Difference between revisions of "Sugar Labs/Current Events"

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Rather than commenting here, I want to discuss a third, orthogonal topic: creativity. I hosted a visit to Cambridge this week from Diego Uribe, a Chilean researcher who is currently a Fulbright scholar at the International Center for Studies in Creativity in Buffalo, NY. Diego challenged me with two questions: Can we be more deliberate in developing children's creativity skills and how can we use Sugar to better disseminate creativity heuristics?
 
Rather than commenting here, I want to discuss a third, orthogonal topic: creativity. I hosted a visit to Cambridge this week from Diego Uribe, a Chilean researcher who is currently a Fulbright scholar at the International Center for Studies in Creativity in Buffalo, NY. Diego challenged me with two questions: Can we be more deliberate in developing children's creativity skills and how can we use Sugar to better disseminate creativity heuristics?
  
Diego is of the believe that creativity is a skill that can be taught; there has been more than 50 years of research into how to teach this skill; and yet creativity is rarely a deliberate part of mainstream education.  
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Diego is of the belief that creativity is a skill that can be taught; there has been more than 50 years of research into how to teach this skill; and yet creativity is rarely a deliberate part of mainstream education.  
  
 
Diego introduced me to Grace Hopper's formula for creativity that I had not previously encountered: The probability of creativity is a function of knowledge, innovation, and experience, modulated by attitude. (Historical footnote: Hopper is the one who coined the term "debugging" when her colleagues found a moth stuck in a relay of the Mark II computer.) In this formulation, attitude is often the weak link.
 
Diego introduced me to Grace Hopper's formula for creativity that I had not previously encountered: The probability of creativity is a function of knowledge, innovation, and experience, modulated by attitude. (Historical footnote: Hopper is the one who coined the term "debugging" when her colleagues found a moth stuck in a relay of the Mark II computer.) In this formulation, attitude is often the weak link.
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* In what ways might we tell the SCAMPER story?
 
* In what ways might we tell the SCAMPER story?
  
And we listed some ways we might overcoming one of our concerns: In what ways might we tell the SCAMPER story?
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And we listed some ways we might overcome one of our concerns: In what ways might we tell the SCAMPER story?
 
* Case study: e.g., a SCAMPERized English class;
 
* Case study: e.g., a SCAMPERized English class;
 
* Stand on the work of SCAMPERers who have come before us;
 
* Stand on the work of SCAMPERers who have come before us;

Revision as of 18:06, 3 May 2009

What's new

This page is updated each week (usually on Monday morning) with notes from the Sugar Labs community. (The digest is also sent to the community-news at sugarlabs.org list and blogged at walterbender.org.) If you would like to contribute, please send email to walter at sugarlabs.org by the weekend. (Also visit planet.sugarlabs.org.)

Sugar Digest

I encourage you to join two threads on the Education List this week: "math instruction", which has boiled down to an instruction vs construction debate; and "70 minute interview with Bryan Berry on XO deployment in Nepal", which has boiled down to a debate of catering to local culture vs the Enlightenment. I encourage you to join these discussions.

Rather than commenting here, I want to discuss a third, orthogonal topic: creativity. I hosted a visit to Cambridge this week from Diego Uribe, a Chilean researcher who is currently a Fulbright scholar at the International Center for Studies in Creativity in Buffalo, NY. Diego challenged me with two questions: Can we be more deliberate in developing children's creativity skills and how can we use Sugar to better disseminate creativity heuristics?

Diego is of the belief that creativity is a skill that can be taught; there has been more than 50 years of research into how to teach this skill; and yet creativity is rarely a deliberate part of mainstream education.

Diego introduced me to Grace Hopper's formula for creativity that I had not previously encountered: The probability of creativity is a function of knowledge, innovation, and experience, modulated by attitude. (Historical footnote: Hopper is the one who coined the term "debugging" when her colleagues found a moth stuck in a relay of the Mark II computer.) In this formulation, attitude is often the weak link.

Central to his own vision of teaching creativity as a skill is the ability to strike the proper balance between divergent and convergent thinking.

Guidelines for divergent thinking

  • defer judgment
  • go for quantity
  • make connections
  • seek novelty

Guidelines for convergent thinking

  • apply affirmative judgment
  • keep novelty alive
  • check your objectives
  • stay focused

(I was reminded of David Reed's analogy to water and ice: innovation occurs in its liquid phase; consolidation in its solid phase.)

Diego was "preaching to the choir." When I was director of the Media Lab, I never told the students or faculty what to work on—their ideas were always much better than mine—but I did insist on a creative (learning) process that I described in a paper, "The seven secrets of the Media Lab".

