Let's Talk About Coding

Let's Talk About Coding

There are trends in education that are just this: Mere trends! Fashions explode before our eyes and disappear as soon as a new trend emerges. Fashion in education is often driven by external pressure and often, politically motivated forces. I recall when we first considered the introduction of Mandarin as a second language. Every school seemed to be offering Mandarin from one year to the next, many new families enquired about this option. We felt compelled to surrender; recruited two teachers to meet the demand, and only a couple of years later, only a few families seemed interested in Mandarin as a second language.

In my long career in education, I have seen endless examples of sporadic and unsustainable rapid changes. Some changes involved a whole subject, and other changes involved the sudden radical shift in the content of a subject; I have seen trigonometry being dropped from the maths curriculum and later re-introduced. Some changes of teaching methodology, although fashionable and accessible, had no educational grounding - like the 6 thinking hats, a best-seller ten years ago, today hardly anyone gives much credit to this unsubstantiated categorization of reasoning. 

Nevertheless, trends emerge at the right time and explode on the scene or emerge at the wrong time and lay dormant in an embryonic stage until the educational landscape becomes receptive to it. This is the case of coding. 

In not a too distant past, mostly when most of my generation were graduating, coding (then called programming) was a necessary basic knowledge if one was interested in DOS (an ancient computer system). Simple things like printing with the right font, suitable space, etc., required some basic ‘coded’ adjustments. 

The world of technology evolved and became more complex; perhaps too complex for schooling, as the number of computer languages proliferated, and programming turned into a specialist profession. 

The pendulum swung back into the school realm with the advent of Raspberry Pi, Arduino, Electronic Lego, Formulae 1 for schools, etc. What these have in common was a novel way of learning programming in a very practical way. This new trend received a new name: Robotics. Again, every school on this planet seemed to have introduced a robotics club, and some schools crafted robotics into their curriculum under the banner of computer studies. 

Once again, this trend wore off. Computer studies are a minor option, and robotics is a variably popular after-school club in some schools. 

In the third time around, programming finally re-emerges in a more fertile educational ground. The new label of programming is coding

Thus, why is this time any different? Why is this not just another passing trend?

In my opinion, the reason the ‘coding’ era will have a permanent impact on education, as opposed to the ‘programming’ and the ‘robotics’ phase, lies in the direction of implementation. Both ‘programming’ and ‘robotics’ were top-down impositions on schools. These two trends were external to schools; the curriculum adaptation was conceived by political motivation in the case of programming and commercial interests in robotics. Programming was introduced in schools by politicians as a response to the needs to produce leaders of a new IT industry that was blossoming. Later, the introduction of robotics was supported by TV shows, industries that were developing new electronic toys and new companies (like Arduino) that created an ingenious blend between programming tools and practical experimentation. The industry was advocating for changes in the curriculum.

The third generation, coding, is a bottom-up phenomenon. It emerged among the student community who are versed in the gaming language, they are digital natives, fluent multi-media users and aspiring to become proficient in coding and decoding - sometimes called hacking. All that was left to us, the curriculum designers, was to acknowledge the potential of these new languages. In a record time, perhaps with the impetus created by the pandemic environment, the gaming language and coding impregnated all aspects of the school curriculum and school practices. 

Let me illustrate some of these transformations with a brief list of recently implemented changes at ISL Qatar. 

Over the years, health and safety regulations became stringent, forcing us to dramatically reduce the range of scientific experimentations we allowed to conduct. Many of the parents (or grandparents) of my generation will recall playing with liquid mercury. Today schools are banned from storing mercury; we cannot even have mercury thermometers! These restrictions imposed limitations to teaching and learning. This week one of our science teachers, Mr Damon McDonald, is learning how to develop apps in an augmented reality environment (3D cameras) which he intends to use to re-introduce chemistry experimentation that are no longer accessible to students. 

The adoption of Minecraft by homeroom teachers in the primary and subject specialist teachers in the secondary has opened many new avenues. The immersive reader tool, for instance, is giving students the opportunity for instant translations in the context of a learning activity. Minecraft has been recently applied to significant effect in a combined effort of mother tongue teachers across ISL London and Qatar. 

Through Minecraft, Mr Garin Rees has introduced his students as early as grade 1 to the initial steps of coding.  Literacy classes have taken advantage of students' abilities to build virtual worlds in Minecraft to create dramatic representations of protagonists in the stories they are reading. 

