Monday, January 30, 2017

Moving Education from Content to Process

IntroductionThe models used to understand learning influence the material/pedagogy/assessments, often without the
curriculum designer realizing it.Traditionally, educationists have either visualized or designed teaching processes which would be appropriate while educating pupils who'd have to start from the scratch, who'd have to remember a lot of rules.

However, Noam Chomsky's Language Acquisition Theory and Jean Piaget's Developmental Psychology Theory suggests that children already know quite a few rules or they already know how to find patterns. So then the purpose of education is activate these inherent capabilities and unleash an exponential burst of information/insights.

The idea is co-create the understanding with the help of the students, by involving the students in the process of exploration.

Neuro-Psychological Context
* Every child is wired differently
* Every child constructs meaning based on sensory cues (Constructivist Learning Theory of John Dewey)
* Mirror neurons help in mimicking other's actions (the example of a monkey throwing a cap is quite profound)

Bloom's Taxonomy
  1. Knowledge Questions: Who is the president of India?
  2. Comprehension Questions: Why do we have a president of India?
  3. Application Questions: If a country is not a republic, would it have a president?
  4. Analysis Question: Why do we need a head of a state?
  5. Evaluation Question: Which structure would you prefer - a republic or a democracy?
  6. Synthesis Question: Can you define your government structure?
The first three layers are considered to be factual questions while the next three are considered to be cognitive or higher order questions. We shall now try and see how we could apply this question classification system to understand various educational processes.

Process
Now that we agree that we'd have to move from content to process, keeping in mind children's diverse inherent capabilities, it is important to understand how the word process shall be interpretted in this context.

A very simple and probably the most basic process is the imitation game, wherein the children are encouraged to spell out names, catch a ball, sing a tune or may be write down alphabets. This would be a Knowledge recall process.

Another very profound process would be net practice, which is done after the student learns basic techniques can comprehend their utility. In the nets, the student has to apply the techniques as per the situation. For instance a drawing teacher may teach how to draw curves and may be how to color using pastels, the child could be made to comprehend this by doing this again and again. The drawing teacher can then ask the child to apply these techniques, to draw may be a duck or say a tiger, which again is a kind of imitation, while applying some known principles.

Good teachers evolve the learning process to the next three levels, which are not exactly very hands-on, they are more cerebral or intellectual or may be minds-on. The students can be asked questions which analyse a particular component of the whole process. May be something like why should my elbow be straight and facing the bowler or why should the seam point towards thirdman? Analysis questions help a student in constructing his own meaning for the learnt techniques.

Basis the analysis, the students can then ask evaluation questions to judge efficacy of various techniques under varied conditions. Let it be an artist or an engineer or a scientist, judgement or evaluation is a very crucial everyday process. This can then be taken to the next level by giving problems to students and asking them to create their own ideas or solutions. 

Tangibility
* Note the subtle difference between application process and synthesis process. In application phase, a student applies a certain rule or technique, in synthesis phase, the student tries to combine multiple ideas. The former can be done mechanically if the various steps and the dextrity of combining multiple steps is acquired through practice. 
* Synthesis step can have both tangible and intangible components depending on the objective. However, the intangible creative component is inevitable as the child has to think about combination and re-combinations of the various ideas he has.

Summary of the Six Processes
* Knowledge process helps a child in acquiring the motorskills to use a certain technique.
* Comprehension process helps the child in understand various contexts in which the technique was applied.
* Application process invites the child to apply the process in select contexts.
* Analysis process lets the child investigate various aspects of the techniques and learn from them.
* Evaluation process helps the child in judging the utility of various techniques under varied conditions.
* Synthesis process is about combining the ideas (First three steps) and understanding of ideas (Step4,5) and creating new ideas/projects.

These six processes describe the "evolution of an idea in the child's mind".

Note that we can not color processes in black and white, the statements and the classification system could have a variety of counter-examples.

