Showing posts sorted by date for query Raspberry Pi. Sort by relevance Show all posts
Showing posts sorted by date for query Raspberry Pi. Sort by relevance Show all posts

Monday, October 19, 2015

10 examples of how ‘DEVICE fetish’ is ruining EdTech

Educational debate around technology is, as my father often says, ‘arse before elbow’, as are shows such as BETT. It’s obsessed with devices – tablets, mobiles, whiteboards, holes-in-walls, micro:bits, Raspberry Pis, 3D printers, VR and so on - which is to focus on the wrong end of the problem. Device fetishism has been a destructive force in research, procurement, projects and outcomes in education. So here’s some blowback. Note that I’ve been implementing and writing about the use of tech in learning for 33 years, so I’m speaking, not as a philistine, but a convert.

Here’s Audrey
This is Audrey Mullen, a US high school student, with an entrepreneurial flair. She does Kite Reviews, through a consultancy that hires out fellow students to evaluate Edtech. I like this. She found that faculty, schools and HE tended to think devices first, bandwidth and services second. She's right. I founded and ran a large test lab, called the ‘Epicentre’ and for years and got to know a lot about testing, usability and target audience evaluation. One thing I did learn, was to listen to real users, backed up with methodologies developed by Nielsen, Norman, Krug and others. It’s so easy to get 50 year-olds entranced by shiny devices, to buy stuff, implement their ideas, only to find that they are then treated with contempt by users. Young people always like receiving new shiny toys, then look on their use in school as if they were watching their dads dance in a nightclub.

Fail 1:  Poor procurement
This is the big one. Devices are identified and purchased without a detailed plan for the actual improvement of learning outcomes. Teacher support is left out, actual cost-effectiveness analysis (never ever seen one) is absent, detailed analysis of the device affordances matched to learning tasks rarely thought about, mainteannce costs underestimated, insurance a problem, change management and internal communications plans usually beyond the skills of the purchaser. They’re so often bought, with external funds, grants or on the back of the whim of someone who has attended a couple of conferences and ‘seen the shiny light'. That’s the first problem right there – piss, poor planning.

I’ve seen some of these documents, where the pedagogic bit does nothing more than list some ‘C’ words. I actually saw one yesterday that had a record of ‘C’ words; Cultural Cognitive Constructive Communicative Confident Creative Critical Civic. Is the world really that alliterative? Here’s my alliteractive alternative for the premature purchase of devices. Poor Planning Leads to Piss Poor Performance. For a serious analysis of bad procurement see here.

Fail 2 – iPad is NOT a computer
Listen to what Audrey and her mates have to say about iPads. “A Cat Is Not a Dog; An iPad Is NOT A Computer” she starts.Have you ever typed directly on an iPad? Kill me. Almost every word is a typo… and don’t get me started on keyboards that connect to the iPad”. Her advice to teachers, “On behalf of millions of students everywhere, I beg: Don’t make us type on an iPad”.

I have few problems with iPads in primary school but in secondary and Higher Education it’s totally misguided (see my critiques here). It’s a consumer device and when it comes to more advanced and almost any serious, productive skill like long-form writing, coding, photoshop, spreadsheets - it’s a ‘dog’. You can’t write effectively, as touch-screen typing is slow and produces far too many errors. Cut and paste work, essential to good redrafting and writing, is difficult (indeed there’s evidence that it cramps writing style). They’re expensive, difficult to network and encourage the cul-de-sac that is apps development.

Fail 3: Coding devices
Coding is a software skill. Sure peripherals matter but the core skills are around structure, logic, comments etc. Unfortunately, and this is part of our awful, English hobbyist culture, fed invariably by the ‘Cash in the Attic’ folk at the BBC, hideous devices are thrown at the problem like confetti. The Raspberry Pi and late and badl branded MicroBit (critique) are not the solution to our problems in computer studies and coding, they may even exacerbate the problems. If you really want to frighten new entrants, especially girls, show them one of these circuit boards, that take ages to get working. They’re largely bought by already nerdy kids and their dads. That’s OK but it it’s illusory to suggest that they’re a catalyst for change. Focus on good software not ugly gadgets.

Fail 4:  Mobile devices
Put Away the Phone” says Audrey, and “Save us from ourselves”. Her advice to teachers, “Don’t go crazy with phone rules and regulations because we won’t follow them… Instead just stick with the basics – no phones during school hours”. Not what we tend to hear from the mobile learning lobby. The affordances of a phone are rarely congruent with learning needs. We use them for everything BUT learning.

