Tuesday, July 14, 2009

10 - Instructional Design: Initial Elements #1




Instructional Design
Some Initial Elements
SWW Robotics Program
Thursday, June 18, 2009
Nick Clark

We have begun the instructional design process. It is one that, in the best sense of the phrase, should always be “Under Construction”.

The worlds of gaming and business offer some templates and protocols that we might look at as integrated parts of the Instructional Design of our robotics program. Just how we implement them is a challenge but let me illustrate just one way by which we could proceed.

1. This will be a goal and planning-driven course. It will have rewards for the completion of those goals and objectives, not just for students but for teachers.
2. The structure would provide the means for measurement for the students and assessments of the program.
3. The structure will not only support student advancement but also encourage students’ exceptional achievement.
4. The program will employ metaphors that replicate or illustrate the real world.

Example: Robots, Inc./Extreme 'Bots, Inc. or Where’s the money?

The course is designed as a business, Robots, Inc. (These are not given names, just examples of what the name might be.)

Robots, Inc. has a variety of departments, from product design to public relations.

Each student who signs up for the program receives $1000 in faux money. This is theirs to “invest” in the company. This also represents the base line for success/passing the course.

The money each member has is to be “invested”/divided up among the variety of program projects, program expectations, departments within Robots, Inc. Each of these is essential to both the success of the “business”/program and of the investor/worker/student. These are the “accounts” the student must deal with over the course of the year.

The foundation of each department or account will be a fundamental course of study and include math, science, engineering, communications technologies, Web design, film-making (video), photography, digital arts, accounting, history and social studies. (See Proposal Part 3 - Curriculum)

The various corporate departments/accounts will have projects related to them. This will facilitate a multi-program inter-disciplinary approach, the cross-pollination of what might be called the “mechanical arts” and “communications arts”.

The successful completion of each project renders students with a number of faux dollars that they can then “bank”. The concept of “banking” is important since it is this aspect of our corporate metaphor that will make the program more effective than maybe some other approach. The more dollars put into their accounts means money they can add to their initial capital: the thousand dollars in faux money.

If students simply complete the basic projects, the goals and objectives, they will “maintain” their account and, at the conclusion of the course, he or she will receive a “completed basic work and met basic expectations”. Their investment will have neither increased nor decreased.

However, let me suggest this scenario:
The Web Design account or department is responsible for designing, launching and maintaining a Web site. The account group decides to take the easy route: they use existing templates; they decide to use a static approach to the design; the decide against any user/site interactivity. The group fulfills the basic requirements which, all things being equal, renders the group members the minimum amount of money.

But, let's say the Web Design department, decides to take a different approach. Showing initiative, they recruit the help of the Graphic Arts account to assist them in designing a unique graphical user interface. Then, since they have also decided to make the site dynamic, data-base driven and to encourage interactivity between the user and the site, they recruit the Computer Programming account to help them design and code a the site's digital structure.

There a several payoffs for approaching their departmental goals in this way. First, it should be noted that the Web Design department will take some of their cash and pay it out to the Graphic Arts and Computer Programming departments, thus paying for their services. These two departments gain money for the work they do and their banked capital increases. The Website Design department also wins since it has gone waaaay beyond the basic requirements and for each additional component they add to the Web site, they get additional money. This not only makes up for the "money they spent" paying for the work done by the other two departments, they "profit" since the money awarded them is more than the money they paid out."
Just as in real life, however, there are always risks, decisions and rewards or consequences. For example, if a student misses a day of school, for whatever reason, the student gives up some of his or her basic account. This means that the student must have extra money banked or earn additional money (extra work, project, etc.) so he or she can put “money” back into that basic account to get the basic award of “completed basic work and basic expectations”.

Communication and 21st century technologies are critical for any kid to learn and to succeed in life. So, a “money” earner must follow the corporation's communications expectations between and among students, staff, mentors, supporters, etc. Each time, for instance, a meeting notice is sent out, the student will earn a certain amount of “money” for responding to the notice, putting it on his or her calendar and actually attending the meeting. Failure to respond, put it on his or her calendar or attend the meeting will cost the student money from his or her basic account.

There are other ways of earning money or points. Those will be developed during the Instruction/Program Design project. This actually may be one of the money-earning projects taken on by the students and their teachers/mentors. This would increase student ownership of the class.

What might be interesting is to extend this metaphor to teachers and mentors!

Now, what’s the payoff for meeting and exceeding the program requirements – aside from learning how to think critically and creatively, learning new skills, gaining life experience? A lot.

