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Running head: CONSTRUCTIONISM AND ITS APPLICATION IN A DIGITAL WORLD 1
Constructionism and Its Application in a Digital World
Yukyong Chung
Virginia Tech
CONSTRUCTIONISM AND ITS APPLICATION IN A DIGITAL WORLD 2
Abstract
Much research in the field of Learning Science (LS) has been conducted to further understand
principles of learning, to improve learning environments, and to develop innovative methods of
learning and teaching. These efforts have brought about prominent theories of learning and
methodologies of teaching. One of the prevalent ideas of these learning theories is that learners
constructing their own knowledge engage as active participants, such as discovery, observation,
making meaningful artifacts, interaction with peers, and so on. Constructionism, developed by
Seymour Papert, is based on the contention that knowledge is not directly transmitted from
teachers to students, but is constructed by students themselves through their interactions with the
environment. Constructionism suggests that learners make new ideas when they are actively
engaged in making some type of external artifacts. The theoretical foundation of
constructionism has deeply influenced educators and researchers in education. Although
constructionist ideas were developed in the 1980s, constructionism is one of the central topics in
the field of education. The ideas that children actively construct new knowledge as they interact
with objects in physical and a digital world are accepted by researchers, and a lot of research are
studying how children learn in various conditions of environments. This paper explains the
meaning of constructionism and the distinction from constructivism and instructionism.
Furthermore, in this paper, the principles of constructionism are described and the principles of
constructionist learning are explained how can be applied in a digital world by illustrating the
software applications, Logo, Scratch, and Globaloria.
Keywords: constructionism, constructionist learning, Logo, Scratch, Globaloria
CONSTRUCTIONISM AND ITS APPLICATION IN A DIGITAL WORLD 3
Introduction
Many learning scientists agree with the notion that learning which occurs by learners’
self-directed engagement in the natural environment is more effective than learning which
transmits knowledge from teachers to students in the formal context. Researchers in LS have
focused on the importance of learning through interaction with the physical, social, and cultural
world (Nathan & Alibali, 2010). Cognitive scientists have studied how learners construct their
knowledge and experience the process of interacting with the environments. In the cognitive
perspective, “knowledge is seen as a structure consisting of different concepts, and learning was
the acquisition of abilities such as reasoning, planning, solving problems, and comprehending
language” (Johri & Olds, 2011, p.155). The situative perspective considers participation in
communities more important. According the situative perspective, learning is conducted through
situated engagement in motivated action, using tools, and interaction with others (Johri & Olds,
2011).
Many learning scientists concur with the idea that learning is conducted more
successfully when learners actively participate in learning contexts in which they do practical
activities like using tools, solving tasks, and working on projects with others (Packer, 2010).
Design activities are one of these self-directed activities. When learners design something, their
learning becomes instrumental to a larger intellectual and social goal (Kafai, 1996). Learning
through design is based on constructionism theory. Constructionism is a theory of learning that
emphasizes learners’ active engagement in design activities. The perspective of constructionism
is that learners learn best when they are building external and sharable artifacts, such as
computer programs, machines, or games, with others (Papert, 1993).
CONSTRUCTIONISM AND ITS APPLICATION IN A DIGITAL WORLD 4
In order that learning theories can be useful and utilized in the real educational
environment, learning scientists should put effort to study how to apply the theories to the real
environment. Today’s digital technologies have changed not only our life-style, but also our
learning environments. The Web is a vast source of information, communication, and
connection opportunities. Learning scientists should consider features of learning in the digital
world. Constructionist learning theories have applied to the digital world. Papert, known as the
father of educational technology, created the programming language Logo. Logo, which has
been closely associated with constructionism, has been used by many children all over the world.
This paper explains the meaning and two principles of Constructionism and describes the
constructionist theory can be applied in a digital world by illustrating three software applications.
What is Constructionism?
