Saving the world one student at a time
When I arrived at UNT, one of the projects already underway in the research center where I work was MSOSW (Middle Schoolers Out to Save the World). The focus of this project is to increase middle school students' interest in science, technology, engineering and math through a problem-based unit focused on energy conservation. The students participating in this project, which included schools from Texas, Louisiana, Maine and Vermont, use Watts Up? devices to measure the amount of vampire energy used by the electronic devices in their homes. This project involves a lot of in-depth learning about energy consumption, carbon emissions, measurement units for energy and power, energy costs, carbon footprint, stand-by power and product design. In addition to these concepts, the students are required to do a lot of math for conversions, and they must use a spreadsheet.
Because I see such value in these types of projects, I wanted my pre-service teachers to experience firsthand what it looks like to complete a problem-based unit from beginning to end. I observed this unit being taught last year at Good Shepherd Episcopal School, but I had never actually planned and taught it myself. Let me tell you, the planning was much more time intensive than I had assumed, and I ended up staying up late one night to get all of the materials ready.
The first thing I did was put my students into groups of 2. I normally let them pick their own partners, but they have gotten, how shall we say, comfortable this semester, and I wanted to break them out of their apathetic little comfort zone. The next thing I did was set up a Google Presentation for each group. I wanted them to see how this tool worked, so I created one for each group and set them up so anyone could edit. The next thing I did was lay out the project on Glogster. I was never really happy with how this turned out, but you can see it here. The process of setting up this glog (their term, not mine) required me to go find all of the resources I wanted them to have for the project. This included a carbon footprint calculator, a vampire energy calculator, a graph maker, a couple of videos and a spreadsheet for entering some data. As the pre-service teachers went through this project, I had them report their information in the Google Presentation along the way. I also brought a few Watts Up? devices to the lab and hooked them up to a monitor, a CPU tower, the printer and the document projector. I wanted them to do the math required to calculate how much energy the lab uses in a 24 hour period. Overall, they did a really nice job and completed the whole activity, even though it was not for a grade (I will grade it in the future, I think).
Here are a few lessons learned from this tech-rich problem-based unit:
- Pre-service teachers actually like this kind of work. I have to say, this was hard and the students really struggled with some of the math and science concepts. But they stuck with it and took the topic seriously. I would even go so far as to say they learned something about energy conservation from doing this. I also hope they learned something about using this teaching strategy with students
- Glogster is kind of cool, but it has been extremely unstable and unreliable lately. On several occasions I have logged on and gotten some sort of "We will be down for the next 36 hours, but we are adding some really awesome new features!" Well, when I go to retrieve my work from a Web tool and it is not there, I'm done with that tool. That is a total deal breaker for me. So, Glogster, I am sure your new design is really awesome, but you let me down on several occasions and I'm done. I will also not be pointing my students to this tool because it let many of them down too.
- When you set up a Google Presentation to be edited by anyone with the link, it will not let you import images. The students made a graph that was exported as a JPEG, and I wanted them to import it into a slide. Google Presentation wouldn't let them do it, so we found a very bothersome work-around. If we pasted the image in a PPT slide, we could copy and paste the graph into the Google Presentation (but only if we use CTRL-V, not the mouse). I don't know if this was a bug in the new re-design of Google Presentation, or if they have this feature disabled for when anonymous users are editing a document. Either way, it was annoying and slowed the process down temporarily. In a K-12 classroom, this could mean the difference between a project going well and the whole thing crumbling in your hands. I do have to own this one, though, because I never tried to edit a presentation or insert an image as an anonymous user. I should have done this beforehand, but I just took for granted that it would work.
- Google Spreadsheet worked like a champ, and I will definitely use it in the future for activities like this. I have used this tool for years, but I had never seen multiple people entering in data at once. The students also thought this was really cool.
- The Vampire Energy Calculator is very cool, and I think this is what really brought the project home for the students. Even the act of physically dragging electronics into different rooms made this more like a simulation than a calculator. It's a very well-designed tool.
So, that is my first attempt at teaching the MSOSW unit, but it will not be my last. I already have some ideas for how to make it better next time, and I hope this is serves as a catalyst for some students to begin envisioning this type of instruction in their own classrooms.
Digital Fabrication, take two
Yesterday I was asked to cover a class for one of my colleagues, so I planned another round of digital fabrication activities for his students. I had done the same thing last week with another colleague's class, using the materials I developed last year. The first attempt last week did not go nearly as well as I remembered the activities going last year, so I was motivated to rethink how I was presenting the content, as well as the activity I was having them do.
