In 1986, the MIT Media Lab made a laserdisc describing their research groups and mission. This video describes Seymour Papert’s Learning Research Group’s work at the Hennigan (middle) School in Boston. View the entire laser disc video at the Internet Archive. Transcript Narrator: (00:15)Learning Research Group’s School of the future project takes place in a […]
“The next issue, which was the one I really wanted to touch on, was what … Was about how those computers would be used, and how they could be used, centered around whether you would look for the use of the computer that automated teaching, in the spirit that people often still associate with the
The following excerpt of Seymour Papert speaking comes from a videodisc produced by the MIT Media Lab circa 1986-87. Transcript Seymour Papert: This is an attempt to make a sketch of what a school of the future might be like. Now, nobody really knows what the future will be like, but we know what it
Here is a promotional video produced by the Father of Educational Computing and the Maker Movement, Dr. Seymour Papert, for the LEGO company circa 1987. It introduces learning through robotics construction and Logo programming in an inner-city Boston public school, The Hennigan School. Seymour Papert Introduces LEGO TC Logo from Gary Stager on Vimeo.
The MIT Media Lab is celebrating its 30th anniversary. Seymour Papert was one of the founders of the Media Lab and in this video created by LEGO, his influence on learning and technology for children. 30 years of collaboration towards empowering children to be creative thinkers from LEGO Foundation on Vimeo.
“It is self-indulgent of us as teachers to say that we can spend 3 hours a week with a student and give them wonderful experiences. What about the billion other children on the planet? What about the rest of the hours for that child? Our task is to identify powerful ideas that have been dis-empowered.
“Building and playing with castles of sand, families of dolls, houses of Lego, and collections of cards provide images of activities which are well rooted in contemporary cultures and which plausibly enter into learning processes that go beyond specific narrow skills. I do not believe that anyone fully understands what gives these activities their quality
“Why then should computers in schools be confined to computing the sum of the squares of the first twenty odd numbers and similar so-called ‘problem-solving’ uses? Why not use them to produce some action? There is no better reason than the intellectual timidity of the computers in education movement, which seems remarkably reluctant to use
“How do we make writing become hard fun? One way is to develop for kids “writable” activities that they love to do. The building of robotic devices acquires “writability” because it lends itself to stage-by-stage description. Its writability is further enhanced by the use of word processors and digital cameras. But beyond technology there is