Fail 5: Devices over organisation
Audrey hates it when teachers ignore the need for proper software that allows everything to be accessed and stored in one place. “Be Crazy, Hyper-Organized With Your Technology And We Will Love You For It” she says. By this she means have a VLE/LMS or system that is universal for all use of tech and one that works. Forget all this jazz around devices – most stuff now works on most devices. She pleads with teachers to. “Keep all your information in one place…. Don’t go scattering it around in different apps”. That last word is a salutary warning. Apps are apps, they’re cul-de-sacs. Browser based stuff is the stuff of learning. Focus on mobile devices and you focus on apps – big mistake.

Fail 6: Content matters
Educational professionals can be very sniffy about content and when it comes to Wikipedia, Khan Academy (my analysis), YouTube, Duolingo and MOOCs (my view on), they turn into illiberal prohibitionists. Get real, hundreds of millions use this stuff. It’s free content. It works.  Audrey’s advice “More Please”. To be specific, “Khan Academy has science, language, arts and much more… I like to think of it as my partner in school. If a teacher is hard to understand, I pop onto Khan…  often I only need 30 seconds. I visit the website maybe 20 times a week”. Enough said.

Fail 7: Pavlovian gamification
Dont play Pavlov with learners…. That doesn’t mean don’t use games or gamification. It does mean that you shouldn’t be making folk chase down rubies while being chased by a pacman, when they need to focus on learning something useful. Gamfication, led by apps, and an obsession with devices, has led to a flood of ‘edu-games’ that usually (not always) distract, disappoint and even put learners off learning.

Many young people look upon these games with contempt. Games are difficult to make, good games are fiendishly difficult to make. University departments, JISC, the BBC, C4 are NOT the places where good games are made. Many simply result in cognitive overload, as the learner has to learn the rules and implement the mechanics of the game, as well as learn. Oh,.. and to do them well cost real money. Ignore devices and apps and focus on some core virtues from games that are based in good learning theory; progress through levels, failure (even catastrophic), repeated practice until skill acquired, time constraints and congruence between the game and the learning competences.

Fail 8: Don’t dump devices in developing world
Sugata Mitra and Negroponte have both made a career out of dumping devices into the developing world and teachers lap it up as if they’re some sort of saints. Listen carefully – they don’t like teachers and schools. Researchers, like Arora, from Erasmus University Rotterdam, visited hole-in-the wall sites and reportedlittle real independent evidence, other than that provided by HiWEL, accusing Mitra of not comparing amount of time spent on hole-in-wall material with same  time in school… making the comparison meaningless. It was, she concluded,self-defeating… ‘hole-in-the-wall’ has become the ‘computer-in-the-school”. This was confirmed by Mark Warschauer, Professor of Education at the University of California, who also visited sites, only to find that “parents thought the paucity of relevant content rendered it irrelevant“ and that “most of the time they were playing games…. with low level learning and not challenging”. The “internet rarely functioned” and overall the project was not very effective”. I also visited a site, in Africa, and confirmed all of this and more. Read Mitra’s comment on my blog, it took me 30 minutes to think about and write this response. I would have spent the time on planning a new project for very poor children. Would someone, perhaps Donald, like to take the responsibility for this wastage and the resultant loss to them.” Sugata Mitra. This is what happens when devices trump reason.

Fail 9: 3D printers
OK, if you have a spare grand or so for a 3D printer. But are they the ‘next big thing’ or merely an expensive way to produce lots of ‘small, useless, plastic things’? Apart from adding considerably to planetary waste, what impact will 3D printers have in learning? Every educational institution could have a 3D printer that can create objects across the curriculum, on demand. STEM subjects are often the first port of call, but many other subjects can benefit, especially art and design. While it is true that the potential of a technology is often realised once people start to use it in anger, 3D printers are in danger of being the ‘next big thing’ when they are, in fact, just expensive machines that churn out ‘lots of useless small things’, more gimmick than game changer. I’m not against the use of 3D printers in learning just against buying them and hoping that they’ll be useful in learning. It’s way too early to invest in these things.

