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The Points of Viewing Theory for Engaged Learning
with Digital Media
RickiGoldman
NewYorkUniversity
JohnBlack
ColumbiaUniversity
JohnW.Maxwell
SimonFraserUniversity
JanJ.L.Plass
NewYorkUniversity
MarkJ.Keitges
UniversityofIllinois,UrbanaChampaign
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Introduction
Theories are dangerous things. All the same we must risk making one this afternoon since we are going to discuss modern tendencies. Directly we speak of tendencies or movements we commit to, the belief that there is some force, influence, outer pressure that is strong enough to stamp itself upon a whole group of different writers so that all their writing has a certain common likeness. — Virginia Woolff, The Leaning Tower, lecture delivered to the Workers' Educational Association, Brighton (May 1940).
With full acknowledgement of the warning from the 1940 lecture by Virginia Woolf, this chapter begins by presenting a theory of mind, knowing only too well, that “a whole group of different” learning theorists cannot find adequate coverage under one umbrella. Nor should they. However, there is a movement occurring, a form of social activism created by the affordances of social media, an infrastructure that was built incrementally during two to three decades of hard scholarly research that brought us to this historic time and place. To honor the convergence of theories and technologies, this paper proposes the Points of Viewing Theory to provide researchers, teachers, and the public with an opportunity to discuss and perhaps change the epistemology of education from its formal structures to more do-it-yourself learning environments that dig deeper and better into content knowledge. As the saying goes, we live in interesting times. Let’s not make this saying a curse. Let’s “deschool” society as Ivan Illich suggested in 1971 and design more equitable systems of learning across mediated platforms. The Points of Viewing Theory is the foundation upon which this chapter on computers, the Internet, social media, embodied cognition and interactive digital media learning environments, including games for learning, is constructed. According to this theory developed by one of the authors, Ricki Goldman, formerly Ricki Goldman-Segall, learners actively layer their viewpoints and their interpretations to elicit patterns, themes, and groupings of ideas that lead to a deep understanding of the content under investigation and to reach agreements—if only partial (Goldman, 2007; Goldman-Segall 1996a & 1998a). The Points of Viewing Theory (POV-T) is not limited to making meaning with from a solitary standpoint. Indeed, the purpose of applying POV-T is to enable learners to learn from one another by seeing each other’s viewpoints through perspective-taking and for learners to be able to see their own changing perspectives on a subject in diverse contexts and settings. As Rowland points out: Wecometoknowthroughinterpretation,dialog,andnegotiationofmeaningwith…others,throughaconversationwithmanipulationofthematerialsofasituation(Rowland,2004,p.43)Thetheoryalsostrengthenscontentknowledgebylayeringtheideasofparticipantsandstakeholdersinasharedlearningenvironmentusingarangeofmethods,tools,and“documents.”POV-Talsoprovidesaframeworkforfindingunderlyingpatternsthatleadtoagreements.Toolsthatmakeevidentthistheoryarecalledperspectivitytechnologiesbecausetheyprovideaplatformformultiloguing(Goldman-Segall,1994),aplaceandspaceforbuildingculturesorcommunitiesofpracticewhereone“catchessight”oftheotherwhileparticipatinginlearning. Given the problematics of living in a complex global society facing enormous cultural, social, environmental, and economic differences of opinion, this theory is critical for communicating with each other and reaching what Ivan Illich calls conviviality (1972), Clifford Geertz calls commensurability (1973), and Goldman-Segall (1995) calls configurational validity—a form of thick
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communication which emerges from using media tools to layer views and perspectives into agreements. POV-T incorporates how each person at different times and contexts will understand the same content whether it be a process, event, document in any media, or action “with new eyes.” Research on what Black (2010) calls the embodied/grounded cognitive perspective takes advantage not only of our visual perceptual systems for learning, but also our entire full body perceptual systems. Recent brain scanning research has shown that many cognitive tasks that were thought to be purely symbolic actually involved a multisensory perceptual simulation. The best preparation for such task requires a fully embodied learning experience. The use of computer game-like learning environments (such as the Wii and Kinect™) will continue to open the doors for exploration into how the social mind makes sense of experiences. Moreover, given the rise of social media and games for learning, as well as the recent findings on the plasticity of mental interpretations, the brain’s capacity for mental mirroring, and the intimate relationship between emotion and social intelligence that shows how minds can be reconfigured with changes to embodied experiences, the Points of Viewing Theory, a foundational theory of minds presented in this chapter, is the one that can move forward our understanding of learning with computers from the advent of early instructionist approaches to more recent constructionist and socio-constructionist applications. Inthischapter,theauthorsexplorearangeofconceptsandtoolsthathavebeendesignedforlearning.Theauthorsexpectthatreaderswillcreatenewconfigurationsastheyreadthetext.Indeed,thatistheideabehindthetheory—tolearnfrombothalayeringofeachother’sideasaswellasfromthediverseperspectiveseachofus,assolitaryreaders(ifthereissuchathing)canmakemeaningofdifferentcontextstobuildknowledge,together.Mantra:Makemeaning,notwar! ContextsandIntellectualHistory
WestartbyunfoldinghowthePointsofViewingTheoryprovidesuswithalensfromwhichto
betterconnectthewritingsofpastandpresentleadingtheorists.Ourgoalistoenvisionfuture
directions,and,simultaneously,teaseoutsomeofthestickywebsthathaveconfuseddecision
makersandacademicians.Theunderlyingthemerunningthroughthischapteristhatmany
routescombiningavastarrayofperspectivesareneededtoshapeaneducationally-sound
approachtolearningandteachingwithdigitalmediatechnologies.Thereisnoonefix,noone
solution.Ratheranopennesstoappreciatediversityandalayeringofpointsofviewing.To
openthisjourney,wefirstdiscussthethelegacyoftheEnlightenmentmagnifiedtheage-old
debatebetweenempiricismandidealism.
Intheearlypartofthe20thcentury,thisdebateshifted:sciencecouldbeusedtonotonly
observetheexternalworldwithmicroscopesandtelescopes,buttochange,condition,and
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controlbehavior.RussianphysiologistIvanPavlovexperimentedwithdogs,callinghistheory
conditioning.Dogs“learned”tosalivatetothesoundofabellthathadpreviouslyaccompanied
theireating,evenwithoutreceivingthefood.Pavlov'stheoryofconditioningplayedacentral
roleininspiringJohnB.Watson,whoisoftcitedasthefounderofBehavioristpsychology.As
earlyas1913,Watson,whilecontinuingtoworkwithanimals,appliedPavlov’stheoriesto
children,believingthatpeopleactaccordingtothestimulationoftheirnervoussystemandcan
justaseasilyasdogsbeconditionedtolearn.Aturbulentpersonalturnofevents—leadingto
hisdismissalfromJohnsHopkinsUniversity—extendedWatson’sbehavioristapproachinto
thedomainofmarketing.Helandedajobasvice-presidentofJ.WalterThompson,oneofthe
largestUSadvertisingcompanies,andhelpedchangethecourseofadvertisingforever(Daniels,
2000).Asmedia,education,andbusinessenteraconvergentcourseinthe21stcenturyand
newtoolsforlearningarebeingdesigned,behavioristtheoriesarestillastrongsilentpartner
inthenewknowledgeeconomy.
Anearlybehaviorist,EdwardThorndike,withhis1899articleon“AnimalIntelligence”and
subsequentbookcalledEducationalPsychologyin1903,isoftencalledthefounderofthefield
ofeducationalpsychology.Curiously,hiseducationalpsychologybookmaderecommendations
forteachingstudents,buttheywerebasedonhisresearchonanimals(theLawofEffectand
theLawofExercisethatestablishconnectionsbetweenstimuliandresponses)–buthiswas
typicalforthefirsthalfofthe20thCentury.(Hedidlaterconductmanystudieswithstudents
usingthissamebasicframework.)Anothernotedbehavioristintheeducationaldomain,
BurrhusFrederic(B.F.)Skinner,contributedtheideaofoperantconditioning—howpositive
andnegativereinforcement(rewardandpunishment)canbeusedasstimulitoshapehow
humansrespond.Withthisvariation,thetheoryofbehaviormodificationwasborn.Allhuman
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actionsareseentobeshaped(caused)bythestimulusoftheexternalworldonthebody.In
short,thereisnomindcreatingreality,merelyahard-wiredsystemthatrespondstowhatit
experiencesfromexternalsources.Infamousfordesigningtheglass“AirCrib”whichhis
daughter—observed,measuredand“taught”howtobehave—spenttimelivingin,Skinnernot
onlypracticedwhathepreachedbutledthewayforevenmoreelaborateexperimentsto
provehoweducatorscouldshape,reinforce,andmanipulatehumansthroughrepeateddrills.
WhatissalientintheBehavioristapproachisthattheproponentsaddressedtheroleof
externalstimuli—thatourbodiessendmessagestothebrainthatcanbeinterpreted.What
wasmisssedwasselectivityofthebrainandnowperceptionsaffect,notonlybehavior,but
createnewperspectives.However,itistheinteractionbetweenwhatisfeltinthebodyand
whatisinterpretedthatisparamounttolearning.Inshort,evenwiththeadventofnewman-
machinestudiesinthepost-WorldWarIIperiod,perceptionwasmissingthecrucial
connectionwithperspectivity,theroleofinterpretationasthemind’sgreatestfunction.
Withtheadventofthecomputer,intrepidbehavioralscientistsdesignedanduseddrill-and-
practicemethodstoimprovememorizationtasks(e.g.,Suppes,1966).Theyturnedtoan
examinationoftheroleandefficacyofcomputersandtechnologyineducation,asubject
understoodinabehavioristresearchagendathatvaluedmeasurableresultsandformal
experimentalmethods,asKoschmann(1996,pp.5-6)notesinhiscritiqueoftheperiod.
Accordingly,alargeamountoflearningresearchinthe1960s,1970s,and1980saskedhow
thecomputer(anexternalstimulus)affects(modifies)theindividual(ahard-wiredlearning
system).Researchquestionsfocusedonhowtheprocessoflearningcouldbeimprovedby
usingthecomputer,appliedasenhancementorsupplementtoanotherwiseunchanged
learningenvironment.
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Weseetheseclassicdebatesbetweenempiricismandidealismasbeingconnectedwith
bifurcationanddualism.Itwasnotpossibleatthetimetounderstandhowtheworkingofthe
brain,anetworkofperceptions,couldbeconnectedwithperspectives,theinterpretationsthat
peopleasindividualsandasasociety,make.Inshort,anembodiednotionofhowlearningis
notinternallynorexternallly“located.”Awholisticviewoftheworlddidnotseempossible,
andformanyscholars,unfortunately,itstillis.
Itisclearthatanyapproachonetakestousingtechnologiesinthelearningsettingisrootedin
one’sconceptofthemind.Themindasasiteofresearch(andnotjustidealizationor
speculation)hasitsmodernrootsintheworkofJeanPiaget(b.1896),anaturalscientist
trainedinzoologybutmostrenownedforhisworkasadevelopmentalpsychologistand
epistemologist.Afterbecomingdisillusionedwithstandardizedtestingmethodologyatthe
SorbonneinFrance,PiagetreturnedtoGenevain1921todedicatetherestofhisacademiclife
tostudyingthechild’sconceptionoftime(Piaget1969),space(Piaget&Inhelder,1956),
number(Piaget1952)andtheworld(Piaget,1930).Althoughtheideathatchildrencoulddo
thingsatoneagethattheycouldnotdoatanotherwasnotnew,itwasPiagetwhowasableto
layoutablueprintforchildren’sconceptualdevelopmentatdifferentstagesoftheirlives.For
example,theclassictheoryofconservationeludestheyoungchild:atallglasscontainsmore
waterthanashortoneeveniftheyoungchildpoursthesamewaterfromoneglassintothe
other.UntilPiaget,noonehadconductedabodyofexperimentsaskingchildrentothinkabout
thesephenomenaandthenmappedthediverseviewsthatchildrenusetosolveproblemsinto
categories.Bycloselyobserving,recordinghisobservations,andapplyingthesetoanemerging
developmentaltheoryofmind,PiagetandhisteamofresearchersinGenevadevelopedthe
famoushierarchyofthinkingstages:sensori-motor,pre-operational,concrete,andformal.
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Piagetdidnotlimitallthinkingintothesefourrigidcategoriesbutratherusedthemasaway
todeependiscussiononhowchildrenlearn.
WhatisfundamentallydifferentinPiaget’sconceptionofmindisthatunlikethebehaviorist
viewthattheexternalworldaffectstheindividual—auni-directionalapproachwithnoinput
fromtheindividual—theprocessofconstructivistlearningoccursinthemindofthechild
encountering,exploring,andtheorizingabouttheworldastheworldisencounteredasit
movedthroughpre-setstagesoflife.Thechild’smindassimilatesneweventsintoexisting
cognitivestructuresandthecognitivestructuresaccommodatethenewevent,changingthe
existingstructuresinacontinuallyinteractiveprocess.Schemaareformedasthechild
assimilatesneweventsandmovesfromastateofdisequilibriumtoequilibrium,astateonlyto
beputbackintodisequilibriumeverytimethechildmeetsnewexperienceswhichcannotfit
theexistingschema.Beers(2001)hascalledtheassimilation/accommodationprocessa
dialecticalinter-actionamongperson,objectsofcreation(artifacts),andthecurricularworld
inwhichtheartifactsarecreated.
However,Piagetalsobelievedthatlearningisaspontaneous,individualcognitiveprocess,
distinctfromthesortofsocializedandnon-spontaneousinstructiononemightfindinformal
education,andthatthesetwoareinasomewhatantagonisticrelationship.CritiquingPiaget’s
Constructivism,thegreatSovietpsychologistL.S.Vygotskywrote:
Webelievethatthetwoprocesses—thedevelopmentofspontaneousandofnonspontaneous
concepts—arerelatedandconstantlyinfluenceeachother.Theyarepartsofasingleprocess:
thedevelopmentofconceptformation,whichisaffectedbyvaryingexternalandinternal
conditionsbutisessentiallyaunitaryprocess,notaconflictofantagonistic,mutuallyexclusive
formsofmentation.(Vygotsky1962,p.85)
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Vygotskyheraldedadeparturefromindividualmindtosocialmind,and,asunderhisinfluence,
educationaltheorizingmovedawayfromitsindividual-focusedoriginsandtowardmore
sociallyorculturallysituatedperspectives.Theparadigmaticapproachesofkeytheoristsin
learningtechnologyreflectthischangeascontributionsfromanthropologyandsocial
psychologygainedmomentumthroughoutthesocialsciences.TheworksofVygotskyandthe
Sovietcultural-historicalschool(notablyA.R.LuriaandA.N.Leontiev),whentranslatedinto
English,begantohaveamajorinfluence,especiallythroughtheinterpretationsand
stewardshipofeducationalpsychologistslikeSylviaScribner,JeromeBruner,andMichaelCole
(Scribner&Cole,1981;Bruner1990;Cole&Engeström,1993;Cole&Wertsch,1996).
Vygotskyfocusedontheroleofsocialcontextandmediatingtools(language,writing,etc.)in
thedevelopmentoftheindividual,andarguedthatonecannotstudythemindofachild
withoutexaminingthe“socialmilieu,bothinstitutionalandinterpersonal”inwhichshefinds
herself(Katz&Lesgold,1993).Vygotsky’sinfluence,alongwiththatofpragmatistphilosopher
JohnDewey’sseminalDemocracyinEducation(1916),openedupthestudyoftechnologyin
learningbeyondindividualcognition,therebyrevealingitsroleinfosteringsocialinteraction
andthebettermentofadiverse,interconnectedsociety.Thegroundinthelastdecadeofthe
twentiethcenturythusbecamefertileforagrowingrangeofnewmediaandcomputational
environmentsforlearning,teaching,andresearchbasedonnewadvancesinbrain-based
cognitivesciencecoupledwithasocially-mediatedanddistributedapproachtotheacqusition
ofknowledge(Pea&Bransfordetal.,2000).Thiscriticaldichotomybetweenpost-positivism
andinterpretivismwouldprovidethephilosophicalinspirationforlearningsciencesresearch
ontechnologyinthefirstdecadeofthetwenty-firstcentury.Butthepathtosocial
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constructionismattheendofthetwentiethcenturyfirsttookacircuitousroutethroughwhat
wasknownasCAI—Computer-AidedInstruction.
