Re: [IAEP] [Sugar-devel] Education on the XO

2009-01-04 Thread David Van Assche
Hi Albert,
   You don't need an account, you can just log in as guest, although
its certainly advised to get an account so you can see the full
functionality of Moodle like its user detail manipulation, etc. Some
courses were set to non-guest or needed a key. I've changed them all
to be free, so just logging in as guest should allow you to browse
them all.

   The worksheets sound awsome, If you want me to look at how they
could be put into moodle, take a photo of one, and send it my way,
we'll see if we can't easily vectorise it or turn into some kind of
interactive web based activity.

kind regards,
David Van Assche

On Mon, Jan 5, 2009 at 5:49 AM, Albert Cahalan  wrote:
> David Van Assche writes:
>
>> Actually there are a whole bunch of examples I uploaded
>> to schools.sugarlabs.org, the problem we have is of how
>> to categorise them. ie... do we put them via subject,
>> via class, via country, via language?
>
> I can't see anything there. It keeps demanding an account.
> I have absolutely no desire for yet another web site account,
> especially when Moodle will supposedly shove constructivist
> bullshit down my throat.
>
> Why can't I just browse?
>
>> If there are any course content creators out there, I'd love
>> to hear their ideas, and if they need help with creating courses
>> on the schools.sugarlabs.org site, I believe I can help.
>
> Perhaps we can find some way to work together.
>
> In about 10 months I taught a kid about 10 years of normal honors
> math. Along the way I saved all the worksheets that I made for him.
> He's now beyond that, being well into my old college calculus textbook.
> At the start he was only doing single-digit addition and subtraction.
> Nope, it's not constructivist. It actually works.
>
> I was careful to mark the worksheets that were not my own work.
> I think that far less than 10% of the worksheets are thus not free
> to be used in some other project. The free worksheets could be used
> as the majority of practice problems for a set of free math books.
>
> It's currently on graph paper, 10 lines to the inch. I don't have a
> scanner for it, though maybe my 3016x2008 camera (should do 200 dpi)
> would be workable. (really slow though -- I have hundreds of pages)
> Conversion would involve dealing with plenty of line art. I'm not
> likely to have much time for any of this, but it sure seems wasteful
> to let the problems just gather dust. Perhaps success is more about
> the teaching method and continuous effort though, in which case the
> worksheets are less useful.
>
> BTW, when faced with teachers that are missing or useless, something
> closer to the Robinson Curriculum would be appropriate. Be sure to
> note how the subject ordering avoids premature and ineffective study.
>
___
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IAEP@lists.sugarlabs.org
http://lists.sugarlabs.org/listinfo/iaep


Re: [IAEP] [Sugar-devel] Education on the XO

2009-01-04 Thread Albert Cahalan
David Van Assche writes:

> Actually there are a whole bunch of examples I uploaded
> to schools.sugarlabs.org, the problem we have is of how
> to categorise them. ie... do we put them via subject,
> via class, via country, via language?

I can't see anything there. It keeps demanding an account.
I have absolutely no desire for yet another web site account,
especially when Moodle will supposedly shove constructivist
bullshit down my throat.

Why can't I just browse?

> If there are any course content creators out there, I'd love
> to hear their ideas, and if they need help with creating courses
> on the schools.sugarlabs.org site, I believe I can help.

Perhaps we can find some way to work together.

In about 10 months I taught a kid about 10 years of normal honors
math. Along the way I saved all the worksheets that I made for him.
He's now beyond that, being well into my old college calculus textbook.
At the start he was only doing single-digit addition and subtraction.
Nope, it's not constructivist. It actually works.

I was careful to mark the worksheets that were not my own work.
I think that far less than 10% of the worksheets are thus not free
to be used in some other project. The free worksheets could be used
as the majority of practice problems for a set of free math books.

It's currently on graph paper, 10 lines to the inch. I don't have a
scanner for it, though maybe my 3016x2008 camera (should do 200 dpi)
would be workable. (really slow though -- I have hundreds of pages)
Conversion would involve dealing with plenty of line art. I'm not
likely to have much time for any of this, but it sure seems wasteful
to let the problems just gather dust. Perhaps success is more about
the teaching method and continuous effort though, in which case the
worksheets are less useful.

BTW, when faced with teachers that are missing or useless, something
closer to the Robinson Curriculum would be appropriate. Be sure to
note how the subject ordering avoids premature and ineffective study.
___
IAEP -- It's An Education Project (not a laptop project!)
IAEP@lists.sugarlabs.org
http://lists.sugarlabs.org/listinfo/iaep


Re: [IAEP] Flash at Sugar Labs

2009-01-04 Thread John Watlington

On Jan 4, 2009, at 9:23 PM, Wade Brainerd wrote:

> Personally, I don't believe that Sugar Labs the organization needs  
> to be concerned with any of these four points.
Ahh, but a recurring question from existing Sugar deployments is how  
to get Flash, why Flash doesn't run faster, etc.

> The question is whether the Sugar *software* is flexible enough to  
> adapt to the needs of its users.  Who are we to say what they  
> should install, and what tools they should use to make their content?
The question is what answer you provide to this crucial question.

How crucial ?  Any (non-x86) processor design hoping to for MID/ 
settop/laptop market penetration is
paying Adobe to support them from day one.  One day, we hope they  
will instead pay someone
to port Gnash + codecs instead...

> Currently Sugar is incapable of running software which is not  
> specifically designed for it.
Sugar runs simpler SWF applications just fine, through the Browser.   
They don't have to be
"designed" for Sugar.

