>> Lee Dirks: Hello. My name is Lee Dirks. I'm the director for education and scholarly communications here in MSR. I'd like to welcome you to this instance of the speaker series, MSR speaker series, where we're very proud to welcome Dr. Miguel Nussbaum. He concedes from the Catholic University of Chile, and he will be here to speak about 15 years of his experience in research in classroom technology uses and applications. Miguel has a long and proud history of working with Microsoft with various groups, with MSR specifically, also with Partners in Learning over the last six or seven years as well as the last one to two years with the Unlimited Potential group. So I think his work is very influential and very impactful, and we are continuing to work with him and engage with him moving forward. He's actually joined in partnership with the Games for Learning Institute that we announced last year. So I think his bio was in the actual talk. I wanted to add the Microsoft-specific bits there. But I will turn it over to Miguel to begin his talk. And one other word of introduction, Miguel said we have more than enough time I think for his talk. We have an hour and a half allocated. He said he would be very happy to take questions from the audience during his talk. So if you feel so inclined, don't want until the end; definitely interrupt him and ask questions. Right? All right. Dr. Nussbaum. >> Miguel Nussbaum: Thanks, Lee. I'm really honored to be here. Thanks, Lee, and [inaudible] for inviting me. So let's start. So I said it's an honor and a pleasure to be here. Thanks for inviting me. The first thing we have to see is what's our 21st century student, what does it look like. He's hyperconnected, and Time mentioned it a couple of years ago. And that's not only happening in the U.S. and in developed countries, you have to think that I'm working in Chile and my main aim is the underdeveloped countries because everybody looks where money is and I look where it don't -- where the money doesn't is. And I was [inaudible] so very connected. In Chile there are more phones than people at this time. And if you go to very poor schools, at least one-third of our students in the poor schools do have a cellular phone. New codes. This is very nice if you haven't seen it before. It's worth looking to it. My summer holidays were a complete waste of time. Before we used to go to New York to see my brother and his girlfriend and their three screaming kids face to face. I love New York. It's a great place. And that's real. It happens. Schools doesn't address it, but still real. The multiprocess, the can do a lot of stuff simultaneously. They are visual. If you ask a teenager about a concept, he's not going to look to Wikipedia or Google; mainly what he's going to go is to YouTube and ask [inaudible] concept. And that has enormous implications in knowledge construction because at least my generation was based on written symbols and my knowledge construction was on knowledge symbols, on written symbols. But this generation is building now knowledge on images. And this makes a complete difference. And they're not only visual, they're also realtime. The phenomena of World of Warcraft is something we cannot forget. And they're not only interactive, they're interactive in their bodies. The [inaudible] of Nintendo and [inaudible] is really making a difference because our interaction won't be anymore about our brain; the interaction will be our whole body. Meanwhile the school is still the same. So in 1996 when my daughter was in fifth grade I said something has to be done. And I applied to a grant of a Chile government saying I want to bring games into the classroom. And at that time I used the Game Boy of Nintendo. It was a very cheap platform. The basic platform cost $37 at that time. The cartridge cost like $10 each. So we did our own cartridge and our software. And what we wanted to do is to bring technology inside the classroom. We wanted to change the classroom. So we put the Nintendos inside the [inaudible] and give each child a machine so the children could work independently and interactively all at their own pace, in a sense that they were not only working interactively at their own pace but also with games. We really developed games off the ones that were at this time common. In this case they have to sort numbers, and there was a magician that had to take the numbers in the correct order and there were antagonists and things like that. And here's another game where this is a temple, a Greek temple and he has to go through a different antagonist. This is a monster or whatever. And then he has to find out if the temple -- this is sombrero with an S and he has to find if it's right or wrong and if it's right become an angel and whatever. So games like that, games that were at that time. But the difference was these were really educational games. What happened was that once we really got, we work with six schools with at least 500 kids, more than 500 kids. There's a very nice paper in Computer Science Education about this experience. If somebody's interested I can send it to you. And we get statistical significant results and also qualitative important results. But the Ministry for Education say in 1998 games in the classroom? No way. So then came 2007. And in 2007 basically what happened is that we don't have anymore this classroom but we have the same classroom. And the only difference is that these kids now have a computer in front of them. And this is even worse. Because if the kids were not taking attention to the teacher before, they're taking less attention now because now they're surfing the Internet, if there is Internet available. And if there's no Internet available, there's so much fun doing anything else than listening to the teacher on a computer. But definitely they are having less attention than before. So the situation isn't better; it's gotten worse. So the point is what can we do with this technology. And this technology has also come to Latin America and the whole world. In Uruguay they have bought 180,000 machines. Peru bought 50 machines, Chile's buying machines. Everybody's buying machines. But the point is what are we going to do with these machines. And my point of view is that we really have to transform the classroom experience. We have to transform what the teacher is doing. Today we have a teacher that's inundating with knowledge, which is a commodity, to passive students. And what we have to do is to really make the students work and be the students the first person in the classroom. And that's what we did at the beginning of 2001. When the first pocket PCs appears with wi-fi that was 2001. What we did was collective work in small groups inside the classroom. And basically what we wanted was to use the curricula as a Trojan horse for the development of social and communication abilities and have the teachers really for what they're really good for; that this mediate those students that really need it and define the objectives of the classroom as you see here in the last part of the movie. When you have collaborative 1:1, what means collaborative 1:1? One machine one child, and also collaborative. First thing is that the groups we also work with are small groups of three. What we have seen and we have studied empirically is that when you have group of students just a conversation; when you have a group of three a momentum appears in the conversation and the children have to learn to converge. When you have four or more, there are too many viewpoints and what happens that those students that are