Curiosity Advanced Research Projects Agenda *


CARPA @ Curiosity Shoppe

'Exploring Breakthrough Technologies & Capabilities for World Curiosity'


* with a wink at the Defense Advanced Research Projects Agency (DARPA)

A 'Blended' & 'Personalized' Learning Pathfinder

for students, teachers, parents, designers, and collectors

to support human development & lifelong learning using various forms of playful inquiry:

mechanical/logic/math puzzles * abstract & other serious games * recreational math * maker culture * citizen science



(under construction -- 15% complete)

Why Create a Curiosity Shoppe & CARPA?

I am Bob Nordling, founder of the Curiosity Shoppe @ Glasgow Middle School. The 'Shoppe' has emerged from a multi-decade fascination with the learning potential of the entire spectrum of playful inquiry. This journey began with 'abstract' and 'strategy' board games beginning in the 1970's, adding 'digital' games (computer, game console, MMOs - massive multi-player online) in the 1980's & 90's , and returning to a hybrid of 'analog' & 'digital' inquiry in the form of hands-on multi-disciplinary exploration of science, technology, and engineering (Hacker culture, Maker culture, Citizen Science). Most recently this journey has come full circle in a return to 'recreational math', an exploration of the 'analog' mechanical puzzles & abstract games of the past 5000 years -- this time around focused on the math & logic embedded within them.

This journey presented itself while pursuing careers & community service as a non-profit leader, software publisher, network engineer, high school teacher, IT industry certification trainer, and most recently a K-12 instructional technology specialist. Along the way I have benefitted from the insights of learned & innovative fellow travelers (see Learning Communities and Bibliographies).

The "Curiosity Advanced Research Projects Agenda" (CARPA) is an attempt to gather the discoveries from this four-decade journey (of learning from & about playful inquiry) to provide specialized yet interconnected pathways (puzzles, games, tinkering) for lifelong human development. CARPA will be under perennial revision, however, the foundation will be laid throughout the Spring & Summer of 2019, connecting to an ever growing collection of resources appearing on the Curiosity Shoppe public website. If you cannot quite yet see the 'method behind the eccentricity', please check back in a few months.

In summary, a claim is being made that education is lifelong, starting with evolutionary instinct and 'trial & error', developing through critical thinking that is founded upon emerging executive functions, and culminating in the expert use of design cycles of the age-old professions to advance knowledge & create things. Inquiry-based learning in all its forms and throughout life is therapeutic, providing 'natural supplements' to promote growth & prevent decline of the mental faculties. This is ever so important in the lives of K-12 age children since opportunities for reality-driven inquiry-based learning have been crowded out of everyday life by artificially-driven 'compliance-based' schooling as well as by repetitive, effortless dopamine-rewarded, screen-addictive behaviors (social media, gaming, viral media) of digital culture.

Bob Nordling, March 2019, Alexandria VA (USA)

What is 'Blended' & 'Personalized' Learning?


CARPA also serves as a model of 'blended' and 'personalized' learning. This means that learning can take place in both physical & virtual locations, face-to-face & online, during specific days/times or anytime throughout the day/week/year. In the case of the Curiosity Shoppe, students & teachers can further their learning in a physical room during and after the school day. However, visiting students, teachers, parents, academics, collectors, and designers can further their learning any time and from any place through videos, podcasts, online interactive puzzles & games, e-books & articles, etc. Inquirers can pursue the path that most interests them and at a pace and a depth they themselves set. I have included some links below for teachers & parents wishing to explore the topics of 'blended' and 'personalized' learning more fully.