For instance, those who have worked hard and leveraged their learnings/earnings would be eligible for “prizes”.

The winners or highest scoring members of the “mechanical arts” side of the student population would have the choice of three real and exciting prizes. Examples might include a week at NASA Space Camp, a thousand dollar scholarship or an internship at a major robotics lab. For those on the “communication arts” side, the three highest scoring kids might have their choice of a week at Florida's SAIL, the world’s best digital graphic arts and animation school, a thousand dollar scholarship or maybe an internship with Ken Burns.

Oh, did I mention that teachers and mentors might work in with the same metaphor? In this case, the three highest scoring teachers/mentors would have their choice of really cool and important “prizes”. Or they could “donate” their points to students or corporate account groups of their choice.

Finally, the question of how to keep the program running from year to year and maintaining student involvement from semester to semester and year to year. As in real life and real business, promotions are in order for work done well. A mechanism of “job promotion” can be designed to enable kids to stay involved and maintain the program semester to semester and year to year.

This instructional design would encourage cooperative competition among students and the establishment of reasonable evaluation protocols for both the program and students.


Nick Clark
Robotics Coach, School Without Walls
Timewarp3K@Gmail.Com



Search others for their virtue, and yourself for your vices.
R. Buckminster Fuller

9 - Proposal Part 6 -Challenges+Solutions=Results

CSR Rationale for the '09 - '10 Robotics Proposal

A formal class or an After-School/Extended Class

Nick Clark

Monday, May 18, 2009


This rational for a new robotics program at SWW takes a CSR (Challenge, Solution, Results) approach to the design and development of the upcoming season (09-10) as an After-School/ Extended Class. It represents a holistic learning environment. Thus, it lists some of the major Challenges observed over the last few years that act as obstacles to learning, suggests Solutions to those Challenges and then defines the Results that are anticipated. While not exhaustive, the four Challenges I have focused on are those I have found that generally impede the healthy growth and development of many kids. (Side note from my editor: "Could be said of a lot of adults I know.")


Challenge A: Inconsistent and haphazard long-term attendance.


Solution: Design and develop the robotics program as a formal class or an Extended Class that lasts the entire school year. This class would carry grades with the expectation of completion of a series of projects/products in an inter-related curriculum that integrates math, science, and engineering with technology, media and communications.


Results: Regular attendance

The opportunity to build a team with a "cause"

The opportunity to introduce all team members to the variety of skills and professions that FIRST includes in its approach

The opportunity to provide an over-arching context that connects their learning experiences and lays the foundation for added and diversified learnings.

The opportunity for the participants to gain a consistent and reliable set of learning experiences and environments that yields projects and products for which they earn credits.

The opportunity for each student to take learnings they gain from math, science, engineering, technology, media and communications into an integrated body knowledge and a useful array of skills sets.


Challenge B: Lack of awareness/appeciation for the variety of tasks and timings a team requires to be successful.


Solution: Engage in a concentrated and integrated learning program that focuses on teaching a planning process based on Smart Goals.


Results: Students will learn how to create action structures that promote

Creativity

Critical Thinking

Predictive SkillS

Realistic Goal Setting

Detailed Project/Product Assessment and Evaluation

Time Management

Resource Identification and Management


Challenge C: A lack of sustained, long-term group/team-based collegial and cooperative experiences.


Solution: Design, development and implementation of a cohesive multifaceted curriculum that actively involves faculty and administration with students, mentors from supporting organizations and businesses to promote active, interactive and dynamic learning.


Results: Faculty, administration and mentors will form lasting and powerful bonds with students

Resources will become evident as the class progresses

Students will learn how to identify their needs

Students will learn how distinguish between personal

and team/project needs and between needs and wants.

Students will learn how to solicit appropriate assistance and support


Challenge D: The often undefined and untested need for personal and ethical responsibility and accountability to both themselves and others.


Solution: A practical and "real-life" setting where the consequences of personal and group decisions are allowed to have their impact on themselves and others; a ritualized setting that encourages and supports the honest and open support for acknowledging errors as well as making appropriate decisions and successfully completing tasks.


Results: The growth and refinement of a set of personal ethical "rules"

The ability to assess and evaluate various propositions in light of these personal ethical rules

The development of a sense of responsibility that the student can apply to both him/herself and as a member of a group

The learning of what it means to be accountable as it (accountability) applies to others both as a member of a group and as the

group is accountable to others.