The phases of the moon represent the cyclical process of innovation at the Media Lab. In the 1980s we used to describe the first phase of the innovation cycle as ‘demo or die’. John Maeda rephrased our mantra in the late 1990s to be ‘imagine and realisze’. Indeed, it is a violation of our cultural norm to have an idea and not build a prototype — in large part because of our deeply-held belief that we learn through expressing. Building a prototype also enables us to advance to the second phase of the innovation cycle — critique. The Lab, which has its origins in architecture (the founder of the Media Lab, Nicholas Negroponte, is an architect) draws upon the tradition of studio design critique; we have daily visits from our industry partners and other practitioners with whom we engage in an authentic critical dialogue about the work. In this exchange, the work is discussed within a broader context — ideas (and prototypes) are exchanged, improvements and alternatives suggested. We then advance to the third phase of the innovation cycle — iterate. Iteration within the Lab means returning to ‘Step One’ to push our ideas further. Iteration within our partners’ organizations means taking a prototype towards real-world application. In both cases, we can learn from our mistakes (and successes).

Another secret is fire:

Fire fuels the Media Lab. We invest in the passion of people, not their projects. It is the fire that burns in every student and faculty member that inspires and motivates them — love is a better master than duty. Innovation at the Lab comes from the bottom up. It is not regulated by a top-down process, but by continuous feedback from peers, the faculty, and our external collaborators.

These principles proved affective at MIT in establishing a learning community that is both collaborative and critical. These same principles were an influence on the design of Sugar; however, we can probably do more to embody them directly into Sugar itself.

Diego and I spent the next two hours exploring how we might make the creative process more explicit in Sugar. He suggested that we consider two common, approachable heuristics in our deliberations—SCAMPER and PPCo.

SCAMPER is a technique developed by Alex Osborn, described in his book Applied Imagination. SCAMPER is an acronym for "substitute, combine, adapt, modify, put to another use, eliminate, reverse." It is used for encouraging divergent thinking.

PPCo is also an acronym: "positives, potentials, concerns, overcoming concerns." It was developed by Roger Firestien and Diane Foucar-Szocki; it is used for convergent thinking.

What follows is a brief summary of our using a small sampling of the SCAMPER and PPCo methods.


We started by focusing on "Substitute" as our divergent thinking technique. We set a goal of coming up with at least five ideas (quantity) as we thought about replacing parts of Sugar with alternatives; making changes to the Journal, adding a new Sugar component, or coming up with lesson plans to suggest the use of Sugar in some more creative ways. Some of our ideas included: making a SCAMPER example from an existing activity; making SCAMPER "cards" with helper questions for each activity (in the spirit of Squeak Cards); creating a math example where we ask students to come up with multiple proofs, multiple uses, and multiple implications of each new concept; a peer-edit extension to the Write activity where the editing is focused on a SCAMPER activity; a template for the Portfolio that would encourage the use of SCAMPER to expand upon work in the Journal; using SCAMPER and PPCo to organize the bulletin board; a SCAMPER activity; SCAMPER channels in IRC; SCAMPER tags in the Journal; inter-generational SCAMPERing; a SCAMPER visualization of Journal content; and a version of sharing where those who join an activity engage in a SCAMPER or PPCo activity.

We then used PPCo to critique our ideas, using some stock questions to organize our convergent thinking activity: "How to?", "In what ways might we?", "How might I?", "What are all the ways to?"

We itemized the positives of embodying SCAMPER into to sample Sugar activities:

  • They would easy and quick to prototype;
  • They would not be content specific;
  • They would be an easy way to get the community to test the idea;
  • Anyone can do it;
  • It would be easy to share the results;
  • They would give us a simple framework for evaluating the idea.

We also itemized the potentials of embodying SCAMPER into to sample Sugar activities:

  • It might lead to some general principles in Sugar;
  • It might lead to teachers reassessing their assessments;
  • It might lead to more useful collaboration;
  • It might make things more fun and more social;
  • It might lead to more sharing and collaboration;
  • it might promote more mentoring.

And we did some exaggerating:

  • It might lead to more learning;
  • It might lead to authentic problem-solving;
  • It might lead to a world of SCAMPERing;
  • It might lead to a world of learning to learn;
  • SCAMPER combined with Portfolio assessment might make standarized testing obsolete.

We listed some concerns:

  • What might be a way to keep SCAMPERing fresh?
  • In what ways might we visualize progress?
  • How might we integrate SCAMPER with the Portfolio?
  • In what ways might we tell the SCAMPER story?

And we listed some ways we might overcome one of our concerns: In what ways might we tell the SCAMPER story?

  • Case study: e.g., a SCAMPERized English class;
  • Stand on the work of SCAMPERers who have come before us;
  • Conduct a controlled experiment;
  • Sketch out specific Sugar examples;
  • Create some videos of SCAMPER in action;
  • Create an immersive SCAMPER experience ("show, don't tell");
  • Create a SCAMPER Mindmap;
  • Create a SCAMPER portfolio.

Finally, we made an action plan:

  • Short term: research for SCAMPER examples; blog about SCAMPER to the community; create a portfolio template; make a sketch of a Journal template; and introduce SCAMPER at Sugar Camp.
  • Medium term: create a SCAMPER Sugar challenge; and get SCAMPERized Sugar into the hands of teachers and learners.
  • Long term: having creativity principles materialize in Sugar.

The choice of SCAMPER and PPCo were somewhat ad hoc. Nonetheless, I came away from my morning with Diego convinced that we can embody some creativity principles into Sugar to great effect.

Sugar Labs

Gary Martin has generated a SOM from the past week of discussion on the IAEP mailing list (Please see SOM).