> This precludes smaller organizations who cannot design custom Sugar  
> activities from producing good content.  Once the Sugar software is  
> more flexible and able to run arbitrary programs (Gnash, Flash,  
> Silverlight, GTK, Qt) without massive time investment and hacking  
> on the part of the content producers, the other questions won't  
> even reach this list.
>
> Best regards,
> Wade
>
> On Sun, Jan 4, 2009 at 8:38 PM, David Farning  
>  wrote:
> Bryan Berry started a great thread about activity development a few
> days ago.  In the initial post he proposed using flash as means of
> developing content.  Before taking the thread any farther I though we
> should stop and look at what flash actually is.
>
> The term flash is often interchangeably used as:
> 1. A brand
> 2. A player
> 3. A development environment
> 4. A protocol
>
> Yep, confusing.  As we continue the discussion, I thought we should
> look at how 'flash' relates to Sugar and to more generally to OLPC and
> Open Source.  I have CCed MaryBeth from Open Media Now and Rob from
> Gnash to help clarify the many shortcomings in my explanations.
>
> First, the brand -
> Flash is primarily a brand.  It was originally created by MacroMedia
> and has been purchased by Adobe.  The brand consists of the player,
> IDE, protocol, and the support and marketing provided by Adobe.  As a
> brand, Flash is competing head-to-head with Microsoft's Silverlight.
>
> Second, the player -
> The most visible part of flash is the player.  The _Adobe_Flash_Player
> is a proprietary product which is developed, supported, and
> distributed by Adobe.  Currently,  the Adobe Flash Player can only be
> distributed with Adobe's permission.  Binary code for the player can
> be downloaded for most operating systems and distributions.
>
> Third party redistribution is strictly prohibited without permission.
> As such it would not be possible for Sugar Labs to distribute the
> Adobe_Flash_Player in its code bundles.  Deployments can, and often
> do, add the Player as an available activity.  The Player can be
> legally redistributed over an organization's intra-net.
>
> Third, the authoring tools -
> Adobe's business model is to give away the player and sell the
> authoring tools.  As a result, Adobe sells several very good, yet,
> expensive authoring tools.  Adobe's development tool costs
> approximately $750 US.
>
> Fourth, the Standards -
> Flash deliverables come in two formats .swf and .flv.  Swf and
> ActionScript, the development language use to create .swfs have been
> open sourced.  I believe that the ActionScript source code is jointly
> held by Adobe and Mozilla.  There are possible legal questions about
> the patent encumberment status of some of the media codecs used in
> swfs and flvs.  We would need clarification from the Software Freedom
> Conservancy on these issues.
>
> So, counting backwards how does this affect Sugar Lab?
> Fourth, the Standards -
> We need to wait for feedback from the SFC and Open Media Now.
>
> Third, the authoring tools -
> Adobe has done a very effective job eliminating the competition for
> flash authoring tools.  http://osflash.org/ has a number of open
> source development tools.  I am not enough of a flash developer to
> judge if the authoring products are mature enough to be useful or not.
>  Are there any Flash developers out there, can you judge the quality
> of some of these products?
>
> Second, the player -
> The Free Software Foundation has flash player project called Gnash.
> The project is makin slow yet steady progress towards being a fully
> capable swf player.  The project suffers from lack of support.  Many
> Open Source users either download the Adobe player or forgo using
> flash.  The itch factor is pretty low.
>
> As a product, Gnash is approaching, yet is not yet ready for, prime
> time.  I spent New Years Day with my sister's kids( ages 11, 7, and 4)
> looking at their favorites sites under Ubuntu/Flash, Ubuntu/Gnas

Re: [IAEP] [Sugar-devel] Teaching typing and basic math on the XO (was: Re: How to Make Activity Designers Happy , Parts I and II)

2009-01-04 Thread Wade Brainerd
On Sat, Jan 3, 2009 at 1:49 AM, Edward Cherlin  wrote:

> I would like to get hold of Omar Khayyam Moore's Edison Talking
> Typewriter program and rewrite it in a modern programming language. It
> ran on an IBM 360 and taught three-year-olds to read and write on a
> Selectric terminal with very little human intervention required.
>

My PyGTK port of Ben Sittler's Yay Bee See! could be adapted to mimic the
ETT.

- After the student has pressed some keys and gets used to the feedback of
seeing the letter and pictures, show a random picture and "disable" the
keyboard except for the corresponding key, just like ETT.
- Add a sound effect for each picture / letter combo, just like the ETT.
This is something Ben and I discussed which would not be hard to do.  It's
mostly a matter of collecting the media.
- You could add a constructivist twist by letting the student paste in a new
picture and/or sound for each letter, perhaps from Record (see Walter's
Typing Turtle suggestion).  The collection would be saved to the Journal.

Feel like dusting off your Python skills?

git://dev.laptop.org/users/wadeb/yay-bee-see

-Wade
___
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IAEP@lists.sugarlabs.org
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Re: [IAEP] Flash at Sugar Labs

2009-01-04 Thread Wade Brainerd
I should add one assumption that I'm making, which is that Flash will never
be considered the *primary* content authoring solution for Sugar activities.

If it were to become so, given the current state as outlined by David's 4
points, there needs to be significant support by Sugar Labs for the Flash
development tools, financially and with code.  But from my perspective, the
challenges associated with making it a primary content authoring system are
so large as to be not worth pursuing when a few simple tweaks to the current
software stack would get you 90% of the way there.

Cheers,
-Wade

On Sun, Jan 4, 2009 at 9:23 PM, Wade Brainerd  wrote:

