Showing posts with label cognitive. Show all posts
Showing posts with label cognitive. Show all posts

Friday, July 10, 2015

iOS, Cognition, and the Ghost of Steve Jobs

Despite my best efforts, Steve Jobs' ghost does not actually come and visit me. I never met Steve Jobs nor do I know what he would think. Instead, I am writing about the mythical Steve Jobs that occupies my mind and is loosely based on a guy that used to run Apple.

I am an Apple user, I love my MacPro, iPhone, and most of all my iPad. I also think that iPads are uniquely well-tailored devices for the classroom and talk about it weekly on my webcast iPads in the Classroom from TechEDGE. I love the iPad because it is designed with the human brain in mind. That is what makes it intuitive. In essence what iPads have done  is to reduce cognitive load, allowing the user to focus her attention exclusively on the task at hand. I believe that is the genius of the device and its interphase. I believe it is also the source of the limitations put on certain features including media multi-tasking. That is, some of the things that other devices can do are not really a failing in Apple's design, instead they are a result of a deep understanding of what people need (instead of what they think they need) to be effective users.

Now, however, in an effort to catch up" with Android Apple will be offering "real" multi-tasking on the iPad screen. I think this is a clear case of yielding to people's perception that they are excellent multi-taskers just like everyone believes they are above average drivers. There is mounting research showing that in general most humans are not good multi-taskers. We underestimate the number of times we actually shift attention and pay a hefty price in accuracy and efficiency when we do (e.g here). Until now the iPads would not allow multi-tasking on the same screen (apps can run in the background though). Now with the new features we can.

Adults can make their own decisions, but when we are concerned with using devices effectively in education the need for reducing cognitive load and increasing student focus is paramount. The new feature is an example of what people think they want but really shouldn't have. My mythical Steve Jobs would not let this happen.

Sunday, September 21, 2014

Cognitive Flexibility, and Devices in 1:1 Environments

This week I visited a new 1:1 integration at a local school site with some of my colleagues. The site chose a "convertible" laptop that claims to be a laptop AND a tablet. It really isn't, it is more like a laptop with a touch screen but that is not the point I would like to make here.

In the course of discussion about the use of the devices I pointed out that some of the advantages of the laptop, stability and a keyboard, are also its limitations that truely limit mobility.

Justin then raised the idea of having a diversty of devices in the classroom. To be honest I have been so fixated on the idea of 1:1 with the same device that I have not really thought of the potential benefits of different devices that answer very differnt needs.

Don Leu repeatedly observed that the only constant in this area is that it keeps changing. As Kristin Javorsky and I presented recently in a Reading Teacher article the key to teach students to deal with the ever changing environment is to teach cognitive flexibility. Then why not do that with choice of device? The late Steve Jobs repeatedly made comparisons between vehicle and device diversity- fit the tool to the job. That can and probably should start in school, where else can you learn to be flexible, experiment and learn to match the tool to the task?

Education is about differentiation we can do that with devices as well.

Saturday, February 1, 2014

Breaking Cycles

We still teach computers as if we have this one...
My son who is a senior is taking a few computer applications classes right now. He came back one day and said: "You're big on technology. Why am I learning to make tables in Word? I use Google docs anyway? Who's going to use Word in five years?" He likes to tease me about what I often preach (I switched him over to Google Docs) and what he sees at school. And he is right, why are we teaching the ins and outs of any application when we know that it is going to be replaced soon?

The answer, I said, is that no matter what word processor you will use it will likely have similar functions and affordances ( my new favorite word) to Word. So knowing words well will help you figure out whatever you might be using in five years or even ten. Yes, he answers, "I get that. But if the goal is really to let us think flexibly why are we doing it step by step? Why can't the teacher say: Make a table for this data and let us figure it out?" I had to agree with him here. He continued describing a class in which students are asked to follow with precision a set of production steps, never are they given a problem to solve and the freedom to experiment or *gasp* find a solution online. How is this leading to independent use of technology?

He continued describing the reason his teacher might be pursuing this approach. Some of the students in the class seem to have really hard time following the steps and finding their way around the application. So it seems that the teacher has crafted a "fool proof" method of teaching in which students follow a set of instructions. As a result students can reach a narrow outcome but completely miss on the generalized skill that both requires and fosters cognitive flexibility. Where is peer scaffolding, problem based learning or higher order thinking? It may very well be that the class and its content is a remnant of a bygone era when we knew Microsoft was forever...

To a degree we at UNL sometimes follow the same path. We still provide computer labs all over campus despite the fact that all of our students have their own (2 or more) devices. It used to be an issue of equity and access, but no more. In effect we are requiring our students to buy computers twice. Once for their personal use (laptops usually) and then labs (through student technology fees). Why can't we stop? I believe that at this point we do not actually have the vision of what we want so we plod along doing what we've always done...

