Info Diet in the Internet Era

The internet had helped people for decades to find answers to their endless questions. This massive connectivity helps us to grow as individuals and as educators as it pushes us to help our students explore new horizons, as Henry Jenkins advocates in this video below.

[Henry Jenkins: Media Scholar Henry Jenkins on Participatory Culture and Civic Engagement. Access URL: https://www.youtube.com/watch?v=ZgZ4ph3dSmY%5D

But like everything else, it is a two-sided sword. You might already know that the internet customizes most of what you see, from Google’s inquiry responses to Facebook feed. Pariser calls this phenomenon: “Filter bubble” (Pariser, 2011), which refers to how the internet keeps learning to exclude channels that contradicts your thinking. While this concept is not particularly new, what I came to learn is that our brains make a different layer of filtering out information (Gee, 2013). What happens is when we read information that is not consistent with our own, our brains find a way to justify why it should ignore it (Gee, p.2). This is true if we reflect on how we process information. in other words, whatever we think is not true is what we question the accuracy of its evidence. In his book, Gee calls this brain reaction a “confirmation bias”.
Reflecting on my own way to find and process information proves my own “confirmation bias”, as Gee calls it. On all my social media accounts, I make sure to follow my own role-models, my best news networks that I trust and agree with most of the time, and people who share my beliefs. Not only that, I continuously block accounts that provide information on the extreme end out of my comfort zone. Professionally speaking, I try to also surround myself with leaders with new ideas and approaches and I try to avoid traditional practitioners. I notice this trend not only in my online life, but offline too.

On Twitter, we often see the phrase “Retweet does not equal endorsement” on profiles pages. I always wondered “why would someone ever retweet something they disagree with anyways?”. It is understandable if one would quote to respond to that tweet, or if a news channel retweets unhappy pieces of information. Otherwise, it did not make sense to me why would people retweet posts they disagree with. After reflecting this week on how we must confront other views and take the effort to search for what is out of our bubble, I think it is a genius idea to retweet opposing thoughts. This helps not only the account user but all her followers to expand their views.
On an experiment to exit my affinity group, I took a step forward to include new sources to my social media (i.e. Twitter) that I do not necessarily agree with. Yet I think it is necessary to see outside my bias bubble and understand the problem of education from new perspectives.

https://platform.twitter.com/widgets.js

References
Gee, J. P. (2013). The anti-education era: Creating smarter students through digital learning. St. Martin’s Press.

Pariser, E. (2011). The filter bubble: What the Internet is hiding from you. Penguin UK.

How can we inspire inquiry-based learning in traditional school systems?

Questioning is a skill that humans start to acquire as soon as they start to talk. As annoying as it can be to adults, critical questioning skills can lead to innovation. In his book, A More Beautiful Question, Berger discusses the importance of questioning, its development stages, and how it leads to breakthrough ideas. Although children ask many questions, this skill starts to diminish as they climb the educational ladder (The Gallup Blog). This is no surprise when traditional schools seek answers, and not curious questions.

Although it is argued that age could be a factor for curiosity to tame down (Berger, 2014, p. 45), nevertheless, schools should encourage students to be curios. Particularly because students questions in the classroom gives an indication of their engagement level. Moreover, it is well noticed that classroom engagement level decline along with questioning (Berger, 2014, p. 44). As educators and teachers, we are in a position to redefine classes that help students thrive in ever-changing economic demands. Today‘s workplace demands self-learning individuals (Berger, 2014, p. 49), who are not afraid to ask questions that help them and their enterprise to grow.

Moving on from theory to action, as teachers we should start framing our lessons to allow and encourage student curiosity. While there are many ways to incorporate inquiry-based learning, it could differ for each subject, age, race, etc. There has been vast efforts done at this end. Right Question Institute has been working over the past twenty years to develop a rigorous process to help students formulate better questions. Lessons  could be learnt from schools which were entirely built on inquiry-based system, such as the legendary Montassori schools which alumni are the founders of today’s largest companies. You can check the list of “Montassori famous students” and their interesting stories here.

Example of inquiry-based learning in Mathematics class:

In Mathematics, we teach of Geometry in theory and rarely in practice. The new change that I plan to introduce is to let my students inquire. If I ask you right now: What’s the circumference of a circle? You might remember the formula if you were a Math geek. For an average student, 2πr might not be that intuitive. If you hate math so much, please do not exit the page and stop reading, I have a point to make. Math teachers aim to help their students build a “Number Sense”, and not only remember dry formulas. Therefore I will introduce the circle geometry lesson by an activity that motivate the students to inquire while having hands-on experience. The activity starts with a task to classify a set of cylinders “as in the image” to two categories: 1) cylinders with circumference base longer than its height, or 2) shorter. No measurements tools are allowed at this stage. Hence, the task is made extremely not unintuitive. The next step is the fun part when they are given a thread to check their classification. They could wrap the thread around the cylinder (to get circumference) and compare it with the height. That is when they correct themselves, and start questioning “Why so!” as they find some incorrect placements. At this moment, showing 2πr makes sense. 2r is essentially the diameter, so they can find it out easily. π is still a mystery, however, students are usually good at approximation, so we could replace π with 3. Knowing this information at this moment makes sense to the students, as they will be able to reflect it on the thread and actually compare it to the height. While they get to ask one question, it is key to bring the circle circumference formula to life.

