Design and Learning (D&L) in the Kindergarten
David Mioduser, miodu@post.tau.ac.il
Tel Aviv University, School of
Education
Asi Efrat-Kuperman, asikuper@post.tau.ac.il
Tel Aviv University, School of
Education
Sharona T. Levy, stlevy@edu.haifa.ac.il
University of Haifa, Faculty of
Education
Abstract
This paper reports about a learning
model, "Design and Learning" (D&L), in which mindful interaction
with the designed world (the human-mind-made-world), and active involvement in
designing objects for this world, serve as an intellectual and practical
platform for promoting young children's learning of content, processes, and
skills related to the artificial world. The model comprises 7 strands: S1 - the
designed/artificial world (products and their use/context); S2 - problem
solving (from haphazard to budding systematicity in planning and implementing
solutions); S3 - design (from free-form building to reflective construction);
S4 - notations (from conventional signs to computer programs); S5 - smart
artifacts (from analyzing controlled behaviours to designing adaptive behaviour);
S6 - special design for special needs; S7 - the integrative project. Actual
implementation examples are presented.
Keywords
Technological thinking, kindergarten,
design, artificial world
This paper presents a constructionist learning
model, "Design and Learning" (D&L), in which mindful interaction
with the designed world (the human-mind-made-world), and active involvement in
designing objects for this world, serve as an intellectual and practical
platform for promoting young children's learning about contents, processes, and
skills related to the artificial world. The rationale of the model is based on
the encounter between Technology and Learning, both taken in
their broadest possible sense.
Technology in our rationale has to do with the designed world, the world of artifacts,
from the perspective of the human resources involved in its creation, e.g.,
individual and socially accumulated knowledge; beliefs; perceptuo-motor,
cognitive and metacognitive processes (Mioduser, 1998). Technology is obviously
about tools, artifacts, and the processes and skills related to their design
and use. But, more important in our model, it is about human knowledge:
about its embodiment in an artifact; its generation and implementation for
designing a solution; its social construction, accumulation and transmission;
its refinement and adaptation when facing new problems. It is also about the
way humans face problems and plan the optimal (not correct) way
to close the gap between an existing and a desired state of affairs. It is
about the way humans overcome natural constraints, modifying nature to
satisfy objective or subjectively perceived needs and goals. Finally
technology, in a broader view, is about the effect of the recursive interaction
between the "inventor's mind" and the "invented world" on
the construction of the world as well as on the construction of the mind - and
about the effect of this recursive interaction on the phylogeny and ontogeny of
human knowledge and perceptions, (Cole & Derry, 2005; Kirlik, 2005; Ortega
y Gasset, 1941).
Learning in
our rationale relies on the integration of several theoretical approaches:
constructivism, social-constructivism and constructionism (Kafai & Resnick,
1996; Papert, 1991; Vygotzky, 1978); situated learning (Collins, Brown, &
Newman, 1989); learning-by-design (and its close associates, problem- and
project-based learning, Kolodner et al., 2003). Our model locates the learner
(individuals and groups) at the centre of the learning process, in the dual
role of main engine and main beneficiary of it.
Upon the synergy between technology and learning we have devised the D&L model. Designing the world has
always been a defining characteristic of humankind, affecting both the shaping
of the world and the shaping of the world-shaping-mind. Our
leading and simple claim is that what has been a powerful philological tool
supporting the cultural evolution of humankind and human knowledge, i.e.,
technology, is also a powerful ontological tool supporting the intellectual
evolution of learners at all age levels.
The D&L model and its implementation
in the kindergarten
Overall, the D&L model comprises four
main layers: (a) learning strands, (b) pedagogical interventions, (c) learning
environments and materials, and (d) research activities. A comprehensive
description of the model is beyond the scope of this paper and conference
presentation, thus, we will focus mainly on the first layer, concerning the
learning strands.
