Friday, June 29, 2007

DIGITAL LEARNING CONTAINERS!


Banning Student "Containers"

By Alan November
June 15, 2007
URL: http://www.techlearning.com/showArticle.php?articleID=196604487

from Technology & Learning

Education is digging in its heels against students' personal tools.

containers

When my 17-year-old son, Dan, comes home from school he shouts hello, heads right to his laptop, and logs on to IM. His buddy list is maxed out. His syntax and grammar would make most English teachers recoil in horror. While he's sending quick notes to his friends he adds photos to his blog, checks the comments from his global audience, and snaps mini earphones into his iPod.

Later he switches his mini earphones for some serious sound-canceling ones, picks up his guitar, and Skypes with his buddy the drummer, who lives across town, for a live jam session. Both musicians can record the session on their own laptops for immediate feedback. (Skype certainly saves gas and the exhaustion of hauling amps or drums.) When he is not creating entertainment and publishing for the world, Dan taps YouTube for his favorite Monty Python skits. He is in his zone.

After playing and recording his music, Dan is allowed to play nonviolent video games. He studies the moves of his own draft picks on the soccer field in EA Sports FIFA07. Any adult would have to look twice to make sure it's not a live televised game—the animation is awesome. You can hear Dan from two floors down: "Did you see that goal?!" He is totally engaged and in charge. He even directs his own instant replays.

With Xbox Live he can play in online leagues with soccer fans anywhere in the world. He puts on his microphone and headset, signs on, and the games begin. Twenty-four hours a day, Dan can find players who would just love to beat him. While they play they share hot tips on movies and the latest CD releases. Getting to sleep with all of this stimulation is a problem.

FiveContainers

Dan has five basic tools, or digital containers, for managing his content, communicating with the world, and accessing his entertainment: blogs, his iPod, Instant Messenger, YouTube, and video games. Of course he also has a cell phone, which he often sneaks into school to text message me about how debate went that day. Otherwise, he has no access in school to the tools he loves to use. In fact, he has been taught that they have nothing to do with learning.

At home he picks his applications and easily moves from one to another. He is self-taught, self-directed, and highly motivated. He is locally and globally connected.

containers
School as "Reality-Free" Zone

But it is safe to say that Dan is not totally engaged at school. He is not self-directed or globally connected. For instance, he isn't allowed to download any of the amazing academic podcasts available to help him learn, from "Grammar Girl" to "Berkeley Physics." He is not connected via Skype to students in England when he is studying the American Revolution, for example,which might create an authentic debate that could be turned into a podcast for the world to hear.

He cannot post the official notes that day so those who subscribe to his teacher's math blog via an RSS feed can read what's going on in his class. His assignments do not automatically turn into communities of discussion where students help each other at any time of the day. His school has successfully blocked the cool containers Dan uses at home from "contaminating" any rigorous academic content. It is an irony that in too many schools, educators label these effective learning tools as hindrances to teaching.

No Containers Allowed

What have we done? We, as educators, have decided that the tools or containers that Dan uses when he is home are inappropriate for school and learning. We have decided that because we do not like the content students produce on blogs without adult supervision we will not let them near a blog, even with adult supervision. What do we think would happen to student motivation if we actively tapped the containers our students want to use? Educators should co-opt them. What if we had blocked all use of paper at one point because, early on, a student had written some inappropriate content without a teacher's guidance?

If we could get past our fear of the unknown and embrace the very tools we are blocking (which are also essential tools for the global economy) then we could build much more motivating and rigorous learning environments. We also have an opportunity to teach the ethics and the social responsibility that accompany the use of such powerful tools. For example, many students do not realize that once something is on the Internet it has the potential to follow them for the rest of their lives.

The Movers

As is always true with breakthroughs, a few pioneers are leading the way. Log on to Bob Sprankle's Web site, where third-grade students inWells, Maine, are teaching the rest of us how to turn eight year olds into teams of powerful digital editors, researchers, and publishers—doing it all during snack time on Mondays. Darren Kurupatwa's pre-cal and calculus students at Douglas McIntire High School inWinnipeg, Manitoba, are authoring daily notes being accessed by people in six continents at pc40s.blogspot.com. NatalieWatt has taught her third graders in New Orleans how to deeply understand the inner-workings of Wikipedia by organizing the class to publish an article about a local historic mansion, the Pitot House, on the site. At Washington International School in Washington, D.C., a high school student spent a good part of his summer building an amazing three-dimensional computer model of the library being planned by the school. This is just a sampling of what happens when we tap the containers our students want to use.

The ability to harness the power of Web 2.0 tools wouldn't be as critical if it were not for the fact that we are educating our students to succeed in a globally connected economy. People around the world have access to our job market via the Internet (read The World is Flat by Thomas Friedman for more on this). We should all be feeling a sense of urgency.

As we provide our students with models of how to use their digital containers for learning, the role of the teacher will be more crucial than ever. The fact remains: These tools can be a major distraction from learning or they can be a major catalyst to it. It will be the courageous educator who works with students to explore the power of these tools and in turn empowers students to be lifelong learners and active shapers of a world we cannot yet imagine.

Alan November is an internationally known ed tech leader, author, designer, consultant, and speaker. For information on his Building Learning Communities Summer Conference, visit www.novemberlearning.com.

Tuesday, June 26, 2007

COUNTDOWN! AIM Discovery Program 2007

"ONE FINE DAY" at the YAPO Computer Learning Center Summer Program 2007

Sunday, June 24, 2007

This is the RIGHT DIRECTION!

June 20, 2007
toc cover
Vol. 1, Issue 1
Executive Editor Kevin Bushweller provides an overview of what you can expect to find in Education Week's new Digital Directions publication.
John Q. Porter, the deputy superintendent for the office of information and organizational systems in the Montgomery County, Md., school system, talks about technology leadership and his future as a superintendent.

Web sites on mapping the future of education, ed. tech leader certification, and more.

K-12 educators are beginning to harness the learning powers of iPods and other portable devices in very practical ways.

How to use technology to maximize your science and math programs.

Finding the right reading software is no easy task.

The success of virtual schools presents a new array of challenges, particularly in the area of quality control.

The use of computer-based testing requires careful planning.

Administrators must be sure to avoid offering online professional development that doesn’t connect with what teachers do in the classroom.

For the past five years, the federal No Child Left Behind Act has increased demands on school technology officials to put in place new and better systems to collect and analyze data.

Guidelines and precautions can prevent data projects from becoming financial and logistical nightmares.

Wireless technologies present a whole new set of challenges.

Computer and network security is probably the most important topic that information-technology managers in school districts face.

Edited excerpts from a recent edweek.org chat, “The Evolution of Ed. Tech.”

Get a life, a SECOND LIFE!

Sundance Channel

Visitors to the Sundance Channel area of the Web site Second Life can watch full-length feature films in a virtual screening room.

The New York Times
Printer Friendly Format Sponsored By


June 24, 2007
Television

A Brave New World for TV? Virtually

IF you can find him, Vincent Tibbett is precisely the sort of well-connected cultural liaison any emerging filmmaker should want to know. An employee of the Sundance Channel, he is as easily recognizable for his shaggy haircut and assertively casual attire as he is for the crowds of aspiring artists who follow him around, hoping to chat him up about cinematic trends, get him to evaluate their movies or simply score his e-mail address.

But if Mr. Tibbett seems a bit harder to pin down for a lunch date than the average in-demand tastemaker, that’s because he doesn’t exist on our plane of reality. He is an electronic avatar found only in Second Life, the popular online virtual community.