Don't fight forces, use them.
R. Buckminster Fuller

8 - Proposal Part 5 -The School's Role and that of Partners


The School’s Role Statement

This document represents the school’s statement as to the role it will play in the design and support of the robotics program. This includes but is not limited to the full use of its computer lab and all digital media equipment, software and materials. The robotics program will foster and implement and fund a mentoring program at the School Without Walls Foundation Academy in support of its FLL team.

TW3K, Extreme 'Bots, Inc. Partners

Already the champion has begun making contacts with and organizing additional supporters and partners. He is also researching foundation and corporate grant opportunities. These supporters and partners will be providing specific services the program requires to be a successful program. He is talking with the organizations and people with expertise that enables them to directly mentor kids in one of the areas of specialty that students are expected to explore.

NOTE: "Extreme 'Bots, Inc." is NOT the final name for the school corporation. In the digital world this is called a "book mark".


People should think things out fresh
and not just accept conventional terms and
the conventional way of doing things.
R. Buckminster Fuller

7 - Proposal Part 4 - FIRST Efforts

FIRST, or For Inspiration and Recognition of Science and Technology, represents a dynamic and powerful learning environment for all who become engaged in the program, from students to school faculty to industry and business mentors.

It provides the culture for individuals to grow both cognitively and emotionally. FIRST is an ideal template upon which to build a truly liberal arts program that is inclusive of science, math, engineering, computer science, communications, English, social and global studies and the creative arts such as multi-media design and production, graphic arts, Web service design and development.

Using FIRST SWW will make the maximum use of the real-life, real-time metaphor FIRST offers its students and other participants (including parents).

SWW students will be drawn from those with the traditional interests in math, science, engineering and technology. What perhaps makes this proposal just a bit different is that the program will be marketed to students who are not particularly interested in those subjects by providing a wider variety of “hooks” to engage their interest.

Using this dual approach, all participating students will have a unique advantage over a single themed robotics program. Students who would never imagine they would have a need for or even an interest in communications, language arts, graphic design, advertising or fundraising will have that opportunity. Those who are naturally inclined toward the “artsy” side of things will have the opportunity to be introduced in a meaningful way to science, math, engineering and technology.

Undergirding SWW’s robotics program is the foundational belief that to be a fully functioning person in the 21st century requires a knowledge of and an appreciation for empathy among people and organizations, cooperation vs. a single-minded dedication to win-at-all-costs competition. In other words, grace and civility.

School Without Walls

School Without Walls is supportive of the robotics program as described above. This includes the principal, Dan Drmacich, the computer/digital media faculty, Ken Steffen, the science and technology faculty,represents a dynamic and powerful learning environment for all who become engaged in the program, from students to school faculty to industry and business mentors. It provides the culture for individuals to grow both cognitively and emotionally. FIRST is an ideal template upon which to build a truly liberal arts program that is inclusive of science, math, engineering, computer science, communications, social and global studies and the creative arts such as multi-media design and production, graphic arts, Web service design and development.


Using FIRST, as illustrated above, SWW will make the maximum use of the real-life, real-time metaphor FIRST offers its students and other participants (including parents).


SWW students will be drawn from those with the traditional interests in math, science, engineering and technology. What perhaps makes this proposal just a bit different is that the program will be marketed to students who are not particularly interested in those subjects by providing a wider variety of “hooks” to engage their interest.


Using this dual approach, all participating students will have a unique advantage over a single themed program. Students who would never imagine they would have a need for or even an interest in communications, language arts, graphic design, advertising or fundraising will have that opportunity. Those who are naturally inclined toward the “artsy” side of things will have the opportunity to be introduced in a meaningful way to science, math, engineering and technology.


Undergirding SWW’s robotics program will be a foundational belief that to be a fully functioning person in the 21st century requires a knowledge of and an appreciation for empathy among people and organizations, cooperation vs a single-minded dedication to win-at-all-costs competition. In other words, grace and civility.


School Without Walls


School Without Walls is supportive of the robotics program as described above. This includes the principal, Dan Drmacich, the computer/digital media faculty, Ken Steffen, the math, science and technology faculty, Negussie G. Tsadkan and the "team champion", Nick Clark. These people make up the initial instructional design team. Other faculty and mentors will be added as each module is laid out.



