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Archive for the ‘Laptops’ Category

I had the good fortune of hearing Swedish mystery writer Henning Mankell speak this past weekend.  I’ve devoured all of his books and am just beginning his last Inspector Wallender book, The Troubled Man. Mankell is a marvelous speaker and knows how to regale an audience with subtle, yet powerful anecdotes.

Among the many topics he discussed, ranging from Mugabe to Mozambique, Mankell talked about art as the “search for friends to take into reality.”  He shared the story of meeting a man in the early 1990s in Sweden.  The man asked Mankell whether Mankell’s most renowned character, Inspector Wallender, was in favor of Sweden joining the European Union.  At that moment, Mankell noted, he recognized that Wallender had become this man’s friend who had entered reality.

This got me thinking about kids and digital media, ranging from social networking to gaming.  Kids love to create online identities, living with a mulitplicity of names, in different realities.  The question is how kids navigate between the real and the imagined, and which identities enter reality for them.

Instead of art being the search for friends to take into reality, for kids is it gaming and social media as the search for friends to take into reality?

I love the character of Inspector Wallender and as the woman who introduced Mankell explained, Mankell’s characters have a way of staying with you and the stories are ones that still have you asking questions months and even years later.  Do the characters and identities that kids are creating online have the same depth of connection?

Jane McGonigal in Reality is Broken argues for the need to invert reality into a game, and leverage the power of game thinking and design to solve global problems.  She writes:

“What if we decided to use everything we know about game design to fix what’s wrong with reality? What if we started to live our real lives like gamers, lead our real businesses and communities like game designers, and think about solving real-world problems like computer and video game theorists?” (p. 7)

McGonigal shares the story of David Sudnow’s 1983 memoir on gaming, Breakout.  She shares Sudnow’s “neurochemical activation” from the immersion of gaming:

“This was a whole different business, nothing like I’d ever known, like night and day…Thirty seconds of play, and I’m on a whole new plane of being, all my synapses wailing.” (p. 40)

Sudnow was “working at the limits of his abilities,” according to McGonigal.

Scavnger Founder Seth Priebatsch has spoken about this decade as being the decade of the game layer.

In the book Teaching 2030, the authors argue that teachers of the future need to be prepared to “Teach the Googled learner, who has grown up on virtual reality games and can find out almost everything with a few taps of the finger.”

The key is to figure out how to create depth in the learning experience with digital media in the way that Mankell has in his understanding of art and literature. Mankell understands how to build and sustain connections with his characters and with his readers.

I hope that we can still hold onto the magic of books, like the ones Mankell writes, to hold the imagination and feed the “search for friends to take into reality.”  I would hate to ever lose that to games and virtual learning environments.

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Facebook wants to get into China.  Or, at least that’s what Facebook CEO Mark Zuckerberg has led us to think.  On a recent visit to China, he declared, “If you want to connect the whole world, how can you leave out 1.6 billion people?”  Well, Mr. Zuckerberg will have to find a way to crack the Great Firewall — the impregnable Chinese Internet blocking system in place.  No Facebook, Twitter, or YouTube on the Chinese mainland. Because of social unrest in Xinjiang over a year ago, the Chinese government has put in secure measures to contain social media traffic.

But, as China looks to guard itself against intrusion, the country is also seizing on new initiatives to catalyze innovation through a drive to increase the number of patents, with the goal of 2 million by the year 2015, up from 300,000 applications in 2010.  In The New York Times, David J. Kappos, director of the U.S. Patent and Trademark Office explains: “The leadership in China knows that innovation is its future, the key to higher living standards and long-term growth. They are doing everything they can to drive innovation, and China’s patent strategy is part of that broader plan.”

Having just returned from China as part of the International Society for Technology Education led People to People delegation, which comprised thirty U.S. school and university educators, I was able to experience the limits of social media in China, and to see the engine of innovation at work.

I toured and visited schools in Beijing, Xian, and Shanghai, and saw primary and secondary schools, and universities.  From the remote, rural Dongtun primary school, to the high tech, futuristic Shanghai TV University, I viewed a China as wide as the Mongolian steppe in terms of technology integration, access, infrastructure, and innovation.

At the Dongtun primary school, situated 90 minutes outside of Xian in central China, there was no heat (it was 20 degrees outside), and students sat in tight rows, doing recitation work. The students wore winter hats, coats, and gloves to stay warm, and while there was a coal burning stove in the corner of each classroom, it did not generate much heat.  There is one computer for the whole village, and its use centers around increasing knowledge about agriculture for the farmers.  The Chinese government has committed to putting one computer in every village, and the computer lives inside the home of one person.  The purpose is to give access to agricultural information.