Just six months old, Mr. Tibbett is one experiment in the Sundance Channel’s larger exploration of Internet-based virtual reality, a sort of canary down the mine shaft of a new technology that may or may not take hold among mainstream audiences.

And he is not alone. In the last year broadcast networks, cable channels and television content providers have all set up camp in virtual communities, where they hope that viewers who have forsaken television for computer screens might rediscover their programming online. Some outlets, like Showtime and Sundance, are establishing themselves in existing worlds; others, like MTV, are creating their own. Either way, if the wildest dreams of some very excited technology developers come true, virtual reality might finally be the medium that unites the passive experience of watching television with the interactive potential of the Web.

If that happens, the television industry — which has not been particularly speedy in adapting to the Internet revolution — sees an opportunity not only to recover lost ground from online competitors but also to take a lead, and in so doing create an entirely new environment in which to influence and sell to its audience.

“You want to be in this because you know, as a content provider, that this is where the future is going,” said Quincy Smith, the president of CBS Interactive. “I don’t look at it as science fiction. I look at it as the future of communication.”

For decades ambitious programmers and designers have sought to establish virtual worlds like the one put forth in Neal Stephenson’s influential 1992 novel, “Snow Crash,” which imagines computer users interacting in a simulated three-dimensional world called the Metaverse. But only in recent years, as graphics-accelerator cards and broadband Internet connections have grown more affordable and ubiquitous, has it become possible even to approximate such an experience.

IN Second Life (secondlife.com), visitors to the Sundance Channel area can watch full-length feature films in a three-dimensional screening room or take part in an environmental forum; fans of Showtime’s drama “The L Word” can meet the avatars of the show’s stars and design their own floats for a virtual gay pride parade. In MTV’s Virtual Laguna Beach (at vmtv.com) inhabitants can shop at digital versions of Emporio Optic and Laguna Surf and Sport or, at the click of a mouse, arrive in a virtual version of “The Hills,” where they can then join the party at an electronic replica of the Los Angeles nightclub Area.

Pre-teenage viewers have a virtual playground to call their own too: Nicktropolis (nick.com/nicktropolis). Nickelodeon’s two-dimensional community allows children (with parents’ permission) to play virtual basketball, watch Nickelodeon shows, douse themselves in digital green slime and chat with SpongeBob SquarePants.

To a generation that has grown up with multiplayer online role-playing games like EverQuest and World of Warcraft, the interfaces of environments like Second Life and Virtual Laguna Beach will seem familiar: Users create for themselves a personalized three-dimensional representative called an avatar and are then set loose to explore the world and connect with other avatars.

But it’s not just video game players who are signing up for virtual communities. Virtual Laguna Beach, introduced in the fall of 2006, claims nearly 890,000 registered users, primarily in the their teens or early 20s; Nicktropolis, which started in January, claims almost four million registered users, with a core audience between 6 and 14 years old; and the Sundance Channel’s Second Life content attracts users between 25 and 54. (The average age of the more than 6.9 million inhabitants on Second Life is 32.)

As broadcasters and media companies have entered virtual spaces, among the earliest content they have provided residents has been, not surprisingly, television programming, which inhabitants can watch on two-dimensional movie and television screens that appear throughout the world. “It’s obvious, but it gets fun,” said Sibley Verbeck, the chief executive of the Electric Sheep Company, which creates programs and content for virtual worlds. “It starts being a more social experience.”

As an example Mr. Verbeck pointed to a Second Life island his company created for Major League Baseball last summer where users could mingle during the All-Star Game and watch the home run derby. “People who came to mlb.com and watched online stayed for about, on average, 19 minutes,” Mr. Verbeck said. “Whereas the people who came into Second Life, mainly to talk to each other and be in a crowd, they stayed for an average of two hours.”

At minimum broadcasters want a presence in these virtual worlds because they know that significant numbers of their viewers are already visiting them. “We have to take our content to the community,” Mr. Smith of CBS said. “We have to take it where the users are already.”

Additionally television programmers see the games and social activities within their online communities as an opportunity for viewers — whether they are designing and selling their own fashion lines on Virtual Laguna Beach or building and wrecking cars on Virtual Pimp My Ride — to continue to engage with their brands long after the shows themselves are over.

But the television companies aren’t the only entities creating content for these worlds. In open virtual communities like Second Life, which allow users access to the underlying computer code from which their universe is built, anyone who is sufficiently handy with 3-D graphics programs is free to design amusement park rides, pirate galleons or anything else that can be dreamed up, and to incorporate them into the environment.

The proprietors of these worlds say this freedom has profoundly altered the way their users experience the medium of television. “Television has created a public opinion that we are mostly consumers and not very creative,” said Philip Rosedale, the founder and chief executive of Linden Lab, whose company started Second Life in 2003. “But that’s simply an artifact of the technology of television. If people are given the ability to co-create, to make something using the pieces and parts of media, they will do it.”

Already philosophical fissures have developed between the start-up companies offering open and unrestricted virtual worlds and the media giants that provide more closely moderated experiences.

Naturally, the people behind Second Life maintain that there is no such thing as too much autonomy. “We’re free and crazy and chaotic,” Mr. Rosedale said. “They’re too controlled.”

And the designers of MTV’s virtual spaces say that people prefer some rules and some guidance. “You just need to have the right blend,” said Michael K. Wilson, the chief executive officer of Makena Technologies, which helped to create MTV’s virtual properties and operates There, an independent virtual community (there.com). “You can’t make a comfortable world if at any time you could be accosted by somebody that was naked.”

There is at least one additional benefit that the media companies derive from their controlled environment. Just as real-world corporations like Reebok and American Apparel have established virtual stores in Second Life, so too has MTV courted advertisers to its online universe. PepsiCo, for example, set up soda machines in Virtual Laguna Beach from which avatars could purchase and drink cans of digital cola.

And in return MTV can provide its sponsors with excruciatingly precise measurements of advertising data. For example, if a real-world athletics company builds a simulated shoe store in Virtual Laguna Beach, MTV can measure how many users stopped to look at the store, how many of those users went inside the store, how many users bought a particular pair of virtual sneakers, and then how many of those users ordered the same sneakers for themselves in real life.

“It’s scary actually,” said Jeff Yapp, an executive vice president of program enterprises for MTV Networks’ music group. “It’s almost Google on steroids.”

FOR the media giants who missed out on the benefits of landscape-shifting online properties like MySpace and YouTube, virtual reality may be most valuable as a medium that can offer the combined benefits of a social-networking Web site and a video-sharing Web site, and might one day surpass both those technologies. (Tellingly, MTV developed its virtual worlds in a project code-named Leapfrog.)

“Suddenly, more than ever, these media companies are ready to innovate,” Mr. Verbeck said. “They’re trying to transform themselves into companies that can evolve with new technology.”

And some particularly evangelical advocates of virtual reality foresee major evolutions occurring in less than a decade. “The entertainment experience that people have in 10 years will be substantially interactive,” Mr. Rosedale said. “The argument that television will remain the dominant way we all use discretionary time, that is nonsense. That is over.”

But other veterans of virtual-reality development are skeptical about the technology’s potential for mass appeal. For more than 20 years F. Randall Farmer, a strategic analyst at Yahoo, has worked on numerous online communities, from Lucasfilm’s Habitat, a rudimentary 1980s-era attempt at virtual reality, to current offerings like Second Life and The Sims Online. He also contributes to a blog called Habitat Chronicles (fudco.com/habitat), where he frequently airs his doubts about virtual reality’s suitability to replace the existing World Wide Web.

