Constructivism and the Marker

Figure 1: Seymour Papert
Ko, A.J. (2017) Mindstorms: what did Papert argue and what does it mean for learning and education? Retrieved from: https://medium.com/bits-and-behavior/mindstorms-what-did-papert-argue-and-what-does-it-mean-for-learning-and-education-c8324b58aca4

Since mid-1960s, Australian Seymour Papert (2004) spent his career inventing tools, toys, software and projects that educate students of computer-science knowledge that aims at academics, teachers and parents. As future educators, preservice teachers should help to teach students about how creativity can maintain the viability of school and ensure powerful ideas recreation. (Stager, 2016) Even inside a prison for teenagers, students can still learn about constructivist methodology teaching shown in understandable concrete materials. (Stager et. al., 2016)

In a developing world, the overridden legislative resistance for each student to obtain a personal computer in secondary schools gave birth to the ‘maker movement’. The inspiration for students to engage in technological behaviours of students dealing with computers. (Papert, 2004) In this case, Papert believed that every class should become engaging though student creative expression, relatively purposeful lessons to each individual.

Circuitscribe is an innovative way of teaching circuitry and electricity through digital constructionist tools that help with STEM experiences. The very idea of a student inventing electricity within the classroom provides an opportunity of introducing electronic circuitry. (Richard, Giri, Mckinley, & Ashley, 2018). However, with the introduction of computers in the classroom, the introduction of electricity should also be included in the creativity learning process.

Figure 2: Circuit scribe title found on the main website.
Circuitscribe (2020) Circuit scribe. Retrieved from: https://circuitscribe.com/

In broadening marker learning, class participation associated with content creation tools in activities within the classroom allow students to blend multiple toolkits and technological devices. (Narumi, Shi, Hodges, Kawahara, Shimizu, & Asami, 2015) These items include the expensive $59.99 The Super Kit that involves the conductive ink pen, circuit stencils, workbook and course sheets.

Figure 3: Super Kit
Circuit Scribe (2020) Super Kit. Retrieved from: https://circuitscribe.com/products/super-kit

Other forms of free technological device include the free demo app which can be displayed on any software. (However, students are more likely to use apple software such as the iPad, iPhone or iOS within the classrooms).

The different course sheets contain modules that students are introduced to as advanced concepts of light, sounds and circuitry that explores conductivity, signal processes, inputs, outputs and touch-sensitive circuits. This may include step-by-step projects found on YouTube, free downloadable scientific curriculums and an inventor’s notebook which reflect how the app can teach students how circuitry works. (Oh, Ta, Suzuki, Gross, Kawahara, & Yao, 2018)

Figure 4: The is video providing the basics of resources and materials used in Circuit Scribe Electronics.
Circuit Scribe (2020) Circuit Scribe Electronics 101: Episode 1 – The Basics. Retrieved from: https://www.youtube.com/watch?time_continue=12&v=l74PgfLZFNA&feature=emb_title

References

Circuitscribe (2020) Circuit scribe. Retrieved from: https://circuitscribe.com/

Circuit Scribe (2020) Circuit Scribe Electronics 101: Episode 1 – The Basics. Retrieved from:https://www.youtube.com/watch?time_continue=12&v=l74PgfLZFNA&feature=emb_title

Circuit Scribe (2020) Super Kit. Retrieved from: https://circuitscribe.com/products/super-kit

Hoyles, D., & Noss, R. (2017). Visions for Mathematical Learning: The Inspirational Legacy of Seymour Papert (1928–2016). EMS Newsletter, 2017-3(103), 34-36.

Ko, A.J. (2017) Mindstorms: what did Papert argue and what does it mean for learning and education? Retrieved from: https://medium.com/bits-and-behavior/mindstorms-what-did-papert-argue-and-what-does-it-mean-for-learning-and-education-c8324b58aca4

Narumi, K., Shi, X., Hodges, S., Kawahara, Y., Shimizu, S., & Asami, T. (2015). Circuit Eraser: A Tool for Iterative Design with Conductive Ink. Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 18, 2307-2312.

Oh, H., Ta, T., Suzuki, R., Gross, M., Kawahara, Y., & Yao, L. (2018). PEP (3D Printed Electronic Papercrafts): An Integrated Approach for 3D Sculpting Paper-Based Electronic Devices. Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018, 1-12.

Papert, S. (2004). Interviews with Seymour Papert. Computers in Entertainment (CIE), 2(1), 9.

Richard, G., Giri, S., Mckinley, Z., & Ashley, R. (2018). Blended making: Multi-interface designs and e-crafting with elementary and middle school youth. Proceedings of the 17th ACM Conference on Interaction Design and Children, 675-680.

Stager, G.S (2016). Seymour Papert (1928–2016). Nature, 537(7620), 308.

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