In a meeting of the EdTech special interest group on campus this friday I we were discussing flipping classrooms. I ventured- if we are to ask teachers to flip, shouldn't we do it first? Shouldn't we live the dream before we ask others to follow?

In teacher education we need a bold vision, showing our students what it means to teach in this new era. We can show them what it means to fail and reboot (as Laurie and I did two semesters ago). Just like the artist in her studio we try and retry until it is successful, learning that a creative product is never perfect but always a work in progress. Part of it is technology- creating spaces that foster participation, creativity, and learning. The other part is true interaction and learning, make our own reflexive practice visible to our students- who soon will be teachers themselves.

Saturday, March 30, 2013

Art and Sensory Overload- A Floridian Note

This past week I visited Florida with my kids. One day we chose to go to Young at Art an active arts experience in Davie Fl. It was a great facility with a lot of materials, styles and sensory inputs to explore. The place offered a plethora of art ideas from digital media, to architecture, plastic arts and visual arts. It also included music (mostly through percussion) and drama.

I was really looking forward to sharing this experience with my kids, but the place actually made it difficult to do that. What welcomed us was a wave of sights sounds and materials that overwhelmed not just my older than the mean senses but my kids (7,9, and 16) and their cousins (4,6,8). Every time I tried to stay at one point to explore in depth and create the eye of the child I was with at the time was immediately drawn to a different sound or sight beyond what we were doing. In a way the place was an invitation to not attend to anything but instead just move through the space constantly stimulated but never truly attending to any one thing.

I love art/science spaces designed for learning and I agree that we do not need stuffy old museum in which you have to stay quiet and not touch anything. But this option was so far the other side- that it serves to reinforce the idea that this generation of kids needs to be constantly bombarded with new inputs. This isn't true in any way but if we only create such experiences our kids and students will come to expect them. Just like my undergraduate students expect lecture, powerpoint presentations and letter grades. They are not wrong to expect them, it is what they grew up with. These are schemas that are usable even if not the most efficient.

The over-stimulation of spaces (real or digital) designed for kids may create a short attention-span generation, but this development is in direct conflict with the way our brains are designed. We can attend to only a few things at a time and develop deep understanding only given the time to focus on one thing without disruptive sensory inputs.

Saturday, August 18, 2012

Video Game like Thinking

Years ago I remember Sarah and I observed our boys playing when suddenly one of them called 'pause' then proceeded a discussion about the nature of pressing the 'X button'. This was not a video game but rather a game they were playing outside borrowing the rules of video games they were playing at the time.

Fast forward a decade or so. Two weeks ago we were in Breckenridge for a family vacation. We sat for lunch in a small pizza/italian place. It's one of these places with paper and crayons so everyone was busy creating in one form or another. Oren who is 8 was busy creating mazes. Now Oren has been a maze fanatic since he was 5 or so. Usually he creates very elaborate designs that can be challenging. He often uses what appears to be mishaps in drawing (e.g. what appears to be accidentally incomplete lines are actually openings) to make the mazes harder.

This time he hands me a this puzzle with a smug look on his face.

Patiently he explains: S is for start F is for finish. I stare at him blankly, he smiles and encourages: "Just do it Abba". I draw a straight line from S to F and he responds smiling: "yes that's it". Then he proceeds to draw this one:

My first instinct is to see if any of the corners just appear to be connected or have tiny gates in them. No the boxes are all closed. "Can I go around?" I ask suspecting a trick. "No" he answers smiling. I know something is going on but I honestly cannot figure out where he is going with this. "I give up" I finally say. Oren then explains patiently. The thicker lines are doors and when you step on the lower case 'f'
they open. "How am I supposed to know that?" I ask incredulously. He looks at me not sure what I mean: "you try it out. You move until you step on the 'f' and see what happens."

It is common to hear "grown ups" criticize video games and the way they seem to engross kids. Here in a different way you can both see what video game thinking is and its impact on learning and thinking.
Oren created a basic level that demonstrated some of the basic rules. Then he proceeded to the real challenge. He also assumed a level of interactivity that is a part of all such games. The static paper and pencil game rules are too simple interactive/ experimental rules are so much more interesting and challenging- mostly because you have to experiment before you know the solution for sure.

I could go on for a while analyzing what appears to be his thought process but I would like to suggest that this video game thinking is analogous in many ways to learning in new domains, especially science and the arts. Instead of repeating known solution to familiar questions, what scientists and artists seek are new ways to respond to problems. They have to interact with ideas, materials and symbols to solve the problems. Video games fostered the right way opens our children to a new creative and thoughtful world of discovery and creation.