Over-engineering != innovation

Written by John Moravec on Wednesday, March 26, 2008 at 8:54

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Bigger or more complicated is not always better. Scott Anthony wrote an article in Harvard Business on the perils of “too much innovation.” He writes on over-engineering innovations:

There is something about human nature that restlessly seeks to improve things. But instead of asking “Can we?” innovate to improve what exists and create what doesn’t, companies need to ask “Should we?”

[...]

Overshooting happens in just about every industry. It tends to start in the least demanding tiers of the market and creep up to more demanding tiers. Overshooting creates conditions that encourage the formation of disruptive attackers who change the game through simplicity or low prices.

Simplifications can be innovations, too. The success of the iPod and iPhone can be credited to their simplistic designs. Likewise, the minimalism movement transformed the post-WWII design world. Education systems, in the meantime, have transformed into highly-engineered organisms.

Can simple work in education, too?

Driven by a New Paradigm of globalization, rise of the knowledge society and accelerating change, the education sector is in dire need of innovative transformations. Rather than over-engineering solutions to the challenges we face in education, are there simple, yet seemingly elegant, pathways to successful futures?

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Digital Media and Learning Competition winners

Written by John Moravec on Thursday, February 21, 2008 at 12:00

17 projects will receive up to $238,000 in funding as part of the first ever Digital Media and Learning Competition funded by the John D. and Catherine T. MacArthur Foundation and administered by HASTAC (the Humanities, Arts, Science and Technology Advanced Collaboratory). While my proposal wasn’t among the less than 2% of submissions awarded funding, all of the winning projects look awesome:

  1. Always with You: Experiment in Hand-held Philanthropy: The Always With You network will connect young African social entrepreneurs with young North American professionals. Using mobile phone technology, which is now widespread, this network will facilitate both micro-funding and the exchange of professional advice to projects in Africa that promote public benefit.
  2. Black Cloud: Environmental Studies Gaming: Black Cloud is an environmental studies game that mixes the physical with the virtual to engage high school students in Los Angeles and Cairo, Egypt.
  3. Critical Commons: Critical Commons is a blogging, social networking and tagging platform specially designed to promote the “fair use” of copyrighted material in support of learning.
  4. FollowTheMoney.org: Networking Civic Engagement: FollowTheMoney.org: Networking Civic Engagement, a project of the Institute on Money in State Politics, is an online interactive site and users’ guide that supports civics research by young people and promotes their understanding of — and engagement with — electoral politics and legislative activities.
  5. Fractor: Act on Facts: Fractor is a web application that matches news stories with opportunities for social activism and community service.
  6. HyperCities: Based on digital models of real cities, “HyperCities” is a web-based learning platform that connects geographical locations with stories of the people who live there and those who have lived there in the past.
  7. Let the Games Begin: A 101 Workshop for Social Issue Game: The Let the Games Begin workshop is a soup-to-nuts tutorial on the fundamentals of social issue games.
  8. Mobile and Immersive Learning for Literacy in Emerging Economies (MILLEE): Mobile and Immersive Learning for Literacy in Emerging Economies, a project to be conducted in rural India, promotes literacy through language-learning games on mobile phones: the “PCs of the developing world.”
  9. Mobile Musical Networks: Mobile Musical Networks will build an expressive mobile musical laboratory for exploring new ways of making music with laptops and local-area-networks.
  10. Networking Grassroots Knowledge Globally: Networking Grassroots Knowledge Globally, a project of the Global Fund for Children, is a new community and “information commons” that will include blogs, video clips, sound slides, podcasts, and photographs to help share innovative practices for helping marginalized and vulnerable children.
  11. Ohmwork: Networking Homebrew Science: Ohmwork is a new social network and podcast site where young people can become inventive and passionate about science by sharing their do-it-yourself (DIY) science projects.
  12. Self-Advocacy Online: Self-Advocacy Online is an educational and networking website for teens and adults with intellectual and cognitive disabilities, targeted at those who participate in organized self-advocacy groups.
  13. Social Media Virtual Classroom: The Social Media Virtual Classroom will develop an online community for teachers and students to collaborate and contribute ideas for teaching and learning about the psychological, interpersonal, and social issues related to participatory media.
  14. Sustainable South Bronx Fab Lab: The Sustainable South Bronx Fab Lab project is a laboratory that allows people to turn digital models into real world constructions of plastic, metal, wood and more.
  15. Virtual Conflict Resolution: Turning Swords to Ploughshares: Virtual Conflict Resolution is a digital humanitarian assistance game that creates a learning environment for young people studying public policy and international relations.
  16. The Virtual World Educators Network: The Virtual World Educators Network will be developed to serve as an online hub to promote the use of virtual worlds as rich learning environments.
  17. YouthActionNet Marketplace: The YouthActionNet Marketplace is a dynamic digital networking platform for young leaders to engage in social entrepreneurship and address critical social problems.

