ENGAGING STUDENTS ON INNOVATION

ENGAGING STUDENTS ON INNOVATION
by Trudy Kuehner

Vol. 14, No. 1
February 2009

Trudy  Kuehner  is  associate  director  of  FPRI's  Wachman
Center. This  essay summarizes  the  discussion  on  how  to
engage students in the history of innovation that took place
at  the  Wachman  Center's  two-day  history  institute  for
teachers on  this subject  held October 18-19. The Institute
was hosted by the Ewing Marion Kauffman Foundation in Kansas
City, MO and webcast worldwide. See

http://www.fpri.org/education/innovation/

for videos  and texts of lectures. The History Institute for
Teachers is  co-chaired by  David Eisenhower  and Walter  A.
McDougall.  Core   support  is  provided  by  the  Annenberg
Foundation and  Mr. H.F. Lenfest; funding for the innovation
program is provided by the Ewing Marion Kauffman Foundation.
The next  history weekends  are Teaching  the  Nuclear  Age,
March 28-29,  2009, at  the Atomic  Testing  Museum  in  Las
Vegas, and  America's Wars,  Part II: 1920-present, May 2-3,
at the Cantigny First Division Foundation, Wheaton, IL.


             ENGAGING STUDENTS ON INNOVATION

                     by Trudy Kuehner

Lawrence Husick,  co-director of  the Wachman Center program
on Teaching  the History of Innovation, began the discussion
by noting  that our  K-12 education  system may separate out
far  too   early  students   who  display  an  aptitude  for
math/science from  those more apt in the humanities. We seem
to believe  that people  can do  only one  or the other, not
both. In  order to  foster innovation, we need to maintain a
more balanced  and  interdisciplinary  curriculum  for  much
longer than  we do,  Husick urged.  That means asking all of
our students  to be rigorous in their reasoning, and in some
ways, more  "scientific" about  what they  do in all subject
areas.

One negative  result of  our failure  to demand  careful and
fact-based  reasoning,   he  said,  is  that  it  is  widely
considered acceptable to hold beliefs about our environment,
fuel use,  waste processing,  and  many  other  issues  with
little or  no factual  basis. Another result of our academic
separation between  the sciences and humanities is reflected
in the  oft-heard statements that we're not producing enough
graduates in  science, math, and engineering. But that's the
wrong focus.  What we've  failed to  produce is  innovators.
Innovators are  special people,  but everyone has the innate
capacity to  innovate. It  just requires understanding a few
things about  how the  world works,  about  the  process  of
innovation, and  in particular,  that in  order to innovate,
you must take risks.

How, then,  to teach the process and benefits of innovation?
First, Husick  observed, innovations  of  all  kinds  engage
young minds.  Our students  are, and want to be, innovative,
but our  educational system  discourages them.  We teach the
accepted and  conventional lessons,  facts and  methods, and
disincentivize students  from diverging from this narrow and
efficient path.

Husick  remarked   that  students   have  no   fear  of  new
technology. They  don't worry  about breaking  an  expensive
computer -- they know it can be fixed and that it's not hard
to fix  (unless you  drop it hard, or drench it in your soft
drink!). In the 1950s and 60s, young men played with souped-
up cars.  Now young  people soup up their computers. (Husick
noted that  our kids  run 20  or more  programs at a time of
their computers.  It's not  attention deficit disorder; they
are gathering  information, and  interacting with each other
in ways  that are unfamiliar to their parents and teachers.)
They view  it as  a game,  and in so doing, they innovate by
attempting to  break the  rules. Game  designers now  design
games with rules that are intended to be broken. Video games
have built-in  "cheats." You try to discover what the cheats
are by  talking to  other players. In so doing, students are
discovering the inner workings of the machine, to "hack" the
system because  it feels  good to  know something  the  next
person doesn't.

Innovators must  fail, Husick emphasized. It is an essential
way  to   learn.  Almost  all  our  hero  innovators  failed
miserably multiple  times. Being  an overnight success as an
innovator means  you  put  in  fifteen  years  when  no  one
recognized you  for what  you were attempting to do. We must
teach our children and almost as importantly, their parents,
to accept  failure. They must not only tolerate failure, but
celebrate it.  We must  make it  possible  for  a  student's
project to  fail, without  causing the  student  herself  to
fail.