InstructionalTechnology:CAIBeginnings
Anexaminationofthetheoreticalrootsofcomputersineducationexposesitsbehaviorist
beginnings:thecomputercouldreinforceactivitiesthatwouldbringaboutmoreefficient
learning.Forsome,thismeant“cheaper,”forothers,“faster,”andforyetothers,itmeant
withoutneedingateacher(seeBromley1998foradiscussion).Theoldestsuchtraditionof
computingineducationisComputer-AidedInstruction,orCAI.Thisapproachdatesbacktothe
early1960s,notablyintworesearchprojects,atStanfordunderPatrickSuppes(1966),and
thePLATOprojectattheUniversityofIllinoisatUrbana-ChampaignunderDonaldBitzerand
DanAlpert(1970).Bothprojectsutilizedthethen-new“time-sharing”computersystemsto
createlearningopportunitiesforindividualstudents.Thepotentialexistedforatime-sharing
systemtoservehundredsoreventhousandsofstudentssimultaneously,andthiseconomyof
scalewasoneofthemaindriversofearlyCAIresearch.Alearnercouldsitataterminaland
engageinatextualdialoguewiththecomputersystem:questionandanswer.Assuch,CAIcan
besituatedmostlywithinthebehavioralparadigm(Koschmann,1996,p.6),thoughits
researchisalsoinformedbycognitivescience(e.g.,Suppesappliednewcognitivelearningand
memorytheoriestoguidetheinteractionswithstudents).
TheStanfordCAIprojectexploredelementaryschoolmathematicsandscienceeducation,and
theresearchersworkedwithlocalschoolstoproduceaformidableamountofresearchdata
(Suppes,Jerman,&Brian,1968;Suppes&Morningstar,1972).Suppesbeganwithtutorial
instructionasthekeymodel,andsawthatthecomputercouldprovideindividualizedtutoring
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onafargreaterscalethanwaseconomicallypossiblebefore.Suppesenvisionedcomputer
tutoringonthreelevels:thesimplestisdrill-and-practicework,inwhichthecomputer
administersaquestionandanswersessionwiththestudent,judgingresponsescorrector
incorrect,andkeepingtrackofdatafromthesessions.Thesecondlevelwasamoredirect
instructionalapproach:thecomputerwouldgiveinformationtothestudent,andthenquizthe
studentontheinformation,possiblyallowingfordifferentconstructionsorexpressionsofthe
sameinformation.Inthissense,thecomputeractsmuchlikeatextbook.Thethirdlevelwasto
bemoresophisticateddialogicsystems,inwhichamoretraditionaltutor-tuteerelationship
couldbeemulated(Suppes,1966).Clearly,thesimpledrill-and-practicemodelistheeasiestto
actuallyimplement,andassuchthebulkoftheearlyStanfordresearchusesthismodel,
especiallyinthecontextofelementaryschoolarithmetic(Suppes,Jerman,&Brian,1968).
TheresearchresultsfromtheStanfordexperimentsarenotsurprising:studentsdotendto
improveovertimewithpractice.Forthetime(the1960s),however,tobeabletoautomatethe
processwasasignificantachievement.Moreinterestingfromourperspectivearethe
reflectionsSuppesoffers,regardingthedesignofthehuman-computerinterface:Howand
whenshouldfeedbackbegiven?Howcanthesystembetailoredtodifferentcognitivestyles?
Howbesttoleveragetheunprecedentedamountofquantitativedatathesystemcollected
abouteachstudent’sperformanceandprogress?(Suppes,1966).Thesequestionsstillformthe
cornerstoneofmucheducationaltechnologyresearch.
ThePLATO(ProgrammedLogicforAutomatedTeachingOperations)projectatUIUChada
somewhatdifferentfocus(Alpert&Bitzer,1970).OverseveralincarnationsofthePLATO
systemthroughthe1960s,Bitzer,Alpert,andtheirteamworkedattheproblemsofintegrating
CAIintouniversityteachingonalargescale,asindeeditbegantobefromthelate1960s.The
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taskoftakingwhatwasthenenormouslyexpensiveequipmentandsystemsandmakingit
economicallyviableinordertohaveindividualizedtutoringforstudentsdrovethe
developmentofthesystems,andledPLATOtoaverylongcareerinCAI—infact,thedirect
descendantsoftheoriginalPLATOsystemarestillbeingusedanddeveloped.ThePLATO
projectintroducedsomeofthefirstinstancesofcomputer-basedmanipulables,student-to-
studentconferencing,andcomputer-based“distance”education(Woolley,1994).
Fromthesebeginnings,CAIandthemodelsitprovidesforeducationaltechnologyarenowthe
oldesttraditionineducationalcomputing.Whileonlypartlyintegratedintheschoolsystem,
CAIiswidelyusedincorporatetrainingenvironments,inremedialprograms,andhashad
somethingofaresurgencewiththeadventoftheWorld-WideWebasonlinetraininghas
becomepopular.ItisworthnotingthatthecompanySuppesstartedwithRichardAtkinsonat
Stanfordin1967,ComputerCurriculumCorporation,andNovaNet,aPLATOdescendantspun
offfromUIUCin1993werebothrecentlyacquiredbyPearsonEducation,theworld’slargest
educationalpublisher(PearsonEducation,2000).
CognitiveScienceandAIResearch
Inordertohistoricallysituatethedevelopmentoflearningtechnology,itisalsoimportantto
appreciatetheimpactofthe“cognitiverevolution”(Gardner,1985)onbotheducationand
technology.
Forourpurposes,thecontributionofcognitivescienceistwofold.First,theadventofthe
digitalcomputerinthe1940sledquicklytoresearchonartificialintelligence(AI).Bythe
1950s,AIwasalreadyasubstantialresearchprogramatuniversitieslikeHarvard,MIT,and
Stanford.AndwhileAIresearchhasnotyet—nor,webelieve,islikelyto—producedan
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artificialmind,thelegacyofAIresearchhashadanenormousinfluenceonourpresent-day
computingparadigms,frominformationmanagementtofeedbackandcontrolsystemsand
frompersonalcomputingtothenotionofprogramminglanguages.Allderiveinlargepartfrom
afullhalf-centuryofresearchinAI.
Second,cognitivescience—specificallythecontributionsofPiagetiandevelopmental
psychologyandAIresearch—gavetheworldthefirstpracticalmodelsofmind,thinking,and
learning.Priortothecognitiverevolution,ourunderstandingofthinkingwasorientedeither
psychoanalyticallyorphilosophically,outofthewesterntraditionsofmetaphysicsand
epistemology,orempirically,viabehaviorism.Inthelattercase,asmentionedearlier,
cognitionwasregardedasablackboxbetweenstimulusandresponse.Sincenoempirical
studyofthecontentsofthisboxwaspossible,speculationastowhatwentoninsidewasboth
discouragedandignored.
Cognitivescience,especiallybywayofAIresearch,openedthebox.Forthefirsttime,
researcherscouldworkfromamodelofmindandmentalprocesses.In1957,AIpioneer
HerbertSimonwentsofarastopredictthatAIwouldsoonprovidethesubstantivemodelfor
psychologicaltheory,inthesamewaythatNewton’scalculushadoncedoneforphysics
(Turkle,1984,p.244).DespitethesubsequenthumblingofAI'searlyenthusiasm,theeffect
thisthinkinghashadonresearchinpsychologyandeducationandeventhepopular
imagination(considerthecommonplacenotionofone’s“shorttermmemory”)isvast.
ThemostsignificantthreadorthrustofearlyAIresearchwasAllenNewellandHerbert
Simon's“informationprocessing”modelatCarnegie-MellonUniversity.Thisresearchsought
todevelopageneralizedproblem-solvingmechanism,basedontheideathatproblemsinthe
worldcouldberepresentedasinternalstatesinamachineandoperatedonalgorithmically.
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NewellandSimonsawthemindasa“physicalsymbolsystem”or“informationprocessing
system”(Simon1981[1969],p.27),andbelievedthatsuchasystemisthe“necessaryand
sufficientmeans”forintelligence(p.28).Oneofthevenerabletraditionsofthismodelisthe
chess-playingcomputer,longbandiedasexemplaryofintelligence.Ironically,worldchess
masterGaryKasparov'shistoricdefeattoIBM's“DeepBlue”supercomputerin1997hadfar
lessrhetoricalpunchthanAIcritic(andchessnovice)HubertDreyfus’defeatin1965,butthe
legacyoftheinformation-processingapproachcannotbeunderestimated.
YetitwouldbeunfairtoequateallofclassicalAIresearchwithNewellandSimon'sapproach.
Significantly,researchprogramsatStanfordandMIT,thoughperhapslowerprofile,made
significantcontributionstothefield.Twothreadsinparticularareworthyofcommenthere.
Onewasthedevelopmentof“expertsystems,”concernedwiththeproblemofknowledge
representation—forexampleEdwardFeigenbaum'sDENDRAL,asystemwhichcontained
largeamountsofdomain-specificinformationinbiology.AnotherwasTerryWinograd's1970
program,SHRDLU,whichfirsttackledtheissueofindexicalityandreferenceinanartificial
microworld(Gardner,1985).AsGardner(1985)pointsout,thesedevelopmentsdemonstrated
thatNewellandSimon's“generalized”problem-solvingapproachwouldgivewaytomore
situated,domain-specificapproaches.
TheculminationofthisapproacharetheCognitiveTutorsoutofCarnegieMellonUniversity.
Thesearebothasuccessfulproductwidelyusedinschools(www.carnegielearning.com)and
anactiveongoingresearchproject(coordinatedthroughthePittsburghScienceofLearning
Center–www.learnlab.org).TheCognitiveTutorsapplyJohnAnderson’sACTR(Anderon,
1993)cognitivearchitecture(whichisdescendedfromNewellandSimon’s)torepresentthe
knowledgetobetaught(mostlyIf-Thenproductionrules)thenthisknowledgeisrepresented
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inthetutorsothatitcanunderstandwhatthestudentisdoingwhensolvingproblemsand
provide“intelligence”feedback(AndersonCorbet,Koedinger&Pelletier,1995).Thesetutors
showimpressiveresultsintestscomapredtoclassroomintructionandwhencomparedto
traditionalCAI(liketheSuppeskind):theydoaroundoneeffectsize(onestandarddeviation)
betterthanclassroominstruction–traditionCAIdoes0.3effectsizebetterthanclassroom
instructionsotheCognitiveTutorsare3timesaseffectiveastraditionalCAI(Kulik&Kulik,
1991).However,whattheseCognitiveTutorsaresoeffectiveatisteachinghowtosolve
problemsinareaslikehighschoolAlgebraandGeometry;thereissomequestionremaining
whethertheycanalsoteachanunderstandofwhythesesolutionmethodswork.
AtMITinthe1980s,MarvinMinsky'sworkledtoatheoryofthe“societyofminds”—that,
ratherthanintelligencebeingconstitutedinastraightforwardrepresentationaland
algorithmicway,intelligenceisseenastheemergentpropertyofacomplexofsubsystems
workingindependently(Minsky,1986).ThenotionofemergentAI,morerecentlyexplored
throughmassivelyparallelcomputers,haswiththeavailabilityofgreatercomputingpowerin
the1980sand1990sbecomethemainstreamofAIresearch(Turkle,1995,pp.126-127).
Interestingly,Gardner(1985)pointsoutthatthemajorityofcomputing—andthereforeAI—
researchhasbeenlocatedwithintheparadigmdefinedbyCharlesBabbage,AdaLovelace,and
GeorgeBooleinthe19thcentury.BabbageandLovelacearecommonlycreditedwiththebasic
ideaoftheprogrammablecomputer;LadyAdaLovelace’sfamousquoteneatlysumsitup:
“Theanalyticalenginehasnopretensionswhatevertooriginateanything.Itcandowhatever
weknowhowtoorderittoperform.”GeorgeBoole’scontributionwasthenotionthatasystem
ofbinarystates(0and1)couldsufficefortherepresentationandtransformationoflogical
propositions.Butcomputingresearchbegantofindandtranscendthelimitsofthisapproach.
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TheriseofemergentAIwascharacterizedas“wakingupfromtheBooleandream”(Douglas
Hofstadter,quotedinTurkle1995,p,135).Inthismodel,intelligenceisseenasaproperty
emergentfrom,oratleastobservablein,systemsofsufficientcomplexity.Intelligenceisthus
notdefinedbyprogrammedrules,butbyadaptivebehaviorwithinanenvironment.
From Internal Representation to Situated Action. The idea of taking contextual factors seriously
became important outside of pure AI research as well. A notable example was the reception given to
Joseph Weizenbaum’s famous program, ELIZA. When it first appeared in 1966, ELIZA was not
intended as serious AI; it was an experiment in creating a simple conversational interface to the
computer—outputting canned statements in response to certain “trigger” phrases inputted by a user.
But ELIZA, with ‘her’ reflective responses sounding a bit like a Rogerian analyst, became
something of a celebrity—much to Weizenbaum’s horror (Turkle 1995, 105). The popular press and
even some psychiatrists took ELIZA quite seriously. Weizenbaum argued against ELIZA’s use as a
psychiatric tool, and against mixing up human beings and computers in general, but ELIZA’s fame
has endured. The interface and relationship that ELIZA demonstrates has proved significant in and
of itself, regardless of what computational sophistication may or may not lie behind it.
AnothercontextualistefforttookplaceatXerox’PaloAltoResearchCenter(PARC)inthe
1970s,whereateamledbyAlanKaydevelopedthefoundationforthe“personalcomputing”
paradigmweknowtoday.Kay’steamismostfamousfordevelopingthemouse-and-windows
interface—whichBrendaLaurel(1990)latercalledthe“directmanipulation”interface.
However,atamorefundamentallevel,theXeroxPARCresearchersdefinedamodelof
computingthatbranchedawayfromaformalist,rules-drivenapproach,andtowardanotionof
thecomputerascurriculum:anenvironmentfordesigning,creating,andusingdigitaltools.
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Thisapproachpartlycamefromexplicitlythinkingofchildrenasthedesignersofcomputing
technology.Kaywrote:
Wewerethinkingaboutlearningasbeingoneofthemaineffectswewantedtohavehappen.
Earlyon,thisledtoa90-degreerotationofthepurposeoftheuserinterfacefrom‘accessto
functionality’to‘environmentinwhichuserslearnbydoing.’Thisnewstancecouldnow
respondtotheechoesofMontessoriandDewey,particularlytheformer,andgotme,on
rereadingJeromeBruner,tothinkbeyondthechildren'scurriculumtoa‘curriculumofuser
interface.’(Kay,1996,p.552)
Inthelate1980s,TerryWinogradandFernandoFlores’UnderstandingComputersand
Cognition:ANewFoundationforDesign(1986)heraldedanewdirectioninAIandintelligent
systemsdesign.Insteadofarationalist,computationalmodelofmind,WinogradandFlores
describedtheemergenceofade-centeredandsituatedapproach.Thebookdrewonthe
phenomenologicalthinkingofMartinHeidegger,thebiologyofperceptionworkofHumberto
MaturanaandFranciscoVarela,andthespeech-acttheoryofJohnAustinandJohnSearleto
callforasituatedmodelofmind-in-the-world,capableof(ordependentupon)commitment
andintentionalityinrealrelationships.WinogradandFlores’workraisedsignificantquestions
abouttheassumptionsofafunctionalist,representationalmodelofcognition,arguingthat
suchaviewisbasedonhighlyquestionableassumptionsaboutthenatureofhumanthought
andaction.
Inshort,thequestionofhowtheseAIandcognitivesciencedevelopmentshaveaffectedthe
roleoftechnologyintheeducationalarenacanbesummedupintheongoingdebatebetween
instructionist“tutoring”systemsandconstructivist“toolkits.”Whiletheearliestapplicationsof
AItoinstructionalsystemsattemptedtooperatebycreatingamodelofknowledgeora
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problemdomainandthenmanagingastudent’sprogressintermsofdeviationfromthat
model(Suppes,1966;Wenger,1987),laterandarguablymoresophisticatedconstruction
systemslookedmoreliketoolkitsforexploringandreflectingonone’sthinkinginaparticular
realm(Brown&Burton,1978;Papert,1980).