The "old" activity was challenge that involved designing a container for tootsie rolls that would maximize the surface area:volume ratio. The concept was good, and the students approached it with enthusiasm. However, it turns out that their math abilities were a pretty major roadblock to getting anything substantive out of the activity. After the box was built and they stuffed it with tootsie rolls, the learning was basically over. This issue has roots in several factors that are true of most preservice teachers.
- Preservice teachers' pedagogical knowledge has more to do with their worldview than their aptitude or attitude. Since most of them were taught from a traditional approach, the chasm between problem-based design activities and the lecture-test-essay model they are used to is a quantum leap. The problem is not that they are resistant to new pedagogical approaches; they simply have very little, if anything, to which to anchor them.
- Before preservice teachers can understand something as a teacher, they need to take a step back and experience it as a student. Activities, therefore, need to be authentic and replicate, as much as possible, the way it might be done in a classroom.
- Based on the previous two observations, if the instructor wants preservice teachers to abstract pedagogical principles from an authentic activity, he or she is going to have to lead them there. You can't expect inexperienced teachers coming from a traditional paradigm to naturally make connections between the activity they just did and broader educational ideas. It's like giving someone from a remote tribe in the Amazon rainforest a debit card and expecting him to naturally gravitate to an ATM and get some cash. The notion that there is "money" in a "bank" that can be "accessed" remotely just does not mesh with the way he thinks the world works.
- Finally, authentic activities must be accessible. That is, they can not be too hard nor too easy. If the activity is too easy, the preservice teachers think it is fluff and busy work; if it's too hard, they can't envision themselves teaching that way. Either extreme will likely reinforce the worldview you are trying to change.
To improve on the previous activity, with these observations in mind, I designed the following challenge:
- I started by describing the mentality of many students today, which is that every task they are given in school has a right answer, and their goal as students is to get the right answer the first time. Many teachers reinforce this mentality by how they conduct their classes. At present, the world works much differently than classrooms do. In the world, we encounter problems to which we must develop solutions. These problems are typically ...
- Ill-defined: the cause of the problem may not be readily apparent
- Ill-structured: because we don't know the cause, we don't know where to start exploring solutions
- Complex: there are many factors involved, each of which influences the other, and we don't know how changing one factor influences the other factors
- I then tell them the story of William, a 14-year old boy from Malawi who had to drop out of school because is family was literally starving to death. They could no longer pay for his education, so he used the library to try to educate himself. From reading physics and "green" energy books, he got the idea of improving his family's way of life by building a windmill and generating electricity for his home. Using the images and diagrams from a book on wind energy (he was not able to read English very well at the time), he built his own windmill from old car, tractor and bicycle parts and provided electricity for his home. Soon, people from all over came to his house to charge their cell phones. Not long after this, he built another windmill to pump water to irrigate his family's crops.
- I transition to the next point by telling the students that William solved his problem by using the resources available to him to create a solution to his problem. This took several attempts, and you can see how he improved his design from the first windmill to the second. In the same way, teachers need to provide opportunities for their students to solve problems using their available resources. Since there is no single right answer, students must be evaluated using different criteria.
- I then talked about a new set of resources that students have access to. We talk for a minute about how everything they use now was first designed in a virtual 3D environment before it became a physical object we can use. I took a minute to show them ModelMaker, a simple tool for creating 3D shapes from 2D cut-outs.
- I then explained the challenge, which was create a windmill that was able to lift a bucket of tootsie rolls. They would construct their windmill using card stock, a pencil and masking tape, and they would design their bucket using ModelMaker. The group able to lift the most tootsie rolls would win the challenge, the prize for which was getting to eat as many tootsie rolls as they wanted.
Here are some pictures of the activity ...
In summary, this activity was a vast improvement over the previous activity. The preservice teachers were able to see for themselves how their design choices affected the way their windmill functioned. Some groups created a "cute" windmill that would not spin, while others created an aesthetically bland windmill that performed wonderfully. Some groups put more focus on the size of their container than they did on the design of their windmill, and one group created a wonderful windmill but their bucket too small. Had the bucket been bigger, they were convinced it could have carried the most tootsie rolls. For some of them, the fact that they created a machine that actually worked was very rewarding in itself. I will do some follow up with my own students to document their reactions, but my impression was that this was effective and worthwhile. And in the spirit of engineering and the design process, there was room for improvement.
