Memories
What do you remember learning in school? This question usually elicits
a variety of responses, depending on the educational system each of us
attended. Many people I have asked this question of talk about projects
they designed and built, or experiments they conducted. All related how
interested they were in the topic and that they were allowed to pursue
their interest. Most people comment on the inordinate amount of time they
spent on the project, the resources and people they had to contact for
expertise, the depth of their understanding in the topic area, the extensive
planning involved, and the problems and frustrations they endured. Yet
the excitement of those all too few experiences stayed with them and shaped
their learning and widened their view of the world.
Most people remember projects, science fairs or experiments that involved
some kind of active learning. Few remember with any relish at all times
spent working alone on a ditto sheet of math problems. Usually the math
problems were the follow-up to a math lesson, which introduced rules and
algorithms without any real understanding of the math involved. The light
has to go on for the learning to be productive. The light can't go on
unless the learner is involved and active in his or her own learning.
The first situation creates passive learners, who sit waiting for the
expert, the teacher to open their head and pour in knowledge. But knowledge
is constructed, just like a building, one block at a time. You can't put
the roof on until the foundation and the walls have gone up. Learning
is the same. Kids may be able to memorize math algorithms without understanding
them, but sooner or later it catches up with them in some way. They may
not later be able to understand more advanced math because the foundations
have not been laid. They may go through advanced math, but when asked
simple questions about understanding and making connections between the
big ideas, they are lost. Richard Feynman, once walked into a very prestigious
university, asked advanced physics students easy questions about connections
with real-world phenomena. He was surprised to learn that most of these
advanced students were not able to make the connections. With all of their
formal training, the advanced physics students had been taught without
gaining understanding. Although they could quote and work out complex
problems through the rules and algorithms they had been taught, they could
not make the connections necessary to solve problems. This kind of connection
making and problem solving comes from thinking dexterity, or flexibility
in solving problems in different ways, or creativity.
Doing the Same Things Differently
All the elements mentioned (personal interest in topic, expert sources,
planning, time, depth of learning, communication with others, problem
solving), are present in progressive school settings and project based
educational environments which are student centered and constructionist
in nature. Classrooms that empower children to plan, design, and build
personally meaningful projects engage children in ways that motivate students
to spend inordinate (and by traditional educational standards, fairly
unusual) amounts of time mastering difficult skills. Much technology use
in classrooms is limited to presentation of already learned information,
using presentation systems like HyperStudio and PowerPoint presentations,
or assisting research for these "term papers" on computers.
These programs allow students to present their findings and their completed
learning on the computer instead of on paper. In this way, we are reproducing
the old instructional paradigm with the new powerful technology. Instead,
we can use computers in a new way to do something different, instead of
doing the same things differently.
Doing Different Things
Computers can be utilized to help create technological educational environments
that take advantage of computer interactivity to enhance learning. Tool
programs allow students to learn while working on the computer, versus
just presenting their research via computer. These programs use the computer
as a tool for learning, instead of mimicking past educational practices
for instruction and learning, and then using the computer as the presentation
system. Students create their own learning environment and manipulate
it to understand it more deeply.
I've just been introduced to Squeak in March of 2001. However, I have
many years experience using Microworlds Logo, an iteration of Logo developed
by a team from MIT with Seymour Papert, and Cocoa, which was originally
developed at Apple as open source, but was later sold to become a commercial
venture, Stagecast Creator. My experience using these programs in classrooms
has resulted in students constructing simulations of complex, high level,
conceptual understandings of science phenomena. Students have been involved,
motivated, developed collaborative skills, and have built simulations
such as ocean ecosystems, neurons, and planetary systems. Because these
programs have been integral elements in my classroom environment, and
exemplified deep conceptual learning, I was open to explore Squeak.
Squeak Can Do Different Things
Squeak can serve students and teachers as a powerful tool to amplify learning.
Kids can construct their own deep understanding of big ideas as they interact
with objects in Squeak. Although I am a neophyte Squeak programmer myself,
the more I discover about objects in squeak, the media available within
the program, the ease of construction of representations, the more excited
I become about Squeak's possibilities in classroom settings.
Students can interact almost immediately with Squeak by learning a few
commands. This immediate interactivity allows students to manipulate simple
objects using many different media, including graphics, sound, music,
motion, and books. The power and ease of making something move is innately
motivating. Students see each other's work and begin to collaborate with
"How did you get it to do that?" They start to problem solve
to create new object behaviors. In a classroom, an experienced teacher
can take advantage of learning opportunities to point out observable phenomena
and ask pertinent questions to stimulate students thinking and problem
solving. Observing the headings when an object, a car, for example is
moving creates a sense of unease when students can't immediately explain
the relationships between the heading and the car. Classroom discourse
encourages creation of hypothesis. Students debate and discuss deeply
their ideas, then are able to go back into Squeak to test out immediately.
In the hands of a skilled teacher, Squeak offers tremendous opportunity
to explore big, complex ideas in mathematics and science, and to explore
these ideas fully in ways that encourage a real, visceral understanding
of the concept.
Spring 2001
In April and May 2001, I introduced Squeak to my sixth grade classes.