KindsofDigitalMediaLearning
Whentheorizingabouttheroleofdigitalmedialearningenvironmentsinlearning,the
tendencyisoftentouseaninstrumentalistandinstructionistapproach—thecomputer,for
example,isausefultoolforgatheringorpresentinginformation(whichisoftenand
incorrectlyequatedwithknowledge).Evenwithintheconstructionistparadigm,thesocial
dimensionofthelearningexperienceisforgotten,focusingonlyontheindividualchild.And,
evenwhenweremembertheVygotskianzoneofproximaldevelopment(ZPD)withits
emphasisonthesocially-mediatedcontextoflearning,wetendtooverlookthedifferencesthat
individualsthemselveshaveintheirlearningstyleswhentheyapproachthelearningexpe-
rience.Andevenwhenweconsidergroupandindividualdifferences,wefailtoexaminethat
individualsthemselvestryoutmanystylesdependingontheknowledgedomainbeingstudied
andthecontextwithinwhichtheyareparticipating.And,mostimportantly,evenwhenthe
ideathatindividualshavediversepointsofviewingtheworldisacknowledged,technologists
andnewmediadesignersoftendolittletoconstructlearningenvironmentsthattruly
encouragesocialconstructionandknowledgecreation.
Designingandbuildingtoolsasperspectivitytechnologies,weargue,enableslearnersto
participateasmembersofcommunitiesexperiencingandcreatingnewworldsfromthepoints
ofviewingoftheirdiversepersonalidentitieswhilecontributingtothepublicgoodofthe
digitalcommons.Usingperspectivitytechnologies,learners—likestarsinaconstellation—are
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connectedtoeachotherwithinaforcethatenablesthemtochangetheirpositionand
viewpointyetstaylinkedwithinthelargerandalsomoveableconstructofthetotal
configurationofmanyconstellations,galaxies,anduniverses.Itiswithintheelastictension
amongalltheplayersinthecommunity—thelearner,theteacher,thecontent,theartifacts
created,andmostimportantlythecontextoftheforceswithinwhichtheycommunicate—that
newknowledgein,around,andabouttheworldiscreated.
Thenextsectionhasbeenorganizedlesschronologicallyandmorefunctionally,examining
technologiesfromavarietyofperspectives:asinformationsources,curricularareas,
communicationsmedia,tools,environments,partners,scaffolds,andfinally,asperspectivity
toolkits.WealsoreturntotheimportanceofusingthePointsofViewingTheoryasa
frameworkfordesigningnewmediaapplicationsandtools.Theseassortedtechnology
approachesarenotintendedtobemutuallyexclusive;theyareheadersthatoftenillustrate
oneaspectofatechnologyfromaparticularangle.Howatechnologyshouldbecharacterized
dependsonhowitusedinsitu.Alearningtechnologymaybedesignedinamonological
fashionwhileinthecontextofuseitbecomesdialogicalwiththepresenceofhumanactors
(Bakhtin,1981;Wegerif,2007).Andviceversa—technologiesdesignedfromasocial
constructionistframeworkmayfindtheirpromisebetrayedifusedtoserveinstructionist
goalsandasingleprevailingworldview.Withtheexplosionofubiquitouslearningwith
handhelddevicesinrecentyears,erodingthetraditionaldistinctionbetweenformaland
informallearning,thepotentialforcomplex,meaningful,dialogicallyrichlearningisgreater
thanithaseverbeen(Burbules,2009).Withinthiscontext,itisessentialtoconsiderhow
perspectivitytechnologiescanbetteraccomodatethesechangesandprovideaguidinglightfor
futureresearchanddevelopment.
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DigitalMediaforInformation
Whenweinvestigatehowmeaningismade,wecannolongerassumethatactualsocial
meanings,materiallymade,consistonlyintheverbal-semanticandlinguisticcontextualiza-
tions(paradigmatic,syntagmatic,intertextual)bywhichwehavepreviouslydefinedthem.We
mustnowconsiderthatmeaning-in-useorganizes,orients,andpresents,directlyorimplicitly,
throughtheresourcesofmultiplesemioticsystems.(Lemke,1998)
Accesstoinformationhasbeenthedominantmythologyofcomputersineducationformany
educators.Nottakingthetimetoconsiderhownewmediatextsbringwiththemnewwaysof
understandingthem,educatorsandeducationaltechnologistshaveoftentriedtoadd
computerstolearningasonewouldaddsalttoameal.Theideaoftechnologyasinformation
sourcehascapturedtheimaginationofschooladministrators,teachers,andparentshoping
thatproblemsofeducationcouldbesolvedbyprovidingeachstudentwithaccesstothemost
currentknowledge(Graves,1999).Itisnodifferentthesedays:legislatorsandpolicymakers
arestilltryingtobridgethe“digitaldivide.”Asof2012,thestateofMaineistheonlystatein
theUSwithanInternet-connectedcomputeroneverydesktop.
Whileagrowingnumberofpostmoderntheoristsandsemioticiansseecomputersandnew
mediatechnologiesastextstodeconstruct(Lemke,2001;Landow,1992),itismorecommon
toseecomputersviewedastextbooks.InspiteofLemke’sreminderthatthesenewmediatexts
requiretranslationandnotonlydigestion,thecomputeriscommonlyseenasmerelyamore
efficientmethodofprovidinginstructionandtraining,withinformationequatedwith
knowledge.Learnersworkingwithcoursewarearepresentedwithinformationandthentested
orquestionedonit,muchastheywouldusingtraditionaltextbooks.Thecomputercan
automaticallymarkstudentresponsestoquestionsandgovernwhetherornotthestudent
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movesontothenextsection,freeingtheteacherfromthistask—aneconomicadvantagenoted
bymanyeducationaltechnologythinkers.
Inthelate1980s,multimedia—audio,graphics,andvideo—dominatedtheeducational
landscape.Curriculumandlearningresources,firstdistributedastextbookandaccompanying
floppy-disc,begantobedistributedonvideodiscorCD-ROM,mediaformatsabletohandle
largeamountsofmultiplemediainformation.Inthebestcases,multimediaresources
employedhypertextorhypermedia(Landow,1992;Swan,1994)navigationschemes,
encouragingnon-lineartraversalofcontent.Hypermedia,assuch,representedasignificant
breakwithtraditional,linearinstructionaldesignmodels,encouraginguserstoexplore
resourcesbyfollowinglinksbetweendiscretechunksofinformationratherthansimply
followingaprogrammedcourse.OneofthebestearlyexemplarswasAppleComputer’sclassic
VisualAlmanac:AnInteractiveMultimediaKit(1989),whichenabledstudentstoexplorerich
multimediavignettesaboutinterestingnaturalphenomenaaswellaseventsfromhistoryand
thearts.
TheriseofInternetandsearchenginessuchasGoogle,hasstimulatedtheproductionof
computer-basedcurriculumresourcesonceagain.Asasortofuniversalmultimediaplatform,
theweb’sabilitytoreachahugeaudienceveryinexpensivelyhasledtoitswidespread
adoptioninschools,trainingcenters,corporations,and,significantly,thehome.Morethan
packagedcurriculum,however,theuseoftheInternetandWorldWideWebasanopen-ended
researchtoolhashadanenormousimpactonclassrooms.Sincethesoftwareforbrowsingthe
webisfree(ornearlyfree)andthetechnologyandskillsrequiredtouseitaresowidespread,
thecostsofusingthewebasaresearchtoolarelargelylimitedtothecostsofhardwareand
connectivity.Thismakesitanobviouschoiceforteachersandadministratorsoftenunsureof
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howtobestallocatetechnologyfunds.Thepopularreputationofthewebasauniversallibrary
orasaccesstotheworld’sinformation(muchmoresothatitsreputationasadenof
pornographersandpedophiles)hasledtoapopularmythologyofchildrenreaching“beyond
theclassroomwalls”totapdirectlyintorichinformationsources,communicatewithscientists
andexperts,andexpandtheirhorizonstoaglobalview.Ofcourse,suchdiscourseneedstobe
examinedinthelightofday:thewebisasourceofbadinformationaswellasgood,andwe
mustalsorememberthatdownloadingisnotequivalenttolearning.Asearlyas2000,Roger
Schankobservedthat
“accesstotheWebisoftencitedasbeingveryimportanttoeducation,forexample,butisit?
Theproblemintheschoolsisnotthatthelibrariesareinsufficient.TheWebis,atitsbest,an
improvementoninformationaccess.Itprovidesabetterlibraryforkids,butthelibrarywasn’t
whatwasbroken(Schank,2000).Indeedhemadeagoodpointthattheproblemiselsewhere,
yetwithinashortdecadethe“possibility”ofbetteruseoftheaccesstoauniverseofmaterials
hasarrived.
Inasimilarvein,“correspondenceschools”—bothuniversity-basedandprivatebusinesses
datingbacktothe19thcentury—aremirroredintoday’scropofonlinedistancelearning
providers(Noble1999).Intheclassicdistanceeducationmodel,astudentenrolls,receives
curriculummaterialsinthemail,worksthroughthematerialandsubmitsassignmentstoan
“instructor”or“tutor”bymail.Hopefully,thestudentcompleteseverythingsuccessfullyand
receivesaccreditation.Addingcomputersandnetworkstothismodelchangesverylittle,
exceptforloweringthecostsofdeliveryandmanagementsubstantially(considerthecost
savingsofreplacinghumantutor/markerswithanAIsystem).Again,inonedecadeisnot
uncommonforleadinguniversitiestoofferhighqualityonlinedegrees.Mostprogramshave
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somecoursesthatareavailabletostudentsandthe“push-back”fromresistantfacultywho
associatedDo-It-Yourself(DIY)learninghasallbutdisappeared.AnyaKamenetz’s2010DIYU:
Edupunks,Edupreneurs,andtheComingTransformationofHigherEducationbecameaninstant
readacrosshighereducationwithblogsandtweetsthatraisedfearthroughouttheacademic
establishment.ThetitleofaMay3,2010articleintheChronicleofHigherEducationbySeth
GodinwasTheComingMeltdowninHigherEducation(asSeenbyaMarketer).JayCrossand
colleaguesfromtheInternetTimeAlliance,createdthe2010versionofhis“unbook,”whichhe
andhisfriendscall“WorkingSmarter:InformalLearningintheCloud.”Updatestotheunbook
canbefoundregularlybyCrossandfriendsathttp://www.internettime.com.
Despitethiscurrentgroundswell,thebasicpedagogicalquestionsabouteducationremain:to
whatextentdolearnersinisolationactuallylearn?Theintroductionofelectronic
communicationandconferencingsystemsintodistanceeducationenvironmentshasnodoubt
beshowntoimprovestudent’sexperiences(Hiltz&Goldman,2004),andthishascertainly
beenawidespreaddevelopment,buttheeconomicandeducationalchallengesdrivingonline
learningstillmakeitanabivalentchoiceforbothstudentsandeducatorsconcernedwiththe
learningprocessandaccreditation.Itwilltakeanewsystemofevaluationofcredentialsbefore
institutuionalbricksandmortarwillbecomeevenclosetoobsolete.Aftetrtwodecadesof
knowingintroducingtechnologiesintoday-to-dayworkandstudy,
institutionsofhighereducationarefinallyrespondingwithfullforcetocreatenewkindsof
learningenvironmentsthatincludeformalandinformallearning(ateliersandopen
communitylabs)aswellasonlinemixedwithface-to-face(f2f)classroomlearning.Thenext
majorhurdlewillbeaddressinggloballearning,asubjectthatNewYorkUniversity,for
example,hasmovedintowithfullforcewithbranchesinAbuDhabiandShanghai,notto
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mentionsateliteprogramsandinfrastructureinBuenosAires,Paris,London,Florence,Acra,
Singapore,Prague,London,TelAviv,andmorerecently,Madrid.
DigitalMediaforLiteracyinSTEM
EconomicurgencyandachroniclaborshortageinIT(InformationTechologies)andSTEM
(Science,Technology,Engineering,andMathematics)professionsandtheincreasingly
changingneedsforupdatingcomputersandnetworksintheworkplacecontinuetodrivethe
demandsforgainingdesignandcompuationalliteracy.Learninginbothformalandinformal
settings,includingbusinessesandschools,requiresaccesstoinformationandpeoplewhocan
design,built,andcreatecurricularlearningenvironmentsindisciplinaryandcross-
disciplinaryareas.AlthoughthefieldofTechnologyStudiesasaprogramareahasexistedin
highschoolsanduniversitiessincethe1970s,itisinterestingtonotehowmuchvariation
thereisinthecurriculum,acrossgradelevels,fromregiontoregion,andfromschoolto
school—perhapsincreasinglysoasyearsgoby.ApartfromtheUSCollegeBoard’sAdvanced
Placement(AP)ComputerScienceCurriculum,whichisfocusedonprofessionalcomputer
programming,whatoneschoolorteacherimplementsasthe“computerscience”or
“informationtechnology”curriculumishighlyvaried,andprobablyverydependentupon
individualteachers’notionsandattitudestowardwhatisimportant.Therangeincludes
straightforwardcomputerprogramming(asintheAPcurriculum),multimediaproduction
(Roschelleet.al.1998),technologymanagement(Wolfson&Willinsky,1998),exploratory
learning(Harel&Papert,1991),textbooklearningaboutbitsandbytes,andsoon.Standards
arehardtocomeby,ofcourse,becausethefieldissovariedandchanging.
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Amoststraightforwardconclusiononemaydrawfromlookingatoureconomy,workplace,
andprospectsforthefutureisthatcomputer-basedtechnologiesareincreasinglypartofhow
wework.Itfollowssimplythatknowinghowtoeffectivelyusecomputersisarequirementfor
manyjobsorcareers.Thisbasicideadrivesthe“jobskills”approachtocomputersin
education.Inthismodel,computerhardwareandsoftware,particularlyofficeproductivityand
dataprocessingsoftwarearethecornerstoneoftechnologycurriculum,sinceskillwiththese
applicationsiswhat“employersarelookingfor.”Onecanfindthismodelatworkinmosthigh
schoolsanditisdominantinre-trainingandeconomicdevelopmentprograms.Andwhileits
simplelogiciseasytograsp,perhapsthismodelisareminderthatsimpleideascanbelimiting.
Heedingthisdilemna,SeymourPapert,invokingcurriculumtheoristPaoloFreire,writes
If“computerskill”isinterpretedinthenarrowsenseoftechnicalknowledgeaboutcomputers,
thereisnothingthechildrencanlearnnowthatisworthbanking.Bythetimetheygrowup,
thecomputerskillsrequiredintheworkplacewillhaveevolvedintosomethingfundamentally
different.Butwhatmakestheargumenttrulyridiculousisthattheveryideaofbanking
computerknowledgeforuseonedayintheworkplaceunderminestheonlyreallyimportant
“computerskill”:theskillandhabitofusingthecomputerindoingwhateveroneisdoing.
(Papert,1992,p.51)
Papert’scritiqueofcomputerskillsleadstoadiscussionof“computerliteracy,”atermalmost
asoldascomputersthemselves,andonethatisnotoriouslyelusive.Asfarbackas1985,
DouglasNoblenotedthatnooneissurewhatexactlycomputerliteracyis,buteveryoneseems
toagreethatitisgoodforus(Noble,1985,p.64).
SharonDerryandDanielZalles(2011)gobeyondatheoryofliteracytoexploringhowliteracy
isimportantforscientificcivicreasoning.Theypropose“thatactive,collectivecitizenship
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throughresponsiblecivicreasoning,empoweredbytoolsofscienceandtechnology,isan
importanteducationalgoalofourtime.”Theychallengethepublictoexploretheconnection
betweensocietalphenomenomanddiscipline-basedscience,usingasixstepapproach:1)
seekingconsensusaroundwhatisworthstudying;2.leveragingthepowerstructuresto
ensureadequatefunding;3.Operationalizingsystematicresearch;4.employinga“cultureof
principled,unbiased,constructivecriticaldiscourse;”5.findingevidenceforsettingpolicyand
takingcivicaction;and6.evaluatingeffectiveness.Inshort,theyarguethatacivilsociety
requiresthatchildrenbeliterate/fluentwithbothcivicsandtechnologies.
Takeadifferentperspective,wenotethatthetwobooksbyJohnWillinsky,TheNewLiteracy
(1990)andTheAccessPrinciple:TheCaseofOpenAccesstoResearchandScholarship(2006)
expandupontheideathatoneneedstobe“literateinliteracy”(p.236),aphrasewenow
changetoliterateindigitalliteracies.Willinsky’sTheNewLiteracyemergesfromtherootsof
popularculture,theProgressiveEducationMovementandevenfurtherbacktotheRomantics.