In sharp contrast to the rural schooling, the work at Shanghai TV University is visionary and accelerating at a fast pace.  They took us into a surround vision room with interactive screens on the floors and walls.  It was a stunning atmosphere, with touch screen, and holographic imagery.  The Microsoft Envisioning the Future project is what comes closest to what we saw.  Shanghai TV University claims that they are a year away from deployment in homes and schools.  In our discussion with the Shanghai TV University educators, they expressed interest in learning about differentiated instruction, one to one computing, collaboration, and creativity.  They want to begin to move away from textbooks, and exam focused teaching, to utilize multi-modal approaches to make teaching and learning more engaging.  Interestingly, the day I left for China, international test scores showed that Shanghai students are at the top of the world in reading, science, and math.  On The Program for International Student Assessment, a test run by the Organization for Economic Cooperation and Development, Shanghai blew away the competition.

There will no doubt be continuing tension between new modes of teaching and attention to testing and success, as measured by performance on traditional assessments. In The Wall Street Journal, Chinese educator Jiang Xueqin, comments:  “Chinese schools are very good at preparing their students for standardized tests. For that reason, they fail to prepare them for higher education and the knowledge economy.”  Jiang goes on to ask:  “But what about the entrepreneurs and innovators needed to run a 21st century global economy? China’s most promising students still must go abroad to develop their managerial drive and creativity, and there they have to unlearn the test-centric approach to knowledge that was drilled into them.”

The most interesting discussion occurred at the YKPao International School in Shanghai. We talked about a technology vision for the future, if given a blank slate, like the one YKPao has in starting its secondary program. YKPao is currently a K-6 school, but is expanding to add a secondary 7-12 school, on a separate New England boarding school modeled campus.

However, much of a new technology vision is constrained by government control of access to the Internet, blogs, and collaborative learning community models. Facebook, Twitter, blogs, and objectionable content, like certain New York times articles, are all blocked. CNN is tightly controlled.  When watching CNN at the hotel, the screen would go black for minutes at a time, and then come back on. YKPao and Beijing International School, another school that we visited, both expressed frustration with the censorship, and the limitations it places on their ability to open up access for their students.

The first item that rose to the surface in our discussion with YKPao educators, who were from Australia, New Zealand, and the United States, was the issue of email and whether schools are doing a disservice in continuing to teach students with email.  As many of us know, email is the messaging of last resort for students.  Real-time communication in the form of chat, text, and video dominate their social interactions online.

A recent NYTimes article supports this trend. Andrew Bosworth, director of engineering at Facebook, comments in the Times article: “The future of messaging is more real time, more conversational and more casual. The medium isn’t the message. The message is the message.”

James E. Katz, the director for the Center for Mobile Communications Studies at Rutgers University, explains, in the same Times article:  “It’s painful for them [the younger generation].  It doesn’t suit their social intensity.”

At Beijing International School, where many students stay for two to three years at a time before their families are relocated, the school creates digital portfolios with students, from application to graduation.  Families want access to their child’s learning, as they migrate to different parts of the world.  Everything lives in the Cloud.  Every year is carefully organized, mapped out, and continuous, so that they also know their students really well.  They have student led conferences where kids share their digital portfolios.

Beijing International School is hosting a conference on the Flat Classroom Project in late February.  They have partnered with Katie Salen’s Quest to Learn School in New York City, using Gamestar Mechanic, which “was designed as a learning platform to foster the development of 21st Century skills while teaching the principles of game design.”  Beijing students create and design their own games, and iterate through the process with students in New York City, testing prototypes and receiving feedback. They are using design thinking, and are intrigued by the opportunities with game design.

The two international schools, YKPao and Beijing International, are global in their outlook and approaches, and open and eager for innovation with technology. They are just further along than the Chinese schools that we visited, but the Chinese educators with whom we met share interest in innovation, collaboration, and technology integration, and appear to want to move at a fast clip, like Shanghai TV University, to catch up and even surpass U.S. educational approaches. Our tour guide in Shanghai captured the pace of innovation there when she said that she buys a new map every six months because the city is changing so fast.

I am fascinated to follow the direction that China heads in with technology integration, social media, especially if Facebook can gain a foothold in China, and education.

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Check out my interview with Steve Hargadon on the Future of Education.