How can we fund more of these projects?

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Open Space Technology

Written by John Moravec on Saturday, February 16, 2008 at 14:58

Directed by a Twitter update, I landed on the PF HYPER blog… which directed me to a Wikipedia article on Open Space Technology:

In Open Space, a facilitator explains the process and then participants are invited to co-create the agenda and host their own discussion groups. Discussions are held in designated areas or separate rooms known as ‘breakout spaces’ and participants are free to move amongst the discussion groups. Each group records the conversations in a form which can be used to distribute or broadcast the proceedings of the meeting (in hard copy, blog, podcast, video, etc). Online networking can occur both before and following the actual face-to-face meetings so discussions can continue seamlessly. In a multi-day Open Space, participants have the opportunity to announce new discussion topics / late-breaking sessions each new morning. At the end of the day (or 2 days or 2.5 days) the full group reconvenes for comments and reflection. This helps participants to re-engage in the full group over the duration of the meeting.

Holy cow! That sounds a lot like open seminars/co-seminars — but with a problem-solving or conference-type focus. Open seminars and Open Space might have a lot to learn from each other!

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OLPC’s potential for revolution

Written by John Moravec on Saturday, October 6, 2007 at 12:47

An element missing from media coverage of the One Laptop per Child XO is the ramifications of using mesh networking. This scheme allows for data to be passed through individual machines acting as nodes, where data hops from machine-to-machine until its destination on the network –or on a foreign network is reached. This allows for instantly reconfigurable and self-healing networks that can self-adapt to a variety of network accessibility environments.

suga.jpg

This networking model has also been recontextualized into the interface and software design of the device which encourages as much co-teaching and co-learning as possible. Working with teams from Pentagram Design and Red Hat, OLPC created SUGAR, a graphic user interface that captures the students’ world of fellow learners and teachers as collaborators, emphasizing connectivity between people and activities. From OLPC:

Everyone has the potential for being both a learner and a teacher. We have chosen to put collaboration at the core of the user experience in order to realize this potential. The presence of other members of the learning community will encourage children to take responsibility for others’ learning as well as their own. The exchange of ideas amongst peers can both make the learning process more engaging and stimulate critical thinking skills. We hope to encourage these types of social interaction with the laptops.

[...]

As most software developers would agree, the best way to learn how to write a program is to write one, or perhaps teach someone else how to do so; studying the syntax of the language might be useful, but it doesn’t teach one how to code. We hope to apply this principle of “learn through doing” to all types of creation, e.g., we emphasize composing music over downloading music. We also encourage the children to engage in the process of collaborative critique of their expressions and to iterate upon this expression as well.

While the developed world is using new technologies to teach the same old stuff its been pushing since the 19th century, the co-constructivism allowed by OLPC could allow children in less developed countries leapfrog their peers in new knowledge production. Is this purposeful orientation toward the use of technologies the start of a new revolution in education?

