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Keywords: mechanical thinking, computer, human lives, digital equity, design thinking

Q1. Seymour Papert: Computers for Children (Mind Storms) Reading

Do you agree with Seymour Papert’s idea that computers will change (have changed) the way that humans think eg. Mechanical thinking and think about themselves?

Yes, I agree with this idea. With the rapid development of computer, software, hardware, and artificial intelligence, human thinking are influenced significantly. For example, computer changed human's way of learning. People used to read paper books to learn everything. However, people have access to online learning materials such as video tutorials, PDFs, podcast, etc. People have been more flexible about finding diverse solutions about questions. In 2024, artificial intelligence could easily generate long detailed answers and texture rich images which push people think more creatively about essential concepts and commands for computers other than time-consuming making process. However, a vital new challenge appeared which is being able to concentrate on targeted subject or task surrounded by over-whelming informations and distractions. Mechanical thinking is about clear straightforward steps. To some degree, it helps people to learn essential technical skills faster. Yet, human possesses abstract thinking which relate to life experiences and other unpredictable factors which inspire innovative ideas like Theory of Relativity. Computer does change us but it does not change us all.

Q2. Digital Equity Reading

What do you think Amouzou means when he talks about achieving digital equity is more than just leveling the playing field with digital access that it demands systematic transformation of the playing field? What would that look like? Can you think of an example that utilizes digital technology in art education?

Amouzou's reference to achieving digital equity could mean that simply providing access to digital resources is not enough. It's also about ensuring everyone has the skills and knowledge to use these resources effectively.

A systematic transformation of the playing field might mean the integration of digital technology into all aspects of education, ensuring that all students have equal opportunities to benefit from it.

An example of using digital technology in art education could be a virtual reality (VR) art class. In this class, students can create and explore art in a 3D space using VR headsets. This innovative use of technology not only expands the possibilities of what can be created but also makes art education accessible to students who might not have access to traditional art supplies or in-person classes.

Q3. Watson Design Thinking Reading

What is Design Thinking? What do you think of the model that Watson used?

Watson argues at the end that Design Thinking will not steer art education in the direction of being just in service to industry but will align with the goals of industry in developing a holistic integrated creative person for the betterment of society. What do you think of this argument?

Design Thinking is a problem-solving approach that includes 7 steps which are ask, imagine, design, build, evaluate, refine, and share. Watson's model of Design Thinking in art education, in my opinion, is quite effective. It does not only focus on teaching the students the technical skills but also on developing their creativity, critical thinking, and problem-solving skills.

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