In the 1960’s, Seymour Papert and his colleagues undertook a research project at
Massachusetts Institute of Technology (MIT) to study how children think and learn and to
develop educational approaches and technological tools to help children learn. The research
efforts have resulted in the theory, constructionism, which has had great effect on educators’
viewpoints of how children can learn. Kafai (1996) stated that “children don’t get ideas; they
make ideas” (p.1). Constructionism is both a theory of learning and a strategy of teaching. It
builds on the “constructivist” theories of Jean Piaget, asserting that knowledge is not transmitted
from teacher to student, but actively constructed by the students. Constructionism suggests that
learners are actively engaged in making some type of external artifacts, such as a robot, a poem,
a picture, a handcraft, or a computer program, which they can manifest in and share with others
(Kafai, 1996). Papert’s constructionism views learning as building relationships between old and
new knowledge while creating artifacts of social relevance and interacting with others (Kafai,
CONSTRUCTIONISM AND ITS APPLICATION IN A DIGITAL WORLD 5
2012). Constructionism can best be understood when compared to other learning theories,
constructivism and instructionism.
Constructionism seems to be similar to constructivism. Constructivism is a learning
theory that explains how knowledge is constructed in the human being when information comes
into contact with existing knowledge. “Constructivism is an educational philosophy which holds
that learners ultimately construct their own knowledge that then resides within them, so that each
person's knowledge is as unique as they are” (Oregon Technology in Education Council,
Constructivism section, 2002, para.2). However, Papert (1991) explains the distinction between
constructionism and Piaget’s constructivism:
[C]onstructionism – the N Word as opposed to the V word – shares constructivism’s
connotation to learning as building knowledge structures irrespective of the
circumstances of learning. It then adds the idea that this happens especially
felicitously in a context where the learner is consciously engaged in constructing a
public entity whether it’s a sand castle on the beach or a theory of the universe. (p.1)
Papert’s constructionism is more situated and more pragmatic than Piaget’s constructivism.
Constructivism focuses on the knowledge development through learners’ understanding in their
own knowledge and experience. Piaget’s constructivism tends not to consider the role and
necessity of contexts, tools, and media in learning. Papert’s approach helps us understand how
the knowledge is constructed when learners do activities in particular contexts and use
technology tools. Constructionist theory suggests a connection between designing and learning.
It asserts that designing, involving producing, making, or programming, can provide a rich
context of learning. “Constructionist theory goes beyond Piaget’s constructivism in its emphasis
on artifacts, asserting that meaning-construction happens particularly well when learners are
CONSTRUCTIONISM AND ITS APPLICATION IN A DIGITAL WORLD 6
engaged in building external and sharable artifacts” (Kafai, 1996, p.4). Papert (1980) saw the
computer as the tool that could make the abstract of intelligence concrete.
Stated most simply, my conjecture is that the computer can concretize (and
personalize) the formal. Seen in this light, it is not just another powerful educational
tool. It is unique in providing us with the means for addressing what Piaget and many
others see as the obstacle which is overcome in the passage from child to adult
thinking. (p.21)
Papert (1991) contends that learning is meaningful and effective when learners share their ideas
and understanding with others, as he mentioned “for the more we share the less improbable it is
that our self-constructed constructions should converge” (p.1).
Constructionism is often described in the opposition to instructionism. Instructionism
refers to all of the educational theories based on the idea of the teacher teaching, usually
according to a predetermined schedule. This includes any form of rote learning and most forms
of book learning in actual use, as well as drill and practice. Papert explains constructionist
learning as learning without curriculum in which the children build their own intellectual
structures with materials drawn from the surrounding culture. Papert (1993) assumes that
“children will do best by finding for themselves the specific knowledge they need; organized or
informal education can help most by making sure they are supported morally, psychologically,
materially, and intellectually in their efforts” (p.4).
Papert (1993) accounts for the principle of constructionism by illustrating an African
proverb. If a man is hungry, you can give him a fish in the perspective of instructionism.
Whereas, in the perspective of constructionism, you give him a line and teach him to catch fish
himself. In constructionist learning, it is better that students learn how they catch fish and what
CONSTRUCTIONISM AND ITS APPLICATION IN A DIGITAL WORLD 7
skills they need to learn by their experiences. Constructionist attitude to teaching does not mean
that instruction is not useful or dismissive. Constructionism emphasizes learning that students
acquire knowing from making or doing something in the natural context, rather than teaching
that teachers convey knowledge to students with structured instruction.