Blended Learning is a model of learning that utilizes traditional face-to-face instructional strategies (lecture, discussion, puzzles, games, debate) as well as online/digital instructional approaches (videos, podcasts, blogs, video-conferencing, threaded discussion groups, twitter, simulations, interactive games/puzzles, virtual worlds). see Sota, M. (2017). 'Variation in Time, Pace, and Place'. see blendedlearning.org


Blended Learning supports Personalized Learning in which the learner has the flexibility to select their own path, pacing, and place where mastery develops. see the Center of Innovation and Learning


Personalized Learning permits the learner to selectively use & further develop human potentials (e.g., logical-mathematical, interpersonal, spatial, bodily-kinesthetic, linguistic) to reach learning goals. These human potentials are also known in educational circles as Multiple Intelligences. see Gardner, H. (1983). Frames of Mind.


Federal Compliance or the Reality-Driven Pursuit of Greater Complexity

THE BARRIERS for introducing inquiry-based learning into the contemporary US public school classroom or at home are numerous and sometimes intimidating. The entire pedagogical industrial complex (online testing & textbook companies, school boards, administrators, and teachers) adopt by default the technologies, routines, and habits that most efficiently, reliably, and economically 'achieve' federal compliance metrics . These compliance metrics which are political/ideological in nature and which address the well being of groups rather than individuals always conflict (more or less) with reality-based best practices for human development discovered by academic research and the design-based practice of the age-old professions.

Those working for compliance-based educational systems put their own and their students' success within such a system 'at risk' if they do not adopt the series of lesson plans, the pacing, and the series of standardized computer-scored assessments that will allow the greatest number of students (especially students within profiled demographic groups) to recognize or arrive at answers matching a computer algorithm. So like hedge fund managers, end of fiscal (academic) year gains are the bottom line and take precedence over longer term strategies to promote the human development of a student. Therefore inquiry-based learning in all its variations is more or less risky for compliance-centered institutions since developing student self-regulation & resilience through maturation of self-reflection, understanding, and application are outside the scope (in most cases) of state/federal compliance assessment. Also inquiry-based learning cannot be uniformly paced when a wide variety of disparities are found within a school's student population (prior academic preparedness, prior effort-attained habits, language fluency, economic advantages, individual & cultural interest, natural developmental differences).

The entire spectrum of inquiry-base learning strategies address the 'cognitive divide' (maturation in executive functions, critical thinking, and design/expertise skills) that is frequently widened within K-12 public education by political/ideological EQUITY metrics. This is why parents, educators, academics, inventors, and designers, have a stake in promoting inquiry-based learning wherever and whenever (elective courses, after-school programs, community Makerspaces, home-based activities) and from as early an age as possible.

Many claims are made by vendors selling to K-12 institutions, teachers, and parents that their product promote executive functions, critical thinking, a growth mindset, multiple intelligences, and a legion of other benefits for human development. Such vendors are usually not ‘snake oil’ salesmen and there is some basis for their claims. However it would be useful to have some guiding questions & criteria with which to interrogate a product or activity to provide greater clarity of which human potentials are being targeted for growth and to what degree a product or activity sustains the pursuit of greater complexity.

Below is a first draft of a framework/rubric to support those associated with the Curiosity Shoppe @Glasgow Middle School (student curators, teachers) when collaborating on written/video reviews of K-12 inquiry-based learning resources (puzzles, games, gadgets, books, lesson plans).

Hopefully, as the document progresses in comprehensiveness & clarity, it will become useful for teachers & product designers alike to create engaging growth experiences for lifelong learners.

Mechanical Puzzles

Introduction to a Path of Inquiry

Metagrobology is the study & solving of the mechanical puzzles that ingenious humans have developed over many centuries. The beginner will find it helpful to become familiar with at least the outline of the Slocum Classification system early in their journey. The Slocum system is a taxonomy used by researchers, collectors, and solvers to organize & discuss in a systematic fashion past, present, and future puzzles. Perhaps the best way to gain familiarity with this system is by exploring Rob's Puzzle Page , a private annotated museum/collection maintained by Rob Stegmann. The vast majority of mechanical puzzles fit in Slocum's first five puzzle classes: 1. Put-Together, 2. Take-Apart, 3. Interlocking Solid, 4. Disentanglement, 5. Sequential Movement. Many students & adults have at least tried to solve a puzzle in each of these categories, likely not realizing that articles & books have been written about their underlying mathematics & logic.