If you are the master be sometimes blind, if you are the servant be sometimes deaf.
R. Buckminster Fuller

6 - Proposal Part 3 - Curriculum



SWW Robotics Program
Proposed Curriculum

SWW robotics program will be a 2 semester credit bearing course. It will be modular in design. The trajectory of the course will include, but not be limited to, modules that focus on:

  • Applied science
  • Applied math
  • Applied design
  • Applied engineering
  • Applied computer science and programming
  • Applied communications and technology
  • Design, production & distribution of audio and video media
  • Graphic arts
  • Web site & service design and implementation
  • Civic responsibility (community service, mentoring others)
  • Personal and project planning
  • Time management
  • Personal and program fundraising and accounting
  • Spoken and written English
  • The art of persuasive communications (public relations)
  • What is honest advertising and how is it designed
Each module will be supervised/mentored by one or more from the following:
  • SWW faculty members
  • Professionals recruited from the local business community
  • Professionals from supporting organizations, i.e. Bausch & Lomb, Cross Brothers Engineering, CooperVision and others to be recruited
  • Faculty from local educational institutions
  • Community volunteers


I look for what needs to be done. After all, that's how the universe designs itself.
R. Buckminster Fuller

5 - Proposal Part 2 - Vision Statement


VISION STATEMENT

The School Without Walls will design, develop, implement, assess and evaluate a multi-dimensional, interactive learning environment based on the FIRST Robotics Program. It will recruit, expose, and enhance its students with an appreciation for a world of possibilities that, for many, is restricted by their urban environment.

Everyone is born a genius, but the process of living de-geniuses them.
R. Buckminster Fuller

4 - Proposal Part 1 - Mission Statement


School Without Walls proposes a multi-year instructional design, development and evaluation program that fully integrates the wide array of learning and subject components within the TW3K learning environment.

MISSION STATEMENT

The School Without Walls robotics program has, as its mission, the following goals:

  1. The design of a comprehensive, interactive learning environment that harnesses the energy and innate desire to learn on the part of students and engages them with novel and experiential activities that result in real-life knowledge and skills; that has, at each step, evaluations of both student performance and the program itself.
  2. The provision for students and mentors of a group structure, i.e. team, class, work group, that creates and sustains an ethical culture of responsibility and accountability.
  3. The design of an environment that promotes planning and time management as life-long means of organizing and pursuing activities that are success oriented.
  4. The development of a program that teaches students (and mentors) to realize steps needed to succeed in most endeavors of his/her life, i.e. scholastic improvement, preparation for higher education, career development.
  5. The purposeful design of a program that focuses on the acquisition of critical thinking skills.
  6. The provision of an environment where scholastic achievement is deemed important to personal success and for which student involvement yields academic credits.
  7. The provision of a learning environment that promotes cross-pollination of learning as in exposing those who are interested in math science, engineering and technology with meaningful learning experiences with language, multi-media and communications. By the same token, a learning environment that exposes those who are already interested in language, multi-media and communications with meaningful experiences in math, science, engineering and technology.
  8. The design and implementation of a program that recognizes the importance of “community”, social responsibility and service to the community.
  9. The provision of a program that ensures team members learn how to become mentors themselves, such as supporting each other, the FLL Robotics Team at the School Without Walls Foundation Academy and other youth organizations.
  10. The implementation of a program team that will learn how support and sustain itself from year to year.


Either war is obsolete, or men are.
R. Buckminster Fuller

3 - What's Behind the Geodesic Learning Model




Problems, Contradictions and Instructional Switch-backs
in Education and Learning, As We Know It

It's not that we can't teach well or whether students don't learn enough. Rather, we have allowed ourselves to limit the way in which we view and understand the learning enterprise. It appears that, historically, learning has been seen as a lifelong, dynamic, and multi-dimensional exercise. For example:
"These Chinese characters represent the word 'learning'.
The first character means to study. It is composed of two parts: a symbol..."to accumulate knowledge," above a symbol for a child in a doorway.

The second character means to practice constantly, and it shows a bird developing the ability to leave the nest. The upper symbol represents flying; the lower symbol, youth...together, suggest that learning should mean: "mastery of the way of self-improvement." The roots of the English word for learning suggest that it once held a similar meaning...a noun meaning "track" or "furrow." To "learn" came to mean gaining experience by following a track - presumably for a lifetime."

Peter M. Senge, Art Kleiner, Charlotte Roberts,
Richard B. Ross, and Bryan J. Smith,
The Fifth Discipline Fieldbook, 1994
But, learning is more than a dynamic multi-dimensional exercise: Learning is a holistic self-assembling hyper-dimensional process.

Most would agree that modern learning theory accepts the multi-dimensional dynamism of learning, what David Jonassen describes as the "dialectic nature of learning". It is the hyper-dimensional aspects that frustrate us and confound our instructional efforts.