Two-Fold Approach- Analysis and Synthesis
Construe the Constitution, a Sciensation event, used a two-fold approach, so does Design Thinking. The first three steps are acquired via benchmarking/literature review. However the educator must be aware of the three steps and shall perform them incase the student is not clear about an idea.

Evaluation and Analysis are done together in Construe the Constitution while asking questions about a specific part of the Constitution. Evaluation and Synthesis are done together while creating something of their own- let it be a constitution or an ammendment. 

This example asserts that we can simplify the six steps into two simple steps inorder to simplify the process for the learner. However, the educator must be aware of the other four processes in order to troubleshoot and handhold the student while working on projects/problems.

Why process and not content
* Every child is unique
* New use cases and perspectives of the content emerge
* The child internalizes the concepts and absorbs it into his worldview
* Inlines with the constructivist learning paradigm

Sunday, January 22, 2017

Sciensation Pedagogy Program

Problem Statement: How do redesign our curriculum/pedagogy/assessments so as to induce a philosophical understanding of the subject.

Requirements:

  1. Insights/Universal Principles: Insights over information, universal principals derived out of the inventory of facts.
  2. Connecting the dots: How does the student apply this knowledge in an other context?
  3. Assumptions- more from less for more: Fewer laws which can produce more logical predictions which could in turn explain a lot of phenomenon.
  4. Intuitive Presentation: An analogy/metaphor to implant the abstract formalism into the students' worldview.
  5. Strategy: Improve the child's understand of strategy and decision making. 
  6. Discovery Thinking: The context of the discovery can be presented so that the child learns the process of a discovery and can experience the eureka moments and the elegance of the concept.
  7. Research Questions: The student can be exposed to research questions, explored by the academia.
  8. Problem Solving: Analysis of the curriculum material can be followed by a synthesis project where the student solves a problem or creates something.
  9. Academic Rigor: The student shall be asked to present and all his arguments shall be critically questioned for evidence/proofs. Questions shall reveal the conceptuals gaps  of the child's understanding.
  10. Inquiry Based Learning: The curriculum can be transformed into questions through which the child discovers the concepts himself. Assessments can utilize higher order questions which test the understanding of the thought process rather than the content (open book assessments could be preferred).
  11. Philosophy of X: The educators can be provided material which helps them in understanding the Philosophy of the discipline, which could promote an elegant, simple and appliable understanding of the discipline.
  12. Worldview: The lesson plan must foreshadow how the class could evolve it's worldview.
Examples:

Insights/Universal Principles
  1. "Second largest kindgom chooses aggressive warfare while the number one player chooses defensive warfare. The next few empires can choose flanking warfare while small groups are better off engaging in guerilla warfare"

    This is Jack Trout's retelling of Claussewitz's strategies as described in the book "On War". This idea can be applied in a variety of contexts. It explains how a player can attack other players, basis the amount of resources he has. Veerappan would be better confining himself inside Nallamalla forests whose terrain remains his strength and his adversary's adversary. Google better focus on defending its user base from invaders, they needn't attack any competitors head-on, which only gives them mileage.
  2. "Constitution: A body of fundamental principles or established precedents according to which a state or other organization is acknowledged to be governed."

    This could be presented through inquiry based learning/discovery thinking approach. Discussion starts off with questions around why we need to live in a society and why we need collective action. We then discuss need for permanent institutions and procedural convictions to establish authority and hence the constitution. The various aspects of the constitutions can be defined by brainstorming a constitution for governing hobby classes.

    A problem solving activity could be handed out at the end of the session, with students working on ammendments/ appendices or may be a constitution of their own.
  3. "To introduce the concept of electron delocalization from the perspective of molecular orbitals, to understand the relationship between electron delocalization and resonance, and to learn the principles of electron movement used in writing resonance structures in Lewis notation, known as the curved arrow formalism"

    Middle monkey game could be used to introduce students to the idea of delocalization. An analogy could be constructed- ball: electron, boys: atoms and middle monkey: electrophile. The students could then appreciate why electron charge delocalization is essentially, keeping in mind the subatomic electro-magnetic interactions which govern the electron dynamics.