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Games in the Classroom 7–game mechanics for creating learning

Written by Brock Dubbels on Wednesday, August 22, 2007 at 16:02

slide3.JPGOne of the big ideas from 6.0 was that kids are not naturally good at complex games. They often have the time, resources, but they do not always have the guidance of a mentor. Many kids are playing games designed by adults for adults. This is good and bad. Good in that the adult games have some complex problems and require some really deep thinking; bad in that they may just be provocative on their content without having very good game play. The point is, kids learn through play and our games are often cultural tools to transfer knowledge, develop skills, and get them ready to become adults. What we try to do as educators is pretty much the same. So why have we stepped away from using games?

(Read more …)

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Category: Accelerating Change, Games in Education, General, Innovation, Innovative Thinkers, Technology

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Games in the Classroom 5: embodiment, context, complexity, good assessment, measurement, and relevance

Written by Brock Dubbels on Saturday, August 18, 2007 at 16:52

What was presented yesterday is how to embody and teach a lesson on Voice.

Trying to teach voice sounds pretty boring, especially when you tell them excitedly in your teacher nerd-talk that “you’ll like it, it’s fun! We’ll look at poetry and other fiction and examine tone, emphasis, word choice, syntax, volume, and all the things that make a great reading. Just think, diction is slang! We’ll study that too!”

Booooooorrrriing.

If they don’t heckle me for saying something like that, they should.

Now what happens when we embody that lesson in something that it is kind of fun and exciting?

Let’s try another voice:

How about cutting some tracks on garage band? You are going to do the voice on the song. Then we’ll put some music and a beat behind it.

What are you going to call your act? Are you going to be yourself, or make a character? What is their sound?

What are you going to rap about? How about this? Or maybe you can try rapping some one else’s words.

Well, we better think of a logo and begin to think about how we are going to promote you. Who do you like?

Okay, let’s think about doing a video, the cover art, and do some press kits and take some glam shots.

You are going to take on a couple of roles: the talent, the publicist, designer, the manager, the producer.

Will you want to do a clothing line?

So what happens when we try out a high interest activity?

How about engaging the imagination to make something real?

(Read more …)

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Games in the Classroom Part 4

Written by Brock Dubbels on Friday, August 17, 2007 at 13:27

Games as Expert Systems

It seems like common sense to assume that the best way to learn something is to work one-on-one with an expert. Unfortunately, many of these experts are busy using their expertise in important projects at the Louvre, saving lives, winning Nobel prizes, and putting out fires—and sometimes a great expert is not a great teacher!

Teachers have many specialties and interests, but are often not experienced with having been a physicist, psychiatrist, police officer, or an engineer. But they do have expertise in the developmental issues of children; they know how to build relationships, can motivate and engage, and know how to structure learning environments. These are key attributes if you are going to create a learning outcome with a stranger– unless you are paying them!

Many teachers believe that if they were able to work with just a few kids over a long period of time, they could create significant growth. Just imagine working with 32 students over a 55 minute period – how much time would you have with each student if they started and ended when the bell rang?

So what would happen if you to design a computer game based upon teachers’ knowledge of pedagogy and childhood development, with a designers ability to portray and depict complex ideas, a computer programmers ability to design a system, an assessment experts ability to create measure outcomes and performance, and that subject matter experts knowledge?

Perhaps you would have a game. . . A game that could work as an expert system to teach.

Here is one about the brain called Neuromatrix! A secret agent fixing brains. Sounds cool.

How about nano-technology?

Business Week just published a story related to their special report on gaming on theNanoScale game, which helps players visualize and understand thespatial relationships between objects at all scales, starting with a tiny blue hydrogen atom, shown here next to a buckyball (the name of amolecule of carbon atoms arranged in a pattern of hexagons andpentagons) and a colorful strand of DNA.

This is not the first serious game. Serious games and games in general, according to David Perry at Business Week:

Now games are a legitimate academic subject, with many university courses around the world offering degrees in video game design and development. And many game designers and researchers are seeing how games influence cognitive and other skills. This summer, the MacArthur Foundation board announced it will give a $1.1 million grant to fund the Institute of Play, a new middle/high school in New York City focused on making video games. Why? The foundation has found that games are an effective tool to teach information management and other critical skills.