Fail 10: Whiteboards
That most expensive of devices, whiteboards, were hailed as the technology saviour in schools, but many saw them as reinforcing an old preachy, teacher-centric, classroom model. And so it came to pass. The UK has led the way here with more whiteboards in schools than European and US schools. But has it worked? Studies in the UK show NO significant improvement in attainment through whiteboards. Professor Frank Coffield warned us for years that this was a misguided policy. A critical review of the literature by Heather J. Smith, Steve Higgins, Kate Wall & Jen Miller, Centre for Learning and Teaching, School of Education Communication and Language Sciences, Newcastle University. showed that there is "insufficient evidence to identify the actual impact of such technologies upon learning either in terms of classroom interaction or upon attainment and achievement.”

Mosquito v Turtle projects
All of this focus on devices leads, year after year, to a swarm of ‘mosquito’ projects. Let me explain. Most EdTech projects are mosquito projects; lots of buzz, tricky to spot & short-lived. They are funded but rarely sustainable. Innovation is not innovation if it is not sustainable. We need long-life 'turtle' projects.

Turtle projects are infrastructure projects that improve bandwidth in schools, the Open University, Janet & SuperJanet, Wikipedia, Khan Academy, YouTube, MOOCs. Moodle… I could go on all day. None of these initiatives are device-focused. They focus on cognitive ergonomics not consumer electronics. Lesson here – stop the largely wasted research on device-based projects, the endless stream of apps and do not keep on taking (and buying) the tablets. Think about learning and learners not devices.

Friday, March 13, 2015

BBC’s Micro Bit: useful gadget or more school junk

When the Year of Code was launched I likened Coding to the new Latin. Originally led by the hapless Lottie Dexter (dumped after her car crash appearance on Newsnight), it has got a little more organised but ever more bizarre. We Brits love coming up with little bits of odd tech, something that looks as though it was designed by someone in a shed. Trouble is, they rarely get out of shed-land into commercial success. So it is with the very odd Micro Bit.
1. Gadgetry is not computing
Emma Mulqueeny’s infamous blog post "7 reasons why the Year of Code is just AMDram" echoed my own views at the time but this turns a reasonable attempt to change the computer studies curriculum into a gadget-led mess. The Year of Code launch was a disaster, a reductionist view of computing skills as ‘easy coding’ and this is just more junk thrown at what is a complex teaching and learning problem. In the end this is of limited value, a piece of use once, see that it's useless, throwaway object. What's more, it has already suffered from a shed-like approach to design, and have had to drop the battery slot. The idea was that all the 'cool' kids would slap a square circuit board (that can display letters and numbers - WOW) on their designer clothes, to impress their friends. I can see a lively lewd series of YouTube videos coming. Interesting that since the last press release, they've dropped all references to GTA - what were they thinking?
2. All supply, no demand
This is a typical - build and they will come strategy. Does anyone in the know anything about supply and demand in the BBC? Let's face it, IT is not the BBCs strong point. They burned £100 million on their last, massive, failed IT project and few around now remember that the BBC Micro failed in the market – I bought one, used one and was there. Remember BBC Jam - £75 million and not a second of content released? As usual, they failed due to a lack of business acumen. At least this time round they admit that it will fail commercially even before the launch – novel.
3. Yet more hardware?
Take a million devices, then launch them in late October on schools and teachers with inadequate preparation and training. Have we learnt nothing about launching gadgetry in education? How many reports do we need that stress teacher training, support and proper planning? What teachers don’t need, is yet another poorly planned, alien-looking gadget, parachuted into schools and classrooms, hard on the heels of the last one, the Raspberry Pi, with no real training. And by the way of 1 million of these is the answer, why didn’t the 3 million Raspberry Pis do the job? It's marketed as being 'complementary' to the Pi but that's a description of convenience.
4. Hokey ‘Micro Bit’ brand
To be clear, ‘Micro’ means small, and ‘Bit’ is a binary digit, a basic unit that can have one of two values. ‘Small bit’ doesn’t make any sense. A bit is a fixed unit of information, and small is what linguists call a ‘gradable antonym’, it scales. In short, it’s grammatically stupid, like saying ‘Small one or zero’. Maybe it refers to its tiny size. Who cares if it’s that size? As soon as you add the big bits to make the damn thing work, like a proper computer, you’ll find that it’s a bit of a big bugger. Of course, someone in some daft meeting of people with no real marketing expertise had in their mind echoes of the last bit of failed hardware the BBC produced – the BBC Micro. Why resurrect a failed brand? It’s all a ‘bit’ Reithian, old-fashioned and nostalgic.
5. Don’t Call Saul
Saul Klein, who the BBC reported as the mastermind behind the scheme, claimed on the BBC website, and I kid you not,  that “90% of the country didn't know how to code, 70% of adults didn't know that coding would be in the curriculum come September, and 100% of teenagers thought it would be vital for their future job prospects.” To be honest I’d be astounded if 10% could code, that would be 6.4 million – no way. The second (70%) stat simply suggests that the curriculum change is already in trouble and the last (100%) is not just a lie, it’s dumb. Let’s suppose that 100% of teenagers did believe this, and that I don’t believe (I’ve now asked a few), it would still be dumb. Knowing how to code is irrelevant to the vast majority of youngsters’ future job prospects. One last thing - if you want reliable stats - Don’t Call Saul.
Conclusion
Put aside the really awkward word ‘coding’ and you find an initiative largely led by people who don’t know what it really means. I’ve run IT companies with lots of ‘coders’ but they were part of a wider team. I also invest in tech companies and have seen the high quality of outsourced programming to India and other places, at a fraction of the cost. Sure we need new skills but seeing computing as just coding is a reductive solution. The real skills shortages in the UK are varied, good project management, good marketing and sales people and so on. Here’s a bet – I won’t hear of the ‘Year of Sales’ in my lifetime.