Application of the principles of Constructionism in a digital world
We can elicit the principles of constructionist theory from the definition of
constructionism. The theory of constructionism has two main principles (Papert, 1993; Kafai
1996):
1. Learning is most effective when leaners construct their own understanding by making
something.
2. Learning is most effective when learners share their knowledge with others.
This paper illustrates the practical applications of these principles in the digital world.
First, Logo programming language is introduced to show how students can learn in
programming. Second, Scratch shows the learning through design media production. Finally,
Globaloria demonstrates how learners can improve their ability and knowledge in the nature of
digital communities.
Logo and learning in programming
In the early 1980’s, there was educational software in schools. The educational software
was a ready-made program to teach content to students. However, Logo enabled students to
create their own programs and express their ideas. Kafai (2012) describes that “learning with
Logo promised to offer more than just learning to program: it included learning about your own
thinking and learning, and learning mathematics and science in conceptually new ways” (p.37).
Logo is a graphic oriented educational programming language, designed in 1967 by Daniel G.
CONSTRUCTIONISM AND ITS APPLICATION IN A DIGITAL WORLD 8
Bobrow, Wally Feurzeig, Seymour Papert, and Cynthia Solomon. Logo language is known for
its use of "turtle graphics," in which commands for movement and drawing produced line
graphics either on a screen or with a small robot called a "turtle." The turtle, a robotic creature,
can be directed by typing commands into the computer. The command “forward 100” causes the
turtle to move forward in a straight line 100 “turtle steps.” “Right 45” rotates the turtle 45
degrees clockwise while leaving it in the same place on the floor. The turtle migrated to the
computer screen as a graphics object. The turtle on the screen moves by the commands, such as
“forward 10,” “right 90,” “repeat 4 [forward 50 right 90],” or “repeat 36 [right 10 square]” (Logo
foundation, 2012, para.1).
One of the prominent features of Logo programming is that a program can be used as a
transition to understand abstract and complex concepts, such as the concept of function in
mathematics (Valente, 2003). For example, the child instructs the turtle to draw a square using
the Logo command, “square.” The square program can be seen as a mathematical function that
maps all integer numbers into squares of corresponding sizes. The children can comprehend the
concept of mathematical function in a practical and concrete manner through programming.
The Logo turtle served as a first representative of formal mathematics for children
because they concentrate their knowledge on how to move the turtle (Kafai, 2012). Children
execute programming the movement of the turtle as they manipulate their bodies in the physical
world. Papert called this feature “syntonic learning.”
For example, the Turtle circle is body syntonic in that the circle is firmly related to
children’s sense and knowledge about their own bodies. Or it is ego syntonic in that
it is coherent with children’s sense of themselves as people with intentions, goals,
CONSTRUCTIONISM AND ITS APPLICATION IN A DIGITAL WORLD 9
desires, likes and dislikes. A child draws a Turtle circle wants to draw the circle;
doing it produces pride and excitement. (Papert, 1993, p.63)
When children conduct programming activities like Logo, they are engaged in a process
of problem solving. To solve the problem, they need to go through the cycle of description-
execution-reflection-debugging-description. Description is the problem’s solution in terms of
the programming language, execution of this description is done by the computer, reflection is on
what has been produced by the computer, debugging fixes the previous version, and producing
creates a new program version (Valente, 2003). This cycle presents characteristics that are
understood as construction of new knowledge. First, the user gives commands to the computer
to solve the problem using their entire knowledge structure. Second, the computer executes
orders given to it and responds to the result of the program. Third, if there is any error in the
result, the user searches for bugs in his/her program, getting more information to modify the
previously defined description. This accurate feedback is important for the learner to be aware
of what parts of his/her idea are wrong and what kinds of information are needed to correct it. In
this way, “the process of finding and correcting the mistake is a unique opportunity for the
learner to learn about a specific concept involved in the solution of the problem or about problem
solving strategies” (Valente, 2003, p.133).
CONSTRUCTIONISM AND ITS APPLICATION IN A DIGITAL WORLD 10
Figure 1. Logo programming with the turtle.
