Lesson 11

Mobile Learning and Math Education

In the beginning, I was planning to write a blog post about adult numeracy and mobile learning. However, I could not find substantial study on this topic. Then, I decided to look at literature on using mobile learning for math education. I think, especially, from k-1 to k-5, topic of adult math literacy and school topics overlap a lot. That is why, gaining an insight about using mobile learning in schools for math education gives a general idea about development of math literacy, too.

Mathematics is a fearsome subject for some students. Mobile learning can facilitate learning mathematics. In the study of “Learning Mathematics in an Authentic Mobile Environment: The Perceptions of Students”, Baya’a and Saher (2009) state that students thinks that mobile learning enables exploring mathematics independently, learning mathematics, through collaboration and team work, learning mathematics in a social environment, learning mathematics in authentic real life situations, visualizing mathematics and investigating it dynamically, carrying out diversified mathematical actions using new and advanced technologies, learning mathematics easily and efficiently. Another study done by Franklin and Peng (2009) states that student can present difficult concepts in a visual format and then discuss them with friends thorough mobile learning. I think, making math easier to understand is great achievement and mobile learning offers a great help for this achievement.

For the learning mathematics, mobile learning offered a new experience for students. Baya’a and Saher (2009) state that the students valued the fact that they explored mathematics and did not learn it only from the teacher. Representing mathematics visually and dynamically by using mobile tools helps the learner to feel the dependencies between the mathematical phenomenon parameters or relations (Baya’a & Saher, 2009). On the other hand, as educators, we need to be careful about what students understand from the activity. For example, students participated study of Franklin and Peng (2009) expressed that the activity was about both learning the app and the mathematical concept. As we here in this example, activity may not be in the direction of what we aimed.

Learning how to use the app

One of the common points of studies that are done on this issue is that they teach students how to use the app. Franklin and Peng chooses their participants based on past work with Palm technology by the two math educators and the researcher (2009). Kiger et. al (2012) introduced an application a day for students to learn and use. In addition, effective implementation of mobile learning depends on administrative and school commitments and adequately trained teachers on pedagogy, integration of instructional technologies, mobile device operations and classroom management / facilitation (Kiger et al, 2012).

I think, learning how to use an application has long terms effects. If a student can learn how to use the app deeply, it helps them to use it in informal settings. Kiger et. al (2012) emphasize this point and state that teacher can facilitate a student’s out-of-school use of mobile devices. As a result, facilitator person plays a serious role in mobile learning especially in the early steps.

References

Franklin, T., & Peng, L. W. (2008). Mobile math: Math educators and students engage in mobile learning. Journal of Computing in Higher Education, 20(2), 69-80.

 

Kiger, D., Herro, D., & Prunty, D. (2012). Examining the influence of a mobile learning intervention on third grade math achievement. Journal of Research on Technology in Education, 45(1), 61-82.

 

Baya’a, N. F., & Daher, W. M. (2009). Learning mathematics in an authentic mobile environment: the Perceptions of Students. International Journal of Interactive Mobile Technologies (iJIM), 3, 6-14.

 

Lesson 9-Mobagogy

I think, pedagogical perspective to mobile learning is so critical. This helps us to deal with real problem. When I was examining applications two weeks ago, I was paying attention whether this application really address the objectives. We can see fancy activities, creative design. But, this doesn’t guarantee that the application addresses the objectives. Application can be good, attractive, interesting and fun to engage. But, this doesn’t mean that it solves the correct issue. There can be type-2 error and application can solve wrong problem! That’s why, pedagogical ground of the mobile learning activities is significant.

I was looking for a theoretical framework for mobile learning activities because my research interest area is using mobile learning opportunities in adult education in informal settings. This week’s readings were very useful for me in this aspect. Especially Kearney et al. (2012) offers a rich debate on the framework issue.  I will save readings of this week for my future studies.

