Overall quality and content
The talks varied tremendously in quality and content: a few were excellent, some were ok, and some were content-free and/or erroneous. I'm not sure how they vet, but clearly it is not a rigorous process.
The best talks
- Cathy Davidson, "How the Brain Science of Attention will transform Schools and How Students Learn and Live"
- David Daniel, "The Dark Side of Teaching with Technology"
- Jay Giedd, "Developing Teen Brains and Multitasking"
- Paul Howard-Jones, "What is the Internet Doing to Our Brains?: The Impact of Digital Technologies on Student Learning and Well-Being"
OK talks
- Larry Rosen, "How Technology Rewires Brains and Teaching Strategies"
- Steven Yantis, "Attention, Engagement and the Multitasking Brain"
- Martha Densckla, "ADHD and Multitasking"
- John Ratey, "Co-opting the Gaming Environment to Improve Learning"
Interesting (to me) topics/thoughts/studies/statistics mentioned
"Learning is the disruption of existing habits"
(I think it's from Davidson's talk, but I'm not sure)
History lesson (Davidson) -- why and how our current educational system evolved and how it fails for today's requirements:
industrial age | digital age | |
characterized by ... | compulsory standardized public education to prepare populace ... from farm to factory ... from shop to firm | change at warp speed; we do not know what will be tomorrow's wikipedia, google, youtube, etc ... from factory to call center ... from firm to start-up |
key features and requirements of the age | > focus on a single task filter out distractions (world of cubicles) > specialize > work alone > timeliness (9 to 5) > hierarchical > standardization (start school at age 6, ready or not) > credentials (diplomas, degrees) > stick to "the script" | > multitasking attention (email, texts, webinar, chat, etc) > collaboration > cross-cultural, cross-temporal > centered on workflow, not task > skills, not diplomas > DIY (do it yourself) -- remix, customize, mashup > thinking outside the box, not "by the script" |
education for the age | > grades > multiple choice > standardized tests | we need to figure this out; the existing system is broken how can multiple choice testing apply to evaluating 12 million Google hits? we need to teach for "you count, I'll watch for the gorilla" |
- some interesting projects in education mentioned by Davidson :
- flip the classroom -- does not work without extensive training and proper backend
- CMU OpenLearningInitiative has the best backend of figuring out how a student learns best and adapting to student's style
- HAYSTAC org (Davidson's non-profit)
- Penn State's rubric tool
- Quest to Learn - create school materials based on gaming
Modern multitasking, interruptions, and cognitive performance
- Multitasking
- we multitask all the time -- e.g. fluent reading requires multitasking of decoding and comprehending
- multitasking is actually just rapid task switching and it incurs a multitasking "tax" -- delay in overall performance due to the time required to do the "context switch" between tasks
- for highly predictable tasks, practice can make multitasking tax negligible; if any task is unpredictable (e.g. driving in traffic), practice can decrease, but not eliminate, the tax
- people who often use multiple media sources simultaneously are measurably worse in experiments that challenge working memory capacity
- Biology and evolution
- characteristics of adolescents among all social animals: (1) increased risk taking, (2) increased sensation seeking, (3) greater peer affiliation
- brain volume increase is driven by change in environment, and not by the harshness of environment
- dual edge of vulnerability and plasticity: humans remain vulnerable and with family for a long time, but the upside is we do not have to narrow our choices and our brain exhibit plasticity much longer -- to ~25 (executive functions plasticity even later: ~32)
- vulnerability: most psych illnesses emerge in teenage years
- brain matures by becoming more connected (white matter) and more specialized (gray matter)
- brain continues to change dynamically well into the third decade of life as it adapts to the world around it
- reading is no more "natural" than any other technology viewed over the time span of our evolution
- 185 teen subjects, 3 cohorts, all shown a video on which they were later
tested.
cohort setup test result A no texts sent did well B told to answer the texts they received immediately did best ! C told they can reply or not to texts (which were synchronized with texts sent to cohort B) whenever they wanted did worst
low-cognitive-load interruptions are actually good for memory recall
Brain wiring, unplugging, sleep and technology
- 2 cohorts of kids did 1 hour of homework, followed by 1 hour of TV (cohort A) or 1 hour of intense video games (cohort B). Cohort B had less deep sleep that night and much lower performance the next day on material from the night before.