socially capable take control of the group and those that are less capable just are -- don't do anything. So three has shown to be the best size of group. Now, what we also do is make them work randomly. That means that every time the groups are formed, these groups are formed randomly in such a way that the students have to learn to work with kids that know more or less than them and kids they like or dislike. I have a nice anecdote in Wolverhampton in the U.K. where a well-known racist boy came to the teacher and said I'm not going to work with this Pakistani girl, you know that very well. And the teacher said there's nothing I can do, you know how the groups are formed, you know that your ID's already in the machine and you have to work with her. That's it. So the boy knew the rules, came back and worked with the girl. He didn't like the idea, but he did it. And when the activity finished, he came again to the teacher and said, you know, it wasn't so bad to work with that girl. And that makes a hell of difference. So what you have here basically are two networks: one is the social networks where the students look to them face to face, where the students interchange ideas, where the students really work out their problem; and the technological network which has to be as ubiquitous as possible, as seamless as possible in such a way that the technology just supports the social network. And the key element is the social network, and the technological network is just the support for the social network. Why collaborative 1:1? First, it's space where all actors participate. What you see here is a movie of children at the end of first school year; that means children which are six- or seven-year-olds. Interesting is that girl that looks to the camera but she doesn't care. She's so involved in what she's doing. And what she's doing, she's discussing about a math problem. So she's not talking about TV or Michael Jackson; she's talking about math. And she's completely involved. And all of them are involved. And all of them are involved because basically the software is done in such a way that there are interdependence, there are mutual support and accountability. Everybody's responsible of their work. Building a communication space. This is very nice. Look to this girl. She's verbalizing something and the others don't get the point so she uses her machine to show what she wanted to stress. And then look what happens: the other two peers look to their machines to compare what she had with what they had. So here you see clearly how the technological network supports the social network. The learning occurs at the social network, but the technological network really supports that learning. We ported this software to XP machines here you have in the classmates. And what happens with netbooks is that they're not seamless. They're not as ubiquitous as the pocket PCs are. Look what happened here. This girl to see what the other girl has has to do something which is really not nice. What you want is that the technological network really supports in a seamless way the social network, and this is not the case. A very nice machine is the new tablet of the classmate -- I don't know if you've seen it -- which is like a big pocket PC. And for me that's the best really platform I've seen for this type of work. Here once again you have the technological network, which is formed by a robot, there's three pocket PCs and the wireless network. And what the robot basically is doing is moving in such a way that the girls have to draw a graph of distance versus time or velocity versus time. And you saw in the movie how the technological networks supports the social network. Once the activity finishes, then they began to discuss in such a way that they really have to come out with a common answer in the way the software is built. Building a negotiation space. Once again you see the children. These are the same children, the first grade, how interconnected, how coordinated they are. And they have to negotiate the answers. Look how she's really dealing with the other pieces of knowledge. Because the pieces are distributed between different machines. And there's of course immersion, they really like what they're doing. Building a coordination space. This is very nice. This girl loses her focus of attention, now comes this girl and says, hey, wait a minute, if you don't work, I cannot proceed so please return and do your work. And she comes back. These are like gears that are interconnected. If one gear stops, the other one pushes it. So the software makes the group really coordinate. And in the back you see the teacher that's helping a group that needs it at that time. The teacher. The teacher here you see is looking to a machine and looking to a group of students. The question the teacher makes herself is who should I help, how can I know who can I help. And what you have to do is to really support the teacher. If you want the teachers [inaudible], you have to give the teacher the corresponding tool. And what you have here is a teacher's machine. In the vertical axis you have the different groups. This is group 1, 2, and 3. And here you have the different activities. And what you can see here through the color-coded, green means it's okay; yellow, they made one mistake; red, two or more mistakes. So you see here clearly that this group is not working where group No. 2 is fine. However, in Question No. 7, nobody did it right. Not only two, but everybody. So there's a problem with the topic of Question No. 7 that this teacher should address at that time. So let's look to real data. I like this data very much. This is real data. You see here that in question in the group No. 12, if I'm not wrong, what happens is that they have right, one mistake right and they're working in the first work, in the first activity. So what happens, they are very slow, but not only they are slow but also they made a mistake. So definitely the teacher should address this group. On the other side, the last group is also interesting because what you see here, that the number of greens and red are the same and there's a lot of yellows. So basically they're working randomly and they're very fast. So you see that this group is really not working, they're just guessing. And this group should also be addressed. So this information is online. It's realtime, sorry, not online. This information is realtime. The teacher can see at every instant how the different groups are doing and how the different subjects are doing. For example, look to these three questions. These three questions have some problems. They're not so bad, but at least at the end the teacher should address these topics because there are some kids that have problems with this. So this information really is available at any moment for the teacher and can help the teacher to mediate the corresponding groups and all the classroom for the topics. Also this information can be uploaded to the Internet in such a way that everybody that has the corresponding privileges can really see what happened with the different activities and different topics that going on in the school. We are working in Chile. We want in 19- -- in 2004 the prize of innovation in the location of the organization of American states. We have a project in Argentina which will sponsor for partners the learning of Microsoft. We are in Brazil. We just started a project in Guatemala. It's not just; we had four schools in Guatemala, and last week the government accepted to make a project of 88 schools in Guatemala, which is now our biggest deployment. And