I see “mobagogy” term first time in the study of Kearney et al. (2012). It is interesting to see such a term specifically used for mobile education.  I think, mobagogy term fills a gap in the literature. On the other hand, this study is also an example of shows how to develop a theoretical framework. I am happy to read about development phases of the framework.

 

Study of Looi et. al. (2010) offers model for explaining mobile learning. I think, this study and Karen et. al. (2012) completes each other and offer readers different framework. Looi et. al. (2010) discuss about the challenge-experiential model. This model reminds me Transformative Learning Theory (TLT), which is a promising theory for explaining how adults learn. Challenge-experiential model seems like a dense version of TLT. It is overlapping with TLT.

Here is a comparison chart. You can see similarities in their steps.

 

 

 

In addition to offer model for mobile learning, Looi et. al. (2010) also makes a discussion about methodological limitations of the studies that has been done on seamless learning. Long-learn experience is very important for the understanding of the mobile learning but current studies fails to provide long term results (Looi et. al., 2010). Technical issues and assessment are other serious challenges that Looi discussed. Software can be compatible with wide range of devices in order to solve technical, combability issue.

My third article is “A typology of young people’s Internet use: Implications for education”, Eynon & Malmberg (2010). I think, this article related with first two study because learning in informal settings was emphasized in by both Looi and Karmen. And, the learning cases that is examined in this study mostly occurs in informal settings. As we see in p.589, communicating, participating, information seeking, entertainment are most common internet activities that teens do. Like authors stated, findings of this study complement other works in this field (Eynon & Malmberg, 2010).

 

References

Eynon, R., & Malmberg, L.-E. (2011). A typology of young people’s Internet use: Implications for education. Computers & Education, 56(3), 585-595. Elsevier Ltd. doi:10.1016/j.compedu.2010.09.020

Kearney, M., Schuck, S., Burden, K., & Aubusson, P. (2012). Viewing mobile learning from a pedagogical perspective. Research In Learning Technology, 20:1, 1-17. doi:10.3402/rlt.v20i0/14406. Note: open access journal, click the link to access article. This article is not in the course reserves.

Looi, C.-K., Seow, P., Zhang, B., So, H.-J., Chen, W., & Wong, L.-H. (2010). Leveraging mobile technology for sustainable seamless learning: A research agenda. British Journal of Educational Technology, 41(2), 154-169. doi:10.1111/j.1467-8535.2008.00912.x

 

 

Lesson 8- Elements of Mobile Based Instruction

In this post, I will discuss about developing a lesson design based on mobile learning. The study of Martin et al. (2012), Developing Mobile Based Instruction, offers us a deep insight about design and development process for mobile learning. Martin et al. (2012) see mobile learning as intersection of mobile computing and e-learning. In order to use mobile learning opportunities efficiently, we need to understand it better and know more about components of design of mobile based instruction. Quinn (2011) states that a well implemented mobile learning helps people to learn whatever they want and helps people to do their work better. But, this also requires augmenting one’s learning and performance in order to bridge the gap between learning activities and mobile devices (Martin et. al).

Wang and Shen (2012) generates advice for practitioners, presents a set of guidelines in the light of the learning theories and design principles. Authors discuss impact of learning a cognitive theories, human-computer interaction, devices and methodologies. Dual coding theory fits in m-learning as they do in all instructional media (Wang & Shen, 2012). In addition, mobile learning with unique opportunity to promote interactivity in social and informal learning environments, situated learning theory can be used as a framework (Wang & Shen, 2012).

When and Shen (2012) list four principles of message design for different devices:

  • Design for different devices
  • Design for e-learning, adapt for m-learning
  • Design short and “condensed” materials for smart phones
  • Be creative when designing for mobile devices with fast mobile network such as 3G and 4G.

Role of Assessment in Mobile Learning

Assessment is another crucial dimension mobile based instruction design. Hwang and Chang (2011) proposes a formative assessment-based approach for improving the learning in mobile learning settings. Formative assessment approach promotes the students’ learning interest and attitude in addition to improving students’ achievement (Hwang & Chang, 2011). Formative assessment provided students a more challenging learning environment, encouraged students to solve their problem on their own compared to conventional mobile learning approach (Hwang & Chang, 2011). In this study, I wonder what Authors’ conventional mobile learning approach is. I put here a question mark.