So are we going to begin to make this happen in our own schools and universities? It seems odd that we would ignore this trend. Training and retaining people is the one of the most expensive things we do. In addition, when we lose young people in schools, it costs us more. So what can we do to retain our students?

It is my contention that many young people have checked out. Do they know what skills they will need for the work place? Maybe they see through our worksheets and have found us to be irrelevant, or are they tired of the point-and-talk teaching model that informs the work they do in their tidy rows of desks?

One of the current issues that may need to be addressed is how we bring in the new skills and interests to an older generation who do not know what a Super Monkey Ball is, or even Madden 2008.

In respect of this, I have begun to create a wiki resource for educators who would like to explore video games as a classroom topic. This wiki has been co-created by teachers who took the class “video games as learning tools”, taught at the University of Minnesota.

In this class, we are exploring games for use in the classroom. If you are interested in looking at the syllabus and the activities, as well as finding resources and student reflections on the readings, please go to http://videogamesaslearningtools.wikispaces.com/

This wiki was created to be a resource for teachers to have structure in the course, but to also co-create the course. Included are the lesson/unit plans I used to create a 6 week unit for middle school and high school students at the Minneapolis Public Schools. The role of the wiki was to create a communal platform where students in the class could have choice in creating content, process, and outcomes in the course. They were course designers too. This co-creation is a powerful method for teaching, and wikis can support it.

The class itself was not a glorification of video games. It was a practical look at how games can be integrated into the classroom as tools as well and models for designing instruction. Since games are representations of ideas, worlds, concepts, and life, we can have them stand as metaphor to embody any process experientially.

Playing games may not be as rich an experience as taking the kids to the Grand Canyon, but, a game about the Grand Canyon can give you the chance to walk around a well-modeled representation, and maybe even give opportunities being there couldn’t. How about the possibility of flying above the canyon, and then landing and kayaking the Colorado River? All of this could be done with games and interactive story telling technology. You could definitely see it all faster in a game.

Also, games can supply us with efficacious design elements. How about this game I designed for developing performance reading? You become part of a music act and create your own image and work through Garage Band. Students take on the role of: the talent, the producer, the publicist, the manager, the designer and create their complete band package—including a MySpace page for networking and sharing your work. This game is simple role playing and use of readily available technology.

Many artists are being discovered through social networking tools. Why not have your students do it at their computer? Here is the slideshow that I presented at

Games structure interaction, they demand mastery, the performance is the assessment, and if they are well-designed, they are fun. Your lesson plans can be this way too. Why not offer work that is really fun and inspires play? It will change your teaching experience.

So this game is in the tradition of Guitar Hero & Karaoke. I call it found objects, because all the elements necessary come in many of the computers we currently purchase in schools. In this case, our school had imacs. Often as teachers, we do not have the resources to purchase some of the great games available, but we can use our eyes, ears, and creativity to use the design elements that some of the great games are built upon to build units that might be more fun, playful, and rewarding while building important competencies. I am hoping that teachers think about this and design units that allow them to participate rather than broadcast

The student basically designs a band franchise– producing an album using off the shelf Imacs and the iLife bundle of software. I looked around and Karaoke software can be just as effective if not more interesting for the fact that the lyrics can be created with it for performance and the creation of that lyric sheet represents an opportunity to think about how they might structure and format a song. We listen to a song to get the lyrics and discuss the qualities. These qualities are used to create a framework for voice and flow.

We have other mini-games in the unit like clapping academy, where we evaluate clapping and make a rubric. This act of co-creation instills buy-in and understanding by the students and is then extended when we co-create the rubrics for the songs and image elements.

The kids look for and create lyrics from poetry, prose, want ads– whatever—and read into garage band.