I believe that if teachers and educators has the mindset to teach based on inquiry, they can create more innovative ways to create question driven classes. Some existing instructional models, for example, encourages questioning. Teachers could exploit the “Exploration” part of the 5E’s instructional model to allow students ask and experiment their own questions. Deborah Meier’s  “habits of mind” gives space to students to question their learning (Berger, 2014, p. 51). The popular TED Talk by Dan Meyer’s, where he explains how he drives his students curiosity and flips the table to let his students ask him questions (such as filling a tank with water). 

I recognize the constraints of time and material to cover, teachers still have the most powerful means: access to students. They are the ones “for the most part” who put up a lesson plan, which can be designed around students’ questions. Projects can also be designed in ways that require students to ask more than they do answer. The sky is the limit, and there will always be new ways to encourage students’ curiosity through questioning.

Resources

Berger, W. (2014). A more beautiful question: The power of inquiry to spark breakthrough ideas. Bloomsbury Publishing USA.

Educational Games for Students with Working Memory Disorder

Working memory disorder is a challenging problem some students are seriously struggling with. Working Memory (WM) was defined in the literature as “a brain system that provides temporary storage and manipulation of the information necessary for . . . complex cognitive tasks” (Baddeley, 1992, p. 556). Hence a learner with WM Disorder will not only struggle academically but also in their everyday problem-solving tasks. There is a lot yet to understand on WM, especially how it works in mathematics learning as it continues to be a challenge for cognition scientists (David, 2012).

In all Math topics, a certain level of problem-solving is required so students could master the expected skill. Math educators could not stress enough about the importance of practice to acquire a skill masterfully. However, students with WM deficits struggle to focus on a given task rather to solve a problem. It is worthwhile to point here that WM disorder is a common feature for well-known learning disorders, such as ADHD and Dyslexia (Alloway, 2009). Students who suffer from WM disorder not only get distracted easily, they tend to forget instructions instantly and hence disengage from class activities (Normand & Tannock, 2014). These challenges combined make it extra hard for students to follow up in Math classes.

To sum up the efforts a teacher to put on in order to help students with WM challenges, she needs to: 1) keep them focused on a task, and 2) engage them in class activities. The first point requires intuitive instruction that does not need the student to “remember” what they were told to do. The second requires highly engaging  medium where students are actively involved (Supporting students with working memory difficulties, 2013). The literature suggests that technology can help our students stay focused on one task while leaving minimal room for distraction (Houston, 2016). Gamified learning is a great way to make learning interactive with motivation factor turned on.

The inspiration for the suggested approach is based on those facts:

  1. Gamers tend to have higher cognitive abilities than those who are not (Boot, Blakely & Simon, 2011)
  2. Games such as Tetris could  improve Visual Working memory significantly  (Lau‐Zhu et al, 2017)
  3. Math games can be effective with disabled learners, not only to achieve higher results but to change their attitude towards Math to a positive one (Okolo, 1992).

While there are tons of online tools that provide educational games, I choose BrainPOP.com as a resource. It is a website that provides learning resources from games all the way to worksheets for K-12 subjects. I demonstrate how the website works in this video, showcasing Fractions topic.

Educational Games is a huge topic discourse continues to grow around the topic, yet BrainPOP is one of the most recommended websites by educators and game designers. This website has the advantage of providing high-quality games, where each game really focuses on one skill, which fits perfectly with WM defected students who struggle to hold many information at a time. For teachers, this is a perfect web resource as it makes it very easy to find the game per module per topic. Of course the concept of educational games could be applied to other subjects as well, however, my approach here is to conquer math practicing to master a skill.

To conclude, students with working memory deficits struggle with mathematics, and we teachers can support their learning. This blog suggests educational games to help students focus when working practicing a mathematical skill. While there are many educational games tools and sites, teachers should take care when selecting best alternatives that provide high quality and deliver best results.

Have other suggestion for online tools? Please add them to the comments box below.