A wealth of information can also be gathered from several excellent 'mechanical puzzle' reference books which Rob Stegmann refers to as the 'Core Curriculum'. Here is an index to for those 'Core Curriculum' books. Some of these books may be out of print but they can still be obtained from 'used book' sellers like Amazon.com at reasonable prices.

Stewart Coffin (2007). Geometric Puzzle Design.
Jerry Slocum, & Jack Botermans (1987). Puzzles Old and New.
Jerry Slocum, & Jack Botermans (1992). New Book of Puzzles.
Jerry Slocum, & Jack Botermans (1994). The Book of Ingenius and Diabolical Puzzles.
Pieter van Delft, & Jack Botermans (1978). Creative Puzzles of the World.

As the puzzle-based learner explores the mechanical puzzle path of inquiry, it will become obvious that the collecting, solving, and researching of mechanical puzzles can become a lifelong interdisciplinary fascination since there are over 50,000 documented mechanical puzzles stretching back to ancient times to explore. The Slocum Puzzle Collection at the Lilly Library (Indiana University, Bloomington) hosts over 30,000 mechanical puzzles and 4,000 related books and is another essential online source of information.


Most puzzles have been invented during the past 200 years -- frequently by practicing mathematicians, computer scientists, engineers, and master crafters (woodworkers, metalworkers, locksmiths). Although some puzzles are duplicates or close derivatives of previous puzzles, the number of unique problem-solving experiences has greater depth & breadth than can be experienced in a lifetime. There is even one puzzle, 'The Generation Lock' by Jean Claude Constantin, that requires so many moves to solve that it is intended to be handed down from generation to generation.

The past three decades have been a Golden Age of innovation for puzzle inventors which has gained impetus most recently by advances in low cost additive (3D Printing) and subtractive (CNC Milling, laser cutting ) technologies as well as new techniques developed by traditional craftsman/machinists. Also, during the last decade, mechanical puzzles have entered popular culture in the form of Escape Rooms which integrate puzzles into theatrical sets with actors, lighting, and sound to create one-hour immersive, collaborative 'progressive discovery' puzzles.

The past three decades have also seen the rising popularity of 'logic & math puzzle' books spawned by the worldwide mania for Sudoku begun by the Nikoli publishing company in 1980. The past thirty years have also coincided with the golden age of design & research on abstract/combinatorial (pure logic/math) games which from one perspective are multiplayer interactive puzzles. These are topics for separate sections of CARPA which will be released throughout 2019. However, one thing this family of 'mechanical puzzles', 'pencil & paper puzzles', and 'games' share in common is the rise of interest in their role in human development from childhood (K-12 education) through old age (the preservation of mental faculties & lifelong experiential gains).

Restak, R., & Kim, S. (2011). The playful brain: The surprising science of how puzzles improve your mind.

Metagrobologists seek opportunities to test their problem-solving powers against the ingenuity of worthy foes (puzzle designers) They realize that once one is shown a puzzles solution, the puzzle is tamed and the opportunity for mind-expanding struggle and 'Aha!' moments are gone or greatly diminished forever. It should be obvious blurting out hints & solutions for a puzzle that someone is working on is a major breach of etiquette. Likewise, blog and video reviews that include 'spoilers' are in general frowned upon.

On the other hand, there are hundreds of unattainable one-of-a-kind & limited edition puzzles originally available only through private mailing lists, auctions, or souvenir exchanges at the International Puzzle Party. There are also many puzzles that are no longer in production which may not be re-released in the near future. In such circumstances, reviews with step-by-step solutions serve a purpose by allowing enthusiasts to vicariously take delight in and grow through second-hand knowledge from such puzzles. The best of these reviewers 'make learning visible' by providing a narration of what is going through their minds as they try different strategies and experience both 'epic fail' and 'Aha!' moments.