> Personally, I don't believe that Sugar Labs the organization needs to be
> concerned with any of these four points.
>
> The question is whether the Sugar *software* is flexible enough to adapt to
> the needs of its users.  Who are we to say what they should install, and
> what tools they should use to make their content?
>
> Currently Sugar is incapable of running software which is not specifically
> designed for it.  This precludes smaller organizations who cannot design
> custom Sugar activities from producing good content.  Once the Sugar
> software is more flexible and able to run arbitrary programs (Gnash, Flash,
> Silverlight, GTK, Qt) without massive time investment and hacking on the
> part of the content producers, the other questions won't even reach this
> list.
>
> Best regards,
> Wade
>
> On Sun, Jan 4, 2009 at 8:38 PM, David Farning wrote:
>
>> Bryan Berry started a great thread about activity development a few
>> days ago.  In the initial post he proposed using flash as means of
>> developing content.  Before taking the thread any farther I though we
>> should stop and look at what flash actually is.
>>
>> The term flash is often interchangeably used as:
>> 1. A brand
>> 2. A player
>> 3. A development environment
>> 4. A protocol
>>
>> Yep, confusing.  As we continue the discussion, I thought we should
>> look at how 'flash' relates to Sugar and to more generally to OLPC and
>> Open Source.  I have CCed MaryBeth from Open Media Now and Rob from
>> Gnash to help clarify the many shortcomings in my explanations.
>>
>> First, the brand -
>> Flash is primarily a brand.  It was originally created by MacroMedia
>> and has been purchased by Adobe.  The brand consists of the player,
>> IDE, protocol, and the support and marketing provided by Adobe.  As a
>> brand, Flash is competing head-to-head with Microsoft's Silverlight.
>>
>> Second, the player -
>> The most visible part of flash is the player.  The _Adobe_Flash_Player
>> is a proprietary product which is developed, supported, and
>> distributed by Adobe.  Currently,  the Adobe Flash Player can only be
>> distributed with Adobe's permission.  Binary code for the player can
>> be downloaded for most operating systems and distributions.
>>
>> Third party redistribution is strictly prohibited without permission.
>> As such it would not be possible for Sugar Labs to distribute the
>> Adobe_Flash_Player in its code bundles.  Deployments can, and often
>> do, add the Player as an available activity.  The Player can be
>> legally redistributed over an organization's intra-net.
>>
>> Third, the authoring tools -
>> Adobe's business model is to give away the player and sell the
>> authoring tools.  As a result, Adobe sells several very good, yet,
>> expensive authoring tools.  Adobe's development tool costs
>> approximately $750 US.
>>
>> Fourth, the Standards -
>> Flash deliverables come in two formats .swf and .flv.  Swf and
>> ActionScript, the development language use to create .swfs have been
>> open sourced.  I believe that the ActionScript source code is jointly
>> held by Adobe and Mozilla.  There are possible legal questions about
>> the patent encumberment status of some of the media codecs used in
>> swfs and flvs.  We would need clarification from the Software Freedom
>> Conservancy on these issues.
>>
>> So, counting backwards how does this affect Sugar Lab?
>> Fourth, the Standards -
>> We need to wait for feedback from the SFC and Open Media Now.
>>
>> Third, the authoring tools -
>> Adobe has done a very effective job eliminating the competition for
>> flash authoring tools.  http://osflash.org/ has a number of open
>> source development tools.  I am not enough of a flash developer to
>> judge if the authoring products are mature enough to be useful or not.
>>  Are there any Flash developers out there, can you judge the quality
>> of some of these products?
>>
>> Second, the player -
>> The Free Software Foundation has flash player project called Gnash.
>> The project is makin slow yet steady progress towards being a fully
>> capable swf player.  The project suffers from lack of support.  Many
>> Open Source users either download the Adobe player or forgo using
>> flash.  The itch factor is pretty low.
>>
>> As a product, Gnash is approaching, yet is not yet ready for, prime
>> time.  I spent N

Re: [IAEP] Flash at Sugar Labs

2009-01-04 Thread Wade Brainerd
Personally, I don't believe that Sugar Labs the organization needs to be
concerned with any of these four points.

The question is whether the Sugar *software* is flexible enough to adapt to
the needs of its users.  Who are we to say what they should install, and
what tools they should use to make their content?

Currently Sugar is incapable of running software which is not specifically
designed for it.  This precludes smaller organizations who cannot design
custom Sugar activities from producing good content.  Once the Sugar
software is more flexible and able to run arbitrary programs (Gnash, Flash,
Silverlight, GTK, Qt) without massive time investment and hacking on the
part of the content producers, the other questions won't even reach this
list.

Best regards,
Wade

On Sun, Jan 4, 2009 at 8:38 PM, David Farning wrote:

> Bryan Berry started a great thread about activity development a few
> days ago.  In the initial post he proposed using flash as means of
> developing content.  Before taking the thread any farther I though we
> should stop and look at what flash actually is.
>
> The term flash is often interchangeably used as:
> 1. A brand
> 2. A player
> 3. A development environment
> 4. A protocol
>
> Yep, confusing.  As we continue the discussion, I thought we should
> look at how 'flash' relates to Sugar and to more generally to OLPC and
> Open Source.  I have CCed MaryBeth from Open Media Now and Rob from
> Gnash to help clarify the many shortcomings in my explanations.
>
> First, the brand -
> Flash is primarily a brand.  It was originally created by MacroMedia
> and has been purchased by Adobe.  The brand consists of the player,
> IDE, protocol, and the support and marketing provided by Adobe.  As a
> brand, Flash is competing head-to-head with Microsoft's Silverlight.
>
> Second, the player -
> The most visible part of flash is the player.  The _Adobe_Flash_Player
> is a proprietary product which is developed, supported, and
> distributed by Adobe.  Currently,  the Adobe Flash Player can only be
> distributed with Adobe's permission.  Binary code for the player can
> be downloaded for most operating systems and distributions.
>
> Third party redistribution is strictly prohibited without permission.
> As such it would not be possible for Sugar Labs to distribute the
> Adobe_Flash_Player in its code bundles.  Deployments can, and often
> do, add the Player as an available activity.  The Player can be
> legally redistributed over an organization's intra-net.
>
> Third, the authoring tools -
> Adobe's business model is to give away the player and sell the
> authoring tools.  As a result, Adobe sells several very good, yet,
> expensive authoring tools.  Adobe's development tool costs
> approximately $750 US.
>
> Fourth, the Standards -
> Flash deliverables come in two formats .swf and .flv.  Swf and
> ActionScript, the development language use to create .swfs have been
> open sourced.  I believe that the ActionScript source code is jointly
> held by Adobe and Mozilla.  There are possible legal questions about
> the patent encumberment status of some of the media codecs used in
> swfs and flvs.  We would need clarification from the Software Freedom
> Conservancy on these issues.
>
> So, counting backwards how does this affect Sugar Lab?
> Fourth, the Standards -
> We need to wait for feedback from the SFC and Open Media Now.
>
> Third, the authoring tools -
> Adobe has done a very effective job eliminating the competition for
> flash authoring tools.  http://osflash.org/ has a number of open
> source development tools.  I am not enough of a flash developer to
> judge if the authoring products are mature enough to be useful or not.
>  Are there any Flash developers out there, can you judge the quality
> of some of these products?
>
> Second, the player -
> The Free Software Foundation has flash player project called Gnash.
> The project is makin slow yet steady progress towards being a fully
> capable swf player.  The project suffers from lack of support.  Many
> Open Source users either download the Adobe player or forgo using
> flash.  The itch factor is pretty low.
>
> As a product, Gnash is approaching, yet is not yet ready for, prime
> time.  I spent New Years Day with my sister's kids( ages 11, 7, and 4)
> looking at their favorites sites under Ubuntu/Flash, Ubuntu/Gnash,
> Xo/Flash, and Xo,Flash.  I bet that was the first time they have ever
> heard a adult tell them to, 'come on, play it again, just one more
> time, please...' about their favorite games:)
>
> There was a steady decrease in the availability and usability of sites
> with Xo and Gnash.  We need to wait for feedback from Gnash about the
> product's technical limitations and the project's development
> limitations.
>
> Finally, the brand -
> Adobe has recently asked Gnash to call their player a SWF player
> rather than a flash player:)
>
> I appreciate your feedback on the technical aspect of Bryan's propose.
>  In the next few day

