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Nathan Holbert - Designing Constructionist Futures: The Art, Theory, and Practice of Learning Designs

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A diverse group of scholars redefine constructionismintroduced by Seymour Papert in 1980in light of new technologies and theories.
Constructionism, first introduced by Seymour Papert in 1980, is a framework for learning to understand something by making an artifact for and with other people. A core goal of constructionists is to respect learners as creators, to enable them to engage in making meaning for themselves through construction, and to do this by democratizing access to the worlds most creative and powerful tools. In this volume, an international and diverse group of scholars examine, reconstruct, and evolve the constructionist paradigm in light of new technologies and theories.

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DESIGNING CONSTRUCTIONIST FUTURES The Art Theory and Practice of Learning - photo 1

DESIGNING CONSTRUCTIONIST FUTURES

The Art, Theory, and Practice of Learning Designs

edited by Nathan Holbert, Matthew Berland, and Yasmin B. Kafai

The MIT Press

Cambridge, Massachusetts

London, England

2020 Massachusetts Institute of Technology

All rights reserved. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher.

Library of Congress Cataloging-in-Publication Data

Names: Holbert, Nathan, editor. | Berland, Matthew, editor. | Kafai, Yasmin B., editor.

Title: Designing constructionist futures : the art, theory, and practice of learning designs / edited by Nathan Holbert, Matthew Berland, and Yasmin B. Kafai.

Description: Cambridge, Massachusetts : The MIT Press, 2020. | Includes bibliographical references and index.

Identifiers: LCCN 2020003271 | ISBN 9780262539845 (paperback)

Subjects: LCSH: Constructivism (Education) | Computer science--Study and teaching. | Maker movement in education.

Classification: LCC LB1062 .D4856 2020 | DDC 370.15/2--dc23

LC record available at https://lccn.loc.gov/2020003271

d_r0

CONTENTS
  1. Alan Kay

  2. Nathan Holbert, Matthew Berland, and Yasmin B. Kafai

  3. Sayamindu Dasgupta, Benjamin Mako Hill, and Andrs Monroy-Hernndez

  4. Marina Umaschi Bers

  5. Richard Noss, Celia Hoyles, Piers Saunders, Alison Clark-Wilson, Laura Benton, and Ivan Kalas

  6. Rebecca Reynolds and Idit Harel

  7. Chronis Kynigos

  8. Seymour Papert

  9. Karen Brennan and Raquel Jimenez

  10. Nalin Tutiyaphuengprasert

  11. Gary S. Stager

  12. Paulo Blikstein

  13. Kylie Peppler, Anna Keune, and Naomi Thompson

  14. Nathan Holbert

  15. Amon D. Millner, Edward Baafi, and Susan Klimczak

  16. David Cavallo

  17. Angela Calabrese Barton and Edna Tan

  18. Kristin A. Searle, Breanne K. Litts, Bryan McKinley Jones Brayboy, Yasmin B. Kafai, Teresa Casort, Stephanie Benson, and Sequoia L. Dance

  19. Anne Weibert, Konstantin Aal, Maximilian Krger, Michael Ahmadi, Gunnar Stevens, and Volker Wulf

  20. Ricarose Roque

  21. Matthew Berland

  22. Michelle Hoda Wilkerson and Brian Gravel

  23. Andrea Forte

  24. Breanne K. Litts, Erica R. Halverson, and Kimberly M. Sheridan

  25. Joshua A. Danish and Noel Enyedy

  26. Deborah A. Fields and Sara M. Grimes

  27. Arnan Sipitakiat

  28. Edith K. Ackermann

  29. Uri Wilensky

  30. Yasmin B. Kafai and Gayithri Jayathirtha

  31. Dor Abrahamson and Kiera Chase

  32. Kimberly M. Sheridan

  33. Jianwei Zhang

  34. Vanessa Svihla and Tim Kubik

  35. Eric Klopfer, Emma Anderson, and Judy Perry

List of Figures

Scratch code for a program that uses a cloud variable to keep track of global, community-wide high scores. This script compares the value of the cloud variable High Score to the score from the recently concluded game. If the score is higher, then High Score is set to the score. The cloud icon indicates that the variable High Score is a cloud variable. Cloud variables were inspired by the practice of Scratch users repurposing the comments section of the website to keep track of high scores and survey responses.

The KIBO robot.

Module 1 overview.

MaLT2Logo programming, 3D, Dynamic Manipulation, ChoiCo-Blockly programming, GIS, DB.

Students at DSIL construct extensive and complex projects throughout the year and frequently share this work with parents, educators, and others from the school community.

The project, speakers, and structure of CMK.

Top:Kade weaving (left), Kades project plan (center), Recursive function for Kades pattern (right).Center:Jasmines project plan (left), her weaving project (middle), parallel process translated into Python (right).Bottom:Twisted square technique (left); Emmas project (center); Python code of stitch pattern (right).

Strawberry poster.

Lightbulb rap.

Youth using an iPad to document Jerry talking about one of his sculptures.

Children use a GPS-device to choose a location to set free their crafted dragonflies.

The groups skeletal theory of causation (left, recreated) was populated by explanations from different members of the group (right), then linked to specific findings from data (bottom).

Artifacts created by Luis and Taddeo as they prototyped their design.

Puppet characters from left to right: Anne and Sams narrator, Sams shark, and Annes Sheila.

Students creating a participatory model (left) with a close-up view of what each state looks like (right).

The perk curve describing a natural progression of technology-rich educational initiatives.

Describing molecular mechanisms of genetic regulation through existing structurations of molecular biology.

Middle school students using an agent-based model to reason about emergent properties of molecular mechanisms of genetic regulation.

Various computational physical construction kits: Top row: (left) Makey Makey construction kit, (right) interface with Play-Doh; Middle row: (left) Paper construction kit and (right) a sketchbook integrated with circuit to highlight chosen page numbers; Bottom row: (left) e-textile construction kit with LilyPad Arduino microcontroller (center) with battery holder, buzzer, vibe board, accelerometer, light sensor, and tricolor LED and a Captain America shield (right).

Giant Steps for Algebra: example of diagrammatic activity and its cognitive modeling.Above:A students first attempt at solving a narrative instantiation of the algebraic proposition of 3+ 2 = 4- 1. On both Day 1 (3+ 2, above the horizontal path line) and Day 2 (4- 1, below the line) the giant traveled from the Start flag on the left to the Treasure flag on the right. Dark grey arcs represent giant steps (the variable x), and light grey arcs represent meters (the fixed integer units). In building this diagram the student has apparently attempted to maintain consistent measures (SILO 1) of giant steps and meters, respectively, but has not achieved equivalent expressions (SILO 2) above and below the line (note different end points of Day 1 and Day 2 journeys), consequently failing to create a shared frame of reference(SILO 3).Bottom-left:

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