we did a project sponsored by the U.S. Department of Education with Stanford Research Institute in three schools in San Francisco for teaching fractions. And what's very nice that two weeks ago we got the best conference award for this work. And what I'm most proud is the work in Wolverhampton in England where we work with the University of Bristol and the Guardian of London in the Tuesday educational magazine used us -- showed our experience and they said John Galloway tests out an idea that comes from South America. Not Chile, just South America. But that's fine. South America teaching the British how to make education. When I began my talk -- any questions up to now? I'm quite fast, so -- so let's leave it at the end. Yes. Yes. >>: I have a question [inaudible] changing dynamics in the classroom, but just from the example that I saw, it seemed like the teacher is very much in control [inaudible] activities that students are going to be like working on, right, so we have like a [inaudible] activities [inaudible] activities that each group has to follow, is it right or wrong or somewhere in between? And I don't know. When I start to think more in terms of mobile technologies in learning, I see that you can give more control to the students. I see great opportunity for students to bring their lives into the classroom and vice versa in a way. So I'm not sure this is something that's best in their -- how you think about [inaudible]. >> Miguel Nussbaum: I completely agree with you that still it's very classroom oriented. And it's classroom oriented in the sense of changing the classroom but still being inside the classroom and still following a curricula. We have had, and I mention at the end, a lot of -- our biggest problem are the teachers. [inaudible], how you say [inaudible]? Yeah. That is the teacher. Now, if you make -- you have to go small steps. And this is a huge step. And what you are interesting is a much bigger step. So if you go to the next step, they wouldn't even understand what you want and they wouldn't do it. That's my impression. This step is very big. And what we're doing in some sense, trying to go a little back. Because bringing the netbook into the classroom is bringing a computer because a pocket PC is not a computer. Teachers didn't like the pocket PC. Even I was going to show you data in a couple of slides more that the pocket PC is the ideal platform. But the teachers don't like it. They want computers. So we have to go with the teachers if you really want to change the classroom. For doing research, fine. I'm going to show what I'm doing with research. I'm really doing very -- at the end going to show you really Alice in Wonderland. But that's far away for the teacher. Far away. But if you really want to go with the teachers, you have to do it in small steps. Yes. >>: You said that the children have changed [inaudible] classroom to change. Do you also want the curricula to change? >> Miguel Nussbaum: Oh, that's a great question. You shouldn't have addressed that. Yeah. My dream is to change the curricula. I definitely think that we should -- that's -you asked it. You gave me the space to say it. I think it's ridiculous to teach logarithm in schools. Why do we still teach logarithm in schools. Why do we teach to factorize polynomial. What we should teach is how to model. If you teach algebra, you should teach really how to model and not how to solve. If everything can be found today -- find today in the Internet. If you want to know how -- what's the factors of Q squared minus 1, just go to the Internet if you don't know it. What's interesting is what you can do with Q squared minus 1 and not how you solve it. That's really useful. And there you also do a lot of abstraction. So I personally would change completely the curricula. Completely. But I'm not -- but that's too far away. >>: [inaudible] a little bit. Like I think children should understand how things are computed and even how [inaudible] they're not just users. I don't think it's -- I think education should serve more ->> Miguel Nussbaum: Well, I ->>: -- educating users. >> Miguel Nussbaum: Well, that's exactly why I haven't addressed that topic. Because if I open that topic, then nobody will hear me. So I just follow the curricula. But I change the way it's going to be teached. But I'm not saying -- if you ask me what I think about the curricula, that's my opinion. Yeah? But that's not what I'm doing in my research. My research, I really follow completely the curricula. Because I know if I would change the way they teach and then change the curricula, I cannot find a school where I can really put my stuff inside. I know that. But my opinion is -- yes. So the point is my interest is not really to solve the education for the rich countries; I'm much more interested in the poor countries. So a couple of years ago, I met Kentaro Toyama of Microsoft Research of Bangalore in a conference. And I learned the MultiPoint SDK. And I was fascinated of it. Because what happened is that I saw immediately that we could do the same stuff we were doing with the pocket PCs but much, much cheaper on one PC and three mouse. And since from -- and that's like three years ago I began working in multimice. And what we discovered with multimouse is that especially for small children, and we have worked with kindergarten, first and second grade, is that they work much better with multimouse than with pocket PCs. And what happens is that small children and pocket PCs have to build -- everybody have to build different pieces of knowledge that are distributed in different machines in their minds. And that's not so easy for small children, by when the formation is in one screen and the focus of attention is one machine and not the different machines, makes life much, much easier for the small children. And what's also very interesting is that what happened to the teachers is the teacher liked much more working with the multimice than working with the pocket PCs. Because the teachers too going to help the groups and see what happened if the machine wasn't so easy, was some way awkward. But looking to one screen made life also simpler for the teacher. I like this movie very, very much because what happens are the children uses both hands: one hand for the mouth and the other hand for pointing on the screen. And on the other side what happens is -- I don't know if you saw here yet -- here that this child is trying to get the mouse of the other child because he just doesn't move the mouse. But he says no, this is mine, it belongs to me. What you lose really in the multimouse is one thing. When the children work face to face they look to their eyes. And looking to their eyes is something very important for human beings. This trust building. While they look to the screen, they don't look to the eyes. And that's something we really miss. And that's it. That's the prize of it. Things we do here [inaudible] is that the children own their own objects. So the blue mouse has this object, the red mouse has these objects, and the yellow has these objects. So only the blue one can select these objects. And what they have to do here is to sort these objects in an ascending way. And here is clearly a coordination and synchronization objective [inaudible]. And of course accountability, because every child is responsible of what's doing. And at the end what happens is that not one child is right or one child is wrong. The group is right or the group is wrong. Everybody's responsible. Immersion is something very important; that really children like to go and work