[IAEP] Flash at Sugar Labs

2009-01-04 Thread David Farning
Bryan Berry started a great thread about activity development a few
days ago.  In the initial post he proposed using flash as means of
developing content.  Before taking the thread any farther I though we
should stop and look at what flash actually is.

The term flash is often interchangeably used as:
1. A brand
2. A player
3. A development environment
4. A protocol

Yep, confusing.  As we continue the discussion, I thought we should
look at how 'flash' relates to Sugar and to more generally to OLPC and
Open Source.  I have CCed MaryBeth from Open Media Now and Rob from
Gnash to help clarify the many shortcomings in my explanations.

First, the brand -
Flash is primarily a brand.  It was originally created by MacroMedia
and has been purchased by Adobe.  The brand consists of the player,
IDE, protocol, and the support and marketing provided by Adobe.  As a
brand, Flash is competing head-to-head with Microsoft's Silverlight.

Second, the player -
The most visible part of flash is the player.  The _Adobe_Flash_Player
is a proprietary product which is developed, supported, and
distributed by Adobe.  Currently,  the Adobe Flash Player can only be
distributed with Adobe's permission.  Binary code for the player can
be downloaded for most operating systems and distributions.

Third party redistribution is strictly prohibited without permission.
As such it would not be possible for Sugar Labs to distribute the
Adobe_Flash_Player in its code bundles.  Deployments can, and often
do, add the Player as an available activity.  The Player can be
legally redistributed over an organization's intra-net.

Third, the authoring tools -
Adobe's business model is to give away the player and sell the
authoring tools.  As a result, Adobe sells several very good, yet,
expensive authoring tools.  Adobe's development tool costs
approximately $750 US.

Fourth, the Standards -
Flash deliverables come in two formats .swf and .flv.  Swf and
ActionScript, the development language use to create .swfs have been
open sourced.  I believe that the ActionScript source code is jointly
held by Adobe and Mozilla.  There are possible legal questions about
the patent encumberment status of some of the media codecs used in
swfs and flvs.  We would need clarification from the Software Freedom
Conservancy on these issues.

So, counting backwards how does this affect Sugar Lab?
Fourth, the Standards -
We need to wait for feedback from the SFC and Open Media Now.

Third, the authoring tools -
Adobe has done a very effective job eliminating the competition for
flash authoring tools.  http://osflash.org/ has a number of open
source development tools.  I am not enough of a flash developer to
judge if the authoring products are mature enough to be useful or not.
 Are there any Flash developers out there, can you judge the quality
of some of these products?

Second, the player -
The Free Software Foundation has flash player project called Gnash.
The project is makin slow yet steady progress towards being a fully
capable swf player.  The project suffers from lack of support.  Many
Open Source users either download the Adobe player or forgo using
flash.  The itch factor is pretty low.

As a product, Gnash is approaching, yet is not yet ready for, prime
time.  I spent New Years Day with my sister's kids( ages 11, 7, and 4)
looking at their favorites sites under Ubuntu/Flash, Ubuntu/Gnash,
Xo/Flash, and Xo,Flash.  I bet that was the first time they have ever
heard a adult tell them to, 'come on, play it again, just one more
time, please...' about their favorite games:)

There was a steady decrease in the availability and usability of sites
with Xo and Gnash.  We need to wait for feedback from Gnash about the
product's technical limitations and the project's development
limitations.

Finally, the brand -
Adobe has recently asked Gnash to call their player a SWF player
rather than a flash player:)

I appreciate your feedback on the technical aspect of Bryan's propose.
 In the next few days, I will try to summarize the (1)
organization/development and (2) the educational/pedagogically issues
of his proposal.

thanks
david
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Re: [IAEP] IAEP Digest, Vol 10, Issue 18

2009-01-04 Thread Bryan Berry
> From: Alan Kay 

> Also, I have given an account in several places of some of the wonderful 
> teaching approaches of first grade teacher Julia Nishijima (when she was at 
> the LA Open Magnet School). These include setting up an environment in which 
> children construct and really do discover 1st and 2nd order growth laws as 
> arithmetic progressions. Most of her (and Mary Laycocke's) stuff was done 
> before computers (and doesn't need computers) but can later be enhanced by 
> computers.
> 
> The biggest limitation by far here is not the knowledge of how to do this 
> stuff, but the fact that most elementary school teachers have essentially no 
> sense of math, and very few of these really want to learn anything about math.
> 
> Cheers,
> 
> Alan

This approach works well in an idealized situation, one with an
extremely well-trained teacher and supportive school administration. The
vast majority of classrooms in developing countries-and developed
ones-won't have these advantages in the short-term or long-term. We need
strategies that don't depend on an exceptional educator leading the
classroom. 