As back as early 2000, the influential magazine, the Economist, stamped on its front cover that 3D printing was the most important revolution of the new century. I am proud to have anticipated these sentiments. Before this publication, we were already experimenting with 3D printing, which required a sophisticated understanding of coding. Today, we have five modern 3D printers in the school, and recently we have ‘printed’ our new Gym, due to be built during the summer break. I have many more examples in primary, arts and maths, to mention a few.

Allow me to share one more example before this short article becomes a chapter of a book. 

One of the social events most cherished by students, teachers and parents is The Winter Carnival. Here in Qatar, the weather is perfect for a celebration of the end of Term 1, and it also allows us to celebrate the country’s national day. The restrictions curtailed this festival season due to the pandemic. A group of students proficient in Minecraft surpassed our expectations by creating a virtual winter festival with all traditional activities (like targeting a water sponge on the face of your preferred teacher). The first Virtual Winter Carnival was opened to a broader ISL community that included students in London at the level of organizing, designing the activities, and participating.  

The extent to which the gaming language and the coding have immersed themselves into the curriculum planning is hard to capture in one article. Still, I am sure you have here a flavour of why I believe these transformations are irreversible and enduring.  


Pagusapan nating ang coding.

May mga nauuso sa larangan ng edukasyon na maituturing lamang na uso. Parang sa larangan ng fashion, ang mga uso ay pabago-bago depende sa panahon. Ang mga naususo sa edukasyon ay madalas naiimplusensyahan ng mga panlabas na kapangyarihan o, madalas, ng pulitika. Naaalala ko nung sinimulan nating na ipakilala ang Mandarin bilang pangalawang wika, maraming pamilya ay naintriga dito. Muntik na kaming mapilitang sumuko kaya nagdagdag kami ng dalawa pang guro para mabigayang tugon ang mga pangangailangan ng mga gustong matuto ng Mandarin. Ngunit, ng mga sumusunod na taon bumaba ang bilang ng mga pamilya na gustong matuto ng linguwahe na ito.

Sa aking mahabang karera sa edukasyon, marami na akong nakita ng pagbabago na uraurada at bigla bigla. Ilan sa mga pagababago na ito sa tinatalakay ang buong paksa samantala ang iba ay parte lamang nito. Halimba, nakita ko ang paksa ng trigonometry na tinanggal sa matimatika at muling ibinalik pagkaraan ng ilang panahon. Ang ibang pagbabago sa metodolohiya ng pagtuturo, bagama’t uso at magdaling gamitin, ay walang matatag na basehan katulad ng 6 thinking hats na nagging popular sa nakalipas na sampung taon pero ngayon ay wala ng nagbibigay kredito sa paggamit nito.

Gayun pa man, may mga uso ay nagiging popular sa tamang panahon at sumasabog sa eksena at may mga uso na lumalabas sa maling panahon at hindi nadedebelop ng husto. Isa sa mga ito ay ang coding.

Sa hindi masyadong malayong nakaraan, noong ang aking henerasyon ay nagtapos, ang coding (noon ay kilala bilang programming) ay maituturing na isang pangunahing kalaman kung ang estudyante ay interesado sa DOS (isang sinaunang computer system). Ang simpleng trabaho na pagiimprenta na kalakip ang tamang font, naaayon napagpapatlang atbp. ay nangangailangan ng pangunahing kaalaman sa coding.

Ang mundo ng teknolohiya ay nagbago at nagging mas makabuluhan, maaaring masyadong komplekado para sa pagaaral dahil sa dumadaming bilang ng wika sa computer. Ang nagging resulta ay ang bagong propesyon sa programming.

Ang ugos ng panahon at bumaliktad sa mga paaralan sa pagkakaroon ng Rasperry Pi, Arduino, Electronic Lego, Fromular 1 atbp. Ang pagkakatulad ng mga ito ay ang mga bago at madaling pamamaraan para matuto ng programming. Dahil dito, pinalitan ito ng pangalang Robotics. Sa muli, halos lahat ng mga paaralan sa planetang ito at isinama ang Robotics sa kanilang kurikulum sa ilalim ng Computer Studies. At sa muli, ang nauso na ito ay nalaos. Naging opsyon na lamang ang Computer Studies at ang robotics ay nagging club na lamang.

Sa pangatlong pakakataon ang programming ay nabalik sa larangan ng edukasyon na mas makabuluhan na may bagong panagalan na coding.

Anong nagging pagkakaiba nito? Bakit ito hindi na lamang maituturing na uso?