“It’s not going to change the fact that the best way for me to interact with my bank today is a Web site where it tells me my balance, and I push this button called transfer, and type in a number, and it moves between the two accounts,” Mr. Farmer said in a telephone interview.

Still, Mr. Farmer said virtual reality could help programmers strengthen viewer loyalty to their shows through more limited interactive experiences. “I’m thinking more like an adjunct episode to a mystery-detective show,” he said, “where you and your friends can go in and play the major characters in ‘CSI,’ and you solve the mystery together. But those are very constrained experiences.”

Before that can happen, the virtual-world-building business has some real-life obstacles to confront. Its creators acknowledge that they need to make their worlds more user-friendly and their avatars easier to design.

And they expect to see a boom-and-bust cycle, much like in the earliest days of the Web, after which only a few providers of virtual-reality communities will survive. MTV Networks is already building another virtual community of interconnected music clubs modeled on downtown Manhattan, called Virtual Lower East Side (vles.com). CBS has contemplated the idea of creating a virtual world based on the “Star Trek” franchise.

In theory there is no reason that monolithic corporations with the resources and the technological know-how — a Time Warner or an NBC Universal — could not be among those left standing. But as the past history of the Internet suggests, it is rarely the company with the most money that rises to become the leader in an emerging field.

“There is no chance that a traditional media company can build this,” said Mr. Smith of CBS, whose network recently participated in a $7 million dollar investment in Electric Sheep. “It’s just as much about technology as it is about understanding a mass audience, and it’s naïve to assume we can just go out and build it.”

In the meantime some optimistic players in the virtual arena say that broadcast television and virtual reality need not cannibalize each other, and might someday learn to work together.

“Virtual worlds, when they’re done well, they’re taking people who watch 20 hours of television a week and turning them into people who spend 30 hours a week in the virtual world,” Mr. Verbeck said. “I’ve never been involved with a technology where you can make people say ‘Aha!’ so consistently.”

Friday, June 22, 2007

Pushing gor the "Sputnik Moment"


Pushing for the "Sputnik Moment"

By Susan McLester
June 15, 2007
URL: http://www.techlearning.com/showArticle.php?articleID=196604478

from Technology & Learning

A conversation with Arizona governor and National Governor's Association Chair, Janet Napolitano.

The governor of Arizona has been described as "tough," "feisty," and "pragmatic." And as chair of the National Governor's Association, Janet Napolitano has become a national advocate for a transformed digital age.

Napolitano, a Democrat, has brought a new energy to her state and to the nation with initiatives that demonstrate the fact that she really means business. Topping the list is Innovation America, which aims to drive American competitiveness via government efforts at the state level, with a new, more powerful emphasis on science, technology, engineering, and math education.

In her own state, Napolitano has taken creative steps to encourage biotech, bioscience research, and high-tech education to form groundbreaking partnerships that reward businesses for staying within the state.

Straight talking, straightforward, earthy, and with a healthy sense of humor, Napolitano's no-nonsense approach toward 21st-century education policies earned her a standing ovation from more than 100 education publishers at a recent Software and Information Association conference in San Francisco. Among the well-applauded statements by the governor, was the following:

"I'm not entirely kidding when I say you shouldn't be able to get a driver's license unless you've passed algebra."

The governor made time in her busy sche dule to talk to T&L.

Q. What is the most crucial issue in education today?

A. There are many crucial issues, but primarily, we need to re-think education to match the needs of the 21st century. We need to think differently about the function of education today and the role of schools today. It's a new world, and what we need to do to prepare students is different than it was for previous generations.

Q. Who should be taking the lead in making this happen?

A. Certainly, the nation's governors should be playing a critical role in making sure their state's schools succeed. And school leaders should be stepping up to the challenge of innovation.

Q. What are some specific actions we need to take now?

A. First, we need to align the curriculum from Pre-school up through college. That is why I instituted the P-20 council in Arizona, so that there would be common language around what we need students to know. For instance, we need to be sure we all mean the same thing when we talk about knowing algebra. Parts of No Child Left Behind are useful. Building in accountability is good. For too many years we've been throwing money at education but not measuring its effect.

Q. What should be the priority for schools today?

A. They should be ensuring that students are well-versed in science, math, and technology. Students also need to know how to communicate clearly and succinctly. There needs to be a lot of encouragement for innovation. Rigor and problem-solving should be emphasized from the earliest Pre-school curriculum up through college.

Q. Innovation has not traditionally been a priority in the public education curriculum in this country. How do we get educators up to speed on knowing how to help kids innovate?

A. We need to offer educators ongoing support. Teachers need to get out there and be part of the innovations that are happening now. During the summer time, math and science teachers should go work in the high-tech industries and see what is going on there so they can bring "real world" practices into the classroom.

Q. Traditionally, education has remained "pure" of business interests. Do you see a conflict with businesses playing a role, perhaps even influencing the curriculum?

A. No. I think we need to look beyond those old divisions and attitudes about school. The business community needs to be part of the discussion. We need to re-think what it means to be educated in the 21st century. The technologies have changed and our needs have changed. Our students need the skills to succeed in the digital workplace.

Q. What do you mean when you say the country needs a "Sputnik moment"?

A. If we don't change the way we teach, 10 or 15 years down the line we will certainly not be the number-one performing economy in the world, and we need to be.

We don't have a national sense of urgency, and we should. Technology is causing rapid world transformation, and we need to keep up. Yet we haven't mustered the urgency.

Back in 1957 when Russia launched the first space satellite, it was a wake-up call for the nation. There was an immediate and urgent response from the country to step up math and science education. For us, it may be the 2008 Beijing Olympics when we become aware of the extent of high-tech expertise in the East.

Q. Are there additional points you'd like to make?

A. Yes, I have been in too many classrooms that are called "21st century classrooms" because there are computers in the room, but the teacher is still teaching in the same old way. We need to re-tool the curriculum so that it takes advantage of the possibilities of technology—we need to think of how to innovate and take advantage of what the technologies can make possible. We need critical thinking and higher-order skills, not just a new way to deliver the same old instruction.

Susan McLester is editor in chief of Technology & Learning magazine.

Napolitano's Innovation Initiatives

The following comprises an impressive list of initiatives put in place in Governor Napolitano's home state.

Arizona Center for Innovation This high-tech company developer focuses on companies in aerospace, advanced composites and materials, information technology, environmental technology.

BIO5 Institute BIO5 provides researchers with state-of-the-art equipment and provides the infrastructure necessary to translate scientific discoveries into tangible benefit.

Biodesign Institute A drug with potential to save the lives of stroke victims, new diagnostic tests, and next-generation flexible electronic displays with multiple applications in medicine and industrial processes have all been developed at this R&D institute.

Bioscience High School This brand-new public school focuses on biotechnology, connecting students with tools, resources, and experts nationwide.

Critical Path Institute C-Path, an independent organization at the University of Arizona, was created in 2005 to support the FDA in its effort to safely accelerate the development of and access to new medications.

Flexible Display Center Created with a grant from the U.S. Army, this center works to develop computer displays that can be rolled up or folded and put in a soldier's pocket.

Global Institute of Sustainability Billed as the first of its kind in the world, this institute brings scientists, engineers, and government and industry leaders together to develop solutions to real-world problems, especially as they relate to urban areas.

Growing Biotechnology Initiative This Northern Arizona University program focuses on technology platforms in cancer, neurosciences, bioengineering, infectious diseases, and diabetes.