Wednesday, May 30, 2012

Raspberry Pi: 7 reasons why it won’t work


I can remember that era, when there was a buzz around the Spectrum, BBC Micro and C64. You were faced with nothing more than a command prompt and off you went. That was then, this is now. What strikes me about the Raspberry Pi initiative is the fact that it is a very British idea - good name but a bit rubbish. It seems to be premised on the idea of the nostalgic amateur tinkering about in his shed with an invention that serves no real purpose. Whenever you ask hard questions of the projects things get vague. Why do you actually need a new piece of hardware when we’ve all got computers? Why hardware and not software? How do you actually learn with this thing?
To my mind there’s lots of reasons why the Raspberry Pi looks worthy but is wrong-headed, and is likely to fail in its goal of reinvigorating interest in coding.
1. Amateurishness. It became apparent in the launch that this was more Sinclair C5 than Sinclair Spectrum. The website crashed, the hardware faulty and orders delayed. The deliberate anti-design ethos is carried to ridiculous extremes, as it looks like something ripped out of the back of an old telly.
2. Nostalgia. It’s clear that this is an attempt to resurrect the idea of amateur coders, a golden age of back-bedroom self-starters. Sorry, those days are gone. The last thing we need is a thinly disguised BBC Micro.
3. Lack of realism. Software and hardware is much more diverse and the competition is fierce. Coding can, and is, bought down a line, in countries where labour is much cheaper. We need a structured approach to the serious acquisition of relevant skills, not tinkering.
4. Hardware fixation. The world is full of cheap, fast, powerful and portable hardware. It’s the ‘software’ stupid. What’s needed is software not more hardware. In fact, there’s some brilliant games’ tools and app creation tools out there. Get kids to use the tools not buy an empty toolbox. It’s like teaching maths with just a calculator.
5. Learning ignored. It’s clear that the team don’t understand the learning process. How do you get started with this thing? It’s also a mistake to start with the heavyweight challenge of low-level coding. No real thought has gone into how coding will be taught using the device as there’s no quality learning materials and teachers are ill-equipped to handle the device in schools.
6. Wrong target audience. Interest has largely been from ageing men who love to tinker. That’s because the unplanned marketing echoed around this world and never really got out to the intended audience - youngsters.
7. Not cool. To succeed with this young audience you have to create a sense of urgency by being cool. You’re up against Apple and Mobile manufacturers. Ian Livingstone’s description of the device as the BBC Nano is laughable. Sorry, but it looks crap not cool.
If only those pesky kids would do what our generation did back in the day and get down and dirty with the hardware, we’ll be the leading software development country, again. Wrong. We got so bogged down with the BBC Micro and BBC Basic that the world raced by us in the fast lane with proper hardware and software. The primary problem is the lack of entrepreneurial spirit and business skills, not coding skills. That, in many ways, is exemplified by the project itself. It’s a geekfest.