ANDRI IOANNIDOU, ALEXANDER REPENNING, CLAYTON LEWIS,
GINA CHERRY and CYNDI RADER
MAKING CONSTRUCTIONISM WORK IN THE CLASSROOM
1. INTRODUCTION
From its inception, the idea of constructionism (Papert, 1993b) has been
intertwined with the expressive power of computing technology. The intro-
duction of LOGO made it possible for children to create computational
structures that have conceptual depth and are capable of complex beha-
viors that can capture children’s interest and imagination (Papert, 1980;
Papert, 1993a). The pace of technological progress has since accelerated,
enabling the creation of new expressive media, such as Boxer, StarLogo
and StarLogoT, KidSim/Cocoa, NetLogo, Swarm, and ToonTalk (diSessa,
1991; Resnick, 1997; Wilensky, 2000; Smith, Cypher and Spohrer, 1994;
Wilensky, 2001; Langton and Burkhardt, 1997; Kahn, 1996), which offer a
wide range of computational behaviors, striking visual effects, and highly
visual representations of programs themselves.
One continuing theme in the development of constructionism is the
relationship between constructionist activities and the mainstream class-
room. In the very beginning, the lack of computing equipment limited the
use of LOGO to special situations. Today, computers capable of running
interesting construction environments are widely available, though not yet
truly ubiquitous. The factors that now limit children’s access to these
environments in school are largely curricular: how do constructionist activ-
ities fit into the progression of learning activities that teachers organize for
their students?
Over the past few years, we have conducted field research in which
students ranging in age from fourth grade to high school have participated
in constructionist activities integrated with more traditional classwork.
These activities have been supported by a visual programming environ-
ment called AgentSheets (Repenning, 1993). In our studies, we have tried
to relate the potential benefits of constructionist work to the agendas of
classroom teachers and have attempted to create constructionist activities
that support these agendas. In this paper, we describe these efforts as case
studies and draw lessons from our classroom experiences.
International Journal of Computers for Mathematical Learning 8: 63–108, 2003.
© 2003 Kluwer Academic Publishers. Printed in the Netherlands.