with this, and also the teacher like it very much. Look really how we involve [inaudible] what they're doing. And that happens not the first time, happens the whole year. And we've been working a couple of years with this already. As mentioned, Lee, we're working with unlimited potential. So the next question was can we go even cheaper. And then comes the massive multiple mice. And here is not one laptop per child, here it is one mouse per child. And what you have here and we can work up to 40 kids now, every kid with this mouse. And what you have here basically, the children owns their own space. And in that space they're working their activity, they get their own feedback, and they can work at their own pace. It's really working extremely nicely. And it's very, very cheap. Just one projector, 40 mouse, one PC. Less than $1,000. And transportable to any classroom. That's it. So you see that here, the different working space, the addition here, the feedback, this is wrong, this is right, this child is sleeping, is doing nothing, and here is the feedback for the teachers and the whole classroom. What they did right, and if they did it wrong. So you have both dimensions. The next step is let's bring World of Warcraft into the classroom. World of Warcraft was mentioned before, is a phenomena. And a phenomena that we cannot forgive -- we cannot forget. Because what happens with World of Warcraft, that's a massive multiplayer online game where motivation is key and really persistent quests and interactivity and dilemmas you can play with. So we asked ourself can we do something with quests that's realistic and interactive. And what we did basically, said we don't want something massive. What we want is something for the classroom. And we don't want it online. We want it presential, inside the classroom. Looking the children face to face. So it's a classroom multiplayer presential game. And what we did is here. You have ten kids in this string. It's moving fast to show. And they're all -- we're here explaining what the game is doing, but basically each child is moving as the same semantics -- the same syntax as in World of Warcraft. Basically you have lives, you have energies, you have characters, you have [inaudible] characters and whatever. And what we achieved -- in the next one you can see better the game. We haven't gone yet to the school. This is just finished. So you see the different children and a different way of interrelating. I don't want to lose too much time, but the idea was to show that we're also using the MultiPoint SDK because basically all the children are interactive at the same time, ten children, and our aim is to have four projector, one to each wall, and have the whole classroom interact. But that's much, much more difficult because how do you really make quests where all the children interact and the children can really coordinate. So it's not so easy. That's why we just started with ten, to really understand how we can do this type of stuff. And the last thing we're doing -- I notice this is Alice in Wonderland. It's augmented reality and participatory simulation. Participatory simulation basically is simulation where the character is the person, the person that does the simulation. It's not that something happens on the screen. You are doing the simulation. I don't know if you know the work of Vanessa Colella of MIT of the late '90s which was very nice, was the simulation for virus and to use this tag where they really interconnected. And there was a technical network, clearly technological network made by these tags and the social network where the learning occurred. Well, this same type of concept we're going to use now for teaching, for example, electric charges. So what we do here is first the children have to find out if they have the same electric charge. So they approach each other and if the charge is different, it's a zoom out, they like going away because they repel. While if the charge is the same, it's assuming because the charges attract each other. So the children have to find out what their charge is in correspondence to the other peers. And then what we do is with augmented reality, it's a game where it's full of asteroids inside the classroom and what they have to do is to move this asteroid following Coulomb's law. And what you saw here is that this object is being repelled, is being pushed by the student that approaches the object. So the same thing has to happen with the asteroids. So in groups of three they have to move around this asteroid to push it. So what we're doing then is that the children in small groups interact with these virtual objects in these this virtual world. So what we're doing here is we go one step forward, and that's why I mention it like Alice in Wonderland. We're not working anymore with the screen; we are working now with the classroom and the virtual space. And the viewer for the virtual space [inaudible] what we're using is the tablets of the classmate which has a camera and there's this big screen that allows you really to look to the different classroom. Because you have the small screen like a telephone is too small, but if you have a bigger screen to just look in the classroom and see what's going on. What we have to go one step further, we're still using these awful tags. Want to use better tags. And we're working in the Games for Learning Institute and Columbia University is still developing all the augmented reality platform. What have we learned all these years? First if you go to schools or you talk to governments, their decision is about technology, what technology are we going to buy to put inside the classroom. And it's full of technology. And what we have learned and have made an analysis of how do children react to the different platforms we have used. We have used pocket PCs, netbooks and phones. We also ported the same stuff to phones with wi-fi. Our dream was to use phones with Bluetooth; however, we haven't really got to solve how to have a good, reliable and fast network in Bluetooth. I think that's unsolvable. We have been working with wi-fi. The bad news was that these phones were extremely expensive, these machines cost $500. It was to i-mate SP5. But we just got new machines which only cost $100, which makes things much more reliable. We are now testing these new machines to see if the wi-fi is really reliable and you can build a network for 40 children with using these machines. So we asked the children three questions: whether you feel you shared more on the pocket PCs, classmates, and phone. There were 33 students where we made the study. And the children unanimously basically said we share more on the pocket PC. In which platform you do -- you think you have a better work or you work faster. And they said there was almost no difference, but in the pocket PC they felt that the quality of work was better. And finally what do you like more, traditional classroom or technology-based classroom. There was almost no difference once again. However, the pocket PC still is better than the other ones. So if you ask the children, they preferred the pocket PCs over other platforms. But if you ask the teachers or the principals, they hate the pocket PCs. Not the machine for the classroom. So they want netbooks. Netbooks, they love netbooks because they're cheap. It's like [inaudible] computer. So that's not the point. Technology is not the point. What you should really address is what's the educational model you're going to use and what are the contents, what's the curricula, what do you really want to teach. And what you