Posts Tagged ‘thinking’
… is another man’s poison.
That was the saying that came to mind when I read this student’s feedback on teaching.
A reporting officer or an administrator might view this feedback on teaching negatively.
A teacher who focuses on content as a means of nurturing thoughtful learners might view this positively.
I am not describing a false dichotomy. I am summarising reality.
Breaking news: Nutella causes cancer. That is what this video will have you believe.
I am guessing that the video maker, SourceFed, was not interested in the facts, just the views, because it did not do its homework.
This Gizmodo contributor did and showed how the science and math do not add up.
What are some take home point points?
Get the facts right. The study did not mention Nutella specifically. You are not in any likely danger unless you consume jars of Nutella every day (and if you do, you have a bigger problem than by-products of palm oil).
What are some educational applications?
You cannot just take creative license — like creating the YouTube video or linking a study on palm oil with Nutella — without combining and balancing it with critical thinking.
To teachers who say they cannot find enough material to nurture both in their students, I point out that these examples are all around us. Serve them up along with a reasonable dose of Nutella spread on toast.
Today I reflect on how the articles might be focusing on a wrong question asked the wrong way: Does tuition impact Singapore’s PISA score?
It is a wrong question because it begs an oversimplistic “Yes” or “No” answer when the answer is likely “Depends”. There will be circumstances when tuition helps and when it does not.
Tuition is not a single entity. The are the sustained forms of remedial, enrichment, some combination of the two, or other forms. There are short interventions that focus on just-in-time test exam strategies. There are broad shot forms that deal with one or more academic subjects and there are formulaic forms that focus on specific subtopics and strategies.
Add to that messy practice the fact that a phenomenon like learning to take tests is complex and will have many contributing factors, e.g., school environment, home environment, learner traits, teacher traits, etc.
Wanting to know the impact of tuition, not just on PISA scores, but also on schooling and education in Singapore’s contexts are questions worth asking. A better way to ask one question might be: “How does tuition impact X (where X is the phenomenon)?”
This core question bracketed by: “What forms of tuition are there in Singapore?” and “What other factors influence the impact of this form of tuition?”
Methods-wise, the study would not just play the numbers game. Narratives flesh out and make the case for numbers or even explain what might seem counterintuitive.
We live in a post-truth world. You cannot believe everything you read online. You cannot take what you read offline or in newspapers at face value either.
After reading this review of research on homework, my mind raced to how some people might resort to formulaic thinking.
This was the phrase that seeded it:
Based on his research, Cooper (2006) suggests this rule of thumb: homework should be limited to 10 minutes per grade level.
What follows were examples and an important caveat:
Grade 1 students should do a maximum of 10 minutes of homework per night, Grade 2 students, 20 minutes, and so on. Expecting academic students in Grade 12 to occasionally do two hours of homework in the evening—especially when they are studying for exams, completing a major mid-term project or wrapping up end-of-term assignments—is not unreasonable. But insisting that they do two hours of homework every night is expecting a bit much.
If you assume that people would pay more attention to the caveat than to the formula, you assume wrongly. Doing the former means thinking harder and making judgements. The latter is an easy formula.
Most people like easy.
If those people are teachers and administrators who create homework and homework policies, then everyone who is at home will likely suffer from homework blues.
Am I overreaching? I think not. Consider another example on formulaic thinking.
I provide professional development for future faculty every semester, but this semester was a bit different. There was a “social” space in the institution’s learning management system (LMS) where a certain 70:30 ratio emerged.
A capstone project for these future faculty is a teaching session. The modules prior to that prepare them to design and implement learner-centred experiences. At least one person played the numbers game and asked what proportion of the session should be teacher-centred vs student-centred.
I provide advice in person and in assignments that the relative amount is contextual. My general guideline is that student-centred work tends to require more time since the learners are novices and that the planning should reflect that.
However, once that 70:30 ratio was suggested in the social space, it became the formula to follow. It was definite and easier than thinking for and about the learner. It allowed future faculty to stay in their comfort zone of lecturing 70% of the time and grudgingly attempt student-centred work 30% of the time.
