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Teaching in the Age of AI: Learning Goals and the Goals of Learning

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Educational

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1) Erin Bauerer’s background: how software, science, and teaching converged

  • She became interested in computers/programming early, sparked by a childhood fascination with computers.
  • A formative experience was a summer research program in New Mexico involving:
    • Mathematics, astronomy, physics, and Python
    • Telescope observations (asteroids), then coding in Python to calculate asteroid orbits
  • Her path into teaching began after returning as an assistant for the summer program, where she worked on writing exercises and giving small lectures (e.g., binary search trees).
  • She later pursued graduate school influenced by excitement about computer graphics/rendering, though the industry focus changed by the time she arrived.
  • Her dissertation/work included:
    • Human–computer interaction and game-like approaches to scientific problems
    • A discussion of protein folding as a “game with purpose” (Foldit-style) where non-experts helped solve structure problems by manipulating geometries while computers optimized local energy.

2) Gamification and education research themes

  • She connects early technical roots (e.g., simulation/physics traditions in computing) with education research interests, including cognitive psychology:
    • How people study, think, and learn
    • How learning strategies can be designed to match human cognition

3) Teaching experience: online pivot, active learning, and feedback

  • She taught at Carleton College:
    • In-person quarters, then a heavy online shift during Spring 2020
  • She tried to make online learning accessible starting from a text-first model (mirroring a prior high school AP Computer Science course).
  • She experimented with “flipped classroom” approaches:
    • Flipped learning definition
      • Instructor records lecture/video in advance
      • Students watch before class
      • In-class time is used for interactive exercises/discussion rather than passive lecture
  • Key belief: lectures aren’t “wrong,” but passive listening misses something in human psychology:
    • Live presence can increase attention/focus
    • Videos can be less effective than in-person for sustaining attention
  • She emphasizes active learning during lecture time:
    • Pause to ask questions
    • Students talk to neighbors / check understanding
    • Solve small problems to test comprehension
  • Evidence-based teaching method referenced:
    • Note-taking can “fix” memory even if notes aren’t later reviewed (the act of recording and distilling is the learning mechanism).
  • She also contrasts learning with vs. without distractions:
    • Screens in computer labs can reduce concentration for many learners.
  • She teaches programming cognition by reducing “escape routes”:
    • Encourage thinking on paper instead of relying on execution on a computer immediately.
    • This forces students to reason about what code does.

4) Pandemic-era lessons: lecture recording and rapid feedback loops

  • She found lecture recordings useful (with an important caveat: outcomes vary by institution and student behavior).
  • She explicitly added a webcam/tripod setup to produce recordings herself when institutional video gear was missing.
  • She expanded emphasis on immediate feedback:
    • Weekly quizzes with self-assessment
    • “Fill in the blanks” style checks
    • Software that provides immediate pass/fail feedback on home tasks
  • She prefers feedback sooner rather than delayed grading after learners move on.
  • Skill-based/competency learning was discussed:
    • Repeating attempts until a skill is demonstrated
    • But deadlines are still necessary to prevent students from deferring everything to the end
  • She designs low-temptation practice mechanisms in quizzes:
    • Encourage brute-force attempts only after understanding
    • Shuffle question order and answer positions to reduce copying

5) LLM-assisted feedback: opportunities and risks

  • She sees significant potential for LLMs to help feedback, especially for:
    • Narrowly structured tasks (e.g., code problems rather than free-form essays)
    • Suggestions of style guidance and linting-like feedback
  • But she warns about “false positives” and misleading feedback:
    • LLM feedback must be carefully constrained and validated
    • Feedback quality and accuracy can’t be assumed

6) Jane Street’s “teacher-developer” role: why it exists and how it’s structured

  • She explains that Jane Street invests heavily in education and tries to formalize this via hiring:
    • People who combine practical industry experience with deliberate teaching work
  • The role is designed with a 50/50 split:
    • Half the time programming (practical, current engineering)
    • Half the time teaching and educational program development
  • The “source” of successful teaching is both:
    • Pedagogically serious teachers
    • Practitioners who can be credible and effective in their specific technical ecosystem
  • They highlight hiring reality:
    • Posting an unusual role doesn’t automatically attract perfect candidates
    • Finding candidates is still hard because the skill intersection is rare
  • They tie the need to evolve with changing technology:
    • New AI tooling and languages (e.g., “Ocamel” and Python) require ongoing internal education
    • They aim to prevent “tool capture,” where developers become narrowly focused on one language/tool
    • They also teach internal languages and systems

7) How their engineering culture is built around tools—especially editors

  • Erin (as a Jane Street software engineer) works in tools/compilers/editor-support infrastructure.
  • She describes Jane Street engineering groups/tools and their central idea:
    • The text editor is the home base for working with code, review, and version control
    • Most workflows occur inside the editor, not by switching to external web tools
  • Distinctive elements in Jane Street workflows:
    • Review comments and code-change interactions happen in-editor
    • The editor becomes central for code understanding and communication
  • Why this is difficult:
    • External tools (e.g., VS Code) aren’t designed around their internal scale and workflows
    • Performance problems occur when files/diffs become extremely large
    • Integrations can violate assumptions in the editor (buffers, URIs, search behavior)
    • Indexing/search infrastructure may require more RAM than they can afford
    • Notebook support for Python is hard; Jane Street ends up supporting multiple notebook solutions and building their own to regain control

8) AI for programming affects development—and learning—via changed mental models

  • She expects AI changes coding processes, including:
    • More code generation at lower cost
    • Less obvious “roughness” in generated code, potentially making bugs easier to miss
    • More need for comprehension: AI can produce code that looks correct but isn’t
  • Editors will be impacted:
    • New questions arise about what workflows remain valuable when AI edits/code generation is available
  • She describes telemetry/observation as a way to decide what to build:
    • For example, tracking whether people still navigate to definitions as often
    • Their hypothesis: if LLM handles some tasks, people might not need to use language-server features as much—but data can show the opposite (people may still need to read more to understand).