In the current implementation of the model
in five kindergartens in Israel, contents, skills and processes are organized
in seven main strands (S1 to S7) running throughout the year in
developmentally-appropriate progression. Strands 1 to 5 are presented in the following
sections (not described in this paper are S6 - 'special design for
special needs'; and S7 - 'the integrative kindergarten project'). In the
following sections we introduce each strand, and present examples of learning
situations and processes observed in the kindergartens.
S1 - the designed/artificial world
(artifacts and their use and context)
In this strand a twofold purpose is
pursued, fostering: (a) children's acquaintance with the designed world (it's
components, functioning, characteristics), and (b) with human's thinking,
knowledge and considerations involved in its design.
At the content level, the children
deal, in every task, with questions relating to an artifact’s "identity"
(e.g., What is it? What is it for? What name should we give it? Does it work "by
itself" or do we need to operate it?) as well as its structural and causal
configuration (e.g., What parts is it made of? How do the parts work together?).
Dealing with these questions is frequently accompanied by classification
activities, aiming towards the formation of categories on the basis of
structural or functional properties. At the processes level the children
are actively involved in diverse forms of interaction with artifacts. The
artifacts are physically handled, taken apart both manually (analysing causal
interrelations) and conceptually (e.g., constructing a simple functional map).
Information about artifacts is searched for, and alternative solutions are
discussed, and often built.
S2 -
Problem solving (from haphazard to budding systematicity in planning and
implementing solutions)
While working on this strand's activities, mostly
emerging spontaneously in relevant situations of the kindergarten’s daily life,
a problem solving culture is gradually co-constructed by children and teachers.
The trigger for the process is usually a declaration -by a staff member or by one
of the children- that "we do have a problem". Iconic signs are used
to portray a scheme of the process. After generating and representing (e.g.,
drawing) several alternative solutions, and discussing their pros and cons, the
children cast a vote, selecting the solution they choose to pursue.
Although the situations in which children
are involved in problem solving processes relate at first to the artificial
realm, very rapidly the approach and use of strategies propagate into other
areas of the kindergarten's life (e.g., conflicts among children, dilemmas
related to contents being learned), thus becoming a more general tool. In all
cases the discussions are supported by the construction of representational
charts and graphs of the problem solving process (by themselves artificial/invented
constructs).
S3 - Design (from free-form building to
design/reflective-construction)
Design is the heart of Technology. As a highly
structured or mindful process, as a completely intuitive and unplanned process,
or in any combination of these modalities, we design every time we attempt to
close a perceived gap between an existing and a desired state-of-affairs by
means of an invented solution. Working in this strand, the children get
involved in a long journey, which starts with very basic experiences with
materials and building kits and intuitive attempts to construct objects and
devices. Along the journey, several activities support the construction of a
cognitive toolkit for design: reflection on what is being done, verbalization
and formalization of procedures, gathering of relevant information (e.g., on
materials, procedures, past solutions), using representations and notations for
either documentation or planning (linkage to strand 4), addressing moral and
ethical questions.
The way the learning proceeds can be
depicted as an evolving journey, starting from preliminary acquaintance with
materials, tools and processes and the very idea of constructing, via
systematic work with building kits and design situations, to the integration of
knowledge and abilities in individual, group and whole kindergarten design projects.
Expanding the children's intuitive and creative
encounter with the rich repertoire of building kits which normally populate any
kindergarten, the children are requested to accomplish various exploration and
conceptualization tasks, e.g., composing an ID card for the building parts or
blocks, naming them, hypothesizing about their functions; classifying them into
meaningful groups; exploring possible assemblages of parts forming functional
compounds.
In addition, drawing is used as reflection
and thinking aid before, while and after designing and building. First in the progression
is drawing-after-building, for the purposes of documentation and communication.
In this modality, drawing promotes (and even demands) reflection on the object
constructed, e.g., on structural aspects, on mechanisms (e.g., types of
transmissions), or representational issues (e.g., scale, 3D to 2D translation,
level of detail). Gradually, drawing is introduced for planning purposes,
fostering anticipatory thinking, envisioning and concrete representation of the
structure and mechanisms required to materialize the object.