Inspiration is for amateurs
This time of year, when there so much to do, I find it hard to get motivated to do some of the things (e.g., grading) that I don't want to do. This morning as I was driving to work, I was reminded of an interview I once saw with Chuck Close, a professional artist. He has these words for anyone who is emerging with their profession:
The advice I like to give young artists, or really anybody who’ll listen to me, is not to wait around for inspiration. Inspiration is for amateurs; the rest of us just show up and get to work. If you wait around for the clouds to part and a bolt of lightning to strike you in the brain, you are not going to make an awful lot of work. All the best ideas come out of the process; they come out of the work itself. Things occur to you. If you’re sitting around trying to dream up a great art idea, you can sit there a long time before anything happens. But if you just get to work, something will occur to you and something else will occur to you and something else that you reject will push you in another direction. Inspiration is absolutely unnecessary and somehow deceptive. You feel like you need this great idea before you can get down to work, and I find that’s almost never the case.
This is a popular quotation, and for good reason. If I treat motivation (inspiration) like it is something that I must have before I can do anything meaningful or productive, I will end up wasting a lot of time. I have experienced this first hand recently with my writing, where I have been much more systematic about chipping away at manuscripts than I have in the past. There have actually been studies about this, and they show that writers who set aside smaller chunks of time each day for writing actually get more done that writers who set aside larger chunks on a couple of days or who set aside a whole day. This seems counter-intuitive, but having squandered many a "writing day," I guess it wouldn't hurt to try it. After I get this figured out, the question will shift to, how do I get my students to adopt this philosophy?
Implementing Digital Fabrication
As I mentioned in my last post, there are a lot of aspects of digital fabrication that I really like. Students being able to design, create, evaluate, re-design and re-create objects that they conceptualized on the computer. Students being able to physically hold something they designed in a virtual environment. There are many elements of this kind of teaching that represent many of the hopes people have had for infusing technology into teaching and learning: direct application, real-world importance, creativity, etc.
Until recently, most of my experience designing and fabricating objects had been done in my office on my one machine that is connected to my computer. There was no waiting for other people, no transferring files from one computer to another, no having to think about how and where to save files so I could resume my work at a later time. In the back of my mind I knew that the experience I had fabricating objects would be much different than the whole-class experience my students would have, and there were several technical aspects of this process I had not anticipated until I released it into the wild with my students.
I had some ground rules for myself when deciding how to introduce this activity:
- I wanted to give the class 1-2 authentic tasks to do. I did not just want to just have the students using the software for the sake of using the software. That has never turned out favorably for me.
- I wanted them to be able to finish in one week. That means one class meeting for one section and two for another.
- I wanted them to have fun and like what they are doing. This all gets back to my belief (and that of many other people) that one way to change attitudes toward technology is to provide people with engaging, meaningful and yes, fun activities that include technology. People, teachers in particular, tend to abandon technology because they have had bad experiences with it.
So, I set out to design an activity that met these criteria. I had the students complete these activities and submit their work when they were done. The first activity was used to introduce the software (no printing or cutting involved), and the second activity was for application. Overall, my students were very gracious and rolled with the punches. They seemed to like the second activity more than the first (Really!?!), and though I have no data to support my claims, I truly believe they understand digital fabrication more than they did after reading an article and watching a video. Here are my reflections (both technical, pedagogical and philosophical) from the experience.
- You have to print from the same computer you will use to cut the shape. If you print from a computer that does not have a Silhouette connected to it, the software will put the wrong orienting marks on the paper and it will be useless for cutting ... unless you want to cut it by hand.
- The trial version of the software does not let you save your work. You must have a licensed version to save a project on one computer and open it on another.
- The printing and cutting step of this process is a bottleneck. I have 24 students in each class. They worked in groups of 3, and I brought 2 fabricators to the lab. Under ideal conditions, everything went pretty smoothly. As soon as there was a hitch, and there were a couple, the line got a little backed up.
- The more fabricators you have, the better. However, the trade-off is that the more fabricators you have, the noisier your classroom will be.
