Reflection on LRNG project

Food in Nature and Culture


Developing ideas from an understanding of materials

Like all the other projects, the LRNG project stroke me as overwhelming at first but ended up with satisfying outcomes. The whole process was itself a process of tinkering, a better understanding of materials and improvisation with resources.

It took me a while to figure out what LRNG platform is. That was the first layer of materiality in this project. At first it also loomed so large and intimidating for me like all the other new materials I had to understand in most of the projects (Scratch, laser cutting, three-D printing, scribbling machine and circuit sewing, etc.). After I got to understand the structure of the platform, its affordances and constraints, and the ethos it supports, things are more transparent and these elements played an important role in shaping my design. Thus, the LRNG platform where educators design courses for children to learn and to achieve has become an “object to think with” that provides a guideline informing the size, form and meaning of my design.

In the very beginning, we (me and Rob) came up with an idea of Chinese cuisines in different regions during a class session after a discussion of the spicy Chinese food he likes. However, I found this idea too elusive and too big. What’s more, it may not be attractive to children or even young adults (the factor of age-specificity for the platform playlist) if it is simply for them to learn about certain facts. Still not knowing what to do with this murky idea, I decided to watch a well-known documentary series about the food traditions in China, A Bite of China, made by a reputable Chinese producer. They received wide-spread and universal acclaim in China after publication. Totally different from the average cooking programs on TV, the documentaries approach food from an anthropological perspective from which nature, culture, society and people are all related. I think this is why viewers find them so appealing and touching. For example, the first episode of the series features the stories of how people collect food from various difficult natural environment while embodying a spirit of optimism, a respect for nature, and an awareness of sustainability. This video served as a great inspiration to me, narrowed down my focus, and gave rise to a new idea. So, I shifted my design plan from an introduction to cuisines to making a documentary of a family cuisine.

I find this idea more attractive and meaningful in a number of ways. Firstly, it enables youth to learn by making. Instead of cooking, over which I was concerned about issues like feasibility and age specificity, learners may develop new insights and create new knowledge by making a documentary, and camera, it follows, (in whatever forms) is their “object-to-think-with”. Secondly, learners are encouraged to see food in a different light. As our life has been gradually removed from our agricultural past, children seldom have the opportunity to know where their foods come from. This project will allow them to explore food resources in natural environment, how they are collected, harvested, and delivered to our dinner table, from which they can develop a new vision of the relationship between food and nature and a respect for people who provide food for us. Thirdly, children are encouraged to appreciate their own special food traditions and their cultures. As a departure from my original idea of learning about Chinese food alone, the new focus is a world food heritage and diversity, as learners may have come from a diverse cultural and ethnic backgrounds. With a documentary about a special food valued in their tradition, children can work like an ambassador of their culture or family tradition by sharing it online.  

I have mentioned in my reflection on learning that one of the biggest takeaway from this course is a new vision of the important roles played by materials in learning. Concepts like “object-to-think-with” and “bricolage” are so impressive (Turkle & Papert, 1992). And I cannot agree more with the observation of Petrich, Wilkinson and Revan (2013) that innovation happens when new tinkering strategies emerge through growing understanding of tools, materials, and phenomena (p.54). I developed the idea for this project out of an exploration of the structure of the platform itself, the videos I watched for resources and inspiration, and, needless to say, the video editing tools I have been tinkering with myself in order to provide resources for XPs. These are important materials for me that have contributed to the making of the playlist.

Highlights of the XPs—design for designers

The most impressive principle of constructionism that has impacted me as an educator is the idea of “design for designers.” I see it embodied in most of our projects and activities, especially, in DIY, Scratch, makerspace, and digital interest-driven arts learning. When we design a learning project or process, what we need to concern ourselves with is whether our design will facilitate our students’ designing, as opposed to pure consumerism (Petrich, Wilkinson & Bevan, 2013; Resnick & Rosenbaum, 2013). The design of this project is an embodiment of these ideas and each XP is supposed to be a step leading to the final result of a complete documentary. By the time they finish the project, they will be able to learn to design a documentary themselves.