Itisgroundedinthecriticalandyetinspirationalworkthatcanbereachedthroughthe
thoughtfulinquiryofteachersandstudentsworkingtogethertoredefineanewkindofplace
forthemselves.Inessence,theschoolbecomesthelanguageofthisnewliteracy.Fifteenyears
laterinTheAccessPrinciple,Willinskyfocusesmoreonhowwecometoknowandsharewhat
weknowinopenaccessdigitalenvironments.Pointingtoalonghistorytomakeknowledge
public,Willinskyencouragesthemovementofcloisteredknowledgesheldinmostpartby
institutionalrepositoriestowardthedemocratizationofknowledge.
“…[A]nopenaccesstoscholarlypublishingisnotsimplyasideissues,amatterof
bussinessplansanddeliverysystems,inthepursuitoftruth….Rather,thepotential
expansioninthecirculationofideasismuchaboutthequalityoftruthpursuedinsuch
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settings.Iwouldagruethattheglobalscaleofknowledge’scirculationiscriticaltoits
veryclaimasknowledge.(2006,p.34).
Certainly,WillinskycouldnothavepredictedwhatcametobecalledtheArabSpringin2011.
Inthistimeofprotestagainsttheexistingregimesinindividualcountries(Tunesia,Egypt,
Syria,etc.)thatareembodiedinthefightforgreaterfreedomacrossstheArabworld,wecan
seehoweasytouseandaccessiblemobiletechnologiesaswellassocialmediasoftwaresuch
asTwitter™andFacebook™gaveaccesstoinformationthatledtocommunitiessharingtheir
perspectivesandcritiquingexistingtraditionsoftruththroughamorenegotiated
understandingofwhatwasfeltandunderstoodontheground.Althoughitisunclearhowthe
qualityoftruthcaneverbereached,perhaps,whatcanbefoundinthesecontestedspacesis
incrementalagreementsthatbringaboutverisimilitudeandamoregeneralacceptancethat
differencesofexperiencesandunderstandingscanbereachedthroughaccesstoknowledge,
resources,andpowertomakechangesforthegoodofsociety.IfMichelFoucault’sbook
Knowledge/Power(1980)everneededarereading,itisintimesofnotonlyaliteracyexplosion,
butalsoonethatisseepedinissuestodowithwhodecideswhatthebestwayofinterpreting
informationtobuildamorejustsystem.
Still,wemustask,whatisthenatureofliteracyinSTEMlearning?Earlyattemptstodefineit
comefromsuchinfluentialfiguresasJ.C.R.Licklider,oneofthefoundersofwhatisnowthe
Internet,andwhosenotionofcomputerliteracydrewmuchonJohnDewey’sideasabouta
democraticpopulusofinformedcitizens.Ascomputersbecamealmostubiquitousinthefirst
decadeofthe21stCentury,peoplebeganwhatnowseemslikealifelongexplorationto
understandtheroleofthesenewtechnologiesintheirlives.Theinevitablereductionof
“computerliteracy”toalaundrylistofknowledgeandskills(comparewithE.D.Hirsch’s
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controversialCulturalLiteracy)promptedPaperttorespondwithappealstotherichnessof
what“literacy”means:
Whenwesay“Xisaveryliterateperson,”wedonotmeanthatXishighlyskilledatdeci-
pheringphonics.Attheleast,weimplythatXknowsliterature,butbeyondthiswemeanthatX
hascertainwaysofunderstandingtheworldthatderivefromanacquaintancewithliterary
culture.Inthesameway,thetermcomputerliteracyshouldrefertothekindsofknowingthat
derivefromcomputerculture.(1992,p.52)italicsadded
Othercontributionstothenotionofdigitalliteracyremainrootedintheparticular
perspectivesoftheircontributors.AlanKay(1996)wroteofan“authoringliteracy.”Journalist
PaulGilster(2000)talkedabout“digitalliteracy.”AndreadiSessa(2000),creatoroftheBoxer
environment,wroteextensivelyon“computationalliteracy,”anotionhehopeswillriseabove
thebanalityofearlierconceptions.
Clearly,bycomputationalliteracyIdonotmeanacasualfamiliaritywithamachinethat
computes.Inretrospect,Ifinditremarkablethatsocietyhasallowedsuchashamefuldebasing
ofthetermliteracyinitsconventionaluseinconnectionwithcomputers.(diSessa2000,p.5)
RandSpiroandcolleagues(2007&2001),aneducationalpioneerofhowlearningchanges
withhypermedia,multimedia,andnowweb-baseinteractivemedia,explainedhowlearners
becomeliterateusingtheglobalandwell-knownapproachcalledCognitiveFlexibilityTheory
(CFT).Usingthefollowinganalogyof“criss-crossinglandscapes,”theyweaveawayfor
learnerstogain“deeplearning”inknowledgedomainsthatare“ill-structured.”
Whenonecriss-crosseslandscapesofknowledgeinmanydirections(themaininstructional
metaphorofCFT,drawnfromWittgenstein,arevisitingisnotarepeating.Theresultis
knowledgerepresentationswhosestrengthisdeterminednotbyasingleconceptualthread
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runningthroughallormostpartsofthedomain’srepresentation,butratherfromthe
overlappingofmanyshorterconceptual“fibers”(Wittgenstein,1953),asbefitsanill-
structureddomain.(Spiro,Collins,&Ramchandran,2007,p.96).
Thedifficultyofcomingtotermswithcomputerordigitalliteracyinanystraightforwardway
hasledMaryBrysontoidentifythe“miracleworker”discoursethatresults,inwhich“experts”
arecalledupontostepintoasituationandimplementthewondersthattechnologypromises.
[W]ehearthatwhatisessentialfortheimplementationandintegrationoftechnologyinthe
classroomisthatteachersshouldbecome“comfortable”usingit...wehaveamastercode
capableofutilizinginoneplatformwhatfortheentirehistoryofourspeciesthusfarhasbeen
irreduciblydifferentkindsofthings...everyconceivableformofinformationcannowbe
cominedwitheveryotherkindtocreateadifferentformofcommunication,andwhatweseekis
comfortandfamiliarity?(deCastell,Bryson,&Jenson,2000)italicsadded
Familiarityandcomfort,indeed!Bringontheaffordances,theyareproposing!
Howeverdifficulttodefine,somesenseof“literacy”isgoingtobeaninescapablepartof
thinkingaboutdigitaltechnologyandlearning.Ifwemovebeyondasimpleinstrumentalview
ofthecomputerandwhatitcando,andtakeseriouslyhowitchangesthewaysinwhichwe
relatetoourworld,thentheissueofhowwerelatetosuchtechnologies,inthecomplexsense
ofaliteracy,willremaincrucial.
DigitalMediaasThinkingTools
DavidJonassenisperhapsbestknownintheeducationaltechnologydomainastheeducator
connectedwithbringingtoprominencetheideaofcomputerasmindtool(2005;1996).
Breakingrankwithhispreviousinstructionistapproachdetailingwhathetermedframesfor
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instruction(Duffy&Jonassen1992),Jonassen’slaterworkreflectstheinspirationofleading
constructionistthinkerslikeSeymourPapert.Oneoftheclassicquotationsontheuseofthe
computerasatoolfromPapert’slandmarkbook,Mindstorms:Children,Computers,and
PowerfulIdeas(1980),is:
Forme,thephrase“computeraspencil”evokesthekindofusesIimaginechildrenofthe
futuremakingofcomputers.Pencilsareusedforscribblingaswellaswriting,doodlingaswell
asdrawing,forillicitnotesaswellasforofficialassignments(Papert,210).
Whileitiseasytothinkofthecomputerasasimpletool—atechnologicaldevicewhichweuse
toaccomplishacertaintaskasweuseapen,abacus,canvas,ledgerbook,filecabinet,andso
on—atoolcanbemuchmorethanjustabetterpencil.Itcanbeavehicleforinteractingwith
ourintelligence—athinkingtoolandacreativetool.Forexample,apopularnotionisthat
learningmathematicsfacilitatesabstractandanalyticthinking.Thisdoesnotmeanthat
mathematicscanbeequatedwithabstractthinking.Thecomputerasatoolenableslearnersof
mathematicstoplaywiththeelementsthatcreatethestructuresofthediscipline.Touse
Papert’sexample,childrenusingtheLogoprogramminglanguageexploremathematicsand
geometrybymanipulatingavirtual“turtle”onthescreentoactoutmovementsthatform
geometricentities(Papert,1980).ChildrenprogramminginLogothinkdifferentlyabouttheir
thinking,becomingepistemologists.AsPapertwouldsay,Logoisnotjustabetterpencilfor
doingmathematicsbutatoolforthinkingmoredeeplyaboutmathematics,bycreatingpro-
ceduresandprograms,structureswithinstructures,constructed,deconstructed,and
reconstructedintolargerwholes.
Papertledagroundbreakingseriesofresearchprojectsthatbroughtcomputingtechnologyto
school-childrenusingLogo.InMindstorms,PapertexplainedthatLogoputschildrenincharge
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ofcreatingcomputationalobjects—originally,byprogrammingamechanical“turtle”(a1.5
footroundobjectthatcouldbeprogramedtomoveonthefloorandcoulddrawalineonpaper
asitmovedaround),andthenlatera“virtual”turtlethatmovedonthecomputerscreen.
AprotégéofJeanPiaget,Papertwasconcernedwiththedifficulttransitionfrom“concrete”to
“formal”thinking.Papertsawthecomputerasthetoolthatcouldmaketheabstractconcrete:
Statedmostsimply,myconjectureisthatthecomputercanconcretize(andpersonalize)the
formal.Seeninthislight,itisnotjustanotherpowerfuleducationaltool.Itisuniqueinpro-
vidinguswiththemeansforaddressingwhatPiagetandmanyothersseeastheobstacle
whichisovercomeinthepassagefromchildtoadultthinking(Papert,1980,p.21).
BeyondPiaget’snotionofconstructivism,thetheoryofconstructionismfocuseditslenslesson
thestagesofthoughtproductionandmoreontheartifactsthatlearnersbuildascreative
expressionsoftheirunderstanding.Papertunderstoodthecomputerasnotmerelybeinga
tool(inthesenseofahammer)butasanobject-to-think-withthatfacilitatesnovelwaysof
thinking.
Constructionism—theNwordasopposedtotheVword—sharesconstructivism’sconnotation
oflearningasbuildingknowledgestructuresirrespectiveofthecircumstancesofthelearning.
Itthenaddstheideathatthishappensespeciallyfelicitouslyinacontextwherethelearneris
consciouslyengagedinconstructingapublicentity,whetherit’sasandcastleonthebeachora
theoryoftheuniverse(Papert,1991,p.1).
Bythelate1980s,theresearchconductedbytheLearningandEpistemologyResearchGroup
atMITwasoneofthemostinfluentialforcesinlearningtechnology.Alarge-scaleintensive
researchprojectcalledProjectHeadlightwasconductedattheHenniganSchoolinBoston,
studyingallmannerofphenomenaaroundtheexperienceofschool-childrenandLogo-
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equippedcomputers.Asnapshotofthisresearchisfoundintheeditedvolume,
Constructionism(Harel&Papert,1991),whichcoverstheperspectivesofsixteenresearchers.
Forexample,AaronFalbelandRickiGoldman-SegallsituatedtheirresearchinIvanIllich’s
theoryofconvivialityasdescribedinToolsforConviviality(Illich,1973)—atheorythat,inits
simplestform,recommendstoolsbesimpletouse,accessibletoall,andbeneficialfor
humankind.Falbelworkedwithchildrentocreateanimationfromoriginaldrawingsandto
thinkofthemselvesasconviviallearners.Goldman-Segallconductedathree-yearvideo
ethnographyofchildren’sthinkingstylesincomputer-richlearningculturesandcreateda
computer-basedvideoanalysistoolcalledLearningConstellationstoanalyzehervideocases.
InJudySachter’swork,childrenexploredtheirunderstandingof3-Drotationandcomputer
graphics,leadingthewayforunderstandinghowchildrenunderstandgaming.Atthesame
time,MitchellResnick,SteveOcko,andFredMartindesignedsmartLEGO™brickscontrolled
byLogo.TheseLEGO™objectscouldbeprogrammedtomoveaccordingtoLogocommands
(Resnick&Ocko,1991;Martin&Resnick,1993).ResearcherNiraGranottaskedadultlearners
todeconstructhowandwhytheseLegoroboticcreaturesmovedinthewaytheydid.Hergoal
wastounderstandtheconstructionofinternalcognitivestructuresthatallowaninteractive
relationshipbetweencreatoranduser(Granott,1991).
Granott’stheoryofhowdiverseindividualsunderstandthecomplexmovementsof
Lego™/Logo“creatures”waswovenintoanewfabricwhichResnick—workingwith
Lego/Logorobots—calleddistributedconstructionism(Resnick,1991&1994).UriWilensky,
withResnick,deepenedthetheoreticalframeworkaroundthebehaviorofcomplexsystems,
introducinga“levels”framework(Resnick&Wilensky,1998;Wilensky&Resnick,1999;
Wilensky&Reisman,2006).).Tomodel,describe,predictandexplainemergentphenomenain
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complexsystems,ResnickandWilenskydesignedStarLogo™;Wilenskyhasmorerecently
designedthemorewidelyusedsuccessor,NetLogo™(Wilensky,1999)whichalsoincludesa
moduleforconductingparticipatorysimulations(Wilensky&Stroup,1999).Wilensky,a
mathematicianconcernedwithexpandingmathematicseducation,connecteditmoreto
scienceeducationandtoprobability(Wilensky,1993),isoftcitedforhisaskingasimple
questiontoyoungpeople:Howdogeeseflyinformation?Theanswersthatyoungpeoplegive
showhowinterestingyetdifficultemergentphenomenaaretodescribe.
MathematicswasanimportantframeformuchoftheresearchconductedinProjectHeadlight.
Paperthimselfwasanotedmathematician.InonestudyattheHenniganSchool,Harelworked
withgroupsofchildrencreatinggamesinLogoforotherchildrentouseinlearningabout
fractions.Theideathatchildrencouldbedesignersoftheirowrnlearningenvironmentswas
developedfurtherbyYasminKafaiwhointroducedcomputerdesigntounderstandhowgirls
andboysthinkwhenplayinganddesigninggames,atopicofgreatinteresttovideogame
designers(Kafai,1993;1996).Kafaihasspentmorethanadecadecreatingarangeofvideo
gameenvironmentsforgirlsandboystodesignenvironmentsforlearning.Inshort,Kafai
connectedtheworldofplayinganddesigningtothelifeoftheclassroominanumberof
studiesinthe1990sandearly2000s.HerecurrentworkattheUniversityofPennsylvania
focusesontopicsconnectedwiththeLearningSciences,Constructionism,games,virtual
worlds,andgender.
ContinuingtoexpandPapert’slegacywithanewgenerationofgraduatestudents,Kafai(then)
atUCLA,ResnickattheMITMediaLab,GranottattheUniversityofTexasinDallas,Ricki
GoldmanatNewYorkUniversity,andWilenskyatNorthwesternUniversity,continueto
explorethenotionofcomputerdeviceasathinkingtoolfromtheconstructionistperspective.
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Constructionismisnowmoresocial,distributed,andcomplexanapproachandhasalsobeen
re-interpretedwithamoresituatedandecologicalperspectivethaninthemid-1980s.Tobe
expectedgiventhetechnologicalchanges.
DigitalMediaforScaffolding
Thecomputerasscaffoldisyetanotheralternativetotool,environment,orpartner.This
versionmakesreferencetoVygotsky’sconstructofthezoneofproximaldevelopment(ZPD),
definedas
...thedistancebetweentheactualdevelopmentallevelasdeterminedbyindependentproblem
solvingandthelevelofpotentialdevelopmentasdeterminedthroughproblemsolvingunder
adultguidanceorincollaborationwithmorecapablepeers.(Vygotsky,1978,p.86)
Thescaffoldmetaphororiginallyreferredtotheroleoftheteacher,embodyingthe
characteristicsofprovidingsupport,providingasupportivetool,extendingthelearner’srange,
allowingthelearnertoaccomplishtasksnototherwisepossible,andbeingselectivelyusable
(Greenfield,1984,p.118).