One observation I have about introducing Squeak is regarding the comfort
level with a new technology. The students I had for three years had used
Logo in design projects in science about three times a year. The students
new to my class first used Logo in the fall of 2000, and had been introduced
to several other technology applications that were new to them. The old-timers
seemed to have more comfort in the new setting with Squeak. They seem
to have a higher threshold for working through problems, intuiting the
new platform, and a higher frustration level. They were more apt to be
able to "mess around" to borrow the phrase from Mr. Toad. The
new timers seemed to want more direction and input and were a bit less
comfortable at first in trying to make something work. They seemed a bit
less willing to play with the numbers to see what happened, for example,
when they changed the ratios on the wheel heading. The new-timers seemed
more likely to want to get the car driving, and then sit with a working
"finished" product instead of experimenting with the possibilities.
The old-timers, on the other hand, have opened up all the menus, and pulled
several items out of the toolbox to play with and explore what happens.
Several of the old-timers worked quickly to successfully controlling the
car and having the car drive itself on the track. Then, they wanted new
challenges, and were motivated were willing to help other students, and
to begin real "meson" around" with Squeak. One of them
quickly programmed a superman game with a comet, where Superman intercepts
the comet.
The differences I observed in the short time with Squeak illustrate the
powerful influence of a continuing, evolving classroom culture of inquiry
and curiosity about how the world works. Squeak can serve as the tool
through which this curiosity is nurtured and encouraged. The more students
are exposed to real problems, such as they encounter in an open ended
technological learning environment like Squeak, they refine their problem
solving skills and their ability to reason logically and fluently explain
their thinking. Student frustration index rises as they become more used
to applying their ideas to behaviors of objects on the screen and testing
and sharing their results. Confidence in their abilities increases, as
their success as programmers feeds the circle of motivation to do more.
Teacher intervention in posing questions and observing connections extends
Squeak's effect as a powerful amplifier of learning.
I have found that having a brief demonstration that allows students to
get working on a new task, then adding pieces as students successfully
find ways to continue working, helps most to be successful quickly and
minimize frustration. For example, the classroom culture allows for quick
bits of input. A signal is given to which students are used to responding,
they stop and focus for a brief minute while new information is shared,
usually by students who have mastered a new task or difficult problem,
and they are off to work again. Since students know that the interruption
is very brief, and it is introduced quickly as information they may need
just about now, or in a very few minutes, they do focus and then go back
to work to try to apply the new information. If they're given too much
at the beginning, and they are not yet using it, the information is usually
lost and they will again need that information individually if they do
not intuit it themselves. This seems to be especially true of the students
who do not have as much experience working with simulation tools. Their
more extensive background in working with simulation tools seemed to offer
the old-timers a stronger context for intuiting the new program nuts and
bolts.
Although I paired the students, or had them in threes on computers, old-timers
saw the value in being the only one at the computer, and always jumped
at that opportunity when available. When that opportunity was presented
to new-timers, many of them lamented, "I couldn't work alone, I don't
know this yet". The new timers seem to be more hesitant to "mess
around" especially on their own. The old timers seem willing to experiment
in pairs or a group, readily using the group input to extend their manipulative
abilities, and yet, to relish on their own time too. I think these observations,
although informal, speak to the benefits of a whole-school community becoming
involved in using tool technologies. Since girls and boys are equally
well enucleated into the classroom culture when there is an apprenticeship
model in a two-grade classroom, I have not seen gender differences in
the past several years in ability to learn new technology or willingness
to do so. However, this spring, when introducing Squeak, the old timer
girls have been absorbed by learning something new, and are not yet available
as mentors and models of technological competence. Since they are not
competent yet in Squeak, they don't offer that model of "you can
get there too" to the other girls. This just reminds me that often
the models that are chosen in schools to first be introduced to new technologies,
and to serve as mentors to others as they gain confidence, are often the
boys. Just a reminder that we need to spend time assisting girls to the
competent mentor level, not only for their own competence, but to be a
powerful model to other girls as they learn.
Big Ideas
The reason for using Squeak, or any simulation tool, is to over time develop
through design and experimentation your understanding of how principles
work through your manipulation of Squeak. As your ability in Squeak grows,
you get better at understanding various principles and beginning to solve
and visualize problems and concepts. These problems should not just be
calculation problems; they should be authentic problems to be solved so
that something works better. The idea of using gear ratios to make the
car drive better is an example. One must have an understanding of how
the concept of gears is applied to the problem. By experimenting with
different ratios, and likening it to the kid's world using bicycles and
gears climbing a hill, students develop visceral understandings of big
concepts. The problem that they can't control the car is an authentic
problem within Squeak. Driving the car successfully is motivating. Solving
the problem becomes important the students. It is not a problem posed
by the teacher of just using Squeak to create artificial data sets to
solve problems with no real world interest. Solving the problems must
require students to make decisions, make choices and test out their hypothesis
to solve the problem.