- I received a couple different versions of this comment, "I have a hard time envisioning myself doing this activity with my class." It's hard to situate an activity within an instructional context AND create obvious connections to other instructional contexts. When you give preservice teachers a task, they tend to focus on the task. A seasoned teacher may do a better job of seeing those connections because she will have more applied experience than a novice teacher. In other words, I could have done a better job of facilitating what Salomon and Perkins call high-road transfer. I think requires some application and reflection, which we didn't really do.
- Related to the previous observation, there needs to be more emphasis on creativity in teacher education programs. Rather than being a thing a person either has or doesn't have, I think of creativity more like a muscle that needs to be exercised in order to grow and stay healthy. The older I have gotten, the more purposeful I have become in my creative pursuits. As for my role in the creative development of my students, I think the best way to do this is for them to create a digital fabrication activity in their preferred content area. It's one thing to be able to do my activity. It's an entirely different level of creativity to be able to create a learning activity for a group of children. I may do this at some point.
Overall, I would say this was a good activity for my first attempt at a new concept and new technology. I have a completely different vision for how this will look the next time I do it, which is evidence of learning on my part.
Teaching virtual design in a physical world

I first became familiar with the term "digital fabrication" when I was finishing up my dissertation at the University of Virginia. My advisor, Glen Bull, came into my office one day and asked me to watch a demo with a machine he had recently found. I watched with fascination as he created a 3-D model on the computer, printed it as a 2-D net, cut it out in seconds on the CraftROBO machine and folded it into an exact replica of the model on the screen. This was amazing on several fronts:
- It took a matter of minutes to do what would have taken me a whole math lesson (or more) to do with my 4th grade students
- The fold lines were clean and perforated. The physical object actually looked like the model on the screen. For students who have been spoon fed high-quality media since birth, that makes a difference.
- The design was separate from the actual object, which means I could go back to the computer model and make alterations/corrections, then print another one.
That final point is, in my opinion, significant. Let me explain this by making a comparison to the writing process. For children, the act of writing something by hand is laborious. It's labor-intensive to me, and I've been doing it for 35 years. So, when children write something on paper, they want that to be the first and final copy of that particular piece of writing. It's not that they don't like proofreading, editing and revising, but every change they make means another word, sentence, paragraph or page they will have to rewrite. Writing, in addition to being cognitively demanding, is physically demanding on a child's fine-motor skills. Perhaps Malcolm Gladwell is right, that the best people in a certain field aren't always the most naturally gifted, but those in the right place at the right time with the opportunity to perfect their skills. Maybe the best writers in school are those that don't get burned out from the physical act of writing.
The same is true when students are creating things in the classroom. I used to have my students cut out nets from graph paper and fold those shapes into 3-dimensional objects. After spending more than one math lesson to do this, we could finally get to the learning. This is not considered efficient in the business or medical world, yet in education we just kind of shrug it off and learn to deal with it. And what happened if a student's shape was not exactly symmetrical or was missing a side? Well, they got to be the kid with the lopsided shape. What if I wanted to demonstrate how changing the dimensions of the shape could conserve volume but change surface area? I guess I could have the students cut out a new shape, but there goes another 15-20 minutes. The fact that the media students used to design the object also became the object used to teach the concept was problematic.
This is not as much of a problem when the students design their model on the computer because they can manipulate it without having to physically create another shape. And for all those Piaget and Montessori fans out there, the end result is still a physical object that students can touch and compare. Students learn the basic foundations of rapid prototyping and iterative design, two principals and practices that pretty much define research and development. This is a far cry from the current model of "one and done" projects in schools today.
Below is a video created by the folks in the Curry School of Education at the University of Virginia who are starting to explore how digital fabrication can be applied in schools to enhance student learning.
I will follow up in a couple of days and explain how I took this concept and turned it into a learning activity for my preservice teachers.
Students and informal learning
I had the opportunity a couple of years ago to contribute to an ISTE book, Teaching with Digital Video, an effort put together by Glen Bull and Lynn Bell. One of the chapters I helped write discussed student-created video in informal learning environments. The premise of this chapter is that rich, deep learning can (and do) take place in settings other than school and without a teacher's direction. I was able to provide a few examples of such learning in the chapter.
Along these lines, I have been working with a News Media club at a private K-8 school, and one of the things the students wanted to learn was how to edit video and use a green screen. The school just happened to have recently invested in a green screen and video editing software, so the conditions were perfect for trying out the new equipment.
