This has been a long one coming. Not a long book, but after around halfway through it started becoming a more challenging read, so the review was slightly delayed as I was distracted by more accessible volumes.
I’ve mentioned several times on this blog, the work of Seymour Papert, educational theorist, child psychologist, and perhaps most famously the primary inventor of the LOGO programming language (also known as Turtle Graphics). Mindstorms chronicles the theories behind, and process of the creation of LOGO.
The central theme of the book is Montessori-esque self-directed learning, more specifically harnessing the power of the computer as an “object-to-think-with”. Papert begins the book by describing his early fascination with gears, and how his exploration and play with sets of gears laid the foundation for numerous topics of mathematics such as algrebra. He strongly advocates the significance of exploration as a means of learning - that directed learning using an “object-to-think-with” can be a hugely effective way of instilling understanding, and that the power and flexibility of computers provides an almost limitless toolset to create these objects.
As he suggests, many leaners are scared or intimidated out of certain subjects when they encounter a “block” or difficulty with a subject. This can lead people to believe that they are “not-mathematical” or “not-creative” even though they still maintain an interest and passion in the subject. This is something that becomes more pronounced as people get older, as they begin to segregate activities and knowledge into things that they “can” or “can’t” do. Most young kids are enthusiastic and happy to give anything a try, but its almost as if many educational systems beat any passion or interest out of people, and instill a fear of failure during the learning process. People who loved drawing as kids may never pick up a pencil again because of their low self-esteem and fear of humilation in any attempt to draw again (driven by some bad experiences in art classes when they were young), despite the fact that they may well have the ability to become accomplished at drawing.
Papert suggests that while we might be told that we cant do something creative or mathematical, most of the time this is down of an incompatibility with the learning process or model being used to convey the concept or knowledge as opposed to any absolute flaw in our educational potential. Traditional learning revolves around the direct, verbal, communication of knowledge and ideas. This is usually followed by a number of exercises and tests designed to reinforce this knowledge. One anecdote in the book described by Papert centres around a child that describes his own method of learning as “getting rid of everything else in his mind and repeatedly concentrating on the word or image.”
In order to explore the potential for computer-based learning to resolve some of these educational difficulties, Papert began work at MIT, in the newly founded children’s learning envionment. Papert had just come from spending five years in Geneva working with Jean Piaget (the child psychologist) and began work exploring the possibilities of the computer age. One of the most significant of these is the LOGO programming language. LOGO is an attempt to provide a “mathland” for children to explore concepts of mathematics and computation. It allows users to input simple commands that are executed by an on-screen “turtle”, such as “LEFT 90″ which will cause the turtle to turn left by 90 degrees, and “FORWARD 100″ which will cause the turtle to draw a line 100 units long in its current direction. More advanced use allows for the creation of subroutines with parameters, as well as iterative loops. The main advantage of this approach over traditional maths or geometry study is the opportunity for exploration. By transferring the learning environment from purely abstract to one where you can explore and achieve concrete results on-screen (and fix any mistakes you make), you automatically make it something that a child can relate to far easier (especially given the body-syntonicity properties, the fact that a child can “think through the eye of the turtle).
Papert draws links between additional concepts “discovered” through use of LOGO, such as bug finding and procedural thinking- concepts and practices usually associated with programming - and illustrates how it could be applied to other forms of learning. He provides a very convincing description of how learning to juggle can be improved by taking a procedural approach, applying bug-fixing techniques to iron out problems as you learn. He also points out the advantages of education in a system with a simple “wrong/right” attitude to achievement, where it follows a more real-world basis of accepting and learning from mistakes (and how mistakes can often be advantageous and lead to further learning and creativity).
Given that the book was written in the late 70s, when computers were far less commonplace than they are in todays schools, and homes, its sad that these theories and practices have not been further adopted. For anyone developing software or products with a learning angle (or anyone involved in education for that matter) its an inspiring and insightful read, and highly recommended. Papert’s ideas very much live on, the most prominent example of which has to be the Lego Mindstorms range, so named after this very book and its ideas.