have to understand is that when you have a name of teaching a content or a skill, not every pedagogical model really fits that skill. So you have to find which the best way of teaching that corresponding skill. Now, if you had a media technology, whatever media you think, you have to understand that not every media really supports every pedagogical model. So at the end what you have to do is to really understand what you want to teach and at the end select your media and don't start with the media that's happening today where countries are buying hundreds of thousands of machines and then asking what we can do with these machines. Now, what we really want to do, as I mentioned at the beginning, we want to change the 19th century classroom and we want to have a classroom that supports our 21st century student as we saw at the beginning. We have today a paper-based classroom. If we could really change with the paper and pencil from the 19th century to the 21st century classroom, that's fine. But we haven't done it and we cannot do it. So the question really is how can we really move from this quadrant to this other quadrant. What worries me, for example, are interactive white boards. That's my personal opinion. Because I think what happens with interactive white boards is that we're moving from this point to a point which is of course better than this one, but still we're teaching in the same way. Because interactive white boards, it's interactive for the teacher but not for the student. The teacher is now very interactive interacting with the Internet, interacting with dynamic objects or whatever simulations might be. However, the students are completely passive. So my point is that we have to have active students. And the point is how can we really get it. And my proposition is that with activities like the one I shown. And in the netbooks what you can do is not only do collaborative work but you can have a window connected to the Internet where you can ask the students to really find information on the Internet or do some simulation work. And the result of that work, really use it as input of the collaborative work. For me this is really the 21st century. And then comes what I say is the [inaudible] yes, teacher training. That's really the biggest problem. And I would say what we have found, that immersion and coaching are the key issues. Immersion where the teachers really go and learn to use this. But you also have to coach them. You have to go inside the classroom and show how you use this technology and be an active mirror in a sense that you really helped them to improve what they're doing. And that's very expensive. To do coaching is very expensive. And on the other side, to change the way you teach requires time. And time is something teachers don't have because the government doesn't pay for that time. For example, Wolverhampton, what experience was extremely successful, what happened is that the teachers arrive at 8:39, the children arrive at 9:00 and the children leave like 3:00 while the teachers leave 5:30, 6:00. So the teachers are there nine hours, the students six hours, so the teachers have three hours every day for preparing themselves. This time is not available in Chile and none Latin American country. So if you don't have available extra time, how are you really going to change the teachers' way of doing things. And I would say that's really the hardest part. And at the end, if you don't have a vision, if you don't understand why you're doing this stuff, why you want to transform it and where you want to reach, you don't know what's the way you have to travel. So you really have to have a vision. You have to have aims so you really can define your progress. So you have to start from the vision and at the end define what hardware you want and not start with the hardware and say what can we do with that, as it happens today massively. So conclusion. I like paper and pencil, perhaps because I'm 50. But I think paper and pencil will be still there. Even [inaudible] but paper and pencil is so ubiquitous. However, seamless interconnected technology really makes a difference inside a classroom. And the second thing is that we have to understand that there are different pedagogical products for diverse realities. There's no one solution. There are different necessities and there are different solutions, and we have to understand which solutions are for which problems. There's no one -- no one silver bullet. That's it. So now let's go to the questions. I hope there is one question. Yes. [applause] >> Miguel Nussbaum: Thank you very much. Let's go behind and then... >>: So do you have an attempt to bring the content creation to the teachers themselves? Would they even be responsible for creating the contents for your games and the applications and so on instead of just, you know, [inaudible]? >> Miguel Nussbaum: We have authoring tools; however, the teachers don't have time to train themselves, much less time to prepare materials. And the other thing what we have seen -- and that's not only in Chile, we have experienced in several countries -- is that if you don't have very well-defined structured lectures where you say in this lecture for this aim use this material, they won't make it. Because what we have, we have a database of now 15,000 different activities, structures with different goals and through the curricula. And the idea is the teacher really selects what he wants. But that's time. And if we don't structure them and give them this is for this lecture, they just don't use it. So they deal with this and we have editors that can change the activities a little bit, put different names or whatever they want. They don't have the time. They really don't have the time. And even in the U.S. -- because we worked with two years with three schools in San Francisco. Even the U.S. they didn't prepare the materials. We did it. We definitely did it [inaudible]. >>: So what happens, for example, when you have as many red squares on a given topic where the teachers [inaudible], so how do they typically do that? Should they just give the feedback back to the content creators and then [inaudible]? >> Miguel Nussbaum: No. The problem is not from the content. The problems basically -- if you have red squares because it's [inaudible] it's not the problem of the question. The question's okay. The problem is they didn't understand the material. They didn't understand the topic. And it's not the problem of the question. Because the easiest -- and it's very interesting. The easiest is to change the question. And that's what they do. They make easier questions. And that's what happened. We have seen that. Because in our database, the database was started just for the average, for the average. And so not a comprehensive database, because we cover, we have math, language from 1 to 12, science from 5 to 8, chemistry, physics and biology from 9 to 12. And that's around 15,000 topics. And our impression is that it's comprehensive but it's not deep; it's just general. It's not -it's not taught it's not comprehensive. It's [inaudible]. So [inaudible] I would say it should be at least three times as big as this. So we would need at least 50,000 to cover all these topics through all the classrooms. So we leave it open. So what we discovered was the few teachers that really did some contents was that in the private schools because [inaudible] private schools they found our database too easy. And in the public schools, they found the database too difficult and they make it easier. It's no problem to make it more