TurtleBlock AI turtle and bricks on an AI chip🔬🐢 Building in public

Research

TurtleBlock AI is the current implementation of a research program developed by Dr. Bryan P. Sanders across four decades of experience with computers, classrooms, constructivist learning environments, Minecraft, artificial intelligence, and human–machine collaboration.

wonder → construction → learner agency → inquiry → environment → dialogue → visible ideas → human + machine → TurtleBlock AI

1983 · Wonder becomes construction 🐢

The First Thing I Did With A Computer

The intellectual lineage begins with Sanders' childhood encounter with Apple Logo. The turtle made computation visible, inspectable, and changeable. Programming quickly became a social practice as students began exchanging commands, techniques, and ideas.

“that traveling triangle that drew shapes on the screen had me wondering”— Sanders, The First Thing I Did With A Computer
“Kids started asking other kids how to write commands”— Sanders, The First Thing I Did With A Computer

That early experience remains conceptually important to TurtleBlock AI: the computer is most powerful when the learner can think with it, make with it, inspect what happened, and revise.

2016–2019 · Doctoral research and Critical Techno Constructivism

From inquiry to a unified computer learning theory

Sanders' doctoral research at Loyola Marymount University began in 2016 and culminated in 2019 with the completion, defense, graduation, and publication of Toward a Unified Computer Learning Theory: Critical Techno Constructivism.

The research asked why educational technology so often reproduces predetermined curriculum and isolated computer use rather than supporting inquiry, collaboration, critical thinking, learner voice, and construction. Across this period, STEAMHAMLET, virtual learning environments, mixed reality, and new forms of learner-centered computing served as both conceptual provocations and design contexts.

“Why don’t we respond to the people in the room and co-construct the curriculum?”— Sanders, STEAMHAMLET: A Transformative Situated Inquiry (2016)
“Our job is to tune into and tap into their meaning-making.”— Sanders, Loyola Marymount University Graduate Student Summit (2018)
“deeply and purposefully, mix up electronics with people”— Sanders, doctoral research (2018–2019)

2019 · The dissertation establishes a coded research foundation

Dedoose document analysis

The dissertation used document analysis to examine selected passages from John Dewey's Democracy and Education, Paulo Freire's Pedagogy of the Oppressed, and Seymour Papert's Mindstorms. The selected excerpts were imported into Dedoose and analyzed with a literature-derived coding system.

The dissertation preserves the relationship between theoretical precepts and excerpting codes, the frequency of codes across the three seminal works, and significant code co-occurrences. That analytical structure now provides the foundational source layer for the Dr. Bryan P. Sanders TurtleBlock AI Research Ontology.

AbstractionsBanking ModelConnectivismConstructivismDiscovery LearningEngagementFreedom and IndividualityInstitutional ChangeIsolated CurriculaObservations on Life ItselfOppressionPedagogyPredetermined OutcomesProblem Posing EducationShared DemocracySocial ImpactTheory

These seventeen labels are preserved exactly as authored in the original research. Later TurtleBlock AI concepts are connected through explicit, versioned relationships rather than by renaming or rewriting the dissertation taxonomy.

📚 The library behind the research

Physical books become a persistent source layer

The TurtleBlock AI Research Library preserves the books and physical artifacts that helped shape the research program. A book can eventually leave the shelf while its bibliographic record, photographed evidence, intellectual connections, contents, provenance, and cataloging notes remain available to the research system.

The public catalog is read directly from D1. Source facts derived from photographed copies remain distinguishable from later interpretation, user clarification, or external verification. The collection therefore operates as research infrastructure rather than as a decorative reading list.

physical source → photographed evidence → catalog record → provenance → connection → retrieval → new inquiry ↺

Critical Techno Constructivism · Theory becomes practice

Tenets, questions, and actions

Critical Techno Constructivism was subsequently operationalized as seven pedagogical tenets: Personal Inquiry; Compelling Problem or Question; Technology as Tool to Think With; Formative Demonstration of Learning; Reflection as Learning; Social and Cultural Critique; and Sharing and Collaborating.

Each tenet is paired with a diagnostic question and practical guidance. In the research ontology, these remain distinct from the Dedoose codes: one layer records the original analytical taxonomy; another records an authored framework for educational practice.

source coding → theoretical synthesis → pedagogical framework → later research → contemporary implementation

2021 · Possible Possibles

From teachers-mostly-talking to students-mostly-constructing

The argument moved toward high-ceiling, open-ended computational environments with multiple entry points, collaborative workspaces, physical computing, iteration, and student-generated inquiry.

“We need a high ceiling, multiple entry points, a communication system, and a collaborative workspace. We need a place to practice, dream, and build.”— Sanders, Possible Possibles (2021)

2021 · The environment becomes the curriculum

Could Minecraft Be a School?

Published in Springer's Game-based Learning Across the Disciplines, the chapter considers Minecraft not simply as instructional software but as a persistent learning environment in which inquiry, collaboration, building, conflict, and discovery can generate curriculum.

“reject the worksheet and instead take control of their own minds”— Sanders, Could Minecraft Be a School? (2021)
“dialogue and questions naturally occurring among students will create a curriculum”— Sanders, Could Minecraft Be a School? (2021)

2022 · Dialogue rebuilds learning

Purposeful Play – Educating with Minecraft

Published by Minecraft Education, this work describes inquiry emerging from collaborative play and positions the teacher inside the learning environment as a participant in dialogue rather than only as the source of predetermined tasks.

