

GarageBand is an incredibly powerful tool for recording audio, dubbing audio tracks on movies and loop-based music composition. It may be used anytime audio helps tell a story or set the mood.

My (admittedly old) collection of podcasting or iMovie/multimedia resources are a place to start for technical and pedagogical information. Of course, you may also use “The Google.”

iphoto icon

iPhoto

Curriculum areas: All

iPhoto is the personal image library built into the Mac. It’s where teachers and students should store and touch-up their photographs. However, you’re not just limited to digital photographs. Any image file may be imported or dragged and dropped into iMovie for later retrieval. Garageband, iMovie, Keynote and Pages use this image library for dragging and dropping your images into other multimedia uathoring programs.

iPhoto may also be used to create photo books, picture books, calendars, greeting cards or order professional-quality prints.

For more than basic photo touch-ups, ImageBlender should be used.

numbers icon

Numbers

Curriculum areas: Mathematics, Social Studies

Numbers is Apple’s spreadsheet for performing calculations and making mathematical forecasts. Spreadsheets are an incredibly powerful tool across the curriculum.

Search the Web for classroom spreadsheet projects or activities. Anything written for Excel or Numbers will work fine. Excel is MicroSoft’s spreadsheet. Numbers exports in Excel format and opens Excel files with ease.

Additional Resources

I am fortunate to be invited to work in schools all over the world. Regardless of the setting, I find myself leaving educators I meet with the same four words of advice, “Less Us, More Them!”

Knowledge is a consequence of experience. Understanding is the result of existing knowledge accommodating and explaining new experiences. If we focus on a handful of powerful ideas, students learn more. The role of the teacher is to create and facilitate powerful, productive contexts for learning.

Education policy often confuses teaching and learning. Learning is not the direct result of having been taught. If you have spent any time working with learners, you know that you can’t simply talk at them, or do something to them, and expect that they have learned anything. A robot can deliver curriculum; great teachers provide much more.

Young people have a remarkable capacity for intensity, but need their teachers to craft learning environments that reduce stress levels, interruptions, and confusion. When a teacher creates a well–designed prompt that capitalizes on student curiosity, kids can embark on complex, long-term learning adventures.

Inquiry begins with what students want to know… the things they wonder about and that drive their desire to learn. When we build off this natural phenomenon, we support learners along the path to knowledge and understanding without expecting a right answer. Successful learning expeditions use the curriculum as the buoy, not the boat.

“Less Us, More Them” (LUMT) doesn’t exempt teachers from the learning process, or minimize the importance of their expertise within in the learning environment. LUMT raises expectations and standards in our classrooms by granting more responsibility to the learner. In this environment, it is natural to expect kids to look up unfamiliar words, proofread, and contribute resources for class discussion without prodding from the teacher.

To start making your classroom more student-centered, demonstrate a concept and then ask students to do something. Walk around and support them. Bring the group together to celebrate an accomplishment or seize the next teachable moment. We need to operate as if students own the time in our classrooms, not us. Kids rise to the occasion if we let them. When students own the learning process, they also own the knowledge they construct. Self-reliance results when we relinquish control and power to our students.

If you wanted to become a carpenter, you would spend time with great carpenters. Teachers serve as effective mentors when their apprentices – students – observe their continuous growth and learn by example.

Piaget suggests that it is not the role of the teacher to correct a child from the outside, but to create conditions in which the student corrects himself. Whenever you are about to intervene on behalf of a teachable moment, pause and ask yourself, “Is there a way I can shift more agency to the learner?”

Gary S. Stager, Ph.D.


This article appeared in the Fall 2011 issue of The Creative Educator. Download the entire issue in PDF form here.


Although I am not fully unpacked from a triumphant Constructing Modern Knowledge 2011 in July, I have been working hard over the past two months to assemble a collection of world-class guest speakers for the Fifth Anniversary Constructing Modern Knowledge summer institute, July 9-12, 2012 in Manchester, NH.