They record their chosen text, and then they comment on their performance reading. We use a fluency scale designed for continuous improvement that we co-create. It is meant as a model to create descriptions for different reading situations and what mastery may look, feel, and sound like with reading.

After they have talked about their track, they put music behind it, then reflecting upon why they mixed it the way they did.

This unit is intended to teach performance reading – beyond fluency, provide high interest activity, and integrate reflection on reading and emphasize comprehension through a discourse processing model and explore aspects like voice and other literary elements. The intention was to show that games that come prepackaged are great, but that teachers can design games that are effective and use existing technologies and software already available to teach traditional subjects that are relevant to current cultural values and interests.

Yes, it improved reading performance.

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Alternative presents and futures research

Written by Arthur Harkins on Wednesday, August 15, 2007 at 10:58

I am developing the following ideas with George Kubik and John Moravec. We welcome any feedback you might have.

To date, divisions of past, present, and future have been a necessary condition for a paradigm of futures research. We assert that the futures research field must progress beyond traditional assumptions and categories of past, present and future to the recognition that 1) these concepts are largely byproducts of industrial time, and 2) Newtonian/Cartesian thinking with precepts of control, determinism, and linearity. The construction of alternative pasts, presents, and futures offers a new mode for sense-making, design, and choice in human affairs. It treats futures research as an activity that involves the re-conceptualization, redesign and reconstruction of the present into alternative presents.

The futures field is built upon traditional understandings of time and the partitioning of time into past, present, and future. However, we assert that this historical understanding of time, as partitioned into past, present, and future, has become too limited for sense making in a more complex world. The futures field must now expand into the new frontier of alternative presents, thereby permitting new sense making, knowledge creation, and decision options.

We define alternative presents as distinctive existential states of continuous novelty and emergent complexity. Comparison is the mechanism whereby one present state can be differentiated from others. Shortly we will demonstrate the use of simtime in the creation and application of alternative presents.

As previously noted, humans are time-bound. Concepts of past, present, and future events are bound together to provide continuity and a framework for sense making, knowledge production, and decision making. The process of simtime suggests a new methodology for harnessing the continuous emergence of novelty, invention, and design in the scope of human time binding.

Simtime methods address historical and anticipated states in terms of time-binding and time-transcendence. They advance the concepts of imported pasts and imported futures that are continuously invented and re-invented within alternative presents. The ongoing construction and deconstruction of imported pasts and imported presents within alternative presents provides frameworks for new formats of time association. Thus, alternative presents are treated as continuously created and emergent resources rather than single points with the passage of chronological time.

The field of futures research is defined largely through its methodologies, or philosophies of method. Scientific futurists assert that discoveries of past, present, and future relationships (e.g., cycles, bifurcations, trajectories, and discontinuities) are best determined by methodological properties rather than objective observations of phenomenological properties. From this point of view, the futures field is already concerned with the invention rather than the discovery of temporal patterns and processes in phenomenological events. A central tenet of simtime is that different depictions of presents are, indeed, artifacts of human observation, categorization, and methodological choice.

We assert that the concept of alternative presents affords the possibility to develop new soft technologies of great importance. Rapid change and complexification have mutated time to become more than an interval measure; it has become a critical resource in the generation of new sense making, knowledge construction, and decision alternatives. The conceptualization of time has migrated from a value-free phenomenon to be studied to a value-rich resource to be developed.

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Video Games in the Classroom (part two)

Written by Brock Dubbels on Sunday, July 29, 2007 at 10:44

To do is to be

To be is to do

So Do We?

It is just good teaching

Games taught me that modeling environments and taking on the roles are powerful ways to teach and learn.

Piaget talked about roles as assimilation. You try on the role and see what part of the character is you.

Gibson talked about environment and context, with affordances and constraints. What the world gives you for advice, warning, limitation, and opportunity.

These ideas are present in embodiment and how we might contextualize our curriculum as an activity system.

One of the big lessons from games is design. Good learning is by design. A teacher, like a game designer creates the environment where we learn.

(Read more …)

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