“It’s a story in motion, a story in progress. A story they can make, walk around in, and change.”— Sanders, Minecraft Education (2022)
“Students and teachers enter a dialogue and co-construct the class curriculum.”— Sanders, Minecraft Education (2022)

STEAMHAMLET · Ideas become manipulable

Vignette: STEAMHAMLET Is School 2051

STEAMHAMLET extends the research into an imagined multidisciplinary learning environment where information can become visible, editable, shared, and spatial. The environment is conversational and adaptive, while the learner remains participant, creator, and interpreter.

“It is a room of possibilities.”— Sanders, STEAMHAMLET Is School 2051
“The room learns as it receives input.”— Sanders, STEAMHAMLET Is School 2051

This line of work anticipates a central problem now addressed through WorldSpec: how to make ideas visible and revisable without reducing them to the machine's first interpretation.

2023 · Engaging with AI

A Radical Shift for the Future, Today

Published in California English, the argument turns from preventing access to machine-generated responses toward developing the habits of mind required to question, evaluate, revise, and collaborate with them.

“critical thinking depends upon our ability to view these machine responses as material for students to engage with and evaluate.”— Sanders, California English (2023)
“what does it look like to teach and learn and collaborate in the Age of AI?”— Sanders, California English (2023)

2023–2024 · From using GPTs to building GPTs

Recursive agent design

As custom GPTs became available, Sanders moved quickly from using conversational models to designing specialized conversational systems. One early experiment was deliberately recursive: a GPT designed to help build better GPTs.

The work soon moved beyond prompt-writing. The design problem became how to represent the how of an effective GPT: instructions, source material, categories, examples, constraints, relationships, and recurring patterns of use. That led to experiments in representing agent design itself as structured data—tables, rows, fields, and relationships that could be inspected, compared, reused, and revised.

build agent → use agent → study behavior → structure what worked → build the next agent ↺

This is an important precursor to WorldSpec and the current research ontology. The question was no longer only how to phrase a prompt, but how to construct an environment in which a useful conversation could reliably continue.

2024–2026 · Ingestion, public information, and persistent research systems

From document piles to structured evidence

That agent work expanded into systems for working with large collections of public documents and government records. Meeting materials, correspondence, reports, timelines, people, organizations, places, financial relationships, and source documents were progressively ingested, normalized, linked, and made retrievable.

The model was not expected to remember or infer an entire corpus from scratch. Increasingly, the work focused on building the structured environment around the model: canonical records, entities, relationships, timelines, source layers, provenance, and explicit distinctions between evidence and interpretation.

documents → ingestion → structured records → entities + relationships → retrieval → dialogue → new questions → more records ↺

The continuity with earlier classroom database work is direct. Meaning is made structured enough for a computer to work with while the structure remains visibly different from the meaning itself.

2025–2026 · Sunshine Machine

From prompting to participation

Sunshine Machine emerged as a model for persistent computing environments built around intentionally organized corpora: ingest, tag, sort, relate, retrieve, question, revise. The conceptual move is away from repeatedly asking a blank machine the perfect question and toward constructing an environment that already contains the relevant history, structure, provenance, and relationships.

“No prompting. Just participation.”— Sanders, Sunshine Machine research-development principle

The research increasingly moved from designing prompts to designing environments. TurtleBlock AI inherits that move: the conversation matters, but so do the persistent structures that allow the conversation to remember, retrieve, construct, and recursively change.

2025 · Co-active emergence

GPT and Me, An Honest Reevaluation: The Dawn of Co-active Emergence

Published in Impacting Education, co-active emergence describes purposeful human–machine dialogue as an intellectual process in which neither participant is reduced to a simple instrument of the other.

“human intelligence and machine intelligence converge on purpose”— Sanders, The Dawn of Co-active Emergence (2025)
“This is not a copy/paste model”— Sanders, The Dawn of Co-active Emergence (2025)

The writing and theory developed recursively through sustained human–machine dialogue: an idea generated a response; the response became material for evaluation; evaluation produced a new question or revision; and the next exchange changed the conditions for what could emerge afterward.

human idea → machine response → human evaluation → revision → new dialogue → emerging concept ↺

Co-active emergence therefore became both a theoretical proposition and a description of a method being experienced in practice.

2026 · TurtleBlock AI

The research program becomes computational infrastructure.

TurtleBlock AI brings the preceding work into a single research and development environment: learner language remains primary; dialogue develops meaning; WorldSpec preserves a revisable computational representation; the research ontology supplies bounded scholarly context; and Minecraft provides an inhabitable space in which ideas can be constructed, experienced, examined, and revised.

learner language → dialogue → WorldSpec → construction → inhabitation → reflection → revision ↺

The Sanders Research Ontology gives the system a provenance-aware scholarly vocabulary. It distinguishes original dissertation codes, authored pedagogical tools, later publications, TurtleBlock interpretations, and the learner's own current meaning. The original Dedoose analysis therefore functions not only as historical documentation, but as structured research data for contemporary retrieval and inquiry.

TurtleBlock AI is less a departure into artificial intelligence than another recursion through a long-running research question: how can people build environments with computers that make ideas visible, manipulable, discussable, inhabitable, and open to change?