View the Elluminate Live! recording

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Woodside High School’s principal David Reilly describes 17 year-old Vishal Singh as being “caught between two worlds — one that is virtual and one with real-life demands.”  Vishal is the focal point of a New York Times front page story about digital distraction and teens.

The problem does not lie with Vishal.  Kids are not caught between two worlds.  They have been catapulted into the 21st century with the flood of Facebook, Twitter, and YouTube.  Schools, on the other hand, have not yet figured out how to move forward with technology as learning tools to heighten student engagement, and deepen the learning experience for students.  Schools are “caught between two worlds” — the one that kids are living 24/7 online, and the factory model school structure that Sir Ken Robinson explains so clearly.

The key question for schools to ponder is how will technology deepen and further authenticate learning for students.  It’s not a matter of schools better start figuring out how to use technology — the technology for technology’s sake – or they will lose students like Vishal.  That’s a short-sighted and artificial approach to thinking about the role technology needs to play in schools.

Creating new courses, like the digital audio recording class introduced at Woodside, is a step toward capturing student interest.  However, at the end of the Times article, an English teacher at Woodside shares her frustration with her students and her inability to get them to read 30 pages of a book for homework.  So, to address this shortcoming, she engages in a read aloud of the book in class, “because students now lack the attention span to read the assignments on their own.”  She’s using old methods to teach students who are thinking in new ways.  She could instead have students create character Facebook pages, or use chat tools like Today’s Meet to approach class discussion in a different way to facilitate greater student-student dialogue about text.  Or, better yet, she could ask her students about ways that they would like to engage with text using different technology tools.

The virtue of moving to new models in schools, in the form of one to one laptop or tablet programs, is that it accelerates thinking within the school community about ways to leverage technology to deepen and differentiate student learning. Also, schools eventually want to reach the point where teachers cannot begin to think about lesson design without technology.  Woodside is not there yet.

I was talking with a teacher who is using clickers in his math classroom, and he beamed with excitement about student engagement.  He also shared that students are now beginning to ask why other teachers and classes are not using clickers.  The kids can become the catalysts for innovation, and they can become the engines for change in schools, if schools and teachers can remain open to their ideas.

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Gadi Ben-Yehuda, Writer, Instructor, Social Media Director at IBM’s Center for The Business of Government, asks a great question, “What does it mean to be a creator and how can we make it easier and more rewarding?”  He is referring to creation with technology tools, and he is thinking about citizenship in the context of media creation, where people, motivated by a problem, grow inspired to use digital media to improve a situation or a societal issue.  Instead of consumption of media, he is asking how to take media to the “Citizen 2.0″ level, to enter the “public dialogue,” what he calls “beginning the journey of Citizen 2.0 from consumer.”

These are important issues to consider, as schools try to figure out which device will facilitate creation over consumption.

The challenge with the iPad at the moment is that it is limited as a creation device.  Stanford Medical School has issued iPads to its incoming students. Ryan Flynn, a first year medical student comments on Fox news about the use of the iPad:

“It definitely facilitates studying and recall because you don’t get bogged down by all the paper. The iPad isn’t the best input device. Some people have gone back to paper and pencil.”

In a university and a school setting, students cannot hide behind a computer screen with lids up.  The iPad is easier to see, and could actually ameliorate screen flipping and the distractions of multi-tasking for students.

The more obvious benefits of the iPad center around the lessening of the book load for students.  As note-taking becomes more advanced and accessible with companies like Inkling and Kno exploring interactive, embedded note-taking inside of texts, students can begin to take on the role of Citizen 2.0 inside of their courses and learning experiences.  They can more easily enter the “public dialogue.”

One of the biggest motivators to transition to the iPad or a mobile learning device like a laptop is that it is the great equalizer for students.

Evan Venie, associate director of media relations at the Illinois Institute of Technology, comments to Fox news on why the school moved to iPads:

“We can ensure everyone has the same hardware and software, and it makes it easier to integrate into the curriculum.”

If the iPad gets teachers and students more excited about technology integration, is that enough of a reason to make a switch to iPads? Will it make being a creator “easier and more rewarding”?

If the iPad is really just one more consumption device, then it won’t be a game changer for learning.

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Check out my interview about the book with Erin Reilly of New Media Literacies.

http://newmedialiteracies.org/

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Kids love games.  They spend hours digging through different ways to level up.  They hit one hurdle, then move and shift to figure out how to overcome the obstacle.  It can take hundreds of repetitions, but when the breakthrough happens, there is often unrestrained joy and satisfaction, for that moment.  And then, quickly onto the next challenge.  The allure of video games is the constant set of challenges that await the player.  Failure is widespread and part of the experience, and it is not something to be feared, but instead serves as a motivator or driver in the experience.

