Introduction

What does a teacher really contribute to learning? ➤


Is it not the student's responsibility to inspire and motivate himself? The teacher leads by example, establishes trust (partly by easing the fear of failure), presents to students interesting or desired topics or skills, and provides instruction and assessment (that hopefully doesn't punish). The rest is up to the student. Or is it? Is successful teaching only measurable by the extent to which a student is somehow induced to learn?

What teachers often share with each other is the craft of teaching; the employment of techniques and the solution to problems. Teachers rarely discuss what teaching itself actually is. It is like asking a fish what swimming is: "I don't know, I just do it."

There is such a thing as teaching. ➤


Teaching is not coaching, though it can include coaching. Teaching is not training, though training can be a part of teaching. Teaching is not just explaining, not just instructing, it is not supervising, it is not facilitating, not babysitting, not managing, not providing services, not delivering curriculum, not simply and somehow the inverse of learning. It is its own activity, its own expertise, an expertise that happens to have student learning as an end goal.

Why define teaching? ➤


If teachers don't define teaching for themselves, others will, and quite likely to the detriment of teachers. The problem is that the "wrong" definition of teaching can harm and interfere with a teacher's ability to really teach. What is a "wrong" description of teaching? Here are just a few examples: babysitting, coaching, facilitating, managing, providing services, delivering curriculum, the inverse of learning. Why are these descriptions wrong? Because the focus is either on behavior control or delivery of instruction, but not at all on what can be described as engagement.

There are two problems. Delivery of instruction includes designing instructional materials and designing tests. Both of these activities can be done on a corporate or academic level by experts, with an eye toward monopolizing, automating, and monetizing such activity. Teachers are just expected to deliver the canned curriculum to students. And much of what could be thought of as engagement is instead thought of as classroom management, often resulting in, at worst, moralistic or belittling approaches to control and discipline. Behavior modification approaches are an improvement, but best would be a sociological approach to adjusting student behavior, directly and indirectly, in the service of engagement.

Teachers need to engage to be effective. The key to this is understanding how a teacher's stagecraft and presence can help students interact with instructional materials. While discipline first, instruction second is a common recipe, it results unfortunately in poor outcomes. Instructional materials cannot teach themselves. Without an engaging teacher, any student is simply self-taught, for better or worse.


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David Labaree - Targeting Teachers

David Labaree is a historian and retired Professor of Education at the Stanford Graduate School of Education. This essay is taken from his website (https://davidlabaree.com/).

He introduces the essay thus: ➤

In this piece, I explore a major problem I have with recent educational policy discourse — the way we have turned teachers from the heroes of the public school story to its villains. If students are failing, we now hear, it is the fault of teachers. This targeting of teachers employs a new form of educational firepower, value-added measures. I show how this measure misses the mark by profoundly misunderstanding the nature of teaching as a professional practice, which has the following core characteristics:

  • Teaching is hard
    • Teachers depend on their students for their professional success
    • Students are conscripts in the classroom
    • Teachers need to develop a complex teacher persona in order to manage their relationship with students
    • Teachers need to carry out their practice under conditions of high uncertainty
  • Teaching looks easy
    • It looks like an extension of child raising
    • It is widely familiar to anyone who has been a student
    • The knowledge and skills that teachers teach are ones that most competent adults have
    • Unlike any other professionals, teachers give away their expertise instead of renting it to the client, so success means your students no longer need you
  • Teachers are an easy target
    • Teachers are too visible to be inscrutable and too numerous to be elite
    • They don’t have the distance, obscurity, and selectivity of the high professions — so no one is willing to bow to their authority or yield to their expertise

Here's the link to the complete essay on his website: https://davidlabaree.com/2024/07/04/targeting-teachers-3/

Here's the link to the original publication in Dissent, 2011: https://drive.google.com/open?id=1RvOPUrxd9UKMJGDPLB7UY5ZFlzrUmsHf

Posts

Satellite Blogging

Probably the most amazing Twitter account I have ever seen is the account of an inanimate object - a space satellite, to be specific. This satellite (and its companion satellite) tweets its exploits on a daily basis. here), and it has been in space for a decade.
The Rosetta spacecraft was designed to intercept a comet. It has spent almost all of the decade traveling out to the comet and lining itself up to join the comet in its journey toward the Sun. As I write it is in orbit around the comet and preparing to launch a small lander that will hopefully not bounce off the comet or crash into it, but instead spear itself into the surface and begin doing its science.

It's a very cute Twitter account, written as if the spacecraft itself was writing the tweets, and linking to a host of online resources - Twitter, Facebook, YouTube, blogs, websites, and webcasts. I've been an astronomy buff since I was 10 years old, so when Rosetta caught up with the comet finally this summer, I was quite excited. I'm always looking for a way to add astronomy to my physics classes.

Whenever I have a free 5 minutes or so in class, I put the Twitter feed up on the Smartboard so we can all have a look. The students feel my enthusiasm, and get pretty caught up in the excitement. They also think it's cool that I'm using Twitter and YouTube in the class. I've been doing this since the first week of school.

Physics Toys, Games, and e-Learning

Physics educators have been developing and employing digital simulations for decades. Over time these simulations have evolved into sophisticated toys and games, and have become a regular part of the physics teacher’s repertoire of instructional resources. This article is a personal reflection that takes a look at these toys and games from my own experience as a high-school physics teacher.