InnovationSpace This joint venture between the colleges of design, business, and engineering at Arizona State University teaches students how to develop products that create market value while serving real societal needs.

Center of Excellence on SMART Materials Bringing together researchers of various disciplines, this center works to reduce the dependence on non-renewable energy.

Robotics Club This Carl Hayden Community High School extra-curricular robotics team entered its first competition in 2004. The club ended up winning the entire competition, beating top challengers like MIT.

"Silicon Valley of Optics" Tucson, Arizona, is known by this nickname due to the city's growing legion of optics firms.

Technopolis This ASU initiative provides education, coaching, and mentoring to technology and life science entrepreneurs, faculty, and students.






Saturday, June 16, 2007

EVER Mindful!

June 16, 2007

In the Classroom, a New Focus on Quieting the Mind

OAKLAND, Calif., June 12 — The lesson began with the striking of a Tibetan singing bowl to induce mindful awareness.

With the sound of their new school bell, the fifth graders at Piedmont Avenue Elementary School here closed their eyes and focused on their breathing, as they tried to imagine “loving kindness” on the playground.

“I was losing at baseball and I was about to throw a bat,” Alex Menton, 11, reported to his classmates the next day. “The mindfulness really helped.”

As summer looms, students at dozens of schools across the country are trying hard to be in the present moment. This is what is known as mindfulness training, in which stress-reducing techniques drawn from Buddhist meditation are wedged between reading and spelling tests.

Mindfulness, while common in hospitals, corporations, professional sports and even prisons, is relatively new in the education of squirming children. But a small but growing number of schools in places like Oakland and Lancaster, Pa., are slowly embracing the concept — as they did yoga five years ago — and institutions, like the psychology department at Stanford University and the Mindfulness Awareness Research Center at the University of California, Los Angeles, are trying to measure the effects.

During a five-week pilot program at Piedmont Avenue Elementary, Miss Megan, the “mindful” coach, visited every classroom twice a week, leading 15 minute sessions on how to have “gentle breaths and still bodies.” The sound of the Tibetan bowl reverberated at the start and finish of each lesson.

The techniques, among them focused breathing and concentrating on a single object, are loosely adapted from the work of Jon Kabat-Zinn, the molecular biologist who pioneered the secular use of mindfulness at the University of Massachusetts in 1979 to help medical patients cope with chronic pain, anxiety and depression. Susan Kaiser Greenland, the founder of the InnerKids Foundation, which trains schoolchildren and teachers in the Los Angeles area, calls mindfulness “the new ABC’s — learning and leading a balanced life.”

At Stanford, the psychology department is assessing the feasibility of teaching mindfulness to families. “Parents and teachers tell kids 100 times a day to pay attention,” said Philippe R. Goldin, a researcher. “But we never teach them how.”

The experiment at Piedmont, whose student body is roughly 65 percent black, 18 percent Latino and includes a large number of immigrants, is financed by Park Day School, a nearby private school (prompting one teacher to grumble that it was “Cloud Nine-groovy-hippie-liberals bringing ‘enlightenment’ to inner city schools”).

But Angela Haick, the principal of Piedmont Avenue, said she was inspired to try it after observing a class at a local middle school.

“If we can help children slow down and think,” Dr. Haick said, “they have the answers within themselves.”

It seemed alternately loved and ignored, as students in Ms. Graham’s fifth-grade class tried to pay attention to their breath, a calming technique that lasted 20 seconds. Then their coach asked them to “cultivate compassion” by reflecting on their emotions before lashing out at someone on the playground.

Tyran Williams defined mindfulness as “not hitting someone in the mouth.”

“He doesn’t know what to do with his energy,” his mother, Towana Thomas, said at a session for parents. “But one day after school he told me, ‘I’m taking a moment.’ If it works in a child’s mind — with so much going on — there must be something to it.”

Asked their reactions to the sounds of the singing bowl, Yvette Solito, a third grader, wrote that it made her feel “calm, like something on Oprah.” Her classmate Corey Jackson wrote that “it feels like when a bird cracks open its shell.”

Dr. Amy Saltzman, a physician in Palo Alto, Calif., who started the Association for Mindfulness in Education three years ago, thinks of mindfulness education as “talk yoga.” Practitioners tend to use sticky-mat buzzwords like “being present” and “cultivating compassion,” while avoiding anything spiritual.

Dr. Saltzman, co-director of the mindfulness study at Stanford, said the initial findings showed increased control of attention and “less negative internal chatter — what one girl described as ‘the gossip inside my head: I’m stupid, I’m fat or I’m going to fail math,’ ” Dr. Saltzman said.

A recent study of teenagers by Kaiser Permanente in San Jose, Calif., found that meditation techniques helped improve mood disorders, depression, and self-harming behaviors like anorexia and bulimia.

Dr. Susan L. Smalley, a professor of psychiatry at U.C.L.A. and director of the Mindful Awareness Research Center there, which is studying the effects on schoolchildren, said one 4-year-old noticed her mother succumbing to road rage while stuck in traffic. “She said, ‘Mommy, Mommy, you have to sing the breathing song,’ ” Dr. Smalley said.

Although some students take naturally to mindfulness, it is “not a magic bullet,” said Diana Winston, the director of mindfulness education at the U.C.L.A. center. She said the research thus far was “inconclusive” about how effective mindfulness was for children who suffered from trauma-related disorders, for example. It is “a slow process,” Ms. Winston added. “Just because kids sit and listen to the bell doesn’t necessarily mean they’ll be more kind.”

Glenn Heuser, who teaches a combined fourth- and fifth-grade class at Piedmont, said one student started crying about a dead grandparent and another over melted lip balm. “It tapped into a very emotional space for them,” Mr. Heuser said. “They struggled with, ‘Is it O.K. to go there?’ ”

Although mindful education may seem like a New Yorker caricature of West Coast life, the school district with possibly the best experience has been Lancaster, Pa., where mindfulness is taught in 25 classes a week at eight schools. The district has a substantial poverty rate, with 75 percent of students qualifying for free lunch.

Midge Kinder, a yoga teacher, and her husband, Rick, started the program six years ago at George Ross Elementary, where their daughter Wynne taught.

Camille Hopkins, the principal, said initially she was skeptical. Growing up in South Philadelphia, “I was never told to take an elevator breath”— a way of breathing in stages, taught in yoga — “or hear the signals of chimes to cool down,” Ms. Hopkins said.

But the stresses today are greater, she conceded, particularly on students who lived with the threat of violence. “A lot of things we watched on TV are part of their everyday life,” she said. “It’s ‘Did you know so-and-so got shot over the weekend.’ ”

In after-school detention, children are asked to “check in with their feelings,” Ms. Hopkins said. “How are you really changing behavior if they’re just sitting there?”

Yolanda Steel, a second-grade teacher at Piedmont, said she was hopeful that the training would help an attention-deficit generation better manage a barrage of stimuli, including PlayStations and text messages. “American children are overstimulated,” Ms. Steel said. “Some have difficulty even closing their eyes.”

But she noted that some students tapped pencils and drummed on desks instead of closing their eyes and listening to the bell. “The premise is nice,” Ms. Steel concluded. “But mindfulness can’t do it all.”