The growing proliferation of video games in schools, as reported in the New York Times Magazine, signals a potential shift in modes of learning and resilience for students in schools.  From the Times article:

“According to Ntiedo Etuk, the chief executive of Tabula Digita, which designs computer games that are now being used in roughly 1,200 schools around the country, children who persist in playing a game are demonstrating a valuable educational ideal. “They play for five minutes and they lose,” he says. “They play for 10 minutes and they lose. They’ll go back and do it a hundred times. They’ll fail until they win.” He adds: “Failure in an academic environment is depressing. Failure in a video game is pleasant. It’s completely aspirational.”

Failure is not a disaster; instead, it’s a welcomed part of learning.

What a great concept for school communities to adopt.  The question is do schools have to implement video game design curriculum to achieve the goal of fostering resilience through “failure based learning,” a phrase coined by Will Wright, who designed the Sims game franchise?

Maybe not in whole, but certainly in parts.  Collaboration happens through gaming, frustration occurs regularly, and problem-solving skills are heightened.

Jan Plass, a professor of educational communication and technology at NYU, in the same Times article, explains the way problem-solving through gaming works:

“They’re spending time discussing how to solve the problem,” Plass said in a low voice. “They might not solve as many problems. But the question for us is whether the conversation adds to the learning, versus if they spent their time on more practice. Does discourse result in deeper processing?”

Yes, the discourse does lead to “deeper processing”.  Two brains are always better than one, especially when trying to figure out solutions to complex problems.

Gene Kranz, the flight director for Apollo 13, uttered the famous phrase: “Failure is not an option.”  Well, in video games, failure is the option, and that’s a good lesson for schools to think about, as they configure 21st century learning.

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Schools are getting ready to hit the mat with students over technology acceptable use policies and figuring out to avoid the ten count pinning.  This is a hard issue, but for many schools and school districts, the first approach is often to fire off a list of DO NOTs, instead of involving students in a productive dialogue around appropriate computer use. Instead of the anti-laundry list, schools can reframe the conversation with a shift in format.  Move to a question and answer document, with students generating the questions in small groups, or advisory groups, and then as a school craft the written responses with explanation and clarity around the “why” of certain rules.  For kids, arbitrary rules make no sense and pit the school and the students in a no-win stare down.  The most interesting part about this approach is that it honors kids and where they are with technology.  Also, the Q and A format allows for new questions to be added as new topics and technologies surface.

David Stoloff, a professor of Eastern Connecticut State University’s education department, said in Developing a Tech Bill of Rights from THE Journal,  “Take a step back; form a planning committee; and talk about what should be integrated into your students’ rights as it pertains to technology. Know the local laws and attitudes in your region, and factor those into the planning process as well.”

Seth Cirker, president and CEO at emergency awareness solutions developer SituCon Systems of Fort Washington, NY, states, in the same article,  “individual students shouldn’t necessarily be the decision makers, they shouldn’t feel like they are in jail either. Aim for a balance that factors in safety and technology without compromise.”

It’s a challenge for sure, and it doesn’t help that schools around the country are all over the map with trying to balance safety and opportunity with technology.  And, beyond the diversity of school communities, factor in different and often divergent parenting strategies, and the challenge of arriving at a community-based acceptable use policy becomes quite a protean task.

So, the short of it:  avoid the DO NOTs and move to a Q and A format to open up dialogue and allow for fluidity and change to develop, along with kids and technology.

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I just heard the NPR story today about Rwanda’s One Laptop Per Child initiative and some of the challenges they are facing — students playing games, lost laptops and the fear of reprisal from the school because of cost concerns, parent struggles with at home issues, and the decision not to have students take the laptop home at the end of each day because parents don’t want the distraction at home.   OLPC would like the laptops to go home with students,  but the school has decided to lock up the laptops at the end of each school day, to help parents avoid the home management challenges.  It was amazing to listen to the universality of the struggle – these are the same issues American schools wrestle with as they make the transition to one to one programs.

Rwanda is taking a bold step forward with this laptop initiative, which falls in line with President Kagame’s vision to be a “player” in East Africa, Africa, and worldwide. The laptops are valued at $181 per laptop in a country where monthly earnings for a Rwandan teacher amount to less than $100 per month. This is a major investment on Rwanda’s part, and One Laptop Per Child has thrown its support behind Kagame’s move.

Wouldn’t it be great if American schools could partner with Rwandan schools as we all try to leverage the digital transition?

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