At the same time, I would like to make sure that tools like cameras can help children create meanings, not just as something to play with or something taken for granted, as Duckworth (1972) says: “I believe that the tools cannot help developing once children have something real to think about; and if they don’t have anything real to think about, they won’t be applying tools anyway. That is, there really is no such thing as a contentless intellectual tool. If a person has some knowledge at his disposal, he can try to make sense of new experiences and new information related to it. He fits it into what he has (p.13).” This also helps me to answer the questioning from a colleague when she suggested that our design missed the focus on food by leading learners to produce a documentary instead. Like pen, pencil, brush, keyboard, camera is a tool to create meaning with. For that matter, a camera will not be able to help children develop intellectually if there is no idea on which the tool can be applied.

Our playlist is composed by five XPs. Each one is a combination of aspects of food and the curatorship of videotaped information. In the very first XP, learners were prompted to think of a special food in their family and reflect on why it is important in their tradition. They are asked to record the answers they find with a camera (or anything that has a camera in). A short video of “how you can make videos with smartphones” is used as a resource. The second and the third ones are about the idea of respect for food in which learners are encouraged to find out about food in nature and society. In both XPs I show examples first as an inspiration for students. In the second one, I used a video clip from A Bite of China, in which workers dig lotus roots from silt. The job is very demanding of both strength and skills. And the working conditions are poor. This is touching for me in the first place. I was born in the area where lotus roots are a common dinner table vegetable affordable by any average family. But I have never given an extra thought about the difficulty with which to collect them. So I want to pass down this kind of appreciation to my students. Rob like the cinnamon video I used in the third XP too. It is about what cinnamon really is, where it comes from and how it is processed. Our hope is that with an eye of appreciation, learners are able to create a new aspect of meaning from the food they probably have taken for granted. In this two sections, students can practice their skills in designing interviews, probably writing script, and shooting with camera. In XP 4, the cooking of this food in the family kitchen is the highlight. This may also be a family time with both parents and children tinkering with food. Learners can either videotape their parents in the cooking or starring in the video themselves. The final XP is supposed to be a capstone, in which learner can learn to edit the separate pieces of videos they made in the previous XPs and join them together into a final production, to be shared on one of their favorite social media platforms. 

Tinkering for fun and learning

For me, every project I did in this course was a process of learning. It was also great fun to me because I could always feel the jubilation of success after trial and error, and after the conquering of fear at the unknown. This project is no exception. It is in this process that authorship, purpose, and deep understanding of the materials and phenomena are developed (Petrich et al., 2013, p.55).” This is how Petrich, Wilkinson and Bevan argue for the significance of tinkering. The process itself was rewarding. This must be the fun of tinkering as is concluded by Resnick and Rosenbaum (2013): “We see tinkering as a playful style of designing and making, where you constantly experiment, explore, and try out new ideas in the process of creating something (p.165).”

I also wish that students who choose to do the project I design can experience such kind of fun. Theirs are going to be a process of being actively engaged in gathering and assembling resources across time and space in their attempts to design, edit and exhibit their creative work. In this process, they will learn through and from a large variety of materials. It is expected that they will develop a sense of curatorship over the tinkering of the various kinds of materials, resources and media.   


References:
Duckworth, E. (1972). The having of wonderful ideas. NY: Columbia University Teacher’s College Press.

Petrich, M., Wilkinson K., & Bevan, B. (2013). It looks like fun, but are they learning? In M. Honey & D. Kanter (Eds.), Design, Make, Play: Growing the Next Generation of STEM Innovators. New York and Abingdon, Oxon., England: Routledge.

Resnick, M., & Rosenbaum, E. (2013). Designing for tinkerability. In M. Honey & D.E. Hunter (Eds.), Design, make, play: Growing the next generation of STEM innovators (pp. 163-181). London: Routledge.

Turkle, S., & Papert, S. (1992). Epistemological pluralism and the revaluation of the concrete. Journal of Mathematical Behavior, 11(1), 3-33.



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