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Up
Close with... WebLab's Richard Noss |
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VITAL STATISTICS
Name: Richard Noss
Location: London, UK
Project: WebLabs
Development time: Three years
Funder: European Union |
WebLab's Richard Noss |
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Siobhan Thomas: Let’s
start at the beginning. What was your role in the WebLabs
project? |
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Richard Noss: I was the co-director
with Celia Hoyles. |
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And
it was a European Union project? |
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Yes. There were
six countries involved. In the UK, there was London and
Cambridge; in Europe, Sweden, Italy, Portugal, Cyprus
and Bulgaria. |
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That’s
quite a list! Were there any challenges dealing with multiple
countries or was it quite a straightforward process? |
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There were
challenges. There always are. [laughs] The challenges
weren’t so much related to language, not among the partners
anyway. Working with kids all our partners agreed the
only possible common language could be English. Obviously
that’s not ideal but in the absence of automatic language
translation there is not much else you can do.
Also, and I’m not sure how relevant this is to you,
but in a project like this there are problems with different
educational cultures, different research traditions and
different styles of methodology… I think there is a
bigger message here which is that if you consider this
list of countries, it’s pretty diverse. Thirty years
ago there would have been some countries on that list – even
10 years ago – that we wouldn’t have been able to have
a joint project with, Bulgaria, for example.
There was a lot of learning that had to be done and
I’m sure that none of us, I’m not necessarily talking
about WebLabs now, have really got the answer of how
to cross these cultural boundaries. I guess we’re learning
slowly how to do it. |
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It
must have been fascinating! |
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Yes, it was.
It is an overhead in research there’s no doubt about it.
Life is simpler if it is just you, but it’s not as much
fun. |
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The WebLabs ToonTalk environment: Generating Fibonacci Sequences |
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What was the development time for the project? |
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Well, the
project from start to finish was three years. But it
is important to say that it built on, from both a technical
and educational point of view, a previous three-year
European project called 'playground' in which the focus
was on kids building their own video games. The WebLabs
project was very explicitly about kids learning maths
and science but we borrowed both the technical infrastructure
and the lessons we’d learned about activities and methodologies
and so on from the playground project (http://www.ioe.ac.uk/playground/)
which had been over for a year before WebLabs started,
so if you take from the start of playground to the end
of WebLabs, it’s over seven years.
If you’re trying to do something really ambitious you
know it takes time. |
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Yes,
exactly! For people who aren’t familiar with the project,
what is WebLabs? |
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WebLabs is
based on two big ideas. One is that a really powerful
way to build your understanding of mathematical and
scientific phenomena is to actually write programs
that do what you think they should do. So, rather than
learn how things react when a force is attached to them,
to write a computer program that really does it, and
think about what it takes to build that program… building
stuff on the screen in order to build stuff in your
head.
That’s number one big idea. Number two big idea is
if you share your programs with other people, if you
build models and share them and say “don’t just read
what I think, here, run what I think”, that’s an even
more powerful way to learn.
WebLabs has got these two pillars. On the one hand,
kids building things for themselves test out the way
they think the world works; on the other we’ve built
this very substantial web-based system called WebReports (http://www.weblabs.org.uk/wlplone/) which is for sharing…
not just chatting about what you think, but exchanging
models of what you think and allowing people to say
“no, no that doesn’t work, hey, look at my model it
works better than yours, have you thought about this,
and so on”. In this way you can share real evidence
of what you think. |
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The ToonTalk environment. |
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When
the kids got to chat about the models, what kinds of things
did they talk about? |
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I’m going
to tell you about one that’s actually in a clip and
then you can check it out for yourself on our website (http://www.lkl.ac.uk/kscope/weblabs/video.htm). Okay so we have a Lunar Lander, landing on the
moon. Some of the kids [in England] build a model of
how it lands and what its speed is over time and that
generates a graph and then they send a challenge to
some kids in Bulgaria and say “Can you land your Lander
like ours?” So, the kids in Bulgaria have to build a
program that does what they think is the same thing
and the English kids can get it back and say “well actually,
no, your graph is different from ours… maybe our graphs
are actually the same but they have different scales”
and they have a whole conversation about whether two
graphs are the same if the scales are different. It’s
a really nice point to discuss actually.
Or here’s another one… now this was our most successful
task and we didn’t predict this. We thought it would
be dry and boring even though we were trying to make
it playful and creative and in the end, like most things,
we succeeded by accident. We got these groups of kids
who got obsessed by writing number sequences. You know
so 1, 4, 9, 16, 25, if I say that sequence to you, you
can say “Oh, I think I know what that next number is”.
Pretty soon you can do really complicated ones. And
so the way it worked was this: say kids in England generated
a sequence by having a rule and then they challenged
the kids in say Italy, asking “Can you find the rule
for my sequence?” Well you could do that without writing
computer programs but then it’s just kind of your
opinion against my opinion. So what the Italian kids
would have to do was to write a program which generated
the same sequence. But how many terms do you need to
show that your two sequences are the same? I mean will
five do, will five hundred do? One of the really lovely
things in ToonTalk is that it is completely effortless
to generate ten thousand terms and get in your helicopter
and fly along the screen looking at these numbers and
so on. This really set the kids on fire. They were so
excited to see if they could get more and more complicated
sequences that the kids in the other country would never
be able to crack the code and so on. There was a lot
of really creative thinking by the kids.