So, can  we give  students environments  in which failure is
anticipated?  A   learning  environment   with  the   mental
equivalent of  athletes' mats  on the  floor? Contests  like
Olympiad  of  the  Mind  or  Science  Fair  provide  a  safe
environment  and   some  safety   constraints.  Husick  also
recommended four more:

1. Problem-solving exercises. We can ask students to solve a
problem we  give them,  but in an unconventional manner. The
assignment should  be interesting  to students  but  with  a
highly constrained  definition.  The  value  of  innovators'
education is  that it  serves as a sieve that allows them to
focus on a particular problem and get down deep to the truth
of it. This process obviously takes too long to be done in a
class setting, so we limit the scope of the problem and make
it appropriate to the students.

Once the  puzzle has  been defined, brainstorming is a skill
we can  teach our  students that  has great value. The rules
are  simple.   Just  throw   out  ideas  for  solutions  and
approaches. The  most difficult  part for  students is  that
they  may   not  judge   during  this  process--no  negative
comments! Put  all the  ideas on  the board,  no matter  how
silly they may sound.

Then comes  the rank-and-select  criticism. Ask each student
to write down his or her top 3-5 solutions. Then go home and
collate all of those, put the top ones on the board in order
at the  start of  the next  class, and identify the best two
solutions. Then  build, or  if actual  construction  exceeds
available time  and physical  resources, describe  and draw,
the solutions,  and have students present the solutions in a
slide format.

The final step is demonstration. Silicon Valley's culture is
"demo or  die," Husick  noted.  At  Apple,  every  potential
feature of  a product  is built  two ways  by two  different
teams, who  play at the secrecy between them. Each one wants
to get their version of the solution into the final product.

Teacher comments  included that  after the demo, there needs
to be  a reflective  process so  students may further refine
what they've  done, identify  pitfalls, and  streamline  the
process. Another  teacher observed  that solving one problem
usually creates  others.  Accordingly,  students  should  be
asked to  identify new  problems that  might be  created  by
their solutions, to help them learn to anticipate unintended
consequences.

The  importance   of  providing  students  opportunities  to
showcase their  work to  adults and the community was noted,
if time  is available  for that.  (Sometimes teachers  might
prefer having  students solve  a "toy"  problem that  can be
looked at  in  one  class  period,  in  order  to  focus  on
process.) It  was observed that this whole matter may really
be about the teaching of creativity.

It was  agreed that students should be asked to identify who
the stakeholders  are in  their project.  For instance,  for
large-scale projects, there must be buy-in from the parents,
community, and  administration. Students should learn how to
"sell" whatever  their solution  is, in  order to get buy-in
from others  - in  the "real  world"  these  are  superiors,
venture capitalists, consumers, and the market.

Concerning teaching  creativity, we  want  to  avoid  people
saying either,  "I don't need to be taught that" or "I'm not
creative, so don't bother." Rather, try to see innovation as
scratching an  itch. The  difference between  inventors  and
others is  simple. We  all invent  things, but  an  inventor
writes it  down and  pursues it  to see  if it's  been  done
before, how  it  may  be  changed.  Perhaps  the  idea  goes
nowhere, or  maybe it results in a patent. The rest of us do
nothing and  then see same thing at Target or WalMart in six
months.

Conference speaker Peter Watson noted that the psychological
evidence suggests that groups are actually more conservative
than individuals,  and  wondered  if  maybe  group  projects
simply identify  the  leaders.  Husick  agreed  that  "group
think"--the tendency  not to  say things outside the group's
norm-does exist.  The exercises can be done with individuals
as efficiently as with the class as a whole. For groups, toy
situations tend  to work  best because  group members  don't
think that the stakes are very high.

One teacher noted that our educational system tends to group
students so that the "gifted" get to do innovation projects,
and it  was agreed that really, these projects should be for
all students.  This mirrors  the problem  of our  separating
students by science/humanities too early.