Chris Ramsay: Magic/PuzzlesYouTube Channel2.4 million subscribers 2011-Present
Mr. Puzzle
YouTube Channel640K subscribers2016-Present
FLEB
YouTube Channel130K subscribers2016-Present

Metagrobologists monitor the blogs created by experienced collectors & designers for reports on recently released puzzles, limited edition puzzles, and various puzzle parties & conferences held around the world. Here are some of the more active blogs:


Casse-tete by Guy Brette (France)

Gabriel Fernandes' Puzzle Collection (Portugal)

Jerry's Mechanical Puzzle & Brain Teaser Collection (Singapore)

PuzzleMad by Kevin Sadler (US)

Puzzling Times by Allard Walker (UK)

Puzzling in Wonderlands by Niko Nicolas

Metagrobologists monitor the websites of the 'superstores' which sell mechanical puzzles from a wide variety of designers & manufacturers:

Brilliant Puzzles (US)

Eureka! (US)

Hendrik Haak's Puzzle Shop (Germany)

Logicagiochi (Italy)

Mr. Puzzle (Australia)

PuzzleMaster (Canada) -- world's leading puzzle vendor

Sloyd's (Finland)

Metagrobologists also monitor the websites of individual manufacturers and groups of designers which sell mechanical puzzles:

For a more comprehensive list of sources for 'mechanical puzzles', see the Vendors & Designers listing which is hosted at the Curiosity Shoppe website.

The progressing Metagrobologist will follow the results of the annual Nob Yoshigahara Puzzle Design Competition held since 2001 at the International Puzzle Party. The official site is a valuable source of contact information to procure copies of puzzles that frequently are only available directly from the designer.

Some 'bucket list' experiences for those traveling the 'mechanical puzzle' path of inquiry:

attending an International Puzzle Party

see Atlas Obscura - 'Solving the Mystery of the International Puzzle Party'

attending a Gathering4Gardner Conference


owning a "Stickman" puzzle box

(currently available on a first-come, first serve puzzles basis, puzzles selling out within minutes of their announced availability via e-mail)

owning some Karakuri Creation Group puzzle boxes and/or joining their Karakuri Club (Christmas present subscription)

(available to everyone, but their website & club may never be discovered unless one follows 'mechanical puzzle' related blogs)

Mechanical Puzzles Classifications

1. Put-Together: Jigsaw

Coming Soon

Williams, A. D. (2004). The jigsaw puzzle: Piecing together a history. Berkley Publishing.

Coming Soon

Frederickson, G. N. (1997). Dissections: Plane and fancy. Cambridge University Press.

Coming Soon

Grunbaum, B. & Shephard, O. C. (2016). Tilings & patterns (2nd Ed.). Dover.

Coming Soon

Slocum, J., & Sonneveld, D. (2017). Romano-celtic mask puzzle padlocks: A study in their design. Archaeopress Archaeology.

Coming Soon

Coffin, S. T. (1991). The puzzling world of polyhedral dissections: Hundreds of 3-D puzzles to build and solve. Oxford University Press.
Coffin, S. T. (2006). Geometric puzzle design. Routledge.

Coming Soon

Adams, C. C. (1994). The knot book: An elementary introduction to the mathematical theory of knots. W. H. Freeman.
Petit, P. Why knot: How to tie more than sixty ingenious, useful, beautiful, lifesaving, and secure knots! Harry N. Abrams.

Coming Soon

Beasley, J. D. (1985). The ins and outs of peg solitaire. Oxford University Press
Rubik, Erno, Varga, T., Gerason, K., Gyorgy, M., & Tamas, V. (1988). Rubik's cubic compendium. Oxford University Press.
Slocum, J., & Singmaster, D. (2009). The cube: The ultimate guide to the world's bestselling puzzle. Black Dog and Leventhal.

Non-Mechanical Puzzles

Introduction to a Path of Inquiry

Coming Soon

Game-Based Learning

Introduction to a Path of Inquiry

Coming Soon