Friday, June 15, 2007

Howell's new Parker HS,model for the future

Thursday, June 14, 2007
John M. Galloway / Special to The Detroit News
Howell's new Parker High School, which opens this fall, is attached to its football stadium and bleachers.
Model school prepares for future
Howell's new $72 million campus is geared toward offering students real-world business training, experience.
Valerie Olander / The Detroit News
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John M. Galloway / Special to The Detroit News
Howell Schools Superintendent Chuck Breiner shows off part of the interior of the new Parker High School. It will be open and airy with transom lighting and have a multitude of large pane windows to let in natural light. See full image


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School is out for Howell High School's 1,900 students who left behind a traditional school with a conventional school day.
Next fall, they will step into the new Parker High School, which Michigan educational leaders are already hailing as a statewide model for preparing students for college and their future.
The $72 million campus, south of Howell in Livingston County, will have a privately owned credit union and cashless convenience store, both geared toward offering students real-world business training and experience. Lansing Community College will have its own eight-classroom wing and students will be able to choose from more flexible scheduling options, with classes being offered for longer time periods on alternate days, evenings, weekends and even summer.
"This is an incubator for us to watch as all these ideas come together, said State Superintendent Michael Flanagan. "We're going to be watching this closely."
He expects the business partnerships to quantify the new rigorous graduation requirements going into effect for the Class of 2011, the freshman class.
Although partnerships are nothing new to the high school experience, Howell has taken it a step further to incorporate it into the classroom.
For example, Sterling Services' convenience store is linked to the marketing classroom where students will handle inventory and learn how to conduct sales research, and cause and effect marketing.
"Even the TV-video production students will be producing ads that will be shown within school. They'll be creating a product," said Principal Bill Smith. "About 60 kids will benefit from the store in its virtual environment and it will be merged with accounting classes. They'll look at supply and demand in economy classes. It's basically a learning lab."
The reinvention of the high school experience has coincided with Michigan's tougher high school standards designed to better prepare students for college and the working world. "This is (the) first time (in Michigan) for merging the building structure and curriculum to provide an avenue for these partnerships," Smith said. The college wing expands dual enrollment options for students making it available to all teens, not just for gifted students in accelerated programs. It also allows students to "double dip" on math and science credits needed for high school graduation, by taking community college classes and getting credits toward an associate degree or transferable credits to any state college, Flanagan said.
"My dream has been that all kids can get a high school diploma and a community college (associate) degree in five years," he said.
Smith said Parker's curriculum is set up to accomplish just that. A student who takes full advantage of what is being offered could essentially graduate with a high school diploma in one hand, an associate's degree in the other with practical business and leadership skills to put on a resume, he said.
From the outside, Parker High School looks like most learning institutions. Inside, it's open and airy with transom lighting and a multitude of large pane energy-efficient windows to let in the natural light. Motion sensors flip on classroom fluorescents.
Howell Superintendent Chuck Breiner, who was been invited to numerous universities, including Harvard University to speak about Parker's mission, said the partnerships are more about student opportunities, rather than financial gain in the face of a school funding crisis. LCC will be paying about $68,000 annually in its lease agreement and contributing another $5,000 in reimbursements for students who succeed in course work. LOC Federal Credit Union, which has 500-square-feet of space, will pay $300 per month.
Howell students have been sold on the educational philosophy and the flex scheduling options at Parker, however, one social aspect has been a constant concern.
"I'm taking the flex scheduling in the a.m. so I can work. The only thing I don't like about it is that I'm afraid I won't see my friends," said Dani Rencsak, who will be a senior this fall.
The flex scheduling is partly needed to accommodate the 1,900 students in the district's second high school, built for 1,350, while the existing Howell High is closed 15 months for renovations.However, when both schools are fully operational, flex scheduling will remain, Breiner said.
While LCC is the first known college to be built as part of a high school, according to Breiner and Flanagan, the same is true for LOC Federal Credit Union. "School branches" have been set up at other school districts. Typically, the banks operate in cafeterias one day a week to promote savings habits for youngsters, said Debbie Mashinske, LOC's vice president of marketing.
"We'll have some internships available (at Parker) and right now we're working with teachers to come up with assignments that can be used in other classes," she said.
Flanagan said programs that allow hands-on experiences make all the difference in learning.
"Study after study shows when kids don't learn it's because they don't see the relevance of what they're doing," he said. "It's the relevance piece that kids will get from this."

Thursday, June 14, 2007

Rethinking NCLB and Tech's Role in Education

Rethinking NCLB and Technology’s Role in Education
The ATTAIN Act, hailed by education and technology industry leaders, recognizes that the use of technology, systemic school change and professional development are essential to global competitiveness.
by Mary Axelson
"Obtaining critical technological skills is of greatest concern to low-income minority students who are falling further behind their higher-income peers in terms of 21st Century college and workplace skills,” said Congresswoman Lucille Roybal-Allard, in testimony before the Committee on Education and Labor. “An effective federal program that provides access to technology for low-income and minority students will help to close this gap."
Accordingly, Roybal recently co-sponsored legislation designed to improve the Enhancing Education Through Technology (EETT, Title II-D of NCLB) program as part of the reauthorization of the No Child Left Behind Act (NCLB). HR 2449, the Achievement Through Technology and Innovation (ATTAIN) Act, would revamp EETT (Title II-D of NCLB), improving support for disadvantaged schools and students and ensuring that teachers are properly equipped to use the technology effectively.
“One of the most effective ways we can sharpen America’s competitive edge is by investing in technology in the classroom,” said Ruben Hinojosa (D-TX), a co-sponsor. “This bill will further the technological prowess of our nation’s schools and students and will ultimately increase our economic prosperity and capacity for innovation.”
Measuring Technological Literacy
The bill concentrates funds on professional development and systemic reform that leverage 21st century technologies and prioritize funding to schools in need of improvement. The existing legislation asks that students be technologically literate by the eighth grade, and requires states to assess whether this goal has been reached, but provides no definition of the term. ATTAIN defines technological literacy as:
Student knowledge and skills in using contemporary information, communication and learning technologies in a manner necessary for successful life-long learning and citizenship in the knowledge-based, digital, and global 21st century, which includes the abilities to effectively communicate and collaborate; to analyze and solve problems; to access, evaluate, manage and create information and otherwise gain information literacy; and to do so in a safe and ethical manner.
The law clarifies that states are not expected to develop separate assessments of technology literacy, and it opens the task to “embedding such assessment items in other State tests, performance-based assessment portfolios, or through other means." The bill also clarifies that "such assessments shall be used only to track student technology literacy and not for purposes of determining adequate yearly progress."
An NSF project to define and measure technology literacy may also prove influential. Its 2006 report on the issue, Tech Tally: Approaches to Assessing Technological Literacy, recommended new NSF studies asking subsets of students “what they have learned about technology both in and out of school, and how they would troubleshoot everyday problems involving technology;” adding questions about technology to existing tests that measure students' knowledge in mathematics, science, and history; and assessing the technological literacy of teachers.
A few examples of existing technology assessments are worth watching. Two years ago the state of Florida developed a performance-based assessment of teacher’s skills linked to professional development. That technology framework is being expanded to student assessment. The UK’s work with technology-based performance assessments in a virtual world may also receive greater attention if states seek embedded technology assessment.
Professional Development for Global Competitiveness
Along with Representatives Roybal-Allard and Hinojosa, U.S. Representatives Judy Biggert (R-IL) and Ron Kind (D-WI) helped introduce the ATTAIN Act. It is based upon input from education stakeholders, including the Consortium for School Networking (CoSN), International Society for Technology in Education (ISTE), Software & Information Industry Association (SIIA), and the State Educational Technology Directors Association (SEDTA).
Don Knezek, CEO of ISTE, spoke of the focus on professional development. “Teachers are our nation’s most valuable resources and absolutely crucial to whether education technology implementations succeed. The ATTAIN Act’s focus on technology professional development will help ensure that our investments in school hardware, software and infrastructure are leveraged for the benefit of our nation’s students.” The law itself identifies a lack of professional development and systemic change as the reason a recent study of software products showed no academic advantage for the technology.
CoSN CEO Keith Krueger praised the sponsoring legislators for understanding “the important role that education technology plays in meeting NCLB’s goals and equipping our students with the skills necessary to succeed in the modern workforce.”
“We do not want our students to fall behind in this era of innovation and global competition,” said Ken Wasch, president of SIIA. “Technology is vital for providing students with a learning environment that prepares them for the world beyond the classroom. The ATTAIN Act will ensure our educational system adopts modern methods to remain effective in the digital, information economy. We thank Representatives Roybal-Allard, Hinojosa, Biggert and Kind for their leadership on this important legislation.”
The Details
According to press releases, the ATTAIN Act would update the existing EETT program by:
Increasing the share of state-to-local funding distributed by formula from 50% to 60% and adding a minimum grant size in order to assure that more school districts receive allocations of sufficient size to permit them to operate significant education technology programs.
Strengthening the program’s emphasis on teacher quality and technology skills by raising the portion of formula-grants set aside for professional development from 25% to 40%, while emphasizing the importance of timely and ongoing training.
Channeling the 40% of funds allocated for competitive grants, previously unrestricted, to schools and districts for systemic school reform built around the use of technology to redesign curriculum, instruction, assessment and data use.
More closely aligning the program with NCLB’s core mission by giving priority in competitive grant awards to schools identified as in need of improvement, including those with a large percentage of Limited English Proficient students and students with disabilities, as well as by focusing formula grants on students and subjects where proficiency is most lacking.
Renewing NCLB’s commitment to ensuring that students are technologically literate by the eighth grade through requiring states to assess student knowledge and skills, including through embedding assessment items in other state tests and performance-based assessments portfolios.
Drawing state, district and school attention to the age and functionality needs of school technology infrastructure, access and applications by requiring states to provide technical assistance and guidance to districts on updating these resources.
Sources:
Press release from ISTE's Web site
Congresswoman Roybal-Allard’s testimonyNSF Press Release for Tech Tally: Approaches to Assessing Technological Literacy .
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COUNTDOWN! AIM Discovery Program 2007