-- 
Bryan W. Berry
Technology Director
OLE Nepal, http://www.olenepal.org

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Re: [IAEP] foundational skills in literacy and numeracy

2009-01-04 Thread Costello, Rob R
This might be of interest - "how do we learn math" by Keith Devlin -

http://www.maa.org/devlin/devlin_12_08.html



honest appraisal of the state of the research



"Still, over the past twenty years I've read a ton of research in
[relevant] domains - enough to realize that we know far, far less about
how the brain does mathematics, how it acquired that ability, and how
young children learn it, than we do about the subject itself."



Contrasts two views of math learning



He makes a case that the process of abstraction by which we initially
learn number concepts, for example, is not the same as how many
mathematicians tend to learn more advanced concepts that many often
learn in a rule based way, and then deepen and generalise and link what
they have learnt - like a chess player learning the rules as arbitrary
rules, and only later seeing the patterns and strategies



Also expands on Lockhart's lament  - which is generally arguing that a
rule based approach kills the life out of most early maths education

http://www.maa.org/devlin/devlin_05_08.html



which I gather is Paperts critique - school maths is being like being
fed the menu at a restaurant



the contrast between these positions - where and when they are
appropriate -seems to be at the heart of the "maths wars"



more here:

http://www.maa.org/devlin/



Bill, I saw that ABC doco - love the light hearted spoof angle; and it
gets you thinking



Like the observation that not one Roman mathematician is celebrated
today, and the dark ages in Europe also co-incided with the Roman
numeral number system, while India math was centuries ahead...someone
quoted Whitehead to similar effect - good notation frees the mind to
work on the real problems









From: iaep-boun...@lists.sugarlabs.org
[mailto:iaep-boun...@lists.sugarlabs.org] On Behalf Of Alan Kay
Sent: Monday, 5 January 2009 5:06 AM
To: Bill Kerr; iaep
Subject: Re: [IAEP] foundational skills in literacy and numeracy



Bill --

Also check out mathematicians turned great math teachers (such as Mary
Laycocke) who have spent decades learning how to get young children to
learn "real math". Much of this would be called "constructionalistic"
(by those who call themselves "constructionalists").

Also, I have given an account in several places of some of the wonderful
teaching approaches of first grade teacher Julia Nishijima (when she was
at the LA Open Magnet School). These include setting up an environment
in which children construct and really do discover 1st and 2nd order
growth laws as arithmetic progressions. Most of her (and Mary
Laycocke's) stuff was done before computers (and doesn't need computers)
but can later be enhanced by computers.

The biggest limitation by far here is not the knowledge of how to do
this stuff, but the fact that most elementary school teachers have
essentially no sense of math, and very few of these really want to learn
anything about math.

Cheers,

Alan





From: Bill Kerr 
To: iaep 
Sent: Sunday, January 4, 2009 9:45:04 AM
Subject: Re: [IAEP] foundational skills in literacy and numeracy

I'm not aware of anything that Papert wrote about teaching
foundational skills like number (meaning integers) or basic literacy
using phonics.



self correction:
The Progressive Construction of Mind by Robert Lawler June 1980 (Logo
Memo 57, MIT AI Lab) was probably supervised by Papert

Naturalistic study of his two children aged 6 (Miriam) and 8 (Robby)
includes plenty of observations about how the kids learnt addition,
subtraction etc. I need to reread this.




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Re: [IAEP] Education on the XO

2009-01-04 Thread David Van Assche
Actually there are a whole bunch of examples I uploaded to
schools.sugarlabs.org, the problem we have is of how to categorise
them. ie... do we put them via subject, via class, via country, via
language?

The infrastructure needs to be discussed and then agreed upon. That's
the main reason why I didn't upload anything else. That and I realised
I'm the only one adding anything to the site ;-) That said, the entire
Open University content is creative commons, and can be easily
ported and there are many sources across the internet that offer
moodle material in various languages. I pasted a list of the best
curriculum and learning sources on schools.sugarlabs.org. There are
enough examples up there for course creators to get an idea of how to
create an effective learning course, and even some usable courses
(intro to gimp, intro to networking, etc.) Moodle is really quite
simple to get the hang off, but like everything else, it requires
putting time into it. If there are any course content creators out
there, I'd love to hear their ideas, and if they need help with
creating courses on the schools.sugarlabs.org site, I believe I can
help.

I also began creating a database of all the activities so that they
can easily be searched for, categorised, etc. but I read that this was
being done elsewhere so again, I didn't continue down that avenue, but
I'll gladly continue if its of use...

kind Regards,
David Van Assche

On Sat, Jan 3, 2009 at 8:04 PM, Bryan Berry  wrote:
> On Sat, 2009-01-03 at 07:31 -0500, Tony Anderson wrote:
>> The XO's primary tool for education, as opposed to learning experiences,
>> is Moodle. The problem is that Moodle for the XO is a tool which is
>> ready and waiting to be used (all dressed up and no where to go).
>
> Thanks for bringing this up Tony. I didn't properly address moodle in my
> very long article about Karma, a new activity framework for Sugar.
> Whatever karma or the default activity framework Sugar become, a key
> element will be easy integration with moodle.
>
>
> --
> Bryan W. Berry
> Technology Director
> OLE Nepal, http://www.olenepal.org
>
> ___
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Re: [IAEP] foundational skills in literacy and numeracy

2009-01-04 Thread Alan Kay
Bill --

Also check out mathematicians turned great math teachers (such as Mary 
Laycocke) who have spent decades learning how to get young children to learn 
"real math". Much of this would be called "constructionalistic" (by those who 
call themselves "constructionalists").

Also, I have given an account in several places of some of the wonderful 
teaching approaches of first grade teacher Julia Nishijima (when she was at the 
LA Open Magnet School). These include setting up an environment in which 
children construct and really do discover 1st and 2nd order growth laws as 
arithmetic progressions. Most of her (and Mary Laycocke's) stuff was done 
before computers (and doesn't need computers) but can later be enhanced by 
computers.