Vygotsky’sconstructhasbeenpickedupbydesignersofeducationalsoftware,inparticularthe
CSILEprojectattheOntarioInstituteforStudiesinEducation(OISE).AtOISE,Marlene
ScardamaliaandCarlBereiterworkedtowarddevelopingacollaborativeknowledge-building
environmentandaskedhowlearners(children)couldbegivenrelativelymorecontrolover
theZPDthroughdirectingthekindsofquestionsthatdriveeducationalinquiry(Scardamalia&
Bereiter,1991).TheCSILEenvironmentprovidedascaffoldedconferencingandnote-taking
environmentinwhichlearnersthemselvescouldbeinchargeofthequestioningandinquiryof
collaborativework—somethingmoretraditionallycontrolledbytheteacher—insuchaway
thatkepttheendeavourfromdegeneratingintochaos.
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AnotherexampleoftechnologicalscaffoldingcomesfromGeorgeLandow’sresearchintousing
hypertextandhypermedia—non-linear,reader-driventextandmedia—inthestudyofEnglish
literature(Landow&Delany,1993).InLandow’sresearch,astudentcouldgainmore
informationaboutsomeaspectofShakespeare,forexample,byfollowinganynumberoflinks
presentedinanelectronicdocument.AmajorcomponentofLandow'sworkwashisbeliefin
providingstudentswiththecontextofthesubjectmatter.Thetechnologicalscaffolding
providesawayofmanagingthatcontext—sothatitisnotsolarge,orcomplicated,ordaunting
thatitpreventslearnersfromexploring,butflexibleandinvitingenoughtoencourage
explorationbeyondtheoriginaltext.Thequestionfacingfutureresearchersofthesenon-
linearandalternatelystructurestechnologiesmaybethis:canthecomputerenvironment
createaplaceinwhichthecontextortheculture,asanthropologistCliffordGeertz(1973)
wouldsay,isfelt,understood,andcanbecommunicatedtoothers?Morecontroversially,per-
haps,canthesetechnologiesbedesignedandguidedbythelearnersthemselveswithoutlosing
therichnessthatdirectengagementwithexpertsandteacherscanofferthem?
DigitalMediaforCognitivePartnering
Somewhereamidconceivingofcomputingtechnologyasartificialmindandconceivingofitas
communicationsmediumisthenotionofcomputeraspartner.Thissomewhatmore
romanticizedversionof“technologyastool”putsmoreemphasisonthecommunicativeand
interactiveaspectsofcomputing.Acomputerismorethanatoollikethepencilthatonewrites
withbecause,insomesense,itwritesback.Andwhilethisideahassurelyexistedsinceearly
AIandITSresearch,itwasn’tuntilanimportantarticleintheearly1990s(Salomon,Perkins,&
Globerson,1991)thattheideaofcomputersas“partnersincognition”wastrulyelaborated.
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Asearlyasthe1970s,GavrielSalomonhadbeenexploringtheuseofmedia(televisionin
particular)anditseffectuponchildhoodcognition(Salomon1979).WellversedinMarshall
McLuhan’s(1964)adage,themediumisthemessage,latertobecomethemediumisthe
massage,Salomonhasbuiltabridgebetweenthosewhoproposeaninstrumentalistviewof
media(mediaeffectstheory)andthosewhounderstandmediatobeaculturalartifactinand
ofitself.Alongtheselines,in1991,Salomon,DavidPerkins,andTamarGlobersondrewavery
importantdistinction:
Effectswithtechnologyobtainedduringpartnershipwithit,andeffectsofitintermsofthe
transferablecognitiveresiduethatthispartnershipleavesbehindintheformofbettermastery
ofskillsandstrategies”(Salomon,Perkins,&Globerson,1991,p2).
Theirarticlecameatatimewhentheeffectsofcomputersonlearnerswerebeingroundly
criticized(Sloan1985;Pea&Kurland,1987),andhelpedbreaknewgroundtowardamore
distributedviewofknowledgeandlearning(Brown,Collins,&Duguid,1996[1989];Pea,
1993).Toconceiveofthecomputerasapartnerincognition—orlearning,orwork—isto
admititintotheculturalmilieu,toforegroundtheideathatthemachine,insomewayhas
agencyoratleastinfluenceinourthinking.
Ifweascribeagencytothemachine,wearegoingsomewaytowardanthropomorphizingit,a
topicSherryTurklehaswrittenaboutextensively(Turkle,1984;1995).Goldman-Segallwrites
ofherpartnershipwithdigitalresearchtoolsas“apartnershipofintimacyandimmediacy”
(1998a,p.33).MITinterfacetheoristAndrewLippmandefinedinteractivityasmutualactivity
andinterruptibility(Brand,1987),andAlluquereRosanneStonegoesfurther,referringtothe
partnershipwithmachinesas“aprostheticdevice”forconstructingdesire(Stone,1995).
Computersare,asAlanKayenvisionedintheearly1970s,personalmachines.
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Thenotionofcomputersascognitivepartnersisfurtherexemplifiedinresearchconductedby
anthropologistLucySuchmanatXerox.Suchman’sPlansandSituatedActions:TheProblemof
Human-MachineCommunicationexploredthedifferencebetweenrational,purposiveplans,
andcircumstantial,negotiated,situatedactions.Ratherthanactionsbeingimperfectcopiesof
rationalplans,Suchmanshowedhow“plans”areidealizedrepresentationsofreal-world
actions.Withthisinmind,Suchmanarguedthat,ratherthanworkingtowardmoreandmore
elaboratecomputationalmodelsofpurposiveaction,researchersgiveprioritytothe
contextualsituatednessofpractice:
Abasicresearchgoalforstudiesofsituatedaction,therefore,istoexplicatetherelationship
betweenstructuresofactionandtheresourcesandconstraintsaffordedbyphysicalandsocial
circumstances.(Suchman,1987,p.179)
Suchman’scolleaguesatXeroxPARCinthe1980sdesignedtoolsasstructureswithinworking
contexts;innovativetechnologiessuchascollaborativedesignboards,real-timevirtual
meetingspaces,andvideoconferencingbetweenco-workerswereafewoftheenvironments
atPARCwherepeoplecouldscaffoldtheirexistingpractices.
MediaforSocialConstructionism
Historically,constructivistlearningtheorieswererootedintheepistemologiesofsocial
constructivistphilosopherJohnDewey,socialpsychologistLevVygotsky,developmentaland
cognitivepsychologistJeromeBruner.Knowledgeoftheworldisseentobeconstructed
throughexperience;theroleofeducationistoguidethelearnerthroughexperiencesthat
provideopportunitiestoconstructknowledgeabouttheworld.InPiaget’sversion,thisprocess
isstructuredbythesequenceofdevelopmentalstages.InVygostsky’scultural-historical
version,theprocessismediatedbythetoolsandcontextsofthechild’ssociocultural
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environment.AsaresultoftheinfluenceofVygotsky’swork,researchersinavarietyof
institutionsviewthecomputerandnewmediatechnologiesasenvironments,drawingonthe
notionthatlearninghappensbestforchildrenwhentheyareengagedincreatingpersonally
meaningfuldigitalmediaartifactsandsharingthempublicly.LearningandEpistemology
Group,theCenterforChildrenandTechnology,Vanderbilt’sCognitionandTechnologyGroup,
TERC,theConcordConsortiuminBoston,GeorgiaTech,andSRIarejustafewofthe
exemplaryresearchsettingsinvolvedintheexplorationoflearningandteachingusing
technologiesaslearningenvironmentsduringthe1990s.Severalofthesecommunities(SRI
International,Stanford,Berkeley,andtheConcordConsortium)formedanassociationcalled
CILT,theCenterforInnovationinLearningandTeachingwhichbecameahubforresearchers
frommanyinstitutions.Morerecently,aNationalScienceFoundationScienceofLearning
CentercalledLIFE(LearninginInformalandFormalEnvironments),wasestablished.Itis
hostedattheUniversityofWashingtoninpartnershipwithStanfordUniversityandSRI
International.
Therangeofmethodologicalperspectivesemployedinthesevariousresearchinstitutions,
however,isasdiverseasmightbeexpected.Moreover,thediscussionaboutwhatconstitutes
goodresearchvariedfromcommunitytocommunitywithsomeusingmostlyqualitative
methodsandothersusingquantitativemeasuresandmethods.Qualitativeresearchmethods,
withtheiremphasisoncasestudiesandin-depthanalyses,bestdescribetheconclusionsofa
studythatisconstructionistbydesign.Constructioniststendtobeinterestedindiggingaround
inthecomplexityofasmallsetofeventswhileinstructioniststendtofocusontheorganization
ofalargersetofvariables.Aninstructionisttendstofirstlookatawholesystemandthen
breakthewholeintosmallerunitstobelearnedorprocessed;constructionistsbuildup.They
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puttogethersmallunitsandcombinemicro-proceduresintotheelements—orchunks—of
largerstructuresandwholes.Thisdoesnotmeanthatconstructionistsdon’thaveplansasthey
tinkerorplaywithcomputationalobjects.Farfromit;constructionistshaveplanswhicharein
continualfluxasthepartsofanywholeprogramarebuilt,assembled,andintegrated
(Suchman,1987).Eventhesmallestchangeinaprocedurecandramaticallyaltertheoutcome
ofaprogram.Thedesigner/constructionist“tweaks”codeatbothtopandbottomlevelsinthe
infiniterefinementofanartifact.
Whenindividualsandgroupscreatedigitalmediaartifacts,thoseartifactstheninhabitthe
learningenvironment,creatinganecologythatwesharewithoneanotherandwithourmedia
constructions.Technologycanbeseenasanexpressivetoolthatallowslearnerstomanipulate
objects-to-think-withandthroughexplorationandreflectiontocometomoreformal
understandingsofsystemsandrelationships.Technologyisthusnotjustaninstrumentweuse
withinanenvironment,butispartofthesocialandecologicalenvironmentitself.
DigitalMediaforCollaborativeandDistanceLearning
Themostsignificantadvancementofcollaborativelearningwithcomputersisthe
developmentoftheComputer-SupportedCollaborativeLearning(CSCL)communitywhich
hostsabi-annualconferenceandajournalcalledtheInternationalJournalofComputer-
SupportedCollaborativeLearning.Ina1996article,TimothyKoschmannsuggestedthatthe
majoreducationaltechnologyparadigmofthelate1990swouldbeCSCL,acloserelativeofthe
emergingfieldofcomputer-supportedcollaborativework(CSCW).Educationaltechnology,
Koschmannpointedout,isnowconcernedwithcollaborativeactivities,largelyusingnetworks
andcomputerconferencingfacilities.WhetherornotCSCLconstitutesaparadigmshiftisa
questionthatisyettobeanswered,butKoschmann'sidentificationofthetrendiswellnoted.
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Twooft-citedresearchpapersbyMargaretRiel(andcolleagues)intothiscategory:Margaret
Riel,JamesLevin,andcolleagueson“teleprenticeship”(Levin,Riel,Miyake,&Cohen,1987)
and“learningcircles”(Riel,1993;1996).Learningcirclesconnectedmanystudentsatgreat
distances—classroomtoclassroomasmuchasstudenttostudent—inlarge-scalecollaborative
learning.
HiltzandTuroff'sNetworkNation(1978),althoughoriginallyconcernedmostlywithbusiness
communicationsandmanagementscience,exploredteachingandlearningwithnetwork
technologies,applyingtheirinsightstopracticalproblemsofteachingandlearningonline.
Ingeneral,themorethecourseisorientedtoteachingbasicskills(suchasderivingmathe-
maticalproofs),themorethelectureisneededinsomeformasanefficientmeansofdelivering
illustrationsofskills.However,themorethecourseinvolvespragmatics,suchas
interpretationsofcasestudies,themorevaluableistheCMC[ComputerMediated
Communication]modeofdelivery.(Hiltz&Turoff,1993[1978]p.471)
(Lookingabitfurtherbackintime,oneneedstoreflectforamomentontheearliest
beginningsofthisresearch.ItisoftencreditedtotheworkofDouglasEngelbartatSRIinthe
1960s(BootstrapInstitute,1994).Englebart'sworkcenteredaroundtheoNLineSystem(NLS),
acombinationofhardwareandsoftwarethatfacilitatedthefirstnetworkedcollaborative
computing,settingthestageforworkgroupcomputing,documentmanagementsystems,
electronicmail,andthefieldofcomputer-supportedcollaborativework(CSCW).)
Thefirstcomputerconferencemanagementinformationsystem,EMISARI,wascreatedby
MurrayTuroffwhileworkingintheUSOfficeofEmergencyPreparednessinthelate1960sand
wasusedformonitoringdisruptionsandmanagingcrises.Turoffcontinueddeveloping
networked,collaborativecomputingattheNewJerseyInstituteofTechnology(NJIT)inthe
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1970sworkingwithStarrRoxanneHiltz.TuroffandHiltzfoundedthefieldofcomputer-
mediatedcommunication(CMC)withtheirlandmarkbook,TheNetworkNation(1993[1978]).
Thebookdescribesanewworldofcomputerconferencingandcommunications,andistothis
dayimpressiveinitscomprehensiveinsightfulness.HiltzandTuroff'sworkinspireda
generationofcomputermediatedcommunicationresearchers,notablyincludingtechnology
theoristAndrewFeenberg(1987;1993)atSanDiegoStateUniversity,andVirtual-Ufounder
LindaHarasim(1990;1993)atSimonFraserUniversity.
ParalleltotheearlydevelopmentofCMC,researchinCAI(ComputerAssistedLearning)began
totakeseriouslythepossibilitiesofconnectingstudentsovernetworks.Asmentionedearlier,
thePLATOsystemattheUniversityofIllinoiswasprobablythefirstlargescaledistributedCAI
system.PLATOwasalargetimesharingsystem,designed(andindeedeconomicallyrequired)
tosupportthousandsofusersconnectingfromnetworkedterminals.Inthe1970s,PLATO
begantoofferpeer-to-peerconferencingfeatures,makingitoneofthefirstonlineeducational
communities(Woolley,1994).
DistanceeducationresearcherswereinterestedinCMCtoo,asanadjuncttoorreplacement
formoretraditionalmodesofcommunication,suchasaudioteleconferencingandthepostal
service.TheBritishOpenUniversitywasanearlytestbedofonlineconferencing.Researchers
likeA.W.Bates(1988),andAlexanderRomiszowskiandJohandeHaas(1989)werelooking
intotheopportunitiespresentedbycomputerconferencingandthechallengesofconducting
groupsinthesetext-onlyenvironments.Morerecently,Bateshaswrittenextensivelyaboutthe
managementandplanningoftechnology-baseddistanceeducation,drawingontwodecades
ofexperiencebuilding“openlearning”systemsintheUKandCanada(Bates,1995).
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Inthe1990s,HiltzwroteextensivelyaboutComputerMediatedCommunication(CMC)and
education.Her1994book,TheVirtualClassroom,elaboratesamethodologyforconducting
educationincomputer-mediatedenvironmentsemphasizingtheimportanceofassignments
usinggroupcollaborationtoimprovemotivation.Hiltzhopedthatstudentswouldsharetheir
assignmentswiththecommunityratherthanbeing“mailed”totheinstructor.Hiltzwassurely
onamajorplayerinthelate1980sandearly1990sasresearchersaroundtheworldbeganto
realizethepromiseof“anyplace,anytime”learning(Harasim,1993)andstudythedynamicsof
teachersandlearnersinonline,asynchronousconferencingsystems.
Hilz&Goldman(2004),inacollaboratedonaneditedbookcalledLearningTogetherOnline:
ResearchonAsynchronousLearningNetworksdiscussthepast,present,andfutureeducational
researchonAsynchronousNetworkedLearning(ALN)communityAhostofauthorswith
theoreticalandpracticalexperienceinrunningALNscontributedtothebook.Inthefinal
chapterbyGoldman&Hilz(2010),theresearchersremindusthatbeingpartofasocial
networkdoesnothavetomean“wastingtime;”itisaboutgrowingacultureoflearners.Using
theexampleofjazzplayers,theynotethat…
…whilesomeartistssaytheyfindthattherequiredsocialnetworkingkeepsthemawayfromtheirrealpassion,creatingtheirworks,manymaintainthatthecontinualpushandpullwith…thesocialworldoftheirartistryenablesthemtoseethingswithagreaterperspectivewhenreturningtotheirwork.Whatwearedescribingisaculturewherethelearnersdrivetocreateisappreciated,theartifactsthatarecreatedhaveapublicspheretobeshownin,andthesystemissupportedbecauseitoffersimportantvaluestothehealthfulnessofsociety.Inshort,culturesarecreatedsupportingmembers’activitiesandtheseculturesthenproducesub-cultureswhileaffectingchangestotheoverallculture.