Because this is a club, rather than a core class, combined with the fact that the students are all new to video editing, I decided to start with something small and simple, which in this case was Charades. I told the students which scenario to act out, and we filmed them performing in front of the green screen. After each student had a chance to participate (twice!), we went to the computer lab and did some simple editing. You can click on the link below to see the result of our efforts, a simple 1-minute video:
The thing that excites me about this experience is not the technology, but the students' response to the activity. I had students stopping me in the hall later that day asking me when we were going to use the green screen again. I could tell their ideas and creativity were flowing. Green screen is cool, but students who are excited about being creative and taking ownership of their own learning is even cooler.
It’s the pedagogy, teacher.
This was a phrase that got tossed into our conversations from time to time in grad school. It's a silly play on the famous phrase from the 1992 Presidential election. When you spend the majority of your time talking and working with other Instructional Technology doc students, it's easy to get sucked into the technology black hole of creating and tweaking new technology tools for teachers and students. There is definitely a time and place for new innovations, but sometimes the most appropriate solution to an educational problem lies in an innovative use of an existing tool. Almost every one of our conversations came down to this point: It's not the tool so much as what you (the teacher and/or students) do with the tool. Along these lines, the concept of repurposing resonates with me.
Anyway, I read a post today by Dan Meyer that reminded me once again that technology is really only as good as the teacher who is using it. I won't recap the entire post, but the conversation just goes to show that a teacher can find ways to make a very long video of water being poured into a tank engaging to the students. This also reminds me of the Clark and Kozma debate, though the conversation highlighted on Meyer's blog is much less about the technology and more about how teachers use media and their students' responses to it.
The take-away message for me? Don't underestimate the art of creative and innovative teaching.
The Powerlessness of Some Stories
I am still thinking about stories, memory and learning. As I wrote earlier, with a quick scan down the list of former students I can recall the digital story each one of them created for my class. I have had former students tell me the same thing. They can remember the stories created by their classmates, recalling some of the most amazing details. When I read the names of my students, I could hear their voices, see the images in my head, remember the anecdotes they shared, and in some cases, associate the music they included as part of their projects.
This made me think of another project I was involved in while I was teaching these undergraduate classes. I spent the better part of two years of my life working with teachers and helping they and their students create short historical documentaries by mashing up archival material and user-generated content. The movies ranged from the Harlem Renaissance to the Great Migration, to the causes and effects of the Civil War. I worked with about a half-dozen teachers and approximately 150 students. I didn't spend as much time in those classrooms as I did with my preservice teachers, but I did spend enough time with them that when I scan the list of students from each class I can place a face with the name. Over the course of 3 very intense projects, I helped them make about 150 movies, give or take a few students who missed too much school or didn't use their time wisely.
Oddly, I could remember very little about the movies they created, even though they shared many similarities with the movies created by the preservice teachers. In contrast, I helped over 200 preservice teachers create digital stories over a 4-year span and I can remember every single story. As another contrast, the quality and form of the movies was quite different. This is not meant to be a knock on 6th graders, but undergraduates at the University of Virginia knew a little more about storytelling and expression than the 12-13 year olds I was working with. Here are some of the notable differences in their projects:
| 6th Graders |
Preservice Teachers |
| Chose images from a pool hand-picked by teacher | Took or found their own images |
| Most of the stories used the same images | Every story was completely unique |
| Narrative was an expository essay | Narrative was a story |
| Most of the narratives covered the exact same main points (convergent coverage of the topic) | Narratives were totally unique (divergent coverage of the topic) |
| Stories did not have music | Stories had music |
| Stories reflected what the teacher told them they had to remember | Stories reflected personal learning |
I know this is probably not a complete list, but this is what I was able to come up with after viewing a few of each type of story. Honestly, the 6th grade movies all sounded and looked the same. Yes, the topics were covered in different order, there was slight variation on the images used and the narrative was worded differently, but for the most part they were identical. Kind of like Kevin Costner movies.
This is an interesting topic to me, and I plan on covering it more in the future. I am leaving tomorrow for SITE, and I hope to have some good conversations about digital storytelling and other tech-related teaching strategies.
The Power of Stories
I have recently been reading (and re-reading) some interviews I conducted with former teacher education students at the University of Virginia. The purpose of the interviews was to ask each person, who also happens to be in his or her first year of teaching, which aspects of their educational technology coursework they are using now that they are full-time teachers. The information obtained from these interviews has been fascinating, but what is even more amazing is how much they remember from the Digital Storytelling project we did. Most of these teachers were in different sections of my class and made their digital stories about various (sometimes random) topics. Some of them did creative writing, while others told personal stories. Some of the movies were based on a topic from the school curriculum, while other themes will likely NEVER find their way into a textbook or unit of study.
