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Map of Creativity Newsletter
FEBRUARY 2006
 
       
  Up Close with... WebLab's Richard Noss  
       
 
WebLab's Richard Noss   VITAL STATISTICS
Name: Richard Noss
Location: London, UK
Project: WebLabs
Development time: Three years
Funder: European Union
WebLab's Richard Noss
   
 
   
 
  Siobhan Thomas: Let’s start at the beginning. What was your role in the WebLabs project?  
  Richard Noss: I was the co-director with Celia Hoyles.  
     
  And it was a European Union project?  
  Yes. There were six countries involved. In the UK, there was London and Cambridge; in Europe, Sweden, Italy, Portugal, Cyprus and Bulgaria.  
 

 

 
  That’s quite a list! Were there any challenges dealing with multiple countries or was it quite a straightforward process?  
 

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.

 
     
  It must have been fascinating!  
  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.  
     
  Generating Fibonacci Sequence  
  The WebLabs ToonTalk environment: Generating Fibonacci Sequences  
       
  What was the development time for the project?  
 

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.

 
     
  Yes, exactly! For people who aren’t familiar with the project, what is WebLabs?  
 

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.

 
     
   
  The ToonTalk environment.  
     
  When the kids got to chat about the models, what kinds of things did they talk about?  
 

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…

 
     
     
  Recording data in ToonTalk and then exporting to Excel.  
  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.  
     
  “Hello World” carries a lot of weight.  
  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?  
     
  Yes.  
  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.  
     
  That’s one of the important things about videogames isn’t it. That they can explore and fail at things.  
  Exactly.  
     
  And it sounds like this project was built along sort of the same premise.  
  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.  
     
  That’s a fantastic success.  
  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.  
     
  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?  
 

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.

 
     
  The tools are on the website?  
 

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.]

 
     
  And you can read about it on the WebLabs website?  
  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.  
     
  Sharing: WebLabs WebReport system allowed the second pillar of the project to be realised  
  Two students from Cyprus posit a conjecture on a square root sequence.  
     
  And is WebReports still running?  
  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.  
     
  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.  
 

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?
 
     
  And with quantitative kind of analysis…  
 

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.

 
     
  I just got Mindstorms for Christmas…  
  The book or the technology?  
     
  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.  
  Yep. It’s absolutely wonderful. There’s a new version I understand. It’s a good time to be a kid.  
     
  Or an adult who likes kid’s stuff.  
  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.  
     
     
 
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.
 
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.
 
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.
 
Seymour Papert’s six degrees of separation
Yes, right!
 
Can you tell us your top three secrets behind your creativity?

My personal creativity?

 
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.


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.
 
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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