Lab

Bryan Sanders's Lab


About the lab

With the power of coffee, avocados, and soup, this lab is working towards the creation of a new learning theory for digital learning environments. The working premise is simply that current trends and history of techno-Constructivism have not yet brought the promised 'classroom of the future' to fruition nor have they adequately included marginalized voices of underrepresented students. Reaching back into the work of John Dewey, this lab is working to reimagine his instructions in light of modern technology while also adding Critical Theory sensitivities and sensibilities to a techno-Constructivist approach.

Featured research (11)

A vision for the student-centered, multidisciplinary, future-looking, human and machine-blended classroom without boundaries or examinations. This optimistic vision builds on the concepts of innovative schools that embrace making and doing in collaboration, and it emphasizes leveraging data and technology for student learning.
This chapter provides a glimpse of the author's life as an elementary school student in the 1980s when Logo and Apple ][ entered the scene.
This article examines the integration of artificial intelligence (AI), notably OpenAI's ChatGPT, into the classroom and emphasizes engagement in a critical thinking model. It provides educators with practical guidance, including sample prompts, to begin working with AI. The article acknowledges valid concerns about AI misuse and invites educators to seize this opportunity to navigate the complexities. The article addresses AI's transformative potential as a tool to augment traditional teaching methods, stimulate collaborative learning, and meet the present moment to best serve students.
ACCEPTED PROPOSAL for October 2023 AECT International Convention -- Logo is the only computer programming language and learning environment specifically created for children. Since its inception in 1967, Logo and the theory of Logo have had the potential to shift student learning experiences to constructionism, but this has not been fully realized. Institutional changes more often marginalize student voices and are tied to college admissions, textbook authoring, and standardized testing. Let’s revisit where Logo comes from and recommit to using it to transform the classroom.
Teachers read Dewey, Montessori, Piaget, Bruner, and Vygotsky, and we know that play is the work of children. Even so, it can feel hard to trust that real learning occurs during play. Given the chance, our students will invent and inquire all day long. They have no shortage of ideas. We do, however, have a shortage of minutes in school to dedicate to play. When we find those minutes and follow our students' natural tendencies to play together in Minecraft: Education Edition, the experience is reliably successful.

Lab head

Bryan P. Sanders
Department
  • School of Education
About Bryan P. Sanders
  • Always researching and practicing the intersections of critical theory, computers, computing, digital learning environments, and constructionism. Obsessed with the work of Seymour Papert and John Dewey.

Members (3)

Philip E. Molebash
  • Loyola Marymount University
Ernesto Colin
  • Loyola Marymount University
Elizabeth Reilly
  • California State University, Channel Islands