References

Alloway, T. P. (2009). Working memory, but not IQ, predicts subsequent learning in children with learning difficulties. European Journal of Psychological Assessment, 25(2), 92-98. doi:http://dx.doi.org.proxy1.cl.msu.edu/10.1027/1015-5759.25.2.92

Baddeley, A. (1992). Working memory. Science, 255, 556–559. doi: 10.1126/science.1736359

Boot, W., Blakely, D., & Simons, D. (2011). Do action video games improve perception and cognition? Frontiers in Psychology, 2(226), 1–6. doi:10.3389/fpsyg.2011.00226

David, C. V. (2012). Working memory deficits in Math learning difficulties: A meta-analysis. International Journal of Developmental Disabilities, 58(2), 67-84.

Houston, L. (2016). Working memory difficulties: Strategies for the classroom. Retrieved from https://www.ldatschool.ca/working-memory-difficulties/

Lau‐Zhu, A., Holmes, E. A., Butterfield, S., & Holmes, J. (2017). Selective association between tetris game play and visuospatial working memory: A preliminary investigation.Applied Cognitive Psychology, 31(4), 438-445. doi:10.1002/acp.3339

Okolo, C. M. (1992). The effect of computer‐assisted instruction format and initial attitude on the arithmetic facts proficiency and continuing motivation of students with learning disabilities. Exceptionality: A Special Education Journal,3(4), 195-211

Normand, S., & Tannock, R. (2014). Screening for working memory deficits in the classroom: The psychometric properties of the working memory rating scale in a longitudinal school-based study. Journal of Attention Disorders, 18(4), 294-304. 10.1177/1087054712445062

Supporting students with working memory difficulties. (2013). Retrieved from http://canlearnsociety.ca/resources/take-ten-series/working-memory/

 

 

Play Chess and Learn Algorithms

 

I am interested in computer science education, and always look for new effective ways in teaching. This time I consider an adaptation of a game to teach one aspect of computing: algorithms.

The Goal of the Game:

To understand and practice Algorithms. Which is one of (if not the) first concepts to teach in computer science. Even before programming.  A Definition of Algorithm can be: 

A process or set of rules to be followed in calculations or other problem-solving operations, especially by a computer.

Algorithms can include conditions, repetition, instructions, maths, etc. The simplest algorithm is to give sequential steps, such as: move one step, then turn. Or they can be more conditional: if there exist a path ahead, move forward, otherwise turn left. Getting familiar with algorithms helps in writing good programs, which becomes a matter of translating your human language instructions (algorithms) into a programming language: like C or Java. The more specific your algorithm is, the easier and more fun your programming experience will be. 

The Game

I choose Chess, the classical board game between two players. One element of the game is altered to achieve the serious game goal. The game goes as follows: at the start, both players write their next move, one player takes the opponents instruction and execute it for her. A player basically acts as a computer reading an instruction given to them, and execute it on the other opponent’s pieces. A player can do any move as long as they don’t alter the instruction. Now that might sound simple, but keep in mind that once a player writes her move, she cannot change her mind. The other player flips the opponent’s card, and do the move instead.  An example of an instruction is: move pawn #2 one step. Another instruction can be more sophisticated: if opponent moves queen, defend my king. So the instruction can be stretch or very specific. However, the more specific the instruction is, the more you’re comfortable with your opponent play for you! In case the written instruction is not a legal move by the time the player’s turn comes, the player gets to choose one of his pieces, but let her opponent moves it.

Summing up the Serious Game: 

The main change in Chess-Serious Game is the card rule which affects the player-player interaction.

  1. Player Goals:
    • Each player want to checkmate their opponent
    • Each player want to clear as many pieces as possible from their opponent
    • Each player actively acts to safeguard their king
  2. Environmental Constraints:
    • Each piece have limited span of movement (following chess roles)
    • Pieces can act as obstacles for other pieces
  3. Formal Constraints:
    • Each player can only decide what to move a turn before their actual movement
    • Players cannot change the move they wrote once it’s their opponent’s turn
    • Both players get to do whatever they want with their opponents pieces so long as they follow the instruction card

When I first started to brain storm “What would be an amazing serious game that is inspired from a successful existing game?” I started listing the games I love. I prefer mini quick games like Mario Party, so I was trying to fit a computer science concept in process. But then I thought wider, why not consider games that are not digital? Then I remembered how fun chess was in my childhood and even now. The fact that there are so many scenarios to consider always seemed to amuse me. Hence, I though of how similar is that to algorithms. Both chess and algorithms share one concept. In an algorithm, you would have a clear goal to reach and you can only take one step at a time. In chess, the goal is to defeat your opponent through killing their king and you take one step at a time. Because in chess all that thinking happen in our heads, we don’t realise how similar it is to computing and algorithms. Writing down the thought process through instructions might help in understanding how an algorithm works.  It should be precise, and it should take in consideration all the limitations out there at the moment.