S4 - Notations (from conventional signs
to computer programs)
Symbolic behaviour is a defining
characteristic of humans, and the invention of notational systems one of the
essential achievements of the human mind. The generation and manipulation of
representations have been part of human's intellectual and cultural development
since ever, taking countless forms and fulfilling diverse functional goals. Besides
communicative referential tools, external representations are also epistemic
tools, “objects to think with”. (Tolchinsky, 2007).
Notational systems constitute a unique
strand in our model for two reasons. First, because of its centrality as an intellectual
tool serving all layers of technological thinking and making - thoughts get
objectified allowing cognitive operations on them, e.g., reflection, analysis,
decomposition, comparison, grouping, arguing for or against. By being involved
in the construction of notations (e.g., defining conventions, selecting
representational units and symbolic entities, establishing representational
rules), children deal with both the represented content and the representing
means -the 'epistemic tools'- and with the very process of inventing
conventional representation and communication systems. In addition, the work
within this strand naturally blends with the kindergarten's curricular
requirements in the areas of literacy and numeracy.
All activities are built as progressions
from concrete involvement in situations in which action and representation are
intertwined, via different stages of conventionalization and symbolic
translation, to the work on formal representations. One example is the devise
of conventions for "telling someone how to navigate a labyrinth". The
progression starts as actual navigation in a path, while trying to formalize
the description of the required set of actions (e.g., 2 steps forward, right
turn, 1 step forward, etc.). Next will be the generation of a description for
navigating the labyrinth -and its formal representation- to be communicated to
another "traveller". At the end of this progression stand programming
activities by which the children construct a program required for a robot to
navigate a path (link with strand 5).
S5 - Understanding and constructing
artificial-behaviour
Today, controlled systems (e.g., automatic
doors, domestic devices, programmable toys, communication and computational
devices, robotic systems) have become obvious components of our artificial
environment. With the widespread development of microprocessor-based devices, a
new category of artifacts infiltrated the traditional and intuitive
distinctions between the alive and not-alive, animate and inanimate,
human-operated and autonomous: the realm of behaving artifacts. While
pertaining to the artificial world, these devices are conceived as endowed with
traits such as purposeful functioning capabilities (behaviour), programmability
and knowledge accumulation capabilities (learning), autonomous decision-making
and adaptive behaviour. The interaction with controlled-artifacts (either as
mere user, trouble-shooter, or generator of controlled processes at home or
learning settings) demands a new cognitive approach, a different mental
modelling of the devices (of their structural, functional and behavioural configurations),
and a new set of skills associated with the design and implementation of
artifacts' behaviours.
In this strand's activities children are
engaged in discussions on the nature of devices "which make
decisions" (e.g., an electric kettle or an automatic door), on the
physical resources required to construct behaving artifacts (e.g., to be able
to move or to sense), and on the logical constructs governing their behaviour
(e.g., routines, If…Then… rules). Gradually, they enter the process of
constructing a robot's behaviour by means of a specially developed programming
interface (Mioduser & Levy, 2010). In the programming activities, the
children are engaged in recursive cycles of construction/reflexion,
concrete-experimentation/abstract-symbolization, analysis/synthesis, while
solving a progression of tasks of increasing complexity.
Concluding remarks
six years of implementation of the D&L
model (this year already in five kindergartens) have been enlightening for us
as researchers, on a wide range of learning issues emerging from the encounter
between children and the artificial world. Examples of significant insights are:
perceptions and concepts development concerning the artifacts' world; situated
and transferred problem solving; the development of representational and
notational abilities; recursive cycles between the concrete and the abstract
while constructing (programming) complex artificial behaviours; or the
generalization of intellectual constructs consolidated in technological tasks for
facing other subjects and even social conflicts and situations. We are
currently working on formalizing other components of the model, on devising
teacher training materials and procedures, and on expanding the study of the
implementation process of the D&L model.
Acknowledgments
The research
components of this project are partially funded by the Israeli Science Foundation
- ISF grant No. 850/08
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