I always made a big deal about these movies. I would put them all into one, long movie and added my own silly introduction and somewhat sentimental/inspiring conclusion. We brought in food and generally had a lot of fun watching everyone's story. It was always a great way to end the semester.
As I was reading through one of the interview scripts, it dawned on me that I actually remembered the movie made by every participant in my study (n=8). So, as an experiment I went back and looked at every class list from every ed. tech. class I taught at UVa. Sure enough, I could recall what every single person's movie was about, just from reading each name! Stories about fathers who immigrated from other countries, stories of working with special needs students, stories told from a dog's perspective, stories about stuffed animals that wandered away from their class on a field trip and discovered the UVa Grounds in the process. Stories using scanned photographs, stories that were hand-drawn, stories using images from a memorable experience, stories with roommates posing as the characters in the story. I was amazed and was briefly lost in the symphony of stories washing over my memory. I remember pitching digital storytelling as a great activity to engage students in writing, but it's now clear to me that the real power of stories was completely lost on me at the time. People connect, identify, place themselves in, and yes, even remember stories.
Has anyone else experienced this power in their own use of stories in the classroom?
Research and Evidence
From early on in my doctoral studies, I gravitated toward research that had practical implications. I am not suggesting that survey research is not practical, but for the most part it really didn't interest me that much. I was far more interested in studies that measured things that matter to teachers and students: time on task, engagement with the instruction, student artifacts and learning. As a teacher, these were the things that interested me. I had to be sensitive to each student as an individual and the different factors that directly influenced their lives, but I felt more compelled to make my classroom as exciting as possible than I did to try to change their lives at home or their attitudes toward school. This is just where I chose to put my time and energy.
So, when I see research that is really creative, unique or practical, I am suddenly interested. There are two such studies that I find fascinating. The first is a study about the influence of success or failure on perception. This could have easily been done with a research instrument (survey, questionnaire, etc.), but these researchers chose to measure the influence of success or failure (in this case, kicking field goals) by having participants adjust a miniature goal post to the size they thought was to scale after they had just attempted 10 field goals. People who kicked too low routinely adjusted the mini goal post too high; people who kicked wide right or left would judge the distance between the goal posts to be more narrow than they really are. Even more surprising, the more field goals a person made, the wider they adjusted the goal posts. It's fascinating to think that people standing side-by-side, based on their success at kicking field goals, were actually not looking at the same object. I really like this study because it accurately reflects how people might actually perceive objects or experiences with which they have had past success or failure. I used to notice something similar with my students in regard to reading ability. Those who struggled with reading were more likely to perceive words with a lot of letters as harder. I found them skipping past or mumbling long words, even if the words weren't really that hard to read (e.g., doorstop). I have no formal data, just my own experience, to back this up, but based on the findings of the field goal study it makes sense that this phenomenon would apply to other areas of life.
The second study, if one can call it that, is based on a series of VW commercials. The premise is that people will be more likely to do otherwise mundane or bothersome activities if they are made to be fun. You need to watch the videos to see what I am talking about. What I find interesting is the way they measure the influence of "fun" on the desired behavior: the number of people using a recycling bin, number of people using the stairs and the weight of the trash in a garbage can. Each of these outcomes measure exactly what the fun was meant to increase. No surveys or other validated instruments; just an increase in the thing that is meant to be increased.
Of course, student outcomes aren't as tidy as the number of people to use the stairs instead of the escalator in a 24-hour period. Concepts such as "understanding," "effort," and "engagement" are really hard to define, thus, are hard to measure. But there are some things that teachers would like see more of from their students that can be measured: time on task, attention to detail, and higher-order thinking. These two studies have breathed a little life into my interest in student outcomes and classroom-based research. They are innovative, creative and, at least to the people who are interested in perception or increasing civic-minded behavior, relevant. Research should be, if nothing else, relevant.
I can still hear the words of two of my professors ...
Professor A: By the time you leave my class, I want you all to be from Missouri. Why Missouri? Because it's the Show-Me State, and if you make claims based on your research, you need to show me. Your data should show me something.
Professor B: If something exists, then it exists in some amount and can, therefore, be measured.
I didn't realize this at the time, but these have become words to live by.