In conclusion, by considering all discussed points into consideration, it can be concluded that a well-designed mobile learning activity requires a meticulous work. In order to fill the gap between learning activity and the device (medium), educators should develop well-designed mobile learning activities and provide positive models.

 

References

Hwang, G. J., & Chang, H. F. (2011). A formative assessment-based mobile learning approach to improving the learning attitudes and achievements of students. Computers & Education, 56(4), 1023-1031.

Martin, F., Pastore, R., & Snider, J. (2012). Developing mobile based instruction. TechTrends56(5), 46-51.

Quinn, C. (2011). Designing mLearning: tapping into the mobile revolution for organizational performance. Pfeiffer Publishing, USA

Wang, M., & Shen, R. (2012). Message design for mobile learning: Learning theories, human cognition and design principles. British Journal of Educational Technology43(4), 561-575.

 

 

Lesson 7

I am a fan of e-reader devices. I have experience with Kindle DX device, kindle PC application and android application.  While reading the articles, I compared my reading and my experiences.

Critique of Davidson & Carliner’s Study

First of all, I think, study of Davidson & Carliner (2014) are quite informative. These studies offer a serious insight about electronic reading.

On the other hand, I have some critics about Davidson & Carliner (2014) study. I think, the difference between e-ink screen and backlit (regular screens available in phones, laptops) screen should be emphasized more because e-ink screen is the main factor what makes the differences. Basically, I would categorize e-readers in two group e-ink screen devices and backlit screen devices. This would offer a better classification because in terms of eye health of the readers, e-ink and backlit screen is the main differentiating factor.

In page 716, Davidson & Carliner (2014) claims that Kindle and Nook will offer color-version e-readers. This is a misleading claim for the current technology available to end users. Authors are probably talking about Kindle Fire devices which offer colorful screen. But Kindle Fire is not a different device than any tablet or phone in terms of screen, basically. Kindle Fire (colorful screen kindle) uses backlit screen. It is just a tablet that you can read an e-book as any other tablet. All they use backlit screen. That’s why it Kindle Fire comes with a colorful screen. It is not a colorful e-ink screen. That’s why, the statement “technological development led to color versions of e-book readers like the Kindle and Nook” (p. 716) is misleading. Color version of the e-book readers such as laptops were available long ago.

Secondly, on p. 718-719, Davidson & Carliner (2014) discuss about reading e-books in other platforms and they say “only users of Nook can lend those books to others to read on their own devices”. This is correct but a narrow statement. The real issue here is file formatting issue. Kindle supports mobi file format while rest of the e-readers support ePub and pdf. Nook devices are also in the “rest of the” category and support ePub, PDF, CBZ formats (NOOK Tablet Frequently Asked Questions, n.d.). That’s why, “only user of the Nook can lend the book to others” is not a correct statement. Other e-reader brands, such as Ectaco and Kobo, also can lend their books because their books are also in ePub format. Actually, you are buying e-book in ePub format (if you are not buying from amazom.com) and sending it the device whatever you have other than Kindle. Onlie ebook sellers such as Barnes&Nobles don’t care what device do you have because other than Kindle, rest of the devices support same file format, ePub.

My expectation from study of McClain & Zimmerman (2015) was an insight to electronic books. But, this study’s focus is more on using mobile devices at outdoor places. E-book reader is a great mobile device for this purpose because it doesn’t require internet connection to use the mobile device. That’s’ why authors chose e-readers as mobile platform. On the other hand, any smartphone could do same job, too. As known, as long as we send a document to a smartphone, we don’t need internet connection to read it. A smartphone would do a great job, too, for this study.

