| Modelling Randomness & Ecologies | ||||||||||||||||||||||
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Cultural issues with Randomness Activity Sequence During the
first experimentation of the Randomness activity sequence two main cultural
and contextual issues raised. The first issue concerns pupils’ tendency to
reject randomness as a pursuable strategy for problem solving; the second
issue concerns teacher’s resistance to accept the production by the class of
partial encyclopaedia documents. In the following we are going to focus mainly
on the first issues, and will conclude by adding a few details concerning the
latter. Can randomness be a pursuable strategy? Some of
the activities within the Randomness activity sequence aim at developing
random strategies for problem solving. In particular we propose to pupils two
similar games, based on the same device, the LEGO RCX robot ShakerBot. In the
two games pupils are required to drive the ShakerBot, in the first game the
goal is to drive it over certain targets in order to score points, while in
the second game the goal is to drive the robot over as many black spots as
possible. In the first case the best strategy is to point targets and drive
the robot toward them on purpose; in the second case, to drive the robot upon
black spots on purpose is very difficult (but still possible) and a random
strategy may turn out to be the winning one, or at least a good one. In fact,
due to the properties of random walks (in an infinite time a random walk
covers all the available space), it may be the case that just by driving the
ShakerBot randomly one walks upon many black spots, thus scoring many points.
Of course, it is also a matter of available time, and of luck, however the
random strategy can be a good strategy for such a game. According to our
plans, the two games should foster the idea that it is possible to follow
random strategies (as opposed to non random ones), and the idea that random
strategies can be good for solving some specific problems.
When we
set up the two games in our first experimentation, we could observe that in
both games some pupils scored many points just by driving the ShakerBot
randomly, and in particular in the second game some of the highest scores were
obtained following a random (or semi-random) strategy. However this didn’t
seem to result in pupils accepting random strategies as good ones and pupils
didn’t seem to give to random strategies the same status of deterministic
strategies. This was suggested by pupils’ reports, and made clearer by a set
of interviews that we conducted a week after pupils had played the second
game. In general we individuated three main trends within the groups of pupils
rejecting randomness as a good strategy for the ShakerBot games, that can be
synthesized as follows:
1. Pupils not ascribing any good property to the
random strategy: they do not believe that it is
possible to score many points by driving the ShakerBot randomly. Some of these
pupils were asked, when interviewed, to play the second game twice, once using
their own strategy, and the other time going randomly; the obtained results
contrasted with their opinions (in fact the random strategy led them to score
more points then their own strategies), resulting, for some of them, in a
slight change of opinion towards the trends described below.
2. Some pupils recognize that it is possible to
score many points driving the ShakerBot randomly, but they wouldn’t adopt such
a strategy because “it is only a matter of luck”.
3.
Some pupils recognize that it is possible to score
many points driving the ShakerBot randomly, but they wouldn’t adopt such a
strategy because it is less interesting/fun than a deterministic strategy. In other
words, pupils may accept randomness as a good strategy, but would not adopt it.
We believe that such a position is the result of many possible factors, some of
them culturally rooted. Before the experiment, we had individuated
the following factors that were later supported also by the randomness related
examples brought by our pupils in the first phase. (The Randomness Small Talks
activities) of the experiment:
1. A socially shared tendency towards determinism in
contrast to randomness. We believe that in
general, randomness is considered to be less valuable then non randomness, as
shown also by the examples brought by our pupils, sometimes randomness has a
negative connotation. For instance in the phrase “I answered randomly to the
test because I had not studied”, randomness is associated to the socially
negative behaviour of not having studied.
2. Lack of experiences involving randomness as a
strategy; in fact pupils previous experiences
concerning randomness consisted mainly in chance game situations, or in daily
life situations driven by loss of control or lack of information. In none of
the examples of randomness related situations brought by our pupils can
we find random strategies. For instance a chance game (eg. Dices, bingo, etc.) is
based on some random phenomenon, but a player is never involved in choosing
between a random or non random strategy; in the same stream, also in daily
life situations like “I chose a jacket at random because they were all the same” (this is an example brought by pupils), the subject is not involved in
choosing between a random and a non random strategy.
Such lack of experience can be individuated at a more
global social level, in the sense that if we exclude chance games, there are
really few examples in which randomness plays a key role, and even fewer
examples in which it is convenient to use randomness as a problem solving
strategy. Significant examples can be found in advanced sciences, but not in
daily life. One of the
aims of the ShakerBot activities was to overcome such factors, providing
pupils with a situation in which randomness could be individuated either as a
strategy and as a good strategy. If on one side the first
objective was somehow reached, fostering the idea that one could adopt a
random strategy, the goal to give positive connotations to random strategies
was not reached.
