Great question. Few answers. 

E



The dilemma of authentic learning: Do you destroy what you measure?
http://radar.oreilly.com/2012/03/education-making-testing.html

John Seely Brown tells us the half-life of any skill is about five years. This 
astounding metric is presented as part of the ongoing discussion of how 
education needs to change radically in order to prepare students for a world 
which is very different than the one their parents graduated into, and in which 
change is accelerating.

It’s pretty straightforward to recognize that new job categories, such as data 
science, will require new skills. The first-order solution is to add data 
science as a college curriculum and work the prerequisites backward to 
kindergarten. But if JSB is right about the half-life of skills, even if this 
process were instantaneous, the learning path begun in kindergarten might be 
obsolete by middle school.

The second-order solution is to include meta-skills into the curriculum — 
ensuring young people learn how to learn, for instance, so that they can adapt 
as new skills are required with increasing frequency. This is essential, but 
raises the question of how to stay ahead of the skills curve — what are the 
next critical things to learn, how do you know, and how do you find them?

John Seely Brown and co-author Douglas Thomas propose in their book “A New 
Culture of Learning: Cultivating the Imagination for a World of Constant 
Change” a third-order solution, which is to inculcate the mindsets and 
dispositions that will lead us, as independent agents, to the things that 
matter. These include curiosity, questing, and connecting.

A similar theme emerged at the Design, Make, Play workshop at the New York Hall 
of Science in January. Focused on the question of how the maker movement can 
catalyze innovation in science, technology, engineering, and mathematics (STEM) 
education, participants included technologists, makers, learning science 
researchers, educators, and more, all wrestling with how to translate the 
authentic, integrated experiences that designing, making, and playing provide 
into something that can be measured, understood, and incorporated into 
education.

The primary outcomes of making, designing, and playing look much more like 
JSB’s dispositions than the skills demonstrated on standardized tests of 
reading, writing, and arithmetic. At the same time, though, practical skills 
are developed — the kinds of projects exhibited at Maker Faire require the same 
skills as many high tech professions.

This highlights the most pernicious, devilish, intransigent challenge to 
bringing critical learning into school. Through the lens of standardized tests, 
higher order skills, meta-skills, and dispositions are literally invisible. 
Yet, these tests are the gold standard of educational efficacy for judging 
schools, educational innovations, and now even teachers themselves. School 
boards are held accountable by property owners for such test results due to 
their direct correlation to property values. Innovators, researchers, and even 
the philanthropic institutions that fund them are beholden to education 
investors for meaningful results that prove innovations work — with test scores 
as the default.

This conundrum is well understood by the very stakeholders who are trapped by 
it, and there are efforts at many levels to combat it — from incorporating 
critical thinking skills into the core standards being adopted by most states 
to alternative measures of effectiveness being adopted by grant makers. At the 
DMP workshop, participants struggled with the very real challenge of 
authentically articulating the benefits of design, make, and play at different 
levels and the measures that would make these benefits visible. It’s a tricky 
balancing act to reduce something to metrics without losing its essence.

One fascinating approach was presented by Kevin Crowley about how to recognize 
the impact of science experiences such as those found in museum exhibits on 
young people. Crowley and his colleagues researched the forces and events that 
influenced scientists and science enthusiasts in their career/hobby choices. 
They identified the notion of experiences that caused “science learning 
activation,” which they defined as a “composite of dispositions, skills, and 
knowledge that enables success in science learning experiences.” The idea is 
that perhaps we can measure the degree to which a specific informal learning 
experience creates such activation and that this becomes one of the measures 
that shines a light on the outcomes of making.

As the gathered experts brainstormed to articulate the genuine outcomes of 
making for students and how to capture those, it became clear that this is a 
task that is both crucial and emergent. If authentic learning is to become 
available to all students regardless of means or zip code, the iterative and 
ongoing process of articulating the educational values of a world of rapidly 
changing expectations must become a priority for experts and lay folk alike. 
What are your thoughts? How do we capture and share the soul of making without 
turning it into something that can be tested using the No. 2 pencil?

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