Primary
work has focused on classroom interventions in mathematics and
problem solving in middle school 5th-8th
grade. Many abstract concepts are grounded in middle school and if
these are missed they leave gaps unfilled resulting in children
having an aversion of mathematics and weak problem solving ability.
One
of the aspects of work has been in making learning math fun and
accessible for children while changing the perception of what
mathematics is both for children and teachers. I had used puzzles,
games, educational material, construction of models, electronics to
make abstract learning tangible and provide application for children.
This is documented in detail in the CriticalThinking_Report.pdf.
This
academic year I focused on extensive use of technology starting with
programming
with Scratch
with 6th-8th
graders and mapping aspects of Math curricula through projects and
challenges in programming. Three broad approaches were adopted for
Math curricula through programming:
- A set challenges for children that involved demonstrating their understanding of abstract concepts visually through programming including fractions, long division, pie charts e.g. demonstrating what it means to add numerator and numerator and denominator with denominator in a fraction and what is a meaningful way to add it.
- A set of challenges were based using programming to understand mathematical ideas visually including linear expressions, percentages, simple and compound interest. As an example 5x+10 was graphed as rectangles of varying heights. Then shapes observed by varying the slopes or varying the added constants were observed and interpretations and explanations explored (stair cases of different kinds including making either the slope or constant a random variable, etc). This was then modified to investigate solutions to equations e.g. 5x+10=75 that used the expression and the pictures and paused when the result was reached.
- Children created games that helped them understand a concept and then work on rigor to master an aspect including positive and negative integers, cube roots that resulted in two digit numbers. Once children get into the mode of creating their own programs often when the computer is available they do not drift and get carried away and play games, they tend to create them. If this is done step by step with values that they put in place first that they knew the answer of and then randomizing it they still want to be able to better their own programs.
Programming
was also used in English
to give life into the stories that the children had created by
animating them in scratch. We worked on this project with two grades
7th
and 8th.
The 7th
graders had also used programming for math and their results in terms
of how elaborate and complex they could make their stories even
though they were younger and were attempting the stories the first
time as well was interesting.
Beyond
Mathematics and English, programming was taken further into sensing
the real world
using Makey, Makey. This helped children respond to a real life event
like touching a plant, water or items with some moisture content (not
complete insulators). Using this the children made their own version
of a water tank filling alarm and a non-touch (pressure based)
burglar alarm. These exercises helped children connect the
programming to sensing the real world and think of applications where
they can make use of these aspects in real life.
To
complete the loop of controlling
in the real world
we also worked with the Finch robot and controlling the actions of
the robot to go around obstacle courses and deliver small paper balls
into goal buckets. The most popular game we created was the parking
game with a random set of commands that made the robot move around
and having to predict where the robot needs to be placed to reach a
certain goal. We used this version at a school fair with success.
It
should be mentioned that this approach is significantly different
from ready-made material available for children like online lectures
(those available in local language), or animation videos that are
more or less passive. The so-called educational games that attempt to
'replicate' rigor use the same methodology of trying to get a high
score used in the traditional system with the same pitfalls e.g. if
given a choice children play games that they are already good at to
get a higher score rather than stretch themselves with new games.
However,
a paradigm shift is made when instead of trying to program the child
through the computer, we let the children be in control and program
the machine. In the first paradigm the computer is always right, the
child is always a user and playing catch-up. In the second the
children realize that the computer actually needs to be given
step-by-step and can't make the simplest connections on its own.
It
changes the dynamics of children using machines and their thought
process in how they think of an action and break them down. It also
helps children truly appreciate the amount of work that goes into
making a computer look smart!
More
interestingly the children learn a lot of implicit knowledge and
conventions by using them e.g. the Cartesian system when trying to
move their objects in the directions needed. Children who feel like
failures with test scores in time bound examinations, persevere and
feel proud when they are able to demonstrate their learning.
We
also used physical
technology
primarily the DIY bigshot cameras that can be assembled by students
and over 60 children from various grades assembled the cameras, took
pictures and put them on the computer and then used instructions
backwards to disassemble them for the next group to use them. The
exercise of group work, reading and comprehending instructions and
analyzing the pictures was interesting. The hand crank also gave a
context to look into gears, ratios. A lot more could be done in
optics, imaging. But, the children were very curious about the 3-D
images taken by the camera and experimented quite a bit with depth.
The
computer lab at Udavi, Makey, Makey, Bigshot cameras and the finch
robot were donated by friends and visitors who saw the impact of
technology on children and the interesting mathematics that the
children were able to do. Further class notes and work of children is
available at (www.smallisbeautiful.blogspot.com).
Just
as the response of children to technology is obvious so is the lack
of teachers who can play with this interesting resource and engage
with children. This was especially true for teachers engaged with
village children. As part of filling this gap I founded Aura
Auro Design (www.auraauro.com)
in collaboration with Aura Semiconductor Pvt. Ltd. this year. Aura
Auro Design works with 3 electronics graduates and trains them in state
of the art analog design (5 hrs a day) while engaging them for (3 hrs
a day) to work with schools with a focus on learning through
technology.
This
has created a small team of local skilled and technically savvy youth
who are learning and teaching at the same time. Aura Auro makes
explicit that every teacher needs to be a learner.
It
has also created a team that is working on STEM research in rural
India to deliver results beyond what one person is capable of.
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