An Online Badging System

Because we had only two articles about electronic book, I had to choose the third article from a different topic. Gamrat and Zimmerman’s (2015) study has an interesting topic. Badging system is used in games a lot to motivate players to clear harder content. If players know that there is badge waiting for them, it may motivate them to clear endgame content.

Using such a system in education sounds appealing. Especially in informal learning settings, badging system may fulfill recognition of the achievement mission. Authors state that badging system support personalized learning, mastery of learning, value of the content to for learners and earning recognition. This is a great study that shed light to usage of badging system in education.

 

References

Davidson, A. L., & Carliner, S. (2014). E-books for educational uses.  In Handbook of Research on Educational Communications and Technology (pp. 713-722). Springer New York.

Gamrat, C., & Zimmerman, H. (2015). An Online Badging System Supporting Educators’ STEM Learning. In D. Hickey, J. Jovanović, S. Lonn, & J. E. Willis (Eds.), Proceedings of the 2nd International Workshop on Open Badges in Education co-located with the 5th International Learning Analytics and Knowledge Conference (LAK 2015) (pp. 12–23).

McClain, L. R., & Zimmerman, H. T. (2016). Technology-mediated engagement with nature: sensory and social engagement with the outdoors supported through an e-TrailguideInternational Journal of Science Education, Part B8455(March), 1–15.

NOOK Tablet Frequently Asked Questions (n.d.). Retrieved from: https://nook.barnesandnoble.com/u/Support-NOOK-Tablet/379003185

App Review 5- Math: Mental Math Games, Multiplication Table

  • Name of app: Math: Mental Math Games, Multiplication Table
  • Reviewed by Enes Gokce
  • Details:

Offered by Standy Sofware

Version 1.17.9 updated on 27 Aug 2017, Android OS

  • Cost: $0.99 – $5.70 per item
  • Review: This is a space math exercise application. With this application, users can sharpen their basic skills and practice on four operations in math. It can enhance users’ cognitive abilities.

With this application, you can compare your score with leaderboard. You can invite friends and compete with them or other users. But, this does not hurt privacy because app does not ask private information other than your name.

Lesson 5

 

This week, I first read article of Pea and etc. (2012), then Gee’s (2000/2001) and then Turkle (2008). While reading Gee’s article, I was asking myself “why I am reading this paper? Why is this article related with mobile education?” Then, while reading Turkle’s article, I began to understand.

I think, Gee’s fourth type of identity, the affinity identity, is related with Turkle’s article. Turkle discusses about how teenagers use online platforms interact people there. Article examines how people find friend through games, online platform and how they fulfill their emotional needs. I will come back this issue later.

Turkle’s article has a lot of intellectually challenging points for me. On the other hand, I am not buying some points of Turkle. Turkle states that people fulfill their emotional needs through games. I think, this is a bold judgement. I don’t know whether Turkle’s sampling was good, it was robust sampling or not. There are a lot of adult gamers who just play games without attributing any meaning. Personally, while playing Spiderman game, I don’t attribute it much meaning to the game. Or, while slaying zombies in a game, I don’t satisfy my deep, hidden killing desire. There may be some people who are feeling like that. But still, I don’t think it is generalizable. Besides, Turkle’s examples are from Second life and Sim City games. These games are simulation games. Simulations of real life. Generalizing real life simulation to online platforms doesn’t sound robust for me. I wish Turkle would study on people who play Goat Simulator or Dead Duck simulator and would compare the results. Would participants say “I feel like I am really a dead duck!”? I don’t think so. Therefore, I think, Turkle’s choices were biased and inference was too broad.

On the other hand, Turkle’s discussion about new form of validation is interesting foe me. Teens way of commutation and meaning attributed to it is very important. Text message communication may not be enough to create deep and authentic relation. Pea et. all (2012) also discuss about this issue and states that online communication consistently associated with negative socioemotional outcomes while face to face communication was associated with positive socioemotional outcomes. I think, these two articles state parallel message on this issue. Another surprising point for me is to see the shift in habits of using mobile technologies. Both Pea (2012) and Turkle (2008) state that people are more open to use mobile technologies while they are with others compared to past. It seems, our world is changing quite fast and meaning attributed to technology usage also changing.

