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Running Head: PAPERT’S CONSTRUCTIONISM 1

Papert’s Constructionism

Adrian S. MacDonald

October 6, 2018

Purdue University

EDCI-513

PAPERT’S CONSTRUCTIONISM 2

Abstract

As a theory, constructionism has often been confused with the more widely

known constructivism. Though it is more obscure, the learning theory of constructionism,

originally developed by Seymour Papert, is an idea over fifty years in the making. As an

introduction to Papert’s constructionism, this paper aims to provide a curated, brief review of the

academic literature on the subject. The selected articles and publications reviewed include those

seminal works by Papert and his contemporaries, and best provide a fundamental understanding

of constructionism in a more complete and accurate way than the cursory “learning by making”

definition. The review concludes by highlighting publications that best illustrate the continued

value and success of the constructionist approach as it evolves in tandem with new and more

accessible technologies.

Keywords: Papert, constructionism, maker movement, fablab, constructivism

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An Introduction to Papert’s Constructionism

Seymour Papert (1928-2016) was an American educator, computer scientist, and

mathematician who spent the majority of his career researching and lecturing at Massachusetts

Institute of Technology at the Lab (1960’s-1980’s) and the Media Lab

(1985-2000) (Stager, 2016). He is a widely celebrated pioneer of artificial intelligence, as well as

a champion of the cause of using computers and coding in the K-12 classroom. Papert was a

long-time student and collaborator of renowned learning theorist , and Papert was

profoundly influenced by Piaget’s work in the learning theory of constructivism (Goldberg,

1991). Papert’s theory of constructionism can be understood as an expansion of and building

upon the foundations of constructivism (Stager, 2016).

Defining Constructionism

Constructionism is often most succinctly defined, by academics and educators alike, as

simply “learning by making.” Though a review of Papert’s writing, and of the literature by those

influenced by his work on the theory reveals constructionism to be a far more complex and

nuanced approach than the simple “learning by making” formulary suggests (Ackermann, 2001).

The following literature review aims to provide those who are new to constructionism with an

overview of the history and development of the theory and its influence, as well as an in-depth

explanation of the nuanced aspects of constructionism which set it apart from constructivism.

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Papert (1991) describes the meaning and depth of constructionist theory as:

My little play on the words construct and constructionism already hints at two of

these multiple facets--one seemingly "serious" and one seemingly "playful." The serious

facet will be familiar to psychologists as a tenet of the kindred, but less specific, family of

psychological theories that call themselves constructivist. Constructionism--the N word

as opposed to the V word--shares constructivism's connotation of learning as "building

knowledge structures" irrespective of the circumstances of the 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 1-2).

In Papert’s attempt to define his theory, he also acknowledges the irony inherent in

attempting to define constructionism. Because the premise of constructionist theory is that

learners “construct” their own understandings and knowledge based on their experiences, it

follows that constructionism stipulates that anything understood, must be constructed, not simply

defined (Papert, 1991). Like any other “knowledge construct,” the constructionist theory is not

static, and continues to evolve in concert with socio-cultural and technological influences.

Constructionism vs. Instructionism

Papert (1991) also contends that it is less useful to examine learning theories for their

“correctness,” or to suggest that the constructionist approach is superior to other learning

theories, but instead that a discussion of the theory is most useful when examined as an

alternative to instruction:

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Now one can make two kinds of scientific claim for constructionism. The weak

claim is that it suits some people better than other modes of learning currently being used.

The strong claim is that it is better for everyone than the prevalent "instructionist" modes

practiced in schools. A variant of the strong claim is that this is the only framework that

has been proposed that allows the full range of intellectual styles and preferences to each

find a point of equilibrium (p 2).