(http://el.media.mit.edu/logo-foundation/logo/turtle.html).
Scratch and learning through design
The metaphor of “learning through design” has been used in constructionist learning.
Learners can learn effectively through design artifacts. Kafai (1996) explained that “the learning
through design is not exclusively represented in the final product, but also in the process of doing
it” (p.73). In learning through design, the process is more important than the final product. Even
though students may not achieve making successful products, the process that students have
engaged in is important for them because they have thought like designers and conducted
designers’ tasks: planning their projects, finding problems, discovering the solutions of the
problems, and refining their original plans or strategies during designing their products. In this
process, students can extend their old knowledge and construct their new knowledge.
The educational literature shows the benefit when learners participate in the designing
process and there are many studies that prove the positive outputs. Boyer summarized the
benefit of designing multimedia to learners (Table 1). Students become motivated, develop
research skills (finding, analyzing, evaluating, and synthesizing information), represent content
in an expert-like manner, develop metacognitive and reflective skills, increase self-efficacy, and
take responsibility for their learning (Boyer, 2010).
These studies have caused the development of a number of tools with which learners, not
professional programmers, can easily produce their multimedia. One of these multimedia
CONSTRUCTIONISM AND ITS APPLICATION IN A DIGITAL WORLD 11
designing tools is Scratch. Scratch, which is a project of the Lifelong Kindergarten Group at the
MIT Media Lab, is a visual programming environment in which users create interactive, media-
rich projects. The Scratch application is used to create projects containing media and scripts.
Images and sounds can be imported or created in Scratch using a built-in paint tool and sound
recorder. Programming is done by snapping together colorful command blocks to control 2-D
graphical objects called sprites, moving on a background called the stage. Scratch projects can
be saved to the file system or shared on the Scratch Web site (Maloney et al., 2010).
The Scratch website states, “Scratch helps young people create and share Scratch
projects, they learn important mathematical and computational ideas, while also learning to think
creatively, reason systematically, and work collaboratively” (http://scratch.mit.edu).
Peppler and Kafai (2007) conducted the case studies of using Scratch at a Computer
Clubhouse in South Central Los Angeles. They investigated how urban youth could learn the
principal ideas of media education in informal contexts. They illustrate the vignettes of these
case studies to show how a constructionist tool and context for media production, like Scratch,
can encourage youth to create their meaningful projects. They demonstrate youths’ learning
through developing the media production as follows:
He has learned how to design for interactive play and has redesigned his program several
times, discovering that it can be friendlier for the user to design a game that responds to
standard key strokes (e.g., right and left arrow keys) rather than random characters on the
keyboard. Jorge has also learned how to participate in the distributed online culture
specific to designing and making videogames. Scratch has facilitated his understanding
of how games are made by professional production specialists and he has also networked
CONSTRUCTIONISM AND ITS APPLICATION IN A DIGITAL WORLD 12
with other fans, like himself, who want to create amateur productions. (Peppler & Kafai,
2007, p.156)
Table 1. Summary of outcomes when learners design hypermedia/multimedia (BOYER, 2010, p.41).
Outcome Author(s)Students become motivated. Beichner (1994); Liu & Rutledge (1997);
McGrath, Cumaranatunge, Ji, Chen,Broce & Wright (1997); Liu & Pederson(1998); Orey, Fan, Scott, Thuma,Robertshaw, Hogle, Tzeng & Crenshaw(2000); Brown (2007)
Students spend additional timeoutside of class to work on projects.
Liu & Rutledge (1997)
Students develop research skills:finding, analyzing, evaluating andsynthesizing information.
Lehrer, Erickson & Connell (1994);Beichner (1994); Erickson (1997)
Students represent content in anexpert-like manner.
Spoehr (1993); Liu & Pederson (1998)
Students represent content inmultiple ways.
Hay, Guzdial, Jackson, Boyle & Soloway(1994); Chen & McGrath (2003)
Students develop metacognitive andreflective skills.