2.  Biographical   narrative.  Second,   Husick  noted  that
biography  is  a  great  way  to  teach  innovation  because
students learn  best  through  narrative.  Biography  allows
students to explore what makes innovators different. What do
they do?  How do they view the world, approach problems, and
choose problems?

Understanding a narrative thread about innovation is one way
for students  to learn  this history.  We tend to focus on a
few heroes,  and then  only on  the myths about them, having
students study  Thomas Edison as the "Wizard of Menlo Park."
What we  know about him is actually different from what most
of the  biographies say.  The Wizard  of  Menlo  Park  is  a
fictional invention,  given to  the world by Edison, who was
as innovative  in creating  his own  image as  in everything
else he  created. Edison  built a  factory  for  innovating,
hired lots  of people,  and drove  them hard.  Edison always
took  credit   for  everything,   and  was   ruthless  about
protecting his businesses once they got started, as with his
motion picture cartel. But he also had the ability to choose
important  problems.  He  once  remarked,  "I  never  invent
anything that  people don't want to buy." (Though Henry Ford
observed, "If  I had  asked people what they wanted before I
brought out  my product,  they would have asked for a faster
horse.")

You can  use projects  that focus  on real  stories of  real
innovators. Pick  a known  one or  one who lives or works in
your area  (the patent  office website  is a good source for
this, www.uspto.gov,  which website  includes  an  Inventors
Hall of  Fame.) Students can research, interview, and invite
inventors to  speak. They  can learn the innovators' stories
of problem-selection, alternative weighing, and failure, and
ask about their processes and the obstacles they faced.

Conference  speaker   Prof.  Walter   McDougall  added  that
students can  be asked  to think  about kinds  of innovation
other   than    technology-e.g.,   in    institutions    and
philosophical or psychological approaches to life.

Wachman Center  Senior Fellow  Prof. Paul Dickler encouraged
teachers to  teach disruptive  vs.  sustaining  innovations.
Disruptive innovation  theory has  been extensively  written
about by  Prof. Clay Christenson of Harvard Business School,
Husick noted.  This theory  classifies innovation  into  two
categories:  Disruptive,   which  seemingly   comes  out  of
nowhere, is  given no credit by the people who know what the
"right" things  are, but  overtakes  the  market  leader  to
become new  standard. By  contrast,  sustaining  innovations
make  a  product/service/system  better  incrementally.  One
clearly  disruptive  technology  of  our  lifetime  was  the
personal computer,  which was  derided as  a useless  toy by
computer manufacturers but is now the standard.

3. The  Rube Goldberg  contest. Goldberg was a cartoonist, a
"hypothetical inventor"  who invented  strange and different
ways of  doing common  tasks that  were illustrated  in  his
drawings. E.g.,  to empty a bucket of water, one might mount
a boot  on a  wagon wheel  and have  that boot turn with the
wheel and  kick the  bucket over at the end of a long series
of other  events. A search for "Rube Goldberg" on sites like
YouTube will  produce videos  of  fantastically  complicated
machines doing simple things. Students, like Goldberg, don't
have to  build such  devices (although  that's lots  of fun,
too), they  can just  draw them and come up with new ways to
do common tasks.

4. Consider  and rank  order important innovations (see e.g.
From Stone  to Silicon:  A Brief Survey of Innovation (FPRI,
Oct. 2008,  at www.fpri.org). While "Stone to Silicon" takes
the broad  view (all  innovations, over  all time), students
may  do   better  with   more  constrained  parameters.  For
instance,  ask  them  to  research  and  list:  the  top  10
innovations in  transportation; the  top 10  in  the  United
States since 1945; the top 5 during their lifetimes; the top
5 in  the industrial  revolution; or  the top 10 in military
technology. The number, era and subject are not particularly
important. What is important is that there are clear metrics
for ranking  the  innovations,  and  that  students  develop
reasoned arguments  for their  own versions  of  the  lists.
These projects  are ideally  suited for small group work, so
having five students responsible for a list of 5 innovations
gives each  an investment in one candidate for the top spot,
and naturally  leads to  discussion  and  competition.  Give
several groups different areas of innovation during the same
era, and  then have  a competition to merge all of the lists
into a  larger list leads to lively disagreement and a great
deal of learning.


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