Papert’s constructionist approach is antithetical to the pervasive instructionist notion that

the route to better learning is better instruction. While constructionism doesn’ totally dismiss the

value of instruction, the goal of constructionist philosophy is highly pragmatic: produce the most

learning with the least teaching (Papert, 1993). These goals are achieved not simply by reducing

the amount of instruction without changing any other dynamic of the learning experience, but by

also shifting the role of the intstructor from the dissemination of information to the provider of

moral, emotional, material, and intellectual supporter of the student (Papert, 1993). Finally,

Papert asserts that while the difference in educational approaches of constructionism vs.

instructionism may be superficially viewed as a strategic one, it is more useful to recognize the

difference as an epistemological one. Papert situates constructionism among those philosophical

ideas which touch on the of knowledge and the nature of knowing rather than the

transmission of information (Papert, 1991). Papert (1993) makes use of the time-worn African

proverb to illustrate his argument:

If a man is hungry you can give him a fish, but it is better to give him a line and

teach him to catch fish himself. Traditional codifies what it thinks citizens need

to know and sets out to feed children this "fish." Constructionism is built on the

assumption that children will do best by finding ("fishing") for themselves the specific

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knowledge they need; organized or informal education can help most by making sure

they are supported morally, psychologically, materially, and intellectually in their efforts.

The kind of knowledge children most need is the knowledge that will help them get more

knowledge (p. 139).

Constructionism vs. Constructivism

Ackermann (2001) provides readers with an elegant framework for comparing and

contrasting Papert’s constructionism with Jean Piaget’s preceding theory of constructivism in a

way that allows for an integrated understanding of both theories. Ackerman points out that both

Piaget and Papert were constructivists, in that each believed learners to be the creators of their

own knowledge, cognitive tools, and external realities. Additionally, Ackermann notes that both

Piaget and Papert were also developmentalists, who believed knowledge construction was an

incremental, developmental process. For Ackermann, the crucial difference between Piaget and

Papert is in the approach, with Piaget mainly interested in a learner’s construction of internal

stability, and Papert interested in the dynamics of change in the learner (Ackermann, 2001).

Ackermann (2001) highlights the differences in the ways the two theorists define and

describe the learner or child doing the constructing. Each theorist’s child/learner is his own

idealized version, in congruence with his own personal styles and research objectives. Piaget’s

learner is one that is solitary and driven by a need to impose order over an ever-changing

external environment. The goals and objectives of Piaget’s learner are to gain stability by

distancing oneself, in order to construct maps, models and tools that will allow him or her to

better control their experiences and their environment. This is in contrast with Papert’s idealized

learner/child, who instead seeks to commune with the people, places and things of their world in

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order to integrate and relate to it, preferring engagement and immersion in their experiences

rather than distance or domain over them (Ackermann, 2001).

Constructionism in Practice

One of the most enduring and widely known examples of the application of

constructionist theory in practice is Papert’s pioneering work with children and computers in the

k-12 classroom. This legacy began in the 1970’s at MIT, when Papert recognized a lack of

research with children at the institution. The coinciding introduction of the first personal

computers to the public catalyzed Papert’s lifelong dedication to the goal of making computers

accessible to children (Goldberg, 1991). The fundamental premise of Papert’s legacy is that

computers can help learners change how they think about and process information in their world,

by being used as a tool to facilitate understanding.

The vehicle for computational learning that Papert introduces in this endeavor is the

LOGO . By teaching even very young students this rudimentary

computational language, computing becomes accessible, helping learners to remove cultural

biases and attitudes towards education that have become obstacles to learning and understanding

(Higginson, 2017). Papert suggests this is especially true for the way math and science are

taught, and that obstacles in teaching math and science are cultural, creating a fear of learning or

the view that science and math are not things that belong to or are accessible to learners in a

meaningful, personally relevant way (Papert, 1980). Papert suggests these cultural obstacles can

be overcome through learning programming, and by learning to think computationally. By

making computing accessible for personal learning, learners are better able to relate to the

subject matter and activity they are engaging in, because it becomes an experience personal to

them. LOGO achieves this object orientation with “the turtle.” The graphical interface of LOGO