difficult; the problem is when you make it easier. So they said -- they did exactly what you said. Oh, it's full of red, so let's make easy equations. But that's not the solution. You were first. >>: So you mentioned how three children was a very good group size, but you also showed the example where 40 children were grouped together. I was wondering if you could talk a little bit about how that experience was different in terms of how the children participated and how well they did and was it difficult to design an activity for engaging all 40 of them together. >> Miguel Nussbaum: Yeah. The 40 -- the massive multiple nice, the aim is to bring technology and interaction where no computers are available. So collaboration is still not an aim there. I have now two master's students working on that to see how we can really do collaboration in a system like that one. Because what we really want to do there is to give interaction and personal feedback to the students. So there we have them solve the problem of collaboration. While in the World of Warcraft type of activity, where you also have a lot of children work together, there the quests are built in such a way that the students really have to find groups of three to solve the quests. Because it's made that way. Because we really want that the groups are small so they can really interact and talk and discuss. But in the other one, the massive multiple mice, there's still no collaboration. That's an aim, to find out how to make it. But it's an [inaudible] I haven't [inaudible]. Yes. >>: I agree with you that it's the professional development issue of the teachers in any school change. So are you working on technology-enabled coaching or other -- or working with anybody on that end so that -- because you can't just train the teachers once and have them progress with this. >> Miguel Nussbaum: Yeah. We haven't really had the funds to make technology-enabled coaching or teaching, whatever. We just make classical face-to-face teaching and then coach. But that's very expensive. And we haven't really solved [inaudible] because it's expensive because of the coaching. Because we don't want really to make a project where we don't -- are sure that we are going to have good teacher training. Because it won't work. It just wont work. And that's -- no, we haven't solved that. >>: So as you mentioned before, before we decide what the -- we choose a technology, we first have to think about what to teach or what expect students to learn, understand [inaudible] or approach for that and then figure out what kind of tools would support that, right? And then [inaudible] different students who might need different kind of interaction, different approaches [inaudible]. But assuming there's diversity in terms of quantity and in styles and et cetera, what kind of technology [inaudible] unlimited budget, right, and you could develop -- implement something like a hardware piece or a software piece, what should you do? >> Miguel Nussbaum: Unlimited budget. >>: Yeah. >> Miguel Nussbaum: Well, I'm fascinated with Alice in Wonderland. I think that discovering a virtual world inside the classroom can be really fascinating. So if I would have unlimited budget, I would go in that direction. That's for me now my most interesting work I'm doing. >>: [inaudible] virtual space. >> Miguel Nussbaum: A virtual space. Because this idea of having a screen is still back of the '70s. We're still on the same model. But with Alice in Wonderland where you are discovering with a screen, small screen this virtual world, changes everything. Changes really everything. And even more -- I saw it some time ago in Europe three weeks ago and couldn't believe it because only 30 Euros. I should have bought it. It was a T-shirt with a real clock. It was a clock on the T-shirt. It was a T-shirt with a clock. It was only 30 Euros and a real clock. It was working. It was the same time. And I wait a minute to see how it changed and it changed. So this is a real screen. So you have screens everywhere. You can see inside the building, you're making Alice in Wonderland. I think the next step is really Alice in Wonderland. That's unlimited budget. I think that's the future [inaudible]. >>: [inaudible] and then you leave kids alone, then? >> Miguel Nussbaum: No. Teacher. Always the teacher. Because in Alice in Wonderland the teachers has his own platform to see how the teachers are -- students are doing. For example, when they define if they are at the same or different chart, the teacher sees the matrix of the different kids and know who did right, whether or not did wrong. So to go to the children and make -- looked again why did it right or what wrong with it to understand. And when they're working with the Coulomb law, which they don't know is really the Coulomb law, because they're playing, they're playing with these asteroids, trying to push in the asteroids, but it's really Coulomb law. And the idea is to transfer the Coulomb law. And the teacher should have explained before the Coulomb law and now they are working, playing with the Coulomb law. And the teacher should see which students are really making it or not, and the teacher has his own tool to see what's going on in the classroom. So the teacher, for me it's very important. Really. I think that the teacher is key. Somebody has to be mediator. Somebody always -- if you're thinking [inaudible] there's always somebody that help us in the [inaudible] development. So the teacher is that person. Or a very intelligent tool, but still that's very expensive. Yes. >>: So the pocket PC tool that you had [inaudible] have you looked at adaptive learning at all? Say a group a doing well, give them more challenging questions? >> Miguel Nussbaum: Yeah, yeah, yeah. For example, what we are doing with these massive multiple mice with additions is we are doing now with an expert the whole tree how to start from basic arithmetics to the aim at the end is and have a tree so that it's really adaptive to the children. And the child when finishes the lecture, the next lecture he continues at the same point where he stopped. So that's really adaptive, and each child can really work at his own pace. And the teachers get feedback how the teachers -- students are doing. So the teacher should address those students that are much slower and that are progressing in a different pace. Yes. >>: I heard some opinions of people saying that computer games are nice for the children to learn concepts, but actually they're not that good for them to learn large amount of contents, just like [inaudible]. >> Miguel Nussbaum: The problem is this point here. An activity takes a long time. For example, this game which I just showed a little bit of what type of World of Warcraft, which is [inaudible] game, it takes an hour and a half, the whole game, because first there's a tutorial to learn the game and then they have to make mistakes until we get the game. So it takes at least one and a half hour. And that's expensive. It's what, half hour of game just for one or two concepts. And that takes time. So that's surprise for it. But at the end there's today, for example, electric charges of 100 people, one understands electric charges. So there are two possibilities, where you just don't teach electric charges because you don't get the point, or you teach less and you teach it in the right way. So, for example, activity of electric charge it would take at least one hour or 90 minutes. At least 90 minutes. And that's time because that's after you already teach the concepts that you begin to play inside the