Tuesday, June 9, 2015

Emerging Educational Metaphors: Network, Amplifier, Media Arts

Recently, I’ve been seeing some understandable and reputable backlash to increasing technology infusion in education. LAUSD’s iPad debacle became a pivotal issue in LAUSD school board elections; an Atlantic article by Toyama titled, “Why Technology Alone Won’t Fix Schools”, cites a variety of supporting research; several recent high-profile reports have disputed the viability of the “flipped classroom”, “personalized learning”, and “blended learning” models.
And then, yesterday, June 8, 2015, the LA Times published this article by Michael Godsey in its print edition, “Traditional Teaching Faces a Cyberthreat From School Model”, which critically examines “Altschool”, a new and rapidly expanding online education program that describes the new teacher role as a "facilitator". Godsey states that teachers cultivate “wisdom” and cannot be replaced by technology. He cites John Hattie’s, “Visible Learning” which synthesizes more than 800 meta-analyses and 50,000 smaller studies”, finding that “‘direct instruction,’ and ‘quality of teaching’ were all significantly more effective than ‘individualized instruction,’ ‘matching teaching with learning style,’ and ‘computer-assisted instruction.’.
Although I am a technology-based educator and artist, I am certainly not a technophile, and I wouldn’t claim technology itself as a panacea that will replace teachers. My friends know that I have been very critical of technology in general, and particularly of its misuse in educational settings. I agree with Toyama that technology is basically an amplifier. To some degree, it will reflect the school situation in which it is placed, good, bad or mixed.  
With that introduction, this is my unedited, responding letter to the editor, which at least has been published on the website, if not tomorrow’s print edition.

Dear LA Times Editor
After using technology and media in the classroom for over 25 years, I can say with confidence that its proper usage will significantly advance education and learning, shifting the teacher’s role to facilitator and coach. You can simply look at the world around us to see how the average citizen has been empowered to learn and create through technology’s increasing access and sophistication. Traditional education is still based on an antiquated “factory” metaphor, with corresponding methodologies and curricula, which do not necessarily benefit from the mere insertion of technology.
The emerging metaphor for education is the “network”, with accompanying redesigns in infrastructure, curricula and methodology. The student is then empowered to produce and design anything imaginable within a virtual lab, within enriched, authentic contexts that support the real world application of core content. Beyond the either/or propositions in the article, traditional, networked and progressive instructional approaches are incorporated. This supports both the usual acquisition of facts, formulas and literacies, as well as “enactive” and “constructivist” pedagogy, whereby the student has an active role in constructing his or her own meaning, through projects for connected local and global communities. Thus, the 21st Century educational focus is on the mastery of the “student-sourced” learning and creating processes themselves. The national advent of “Media Arts Education”, through the recent development of voluntary K12 standards and assessments will contribute to this transformation.

We need to stop thinking of technology as a tool that one simply inserts into schools just as they now are, as a kind of magic pill. The system has to be redesigned around our new understandings of learning and technology. Technology is more of an ecosystem, with this potentiated virtual space and interconnectivity, which should be available to students for active creativity and learning. Technology requires specialized skills, abilities and circumstances to manage well, and schools need to begin thinking from the perspective of the student who is empowered to access an infinite, and self-originating learning and creating process that is the innate capacity of human beings.

iPad Case Study: Media Arts Education as Self-Directed Learning

In the following case study, I’ve been studying my own two children (I’m not above using them for sociological studies), who have had casual access to an LAUSD iPad for 2.5 years. By the way, I won’t go into the details of why this iPad was idling around the house. If you like, you can read about that by searching “LAUSD iPad”.
And I do mean casual, and occasional use. My wife and I severely limited their access to the iPad, counting any game-playing or entertainment experience as “screen time”, which is earned through hard labor (they built a real chicken coop for us in the backyard). However, they were allowed multimedia production access as they wished, and really undertook these projects of their own free will, with no pushing or coaching on my part. So, we can see that this limited and relaxed access nevertheless resulted in a prodigious amount of multimedia production.
The next section details one particular project which has become an ongoing collaboration, in which I did give some input as to the purpose and design. We brainstormed the project as the ultimate amusement park, that could be constructed and explored with a mathematical lens. The elder boy detailed what components of this virtual world would relate to the math processes he and his brother were learning in school. The development of those math integrations, how one exercises them through the construction and experience, are currently ongoing.
The following attributes of Media Arts Education emerge from this and the other various models I’ve been seeing from others, or studying and developing myself.
When we think of media arts as a virtual laboratory, essentially potentiated for any imaginable production, design or experience, we realize that media arts education is a holistic centrifuge for creating and learning. Given that the student can make anything imaginable in this space, what can they not learn from it?  

Media Arts Case Study
11 and 8 years old
Conditions
  • iPad – 2.5 year period, limited access
  • Non-coached, peer-instruction, Youtube training
  • Self-motivated & directed production
Products
  • 5 Stop-motion Animations
  • 250+ Digital Photos
  • 100+ Digital Drawn Cell Animations
  • 20+ Minecraft Virtual Worlds – 60+ Structures
  • 15+ Digital Puppetshows
  • 20+ Digital Song Productions
  • 50+ 3D Object Designs

Minecraft Virtual World: “Funland” Amusement Park - Math Integration – 11 year old
  • 3-Dimensional Modeling and blueprints
  • Construction project estimates and costs
  • Speed calculations – lava, roller coaster
  • Currency exchange rates
  • Treasure coordinate hunting
  • Shape, form, structure - dimensions, volume
  • Spawning rates
  • Health and heart ratios and rates

Media Arts Education Attributes
  • Engaging, Stimulating, Challenging, Relevant
  • ”Student Sourced” Learning - Self-Generating and Directing
  • Scales Low Threshold Entry to High-Complexity Potential
  • Holistic - Aesthetic, Arts and Culture Centered
  • Incorporates All Modalities - Sensory, Motor, Cognitive
  • Comprehensively Relevant -Forms, Contents, Processes, Domains
  • Authentically Simulates and Produces 21st C Culture
  • Project and Design-based - Emphasizes Process over Product
  • Embedded Multi-literacies - Media, Aesthetics, Tech, Digital
  • Metacognitive - Learning to Learn