The goal of this document is to reveal the organizing geometry of learning and architecture of knowledge and demonstrate how it extends well beyond the dialectic, hierarchical nature of learning and knowledge, as we know it. To do this, the paper lays out some of fundamental problems and reconcile those frustrating contradictions with a different hypothetical principle and construct. In short, the Geometry of Learning and the Architecture Knowledge is ultimately holistic, geodesic, spherical (like a soccer ball), and hyper-dimensional .


A Paradoxical Impasse with our Tradition
Achievement-based & Standardized Learning and Testing

It may appear odd that the starting point for this project takes aim at the evaluation end of the formal, institutional, instructional and learning process: High Stakes Testing. Why? Because it epitomizes the "limited-headed" (vs. "wrong-headed") view we have of learning. We don't have a model that allows us to see the limits of specific learning strategies and technologies. Until now we haven't have a model that suggests that there is something more than what we know now. Thus, we are stuck, so to speak, trying to measure a mile with a tablespoon. To the mind of the author the recognition that there might be more to learning is the first step in 'thinking different' when it comes to learning and instruction. (See Section 2, The Geometry of Learning and the Architecture of Knowledge)

The "Y2K" presidential campaign and election served to bring to the forefront the American public's desire for better education. No definition here. Just "Fix it and make it better." Oh, and by the way, did anyone bother to ask just what education is, anyway? Most often the political candidates pointed at education's failure and called for more or better test scores. The logic? The higher the scores, the more effective the education, the better the learning. Paradoxically, their solution to the failure of today's education is simply to reinforce that which we all know is a failure for a majority of young people.

However, for some these declarations were just a bit too pat and really missed the point. In fact, they generated a whole raft of new questions: How much time are teachers and kids spending in arduous preparation for these tests? How much time is devoted to actual teaching? Just what and how much are kids learning? How much time is spent on actual learning? What is "better education"? What is "effective education"? Are we turning out kids who can actually think both critically and strategically, kids who can find and solve problems, and enjoy and benefit from the learning experience or just good/bad test-takers? Few if any candidates were brave or knowledgeable enough to ask the hard questions much less risk giving the even harder answers. In 2002, George W. Bush signed the No Child Left Behind (NCLB) legislation that, among other things mandated more high stakes tests . Now, nearly a decade later, NCLB appears to be leaving most if not all of our children in the dust.

The fact is, we are at a paradoxical impasse with our tradition. We want an educational elixir that will cure "traditional, if unproductive methods of teaching". Yet, we look to that very same tradition to remedy the problem. How? In very traditional ways using very predictable means. This is an example of faulty and circular logic (illogic?)

Just for giggles, let's take a group of people out on a boat, then throw them all overboard. This is what happens: a third of them, the natural swimmers, will make it to shore easily; another third, the "not so natural swimmers", will struggle, some desperately, make it to shore and save themselves; the last third, for whatever complex of reasons, apparently doesn't have the skill, will, ability or knowledge to even struggle, much less swim to safety.

Now let's repopulate this scenario. Let's call it "Students Overboard". Here we send kids to a traditional school. In this rendition, those students whose learning style matches the teaching style of their teachers succeed - they get As and B+s. Another set struggles and gets average grades - some get Bs but mostly Cs. The last set, a huge percentage of the students, essentially fail with a few Ds and and a lot of Fs. Even grade inflation won't float the last group to shore.

This phenomenon is reflected in a study by Sandra Rief [6] and goes a bit further providing both insights and hints to teaching and learning strategies.
Students retain:
  • 10% of what they read
  • 20% of what they hear
  • 30% of what they see
  • 50% of what they see and hear
  • 70% of what they say
  • 90% of what they say and do.
It would be fair to say that many if not most of our school systems and teachers emphasize only the first three or four of Rief's levels of student knowledge retention. Today's emphasis on high stakes achievement-based testing only mirrors this reality.

The author has scored several thousand of these achievement tests, from elementary through high school, in math, science and writing. His experience supports, anecdotally, both the "students overboard" illustration and Rief's description in terms of both the scoring process and the content.

For example, scoring 10th grade students in Los Angeles on a persuasive writing prompt, the two highest scoring rubrics, a 5 or 6, favor idea organization as a requisite for effective persuasion in addition to good writing skills. At the lower end of the rubrics, organization skills are specifically said and assumed to be in question or lacking and poor language and writing skills are all but assumed. This prevents the scorer from awarding kids for whom English is a second language a higher score even if the nature and organization of the persuasive exercise is top notch.