classroom. This is what's not really the -- I would say in -- with the Nintendo experience works differently. Because with the Nintendo, instead those children that had the Nintendos, what happened was that instead of doing exercises with paper and pencil as they usually do inside the classroom, they played with Nintendo. So there was cheap -- there was a same time. And this was a very successful experience. The experience finished when the Nintendo died. Because the schools that had the machines, they use it and use it and use it and use it. And then when the Nintendo dies, that was five, six years. And then it died. Because we made one big mistake. Really one big mistake with Nintendo. We developed all the software in assembly language because it was for the Nintendo [inaudible]. That was a terrible mistake. But we had no other solution at that time. Yes. >>: Can you go to the slide where you had your long-term vision? So can you explain to us like what is the vision and educational model that guides your research? >> Miguel Nussbaum: My vision? >>: Yeah. >> Miguel Nussbaum: Oh. My vision is to have active students inside the classroom. Because the classroom -- from my point of view, I don't think the classroom will disappear. Because the classroom is good for developing social abilities, for developing communication abilities, and a place where the parents rely that the students are going to be with other kids. So there will be always a classroom. But make the classroom effective. So how could you make the classroom effective. Making the child the first person in the classroom and not the third person. Today the child is the third person and the teacher is the first person. I don't want the teacher to be the third person. I want the children and the teacher are as important; that both talk a lot, that both are active. But our kids are not active in the classroom. It's so boring to be in the classroom from 8:00 to 4:00. It's extremely boring. They're doing nothing. And giving them a computer just don't -- giving them a computer just don't change it. It just doesn't change it. >>: [inaudible] >> Miguel Nussbaum: I want to show you -- just go ahead. I want to show you a joke. Yes. Yes. Go ahead. >>: Oh. Well, I guess, so then is your view that those pedagogies that use, you know, small-group activities without any technologies, let's say -- so you're kind of espousing those frameworks and using the technology to say, hey, these small-group activities are hard to implement or if nobody implements them so -- but everybody wants computers so let's put computers in there and use a Trojan horse to put these small-group activities into the classroom? Is that kind of what you're saying? >> Miguel Nussbaum: No, no, no. The Trojan horse is basically that I'm using the curricula as the Trojan horse. Because as she asked about the curricula, I don't believe in the curricula. But still use the curricula. They want to teach curricula? I'll teach curricula. But my aim is the developing of social and communication abilities. Because our kids don't know -- they don't know how to relate in schools that don't teach them how to relate and they don't know how to verbalize. It's a problem in the U.S. and it's a problem everywhere; that children don't know how to verbalize their ideas. And that's really important today. But if you don't talk in the school, how can you verbalize your ideas? You don't have the space to verbalize your ideas. But when you do collaborative work, you have to verbalize your ideas. Now, this point, what is collaboration? Because I've seen, and I mentioned to you before, a lot of people saying this is collaborative, not because you're putting a lot of mouse inside one computer and you're using multimice this is collaborative. For me collaboration occurs when first there's accountability. Every child has to be responsible of their work. There has to be mutual interdependence. So my work is related with your work, so I cannot -- you remember that girl? If you don't work, I don't work. And, second, there has to be mutual support. If I'm stuck, would you help me or you help me. That's collaboration. And there's no moving mouse around and everybody -- that's what they want. There's a lot of software which says it collaborative and it's really not collaborative. Let me show you this joke. Here I have another photograph I don't use; it's too dark. But it's a very nice -- can you see it? Yeah, you can see it. It's a class -- a huge classroom full of students with an Apple computer. You see it? Can you see it? And I found this joke. Just read it. Can you read it? That's what's going on. So they're not there. They're even less than before, as I mentioned it. And this is true. It's happening. In a classroom like this one, of course it's happening. So why you giving these kids a machine? You're not solving anything. You're not changing anything. Yeah, they're less bored. Of course they're less bored. But they're not learning more. >>: They're engaged by other things. >> Miguel Nussbaum: Yeah. So you're not solving the educational problem here. You're solving the boring. >>: [inaudible] asking was whether these more involved activities that you're having students do on the -- what's it called -- pocket PC, for example, and have you also had them [inaudible] similar activities, paper-based fun activities that require active participation in groups, and sort of what's the difference between doing those activities on paper versus on the computer, are those students more engaged or do they learn better or do they learn different skills or ->> Miguel Nussbaum: Since you asked for it, give me just 10 seconds to find it. Because these videos were really part of the Ph.D. where we compared -- where we compared a paper and pocket PC-based activities. And I hope they're here so I can show you really -- here they are. So, for example, here the girl has pieces of papers and she has to build the same type of [inaudible] with technology. And what happens, she's worked -- this is a group of three. And she's working by her own because the other one just doesn't care. And the teacher doesn't have time because there are 40 kids there. The teacher is looking for one group, but not 10 or 12 or 13 groups. So she does everything by her own. So that's not collaboration. She's learning. And there's no feedback. She doesn't know if she did okay. And the teacher has no time to look for this, if this was done in the right way. So there's no feedback. And then you see what happens here. Let me see what happens here. Well, this is a computer lab, the same thing what happens what I show you with the netbooks; that the best way to do communication is with seamless machine like tablets or pocket PCs. Well, there are more examples of the same, more examples of the same. You saw this already. This is very nice. This is negotiation. Look. This is negotiation. Yeah? [laughter] >> Miguel Nussbaum: And this happened -- we didn't pay for this. We got it for free. So we really studied -- they're negotiating, yeah? So we study a whole -- it was a whole months, and we have a paper of this. So if somebody wants my paper, just give me your card or your address and I send you all the papers. This is terrible. This is just terrible. This -- my favorite but depressing, my most depressing film. What happens here is that here you have the board where you have to build the words. And here are the pieces they have to cut for the words. Now, this boy, which is the socially most powerful and the bullying one, says, okay, give the pieces to me. I'm going to show you how to