Another point that I want to discuss about is Gee’s perspectives of identity. Among Gee’s four perspective of identity, affinity perspective took my attention most. Other two articles of this week examine teen relations within a social group. Affinity perspective offers a different perspective to those groups. This perspective examines structure of the group.  Voluntarily attendance, set off shared common experience and interest areas are what constitutes an affinity group. I think, Facebook groups, sub-reddit groups, discord channels are most famous examples of the affinity groups. For me, it is an interesting classification and offers me a better insight about group dynamics.

Why MMRPG instead of MMORPG?

Firstly, I know that this is not a huge deal. But still why? I saw this wrong articulation before in one of our readings. However, massively multiplayer online role-playing game term is expressed as MMORPG in gaming media. MMORPG is commonly used in game magazines, game websites. I don’t get why Turkle uses MMRPG abbreviation instead of MMPRPG.

I wanted to do a double check and searched at google “MMRPG” term. Who know? I might be wrong. MMRPG could be one of the other common word in usage. But, I was right. Google results directly shows MMORPG results.

It is not a big issue but hard to understand for me. Why? There is already a dominant abbreviation for massively multiplayer online role-playing game term. It took my attention. This is the second time I see this usage. I wanted to express.

 

References
Gee, J. P. (2000/2001). Identity as an analytic lens for research in education (pages 99 through 111 and 119-121.

Pea, R., et al. (2012). Media use, face-to-face communication, media multitasking.

Turkle, S. (2008). Always-on/always-on-you: The tethered self.

Lesson-4

 

Is Impilict Learning Cure for Hedonism?

In Turkey, there are some critical high-stake exams. Those exams are done only once a year. As a math teacher, I had students who will take those exams. Some students were motivated easily. However, some students were really hard to convince them to stop play less game and study more lesson. When I talk with them, they mostly say “I don’t like studying”.  These students might believe that all learning process should be fun! They may think, some students are studying hard because they love to study. In the other words, hardworking students can be regarded as learning implicitly in their point of view.  I think, they were missing that in order to be successful, we sometimes need to sacrifice instant joy. I think, not being capable of sacrificing instant joy for long term success is a hedonistic point of view. I think, this was the real problem of some of my students.

When I was undergrad, I was studying math teaching. People were telling me “it seems you love math!”. I was saying them “No! I just wanted to be a teacher. Math is the most respected one among my choices. That’s why I am studying math. In my free time, I don’t study math for entertainment. Please don’t get me wrong. I don’t hate math but I don’t love, too. I just need to learn and I learn”. People around me were thinking I was learning math implicitly. Hell no! I just wanted to go to a good university, I wanted to get the diploma. That was the main motivation for me to study math. I can still do math teaching if I have a reason. I don’t have any problem with math. But, hardcore mathematics is not fun me. I just forced myself to study, used my willpower. That’s all. However, I see people that thinks people learning new things because they love it. These people don’t bother to spend effort to learn because it not fun for them. Not loving to learn is a legitimate excuse for them. They have such a misconception.

I think, “you should have fun while learning” misconception also stems from media, or interviews. Sometimes, during interviews, interviewee says “my area is fun for me! I love it. It is not like studying/working for me. While working, I feel like I am in a holiday!”. So, some students can think that those successful people studied because they love the subject and I don’t have to study this topic because I don’t like it. In my perspective, this is a hedonistic approach. If there is an instant joy, I do. If there is no instant reward (joy), I don’t do. These students can say “I don’t like this subject so I won’t study”. Sometimes, we have to study a topic that we don’t like when we are in k-12 education or in college. Hedonistic students need to learn that as a human being, we don’t always do fun things. Sometimes, we do something even though it is not our the most favorite activity. That’s why, even if the task is not the most fun thing, we still keep on doing the task. Each human has a willpower, given by God (or the creator according to your belief) and it is given for using in appropriate time. There is a purpose for having willpower. Willpower helps us to keep on track when we don’t have instant reward. Therefore, learning process may not be fun always but this doesn’t mean that we shouldn’t study on it because it is not fun.