Sa aking opinion, ang rason na ang coding ay magiging permanente sa edukasyon ay dahil sa pagpapaimplementa nito. Ang programming at robotics ay pwersahang pinatupad sa mga paaralan dahil sa pampulitika at komersyal na interes. Ang programming ay napaipatupad dahil sa langanin ng mga politiko na ihubog ang mga bagong lider sa industriya ng IT. Makalaunan, ang pagsali ng robotics sa kurikulum ay dahil ang popularidad nito sa TV, mga makabagong laruan at bagong kumpanya na katulad ng Arduino na nagpakilala sa paggamit ng programming sa praktikal na experimentasyon.

Hayaan ninyo akong ilarawan ang mga ilang pagbabago sa ISL Qatar na nakaloob sa aking maikling listahan.

Sa paglipas ng ilang taon, ang regulasyon sa ating kalusugan at kaligtasan ay pinewersa tayong limitahan ang bilang ng mga sayantipikong eksperimentasyon. Maraming sa ating mga magulang at sa mga nakatatanda at matatandaan ang ating paglalaro ng liquid mercury. Ang mga paaralan ngayon ay hindi na maaaring magtabi ng mercury kahit na mercury thermometer pa ito. Ang mga restriksyong ito ay nilimitahan ang pagtuturo at pagaaral ng loob ng silid-aralan. Ngayong lingo isa sa mga ating guro ng siyensya na si Ginoong Damon McDonald ay nagaaral kung paano magdebelop ng apps sa isang augmented reality na kapaligiran sa gamit ng 3D na kamera. Nais ninya itong iangkop sa eksperimentasyon ng mga kemika na hindi na pwedeng gawin ng ating mga estudyante dulot ng pandemiya.

Ang adapsyon ng Minecraft ng mga guro sa mababang baiting at sa mga napipilng paksa sa sekondarya ay nagbukas ng mga bagong oportunidad. Halimbawa, ang paggamit ng immersive reader ay nagbigay sa mga estudyante ng abilidad na maintindihan sa ibat’ ibang wika ang mga aktibidad na ginawaga sa silid-aralan. Napaimplenta nag Minecraft ng matagumpay sa tulong ng mga guro natin sa wika sa ISL Qatar at ISL London.

Ipinakalala ni Ginoong Garin Rees sa mga batang nasa ika-1 baintang pa lamang ang coding sa tulong ng Minecraft. Ang mga klase sa literatura as nagbigay bukas sa mga abilidad ng ating mga estudyante na maggawa ng mga birtual na mundo sa Minecraft para makagawa ng mga dramatikong representasyon ng mga nobela.

Noong 2000, ang maimpluwensyang magasin na The Economist ay ininampok ang 3D printer na pinakaimportanteng rebulusyon sa bagong siglo. Ipinagmamalaki ko na nahulaan ko ang pagbibigay pugay na ito. Bago nailathala ito, nagsimula na tayong gumamit at pageksperimentuhan ang 3D printing. Nangangailang ito ng sopistikadong kaalaman. Meron tayong limang modernang 3D printer sa ating paaralan ngayon at naiimprenta na natin ang ating bagong gym na itatayo sa bakasyon. Marami pa akong halimbawa sa mababang baiting, sining at matimatika.

Muli ninyo akong pahintulutan na maibahagi ang mga halimbawang ito ba pa man maging kabanta ng libro ang artikulong ito.

Isa sa mga pagdidiriwang nga gustong-gusto ng ating mga estudyante ay ang Winter Carnival. Sa Qatar, ang temperatura ng panahon sa perpekto para sa selebrasyon ng patatapos nang ikaunang termilohiyo at ang Qatar National Day. Sa taong ito, hindi natin ito naipagdiwang dahil sa pandemiya ngunit may grupo ng mga estudyante na eksperto sa Minecraft na nagbigay buhay sa Winter Carnival sa pamamagitan ng paggawa ng birtual na mundo napuno ng laro. Ang pinakaunang Virtual Winter Carnival ay naisali ang ating mas malaking kumunidad kabilang na ang mga estudyante natin sa London.

Ang ditalye kung paano naisama sa ating kurikulum ang gaming language at coding ay mahirap isulat sa isang maikling artikulo. Ganun pa man, ako ay sigurado na meron na kayong sapat na kaalaman kung bakit ang mga pagbabago na ito ay mahirap tanggalin at mga pangmatagalan.

Filipino translation by Catherine Chiuco

Carmen Powell

carmenpowellchildrensauthor.com

3 年

I must learn more about Minecraft! Great article as always!

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