do this. Then these two boys stand up and say, hey, wait a minute, and look to this boy which is the little poor boy. So this is the [inaudible] by your own. So he takes control. Now comes these two, say, wait a minute, we want this back, why do you have control of this, belongs to everybody, this is group work, why? And say no, no, no, no, and now he makes physical pressure. Do you see how he's doing physical pressure? So he gets them back. But these poor boys, they also want it. But didn't make any pressure. So he say, no, no, no. I can bully you. So no, no, no. I'm not going to give it to you, no, no, no. And now he says if you don't give it to me, I'm going to the teacher. So he goes to the teacher, and before he goes to the teacher, look what happens. He throws it to the bottom. You see? He throws it. And look how he's been humiliated in front of his peers. And this happened really. This is real. This a group work. So negotiating and bullying other peers. >>: Do you find that the pocket PCs -- obviously the pocket PCs can enforce rules for equal collaboration ->> Miguel Nussbaum: Yes. >>: -- do you find that the students are more reluctant to actually physically take someone else's ->> Miguel Nussbaum: They never took the machines of the others, as they don't take the mouse of the others. It belongs to me. It's my responsibility. We really didn't see never that somebody took the machine of the other and just I'm going to do it for you. No, we haven't seen that. >>: And probably in the software itself you can enforce more rules that, you know, are hard to enforce just by using ordinary media like paper and pencil? There might be an advantage there. >> Miguel Nussbaum: And we have been working a couple of years [inaudible] now. We started in 2003 in the classroom, so six years. And we haven't really seen nothing like [inaudible]. Let me see what else I have here. No. That's the [inaudible]. So that answers your question, yes [inaudible]. >>: One final question here. Does your business model require you to have the government as the big sponsor of the initiative or were you able to articulate some partnerships with the private [inaudible]? >> Miguel Nussbaum: Well, that's a very good point. Up to now we haven't been really -- well, I'm a researcher. You've seen that my interest is in research. I'm thinking Alice in Wonderland, yeah? But on the other side, I try to really make this happen. So with the support of Microsoft, too, we're trying to make a startup which has been extremely difficult, extremely difficult, first because teachers, second because it was a platform. But now with multiple mouse, it isn't the platform anymore. However, I would say the biggest problem has been that if the government doesn't like the decision, the schools are reluctant to really make this change. Because they have some problems. And discussed money because of the coaching, and it's not cheap because coaching is expensive, so it hasn't been real easy. So what I mentioned in Guatemala we have now 88 schools. This has been our biggest success up to now. In Chile we have 80 schools. But that one country just buys 88. In Chile it might be at the end of the year we reach 300 schools, but still we have -- we are in the middle of it. And, for example, in Brazil, we're working with [inaudible], which is a big foundation. They own the second biggest bank of Brazil, and they also have -- we have been working three years for them and we just renewed a project and they want the project now in all their schools, which is a big success for us. And they want to make now the connection to the government because they are very respected as an educational foundation because they love the multiple mouse. The multiple mouse -- everybody that sees the multiple mouse loves it. Because it's cheap, and, second, it's so simple to understand because what happens with the pocket PCs, people don't understand what's going on. Because you really have to be there because it's distributed. The objects are distributed and you have to really focus your attention on the different machines and think a little bit. It's not 1:3. You have to really look at it and understand what's going on. But on the screen with the multiple mouse, you get it immediately. And they love it. >>: So I have a question along those same lines, which is when you say there's 300 schools here and 88 schools, how many of those is it just kind of they tested it, or are all those actual deployed and continuing to utilize this? >> Miguel Nussbaum: No, in Chile we have 88 schools which has been tested, and we have done -- our biggest objective is the two objective assessment: one which was performed by SRI in San Francisco which obtained statistical significant results and we got this prize, and the other one is that in Chile every year in first grade there's a national test. And we use this national test for measuring our schools. And we had five schools in the north of Chile [inaudible] this was date of 2007 because takes some time till we get the data, et cetera. And we compared these schools with the other schools of the same city, which are public schools, and we obtained statistical significant results. So I'm convinced we are really not cheating nobody. That children are learning. And one thing is they're learning the curricula, and they're also obtaining these social communication abilities. Nobody discusses that their children really improve the social communication ability. That's a fact. However, that fact nobody pays for. They pay for the curricula and don't pay for the other, which is much more important from my point of view. >>: Besides the -- learning the curricula and learning social and communication skills, are you also trying to measure whether the students learn technological skills as a byproduct of these things or are they more comfortable using new types of technology out there? >> Miguel Nussbaum: No. I really -- it's nice that you mention it. It was not in my mind. No. I haven't really looked to it. It really develops the technical ability. I would say yes because they have to -- there's a model behind, there's a technological model. There's a user interface that follows some standards that we all have. It's not -something's very special. And I would say once you have this language it's easy to go to other systems that follows in some way the same language. And with the multimice, what happens is that the children really get very good -- how you say -- fine motor -- yeah. If somebody wants to see the multimouse, I have mouse here. So if somebody wants to see it, I can show it. Last question before we go? Yes. >>: I was wondering about your methodologies. I know you showed a lot of different studies here, but I was wondering about your methods of analysis, how you did it, was it even qualitative or quantitative, or was it mixed methods? >> Miguel Nussbaum: Mixed methods. First we assessed -- for example, learning we tried to assess with tools that we don't do by our own so it will be as objective as possible. So it's national tests, and with these results we measured a control group that has the same characteristics, and we also measured [inaudible] control groups that are in classrooms that don't use technology in the same school. So to really be as objective as possible. And in the qualitative aspects we used mixed methods, yes. If somebody wants to have -- I've published a lot, so if somebody really wants to see my papers, just let me know. >> Lee Dirks: All right. Well, thank you very much. >> Miguel Nussbaum: Thanks for inviting me and your time. [applause]