9) How AI changes education: “LLM can do it” vs “you must still learn”

  • Example: teaching software testing methodology to beginners
    • Even if an LLM can generate test code, students must understand what they’re testing and why
    • Understanding requires independent implementation at least once
  • She highlights a major education-system risk:
    • If students always outsource problem-solving to LLMs, they may lose essential learning opportunities
  • This leads to a core instructional design problem:
    • Find tasks that are:
      • Small enough to be approachable for students
      • Large/complex enough that LLMs can’t trivially solve everything
  • Proposed educational direction (implied as likely):
    • A blended workflow where students do some steps independently and use LLM as assistance/hints rather than full replacement
    • Design “scaffolds” (skeletons, partial solutions) and require students to fill in larger parts
  • She references older tutoring concepts:
    • An infinitely patient tutor/assistant that guides through examples can still be valuable, especially if it prompts reasoning instead of doing the work.

10) Internship redesign: integrating LLMs with code review, feedback, and structured interaction

  • Motivations:
    • Traditional intern projects risk becoming less meaningful if interns only “produce code” that LLMs could generate automatically
    • The project nature needed to shift toward design, requirements, and evaluation
  • New internship structure elements:
    • Students still do real projects, but curriculum increases education time
    • Emphasis on testing: because LLMs rely on feedback mechanisms to correct outputs
    • Balanced challenge:
      • Tasks must be complex enough that LLM doesn’t give perfect code instantly
      • But not so huge that students cannot learn within the internship time
  • Concrete changes described:
    • Increased focus on design documentation/planning and stakeholder-like roles
    • Interns work in small groups (about four people) with frequent group discussions
    • Interns participate in code review more directly than before:
      • A “mid-internship” code check period
      • Interns comment on code review-ready changes and see model feedback/examples
      • Then they implement their own functions and perform reviews
  • Challenges identified:
    • Generated code volume can exceed time for careful review
    • Students may not polish or validate sufficiently
    • Cognitive load/volume and pace issues arise across groups
  • Adjustments planned:
    • Reduce volume and tune pacing
    • Improve the balance of focus and multitasking early on
    • Expect that advice will evolve due to fast-changing LLM behavior and diverse student use patterns

11) “Goals of learning” as a framework for course design

The video’s title emphasizes “learning goals” and “goals of learning.” The guest explains how this methodology works.

Methodology: writing learning goals and using them to design curricula

  • Step-by-step approach described
    • Start any big project (including course/program design)
    • Write learning objectives as:
      • Specific statements describing what will change in students as a result of teaching
      • Best written in post-condition form, e.g.:
        • “After completion, students will be able to ____”
    • Use active verbs to make goals measurable/observable:
      • Example given: not just “understand property-based testing,” but:
        • “Students can write tests based on properties”
      • Include concrete details like data generation/input structure and complexity/structure expectations
    • Clarify what the course is not trying to achieve:
      • Prevents vague scope creep
      • Ensures time is spent on relevant practice rather than irrelevant content
    • Once goals are written:
      • Decide what student tasks/exercises/actions are required to demonstrate those goals
      • Decide what training/materials/lectures are needed to prepare students to succeed
    • Use the goals to evaluate the program:
      • The most direct evaluation is whether students can do what the goals claimed they would do
  • Conceptual distinction offered:
    • “Goals of learning” = the intended outcomes (what students will be able to do)
    • “Learning goals” structure evaluation, practice selection, and material design

12) Teaching design principles: cognitive load + active learning + context

  • Cognitive load / working memory:
    • Break down learning into stages to avoid overwhelming students.
    • Example strategy for a new-complexity environment (Ocamel + tools):
      • Start with syntax in a simple environment (command line / small fragments)
      • Then introduce editor workflows
      • Then version control/code check tools
      • Finally integrate all pieces together
  • Active learning:
    • Prefer interactive study methods over passive information transfer
    • Include small-group discussion and “stakeholder” simulation exercises
  • Motivation design:
    • Tie new concepts to a specific motivating application or feature being built
    • Teach “why this tool/concept matters” by embedding it in a project narrative

13) Jane Street-specific teaching philosophy: tools and practical competence

  • Compared to university-style courses:
    • Jane Street education focuses more on tool-based competence and practical application
    • University settings require more explicit teaching of broad problem-solving skills
    • Jane Street’s engineers already have strong problem-solving ability (selection effect)
  • Teaching is more often guided/step-by-step:
    • Helps students build full understanding by applying concepts to real problems they face “at the table”

Speakers / sources featured

  • Erin Bauerer (software engineer and educator; Jane Street)
  • Host / Interviewer (unnamed in subtitles; opens and asks questions, conducts the interview)

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