Blog

Dan on Dan: Storytelling

Dan Willingham resonates with me and my line of thinking.  It has something to do with the way that he can frame cognitive psychobabble in layperson speak that clearly explains teaching, learning, memory, and the human mind.  Plus, Willingham is a cognitive psychologist at the University of Virginia, and his Wahoo-roots make him alright in my book.

In his book Why Don’t Students Like School? Willingham writes that teachers who help students think about the real meaning behind an activity use storytelling as an organizing principle.  This is true for teacher types (the comedic teacher, the showman teacher, the nurturing teacher) and content areas (math, science, social studies, reading/language arts, etc…).  According to Willingham, a lesson that uses storytelling as an organizing principle contains four C’s:

  1. Causality: Events are causally related to each other.
  2. Conflict: The inherent struggle for the protagonist to reach a goal(s).
  3. Complications: Sub-problems that arise within the conflict as the protagonist struggles to reach a goal (s).
  4. Character: A strong cast of characters, whether real “organisms,” places, or ideas, are essential (p. 52).

Dan Meyer’s recent WCYDWT post begins to unpack these principles in an effort to explain why his “don’t tell” philosophy works in mathematics education and student learning.  Using storytelling and film as a vehicle for explanation, Meyer’s analogy and examples seem to align with what Willingham believes are the cognitive strengths of a storytelling platform for lessons and instruction.  Three such congruences are both individuals’ belief in setting up the story/learning experience, the “uninterestingness” of strictly focusing on an answer in mathematics, and the importance of a clear question (but not a wordy one).

Consider the following quotes from Willingham (I replace Willingham’s words with Meyer’s examples in the italicized words):

A couple of things are worth noticing.  A good deal of time- often ten or fifteen minutes of a class- is spent setting up the goal [when using a storytelling approach], or to put it another way, persuading students that it’s important to know how to [answer a question].  The material covered during this setup is only peripherally related to the lesson.  Watching The Italian Job isn’t related to decimals and measurement. It’s all about elucidating the central conflict of the story.

Spending a lot of time clarifying the conflict follows a formula for storytelling from, of all places, Hollywood.  The central conflict in a Hollywood film starts about twenty minutes into the the standard one-hundred-minute movie.  The screenwriter uses that twenty minutes to acquaint you with the characters and their situation so that when the main conflict arises, you’re already involved and you care what happens to the characters.  A film may start with an action sequence [ala James Bond films], but that sequence is seldom related to what will be the main story line of the movie.  It’s kind of like playing Gimme Friction Baby and creating a class leaderboard as a mechanism for learning about angles and tangent lines.  In this respect, game play is symbolic of the setup for the conflict or question.

When it comes to teaching, I think of it this way: The material I want students to learn is actually the answer to a question.  On its own, the answer is almost never interesting [by itself and in isolation].   And the question is very important (p. 57-58).

The final paragraph seems to be a falling down point for teachers, including me.  I struggled to come up with the proper question for the cereal box challenge which I did not include in the original post: What is the most cost-effective design for cereal boxes?  While Meyer may struggle to come up with the formative assessments, I struggle to come up with the right question to ask.

The Khan Academy

Dean Shareski wrote what I consider a thought provoking post on The Khan Academy, a website that provides instructional YouTube videos in domains that range from math to science for students who are young and old. The Khan Academy is the brain child of Sal Khan, an MIT and Harvard-trained engineer/business man, who originally wanted to help his nieces learn content in a manner that he thought was effective. Passionate, articulate, and sometimes funny, Sal Khan’s work is notable and downright impressive. One thousand videos- WOW.

Dean’s concluding statement:

What are the implications here? Could a student learn [borrowing in subtraction] with this without attending [an elementary school]? What does it make us rethink when it comes to school and learning?  Minor alterations of Dean’s quote done to situate the questions in my area of expertise.

The meat of Dean’s questions focuses on the nature of teaching and learning.  As has been said countless times before, learning in the digital age no longer requires a teacher in a school building.  It’s happening on YouTube, Twitter, and blogs like Dean’s, and the new type of communication mechanisms for learning are shifting the “hierarchy of teacher and student, credentialing, ranking, disciplinary divides, segregation of ‘high’ versus ‘low’ culture, and restriction of admission to those considered worthy of admission” (Davidson, C. & Goldberg, D., 2009, p. 10).  In a general sense, the Khan Academy is demonstrative of the power of social media for learning.