In another example, math for middle schoolers, a problem lays out a crude map to a box of treasure. The student, using a ruler, must follow the directions and determine the various distances from one place to another, eventually winding up to where the treasure is buried. While most students, and even the college educated scorers, looked at the prompt and followed it "correctly", quite a number of students saw the map differently and still followed the prompt and directions, but came up with entirely different measurements and still got the treasure. The prompt neither said that there was a particular way to look at the map nor did it give any indication that there was only one way to solve the problem. Yet, even though many kids solved the problem differently and, by definition (or the lack thereof), correctly, the scoring rubrics and answers failed to recognize this. These students had to be scored 2's at best and 0's otherwise, right along side those kids who flat out got the answers wrong or failed to grasp the nature of the problem.

The April 29, 2001 edition of Time Magazine featured a report by writer Wendy Cole, Feeling Crushed By Tests At Age 11, How a model North Carolina district struggles under state-exam pressures [7], which profiled what is declared a national model in school achievement. Parts of that story are bulleted here:
  • In Roanoke Rapids, an industrial town of 17,000 just off I-95 near the Virginia border, many fifth graders spend about two weeks a year taking standardized tests - not counting practice and preparation.
  • Using a complex formula, the state sets targets for each school to improve and doles out bonuses of as much as $1,500 to teachers at schools that meet those goals.
  • The lowest-achieving schools face takeover by state-appointed turnaround teams.
  • John Parker, an assistant superintendent for the Roanoke Rapids district: "You can teach poorly and get high test results." His schools... are sacrificing important lessons in science, social studies and foreign languages to focus on concepts that will be tested.
  • Steffany LaBree, high school biology teacher: students no longer dissect frogs. "I can't spare two weeks for that..."
  • A U.S. History teacher doesn't assign research papers because they don't help him prepare students for state-mandated tests.
  • The town's educators say they don't oppose accountability. Many of them prefer the method adopted by states such as Vermont, in which independent reviewers assess portfolios of student work.
North Carolina's approach to student and school evaluation neither determines the extent of the knowledge a student has created and retained nor whether a student can actually use what "knowledge" he or she has accrued in a variety of contexts to solve problems. And, were it not so true as to be trite, what is life if not the process of identifying and solving problems?

In fact, the author contends that the only thing these tests measure is our unwitting inability and failure to enable knowledge transference and cognitive strategy integration as part of the general aim of education. Our notions and conception of the nature of learning are restricted and fail to fully recognize that learning is not only multi-dimensional but also hyper-dimensional. [8]

Its all a matter of Time... and Place: Well-structured vs. Ill-structured Instructional Domains

In education circles (I, for one, refer to them as squares), one often hears about well-structured vs. ill-structured problems or situations as vehicles and strategies for both instruction and learning. Studies support the notion that "... students who find themselves in ill-structured situations, that assume appropriate scaffolding [and, by the author's own extension, at times traditional directed, even transmissive instructional strategies], are more apt to become, over time, generative and self motivated learners". [9] Most would agree that if their students/children became generative and self-motivated learners parents, teachers, and schools would be proud of what they all have accomplished.

A New Domain

However, this ideal is confounded by contradictions that occur within what the author calls the "Well-Structured Instructional Domain"; that is the underlying instructional infrastructure, the application of fiscal, human and instructional resources and the use and structure of time and place as they apply to both the learning enterprise and the traditional "education community".

The "High rates of forgetting, low levels of applicability of knowledge and skills, insufficient of problem finding and problem solving, and aversion to school learning..." are the results of the traditional educational model. (Jonassen, University of Missouri, 2000, unpublished)
While a teacher might thrust students into student-centered ill-structured problems and situations that compel generative and self-motivated learning, the larger learning environment or instructional domain remains "well-structured". The author contends that this almost always guarantees a failure of hyper-dimensional knowledge transference and cognitive strategy integration. (Hyper-dimensionality will be explained a bit further on, but let it be said now that it is very desirable.)