Tuesday, June 12, 2007

AIM Stidents / Set your sights on this interface

http://www.microsoft.com/surface/

Blog-site Archive: January 26, 2007 / Perceptive Pixel
http://www.fastcompany.com/video/player.html?bctid=422563006

Leo:

Of course you were (no surprises there)! As the saying goes "nothing new under the Sun, just timing." The seminal underpinnings of this technological interface go back to the mid-80's in a white-paper given at a SIGGRAPH conference of which I attended. A couple of decades later, Viola!

We've been "posting" updates on this emerging technology on various blog-sites for the past year or so.......... http://www.northwesterndigital.blogspot.com ......... http://www.aimforsuccess.blogspot.com (See Hands-on Computing / Post) among others.

Now about what we might do (intention) with it today..............!!!!!!!!! Example: Certainly brings "new meaning to the table" of The World Cafe'.............AIM Program (Examplar for Asset Management of the development and orchestration of 47 New DPS Themed Schools / Roll-out September 2007).........ditto orchestration for the Summit Place Mall Initiative......."Science City" etc. etc...........You're a Genius..........NSF ITEST Grant Initiative...................
.and/or "limitless" (but pracitcal) comes to mind..........

Let's investigate those possibilities and set about the task at hand.........imagined design and implementation strategies......VIOLA!

Best,

Jim

Monday, June 11, 2007

AIM Discovery Summer Program / CHALLENGE!

























John K. Waters
, "Control Freak," Campus Technology, 6/1/2007, http://www.campustechnology.com/article.aspx?aid=48242

Matt Villano, "Collaborate!," Campus Technology, 6/1/2007, http://www.campustechnology.com/article.aspx?aid=48239

NOTE: http//:www.tegrity.com

Monday, June 04, 2007

AIM Program "A 21st Century Learning Organization"

The Knowledge Building Paradigm: A Model of Learning for Net Generation Students
by Donald Philip

As noted by a number of contributors to the previous issue of this publication (e.g., Barnes, Marateo, and Ferris 2007; van 't Hooft 2007; Thompson 2007), the Net Generation expects that technology will be an important part of their education. This is nicely illustrated by Chen (2002) in his description of an encounter with a young Net Generation student:

Recently, I met some middle school students who carry laptops in their backpacks. One boy told me how technology should not be a machine you go to, but a machine that goes with you. He said, somewhat impatiently, "It's part of my brain. Why would I want to leave it behind in a computer lab?" (xxii)

The statement that the computer is "part of my brain" should resonate with everyone involved in education today. Computers and the attendant technology can no longer be considered desirable adjuncts to education. Instead, they have to be regarded as essential—as thinking prosthetics (Johnson 2001) or mind tools (Jonassen 1996). But, like any other tool, thinking prosthetics must be used properly to be effective. In this article we briefly address the shift in learning styles associated with Net Generation students; we then introduce the Knowledge Building paradigm, a learning model particularly suited for a social environment in which cognitive prosthetics have become indispensable, as well as for the professional settings these students can expect to confront in their future careers. In doing so, we also point to corresponding transformations in business and education that will determine the future of the Net Generation learner and worker.

The Net Generation

The Net Generation (N-Gen) is defined as the population of about 90 million young people who have grown up or are growing up in constant contact with digital media (Tapscott 1998). Tapscott has, through extensive interviews, identified a number of changes in the way these students work and think, the key characteristic of which is interactivity (129–132). Tapscott has identified eight shifts caused by interactivity learning:

  • from linear to hypermedia learning,
  • from instruction to construction and discovery,
  • from teacher-centered to learner-centered education,
  • from absorbing material to learning how to navigate and how to learn,
  • from schooling to lifelong learning,
  • from one-size-fits-all to customized learning,
  • from learning as torture to learning as fun, and
  • from the teacher as transmitter to the teacher as facilitator. (142)

These developments have the potential to create a tremendous change in how schools operate. As N-Gen students' exposure to interactive media changes their perception of how education should proceed, schools will need to move from the former model of classrooms that are analogs of broadcast media to a more interactive model of learning. But what does this kind of learning look like in practice?

The Knowledge Building Paradigm: Guiding Principles

One answer is the Knowledge Building paradigm promulgated by Scardamalia and Bereiter (2003). This paradigm, which is based on the manner in which research communities work, takes a sociocultural perspective on human-computer interactions, seeks to virtualize the process of education in keeping with new trends in the technological circulation of knowledge, and privileges a less hierarchical model of learning based on flexible organizations of small teams. Each of these guiding principles is elaborated below, followed by a consideration of the practical applications of this model.