When it comes to media and technology, substantial portion of learning is implicit (Bransford, J., et al., 2006). But implicit learning is still not the savior of the hedonists. I want to emphasize that there is still a small portion of learning that will require learners’ special attention to topic without rewarding or motivation. In the other words, implicit learning will not do all the job only by itself. In the learning process, there will still be a part for willpower. So, implicit learning is not a silver bullet of hedonist people for learning subject.

To sum up, technology is not always used for the purposes originally intended (Sharples, M., et al., 2009). No matter how educators design an activity for implicit learning, it may not be used as expected. I think, students’ curiosity and passion for learning will still have a huge role for implicit learning. As a result, implicit learning is a great way for education. It should be the mainstream approach for planning lesson. But, it is not a magical stick for teaching to hedonist students.

 

References

Bransford, J., et al. (2006). Learning theories and education.

Sharples, M., et al. (2009). Mobile learning: Small devices, big issues.

Lesson-3

Learners’ Personal Interest

One of the principles of adult education is self-motivation to learn (Knowles, 1984). According to Knowles (1984) adult learners are interested in the topic and motivated to learn it while learning. Origin of this motivation mostly come from usefulness of the information.

After I read this week’s reading, learners’ personal interest issue took my attention. This is one of the common issues mentioned in all of the articles of this week. Kukulska-Hulme, A., et al. (2009) states that mobile devices support learner’s personal interest.  Pachler, N., et al. (2010) states that young generation uses mobile devices as a part of their life. As we see In Traxler’s (2013) article, mobile phones enable reader participation and viable platform for distributing longer form content. Mobile learning offers entertainment (Pachler, N., et al., 2010). Common point of these articles is that mobile learning supports learners’ internal motivation.

All adult education principles may not fit for children’s case. On the other hand, I believe, self-motivation to learn principle fits for both children and adult learners. For children, internal motivation may not be an obligation for learning different than adult. But, there are a lot of studies that explain positive effect of motivation on learning (Garris, R., Ahlers, R., & Driskell, J. E., 2002). That’s why, learners personal interest makes mobile learning a more powerful learning method for every age groups.

I believe that supporting personal interest is one of most powerful attributes of the mobile learning. This dimension of the mobile learning can be used for solving some problems related in the society.  For example, NEET (not in education, employment or training) problem is huge burden on countries and mobile learning can help to solve this issue (Traxler, 2013).  If using mobile learning opportunities for solving NEET issue succeeds, it can be inspiring for future projects. As a result, addressing learner’s self-interest is powerful trait of mobile learning that is also one of the components of adult learning.

Another common trait of mobile learning that fits adult learning is that mobile learning can cross formal learning boundaries. Mobile learning platforms offer for rich, authentic curriculum with supporting a playful learning experience in both formal and informal learning opportunities (Kukulska-Hulme, A., et al., 2009).  In addition, most of the adult learning activities happen outsides of the formal learning settings. As seen, informal learning attribute is common for mobile learning and adult learning.

Taking all above-mentioned points into consideration, it can be concluded that mobile learning platforms offer adult learning opportunities to children. With mobile learning, pedagogy and andragogy are getting closer. Children are more treated like adults in mobile learning platforms. I think, this is a good thing. On the other hand, adult learning style brings more responsibility. For children, it can be dangerous in some way. Security and privacy are some of the prevailing concerns with the usage of mobile learning devices (Pachler, N., et al., 2010). On the other hand, it teaches taking responsibility to children, too, like adults. I don’t say that children should take responsibilities like adult in everywhere. Just letting them taking responsibility can be beneficial for their improvement and building self-confidence until a certain degree with the guidance of their teachers and parents.

 

References

Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & gaming, 33(4), 441-467.