The biggest limitation by far here is not the knowledge of how to do this 
stuff, but the fact that most elementary school teachers have essentially no 
sense of math, and very few of these really want to learn anything about math.

Cheers,

Alan





From: Bill Kerr 
To: iaep 
Sent: Sunday, January 4, 2009 9:45:04 AM
Subject: Re: [IAEP] foundational skills in literacy and numeracy


I'm not aware of anything that Papert wrote about teaching
foundational skills like number (meaning integers) or basic literacy using 
phonics. 
self correction:
The Progressive Construction of Mind by Robert Lawler June 1980 (Logo Memo 57, 
MIT AI Lab) was probably supervised by Papert

Naturalistic study of his two children aged 6 (Miriam) and 8 (Robby) includes 
plenty of observations about how the kids learnt addition, subtraction etc. I 
need to reread this.



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Re: [IAEP] foundational skills in literacy and numeracy

2009-01-04 Thread Bill Kerr
>
> I'm not aware of anything that Papert wrote about teaching foundational
> skills like number (meaning integers) or basic literacy using phonics.
>

self correction:
The Progressive Construction of Mind by Robert Lawler June 1980 (Logo Memo
57, MIT AI Lab) was probably supervised by Papert

Naturalistic study of his two children aged 6 (Miriam) and 8 (Robby)
includes plenty of observations about how the kids learnt addition,
subtraction etc. I need to reread this.
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Re: [IAEP] [Sugar-devel] Teaching typing and basic math on the XO

2009-01-04 Thread Wade Brainerd
http://www.youtube.com/watch?v=ocBgc55sEsI

On Sun, Jan 4, 2009 at 11:26 AM, Sascha Silbe <
sascha-ml-ui-sugar-de...@silbe.org> wrote:

> On Sun, Jan 04, 2009 at 10:23:57AM -0500, Wade Brainerd wrote:
>
>  I know Mavis has a simplified flash version on their website.
>>
> Got a URL? Cannot find it, even after half an hour of searching the web
> (most hits are online software stores).
> The screenshots I found suggest at least the included "typing games" are
> similar to TuxType (haven't found ones showing anything else).
>
>
> CU Sascha
>
> --
> http://sascha.silbe.org/
> http://www.infra-silbe.de/
>
> -BEGIN PGP SIGNATURE-
> Version: GnuPG v1.4.6 (GNU/Linux)
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> =hiYJ
> -END PGP SIGNATURE-
>
>
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[IAEP] Thoughts on Pedagogy and supporting activity creators

2009-01-04 Thread Caroline Meeks
These are some of my thoughts in response to both Walter's New Year's
message and Bryan's threads on supporting easier activity creation.



Before I started Education school my background was all technical and one
of my "Ah Ha" moments in my first  semester was understanding that
Educational Theory is not like scientific theory.  Scientists actually
believe that each new model of the atom is fundamentally more correct then
the previous ones.  I think this is not so with educational theories.  My
analogy is that they are hills from which to survey the battle, each giving
you a different perspective on what actions you might take to improve
learning.

Sugar's pedagogical foundation is Constructionism.  Wikipedia states:
"Constructionism holds that learning can happen most effectively when people
are actively making things in the real world."

One of the huge values that computers bring to education is the ability to
create more learning artifacts that are both better and more authentic. By
authentic I mean that the many artifacts a student can create with a
computer to show what they have learned about a topic are fundamentally
similar to the work products many information workers create.  Computers let
us keep and organize more work products per student more easily than folders
of paper.  Our goal, that Walter and Evangeline  are currently working
towards with the portfolio project, is that keeping and organizing these
artifacts results in reflection and thus supports learning.



Computers in general, and Sugar in particular, also support collaboration.
Vygotsky is a source of pedagogy that stresses the importance of social
relationships and context in learning.  Notice how, though it might change
what an activity would emphasize, this is = not contradictory to the
importance of actively creating things.

Thus my goal for Sugar would be that it encourages:
1. Creating rich artifacts.
2. Sharing and learning in a social context

3. Reflection

So our goal for supporting activity designers is as they transfer their
ideas from the Mimeograph world to Sugar that the process of "Sugarizing"
the mimeograph content encourages movement towards what we consider
important.



I like concrete user stories that help situate thinking.  So let's make up
a story of the young teacher and the similarly aged aunt/uncle of one of the
students who has recently graduated from a local technical computer skills
program and has the desire to volunteer to spend hours with the young
teacher helping to create a Sugarized activity that the students will use.
You can set this story in Nepal or Birmingham but take a minute to make a
mental picture of these people working together; Situated Cognition theory
says that you will learn better and remember more if you have rich
imagery.   :)

So the teacher wants to help the students with a problem that they will be
tested on using standardized testing. Perhaps it's using a grammatical
structure that is present in the official formal language but not present or
different in the local venacular,  e.g. "I ain't got no pencil" to "I don't
have any pencils".  The teacher has a bunch of zeroxed sheets of exercises
that have been used since the mimeograph ages and the school has always
gotten very low standardized test scores in this area.

Yes we need to think about whether these people are using Python, eToys,
JavaScript or Flash to convert these worksheets into a Sugarized activity,
but we also need to think about how the process of Sugarizing can help them
create a more effective learning experience for these students then the
original mimeographed exercises.



If our documentation on sharing activities includes examples and
information on why social learning is important perhaps this pair will
decide to create an activity where students correct each other's work, or
make challenges for each other to change from informal to formal
grammar.

If our documentation about saving things to the journal includes
information on how the students use the journal for reflection and how it
improves learning the pair may get ideas on how to create an activity that
allows the students to progress and see how their work has improved from one
month or year to the next.

So as we discuss how we are going to make it easier for activity developers
to use what they know, such as Flash, JavaScript etc. let's also keep our
eye on the goal of helping them to create better learning experiences by
sharing, in context and in an accessible manner, what the Sugar developers
know about pedagogy and learning.