As you know, Constructing Modern Knowledge is about action, but once a day, participants get to interact with brilliant thinkers whose work crackles with creativity, commitment and expertise. We’ve featured historians, astronomers, mathematicians, education reformers, MIT professors, early childhood experts and artists over the past four years, in addition to the best faculty in the world.

All of the guest speakers for CMK 2012 will be announced in a week or two, but our first confirmed guest speaker is so exciting that I can no longer keep him a surprise!

Extraordinary filmmaker Casey Neistat is coming to CMK 2012!

Casey Neistat is today’s premiere digital storyteller. He is an award-winning film producer, activist, artist and star of the HBO series, The Neistat Brothers, a show in which he and his brother shared “homemade” films about their lives. Watch an interview about their work here.

Casey Neistat was born and raised in Ledyard Connecticut, a farming town turned Foxwoods casino town.  His mother bought a VHS camera from Sears on credit in 1989 and was generous in letting the kids use it.  Casey moved to NYC in 2001 to make movies with his brother Van. The two worked together exclusively from 2001 through the production their self-titled HBO series ‘The Neistat Brothers‘ in 2008.  In 2011 Casey won an Independent Spirit Award for his work as producer on the film ‘Daddy Long Legs’. He currently lives and works in New York City

Casey uses consumer quality cameras, along with clever, remarkably simple and whimsical animation techniques to tell stories that are moving, funny or provoke action. He is a prolific moviemaker who can turn what others might perceive of as mundane everyday moments into great stories shared by tens of thousands, even millions, of viewers. That is why I invited him to be a guest speaker at Constructing Modern Knowledge!

The Neistat Brothers first gained notoriety when they produced iPod’s Dirty Secret, a 2003 viral video that shamed Apple into offering replacement batteries for the iPod. (read the press coverage) Casey’s recent video activisim turned his $50 ticket for riding his bike outside of the bike lane into a hilarious video in which he crashes into all sorts of obstacles found in lanes designated for cyclists. This short video not only warns users about Facebook’s questionable privacy practices, but teaches you how to protect yourself  in an entertaining and informative six minute film.

The Constructing Modern Knowledge web site will be updated over the coming weeks, but you can register today for CMK 2012 by clicking here. Register by December 1st for the insanely great super early-bird discount.


HBO promotional video for The Neistat Brothers


Casey Neistat of HBO’s Neistat Brothers talks technology and filmmaking.


A remarkably poignant story told in the simplest fashion


Everybody wants to be an action hero!


A public service announcement

The Constructivist Consortium is hosting its 5th annual Constructivist Celebration in Philadelphia, June 26, 2011 – the day before the ISTE Conference begins.

Join colleagues from around the world in a day-long minds-on celebration of creativity, computers and constructivist learning.

The Constructivist Celebration features project-based activities geared towards K-12 educators, administrators & teacher educators.

This year’s theme is HARD FUN! Educators completing a difficult year deserve some HARD FUN!

The day ends with a conversation with Will Richardson.

After a kickoff keynote by Dr. Gary Stager, participants will select challenges using the open-ended creativity software provided by Constructivist Consortium members, including LCSI, Tech4Learning and Inspiration. In addition to your mind and spirit, you body will be nourished by continental breakfast, hot lunch and afternoon snacks courtesy of our Maggiano’s Little Italy! Last year’s participants could not stop raving about the food!

Representatives of Generation YES, LCSI, SchoolKiT and Tech4Learning will lead challenges and support project development.

The day ends with time for project sharing and reflection followed by a conversation, “Digging Deeper,” with Will Richardson and Gary Stager. I am most grateful to Will for his generosity and willingness to participate!

Best of all, the entire day – software, an endles feast and a spa-day for the mind costs only $60!

Register today! Past Constructivist Celebrations have been extremely popular and space is limited.

Click here for more information!

A kinder gentler version of this article will be published in a forthcoming issue of The Creative Educator Magazine.

Once upon a time, an enthusiastic creative teacher much like yourself used ye olde Visa card to buy a personal computer for her classroom. Back in ye days of Reagan, that teacher was excited by how the computer could be used by children to learn and make things never before imagined. The leaders of the village became so excited by what they saw in that pioneering classroom that they pooled their treasure to buy a dozen personal computers.