Liu & Pederson (1998); Chen & McGrath(2003); Brown (2007)
Students develop design skills Carver, Lehrer, Connell & Erickson(1992); Erickson (1997); Liu & Pederson(1998); Liu & Hsiao (2002)
Students engage in content. Lehrer, Erickson & Connell (1994);Beichner (1994); McGrath,Cumaranatunge, Ji, Chen, Broce &Wright (1997); Mitchell, Andreata &Capella (2004)
Students reduce off-task behaviors. Lehrer, Erickson & Connell (1994); Liu &Rutledge (1997)
Students increase self-efficacy. Liu & Rutledge (1997)Students take responsibility for theirlearning.
McGrath, Cumaranatunge, Ji, Chen,Broce & Wright (1997)
Students develop collaborationskills.
Liu & Pederson (1998); Orey, Fan, Scott,Thuma, Robertshaw, Hogle, Tzeng &Crenshaw (2000); Liu & Hsiao (2002)
Students develop writing skills. Garthwait (2007)
CONSTRUCTIONISM AND ITS APPLICATION IN A DIGITAL WORLD 13
Figure 2. The Scratch interface (Boyer, 2010, p.44).
Figure 3. A script created in Scratch (Boyer, 2010, p.45).
Globaloria and learning in communities
Constructionist theory emphasizes collaborative learning, which can be constructing
knowledge, producing artifacts, or sharing ideas, and places a lot of attention to learning in
communities. Papert (1993) mentioned the Brazilian samba school as an example of a
community of learning in his book, Mindstorms. The Brazilian samba schools are social clubs,
not schools, which require memberships. Members of a samba school gather together on
CONSTRUCTIONISM AND ITS APPLICATION IN A DIGITAL WORLD 14
weekends to dance, to drink, and to meet friends. Even though members of a samba school
range in age, from children to the elderly, and in ability, from novice to professional, they dance
together. They collaboratively learn and teach in the samba school (Papert, 1993).
This principle of constructionism has influenced the emergence of the theory of social
constructionism. Shaw (1996) describes the social constructionist paradigm as a three-part
synergy. To social constructionism, the social setting itself is an evolving construction. The
social setting is a context of “social relations and cultural materials”. When “sociocultural
activities and processes” act in the social setting, developmental “internalized and externalized
constructs” can be formed. Each of these components- “social relations and cultural materials,
sociocultural activities and processes, and internalized and externalized constructs”- are strongly
related and mutually reinforcing (Shaw, 1996, p.181).
Constructionism is based on the idea that learners can learn more effectively when they
make personally meaningful artifacts and share their ideas and products with others. Sharing the
ideas is important because it helps learners have an opportunity to reflect on and refine their
ideas. Today, sharing activities is more dynamic in the virtual world, for example, Facebook,
Twitter, YouTube and so on. This aspect influences the development of educational programs
online. One of them is Globaloria (www.Globaloria.org), a program that is based on the research
of Idit Harel Caperton and established by the World Wide Workshop in 2006. Globaloria is an
educational intervention for students to develop learning abilities by designing and building
original web games in a wiki-based networked environment. Globaloria is a social learning
network where students develop STEM (science, technology, engineering and math) knowledge
and global workforce skills through game design and development. In Globarloria, students can
design, research, program, use team work, engage in production process, take an original idea to
CONSTRUCTIONISM AND ITS APPLICATION IN A DIGITAL WORLD 15
final product, and develop self-paced digital curriculum. Students and teachers are supported by
experts and peers while they work on the process. Students can learn technology literacy,
scientific thinking, STEM academic contents, and college and career readiness skills (World
Wide Workshop, 2012).
Globaloria uses open-source software, such as Google resources and capabilities,
Blogger, and Youtube. Practicing open-source software enables students to collaborate with the
global developer community for future enhancements and for customization to diverse cultures
and languages (Harel Caperton, 2012). Globaloria focuses on developing educational programs
in the way of engaging in social and collaborative learning. Harel Caperton (2012) explains
Globaloria as follows:
Our design of the Globaloria model, for example, seeks to exploit that finding
through constructionist principles of hands-on, DIY learning, blended with project-
based teaching—both of which are by nature and definition social processes…. This
is true social learning: A networked social media platform (with social profiles,
learning logs, blogs, project spaces, file- and image-sharing, digital textbook and
tutorials, virtual resources, helpdesk and experts) is the vehicle for acquiring
mathematics, design, engineering, science and civics content in compliance with any
state-mandated standards and the new Common Core standards—as well as for
acquiring social skills of collaboration, and the habits of team-driven analytical
thinking and problem-solving. (pp.7-8)
The World Wide Workshop has studied the impact of learning in Globaloria across the
country since 2006. They have showed that Globaloria has had a positive influence on the
educational improvement and students’ learning.
