from Tech&Learning
MIT's Mitchel Resnick says kids should do it
for themselves. Here's how.
Mitchel Resnick is a researcher,
inventor, and professor at MIT's
Media Laboratory in Cambrige,
MA, and the founder of the
Lifelong Kindergarten Group at
MIT. He is the lead innovator
behind many cutting-edge
learning technologies and projects
for children, including the
Computer Clubhouse, Pico-
Crickets, and the wildly successful
consumer product, Lego
Mindstorms. His latest innovations
surround a product he
calls Scratch, a digital creativity tool that helps facilitate
expression, communication, concepts in interactivity and programming,
presentation development, and community-based
learning. We asked Resnick for his thoughts on his latest project
and what effect technology should have on the way we
teach and learn. Here are some highlights. For the full transcript
or to listen to an audio podcast, go to techlearning.com
and search on Resnick.
T&L: What does "Lifelong Kindergarten" mean?
MR: The Lifelong Kindergarten Group has been the name of
my research group for maybe ten or fifteen years now. We've
worked on many different projects under
that banner. By looking at the way children
learn in kindergarten, we developed what I
call the "creative learning spiral." In many of
the best creative thinking experiences, you
start with imagination, you come up with an
idea, you create something based on your
idea, you play and experiment with that idea,
you share it with others, you talk about it
with them, they try it out, and they give you
feedback. Based on that experience, you
reflect upon your ideas, you think about
what happened, and that gives you new
ideas. Then you're right back again at the
beginning with imagining—at which point, you keep on spiraling
out with new ideas based on this concept of "imagine, create,
play, share, reflect, and imagine." We can see this spiraling
concept working really well in most kindergartens. So we ask
ourselves, "Why can't we take this same approach to learning
and bring it to learners of all ages?"
T&L: What are the concepts behind Scratch and its attempts
to make technology more personable, more meaningful, and
more accessible to kids?
MR: The first thing is to make sure we think of technology in
terms of a material that kids can do things with. Too often
today, a lot of technology delivers something to the kid. I think
too many technologies are trying to create an experience for
kids or deliver information to kids. The more that you give kids
control over the technology and allow kids to shape the direction
of the technology, the easier it becomes to connect with
their personal interests and passions.
T&L: What has been the reaction?
MR: It had a rocky start at the very beginning because there
was so much demand. On the first day, our server crashed. But
the problem was stabilized quickly and we've been able to
support the community well since then. The things I'm happiest
with and most surprised about have been the sophistication
of the projects people have created with Scratch—things
beyond what I imagined could be created with the language
we developed. Even more so, I've been impressed with and
pleased by the diversity of projects kids have
created.
One example that comes to mind—there is
a girl in Ireland who instead of making a
game, started to make some animated characters.
She put these characters online with a
message that said, "I like making animated
characters. Please feel free to use them in
your stories or games. If you want a special
character, just leave a message below and I'll
make it for you." What she was doing was
offering her consulting services on our Web
site to make characters for others. So kids
started asking her to make characters for
their games, and then they put their games online. Another kid
offered his skills in making new features that could be added to
a game. In several cases, kids would start their own online companies,
the first one being a company called "Crank Inc.," which
was a group of kids—one in England, one in Ireland, one in
Russia, and one in the United States. They started this company
making games together where each member made different
parts of the game.
Using Scratch, students make their own games, share projects with other kids from around the world, even start virtual companies.
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Another great thing we saw was a project called the Scratch
News Network, which was modeled after the Cable News
Network. This project had a newscaster giving news about
what was new on the Scratch Web site. As part of our own
efforts running the Scratch Web site, we would feature certain
projects on the Scratch home page. However, here was somebody
who was giving a newscast of what, in her opinion, were
the most important projects to be aware of on the Web site. The
first time I saw this, my reaction was "Oh, that's cute. Here's a
simulation of a newscast." Then I stopped and realized that this
was not a simulation of a newscast, this was a real newscast.
The level of collaboration with the Scratch community has
also been exciting to see. Right now we're up to about 130,000
projects on the Scratch Web site. Out of those 130,000 projects,
more than 20,000 projects are what we call "remixes," meaning
that someone took someone else's project, added things to it,
and then uploaded it to the site as their own version.
T&L: What are the best ways teachers can start using Scratch
in classrooms this fall?
MR: There are a few ways that I do see Scratch getting into
schools. The easiest fit for Scratch is in programming-related
studies, which can be an important part of any middle school
technology or high school computer science curriculum.
Another way that Scratch is being used is in a similar
manner to Powerpoint. Powerpoint is used as a general
presentation tool. Whether students are doing a report on
the rainforest of Costa Rica or on the presidents of the
United States, they might make a presentation using
Powerpoint. Scratch can also be used as a presentation tool,
and I think its abilities go beyond Powerpoint. First of all,
you can make richer dynamic projects. It can be expanded
beyond the standard image displays and bullet points of
text often found in a typical Powerpoint presentation. I also
think Scratch allows users to be more expressive with a richer
learning experience. Teachers appreciate that, and once
they become familiar with Scratch, they'll start to use it as a
tool with students for a wide range of activities. From the
early-adopter teachers using Scratch, there are great things
happening in their classrooms.
Scott Traylor is the founder of 360KID, a
content and technology company developing learning products
for publishers, broadcasters, and toy companies. 360KID
specializes in the creation of animated, gaming, and social
media learning products for clients such as Pearson, McGraw-
Hill, PBS, Sesame Workshop, Girl Scouts, LeapFrog, National
Geographic, and many others.