Showing posts with label innovation. Show all posts
Showing posts with label innovation. Show all posts

Saturday, September 8, 2012

Innovation: Play, Passion and Purpose and the Problem with Standards

Today I pulled out some paint, gel medium, gesso, photographs, altered pages from a notebook, and batik paper I had previously made and began to play.  I wasn't sure what I wanted to compose but I did know that I wanted to make use of materials that were new and ones I had previously made. Hours went by and so involved was I that I paid the clock little notice. As I worked a sense of purpose emerged.

Hung the Moon (M.A. Reilly, Mixed Media, 2012)

While I worked, my son two floors above built a replica of the Soviet Typhoon-Class submarine, a few destroyers and battleships in Minecraft that then used them in the course of playing on the server with others.  Like me, he too worked and played and hours passed. We each were fueled by passion and a sense of play, and out of these--purpose emerged.

Screenshot 1(DC, 2012)

Screenshot 2 (DC, 2012)
No one dictated what we should or should not do and this got me thinking about the importance of play, making, and agency--and how these reveal and help to define purpose.  Tony Wagner (2012) in Creating Innovators writes about the relationship among play, passion and purpose. He notes:

In the lives of young innovators whom I interviewed, I discovered a consistent link and developmental arc in their progression from play to passion to purpose. These young people played a great deal—but their play was frequently far less structured than most children’s, and they had opportunities to explore, experiment, and discover through trial and error—to take risks and to fall down. Through this kind of more creative play as children, these young innovators discovered a passion—often as young adolescents. As they pursued their passions, though, their interests changed and took surprising turns. They developed new passions, which, over time, evolved into a deeper and more mature sense of purpose—a kind of shared adult play (p. 30).
I appreciate the idea of the links among play, passion, and purpose--although I would imagine the links are less developmental and more iterative and recursive. Nonetheless that they are co-specifying feels important. Also the need to solve problems seems inherent in all three.

Both my son and I ran into design problems as we played that we each addressed by recalling past work (such as photographing, making things from Legos), leaving the work for a bit of time and returning to it, changing perspective, and trial and error. Creating as we each did today required a large block of time, permission to spend that time as we each wished, and tools necessary to get the work accomplished. It also required not knowing the end when we each started and in fact, not really having a start that was formal.  Rather, the beginning was well over from the point when we might have been able to name it as such. There is an ambiguity here that is rather critical.

All of these ways of composing, coming to know and producing that my son and I each employed are somewhat antithetical to traditional U.S. schooling, especially with its emphasis on external standards. External standards presupposes a neat world--one in which knowledge is defined and the transfer of the defined knowledge is often an end goal. Is it any wonder that so many find school a dead end? My son's interest in the Soviet Union grew out of play, not history class. My interest in textures, mixed media, and photography has grown out of play as well.

On Saturdays like today, I wonder a lot about the spaces of permission necessary for creating to happen and how schools might become such places.


Work Cited




Wagner, Tony (2012-04-17). Creating Innovators. Scribner. Kindle Edition.


Sunday, January 8, 2012

Innovation: An Inquiry Retold through ScreenShots

On Sunday morning, Seth Levitt (@sethleavitt) tweeted this:


Hmm.

I knew this would take more than 140 characters.

I. Lighting Out

I began by trying to get clear about what we might mean when we use the term, innovation and I was wondering how it differed from invention.  So I turned to Wikipedia for a quick grounding.

From Here.

I also appreciate this definition published by FutureLab in their handbook, Promoting Transformative Innovation.

, learning
From Here.

Then I began to do a bit of reading/viewing all the while thinking about what ideas/methods/tools are used in new, better or more effective ways. I also wondered if there are conditions that give rise to innovation?

II. Context

from this post

Naomi Fried's comment that innovation occurs within a required culture is important. One characteristic then of innovation is that there is a culture that supports risk taking, idea generation, failure, community-based ways of knowing.


This blog post by Baker and Burns explores ways of Crating a culture via Goggle.
 
III. Innovation Cycle

In the FutureLab Handbook an innovation cycle is identified that is helpful.
from FutureLab Handbook



Adapted from FutureLab Handbook

IV. Leadership and Agency

Leadership matters.  At schools where leadership is distributed, occurring through non-hierarchical methods--a greater range of potential sources for innovation may occur.  In contrast, bureaucratic leadership tends to limit sites of innovation by fixing organization roles, reducing the potential for neighbor interactions.  As this is true at the district or school level, I think one could also argue it could be equally true at the classroom level. 

Innovation requires rhizomatic possibilities. A few things that come to mind:


It's a challenging road to create and maintain conditions where others might be innovative.  Here in the US, the emphasis on measuring excellence through student performance on math and reading tests creates an anti-intellectual environment. Gregory Michie, a professor writing in The Washington Post about the limitations on teachers and students to be innovative in this test-privileged world said this:

from Here.
V. Fail Often. Fail Safe

The use of pilots, start-ups, innovation labs--all help to manage failure, that surely will accompany innovation, in ways that make it doable to critically learn from errors.

Scale across, not up. See Walk Out, Walk On net.


Sunday, May 29, 2011

Thinking About City as Floorplan

Trying to find home (2011)
I've been thinking about dwelling (place and intention) as a metaphor for learning and perhaps a new metaphor to replace schooling, and worked on the image above for awhile, finishing it today.  I've been wondering about the need for home.  After I finished, I followed a tweet by that took me to Monkia Hardy's city as floorplan.  There are no coincidences.

Monika asks,
"What if school's setting were life,
and kids were working
on health,
budget,
environmental,
etc.
problems?"

Monika tells us that kids, you, me, all of us are "craving work that matters."

Boy does that stop me.  Isn't that a source that explains
why I shift
jobs,
geographies?

Perhaps you too?

Now, imagine schools as community places where craving work that matters is the norm, not the exception. Imagine a s/place where learning is not one direction (input, output), but rather is rhizomatic, where being in the middle of possibilities is the new definition of school.

You know you're at school when... you're home, at the supermarket, in the park, at a reservoir, skating, skyped in with x and y, at city hall, in the library, at a performance space, on the street...


Go ahead: Take some time to really look at Monika's city as floorplan.  Follow the links.

Dwell.

Think rhizomes, not trees of knowledge.