A first
analysis of the data suggested to us some more possible factors that influenced
pupils behaviour:
In
particular the latter two factors are supported by the final class discussion
aimed at updating the Randomness Encyclopaedia. Such a discussion was
structured by the teacher (under our advice) as a review of the past
activities, each example episode, or object encountered during the activity
sequence was discussed in terms of its randomness related properties. In
particular items where classified in terms of their randomness/non-randomness
and predictability/unpredictability in order to insert them as new elements of
the corresponding Encyclopaedia items “random”, “non random”, “predictable”,
“unpredictable”. The final part of the discussion is quite interesting for
what concerns the issue of negative/positive connotations of random
strategies. After pupils have discussed the case of the Sweeper Bot, and had
agreed that if it is left alone moving, after a while it will have covered
all the available space, the teacher poses the following question:
T: Thus, suppose you are an unintelligent animal searching for
food…could it be a good strategy to move randomly?
Chorus: no
T:
T: So, what about an animal with no sense of smell?
C5: Does it have eyes?
…some confusion
T: So, let’s suppose this instead, let’s give it some sense
of smell C1: With some
sense of smell…yes…depends
T: There is a big field with very little food, is it better
to go randomly or to use the sense of smell?
Chorus: to use the sense of smell!
C1: To use the sense of smell…thus not to go randomly
…some confusion
C1: In fact, it would go where there isn’t anything
T: What if the food is more diffused?
…confusion and several contemporary answers, we can
distinguish some voices pronouncing the word “randomly”
C1: …Diffused…I would go anyway using my smell
T: Pardon?
C1: I would go around anyway following my sense of smell
T: So, suppose instead that the food is odourless
… confusion and several contemporary answers, most of
pupils seem to pronounce the word “randomly”
C1:Well, in some situations you are…you must go randomly
because you do not have enough information, enough…abilities…to find the food C1 Shows a
resistance to accept randomness as a good strategy, or simply she doesn’t
think it can be a good strategy, however, she finally accepts it in the extreme
case of a total lack of information. At this point the teacher tries to push
the discussion towards the idea that random strategies not only can be good
when one doesn’t have enough information to solve a problem; in fact in some
cases randomness can be a very good strategy to generalize a solution to a
problem, in particular for problems where some crucial information remains
unknown. For instance, suppose we want to program a robot that is able to
paint (or to sweep) a figure, no matter what the topology and the shape of the
figure is. Thus the teacher proposes:
T: Another question, suppose that you have a machine that
paints the floor
C?: What is it?
T: A machine for painting…
C5: That one, like…like that one of the telly advertisement
that vacuums, the vacuum cleaner…
[…]
T: So, there is this little object, you put it on the
floor, you press a button, and it starts going round, vacuuming…
C?: Ah, yes, I saw it!
T: When it hits the floor it changes direction
We can hear confused voices recalling the advertisement
T: Do you think that, the person that programmed that
object, put inside the object information about the house in the
advertisement?
Chorus: noo…
[…]
C6: It goes randomly
C7: It must have a sensor that as soon as it sees the
walls…
T: So it has a sensor
C1: It has a sensor like the Sweeper Bot which sees the
wall, hits the wall, but it realizes that there is a wall and then moves
backwards.
T: And what happens when there is no wall?
C1: It goes straight on!...doesn’t find any obstacle and
goes straight on
C8: But I think that also that robot goes randomly, that
is, yes, when it hits a wall it changes direction, but it goes
randomly…thus…thus in the end…
[…]
C8: That is, I think that in the end it must wait… it
must wait a lot of time before the house is cleaned, I think…because if it
continues…if it continues hitting walls, eh!...you do it with a normal sweep
and you do it quicker, eh, you do it yourself!
C8
believes that the only reason for the robot to go randomly is that it doesn’t
have enough information, it doesn’t have a map of the house. She thinks the
best solution, for her, would be to clean up herself with no robot. The
problem C8 is thinking of solving is that of cleaning her house, or a specific
given house.
[…]
C8: That robot […] goes randomly because it doesn’t have
enough information, if the progr…what’s it’s name…the inventor had the map of
the city and he could…
C?: Of the house?
C8: Yes, of the house…in fact, it would clean quicker,
it would do better…that is, it goes randomly because it doesn’t have
information
T: But the vacuum seller, can he put inside the robot
the maps of all those houses?
Chorus: no!
The
teacher’s observation moves the focus of the discussion towards a
generalisation of the problem of cleaning a house, the new problem now is to
be able to clean up any house. As a result of such generalisation, the class
produced the following excert of Randomness Encyclopaedia item “random”:
“Ciuf ciuf brought a little robot “briciola” which moves on
its own and going randomly it is able
to clean up all the flat. Jeka said that if the robot had in its memory the
map of the flat maybe it would clean it up more quickly; Teo said that the
program would be more complicated and one would need a different program for
each flat. This is an example where randomness is convenient”.