The Sociocultural Perspective

The sociocultural perspective focuses on the manner in which human intelligence is augmented by artifacts designed to facilitate cognition. Our intelligence is distributed over the tools we use (diSessa 2000; Hutchins 1995). The old saying, "To a man with a hammer, every problem looks like a nail" is very true. As Hutchins (1995) notes, "It is a truism that we cannot know what the task is until we know what the tools are" (114). Computers are a particular sort of tool known as cognitive prosthetics; they augment human intelligence, freeing humans to do what humans do well. Johnson's (2001) comments about StarLogo can be paraphrased to say that computers should do the work our perceptual and cognitive faculties cannot do on their own. Such tools often become invisible as we come to accept that they are part of our normal environment. As a result, we tend to see any intelligence in them as part of the person, not the object (Pea 1993). However, human cognition is mediated by the symbolic forms and tools we use, and the computer, a kind of omnitool, is rapidly becoming our principle cognitive mediation tool. The Net Generation is growing up in a tool-rich environment and this needs to be taken into account in designing pedagogical systems.

Virtuality

Pierre Lévy (1998) notes that one of the principal characteristics of the knowledge age, in which the Net Generation is growing up, is virtualization, a process in which "[an] event is detached from a specific time and place, becomes public, undergoes heterogenesis" (74). He outlines five characteristics of virtualization:

  • deterritorialization (the prying loose of an object or event from a physical place and moving it to a non-territorial space, essentially to cyberspace);
  • detachment (the prying loose of objects and events from their original context);
  • sharing (the distribution of conceptual artifacts among communities interested in them);
  • elevation to a problematic (the arguments, or ideas, and the problems that arise from the consideration of the logical relations among them); and
  • heterogenesis (the change that occurs as one shifts from traditional media to digital media, and the personal changes that occur to individuals as their thinking is increasingly shaped by digital media). (74-75).

Much of the education of the Net Generation (formal and informal) is becoming virtualized—a profound change from traditional educational forms, a change which both promotes the use of thinking prosthetics and continues to transform student expectations of their learning environments.

Learning Organizations

Traditional, industrial-model schools are designed around the ideas of hierarchies and top-down control of the learning process, just like industrial-age factories. However, many businesses are now finding that the pace of change demanded by the global economy and facilitated by various technologies is requiring them to rethink how they are organized. Many are restructuring themselves as learning organizations—organizations in which new learning and innovation are the engines that drive the company. These companies have flattened layers of management and tend to work in the manner suggested by Kelly (1994), Johnson (2001), and Gloor (2006): bottom-up, swarm-like organizations with fewer hierarchical barriers between ideas and decisions. In such organizations, goals are fluid, driven by new learning among the organization's members; goals are emergent properties of the system (Holland 1998), guided by general principles, and as such are unpredictable. In such companies, teams form around an interest in ideas for new products and services. Fisher and Fisher (1998) note, "These teams are difficult to describe to outsiders because their membership shifts from time to time, forming and reforming like rapidly splitting amoebas" (106). In this environment, Bennet (2003) notes the need for tools that support collaborative work to virtualize the knowledge of the team, distributing it onto the artifact and thus making it available to all team members.

It is worth noting that such companies really are learning organizations. A recent Time magazine article (Ignatius 2006) describes how Google expects its employees to work: "Innovation tends to bubble up from these bright young minds . . . . Every employee is meant to divide his or her time in three parts: 70% devoted to Google's core businesses, search and advertising; 20% on pursuits related to the core; and 10% on far-out ideas" (28). This means that approximately 30% of an employee's time will be spent on pursuing new learning and developing innovative ideas. In fact, Ignatius notes that co-founder Larry Page explicitly modeled Google after Stanford University (27). Google is a leader, but many organizations are undertaking similar shifts.

The educational system will have to produce individuals who can work in such organizations and who understand the processes of innovation and creativity. N-Gen students are initially prepared for this by the very process of "growing up digital" (Bereiter 2002, 220). As noted in the introduction, N-Gen students already regard computers as part of their brain; they are accustomed to distributing their knowledge across its various functions and collaborating virtually via e-mail, instant messaging, and any other available tool. In other words, N-Genners are used to working as part of a heterogeneous, distributed system. These are the same skills that learning organizations expect workers to deploy.

The Knowledge Building Classroom

Arguably the best way to develop these skills is to create a learning community in which students can practice the essential skills required by learning organizations. By an odd confluence of events, educational researchers have already been studying the construction of classes with exactly these characteristics. For over 20 years, Marlene Scardamalia and Carl Bereiter have been leading the Institute for Knowledge Innovation and Technology (IKIT), a team of researchers working on knowledge-building theory, a pedagogical approach in which students work in a computer-mediated environment in the manner of a research community (Scardamalia and Bereiter 1992; Scardamalia 2004). As Bereiter (2004) notes,

Sustained innovation, progressive research, and idea-centered education are all basically the same knowledge building process, carried out in different contexts. Thus the skills and habits of mind acquired through classroom knowledge building are essentially the same skills and habits of mind that figure in workplace contexts of creative knowledge work. (3)

In this approach the computer-mediated learning environment—formerly designated as the Computer-Supported Intentional Learning Environment (CSILE) and currently called simply the Knowledge Forum—is designed to make advanced knowledge processes accessible to all participants, including children; to foster the creation and continual improvement of public artifacts or community knowledge; and to provide a community space for carrying out this knowledge building work collaboratively (Scardamalia 2004, 2002). In a knowledge-building classroom, learning is a by-product of the creation of new knowledge, but the focus of classroom work is the continual improvement of ideas.

How does it work? In practice, the teacher presents students with a problem of understanding relevant to the real world. It could be a question such as What is the nature of light? or What makes a society a civilization? The focus here is to make student ideas, rather than predetermined activities or units of knowledge, the center of the classroom work. The next step is to get the students to generate ideas about the topic and write notes about their ideas in the Knowledge Forum (KF) database, an online environment with metacognitive enhancements to support the growth of the knowledge-building process. In generating these ideas, the students form work groups around similar interests and topics they wish to explore. These groups are self-organized and dynamic; the teacher does not select the members, and members can join or leave as they choose. Idea generation can take place during these group sessions, during which all students are given the chance to express their ideas, or in individual notes posted directly to the KF database. While in a typical classroom setting ideas or comments generated in discussion are usually lost, the KF database preserves these ephemeral resources so that students can return to them for comment and reflection. Students are then encouraged to read the notes of other students and soon find that there are differing schools of opinion about the problem. The teacher's job is to ensure that students remain on task and work towards the solution of the problem under study by reading each other's notes and contributing new information or theories to the database.

For example, in one IKIT class project, students in a Gr. 5/6 split class studied ancient civilizations. The unit began with a visit to a local museum, during which the students were exposed to a number of characteristics that researchers use to classify a society as a civilization. Their subsequent inquiry centered around what makes a society a civilization and what characteristics are important in determining the concept of civilization. In doing so, the students did not accept the museum presentation as the final word, but treated it as a conceptual object capable of improvement and open to critique (Exhibit 1). After the museum visit, the teacher allotted two 90-minute periods each week for twelve weeks, during which time the students engaged in knowledge-building talk sessions and used laptop computers and the Knowledge Forum software to explore their ideas regarding ancient civilizations. The students, rather than the teacher, chose the civilizations to be studied and, facilitated by the online environment, the students organized themselves into groups around the civilizations that interested them. The inquiry ranged from commonly studied civilizations such as Rome and Egypt to the Vikings and even to the skeletal 'hobbit-like' hominids discovered on Flores island. In each case, students explored whether these societies were civilizations and why. Students classified their contributions to the database using built-in metacognitive scaffolds (cognitive labels) such as "new information," "my theory," "this theory cannot explain," "I need to understand," and "putting our ideas together," and they made extensive use of both the reading and responding functions.