Arguments against the Well-Structured Instructional Domain

The traditional school setting, the Time/Place/Space, is perhaps the best representation of what the author dubs a "well-structured instructional domain": many classrooms, some (but not enough) teachers, many students, a variety of discrete subjects disconnected from each other , all shoehorned into a strictly segmented 6 or 7-hour day. The author argues the following three points:
  • The "real life" of traditional schools and schooling work to perplex even the best and most progressive of school systems, teachers and programs by virtue (vice?) of creating a meta-contradiction that works against the very things they are encouraging and supporting. This sort of Instructional Domain is a well-structured meta-learning environment, segmented and compartmentalized with social studies in this hour with that teacher, math and science in that hour with this teacher and, in still another hour, language arts or social studies with yet a different teacher. Perhaps a bit less confusing is the single teacher/single classroom format often found in elementary schools and which is gaining some favor in later grades. However, the argument applies: rarely is there a means, much less an attempt, to orchestrate the daily learning enterprise to overcome the compartmentalization that comes with teaching by time-place-and-subject. For the most part, the only continuity is on the dimension of time, i.e. first period, second period, etc. yet, by definition, it is segmented. All else is discontinuous: there is very little deliberate connection among any of the areas of study, temporal or otherwise.
  • At the meta-level under these conditions, and with traditional instructive/ transmissive/passive methods of teaching, students at best gain what, in 1929, Alfred North Whitehead called "inert knowledge." Knowledge that, if not forgotten, serves no long-term purpose and is not readily available or accessible to the learner beyond the context or for the reason the student acquired the information in the first place. On the micro or classroom-level, Jonassen and Carr [10] describe this as the failure of students to apprehend and apply a "conceptual understanding of the problems and their underlying principles..." Kids stumble around without an appreciation of larger contexts, concepts, dynamics and strategies. The author argues that the way the schooling experience is structurally designed, and its use or misuse of time and space works against not only the learning enterprise, but against the students themselves. It fails to fertilize, nurture and enable the transference and cognitive integration of learning and problem-solving skills and strategies from one area or subject to another. The larger implication is that once out the school door, there is very little chance that any of what a student has "learned" will be accessible and applicable to his or her "real life". And, mores the pity.
  • Neither traditional modes and styles of teaching and the reliance on a well-structured instruction domain nor newer modes based on current learning theory provide an even playing field for all or nearly all children. Traditional means of teaching and the traditional assumptions about learning actually separate many children from the learning enterprise and for many, make it all but inaccessible.
An Important Side Bar: Universal Design for Access and Learning

The Center for Applied Special Technology (CAST), on its opening WWW page, says of its goal for Universal Design in Access (UDA)
"Universal Design for Learning (UDL) is a framework for designing curricula that enable all individuals to gain knowledge, skills, and enthusiasm for learning. UDL provides rich supports for learning and reduces barriers to the curriculum while maintaining high achievement standards for all. (http://www.cast.org)
And,
"No two students learn the same way. Even within the normal range of performance and ability students vary greatly in their ability to see, hear, move, read, write, attend, organize, focus, engage and remember. Applying universal design to learning materials and activities can increase access for all learners, including those with disabilities. For example, history texts provided in standard print format present a barrier for students who are dyslexic or to students for whom English is a second language, and is completely inaccessible for blind students. The same material in a universally designed digital format can offer many options for these diverse learners. The material can be read aloud by a computer or screen reader, printed on a Braille printer, offered in spoken or written translation, and/or presented with highlighted main points and organizational supports." Http://cast.org/udl/UDforAccessLearning9.cfm
Combine this with CAST's Universal Design for Learning (UDL)
initiative:
"...A curriculum should include alternatives to make it accessible and appropriate for individuals with different backgrounds, learning styles, abilities, and disabilities in widely varied learning contexts. The "universal" in universal design does not imply one optimal solution for everyone. Rather, it reflects an awareness of the unique nature of each learner and the need to accommodate differences, creating learning experiences that suit the learner and maximize his or her ability to progress." Http://cast.org/udl/index.cfm?i=7
While current learning theories, as presented in such books as Theoretical Foundations of Learning Environments [11] and Computers as Mindtools for Schools [12], establish the case for the importance and efficacy of connective, constructive, situated and immersive learning environments and the creative use of new technologies in those environments, there are limits and drawbacks. This is most evident in technologies Jonassen dubbed MindTools, those computer-based technologies that promote critical thinking. These include data-bases, spreadsheets, Keynote and Powerpoint and a variety of "what if" design and computation and mind map applications. When applied blanket-like across the spectrum of learning, learning environments, instructional domains, teachers and students, they can and do thwart the learning enterprise for a goodly number of students; those who are not self-motivated, not constructive or connective learners or who are physically, cognitively or emotionally challenged in one way or another. Correcting this situation, making learning environments and technologies accessible to all students intellectually capable of learning is a "must do" situation.

