I enjoy reading background content on the technology industry and those who generate the tools and software we use. If you have similar interests, you might appreciate Command Line Heroes. This podcast is sponsored by Red Hat, a Linux company, but the episodes don’t require an interest in coding or the Linux operating system.
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I think of this week as “mastery” week in my grad educational technology class. This is the unit in which I get to teach the principles of mastery learning which is one of my favorite topics and argue that technology provides the means to make practical the concept of mastery learning which I trace to articles by Benjamin Bloom and Fred Keller fro the late 1960s. Keller’s model for the “personalized system of instruction (PSI)” and Bloom’s notion that the time to learn should be related to the individual’s aptitude for the subject offer suggestions seldom realized in group based instruction.
Technology-based systems offer practical ways to track the achievements of individual students and with teacher support present learning experiences when individual students have mastered prerequisites. The Kahn Academy offers an example likely to be familiar to many educators, but there are other examples. This recent post from the Cult of Pedagogy blog features an individual describing the Modern Classroom Project. I think it is unfortunate that the approach is described as “mastery grading” because that oversimplifies what a mastery approach involves, but ignore the title and consider the ideas raised in the discussion,
Back in Apple II+ days when I first began exploring the educational potential of “personal computers”, I wanted to explore the potential of these devices in education. I learned to program and worked with students to develop activities (games) to evaluate and develop reading skills. Our initial efforts were based on text-based tasks that required comprehension skills. An important influence was text-based adventure games.
I was reminded of this phase of my career when I was listened to a podcast today and heard George Broussard describe his early experiences programming and writing adventure games. He suggested that his original game (Arctic adventure) could still be played in emulation online.
Anyone interested in adventure games needs to go back to the original – Crowther and Woods (1976) Adventure. Again, this game is available online via an emulator.
Adventure games are games of exploration based on the issuing of commands (in text) in reaction to the text that appears on the screen. The commands influence the flow and successful advancement within the game. There are usually simple instructions, but a reasonable strategy is just to try things – e.g., go west, open door, take lantern. Typically, you collect objects in order to solve problems that allow you to advance in the game. The following from the opening of Adventure should give you the idea.
I ended up writing a different type of text-heavy game called Master Detective requiring the player (detective) to identify errors in the testimony of potential criminals during interrogation. I was interested in comprehension monitoring and this capacity to notice failures of comprehension was studied in research settings by having readers attempt to identify different types of errors (factual errors, cross-sentence inconsistencies) as a proxy for the type of errors that occur naturally when readers attempt to comprehend. I turned this research task into a game with a rationale for such a task.
With adventure games, I got as far as collecting data on the number of moves it took good and struggling readers to advance through games of different levels of complexity.
I continue to think the genre offers potential as a motivated reading activity.
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The digital vs. paper debate is an interesting recent issue that addresses the relative benefits of each when it comes to academic reading and note-taking. There are real consequences of this research as educators with cursory exposure to the research are making decisions about whether to assign ebooks or allow students to use laptops/tablets in classrooms. Educational research is complicated in that getting from what might seem straightforward laboratory studies to the realities of the classroom can be misleading. Applied situations add variables that may not be considered in the basic research. For example, what is the experience with each method of providing the text when comparing learning from textbooks or e-readers. Or, how long after the presentation from which notes are taken does note review occur when comparing paper and laptop notetaking?
I recently encountered this Digitrends “feature” on notetaking on paper and on a laptop. My bias is to take notes on a device and I recommend that the notes be taken with software such as Soundnote which stores both notes and the audio from a lecture allowing the learner to easily refer back to the audio should the notes seem incomplete or confusing at a later date. At one level, using this study or that study to explain why a prof would not allow students to take notes in class seems inappropriate. If you are worried that students are doing something else rather than listen to you, just say so. One might suggest the use of a notebook if you think the research points in that direction, but using a selected study to deny choice is an overreach.
The Digitrends provides an impressive review of this research issue and identifies issues I was originally concerned about (how were the notes used as review). The review identifies the “external storage” function of notes rather than assuming notetaking is only about the “generative” effect of taking notes. However, as I mention above external storage a month after a lecture (the applied reality) is different from research studies in which you can review the notes you have taken before an assessment immediately after the presentation phase of a research student. The opportunity to record sketches is a legitimate issue for many (including me). I simply take a photo of the display with my phone so while sketching something out on paper might seem a significant issue for some, there are easy workarounds.
When researchers end their papers with “more research is required” this is not a cop-out. Applied topics are nuanced and simple solutions are unlikely. If you are interested in this issue, I strongly suggest you take a look at this nontechnical review.
These results probably don’t surprise educators, but student achievement in Minnesota as assessed using the Minnesota Comprehensive Assessments were down. The number taking the exam were also down as many students opted out.
student proficiency rates fell 11 percentage points in math, to 44%. The state Department of Education reported that reading proficiency is down 7 points, to 53%, since the tests were last given in 2019.
This article from the Minneapolis Star Tribune offers analysis and efforts to address the achievement data will hopefully be covered by CARES Act and the American Rescue Plan.
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