-- 
Caroline Meeks
Solution Grove
carol...@solutiongrove.com

617-500-3488 - Office
505-213-3268 - Fax
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[IAEP] etoys initial usability compared with scratch

2009-01-04 Thread Bill Kerr
Bryan:
It takes a long time to train teachers to use Etoys who have never used
a computer before. Etoys _requires_ mastery of the touchpad and that was
more than we could teach in 2 weeks of training. Dragging and dropping
is a non-trivial skill.

I think we can train teachers familiar w/ computers how to use Etoys.
Unfortunately, 95% of the teachers we deal and will deal w/ are not very
familiar w/ computers.

This is one of the major differences b/w Nepal's deployments and those
of more developed countries like Uruguay

Walter:
I presume the same thing applies to Javascript and Flash that uses
drag and drop?

Bryan:
It is does if you require a lot of dragging-and-dropping together w/
right-clicking. For example, our teachers got the hang of Draw during
training but they struggled w/ Etoys. They could do
point-click-activities like GCompris, E-Paath, Maze, etc. w/out a
problem


Bill:
If you did a usability study comparing the etoys interface with the scratch
interface you'll find that scratch provides for a much easier startup

This includes the touchpad issue (eg. in etoys you have to draw and keep a
sprite before you can begin to program) but also there are many other
factors which makes scratch easier to use for a beginner
eg.

* colour coding of different function
* all the function areas are visible to start with
* clear physical separation of blocks palette from scripting area from
stage
* easier, more intuitive to see how blocks fit together

I recently had a collaborative session with some xos and was introduced to
the excellent etoys collaborative features (etoys chat and ability to pass
scripted objects b/w users). These are great. I'm just arguing here about
the getting started features which have impacted on the Nepal teacher
training.
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[IAEP] foundational skills in literacy and numeracy

2009-01-04 Thread Bill Kerr
I'm cutting and pasting because the discussion became broken up.

Bryan:
I love constructionism but too often we focus exclusively high-level
math and science and not "foundational" skills or art, literature,
grammar, health, etc. By foundational skills I mean basic literacy and
numeracy. Kids can't create an Etoys game until they can count properly.
They can't read the dialogues until they understand phonics properly.

Some vocabulary has to be memorized and kids have to be able to add #'s
quickly in their head. When was the last time you reached for a
calculator to compute 5 + 5? If you did, you would work much more
slowly.

I find that Sugar contributors from developed countries are focused more
on high-level thinking because that is a deficiency in their local
school systems. Their kids can do basic math and _usually_ know basic
grammar. Poorer countries are focused on basic numeracy and literacy.
You can't program until you can add and read.

Countries like Peru and Brazil have schools where kids are ready to
focus on high level problems. They also probably have schools struggling
to impart basic literacy and numeracy

 Walter:

I don't understand the construing of constructionism with "exclusively
high-level math and science" and I don't quite what you mean by
"foundational skills". I don't think anyone would argue that we don't
want numeracy and literacy to be "low shelf" tools in every child's
repertoire, but what does this have to do with the other topics in
this thread?

Bryan:
It has to do w/ this thread because it is easy to create simple
animations using Flash but hard to add collaboration and "View Source."
I am trying to make the point that a lot of activities don't need those
features in order to be very effective

 Bill:

It might be best to drop the word constructionism because it is generally
used in a religious sense or alternatively as a swear word



I'm not aware of anything that Papert wrote about teaching foundational
skills like number (meaning integers) or basic literacy using phonics.



btw I recently saw a brilliant and funny video about the evolution of human
understanding of number which others might like to watch as food for
thought:

http://billkerr2.blogspot.com/2009/01/drama-and-humour-of-numbers.html



Idit Harel as a student and collaborator with Papert did a brilliant thesis
about fraction knowledge which is a foundational skill and widely regarded
as poorly taught in primary schools in the industrialized world. See

http://www.olpcnews.com/content/education/tidying_up_the_const.html



Logo or turtle art does require knowledge of number to start with. I like
the sound of Ed Cherlin's suggestion to develop a version with new tiles
that may not initially require that.



Some people now argue (in Australia) that it would be best if calculators
were banned in primary school because many kids arrive in secondary school
with a poor sense of number, eg. can't add up or estimate a grocery bill in
their heads.



Others argue that kids develop a good real life sense of number just through
growing up in the modern world but that they find the formalism of
arithmetic, eg, the use of operations such as plus, minus, multiply, divide,
quite confusing and that it does not transfer readily to their real life
experiences. eg. Children and Number by Martin Hughes

http://books.google.com.au/books?id=jEMPmGS-ROwC&pg=PA12&source=gbs_toc_r&cad=0_0&sig=ACfU3U14WR9cpeAekaK75LMYYwUDJIPksw#PPR6,M1

That particularly references discusses games as a possibly solution.



I'm not claiming expertise in this issue but there is a lot of good
educational research out there.



Teaching basic literacy (reading and writing) has been a controversial area
(phonics versus whole language, perhaps it still is).



Once again, I'm not an expert language teacher (my main area is maths,
science and IT secondary education) but I have been following the issue of
teaching literacy to aboriginal children in Australia, a severely
disadvantaged group.



The methods used (Accelerated Literacy and Making up Lost Time in Literacy –
MULTILIT) do not use computer mediation as far as I am aware. They are
teacher intensive. However, I have watched videos of the methods used and I
think that aspects of them could be programmed. See the videos on the LHS of
this page:

http://www.multilit.com.au/



This would seem to me to be well worth further investigation with literacy
experts.



The point I'm making here is that I can't see how quality activities in
these foundational areas will be developed through the methods being
suggested by Bryan. They will only be developed through educational research
into the best way to teach these areas and then working out how this can be
enhanced by computer mediation.
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Re: [IAEP] [Sugar-devel] Teaching typing and basic math on the XO

2009-01-04 Thread Wade Brainerd
I know Mavis has a simplified flash version on their website.