Knowles, M. S. (1984). Andragogy in action: Applying modern principles of adult education.

Kukulska-Hulme, A., et al. (2009). Innovation in mobile learning. (pages 13 through 35).

Pachler, N., et al. (2010). Mobile devices as resources for learning. (pages 73 through 93).

Traxler, J. M. (2013). Mobile learning  . . . . distance, digital divides, disadvantage, disenfranchisement (pages 129 – 141).

Lesson 2

 

Technology and Equality in Education

 

In recent decades, technology has been developed considerably and facilitates out lives in many ways. Technology and digital learning tools also have been used in education in variety of ways. On the other hand, effect of technology has become a hotly debated issue. Access, use and outcomes of the new technology affect equity principle of education.

Equity is a serious issue for education. National Council of Teachers of Mathematics (NCTM) defines six principles for decision making in schools (2000). One of the NCTM principles is equity. Equity principle is described as high expectations and strong support for all students (NCTM, 2000). At this point, students’ unequal opportunities shadow equity principle. Warschauer and Matuchniak (2010) states that home environments, social factors, habits of computer usage increase the gap between high and low socioeconomic status (SES) communities.  I think, this is an important issue and should be discussed more deeply.

There are many environmental factors that affecting readiness level of students. For example, low income students less tend to have friends or relative that can use complex digital media tools (Warschauer & Matuchniak, 2010). Warschauer and Matuchniak’s (2010) tell the cases of Zeke, a white fourth grade private school student, and Kadesha, a thirteen years old African American girl. In the article, it is clearly stated that Kadesha’s opportunities are limited to consume multimedia, not creating it. Warschauer and Matuchniak (2010) states that this discrepancy has academic outcomes, too. As a result, role of technology should be examined seriously for providing more equal education opportunities.

On the other hand, I have two questions: “is absolute equality possible?” In the Outliers book, Malcolm Gladwell asserts that there are many environmental factors for success (2008). Gladwell claims that in order to create a big technological company, you need to have certain accesses in certain times. Moreover, you need to be born between 1950 and 1955. According to Gladwell’s statement, people didn’t have equal opportunity for building an innovative, big technology company. There were some certain criteria. I think, this is same for education, too, until a certain level. Educators should try to offer equal opportunities for all students. However, I don’t think this is always possible. There will always be students who have bonuses than others in some way. This is inevitable. Is it unfair? I don’t think. Having educated family is not an unfairness or injustice to anyone. Having a family that has hardworking culture is not an unfair for other students who don’t have such a culture in the family. For example, according to Tieso (2007), mothers’ highest education level has strong relation with giftedness. Does this cause inequality for the students who have low educated mother? If yes, is having highly educated mother unfair? If having an educated mother is fine, then do we approve inequality because we also approve unequal readiness level of students? I think, this is a huge discussion. But, I don’t believe that we can reach absolute equality in education. Then, what should we do? As an educator, I liked NCTM’s expression of equity: strong support for all students. Yes, we can try to do our best for supporting all students. Therefore, there will always be external factors that will affect students’ academic performance greatly and we may have limited control on it.

As a result, there will always be unequal opportunities for students in many different levels. What we can do is to establish at least minimum standards that is defined by educational scientist for all students and provide students high support. In addition, we should consider that what we value shapes our perception of equality. That’s why, what is valued should also be determined carefully.

 

References

Gladwell, M. (2008). Outliers: The story of success. Hachette UK.

National Council of Teachers of Mathematics. (2000). Principles and standards for school mathematics.  Reston, VA: National Council of Teachers of Mathematics.

Tieso, C. (2007). Patterns of overexcitabilities in identified gifted students and their parents: A hierarchical model (vol 51, pg 11, 2007). Gifted Child Quarterly, 51(3), 298-298.

Warschauer, M., & Matuchniak, T. (2010). New technology and digital worlds: Analyzing evidence of equity in access, use, and outcomes. Review of research in education34(1), 179-225.