Building things for yourself is a very exciting thing
to do. Anyone who has ever written a computer program
and ever made it work it doesn’t matter how simple knows
this… |
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An example of a 'shrinking digit' display, showing the result of dividing 5 by 49. A tool allows students to record data in ToonTalk for easy exporting and plotting in Excel. The movement of the rocket is logged and used to generate a position-time graph. |
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“Hello World”
carries a lot of weight. |
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I know, I know.
It does. “Hello world” does. And these things that the
kids were writing were not trivial, because we gave them
tools which allowed them to express themselves. We didn’t
ask them to learn the minutiae of programming, there’s
no text, for example in ToonTalk… you can write… can I
talk computer science to you for ten seconds? |
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Yes. |
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So ToonTalk
is a really Turing compatible language, so we don’t want
them to involve themselves in the minutiae of declaring
variables and all that stuff. So we built them tools that
they could put together and manipulate and make the tools
come together to do something powerful without having
to bog them down in the details of what it means to write
programs. Writing the programs is exciting enough
but what’s really great is exchanging these programs
between the countries, which didn’t work all the time
by the way. I’m only telling you the good bits. For every
good bit I tell you now on the phone we probably had a
dozen failures. Which is, by the way, important. I mean
you can manipulate life so you always have successes.
You can make sure that you don’t try and teach anybody
anything interesting. [laughs] But if you want kids to be creative
then obviously a lot of the time it’s going to be… it’s
not going to work, or you’re going to have to rethink
it, and so on. |
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That’s one
of the important things about videogames isn’t it. That
they can explore and fail at things. |
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Exactly. |
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And it sounds
like this project was built along sort of the same premise. |
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Exactly. And
I think that one of the things people forget when they
think about learning and teaching is the collateral learning.
It’s very easy to kid yourself that the thing that the
kids are going to learn is the thing that you expect them
to learn. But often kids learn things that you didn’t
predict. We didn’t predict that these sequences would
be so exciting. In school these kinds of things are really
boring. |
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That’s a fantastic
success. |
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Yes. As I say,
we had a handful of really great success stories and many
more failures, which we probably didn’t write so much
about. |
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This leads
quite well into more the technical side of the project.
If someone wanted to undertake this project themselves
what kind of things would they have to know and, also,
what advice you’d give them to help make the project a
success? |
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I’ll answer
the second part of your question first. Over the three
years, as you can imagine, there were a huge number
of different strands of this project and so many partners
doing all kinds of different things. But the most time
consuming thing, the thing that really makes the difference
between successes and failures with kids being creative
and really thinking in new ways, is not the technology,
or sharing across the web. It’s getting the activities
right. And, it’s surprising because, of course, once
you’ve got them right it looks like it was easy. And
that is fantastically time consuming.
I wanted to say that because while the technical side
is obviously really, really necessary, it isn’t enough.
You can get the technology absolutely perfect and still
have nothing creative for people to do with it.
To answer the first part of your question, you can
find out how WebLabs works by getting yourself some
copies of ToonTalk, which is ridiculously cheap, I think
it’s about 25 dollars, and then downloading all the
WebLabs tools. |
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The tools
are on the website? |
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Well at
the moment they aren’t. It’s not clear whether they
are going to be freely downloadable, because our publisher
partner Logotron is going to make a WebLabs’s edition
of ToonTalk, the programming language the whole thing
is based on, and if he might wrap the tools with his
version of ToonTalk, which might be the best way to
get them, then everything works on a CD and so on.
But anyway you get a copy of ToonTalk, you get all
the tools, you read the way we did and off you go. I
mean it’s not terribly difficult.
[Editor's note: The WebReports technology is open source and freely available, including the design documents.] |
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And you can
read about it on the WebLabs website? |
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Yes. The interactive
website where kids published their material has been boiled
down now and we have a stable “this is what the WebLabs
project is all about site”, www.lkl.ac.uk/kscope/weblabs/. You can see
what you can do with the tools even though you can’t build
with them yourself. |
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Two students from Cyprus posit a conjecture on a square root sequence. |
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And is WebReports
still running? |
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At the moment
WebReports has been frozen. It’s a huge business to host
the WebReports and you know what it’s like, you have to
have somebody who maintains the system and manages the
site and moderates the contributions from the kids and
all that and we don’t have any money to do it. |
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I think that’s
an ongoing plight with web projects right now. You start
out with a really innovative idea and it’s really fantastic
but you forget the costs of you “easy” things like storage
and moderation, which is even more important when you
are working with children. |
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Exactly.
Exactly. There are lots and lots and lots of delicate
issues. Kids want their photos on the web and you have
to make sure it’s only the backs of their heads, you
can’t imagine, well I’m sure you can imagine, it’s terribly
difficult. So technically that’s that.