On Sun, Jan 4, 2009 at 8:37 AM, Sascha Silbe <
sascha-ml-ui-sugar-de...@silbe.org> wrote:

> On Fri, Jan 02, 2009 at 08:42:21PM -0500, Wade Brainerd wrote:
>
>  I'm following the format used by programs like MicroType and Mavis Beacon
>> Teaches Typing (what I personally learned on).  Both have demo versions
>> for
>> Windows available.
>>
> Do you know where I could find some screenshots or similar showing the
> basic concept?
> I don't really fancy booting Windows and downloading a 380MB (!) demo.
> Otherwise...
>
>  We are working towards an alpha in early January.. When it's ready I will
>> announce it on the sugar list.
>>
> ... I'll just wait for that one. :)
>
>
> CU Sascha
>
> --
> http://sascha.silbe.org/
> http://www.infra-silbe.de/
>
> -BEGIN PGP SIGNATURE-
> Version: GnuPG v1.4.6 (GNU/Linux)
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>
>
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Re: [IAEP] [Sugar-devel] How to Make Activity Designers Happy , Parts I and II

2009-01-04 Thread Tomeu Vizoso
On Sun, Jan 4, 2009 at 15:16, Bill Kerr  wrote:
> On Sat, Jan 3, 2009 at 6:55 AM, Bryan Berry  wrote:
>>
>> On Fri, 2009-01-02 at 15:18 -0500, Walter Bender wrote:
>>
>> > (3) We need lots more Activities.
>>
>> While there is consensus on this point, there is not consensus on the
>> best way to get a lot more Activities. That is, pulling a lot more
>> developers into building learning activities that run on Sugar.
>
> I think what we need are quality activities from both a technical and
> educational perspective, which is a different position from more activities
>
> The way I read Bryan's position is that it is based on some particularities
> of the Nepal situation some of which have been spelt out in the article but
> some other educational conditions which were not spelt out
>
> What has been spelt out:
>
> Nepal is a poor country cf Uruguay and other Latin American countries
> (Purchasing Power Parity PPP$ adjusted income per person Uruguay 8,653;
> Nepal 1052)
> Most Nepal teachers have not seen computers before unlike their Latin
> American counterparts
> Nepal developers have existing skills in certain technologies (HTML, CSS,
> Javsscript, Flash) and not in others (Python, PyGTK)
> Nepal developers are time strapped and have strong obligations to their
> families
> They do have time and willingness to contribute to more activities but that
> requires acceptance,  understanding and incorporation of their existing
> skill set into the sugar project
>
> What was not spelt out (Bryan will correct me if I am incorrect):
>
> Existing Nepal curriculum is very structured
> Strong pressure on teachers and students to pass existing curriculum because
> of penalties involved for failing
>
> I can see the logic of Bryan's position when the whole spectrum of Nepal
> circumstances are spelt out but I'm wondering how much these factors, some
> of which are local to Nepal, should influence the whole project. How much
> should Bryan's Nepal necessity - FOSS paradox be transferred to the whole
> project of activity development?

Well, I see the changes requested by Bryan as additive, so potentially
not causing any harm to other users of Sugar. Of course, for OLPC
Nepal would make more sense if their work on top of Sugar is used by
others, so the burden of maintaining it would be shared.

Also, by discussing it with the community first, other users of Sugar
can detect areas where it would be worth joining forces, thus
decreasing the burden of initial development.

Regards,

Tomeu

> Local factors - such as the ability and willingness of the existing
> education system to bend and adapt - will influence how the project develops
> in different countries.
>
> I'll write another comment which addresses the issues raised about
> foundational skills and constructivism (by Bryan, Walter, Wade)
>
> The main point I'm trying to make in this comment is that there may well be
> a difference between the current Nepal necessity of developing more
> activities due to all the factors above (local issues) and what I see as the
> general need for quality activities. I don't see processes or much
> discussion for quality control from an educational perspective in place.
> Making activity developers happy is not the same thing as making all
> educators happy.
>
>
>
>
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Re: [IAEP] [Sugar-devel] How to Make Activity Designers Happy , Parts I and II

2009-01-04 Thread Bill Kerr
On Sat, Jan 3, 2009 at 6:55 AM, Bryan Berry  wrote:

> On Fri, 2009-01-02 at 15:18 -0500, Walter Bender wrote:
>
> > (3) We need lots more Activities.
>
> While there is consensus on this point, there is not consensus on the
> best way to get a lot more Activities. That is, pulling a lot more
> developers into building learning activities that run on Sugar.


I think what we need are quality activities from both a technical and
educational perspective, which is a different position from more activities

The way I read Bryan's position is that it is based on some particularities
of the Nepal situation some of which have been spelt out in the article but
some other educational conditions which were not spelt out

What has been spelt out:

   - Nepal is a poor country cf Uruguay and other Latin American countries
   (Purchasing Power Parity PPP$ adjusted income per person Uruguay 8,653;
   Nepal 1052)
   - Most Nepal teachers have not seen computers before unlike their Latin
   American counterparts
   - Nepal developers have existing skills in certain technologies (HTML,
   CSS, Javsscript, Flash) and not in others (Python, PyGTK)
   - Nepal developers are time strapped and have strong obligations to their
   families
   - They do have time and willingness to contribute to more activities but
   that requires acceptance,  understanding and incorporation of their existing
   skill set into the sugar project


What was not spelt out (Bryan will correct me if I am incorrect):

   - Existing Nepal curriculum is very structured
   - Strong pressure on teachers and students to pass existing curriculum
   because of penalties involved for failing


I can see the logic of Bryan's position when the whole spectrum of Nepal
circumstances are spelt out but I'm wondering how much these factors, some
of which are local to Nepal, should influence the whole project. How much
should Bryan's Nepal necessity - FOSS paradox be transferred to the whole
project of activity development?

Local factors - such as the ability and willingness of the existing
education system to bend and adapt - will influence how the project develops
in different countries.

I'll write another comment which addresses the issues raised about
foundational skills and constructivism (by Bryan, Walter, Wade)

The main point I'm trying to make in this comment is that there may well be
a difference between the current Nepal necessity of developing more
activities due to all the factors above (local issues) and what I see as the
general need for quality activities. I don't see processes or much
discussion for quality control from an educational perspective in place.
Making activity developers happy is not the same thing as making all
educators happy.
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