We think
this episode is interesting because on one side it shows pupils resistance to
accept randomness as a good strategy, but on the other side it shows that it
is possible to overcome such a resistance setting up suitable activities that
put pupils in front of situations where randomness is actually a feasible
strategy, and a very good one. In this particular case a key role has been
played by the tangibles Sweaper Bot and “briciola” (the robot inthe TV
advertisement); they served to focus the class discussion on the teachers
educational goal, providing sources for a rich discussion concerning
randomness, on the basis of their observable functioning, and their
programmability (actual or supposed). Finally, we observe that if on one side
experiences (direct or indirect ones) with the robots brought sources for
discussion, on the other side, it is thanks to the class discussion aimed at
updating the encyclopaedia that we could observe an evolution of pupils ideas
concerning randomness and its usability and validity as a strategy for
problem solving.
Contextual and cultural resistance to the idea of an
evolving Encyclopaedia In the
episode presented above a key role is played by the Randomness Weblabspaedia,
and in particular by the activity of updating such an encyclopaedia. Such an
activity can be exploited by the teacher in order to stimulate class
discussions and direct them towards the construction of items of the
encyclopaedia that are the result of an agreement between pupils and of their
collective reflection. In the particular episode the activity of updating the
encyclopaedia was exploited as a means for discussing randomness as a strategy
for problem solving, and it lead to overcoming pupils resistance to accept
that a random strategy can be a good one. The agreement reached by the pupils
is crystallized in the extract of the Encyclopaedia item “random”, as
reported above. At this stage the encyclopaedia has been updated only by
appending new stuff to the existent items, without discussing its previously
included contents, and without checking the coherence of new contents with the
rest of the encyclopaedia. However,
the teacher plans to set up a new revision at the beginning of the next school
year, in order to systematize it and eventually change its contents. The fact
that the teacher herself plans to set up such a revision is to considered as a
result of the experiment, in the sense that at the beginning of the activity
sequence we witnessed strong resistances from her side with respect to the
idea of publishing encyclopaedia items that were not “perfect”. In fact in the
first phases of the experimentation, we received from the teacher in several
occasions, requests to not publish reports collectively produced by the
pupils, the reasons for such a request were expressed in phrases like:
-
“I send you the description of the school that was
written by pupils together with their English teacher, I did not do any
corrections, I shall let you judge it in this case and make any corrections before
publishing the document on the website”
-
“I send you the reports collected today […] please do not publish them because pupils have to work more on them” (emphasis
not added by the author)”
-
“wait before inserting them on the web site: they
need another discussion; there are some issues pending”
-
“I send you some reports on games, produced by a
pupil: if you think it is the case we can refine them a little” The
phrases are extracted from our mailing correspondence with the teacher, and
are in chronological order; all of them are in the first 3 months of
experimentation, then the teacher gave up requiring us not to publish “unfinished” documents, but at the same time we witnessed a drastic decrease
of the number of activities aimed at producing collective reports (like those
of the Randomness Weblabspaedia). Our interpretation of this phenomenon is
that there is a resistance of the teacher with respect to the idea of
publishing documents that are not “perfect” or “definitive”, possible social
factors for such a behaviour are:
-
the school context, in which “incorrect” or
“unfinished” works are usually negatively valued
-
a cultural tendency to consider valuable, and
sharable with other people, only “correct” and “finished” works
-
a fear for the judgement of external readers
(meaning also members of the project that are not directly involved in this
experiment). Besides
such social factors, we want to observe that for this experiment, it was
crucial that the idea of publishing “unfinished” works, in the sense that
Encyclopaedia items were supposed to represent the evolving culture of the
class; it was one of our educational goals that of introducing pupils to the
idea that culture can be socially built and shared, and that, even in science,
it is important to fix and publish for the community also non definitive
results. We hypothesize that this educational goal contrasted to the usual
scholastic tendency to consider valuable and publishable only correct and
finished works. In other words, for us it was important that the process of
producing and updating the encyclopaedia, and this we believe contrasts with the
usual scholastic tendency to consider the final product as the most important
thing. Thus our interpretation of the witnessed phenomenon is that probably at
the beginning the teacher regarded at the Encyclopaedia mainly as a final result,
with no particular attention to the process leading to its production.
Nevertheless the teacher put a lot of effort in all the activities, included
collective discussions and the production of collective reports, and we
assisted to an evolution of her behaviour, leading to the last Encyclopaedia
update activity that we partially mentioned in the episode described above.
The fact that at the end she asks us to publish Encyclopaedia items that she
already knows are not going to be definitive, is a clear sign of an
evolution toward our ideas of Encyclopaedia interpreted as an entity that
evolves together with the class culture.
We believe this learning snapshot, which involves mainly the teacher, is
important for the project because it shows possible difficulties related to the
use of an information sharing system like the phone. When we set up
experiments that involve teachers that are immersed in the school context, it
is important to take into account the kind of resistance to publishing non
definitive documents that we described in this section. |
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