Intheearly1990s,students,teachers,andresearchersaroundtheworldbegantoengagein
networkedcollaborativeprojects.AttheInstitutefortheLearningSciences(ILS)at
NorthwesternUniversity,theCollaborativeVisualization(Co-Vis)projectinvolvedgroupsof
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youngpeopleindifferentschoolsconductingexperimentsandgatheringscientificdataon
weatherpatterns(Edelson,Pea,andGomez1996).ResearchattheMultimediaEthnographic
ResearchLab(MERLin)attheUniversityofBritishColumbiafocusedonhowyoungpeople,
teachers,andresearchersconductedethnographicinvestigationsonacomplexenvironmental
crisisatClayoquotSoundonthewestcoastofVancouverIsland(Goldman-Segall,1994),with
theaimofcommunicatingwithotheryoungpeopleindiverselocations.TheGlobalForest
projectwascenteredaroundaCD-ROMdatabaseofvideobutusedtheWorld-WideWebto
allowparticipantsfromaroundtheworldtosharediversepointsofviewingandinterpretation
ofthevideodata.
AttheTERCresearchcenter,large-scalecollaborativeprojectsweredesignedinconjunction
withtheNationalGeographicSocietyKidsNetwork(Tinker,1996;Feldman,Konold,and
Coulter,2000).TheTERCprojectwasconcernedwith“networkscience”andaswithRiel's
learningcircles,multipleclassroomscollaboratedtogether,inthiscasegathering
environmentalsciencedataandsharinginitsanalysis.
Forexample,intheNGSKidsNetworkAcidRainunit,studentscollectdataaboutacidrainin
theirowncommunities,submitthesedatatothecentraldatabase,andretrievethefullsetof
datacollectedbyhundredsofschools.Whenexaminedbystudents,thefullsetofdatamay
revealpatternsofacidityinrainfallthatnoindividualclassisablediscoverbyitselfbasedon
itsowndata.Overtime,thegridofstudentmeasurementswouldhavethepotentialtobemuch
morefinelygrainedthananythingavailabletoscientists,andthiswouldbecomeapotential
resourceforscientiststouse.(Feldman,Konold,&Coulter,2000p.7)
OneofthemostinterestingdevelopmentsinCMCsincetheadventoftheInternetisimmersive
virtualrealityenvironments—particularlyMUDsandMOOs—withinwhichlearnerscanmeet,
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interact,andcollaborativelyworkonresearchorconstructedartifacts(Dede,1994;Haynes
andHolmevik,1998;Bruckman,1998).Virtualenvironments,alongwiththepopularbutless
interesting“chat”systemsontheInternet,addsynchronouscommunicationstothe
asynchronousmodessoextensivelyresearchedandwrittenaboutsinceHiltzandTuroff's
earlywork.Onecouldpositiontheseimmersive,virtualenvironmentsasperspectivity
technologiesastheycreatespacesforparticipantstocreateandsharetheirworlds.
Thereweremanywhopredictedthecultural,social,economic,andeducationalimpactofthe
Internetasasiteforcollaboration.Indeed,fromthestandpointofthe21stCentury,mostnon-
materialcollaborationsandworkscreatedcollaboratively,insomeway,involvetheInternet.
Theresultisthatalleducationcomputingisacommunicationssystem,involvingdistributed
systems,peer-to-peercommunication,telementoring,orsomesimilarconstruct—quiteas
RoxanneStarHiltzandMurrayTuroffpredictedinthe1970s.Alongwith“socialmedia”asa
commonactivity,perspectivitytechnologies(technologieswhichenable,encourage,and
expandusers’pointsofviewing)canbedesignedtocreatemoredemocratic,interactive,
convivial,andcontextualcommunicationthatinvolvestakeholders’decisions.(Goldman-
Segall,2000).
TheInternethasclearlyopenedupenormouspossibilitiesforsharedlearning.Theemergence
ofbroadstandardsforInternetsoftwarehaslentastabilityandrelativesimplicitytolearning
software.Moreover,thecurrentwidespreadavailabilityanduseofInternettechnologiescould
besaidtomarktheendofCMCasaresearchfielduntoitself,asitpracticallymergesCMCwith
allmannerofotherconceptualizationsofnewmediatechnologicaldevices:CAI,intelligent
tutoringsystems,simulations,robotics,smartboards,wirelesscommunications,wearable
technologies,pervasivetechnologies,andevensmartappliances.
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Digital Media as Perspectivity-Sharing
OnecouldtracethefirstglimmerofperspectivitytechnologiestoXerox’PARCinthe1970s.
There,AlanKaywasinventingwhatwenowrecognizeasthe“personalcomputer,”asmall,
customizabledevicewithsubstantialcomputingpower,massstorage,andtheabilitytohandle
multiplemediaformats.Kay’sadvances,whilesimplypedestriantoday,wereatthetime
revolutionary.Kay’svisionofsmall,self-containedpersonalcomputerswaswithout
precendent,aswashisvisionofhowtheywouldbeused:aspersonalizedmediaconstruction
toolkitsthatwouldusherinanewkindofliteracy.Withthisliteracywouldstartthediscourse
betweentechnologyasscientifictoolandtechnologyaspersonalexpression.
Theparticularaimof[Xerox’LearningResearchGroup]wastofindtheequivalentofwriting—
thatis,learningandthinkingbydoinginamedium—ournew“pocketuniverse.”(Kay,1996,p.
552)
AtBankStreetCollegeinthe1980s,avideoandvideodiscprojectcalledTheVoyageofthe
MimiimmersedlearnersinscientificexplorationofwhalesandMayancultures.Learners
identifiedstronglywiththestudentcharactersinthevideostories.Similarly,theCognitionand
TechnologyGroupatVanderbilt(CTGV)wereworkingonvideo-basedunitsinanattemptto
involvestudentsinscientificinquiry(Martin1987).TheAdventuresofJasperWoodburywasa
seriesofvideodisc-basedadventureswhichprovidestudentswithengagingcontentand
contextsforsolvingmysteriesandmathematicalproblems(VanderbiltLearningTechnology
Centerwebsite).Whilebothoftheseenvironmentswereoutstandingexemplarsofstudents
usingvariousmediaformstogettoknowthepeopleandtheculturewithinthestory
structures,thelastingcontributionisnotonlyoneofenhancedmathematicalorsocialstudies
understanding,butratheraconnectiontopeoplewhoareengagedinreallifeinquiry.
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WithanAIorientation,computerscientist,inventor,andeducatorElliotSolowayatthe
UniversityofMichiganbuilttoolstoenablelearnerstocreatepersonalhypermediadocuments,
reminiscentofKay’spersonalizedmediaconstructiontoolkits.Inhismorecurrentworkwith
JoeKrajcik,PhyllisBlumenfeld,andRonMarx,Solowayparticipateswithcommunitiesof
studentsandteachersastheyexploreproject-basedsciencethroughthedesignof
sophisticatedtechnologiesdevelopedfordistributedknowledgeconstruction(Soloway,
Krajcik,Blumenfeld,&Marx,1996).Similarly,atBerkeley,MarciaLinnanalyzedthecognition
ofstudentswhowroteprogramsinthecomputerlanguageLISP,andAndreadiSessaworked
withstudentswhowerelearningphysicsusinghisprogramcalledBoxer.FordiSessa,physics
dealswith
...aratherlargenumberoffragmentsratherthanoneorevenanysmallnumberofintegrated
structuresonemightcall‘theories.’Manyofthesefragmentscanbeunderstoodassimple
abstractionsfromcommonexperiencesthataretakenasrelativelyprimitiveinthesensethat
theygenerallyneednoexplanation;theysimplyhappen.(diSessa,1988,p.52)
AndreadiSessa’stheoryofphysicsresonatesstronglywiththenotionofbricolage,atermfirst
usedbytheFrenchstructuralanthropologistClaudeLévi-Strauss(1968)todescribeaperson
whobuildsfrompiecesanddoesnothaveaspecificplanattheonsetoftheproject.Lévi-
Strausswasoftenusedasapointofdepartureforcognitivescientistsinterestedintheanalysis
offragmentsratherthaninbuildingbroadgeneralizationsfromtop-downrationalist
structures.Bythe1990s,Frenchsocialtheoryhasindeedinfiltratedthecognitiveparadigm,
legitimizingculturalanalysis.
Howeverinfluencedbythenotionofbricolage,onemightaskifthesetechnologyresearchers
wereawareofthefactthattheyhaddesignedperspectivityplatformsforinterationsbetween
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individualsandcommunities?Perhapsnot,yetweproposethattheseenvironmentsbe
re/viewedthroughtheperspectivitylenstounderstandhowlearnerscometobuild
consensualtheoriesaroundcomplexhuman-technologyinteractions.Notsurprisingly,
Goldman’spreviousdigitalethnographiesofchildren’sthinking(1990;1991;1998)andher
currentoneinNewYorkCitywithgirlsdesigninggames(Kwah,Milne,Goldman&Plass,
submitted)areexemplarsinperspectivitytheory.Goldman-Segallestablishedunique
partnershipsamongviewer,author,andmediatexts;asetofpartnershipsthatrevolves
around,andisrevolvedaround,theconstantrecognitionofculturalconnectionsascore
factorsinusingnew-mediatechnologies(2008&2003).Situatingherdigitalethnographic
workinCliffordGeertz’snotionofthethickdescription,shecontinuestoexplorethetenuous,
slippery,andoftenpermeablerelationsbetweencreator,user,andmediaartifactthroughan
onlineenvironmentforvideoanalysis(1989;1998;2007).Avideosegment,forexample,isthe
representationofamomentinthemakingofcultures.Avideoobjectisaculturalobjectand
alsoa“personalsubject-tothink-with,”somethingtoturnaroundandreshapetogether.And,
justaswechangeitthroughourmanipulation,soitchangesbothourculturalpossibilitiesand
us.AfullerdescriptionofthisfieldcanbefoundinVideoResearchintheLearningSciences
(2007),publishedwithsixty-sevenlearningsciencevideoresearchers.Anothergoodexample
ofaperspectivitytechnologyisdescribedinthedoctoralworkofMaggieBeerswhoexplored
howpre-serviceteacherslearningmodernlanguagesbuildandcritiquedigitalartifacts
connectingselfandother(Beers2001;Beers&Goldman-Segall,2001).Beershasshownhow
groupsofpre-serviceteacherscreatevideoartifactsasrepresentationsoftheirvarious
culturesinordertoshareandunderstandeachothers’perspectivesasanintegralpartof
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learningaforeignlanguage.Theselfbecomesastrongreferencepointforunderstanding
otherswhileengagedinmanycon/textswithmediatoolsandartifacts.
AnotherexemplaryapplicationofperspectivitytheoryisdemonstratedbyGerryStahl.Stahl
hasbeenworkingontheideaofperspectiveandtechnologyattheUniversityofColoradofor
morethanadecade.HisWebGuideformsthetechnicalfoundationintoaninvestigationofthe
roleofartifactsincollaborativeknowledgebuildingfordeepeningperspective.Drawingon
Vygotsky’stheoriesofculturalmediation,Stahl’sworkdevelopsmodelsofcollaborative
knowledgebuilding,andtheroleofsharedculturalartifacts—andparticularlydigitalmedia
artifacts—inthatprocess(Stahl1999).
Insum,perspectivitytechnologiesenhance,motivate,andprovidenewopportunitiesfor
learning,teaching,andresearchbecausetheyaddresshowthepersonalpointofviewconnects
withevolvingdiscoursecommunities.Perspectivitythinkingtoolsenableknowledge-based
culturestogrow,creatingbothrealandvirtualcommunitieswithinthelearningenvironment
toshareinformation,toaltertheself/otherrelationship,andtoopenthedoortoadeeper,
richerpartnershipwithourtechnologiesandoneanother.Justasalanguagechangesas
speakersaltertheoriginalform,sowillthenatureofdiscoursecommunitieschangeas
culturesspreadandvariationsareconstructed.
Inconclusion,perspectivitytechnologiesarewhatmakesarangeofsocialmediaand
interactivevideoandcomputergamessocompelling:learners/participantsbecome
collaborators,creators,andbuildersoftheirownlearningcommunitiesandhavethe
opportunitytobecomeconnectedwitheachotherinwaysthatenablecommensureability.
Digital Media for Playing and Learning with Games
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Videoandcomputergamesarepopularandmotivatingenvironments,andtherehavebeen
callstousethemasawaytogetstudentsmoreengagedineducationandtousethemasvery
effectiveenvironmentsforlearning(e.g.,Prensky,2007).JamesGee(2007)makesthecase
thatvideogameshavemanyofthecharacteristicsthatlearningscienceresearchersoften
recommendforthedesignofeffectivelearningenvironments.Whenwell-designeddigital
gamesrepresentconceptualplayspacesinwhichlearners/playerscanworkinteamsorby
themselvestocreativelysolveproblems,developandtesthypotheses,andinvestigatethe
gamesystemanditsrules(Barab,Sadler,Heiselt,Hickey&Zuiker,2007;Shaffer,2006),
learnerscanplayattheirownpace,settheirowngoals,andregulatetheirownexploration
behaviorsinanenvironmentthatalsoengagesthemonbehavioral,cognitive,andemotional
levels(Domagk,Schwartz,&Plass,2010).However,theresultsfromstudiesofhowpeople
learncontentfromandwithvideogamesaremixed.Thissuggeststhatcarefulresearchis
neededtoshowunderwhatconditionsgamesareeffectiveforlearning.
Whatwedoknowatthistimeisthatexperimentalresearchhasshownstrongimprovements
ofbasicperceptualandcognitiveprocessesasaresultofplayingcertainvideogames.Several
studieshaveshownthatactiongames,i.e.,videogamesthatrequireplayerstodividetheir
attentionovermultipletargets(e.g.,Halo),resultinsignificantincreasesinplayers’contrast
sensitivity,aswellasintheplayers’abilitytododividedattentiontasks,whichisabasic
attentioncognitiveskill(Greenfield,etal,1994;Green&Bavelier,2003).Playofvideogames
usingvisualandspatialskills(e.g.,Tetris)alsoincreasesthosebasiccognitiveprocesses
(Subrahmanyam&Greenfield,1994);and,playofactionvideogames(e.g.,Unreal
Tournament)resultsinincreasedspatialresolutionandvisualacuity(Green&Bavelier,
2007).
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Tounderstandthebenefitofusingvideogamesinalearningcontext,oneneedstoexamine
theirpotentialfuturefunctioninthelearningprocess.Heuristicsofexistinggamessuggest
foursuchfunctions:(1)prepareforfuturelearning,(2)teachnewknowledgeorskills,(3)
automateexistingknowledgeorskills,and(4)acquire21stCenturySkills(Plass,Perlin,&
Isbister,2010).
PreparationforFutureLearning.Gamestoprepareforfuturelearningdonotaimto
teachspecificknowledgeorskills,buttoprovidelearnerswithasharedexperiencebasedon
whichcontentcanbetaught.Gamegenrestypicallyusedforsuchgamesthereforeinclude
adventuregames,open-endedsimulationgames,androle-playinggameswherestudentshave
anopportunitytotakeondifferentperspectivesthroughroleplaying.ResearchbyHammer
andBlack(2009)suggeststhatthebestuseofvideogamesincontent(andperhapsother)
learningmightbeinprovidingexperiencewiththesubjectmatterthatwillleadtobetter
futurelearningofrelatedmaterialfromamoreformallearningsetting.Inonestudy,Hammer
andBlacklookedatexpertplayersoftheCivilizationhistorysimulationgameandfoundthat
theseexpertplayersdidnotknowanymoreaboutthehistoricalcontentcontainedinthegame
thanexpertplayersofanotherunrelatedgame(SimCity)did.Sofar,thisisconsistentwiththe
comparisonresearchoncontentlearningwithvideogames.However,thisstudyalso
examinedhowmuchtheexpertCivilizationplayerswouldlearnfromreadingacollege
textbookchapteronrelatedhistoricalcontent,andfoundthattheCivilizationplayerslearned
muchmorefromreadingthechapterthantheexpertplayersoftheSimCitycomparison
game.Thus,havingtheexperienceofgrapplingwithhistoricalissuesinthegamemayhave
providedtheplayerswithasetofexperiences,asJohnDewey(1938)said,thatbetter
preparedthemforfuturelearningfromamoreformallearningapproach(Bransfordand
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Schwartz,2001).