Luckily for elementary students and teachers, Sal does not fall into the trappings of teaching procedures- he gets at some of the conceptual underpinnings of borrowing.  Although it’s not necessarily the exact approach or explanation that I would use (I prefer this because it uses tangible objects), it’s impressive that someone without an education degree is able to produce such a solid video even though Dan Meyer would probably hate it.

Those Pesky Algorithms

Algorithms simplify and expedite operational computations. Yet, the way in which teachers instruct and students learn these processes make it more like a guessing game of steps that lack meaning and conceptual understanding. Especially for elementary students learning how to add, subtract, multiply, and divide (and I guess vacuum salesmen from the 1950s).

NCTM vs State Standards: Neither shall win.


I am sitting out on my mother’s deck in beautiful North Carolina, enjoying the sunny weather, 70 degree temperature, and dive-bombing humming birds. Yes, I am being attached by humming birds! One just flew to within three feet of my head, stopped, buzzed for about five seconds and then quickly departed. The assault on my physical well being and overloaded senses is making it difficult to concentrate on Engaging Young Children in Mathematics.

A bit “heady” but still accessible in the ways that scholarly journals aren’t, Engaging Young Children in Mathematics describes a research-based set of standards and learning trajectories for developing Pre-K to Grade 2 students’ mathematical understanding. The authors rely heavily on the blueprint provided by the Principles and Standards for School Mathematics (2000), an oft-cited vision for K12 mathematics instruction, while deconstructing its deficiencies and throwing state standards “out the door.”

All individuals concerned with educational standards must conscientiously distinguish two types of standards. One type prescribes standards as requirements for mastery. The second type promotes standards as a vision of excellence. An example of the former is the use of standards in making high-stakes decisions such as retaining students in a grade or determining teachers’ salaries. An example of the latter is the vision of mathematics education in the Principles and Standards for School Mathematics (2000). There is a substantial and critical difference between standards as a vision of excellence and standards as narrow and rigid requirements for mastery. Only the former, including flexible guidelines and ways to achieve learning goals, is appropriate for early childhood mathematics education at the national level (pp. 8-9).

The authors go on to say that that the “vision of excellence” embodied within the NCTM standards, although a better vehicle for promoting mathematical understanding than typical state standards’ twisted test-based classification, is deficient:

Fundamental questions for teachers are what to teach, when to teach it, and how to teach it meaningfully. For goals to truly be useful guides, they need to be more closely connected to age/grade levels than are those in NCTM’s visionary PSSM.

And you know what? This makes sense.

Dire Straits: Game Prototype

Dire Straits is a game. At its core, Dire Staits is a variant of Seymour Papert’s LOGO program built on the Massachusetts Institute of Technology’s Scratch software. Incorporating a nautical theme, this game helps upper elementary and middle school students refine their understanding of lines, angles, rotations, and general spatial ability.

Three students (Peter, Matt, and Willy) used the instructional design process to develop and refine the core mechanics so that the game addressed key Virginia Standards of Learning for sixth grade students. For more information on the final proposal, please see this document.

Dire Straits consists of a number of scenarios (levels) that feature captains from historical events prior to the 20th century. The prototype for Dire Straits, The Salih Reis Experience, is provided below. This scenario is one of the more advanced levels.

Introductory Video

Dire Straits: Game Prototype

Learn more about this project

MacArthur Submission: Fab@School

This video is one of the final requirements for Dr. Glen Bull’s MacArthur Digital Media and Learning Competition submission. The submission requests funding for the development and creation of Fab@School laboratories that feature curriculum adapted for digital fabrication in elementary schools as well as the establishment of an online, open-source library for sharing and disseminating digital designs.

After viewing the video, I encourage you to register your vote for the project by posting comments! Your comments will be instrumental in helping this become a funded reality. Even if you already commented in the previous round, you may comment again incorporating your reaction to the video.

Post Comments at http://dmlcompetition.net/pligg/story.php?title=630

Deadline for comments/feedback: Thursday, April 22, 10 AM EDT

I also posted a number of other videos that might be of interest to people wanting to know more about digital fabrication and the Curry School of Education’s commitment to this STEM initiative.

Page 2 of 11«12345»10...Last »

Categories

Archives