Sixth Grade Student Feedback: Fall 2001
Sixth graders in my class this year have been using Squeak for about a
month. We talk a lot about possibilities and ways to use Squeak. We've
explored building cars, headings, driving the cars, making a steering
wheel drive the car, discovering gears and their relationship to the ease
or difficulty of controlling the car, and making robot cars to follow
a maze. Discourse is an important part of understanding your learning
and your learning environment, so we share a lot with each other about
what we do and how we do it. Some of my present sixth graders were with
me in fourth grade, and built several Logo simulations. We've discussed
using Squeak in some of the ways we've used Logo in the past, as well
as looking at all the math we've learned with Squeak so far. I thought
I would get their feedback on why they like Squeak and think Squeak should
be in classrooms. Here are some of their thoughts:
"I think Squeak is good. It's not just like learning about the brain,
you're learning not just about the frontal lobe, but you can build the
lobe and make it work. You just get inside what's going on because you're
doing it at the same time." (This student had experience building
simulations with logo.)
"You are so eager to get your car driving that you know the facts
of what to do, so you can have fun driving your car. You're making an
opportunity for yourself to express your creativity through math and science."
"Squeak is really fun because you're having fun, but you're learning
math at the same time. Some people think I'll put in 53 as a heading,
and then you think, " what's 53 times 2?" And you get 106. You
don't know what will happen, but you try it and see. You're just doing
math and you're having fun like that."
"Sometimes people can say that math or science can be boring. You
go on Squeak, and you realize that making cars turn, you have learned
things that you thought might be boring, it has become fun, as opposed
to just memorizing, it s playing our way to learning."
"People just say 1+1=2, remember that. If they say, you turn a 90
degree angle, it's this, but you go on Squeak and you type it in and you
see your car turn, you learn it, you don't forget it."
Home Use
At UES, we are fortunate to have administration and resources which value
students having computer access at home. Students without home computers
are offered older computers when the school buys new computers in order
to help encourage use at home. The vast majority of my students now have
computers at home, and by Thanksgiving all will have this access. They
have been encouraged to download Squeak from the internet. Those that
have trouble downloading, or do not have internet access, have been given
a Squeak CD to take home to install the program. Having Squeak at home
has extended school learning time. Now students can work on Squeak with
teacher intervention at school and continue at home with the benefit of
focused play and observation.
Future of Squeak in Education
Following Logo, there were other software products: all constructivist
tools (enabling children to construct and reconstruct their understandings
of the workings of the world--Boxer, Cocoa, and now Squeak!
However, the revolution never caught on completely. Why? This is the question
we need to reconcile. We now have Squeak--combining the best of smalltalk,
alice, starlogo, logo computing ideas, on an internet, multi platform
basis, available to all who can access the internet. Swikis provide the
platform that enables projects to be published, used and changed, and
republished. Children and adults become users and creators of intellectual
property available in the public domain.
The ideas incorporated into Squeak make it easier to use-object oriented
programming. Users have the ability to share ideas on the web with other
students, with experts. Users get clearer concept understandings by mediating
projects with the world instead of just turning it into the teacher. (Often
students in traditional settings don't even view each other's projects)
Squeak allows immediate publication to the world via the internet, and
the building and manipulating of interactive simulations and animations.
This publication ability will eventually enable students to interface
with experts and other students globally. Student publishing work creates
a forum for intellectual discussion of their ideas and processes. Here,
they will need to defend and change their ideas as the occasion arises.
How can we make the revolution happen in classrooms all over? How can
we get classrooms to use the computer as a tool to amplify learning, rather
than just word process or present? How can the computer become the tool
to enhance learning?
We need classrooms wherein children are encouraged and taught to think,
to plan, to process, to problem solve. Although this sounds simple it
is not, and in many cases it is not happening. It is possible and probable
that many students are going through schools, passing tests, getting decent
grades, but not learning to learn or learning to think. They do learn
to memorize and regurgitate, but not deconstruct and construct their own
understandings. Then how are they prepared for the world? How can they
interact in teams and in communities as they grow? If they are lucky,
they learn some of these skills at home, through an exceptional teacher,
or through a mentor they have been lucky enough to know.
How can we free students to learn and think? How can we free teachers
to facilitate student learning and understanding, rather than regurgitation
or just test taking?
Squeak may have some answers. If Squeak catches on with students, and
teachers become comfortable facilitating learning in an environment in
which students can learn concepts by playing and manipulating variables
in Squeak, perhaps it can be a useful tool helping to form the new paradigm
for education. It is in this new paradigm that students become active,
not passive learners. They learn to create and build their own understandings
of the world, facilitated by an opportunistic teacher who can utilize
learning opportunities to point out powerful connections, question, mediate
classroom discourse and nurture the development of curious thinkers and
problem solvers of the future.
Squeak is a tool to amplify learning. Squeaking in classrooms may have
an impact on the school memories of this generation. Will they remember
building a maze and successfully programming their car to drive through
it? Will they remember getting the car to drive more easily with a steering
wheel after experimenting with several different ratios and immediately
seeing the results? Will they be comfortable manipulating powerful ideas
and changing variables to explore new possibilities? And these are just
the getting acquainted with Squeak ideas. What memories, and thus deep
learning and understanding, can we create when we really get "inside
what's going on"? |