The SOM for the entire month of April is here.

Community News archive

An archive of this digest is available.

Planet

The Sugar Labs Planet is found here.

Sugar in the news

29 Apr 2009 El MercurioAsí se vivió la fiesta del software libre
27 Apr 2009 ostaticSugar on a Stick: Good for Kids' Minds (and School Budgets)
25 Apr 2009 Free Software MagazineThe Bittersweet Facts about OLPC and Sugar
24 Apr 2009 Ars TechnicaFirst taste: Sugar on a Stick learning platform
22 Apr 2009 BetanewsBeta of Live USB Sugar OS opens
27 Mar 2009 Mass High TechGoogle promotes summer open-source internships
18 Mar 2009 MetropolisA Good Argument
16 Mar 2009 Laptop MagazineSugar Labs’ New Version of Sugar Learning Platform Is Netbook and PC Ready
16 Mar 2009 Market WatchSugar Labs Nonprofit Announces New Version of Sugar Learning Platform for Children, Runs on Netbooks and PCs
14 Feb 2009 OLPC Learning Club – DCLearning Learning on a Stick
05 Feb 2009 xconomySugar Beyond the XO Laptop: Walter Bender on OLPC, Sucrose 0.84, and “Sugar on a Stick”
26 Jan 2009 Linus MagazineSugar Defies OLPC Cutbacks
19 Jan 2009 Feeding the PenguinsThe status of Sugar, post-OLPC
16 Jan 2009 OLPC NewsSugar on Acer Aspire One & Thin Client via LTSP
12 Jan 2009 Bill Kerrthoughts about olpc cutbacks
07 Jan 2009 Ars TechnicaOLPC downsizes half of its staff, cuts Sugar development
06 Jan 2009 OLPC NewsAn Inside Look at how Microsoft got XP on the XO
30 Dec 2008 OLPC NewsSugar Labs Status at Six Months
22 Dec 2008 The GNOME ProjectSugar Labs, the nonprofit behind the OLPC software, is joining the GNOME Foundation
16 Dec 2008 Feeding the PenguinsSugar git repository change
14 Dec 2008 NPRLaptop Deal Links Rural Peru To Opportunity, Risk (Part 2)
13 Dec 2008 NPRLaptops May Change The Way Rural Peru Learns (Part 1)
09 Dec 2008 SFCSugar Labs joins Conservancy
31 Oct 2008 Linux DevicesAn OLPC dilemma: Linux or Windows?
10 Oct 2008 Feeding the PenguinSugar on Ubuntu
21 Sep 2008 GroklawInterview with Walter Bender of Sugar Labs
17 Sep 2008 Bill KerrSugar Labs
16 Sep 2008 Open SourceSugar everywhere
28 Aug 2008 OLPC NewsAn answer to Walter Bender's question 22
20 Aug 2008 OLPC NewsSugarize it: Intel Classmate 2
08 Aug 2008 Investor's Business Daily'Learning' Vs. Laptop Was Issue
06 Aug 2008 OLPC NewsTwenty-three Questions on Technology and Education
18 Jul 2008 Bill Kerrevaluating Sugar in the developed world
28 Jun 2008 OLPC NewsA Cutting Edge Sugar User Interface Demo
18 Jun 2008 PC WorldOLPC Spin-off Developing UI for Intel's Classmate PC
17 Jun 2008 DatamationIf Business Succeeds with GNU/Linux, Why Not OLPC?
11 Jun 2008 LinuxInsiderThe Sweetness of Collaborative Learning
06 Jun 2008 Bill Kerruntangling Free, Sugar, and Constructionism
06 Jun 2008 Open EducationWalter Bender Discusses Sugar Labs Foundation
06 Jun 2008 BusinessWeekOLPC: The Educational Philosophy Controversy
05 Jun 2008 Code CultureThe Distraction Machine
05 Jun 2008 BusinessWeekOLPC: The Open-Source Controversy
27 May 2008 The New York TimesWhy Walter Bender Left One Laptop Per Child
26 May 2008 Ars TechnicaOLPC software maker splits from X0 hardware, goes solo
22 May 2008 BetaNewsLinux start-up Sugar Labs in informal talks with four laptop makers
16 May 2008 OSTATICOLPC's Open Source Sugar Platform Aims for New Hardware
16 May 2008 PCWorldBender Forms Group to Promote OLPC's Sugar UI
16 May 2008 MHTBender jumps from OLPC, founds Sugar Labs
16 May 2008 News.comSugar Labs will make OLPC interface available for Eee PC, others
16 May 2008 Feeding the PeguinsThe future of Sugar
16 May 2008 Sugar listA few thoughts on SugarLabs
16 May 2008 xconomyBender Creates Sugar Labs—New Foundation to Adapt OLPC’s Laptop Interface for Other Machines
16 May 2008 BBC'$100 laptop' platform moves on
15 May 2008 OLPC wikiDual-boot XO Claim: OLPC will not work to port Sugar to Windows.
16 May 2008 SoftpediaBender Launches Sugar Labs for Better Development of OLPC's Sugar UI

Press releases

See our Press Page