What is a Toy?


Here is one example of a definition. This is quoted from a blog post by Beat Schwendimann (2014), a Swiss researcher in learning and visual representation:
The main difference between toys, games and puzzles is the amount of constraint and authorship the player has over the experience. The more authorship the player has over a puzzle, the more it becomes like a toy. The more the player is the actor following the strict guides of the toy, the more the toy becomes like a puzzle. . . Changing the role of the player changes the experience: When you add a goal to toys it will become a game.
In a sense, a game comprises several toys, all working together in a particular way to achieve the goal of the game.

The equations of physics are effectively models of how the world works. When these models are put to work in some fashion, you have a simulation. Digital simulations can be toys, puzzles, or games.

A Classic Digital Toy


Probably the most well-known physics toy is Line Rider. Often referred to as a game (and derided as such), it is a simple simulation of an object sliding along a surface with little friction. The fun of this toy is that you draw the surface however you like (the “line”), and when you hit the play button a cartoon man on a sled (the “rider”) slides on the line as if it were covered with snow. The rider often crashes, or is left tumbling through space endlessly. There isn’t a built-in goal, but users often create a goal of controlling the path of the rider in some way. Paths can be deleted or saved. Some very elaborate paths have been recorded and presented publicly on YouTube. Click here or below to play.


How Line Rider is Used in the Classroom


A student simply playing with Line Rider discovers quickly that the rider does not necessarily follow the path. He or she immediately catches on and will try again, sometimes over and over, manipulating the line until control of the rider is achieved. Then the student might adopt another mode of use, designing specific paths to see what will happen, and eventually designing paths to carefully control what happens.

This kind of intrinsic motivation is quite engaging, and has pedagogical uses, however minor. To increase the pedagogical value, the teacher needs to construct some kind of scaffolding because the toy does not have any further intrinsic scaffolding. The physics concepts evident in Line Rider are gravity, free-fall, potential and kinetic energy, and friction. All of these concepts are accurately modeled in Line Rider, but not in overt ways, hence the need for scaffolding and guidance if this toy is to become an educational tool.

How Line Rider Fails as a Physics Toy


The primary failure of a digital toy or game is when the model underlying the simulation violates the laws of physics. This is surprisingly common. Our perception of certain experiences sometimes differs from the physical model, and simulations, especially commercial ones, will tend toward the perception rather than the model.

How big is the full moon? Making a circle with your fingers and thumb, and holding your arm all the way out, estimate the size of the moon’s disk. Now hold your thumb up, straighten your arm, and look at your thumbnail. The full moon has a diameter about half the width of your thumbnail. I know, you don’t believe it, but it’s true. No game designer or animator will ever make the moon that small because it will not be believable.

In a similar way, we perceive any acceleration as being much greater than it actually is. If you examine Line Rider, you will see that there is a control with a red box under it. This is a later addition to Line Rider. When you click on the tool and draw, it creates an “acceleration” line that patently violates the laws of physics. It is there because the rider does not move quickly enough to satisfy some users. When my students discover this tool they enthusiastically adopt it. With proper (and elaborate) scaffolding, a lesson can be made to help students understand the violation. Otherwise, Line Rider fails in this regard as an educational physics toy.

How Line Rider’s Failure Could Become a Feature


The PhET Interactive Simulations program, hosted by the University of Colorado Boulder, has numerous simulations that are quite popular with teachers. Their research is extensive, and includes such topics as intrinsic scaffolding (scaffolding built into the simulations) and student agency and ownership of the learning process (see, for example, Podolefsky, Moore, and Perkins, 2013). Here is their design strategy, quoted from their website (https://phet.colorado.edu/en/about):
To help students engage in science and mathematics through inquiry, PhET simulations are developed using the following design principles:
  • Encourage scientific inquiry
  • Provide interactivity
  • Make the invisible visible
  • Show visual mental models
  • Include multiple representations (e.g., object motion, graphs, numbers, etc.)
  • Use real-world connections
  • Give users implicit guidance (e.g., by limiting controls) in productive exploration
  • Create a simulation that can be flexibly used in many educational situations

If I were to use this design strategy to redesign Line Rider, I would add at least two tools to the toy: a way to adjust the friction of the surface, and a way to adjust the acceleration of gravity. Both of these adjustments would have numerical or descriptive indicators so users would know exactly how much and what kind of adjustment they are making. This adaptation would preserve (or possibly enhance) the scaffolding, yet still allow the user to make the game as exciting (or dull) as the user wishes. Such adjustments could include an option that would be physically impossible (such as anti-gravity). This violation of physics would be chosen by a student with full knowledge, thus obviating the need for further scaffolding to cover up the toy’s apparent failure.

References


Schwendimann, B. (2014). What is the difference between a toy, a game, a puzzle, and a sport? Proto-Knowledge (blog). Retrieved 16 Nov 2014 from https://proto-knowledge.blogspot.com/2010/12/what-is-difference-between-toy-and-game.html
Podolefsky, N., Moore, E., Perkins, K. (2013). Implicit scaffolding in interactive simulations: Design strategies to support multiple educational goals. (arXiv Reference No.: 1306.6544.) Retrieved 16 Nov 2014 from https://arxiv.org/ftp/arxiv/papers/1306/1306.6544.pdf