The elders of the village wondered what to do with these new computers since there weren’t enough to put one in each classroom and few teachers shared the enthusiasm of the early adopter. Thus a decision was made to gather all of the school’s computers in a cave guarded by a computer teacher. A schedule would be carefully made to ensure that every student got to visit the cave at least once per season and the guard was given a curriculum for what to cover during those visits. As the number of computers increased the goals for what children did with them seemed be lowered. No longer did “computer literacy” mean that every child should have the expertise required to program the computer, but that they would be able to bookmark a web page or identify the mouse in a standardized “tech literacy” test. In 2010, schools have actually erected iPod labs so that students get to see such a new-fangled device, are taught to use it during iPod lessons and undoubtedly tested – resulting in some students failing iPod.

The moral of that tale is that the computer lab is a historical accident that need not be preserved in amber. If you happen to be your school’s computer teacher, you might consider the following pieces of advice for bringing greater benefit to students.

From Pics4learning.com

Ask yourself each day, “What if what kids did with computers was good?”
Don’t be surprised when kids do extraordinary things. Be surprised when adults are surprised. I expect that children can use computers in deeper more thoughtful ways than school traditionally asks of them. Cute may be a subset of “good,” but is a poor substitute.

Remember that quality work takes time
The average American student touches a computer for less than an hour per week at school. That’s obviously insufficient for any serious learning or creativity to result. Why not adjust the computer lab schedule to make it as open and flexible as a library? If students can come use a computer whenever they need to for as long as necessary, they’ll learn more, the computers will be used to greater benefit and the school will take an important step towards learner-centered school reform.

Shun ‘software du Jour’
Lots of teachers make the mistake of confusing quantity with quality. When you make kids jump from one software application to another you deprive them of any opportunity to develop fluency and reduce the odds they will learn or create something of substance. Afford kids the chance to become good at something. There are countless ways to draw a picture on the computer. You don’t need to teach every one of them.

Avoid false complexity
Memorizing menu options in Microsoft Office is a parlor trick that’s easily tested and has little to do with learning.

Stop using computer time for non-computing activities
Curricular concoctions like “keyboarding” are a waste of scarce computing resources and of questionable value. Digital citizenship and assessing information literacy should be part of the broader curriculum, taught by all, and doesn’t need to tie up your computers.

If a kid is breathing, she has probably surpassed the NETs
The ISTE NETs standards are unimaginative and technocentric. Declare that every child has satisfied them and move on.

Do the real thing
If you are thinking about teaching “digital storytelling,” try teaching writing or filmmaking. Those are serious disciplines with 100 to 1,000 years of tradition and wisdom behind them. Digital storytelling is something invented to fit within a class period. Burping into Voicethread is not storytelling. Kids are capable of engaging in serious filmmaking and writing, but only if we respect the artists who preceded us and commit to the entire writing process, regardless of the medium.

Aspire beyond mash-ups and remixes
If you look hard enough you may find a collage here and there in the world’s great art museums, but in most cases collage is the result of gluing magazine photos to construction paper. Mash-ups and remixes seem like new forms of collage to me. Of course you may reinterpret new ideas or stand on the shoulders of giants, but only en-route to the expression of a higher personal aesthetic.

Stop integrating someone else’s curriculum
It is not your job to invent dopey 37-minute Columbus Day computer activities. You’re enabling your colleagues to continue avoiding computers for a fourth decade. If kids develop computing competence and fluency with you, they will know how to integrate those skills into other subjects.

Not with my computers you don’t!
We are beginning to see movement towards using school computers for standardized testing and test-prep. This will reduce the quality and quantity of creative ways in which computers may be used to construct knowledge while giving a public the false sense of modernity and making school less relevant for children. It’s time to standup and say, “Not with my computers you don’t!”


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Photo credit:
Carey, Chris. ocps008.jpg. . Pics4Learning. 7 Dec 2010 <http://pics.tech4learning.com>

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