ICTs are reshaping three aspects of education simultaneously:
- The knowledge and skills society wants from the graduates of education are shifting as a result of the evolution of a global, knowledge-based economy and a "flat" world (Friedman, 2005)
- Methods of research, teaching, and learning are expanding, as new interactive media support innovative forms of pedagogy (Dede, in press-a)
- The characteristics of students are changing, as their usage of technology outside of academic settings shapes their learning styles, strengths, and preferences (Dede, 2005)
- The definition of what computers and related technologies can accomplish has repeatedly expanded - individual & collective expression, experience, and interpretation (e.g., productivity enhancers, email communication, expanding access to info through web browsers & streaming video)
- Cognition is now distributed across human minds, tools/media, groups of people, and space/time - distributed cognition & action (e.g., asynchronous discussion online, delocalizing, sociability) (Dede, in press-b; Engestrom & Middleton, 1996; Hutchins, 1995; Salomon, 1993)
- The types of work done by people, as opposed to the kinds of labor done by machines, are continually shifting - growing proportions of the labor force are engaged in jobs that emphasize expert thinking or complex communication - tasks that computers cannot do (The fundamental change involves deemphasizing fluency in simple procedures as an end-goal of preparation for work and life, instead using these routine skills as a substrate for mastering complex mental performances, p. 13) - erosion of routine tasks in favor of expert decision making and complex communication skills
- 21st-century skills: collective problem resolution via mediated interaction (including problem finding and solving)
- Three competing schools of thought on how people learn
- Behaviorism: because learning is based on experience, pedagogy centers on manipulating environmental factors to create instructional events inculcating content and procedures in ways that alter students' behaviors
- Purpose: acquire skills of discrimination (recall facts), generalization (define & illustrate concepts), and chaining (automatically perform a specified procedure)
- Emphais: factual knowledge, recipe-like procedures
- Suitable ICTs: computer-assisted instruction (CAI), drill-and-skill learning management system (LMS)
- Limitation: limited both in what they can teach and in the types of engagement
- Cognitivism: because learning involves both experience and thinking, instruction centers on helping learners develop interrelated, symbolic mental constructs that form the basis of knowledge and skills
- Purpose: providing a deep foundation of factual knowledge and procedural skills; linking facts, skills, and idea via conceptual frameworks - organizing domain knowledge as experts in that field do, in ways that facilitate retrieval and application; and helping students develop skills that involve improving their own thinking processes, such as setting their own learning goals and monitoring progress in reaching these
- Suitable ICTs: intelligent tutoring systems (ITS)
- Limitation: well-defined content and skills, material with a few correct ways of accomplishing tasks (very limited range of knowledge and skills they can teach)
- Constructivism: because learning involves constructing one's own knowledge in a context richly shaped by interactions with others, instruction centers on helping learners to actively invent individual meaning from experiences.
- Purpose: instruction as a process of supporting knowledge construction rather than communicating knowledge; teacher's role as guide, rather than an expert transferring knowledge to novices' "blank slates"; learning activities that are authentic and that center on learners' puzzlement as their faculty or incomplete knowledge and skills fail to predict what they are experiencing; encouragement for students to reflect on experiences, seek alternative viewpoints, and test the viability of ideas
- Suitable ICTs: wide range
- Limitation: difficult to implement in conventional school settings; not so efficient for material that behaviorism and cognitivism can teach (e.g., arithmetic operations)
- Social constructivism: students actively constructing their knowledge with instructional support, as opposed to being passive recipients assimilating information communicated by the teacher (Jonassen, 1996). Students construct knowledge as a result of their interactions with their community (e.g., the scientific research community)
- Shortfalls
- Conventional approaches (behaviorist & cognitivist) emphasizes manipulating predigested info to build fluency in routine problem solving
- Problem-solving skills are presented in an abstract form that makes transfer to other disciplines and real-world situations difficult
- The ultimate goal of all three is often presented as learning a specific problem-solving routine to match every work situation, rather than developing expert decision making and metacognitive strategies that how to proceed when no standard approach seems applicable
- Little time is spent on building capabilities in group interpretation, negotiation of shard meaning, and co-construction of problem solutions, particularly in behaviorist and cognitivist approaches
- ICTs are largely used to automate traditional methods of teaching and learning, rather than to model complexity and express insights to others
- The effects from technology usage are measured, but the effect with technologies essential to effective practice of a skill are not
- Behaviorism: because learning is based on experience, pedagogy centers on manipulating environmental factors to create instructional events inculcating content and procedures in ways that alter students' behaviors
- Situated learning
- Definition: embedded within and inseparable from participating in a system of activity deeply determined by a particular physical and cultural setting
- Unit of analysis: the relationship between the individual & the setting (studies of apprenticeship in 'communities of practice')
- Requirement: authentic contexts, activities, and assessment coupled with guidance from expert modeling, situated mentoring, and legitimate peripheral participation (Lave & Wenger, 1991) (e.g., GA experience allows graduate students to gradually move from novice researchers to more advanced roles, with their skills and the expectations for them evolving)
- Power: learning to solve problems as part of a community in the authentic context
- Three complementary tech interfaces are currently shaping how people learn (K-12)
- The "world-to-the-desktop" interface that provides access to distributed knowledge across space and time through networked media
- MUVE that offers students an engaging "Alice in Wonderland" experience in which their digital emissaries in a graphical virtual context actively engage in experiences with the avatars of other participants and with computerized agents (e.g., Second Life) - it empowers the creation of contexts inaccessible in the real world
- Augmented reality (AR) interfaces that enable "ubiquitous computing" models - it enables the infusion of virtual contexts within physical locations
(Reflection: if education can't precisely predict or control the future of technology, it should at least prepare people to be aware of the uncertainties that technologies may bring to them...)
(Reflection: some profs are very reluctant to let their students reference online resources. I'm going to disagree on that issue. Based on my experiences, I enjoyed so much finding information posted online which are so convenient, incisive, and valuable. Some articles are written by no names but they spark a lot of innovative ideas and provide multiple links that lead to further thinking. They make a lot of sense...)
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