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features an image of a turtle as the visual locus of the programming activity, like a game piece on

a board. The turtle is an “object” of learning, allowing learners to connect what they are learning

to a more tangible concept (Abelson & DiSessa, 1981). This simple interface design choice

allows abstractions to be made concrete, so that a learner can more fully comprehend the

concepts. In the context of styles of learning, the LOGO programming language is intrinsically

playful, flexible, and allows a great degree of choice for the learner interacting with it in

computational space (Abelson & DiSessa, 1981). This highly differential approach is similar to

that used in calculus, but in LOGO is embodied, object-oriented, and concrete rather than

abstract and formal. Papert believes that this object-linked aspect is what allows the more

difficult or abstract skills, such as computer programming, to be successfully introduced and

assimilated by much younger learners (Papert, 1980).

Papert also acknowledged the negative concerns (of the time) about the use of computers

in the classroom, such as the potential use of computers to brainwash kids, or that kids will

isolate themselves by becoming overly engrossed with the computer worlds they interact with.

Papert addressed the concern by suggesting that computing is a primarily constructive, creative

activity that is not fundamentally different form how children naturally approach learning. In this

way, Papert viewed computing as an inherently positive extension of a learner’s innate cognitive

abilities (Papert, 1980).

In tandem with the introduction of LOGO in the classroom, Papert introduced another

crucial theoretical concept in the application of constructionism: Microworlds. Microworlds are

the Papertian term for a constrained system that includes interfaces for interaction and learning.

Papert proposed that the act of constructing and interacting with a microworld is analogous to the

internal cognitive processes of theorizing or constructing mental models. Papert illustrated this

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further with his use of the metaphor of immersive language learning, stating that learners should

be able to learn math in a microworld, for example Mathland, in the same way a learner might

travel to Paris and immerse themselves in the culture and language of France to learn French

(Papert, 1980). Papert further argued that learning can also result from the building of “incorrect”

theories or , and that these transient versions are often crucial to the development of

newer, better theories. LOGO allows for this type of highly flexible, iterative and adaptive

experimentation, while simultaneously encouraging learners to think more flexibly about

theories as stepping stones, rather than right or wrong (Papert, 1980).

Since the introduction of LOGO in the 1970’s, many researchers and educators have

continued to develop Papert’s dream of making the computer accessible to children by building

on the foundation created with LOGO. Newer programming languages like Scratch (Resnick,

Maloney, Monroy-Henandez, Rusk, Eastmond, Brennan, Silverman, 2009) and NetLogo

(Wilensky, 1999), have achieved widespread popularity in schools, and exposed millions of

students to coding as a creative and approachable classroom activity (Blikstein, 2013). The

integration of robotics construction kits in the early 1990’s allowed for LOGO to be experienced

in the physical world as well as on the computer screen, as students used the programming

language to program the movements and behaviors of their self-designed . These

pioneering constructionist robotics programs resulted in a commercial partnership with the Lego

toy company, culminating in the development of their Mindstorms robotics kits, so named in

deference to Papert’s seminal book (Martin, 1994).

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Constructionism: The Next Chapter

Digital Fabrication Labs, or Fablabs, extend the constructionist approach from computers

and mathematics to the disciplines of design and engineering. In the early 2000’s, the cost of

prototyping tools such as laser cutters, computer numerical controlled machines, 3D printers, and

other networked manufacturing tools and software programs rapidly dropped, sparking a

renewed interest in the studio model in educational contexts. Similar to the way LOGO made

mathematics and programming accessible to young learners in the 1980’s, FabLabs are now

being utilized in university design and engineering programs to give students direct experience

with advanced technologies through the rapid creation of artifacts and prototypes (Blikstein,

2013).