OK, So What's an Ill-Structured Instructional Domain?

Ill-structured does not mean badly designed.

It simply means that the elements that comprise the instructional domain are arranged in such a way as to encourage a "real life" or "authentic" situation or representation. While, for example, one might need to ensure a student knows how to write "persuasively" and knows that it is different from writing "descriptively" (reasons for and rules governing), the ill-structured instructional domain might not separate these two forms of writing in time and space from other learning activities. The teacher or domain might present a real-time and real-life challenge, problem or situation where a student must learn or construct knowledge that discerns between the two, promotes effective accomplishment of both styles with real-time and real-life rewards and consequences.

One step further: the larger milieu or meta-environment might be one in which the subject of the writing deals with real-life mathematics, science or social studies. The obvious implication, here, is that the students are learning more than just a writing form. They are learning "subject content". It is here that the lowly word processor becomes a "TimeTool/MindTool", an application that can aid the student to think critically and strategically and creatively and render an artifact of his or her learning, of his or her constructed knowledge. For only in the "writing" environment, with a writing application can a student represent his skill at writing descriptively or persuasively.

Moreover, if this domain is designed to demand that students collaborate, reflect on and "represent" their knowledge and transmit it to others as an artifact of their experience in both the "real-present" (i.e., the classroom) and the "other-present" (i.e., another time, another place, another medium, another "audience") in a variety of ways and media, there is a better chance that students will actually construct viable learning strategies that apply across knowledge domains.

For more Information

2 - The Geometry of Learning and the Architecture of Knowledge



under construction


The Geodesic/HyperArchical Geometry of
Learning and Architecture of Knowledge
Condensed from "The Geometry of Learning and the
Architecture of Knowledge", Nick Clark, 2001

[Author's Note: The animation on this page has been repaired and now illustrates the process of learning. Thank you for your patience.]

Knowledge domains are hierarchically organized information one has adopted that create learning or living strategies. These Heterachies, or stategy strands, that are made up of these knowledge domains. Heterachies are comprised of hierarchically organized knowledge. While having a common core or point of origination, i.e. a school, these heterarchies neither necessarily nor meaningfully relate to one another unless one creates a learning environment that demands a sort of cross-pollination, such as is found using the TW3K technology.


When a Heterarchy reaches it's limit it is clear how nearly impossible it is for one strategy strand to connect with another, even though the contents of one strategy strand, the collected hierarchical knowledge that a heterarchy represents, might be useful in or with another. However, this not need be the case. A rather magical process can kick in called Self-assembly. [This definition has greatly expanded since the term was first used and linked in the original online paper, 2001] This results in the immediate construction of a HyperArchy.


Photobucket


This same Self Assembly process continues with in the HyperArchy and works in a way reminiscent of wormholes (from the Cosmology of Space, Time and Learning, 2001.)


However, this HyperArchy is not the only one we have. We are always constructing these geodesic spheres of knowledge.

Like all good dynamic processes and systems, the same magical linking occurs among HyperArchies ...
However, this synergy among HyperArchies does not stop. In fact, the hypothesis of this theory of learning, the Geometry of Learning, posits that the Nth iteration of this process (death or the inability to learn and retain information) there is a huge, almost infinitly interconnected HyperArchy and the Architecture is


the Soccer Ball of Knowledge


Conclusion

School Without Walls' robotics class will be designed to enhance the opportunities to create these structures and enhance what R. Buckminster Fuller dubbed 'synergy'.

"Robots, Inc/Extreme 'Bots, Inc." will be an independent class with 12 to 15 students (more can be added). Using the TW3K learning environment, a variety of traditional subjects, even those being taken by students in the course of their studies, will have modules designed and matched with "corporate departments" as a way to optimize the opportunities for geodesic learning and bring new meanings to their experience.

As a full-time class wherein all subjects are taught, TW3K would begin with a group of 9, 12 or 15 students. All students would be in the same grade, taking the same classes with the same teachers at the same time. This "class" would work within the TW3K context for all its work and learning for at least a semester if not the entire year. Assessments of its success as a learning environment would be on-going and result in an end-of project evaluation. And, this being New York where high stake testing reigns supreme, the program would show significantly higher test scores.

PS This entire learning theory owes its construction to R. Buckminster Fuller.

Watch as "Bucky" reveals to you all he knows - in just 41 minutes!
Nick Clark
Material Copyright 1998 - 2009


Sometimes I think we're alone.
Sometimes I think we're not.
In either case, the thought is staggering.
R. Buckminster Fuller

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