But guess what? When people follow this formula or do not plan for more student-centred activities and time, they typically go over the 70% teacher talk time and rush the actual learning. This pattern is practically formulaic.
Formulaic thinking is easy, but that does not make it right or effective. In the case of the course I mentioned, the 70:30 folk typically return for remediation. It is our way of trying to stop the rot of formulaic thinking.
I have written previously about how games like Pokémon Go might be used to teach attitudes and thinking skills instead of content.
The game does not lend itself directly to curricula or standards, so some teachers tend to use the game peripherally. Students do not get to actually play the game during a lesson and teachers use the social phenomenon to bring in Pokémon as examples or quiz items. Teachers say this motivates learners and it might, but this is superficial use of the game. Students soon tire of this method like they would with a drill-and-practice math “game”.
Teachers might also use the misconceptions introduced in the game to teach correct concepts and model critical thinking. For example, Pokémon can be “evolved” in the game. The actual equivalent process in real life is metamorphosis. The “evolution” sold in the game is similar to a layperson’s misunderstanding of evolution, e.g., ape to man, when the process is actually a transformation, e.g., caterpillar to butterfly.
If a teacher focuses on content, then the misconception of evolution could be illustrated by the transformation of a Magikarp (fish) to a Gyrados (a dragon-like creature). A better example of metamorphosis could be represented by the transformation of Weedle (larva) to Kakuna (pupa) to Beedrill (adult form).
Such content is limited by the design elements of the game. However, the opportunities to model and teach thinking skills are rich. My reflection is an example of critiquing superficial use of the game for teaching that focuses on content.
The YouTube videos below provide more examples of critical thinking.
The video above deconstructs weak aspects of the game and suggests improvements. For example, the narrator points out that the gamified elements of the badges and stars do not do anything beyond providing milestones. This does not add value to game-play because the gamer cannot actually benefit from collecting better badges and more stars. If the game company, Niantic, addressed this critique, gamers might enjoy richer game-play and be inclined to stay longer.
The same narrator projected that other game developers might be tempted to create more location-aware and augmented reality games. He also suggested that future games include safety elements.
He critiqued Pokémon Go for not incorporating in-game features to prevent accidents. While people should be on the lookout for obstacles or dangers in real life, a good game draws the user in. No amount of warnings like “Be aware of your surroundings” are going to change what an outsider sees as distracted behaviour. So the narrator suggested in-game affordances like the ability to socially crowdsource dangerous spots.
The videos are examples of critical thinking using the game-play as content. They are analyses of game elements and phenomena, evaluation of game-play, and the creation of new content.
The videos can be used as models of critical thinking and examples of how teachers might get learners to create content that showcases their ability to think critically and creatively.
Neil deGrasse Tyson had a great perspective on when we might make use of critical and imaginative thinking.
This video clip is an example of finding lessons and distilling wisdoms from everyday life.
“Nuclear weapons test in Nevada in 1957” (CC BY-NC 2.0) by International Campaign to Abolish Nuclear Weapons
What does a nuclear agency’s practice have to do with schooling? A lot more than we might like to admit.
The TODAYonline paper tweeted about how the Pentagon’s nuclear command and control system still uses floppy disks.
Just because a nuclear agency still uses floppy disks does not make them relevant. They are obsolete and the agency has not caught up yet.
The good news is that the agency is upgrading its system in 2017.
“This system remains in use because, in short, it still works,” Pentagon spokeswoman Lt. Col. Valerie Henderson told AFP.
“However, to address obsolescence concerns, the floppy drives are scheduled to be replaced with Secure Digital devices by the end of 2017,” she added.
It would be hard to find floppy disks and drives in a school here. However, floppy thinking persists. Instead of taking advantage of new and better affordances, old practices limit new tools.
Using social media to be anti-social (disseminate only), being immobile about mobile phone use, or reinforcing walled garden use of resources. These are all examples of outdated and obsolete thinking that are irrelevant and cannot be transferred to the wider world.
We do not teach kids to format floppy disks in school. Why do we engage in floppy thinking and practices?