CONSTRUCTIONISM AND ITS APPLICATION IN A DIGITAL WORLD 16
1. Students report greater knowledge and motivation towards contemporary learning
abilities.
2. Globaloria creates the conditions for a shift toward self-directed and collaborative
learning.
3. Teachers develop and implement new, transferable instructional styles and skills.
4. Globaloria builds student interest in STEM careers and capacity to achieve in a
technology-driven world.
5. Participation in Globaloria eliminates computer usage gaps among students,
narrowing the digital divide.
6. Particular gains are found among girls, who enroll in Globaloria at a higher rate
than the national average. (Harel Caperton, 2012, pp.39-40)
Figure 4. Interconnected platforms supporting collaborative learning in Globaloria.
Discussion
Constructionism focuses on the student’s self-directed learning without instruction of
teachers. Constructionists believe that learning is more effective when the students recognize the
problem and find the solution on their own initiative. The constructionist theory seems to
disregard instruction of a teacher as important, although constructionists say that they do not
ignore “instruction.” Kafai (2012) suggests that the teacher and students engage in design and
CONSTRUCTIONISM AND ITS APPLICATION IN A DIGITAL WORLD 17
discussion of learning artifacts (p.36). In this regard, the studies of how the teacher can instruct
students and of what practical guide will be developed to facilitate constructing their knowledge
using the theory of constructionism need to be conducted.
Technology is an important tool as “objects-to-think-with” in constructionist learning, for
example, digital media, video games, computer programming, and so on. This technology is
often utilized to apply constructionist learning principles to the educational context. Some issues
are brought up in the process of application of constructionism in the virtual environment. For
instance, game design learning is often mentioned in order to explain and adapt the
constructionism theory. In general, girls lack game-playing experience because many girls do
not seem to enjoy playing games, and it might influence learning through making video
programs. In some programming in the virtual environment, special technical skills, not for
novice programmers, are required. More flexible and various programming tool kits should be
developed for considering diverse interests and tastes, and the level of skills of users.
In the article of William and Chapman (2009), they mentioned some barriers to
integration of technology into schools. The barriers are referred as a lack in sufficient numbers
of equipment, limited access to the computers, access to appropriate technical supports, specific
technology knowledge and skill, technology-supported pedagogical knowledge and skill, and
classroom management skills related to the use of technology (p.42). To put the principles of
constructionist learning to good use in the school environment, a further pragmatic strategy
should be studied.
Conclusion
In the 1960’s, Seymour Papert established the theory, Constructionism. He explains
constructionism contrasted to constructivism and instructionism. While constructivism focuses
CONSTRUCTIONISM AND ITS APPLICATION IN A DIGITAL WORLD 18
on the development of individual and isolated knowledge structures, constructionism focuses on
the connected nature of knowledge with its personal and social dimensions. Constructionism
differs from instructionism in that students can best learn for themselves without teachers’
instruction or curriculum. The core principles of constructionist learning are learning is most
effective when leaners construct their own understanding by making something and when
learners share their knowledge with others.
This paper illustrates three examples of how to put the constructionist learning theory
into practice in the digital world. Logo, the education software program language, enables
students to learn to create their own program. Scratch, the visual programming environment,
helps students learn important mathematical and computational ideas while they create and share
Scratch projects. Globaloria is the social network in which students can improve social skills of
collaboration as well as knowledge of STEM.
This paper also discusses the further studies needed for using the principles of
constructionist learning, for developing more flexible and various programming tool kits for
considering diverse interests, tastes, and levels of skills of users, and for creating a pragmatic
strategy for applying the theory of constructionism to the school environment.
CONSTRUCTIONISM AND ITS APPLICATION IN A DIGITAL WORLD 19
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