As the work progresses, new knowledge (at least, new to the class) and new understandings emerge, change, and grow. Students are encouraged to research their ideas by accessing a variety of authoritative sources, or by designing experiments, or by any other means that is practical and safe. They bring the fruits of their research back to the class in the form of more notes in the KF database, either supporting or invalidating their positions. Typically, one inquiry runs into another in a flow dictated by the output of the previous research, not by direction from the teacher. This process continues until the topic has been exhausted or time for study of that unit runs out. During the process, the students often far exceed curriculum expectations and develop a deep understanding of the topic under study.

Studies bear out the value of this practical scheme. Using social network analysis, Philip (2005) found flexible work groups spontaneously forming and breaking up in the live-class setting; in an analysis of note-reading patterns in the database, Zhang, Scardamalia, and Reeve (2006) found a highly complex clique structure with a large degree of overlap among cliques. Philip (2005) also found a high density of note reading (92%)—a strong indicator of teamwork in the class, and generally consistent with the extensive patterns of collaborative communication otherwise observed among students (Exhibit 2). Further observation of these sessions yielded additional information regarding the relative degree of focus and digression on the part of students as well as the need for resilient moderation skills on the part of teachers; moreover, the communal process of note reading among students suggested that actual levels of database access may be substantially higher than the levels recorded by the system itself (Exhibit 3). While the high levels of free exploration afforded by this pedagogy may require a greater degree of monitoring and discretion on behalf of teachers, the approach allows students to adopt strategies of small-team collaboration that will suit them well in their future professional careers.

Knowledge Forum is, of course, not the only online learning environment available. Others of note include FirstClass, WebCT, and Blackboard. Palloff and Pratt (2001) note that, whatever online environment is used, "attention needs to be paid to developing a sense of community in the group of participants in order for the learning process to be successful" (20). In other words, a knowledge-building community must be allowed to develop in order for the learning to succeed. For further illustration of this approach, the IKIT Web site provides virtual tours of the knowledge building process. Specifically, one set of tours contains video of a teacher talking about how he runs his knowledge-building class and video of a student talking about how collaborative science is done in a knowledge building class.

Linking this type of environment to Tapscott's (1998) ideas, the Knowledge Building approach, through its idea-centric focus, shifts the locus of classroom control from the teacher to the students, with the teacher acting as a facilitator. In this shift, the students become the directors of their own learning, catalyzing the transformation from one-size-fits-all to individualized learning; from instruction to building new knowledge; from learning as drudgery to learning as fun; and towards learning how to learn in a non-linear way geared to produce the innovative ideas our society will need in order to solve the problems of the future (Homer-Dixon 2001).

Conclusion

Industrial schools were patterned on industrial-era factories; as businesses restructure themselves as learning organizations that work like knowledge-building research groups, the next generation of education will have to help students deploy appropriate skills. N-Gen students, having grown up in the presence of interactive media that have changed both their thought patterns and their expectations, already have some of these skills. They are accustomed to distributed cognition and virtualization, which demand a new way of approaching work and learning and open new possibilities for innovative work. Online learning environments such as Knowledge Forum, which helps students create new knowledge and new understanding in a collaborative manner and through diverse media, can prepare them to work in the distributed, virtual workplaces of the future.

References

Barnes, K., R.C. Marateo, and P. Ferris. 2007. Teaching and learning with the Net Generation. Innovate 3 (4). http://www.innovateonline.info/index.php?view=article&id=382 (accessed May 25, 2007).

Bennet, A. 2003. The knowledge-centric organization. In Knowledge capital, ed. J. L. Chatzkel, 364-388. Oxford: Oxford University Press.

Bereiter, C. 2002. Education and mind in the knowledge age. Mahwah, NJ: Lawrence Erlbaum Associates.

Bereiter, C. 2004. Knowledge building and idea-centered education: A combination for the knowledge age. Paper presented at Institute for Knowledge Innovation and Technology Summer Institute 2004: Knowledge Building Discoveries and Innovations, Toronto, Canada, August.

Chen, M. 2002. Introduction: Edutopia—"The actual proves the possible." In Edutopia: Success stories for learning in the digital age, ed. M. Chen and S. Armstrong, 294. San Francisco, CA: Jossey-Bass.

DiSessa, A. 2000. Changing minds: Computers, learning, and literacy. Cambridge, MA: MIT Press.

Fisher, K., and M. Fisher. 1998. The distributed mind: Achieving high performance through the collective intelligence of knowledge work teams. New York: AMACOM (American Management Association).

Gloor, P. A. 2006. Swarm creativity: Competitive advantage through collaborative innovation networks. Oxford: Oxford University Press.

Holland, J. 1998. Emergence: From chaos to order. Reading, MA: Helix Books.

Homer-Dixon, T. 2001. The ingenuity gap: Can we solve the problems of the future? Mississauga, Ontario: Vintage Canada.

Hutchins, E. 1995. Cognition in the wild. Cambridge, MA: The MIT Press.

Ignatius, A. 2006. In search of the real Google. Time (Canadian Edition), February 20, 20-32.

Johnson, S. 2001. Emergence: The connected lives of ants, brains, cities, and software. Toronto: Scribner.

Jonassen, D. 1996. Computers in the classroom: Mind tools for critical thinking. New Jersey: Prentice Hall.

Kelly, K. 1994. Out of control: The new biology of machines, social systems, and the economic world. Cambridge, MA: Perseus Books.

Lévy, P. 1998. Becoming virtual: Reality in the digital age. Trans. R. Bononno. New York: Plenum Trade.

Palloff, R. M., and K. Pratt. 2001. Lessons from the cyberspace classroom: The realities of online teaching. The Jossey-Bass higher and adult education series. San Francisco: Jossey-Bass.

Pea, R. 1993. Practices of distributed intelligence and designs for education. In Distributed cognitions: Psychological and educational considerations, ed. G. Salomon, 47-87. Cambridge, UK: Cambridge University Press.

Philip, D. N. 2005. Communication patterns among students in a live-class setting. Paper presented at Institute for Knowledge Innovation and Technology Summer Institute 2005: Creating Knowledge to Drive Knowledge Creation, Toronto, Canada, August. http://fcis.oise.utoronto.ca/~dphilip/CommunicationPatterns.pdf (accessed May 25, 2007).

Scardamalia, M. 2002. Collective cognitive responsibility for the advancement of knowledge. In Liberal education in a knowledge society, ed. B. Smith, 76-98. Chicago: Open Court. http://ikit.org/fulltext/inpressCollectiveCog.pdf (accessed May 25, 2007).

Scardamalia, M. 2004. CSILE/Knowledge Forum. In Education and technology: An encyclopedia, ed. A. Kovalchik and K. Dawson, 183-192. Santa Barbara: ABC-CLIO.

Scardamalia, M., and C. Bereiter. 1992. An architecture for collaborative knowledge-building. In Computer-based learning environments and problem solving, ed. E. De Corte, M. Linn, H. Mandl, and L. Verschaffel, 41-46. Berlin: Springer-Verlag.

Scardamalia, M., and C. Bereiter. 2003. Knowledge building. In Encyclopedia of education, 2nd ed., ed. J.W. Guthrie, 1370-1373. New York: Macmillan Reference, USA.

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Note: This article was originally published in Innovate (http://www.innovateonline.info/) as: Philip, D. 2007. The Knowledge Building paradigm: A model of learning for Net Generation students. Innovate 3 (5). http://www.innovateonline.info/index.php?view=article&id=368 (accessed June 4, 2007). The article is reprinted here with permission of the publisher, The Fischler School of Education and Human Services at Nova Southeastern University.

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Sunday, June 03, 2007

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