While digital FabLabs have been predominantly used in institutions of higher education,

the Maker Movement has extended the FabLab approach to constructionist learning

environments to the k-12 classroom and to informal community learning centers. The rapid

dissemination of constructionist principles into these community spaces and non-academic

environments has generated renewed interest in the research and development of the

constructionist model in primary education (Halverson & Sheridan, 2014). Halverson and

Sheridan (2014) broadly define the Maker Movement as a growing culture of people who engage

in the creation of artifacts, and then share those artifacts with others by participating in physical

and digital forums and other online and offline interactions. Additionally, the Maker Movement

also includes the community resource centers, or “Makerspaces,” that have opened in various

locations the world over in response to the growing interest in making as a community practice.

Like FabLabs, these makerspaces are community centers of learning that include tools and

materials for the construction of electronics, robotics, audio/visual installations, do-it-yourself

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computers, 3D printers, and a variety of more traditional disciplines such as ceramics, metalwork

and welding, woodworking and textile arts. The culture includes anyone who identifies with the

ethos of making, with less emphasis given to the actual tools, or specific artifacts being made.

The Maker Movement is characterized by the democratization of technology and resources, with

access to inexpensive hardware, availability of digital fabrication tools such as 3-D printers,

shared software programs, blueprints, and design files (Halverson & Sheridan, 2014).

While the Maker Movement is often framed as novel, Papert began pioneering

constructionist learning in the 1970’s. The Maker movement can be viewed as the latest

incarnation of constructionist theory as it becomes more popular in informal, nonacademic,

environments, and in turn influences k-12 learning. Halverson and Sheridan consider Seymour

Papert to be the “father of the Maker Movement” with constructionism being the learning theory

that most closely aligns with the ethos and practices of the movement, sharing its focus on

project and problem-based learning, embodied, object-linked activities, and the shareable

artifacts that are produced in the process (Halverson & Sheridan, 2014).

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Conclusion Constructionism has experienced both rejection and acclaim throughout its development

and application since it was first introduced as an educational concept in the 1960’s (Blikstein,

2013). The theory’s impact and continued value for our increasingly technological classrooms is

discussed and cited with greater frequency in academic literature, which suggests that

constructionism as a learning theory is poised for a renaissance in both research and practice.

The increasing presence and influence of FabLabs in higher education, and the burgeoning

application of Maker Movement philosophy in k-12 schools are evidence of Papert’s continuing

legacy.

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References

Abelson, H., & DiSessa, A. (1981). Turtle Geometry: The Computer as a Medium for Exploring

Mathematics (MIT Press Series in Artificial Intelligence). Cambridge:

MIT Press.

Ackermann, E. (2001). Piaget’s Constructivism, Papert’s Constructionism: What’s the

Difference? In Constructivism: Uses and Perspectives in Education, (vol 1 & 2).

Conference Proceedings, Geneva: Research Center in Education / Cahier 8 / September

01. PP 29.

Blikstein, P. (2013). Digital Fabrication and ‘Making’ in Education: The Democratization of

Invention. In J. Walter-Herrmann & C. Büching (Eds.), FabLabs: Of Machines, Makers

and Inventors (pp 2-21). Bielfeld: Transcript Publishers.

Goldberg, M. (1991). Portrait of Seymour Papert. Educational Leadership, Vol.48(7), p.68-70.

Halverson, E. R., & Sheridan, K. (2014). The Maker Movement in education. Harvard

Educational Review, 84(4), 495-504.

Higginson, W. (2017). From Children Programming to Kids Coding: Reflections on the Legacy

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Experiences in Mathematics Education, 3(2), 71-76.

Martin, F., & Ackermann, Edith. (1994). Circuits to Control: Learning Engineering by

Designing Lego Robots, ProQuest Dissertations and Theses.

Papert, S. (1993). The Children’s Machine: Rethinking School in the Age of the Computer. New

York: Basic Books.

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Stager, G. (2016). Seymour Papert (1928-2016). Nature, Vol.537(7620), p.308.

Wilensky, U. (1999). NetLogo. Evanston, IL: Center for Connected Learning and Computer-

Based Modeling. http://ccl.northwestern.edu/netlogo Retrieved from

http://ccl.northwestern.edu/netlogo