Now, there is a second level answer to your question which
is, in my experience the thing that, I mean sometimes
when you do a project you come out with a thing that is
just great and people buy it and use it and that’s that.
Coming out of the playground project, which was much less
overtly educational then WebLabs… WebLabs did have an
agenda. We wanted kids to understand more about how the
world works. With playground we were quite happy for them
to just learn how to build computer games and then leave
the learning to itself. I don’t think you can learn how
to build a computer game and not learn something actually,
but we didn’t have people breathing down our necks and
saying oh yeah and what are they learning? |
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And with quantitative
kind of analysis… |
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Well we
didn’t do that anyway, we didn’t do that for either
of the projects. Well, coming out of playground we actually
had a piece of software it was called Pathways in it’s
first instantiation and in the end Magic Forest (http://www.logo.com/magicforest/manual/)
and completely surprising to us it turned into a best
selling piece of software for the publisher, so that
sometimes happens. You have a product and it really
works and it works so easily and it is so easily packageable
that people can go to a store and buy it.
Now, I don’t think that will be the kind of thing that
WebLabs will do. I think what will happen with WebLabs
is, what will make me happy enough, is if the ideas
of WebLabs help to breathe life into someone else’s
project, maybe using a different programming system
than ToonTalk… I mean since we’ve first conceived of
WebLabs the idea of a shared web-based system for exchanging
programs and ideas and so on has become common place
but in 1999 when we first had the idea of WebLabs, and
we got the project in 2001 I think it was, you know,
it was still quite a revolutionary idea to get it right.
I think if people pick up the big ideas of the project
it may be they run with it and it comes out looking
quite different and presumably quite better technically
because we’ve got all these years of experience now
and I’d be quite happy about that. I think that often
does happen actually I think if you look at the number
of things that Logo inspired 35, 40 years ago where
people are still being inspired by Logo even though
it doesn’t look like Logo anymore. |
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I just got
Mindstorms for Christmas… |
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The book or
the technology? |
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No, no, the
robots. I’m really excited. They’re just sitting there.
I’m trying to clear off all my projects so I can start
playing with robots. |
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Yep. It’s absolutely
wonderful. There’s a new version I understand. It’s a
good time to be a kid. |
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Or an adult
who likes kid’s stuff. |
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Well, you know
Mitch Resnick at MIT who was pretty instrumental in doing
all of that stuff, his lab is now called the Lifelong
Kindergarten, the idea that adults shouldn’t grow up,
it’s much better not to. |
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SIDEBAR
What
and who were (are!) your key design influences? |
| That’s not hard
to answer. I have a long standing close friend and colleague
who has inspired me for the last 25 years and that’s Seymour
Papert. |
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| Yes I was
thinking of when he came to the London Knowledge Lab launch
last year. |
| He has been
an inspiration for us and, well, can I say I read his
book Mindstorms in 1980 and it kind of changed my whole
view of life. He’s certainly the strongest influence and
particularly this clever idea that building things out
there is a good way to build things in your mind. |
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| It’s fantastic. |
| It is and it’s
not obvious because it’s a very challenging thing to have
to do. I find continually, you know what it’s like you
meet people, you find you have some affinity with them
and they have a common approach and so many times you’ll
find out where they did their graduate work and they were
a research student in the lab with Papert at MIT or with
somebody who was one of Papert’s students with someone
else and there’s this huge network of people who are linked
in to that great idea that he had in the late 60s. |
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| Seymour Papert’s
six degrees of separation |
| Yes, right! |
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| Can
you tell us your top three secrets behind your creativity? |
My personal
creativity? |
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| Well obviously
you’ve come up with some pretty fantastic projects. Where
do you think that comes from? |
Well, I
do know how kids think. Because I was a real teacher
in a tough London school and even now, and this was
thirty years ago, right, nearly, but even now, I do
find that, when I was working in the city school in
North London there were kids who were pretty disadvantaged
but who still could be pretty creative if you gave them
the right tools. Again it was one of those situations
where you had far more failures than successes but I
do find myself remembering echoes of that experience
of what it is that makes people learn and so on and
what it takes to make them creative. So I do have this
ridiculously romantic view that anyone can be creative
if you give them the right things to be creative with,
which I realise is not fashionable anymore, but I’m
a kind of reconstruction of the 60s.
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| I think it’s a nice way of looking at the world and
probably more useful than writing people off. |
| Yeah. And when I came to read Mindstorms and then all
the literature that is in that tradition, I don’t necessarily
mean anything that is to do with computers, great thinkers
like Paulo Freire, great thinkers about education and
creativity. I think what I did was I found the sort
of theoretical counterpart or support for what I knew
intuitively and when I did my PhD and I became and academic,
and so on, I think the two things reinforced each other.
My early experiences as a teacher and then finding literature
that supported what I thought ought to be the case. |
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| Required
reading/ essential reading? |
Oh that’s funny because I do a masters course
in new technology and mathematics and just when you
rang I was thinking I must write the ten most important
things that students should read before the end of the
course. That’s hard to do on the phone. I mean one of
them is definitely Mindstorms but there are, this is
too hard. When I’ve got my list I’ll send it to you…
Mindstorms to start with and more to follow… |
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