ArelatedapproachistheTeachableAgentsprojectbySchwarz,Biswasandcolleagues(in
press).UsingtheTeachableAgentssystem,studentslearnbycreatingaconceptmapfora
topic(e.g.,riverecology)thatthenbecomeswhattheironlineagent(avatar)knowsaboutthe
topic.Thesystemthenputsquestionstotheagentandthestudentscanseehowwellthey
knowthetopicbyhowwelltheagentdoes(andrevisetheirandtheiragentsknowledgeby
changingtheconceptmapandtryingagain).Thereisevenaversionwherestudents’agents
can“play”againsteachotherinasimulatedTVquizshow,sothatthestudentscanseewhich
conceptmapsworkthebest.Experimentalresearchstudiesshowedthatstudentslearning
withTeachableAgentslearnedbetter(especiallycausalchains)thanalternativeapproaches
likestandardclassroominstructionandusingconceptmaps.
TeachNewKnowledgeandSkills.Astrongcasecanbemadethatmostifnotallgamesteachthe
learnernewknowledgeorskills(Gee,2007).However,theeffectivenessorefficacyofgames
forlearningatalargescalehasnotyetbeensufficientlyinvestigated.Disagreementamong
researchersexistswhethertheveryfeaturesthatmakegamesmotivatingandengaging—the
useofnarrativestoprovidecontextandrelevance,thedesignofemotionalexperiences,
opportunitiesfordiscoveryandexploration,andtheuseofcompellingvisual
representations—facilitatelearningorwhethertheyintroduceextraneouscognitive
processingdemandsonworkingmemorythatsuppresslearning(Kirschneretal2006).
Studiesthathavecomparedlearningacademiccontent(asopposedtoattentionandvisual-
spatialcognitiveskills)haveshownnegativeresultsforlearningfromvideogames.For
example,Egenfeldt-Nielsen(2005)comparedlearningaboutEuropeanhistoryfromplayinga
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historysimulationgametolearningthesamecontentinaclassroom,andfoundthatstudents
learnedmorefromtheclassroom.Similarly,Mayer,MacNamaraandAdams(2011)foundthat
studentslearnedmoreaboutecologybymerelygoingthroughPowerpointslidesthantheydid
fromplayinganecologysimulationgame.
Ontheotherhand,qualitativeandobservationalstudieshaveshowedstudentlearningfrom
videogames(Squire,2004;Barab,Zuiker,Warren,Hickey,Ingram-Goble,Kwon,Kouper&
Herring,2007.Theseresultssuggestthatmoresophisticatedresearchmethodshavetobe
employedthatusebothqualitativeandquantitativedatainaninterwovenway,suchas
throughtheadoptionofPOV-T(1998),toinvestigatetheeffectivenessofgamesforthe
acquisitionofnewknowledgeandskills.
Thegame-plusapproachisdefinedentailsgamelearninginconjunctionwithotheractivities.
Consistentwiththisgames-plusapproach,SteinkuehlerandDuncan’s(2009)foundthat
playersofMassivelyMultiplayerOnlineGameslikeWorldofWarcraftshowinformalscientific
reasoningskillsinonlinediscussionforumsthataresupplementstothegamesandwhere
playerssharetheirexperiences.AnotherstudyconsistentwiththisapproachisAhn(2007)
andBlack(2011)wholookedatcollegeundergraduateslearningfromanentrepreneurship
simulationgame(fromHarvardBusinessSchool)aspartofanentrepreneurshipcollege
course.Thestudyfoundthatstudentslearnedmuchmorefromplayingthegame(multiple
times)whentheyalsoreflectedonandarticulatedtheirbusinessandgame-playingstrategies,
andrelatedthemtobackgroundreadingsintextbooksforthecourse(thisislikethecollege
textbookreadingintheHammerandBlackstudy).Theydidnotlearnnearlyasmuchfromthe
gameplayiftheydidnotreflectonhowitrelatestothisbackgroundreading.
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Allofthevideogamestudiescoveredsofarinvolvestudentslearningfromplayingvideo
games.However,adifferent,buteffective,approachtovideogamesandlearningistohave
studentslearnbycreatingvideogamesthemselves.EarlystudiesbyHarel(1991)andKafai
(1995)showedthatstudentslearnedmoreaboutbothfractionsandcomputerprogramming
(theLogoprogramminglanguagedesignedforkids)iftheycreatededucationalsoftwareor
computergamestoteachotherstudentsaboutfractionsthantheydidiftheylearnedabout
fractionsandcomputerprogrammingseparately.Buildingonthiswork,Harel(nowHarel
Caperton)hasestablishedanonlinesocialnetworkingenvironmentcalledWorldWide
Workshopforkidstolearnbycreatingonlinegames
(http://www.worldwideworkshop.org/).Inrelatedmorerecentwork,FadjoandBlack(2011)
havefoundthathavingstudentsactoutwhattheywanttheirvideogameavatarstodo,then
programmingasimplevideogameinwhichtheavatarsperformtheseactions(seediscussion
ofembodiedcognitioninthischapter),isamoreeffectivewayforstudentstolearnthe
programmingandmathskillsthanhavingthemlearninalternativeways.
InagamesandgenderstudyinvolvingthegameRapunsel,designedtoteachmiddleschool
girlshowtoprogrambyusingaJava-likelanguagetocustomizetheavatarsinthegame,the
strongestimpactofthegamewasnotoncognitivelearningoutcomes.Afterusingthegamefor
onlyfoursessions,students’generalself-efficacy,programming-relatedself-efficacy,andself-
esteemincreasedsignificantly,suggestingthatgamesareabletoimpactlearners’identity
formationinawaythatpositivelychangestheirattitudestowardtheirabilitytoperform
science-relatedtasks(Plass,Goldman,Flanagan&Perlin,2009).
Automateexistingknowledgeorskills.Themajorityofgamesusedforlearningdonotaimto
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teachsignificantnewknowledgeorskills,butaredesignedtohelpthelearnerautomate
existingskills,suchasbasicarithmetic,algebra,Newtonianmechanics,History,orothers.
Gamegenresusedforsuchgamesthereforetypicallyincludepuzzlegames,platformers,
labyrinthgames,andracegames,oftenimplementedasrelativelyshortminigames.Research
hasshownthatsuchgamesprovideavenueforplayerstousetheirknowledgeofbiological
andphysicalsciencetopics,suchasthewatercycle(Lim,Nonis&Hedberg,2006)and
principlesofelectromagnetism(Squire,Barnett,Grant,Higginbotham,2004),aswellasmath
topics,suchasmeasurement,wholenumbers,equations,andgraphing(Ke&Grabowski,
2007).Childrenasyoungassixyearsofagehavebeenfoundtodevelopstrongernumeracy
skillsafterplayingcomputergamesthatprovidepracticeinnumbersenseandcounting
(Rasanen,Salminen,Wilson,Aunio,&Dehaene,2009).Atthehighschoollevel,videogames
havebeenfoundtobeeffectivetoolsforthereinforcementofalgebraskillsinanimmersive3D
environment(Kebritchi,Hirumi&Bai,2010)aswellascomputerscienceconceptsintegrated
intoalabyrinthgame(Papastergiou,2009).
Acquire21stCenturySkills.Manygamesdonotaimtoteachacademicknowledgeorskills,orto
automateexistingknowledgeorskills,butratherfocusonthedevelopmentofskillsthathas
collectivelyhavecometobeknownas21stCenturySkills,althoughmostofthemhavebeen
recognizedformanydecades,ifnotcenturies,tobeimportantpredictorsofsuccessinlife.
Theseskillsincludecreativeproblemsolving,communicationskills,teamcollaboration,
emotionalintelligence,andmanyothers.Gamegenrestypicallyusedforsuchgamesinclude
adventuregamesandrole-playinggameswithlargenumbersofplayers,whichareknownas
MMOs(MassiveMultiplayerGames).Studieshaveshownthatsuchgamesfacilitatethe
acquisitionofsystemsbasedreasoningandsocialknowledgeconstruction(Steinkuehler&
- 53 -
Duncan,2009),collaborativeproblemsolving(Squire,2004),andcivicthinking(Bagley&
Shaffer,2009).
Allofthestudiescitedaboveassumethatthegamesusedintheinvestigationswerewell
designedtofacilitatelearning.However,asPlass,Homer,andHayward(2009)haveshown,
thedesignofgamesforlearningisahighlycomplexanddifficultprocessforwhichverylittle
theorybased,empiricallyvalidatedguidancefordesignersexist.Anotherlineofresearchhas
thereforebeenconcernedwiththeidentificationofdesignpatternsforeffectivegamesfor
learning.Thisresearch,whichisinpartbasedonresearchofthedesignofeffective
simulations,hasshownthaticonsareeffectivevisualrepresentationsofkeyinformation,
especiallyforyoungerlearnersandlearnerswithlowpriorknowledgeinthesubjectmatter
(Plass,Homer,Milne,Jordan,Kalyuga,Kim&Lee2009;Homer&PlassChang,Frye,Kaczetow,
Isbister&Perlin,2011).
Otherresearchhasinvestigatedthemodeofplayforgamesteachingmathskills,comparing
collaborativeplayandcompetitiveplaytoasingleplayerversionofagame.Resultsindicate
thatplayersenjoyplayingwithothersmore(incollaborativeorcompetitivemode)andsolve
moreproblemsinthecompetitivemode,butthattheyacquireahighermathfluency,an
expressionoftheacquiredmathskills,whenplayingbythemselves.
Afinalstudyinvestigatedtheuseofdifferentlearningmechanicsinagametoteachmiddle
schoolgeometry.Playerswereaskedtosolvemissinganglesinordertoclearthepathfortheir
avatartofreeapeerfromimprisonment.Onemechanicwasdesignedtorequiretheplayerto
computethecorrectvalueofthemissingangleandenterthisnumberasresponse,whereas
anothermechanicaskedlearnerstoidentifywhichrule(e.g.,complementaryanglesrule,
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supplementaryanglesrule,oppositeanglesrule,orthelike)theywouldapplytosolvethe
problem.Resultssuggestthatcomputingthecorrectanglesvaluewasmoresituationally
interestingthanidentifyingthecorrectrule.However,participantsintheruleconditionwere
foundtoperformbetterinthegamethanthoseinthenumbercondition.Resultsfurther
suggestthatinthenumbercondition,butnottherulecondition,playingmorelevelsinthe
gamediminishesthegainfrompretesttoposttest(Plass,Homer,Haywardetal.,2011).
Gamesareanemergingmediumforlearningthatrequiresresearchconcerningbothits
effectivenessforlearningandrelateddesignpatterns.Thisresearchtopicwouldbenefitfrom
mixedmethods,orwhatGoldmanandcolleaguescallQuisitiveResearch(Goldmanetal2004;
Goldman-Segall1996).Inquisitiveresearchperspectivesfromafullerrangeofstakeholders
usebothquantitativeandqualitativeresearchmethodsalongwithemergingdigitaltextand
videotoolsfordataanalysisinordertoinvestigatethistopicfurther.
Emotion,Empathy,AffectiveComputing,andPespective-Taking
ThehistoryofemotionalandsociallearningcanbesaidtodatebacktotheworksbyJohn
Dewey’sExperienceinEducation.Itbecamea“mantra”oftheCivilRightsMovementaswellas
theprogressive,cooperative,andthewholechildmovementsofthe1960sand1970s.
Currently,theclusteroftermsbeingusedincludes:socialandemotional,empatheticlearning,
affectivecomputing,andperpective-takinglearning.AccordingtoZinsandElias(20XX):
…[S]ocialandemotionallearning(SEL)isthecapacitytorecognizeandmanage
emotions,solveproblemseffectively,andestablishpositiverelationshipswithothers…
SEListheprocessofacquiringandeffectivelyapplyingtheknowledge,attitudes,and
skillsnecessarytorecognizeandmanageemotions;developingcaringandconcernfor
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others;makingresponsibledecisions;establishingpositiverelationships;andhandling
challengingsituationscapably.
Aseriesofresearchprojectsundercomputerscientist,RosalindPicard,areaimedat
investigatingtheemotionalandenvironmentalaspectsofdigitaltechnologies.Thisworkon
“affectivecomputing”(Picard,2010&1997)resarchesareasthatincludecomputerrecognition
ofhumanaffect,computersynthesisofaffect,wearablecomputers,andaffectiveinteraction
withcomputers.(Seehttp://www.media.mit.edu/affect/).
Needlesstoadd,emotionallearninghasbeenofinterestintheuseofpersuasivetechnologiesin
politicalandproductadvertisingcampaigns,asIanBogust(2007)pointsout.Ineducational
researchongaming,interestintheemotionalaspectofdesigninggamesforsocialgoodandas
wellasondevelopinghistorialempathyarecurentlyattheforefrontofrenewedinterestin
emotionsandlearning.
Belman&Flanagan(2010)arguethat“gamesareparticularlywell-suitedtosupporting
educationaloractivistprogramsinwhichthefosteringofempathyisakeymethodorgoal.As
wediscussedintheprevioussection,thereaisgrowinginterestinharnessingthepowerof
gamesforeducation.BelmanandFlanaganask:whynotdesigngamestoadvanceempathyand
socialactivism?Somesoftwareinteractiondesignersandacademicshaveproposedthat
engagingplayersontheemotionallevelisakeyelementoftheiruse.SashaBarabandhis
colleagues(2005)designedQuestAtlantis,forexample,promoteschildren’seducationaland
activistpursuitsbyengagingthemwithafantasythatresonatesatanemotionallymeta-level
ofcogntion.BelmanandFlanagan(2010)suggestthatactivistdesignerswouldfinditusefulto
encourageempatheticplay,amodeofplayinwhich“playersintentionallytrytoinferthe
thoughtsandfeelingsofpeopleorgroupsrepresentedinthegame,and/ortheyprepare
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themselvesforanemotionalresponse,forexamplebylookingforsimilaritiesbetween
themselvesandcharactersinthegame.”
Takingacurricularandepistemologicalperspective,JamesDiamond,asks:Howdoesgame
playinahistoryvideogameinfluencestudents’achievementofhistoricalempathy?Although
historicalempathyisaconstructthatconnotes“perspectivetaking-in-historical-context,
Diamondincludestheoryofmindintheconstruct.Usingthevideogame,MissionUS,he
describesnotonly“ifplayers’abilitiestoachievehistoricalempathychangeinthecourseof
gameplay,buthowstudentsplayandiftheirplayingcaninformfuturedesignsofgames
constructedtohelpstudentscontextualizeotherpeople’sthinkingandbehaviors.
Preliminaryresearchhasrevealedfourareasthatinfluencedthewaysinwhichthese
studentscametothinkabouthistoricalcharacters’diverseperspectives:role-play;
gameplaystrategies;priorknowledge;and,thinkingaboutgameplayinnarrative
terms.Thesefindingsareinlinewiththe“pointsofviewingtheory(Goldman-Segall,
2008)”Students’own,real-lifeperspectivesareconsideredinthesamerelationshipto
thelearningasthecharacterperspectivesthatstudentstry-onthroughrole-playto
inferothers’motives.Inthisstudy,thestudentsbegintocatchsightofthehistorical
characters,therebycrossingthebridgeofhistoricaltime.(Diamond&Goldman,
submitted)
ThisisafindingthatAshby&Lee(1987),whoareoftencitedasthepioneersofworkon
empathyinhistoryeducaion,wouldbepleasedtolearn.
Theauthorsofthispaperconsideremotionallearningamajorthematicforthefutureof
educationalresearchwithdigitalmediaenvironments.Moreover,emotionallearningalong
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withsociallearningusingsocialmedia,andemdodiedlearningusinginteractiveWiiand
Kinect-likeenvironmentsconstitutetheconvergenceof,notonlynewdigitalmedia
technologies,butalsoanewparadigmoflearningthatdependsuponthewillingnessof
learnerstoshareviewpointsandknowledgewitheachother.AsPicard(2010),inanarticle
calledEmotionResearchbythePeople,forthePeopleasks,howdoweremindourselvesas
researchersthatthepublicaswellmustbecomepartofthescholarlydiscourse,andthat
togetherweexplorethisnewdomaincalledemotionallearningandperspective-taking.