- working memory capacity can be improved e.g. with regular "unplugging" or mindfulness training or exercise
- Is google rewiring our brains? -- Yes, especially if you are an expert user; but so do any other newly learned skills (e.g. study showed structural changes in the brain after only 3 months of learning to juggle)
- "digital" disruption of sleep interferes both with next day learning, and with retaining today's learning
- texting is less bad for sleep than playing computer games
- study dworak 2007: 13-14 yr olds, 6-7pm
- 1990's research -- greater Internet use linked to reduced social-connectedness and well being -- but this is before Facebook, Youtube, Twitter, etc!
- 2012 studies
- grey matter increases with number of social network sites (SNS) friends
- size of online friendship networks correlates (positively) with size of intimate real-world relationships
Play, exercise and learning
- play instinct in mammals is more basic than even hunger!
- in hunter/gatherer time, we walked >10mi on average each day (this seems a very high number that's hard to believe) -- i.e. we've evolved to be good at adapting to a new environment, moving, and learning
- play and exercise are definitely critical to learning (via increase in dopamine and seratonin)
- turn on, or activate, the prefrontal cortex (executive area) and prime it for learning
- improve regulation of emotions
- if play/exercise has too much novelty and stimulation, it is distracting
- we do not yet know which mode works best for improved brain activation:
- exercise hard for a short time every few hours (e.g. few high-intensity minutes at start of each class); or
- exercise at a slow pace but continually (e.g. walking 2mi/hr on a treadmill-cum-desk all day)
Gaming and learning
- 2-8% of general population have "problematic" Internet use
- significant risk factors are low self-esteem and anxiety
- for adults, it's porn and illicit relationships; for young people, it's gaming
- gaming results in significant dopamine release, comparable to effects of drugs like ritalin
- maximum dopamine release with games that have 50/50 win/lose odds, greater than in games with guaranteed winreward uncertainty is better for motivation and learning
- reward's dopamine response changes with age -- in males, peaks at 13-14
- dopamine explains allure of games, chocolate, sex, etc; also predicts learning via increased rate at which synaptic connections change (synaptic plasticity)
- solid evidence that
- action video games improve performance in many visuomotor tasks - and this improvement transfers to other areas
- violent games teach (and it carries over) aggression
- prosocial games teach (and it carries over) empathy
The Dark Side of Teaching with Technology (Daniel)
- in education, $ and not data dominate evaluation of technology usefulness in improving learning
- there is often a big gap between how students use a technology and how it was designed to be used -- the unintended affordances in James J. Gibson's "The Ecological Approach to Visual Perception"
- ebooks vs. etextbooks differ along many dimensions:
- goals -- read vs. know
- outcomes -- enjoyment vs. learning
- structure -- sequential flow vs. pedagogy that went into textbooks (boldface terms, chapter outlines, chapter summaries, margin notes, examples and exercises, review quizzes, etc)
- data on ebooks vs. etextbooks
- people like ebooks but students do not like etextbooks, even after using them for a while (no idea if the etextbooks in the studies were any good or just scans of paper textbooks)
- no data that etextbooks are as effective for learning as paper textbooks
- results in the lab differ greatly from home -- in the lab, etextbooks readers took 3 minutes longer than paper text readers (don't remember the length of the reading material involved); at home, 17 minutes longer (self-reported)
- more use of "special features" with paper texts than etextbooks (again -- what was the quality of etextbooks in the studies? how interactive? how "navigatable"?)
- everyone sites clickers as positive example of technology in education, but is learning improved because of technology or because of how teaching/pedagogy is modified to incorporate the technology?
- “In ecological research, the principal main effects are likely to be interactions” Uri Bronfenbrenner, 1979 -- same as the Heisenberg principle -- evaluation of the system changes the system
- teaching/learning is a complex ecology
- what works in one context may not translate to another -- fMRI scan vs. classroom
- provocative vs. useful; theoretical vs. demonstrated; hard data vs anecdotes
Resources that were mentioned that looked worthwhile
- good series in NYTimes on digital distractions (from 2010): nyti.ms/LH22zt
- fascinating videos of fMRI scans while a subject watches different movie trailers: bit.ly/JPXj8q
- Atari's founder has a startup "Speed to Learn" worth keeping an eye on
- wordplay.com site for learning Spanish
- neuroeducational.net papers and software