TodaywhenachildteachesadistinguishedscientisttouploadvideoontheInternet,
whennon-researcherscanparticipateinscientificlabelingfromhome,andwhen
gatheringautonomicnervoussystemdata24/7isaseasyasslippingonasweatband,
emotionresearchisreadyforamajorleapforward.Ordinarypeoplecangatherdata,
uploadit,comparetheirpatterns,sharewhattheylearn,andiftheywish,shareitwith
scientistsforemotionresearch.Researchcanbedonebythepeople,forthepeople.Of
coursescientistsstillhavetobeinvolved:thereisnosubstitutefordeepscholarlystudy
acrossexperimentsandfortherigorousdevelopmentandtestofnewhypothesesand
theories.Atthesametime,thereisnolongeranyexcuseforleavingpeopleoutof
findings.Emotionresearchcanbenefitallitsparticipants,scientistsandlaypeople,
insteadofbecomingacademicinthemoderndefinition.(Picard,2010,italicsadded)
Digital Media for Embodied Cogntion / Learning
Someofthecurrentcriticismsoftraditionalformallearningsuggestthat:learningcanbe
fragileandlackingindepth;learningdoesnotbecomeapartofthewaythestudentthinks
aboutandinteractswiththeeverydayworld;andstudentstoooftenforgetwhattheyhave
learnedaftertheendofthelearningeventsifitdoesnotgetappliedtorelevantsituations
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outsidethelearningsetting.Inthe2010s,asnewtechnologicalenvironmentssuchasWiisand
Kinect™allowforamorephysicalinteraction,thistechnologyalongwithanembodied
cognitionapproachmayprovideanewappoachonwhatitmeanstolearn.Alongwiththe
increasedinterestinemotions,thenervoussystem,neurobiology,aswellastoolsforleaving
tracesofouractivitiesandemotionalresponses,cognitivesciencehasalsotakenonthisterm
touseGibbs'(2006)statementthat“conceptualsystemsandthoughtprocessesareshapedby
body-basedinteractionsandexperiencesintheworld”(Kwah,Milne,Goldman&Plass
(submittedfor2012).Inthissamepaper,theyaddthatemotionalexperiencesinfluence
cognitionandmustplayaroleinengagementinlearning.AsGibbs(2006)soaptlywrote:“The
brainiscertainlypartofanintegrateddynamicsystemdevotedtothemoment-by-moment
embodieddynamicofeverydaylife(p.9).”Hegoesontoclaimthat“theregularitiesin
people’skinesthetic-tactileexperiencenotonlyconstitutesthecoreoftheirself-conceptionsas
persons,butformthefoundationforhigher-ordercogntion(p.15).
Weemphasizethatanembodiedapproachcanprovideguidanceforthedesignofnewkindsof
learningenvironmentsthatcanmakeknowledgemoreaccessible,useable,andbeneficialfor
society,inaccordancewiththethreetenetsofIvanIllich’definitionofconvivialtools(1973).
Forthepurposeofthispaperontheadvancesofdigitalmediaandhowtheyaffectlearning,it
meanthatembodieddigitalmediatoolsandenvironmentscanprovideanalternativetothe
scenarioofdesigniglearningforthesolitarypersonsittinginfrontofamonitor.
Oneincreasinglyprominentapproachtocognitioniscalledembodiedorperceptually-grounded
learningapproach.Thisapproachproposesthatafullunderstandingofsomethinginvolves
beingabletocreateamentalperceptualsimulationofitwhenretrievingtheinformationor
reasoningaboutit(Barsalou,2008,Glenberg,1997).Bothbehaviorandneuroimagingresults
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haveshownthatmanypsychologicalphenomenathatwerethoughttobepurelysymbolic
showperceptualeffects.Forexample,propertyverification(e.g.,retrievingthefactthata
horsehasamane)wasthoughttoinvolveasearchfromaconceptnode(horse)toaproperty
node(mane)inasymbolicpropositionalnetworkandthusthetimetoansweranderrorswas
determinedbyhowmanynetworklinksneededtobesearchedandhowmanyother
distractinglinkswerepresent.However,embodiedcognitionresearchshowsthatperceptual
variableslikesize(e.g.,moreimportantpropertyiesareretrievedfaster)affectverification
timesanderrors.Also,neuroimagingresults(e.g.,fMRI)showthatperceptualareasofthe
brain(involvingshape,color,size,soundandtouch)alsobecomeactiveduringthistask,not
justthesymbolicareas.Thus,ifoneisfamiliarwithhorsesandmanesthendoingeventhis
simplepropertyverificationinvolvesaperceptualsimulation.
Glenberg,Gutierrez,Levin,Japuntich,&Kaschak(2004)discussteachreadingcomprehension
usingagroundedcognitionapproach.Thesestudiesfoundthathaving2ndgradestudentsact
outstoriesaboutfarmsusingtoyfarmers,workers,animalsandobjectsincreasedtheir
understandingandmemoryofthestorytheyread.Further,ifthestudentsalsoimaginedthese
actionsforanotherrelatedstoryafteractingitoutwiththetoys,theyseemedtoacquirethe
skillofformingtheimaginaryworldofthestory(Black,2007)whenreadingotherstories,and
thisincreasedtheirunderstandingandmemoryofthesestories.Thus,thisgroundedcognition
approachincreasedthestudentsreadingcomprehension.Thesestudiesalsoseemtoindicate
thattherearethreestepsinvolvedinagroundedcognitionapproachtolearningsomething:
haveanembodiedexperience;learntoimaginethatembodiedexperience,andimaginethe
experiencewhenlearningfromsymbolicmaterials.Interestingly,ithasalsobeenshownthat
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movingobjectscorrespondingtostorycharactersonacompuerscreenworksjustaswellas
movingtoyobjectsinthephysicalenvironment(Glenberg,GoldbergandZhu,2009).
Anexampleofusinganembodiedcognitionapproachtodesigninglearningenvironmentsand
thelearningadvantagesofdoingsoisprovidedbythegraphiccomputersimulationswith
movementandanimationthatHan&Black(inpress)usedinperceptuallyenhancingthe
learningexperience.Chan&Black(2006)foundthatgraphiccomputersimulationsinvolving
movementandanimationwereagoodwaytolearnfunctionalrelationsbetweensystem
entities.HanandBlack(inpress)haveenhancedthemovementpartoftheseinteractive
graphicsimulationsbyaddinghapticforcefeedbacktothemovementusinggraphicandsound
simulations.Herethestudentmovesthegearsshowninthescreenbymovingajoystick,and
thenbargraphicsonthescreenshowtheinputandoutputforcelevelsforthetwogears.
Allowingthestudenttodirectlymanipulatethegearsenhancesthestudents’learning,and
enrichingthemovementexperiencebyaddingforcefeedbackincreasesthestudents’
performanceevenmore.Thustherichertheperceptualexperience,andthereforethemental
perceptualsimulationacquired,thebetterthestudentlearningandunderstanding.
Black,Segal,Vitale&Fadjo(inpress)reportedonanumberofembodiedcognitiontechnology
learningenvironmentprojectsandconcludedthattherichertheperceptualenvironmentusing
multiple sensory modalities (e.g., usng visuals, voiceovers, and movement) during initial
learning thebetter thestudent learning.Secondly, they found thatutilizingmovements (e.g.,
gestures)thatareconceptuallycongruentwiththeknowledgebeinglearnedincreasesstudent
performance, learning,understanding,andmotivation.Athirdfindingwasthatstudentswho
directly experience a phenomenon through activities like acting it out bymoving their own
bodies, learn about the topic in a more general way which also increases learning,
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understanding, and motivation as does, fourthly, embodying their understanding in
surrogates and then observing the surrogate behavior through activities like programming
video-game-likevirtualenvironmentswithavatarsurrogates(withtheScratchprogramming
environment) and programming robot surrogates like the LEGO NXT. Other recent
technological developments, such as theWii, offer mathematics-education researchers new
waysofinvestigatingdeepcognitiveandepistemologicalquestionspertainingtothenatureof
knowing,learning,andteaching.Forexample,inGerofsky’sstudyofsecondaryschoolstudents’
learning about the features of graphs, such as roots, extrema, symmetries, asymptotes,
reflections over certain lines, domain and range, she found that embodiedwork appears to
contribute to secondary school students’ mathematical engagement and understanding
(Gerofsky,2011).Shenotesthat:
Anintegratedpedagogythatmovesbackandforthamongexplicitteachingofnew
concepts,embodiedexplorationofthe‘feel’and‘sound’ofmathematicalgraphs,and
sessionsofmathematicalinquiryandproblemsolvingwouldappeartobeanidealkind
ofbalancedprogramtopromotemathematicalunderstanding…”
AnotherincreasinglyprominentapproachtoembodiedcognitionhasbeenproposedbyDor
Abrahamson,directorofEmbodiedDesignResearchLabatUniversityofCalifornia,Berkeley.
TheEDRLresearchgroupusesdesign-basedresearchandvideoanalysistostudyembodied
mathematicslearning,alongwithagrowinggroupofresearchersinavarietyofresearch
universitiesandlabs(Antle,Corness,&Droumeva,2009;Cress,Fischer,Moeller,Sauter,&
Nuerk,2010;Dam,2011;Howison,Trninic,Reinholz,&Abrahamson,2011;Leong&Horn,
2011;andKwah&Goldman,2011;Nemirovsky,Tierney,&Wright,1998;Goldmanetal.,
- 62 -
2011).Abrahamson’sresearchgroupcreatesusefulempiricalsettingstopursuethe
(somewhatcontroversial)grounded-cognitionconjecturethatmathematicalreasoningisnot
encodedandprocessedinthemindintheformofamodalsymbols,butratherisenactedand
evokedasembodied,dynamical,multimodalschemes.Thisconjecturecanbetracedbackto
theworkofphenomenologyphilosophers(Heidegger,1962;Merleau-Ponty,1958/2005),yet
itisconvergingwithperspectivesandempiricalfindingsfromthecognitiveandlearning
sciences(Barsalou,2010;Bruner,Oliver,&Greenfield,1966;Dourish,2001;Goldin,1987;
Hommel,Müsseler,Aschersleben,&Prinz,2001;Núñez,Edwards,&Matos,1999;Piaget&
Inhelder,1969;Skemp,1983).
Inonetypeofembodied-interactiondesignthatisbeinginvestigatedbyAbrahamsonand
collaborators(Abrahamson,Trninic,Gutiérrez,Huth,&Lee,2011;Petrick&Martin,2011),
studentsinteractwiththeMathematicalImageryTrainerforProportion(hence,“MIT-P”).The
MIT-Pisanembodied-interactionsystemdesignedtofosterthedevelopmentof
perceptuomotorschemasgroundingnotionsofproportion.Participantsusebothhandsto
remote-controlapairofvirtualobjectsonacomputerdisplaymonitor,oneobjectpereach
hand,inattemptsto“makethescreengreen.”Thescreenwillbegreenonlyifthehandsrise
proportionately,inaccordancewithanunknownratiosetontheinstructor’sconsole.Once
studentsdeterminequalitativeinteractionprinciples,suchasthat“thehigheryougo,youneed
abiggerdistancebetweenthehands,”mathematicalinstrumentsareinterpolatedontothe
screen,suchasaCartesiangridandnumerals.Studentsdevelopthecognitivefoundationsof
proportionsviaobjectifyingandarticulatingtheiramathematicalsolutionstrategiesusingthe
availablesemioticresources(Bamberger&diSessa,2003;BartoliniBussi&Mariotti,2008;
Radford,2003).
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Assuch,Abrahamson’sMITtasksaredefinedintermsofaspecifiedgoalstateofaninteractive
system,whichthestudentistoeffect,thatis,atargetphenomenalinvariancethatthestudent
istogenerate.Asalearningactivity,thistaskisdramaticallydifferentfromtraditional
schoolwork,becausethesolutionmethodisunknowntothechild.Moreover,thistaskis
differentfromwhatmathematiciansdo,becausethereisnotheoremtoprove.Rather,thistask
isclosesttoformsofinquirythatscientistsengage,forexampleabotanistwhofirstencounters
aspecimenofanunknownspeciesandistryingtounderstanditsproperties,orachemistwho
hasdiscoveredanewelementandisattemptingtodetermineitsreactionstovarious
agitations.Butthenagain,scientistswhodiscoveranundocumentedphenomenonormaterial
donotknowaprioriitspotentialbehaviorsthattheyhaveyettowitness(e.g.,green),sothat
theirinteractionswiththephenomenonarenotorientedtowardgeneratinganyspecifiedgoal
state.Assuch,theMITtaskisratherunique.
Inadditiontoanalysesofstudentunmediateddiscovery(Abrahamsonetal.,2011),
researchershaveexaminedthedesignfromtheperspectivesofhumancomputerinteraction
(Howisonetal.,2011),designheuristics(Abrahamson&Trninic,2011),anddesignprocess
(Trninic,Reinholz,Howison,&Abrahamson,2010).
Yetanotherapproachtounderstandingembodiedlearningincludesacloselookatclassroom
gestures,perspectivity,and“cubistcompositions”(Nemirovsky,Tierney,&Wright,1992;
Goldman&Maxwell,2003.)Nemirovsky,whowasinfluencedbyhisworkwithSeymour
Papert’snotionofbecomingtheturtlewhenlearningprogramming,alongwithFerrara
proposethatmathematicalreasoningproceedsthroughaprocessofimaginingasituationfrom
variousviewpoints,throughaformof“cubistcomposition”enroutetoarticulatingtherules
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andprinciplesthatunifyknowledgeofthewhole.Intheirstudies,theyfoundthatgestures
wereanessentialmodalityforcomposingthesepartialperspectivesofthewhole.
Theperspectiveofthegesturehasreceivedlittleattentioninstudiesofgesturesinclassroom
learningwiththeexceptionofstudiesbyCrowderandcolleagues(Crowder&Warburton,
1995;Crowder,1996).Crowder’sstudiesindicatedthatfirstandthirdpersonperspectivesin
gesturereflecteddifferentknowledgeorientationswithasubjective,exploratoryapproachto
knowingreflectedinfirst-personperspectives,andasummativeapproachreflectedinthe
third-person.Manyrepresentationalgesturesconveyasenseofbeingperformedfromafirst
orthirdpersonperspective,whathasbeentermedthe“characterviewpoint”(McNeill,1992).
Goldman,alsoworkingcloselywithSeymourPapertduringthesameperiodasNemirovsky,
takesasimilarviewontheneedforsubjective,first-personperspectiveasawaytoreach
configurationalvalidity(1995)—multipleviewpointsthatbecomerobustby“lookingthrough
layers”ofinterpretation(1996).GoldmancallsthisthePerspectivityFramework(Goldman-
Segall&Maxwell,2003).Theframeworkmapsouthowstudentslearningtoprogrambuild
physicalartifactsthatrepresentafirst-personembodiedobject/subject-to-think-with.
Enablingchildrentonotonlycreatetheirfirst-personviewpoints,buttocriticallysharetheir
collectiveviewpoints(orwhatshecoined,pointsofviewing(1998),buildsthickinterpretation
(Goldman-Segall,1998;Goldman,2008,p.24).Forexample,demonstratingtheembodied
understandingofchildrenlearningtomakecirclesintheLogoprogramminglanguage,
Goldman’sfilmcalledTheGrowthofaCulture(1988)showsagroupofgirlsmakingacircle
withtheirbodies.WhenaskedtomakeacircleastheLogoturtlewould,Tnishadidnotturn
360degreesfromonestandpoint,butratherwalkedaroundthecircleastheturtleiconin
Logowouldhavedone:forward50,rightangle90degrees,overandoveragain.Atthesame
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time,shelookedintothecamerasayingthatthecircleis“righthere,”whileshegentlypounded
herleftchestwithherrightpalmofherhand.PapertinafilmedconversationwithGoldman
(1990),saidthatyoungchildrenlearntoprogramandtothinkmathematicallythrough
becomingtheturtle.Clearly,Papertwaspointingtowardwhatwearecalling,empathic
embodiments.
Inamorerecentexploratorycasestudyinajuniorhighschoolprogrammingclass,Kwah&
Goldman(2010)observed,interviewed,andvideotapedteachergesturesduringinstructionas
wellasbothteacherandstudentgesturesduringproblem-solvinginteractions.Theyfound
that“ateacher’sgesturesareflexibleconstructionsthatenableprogrammingconceptstobe
visiblymodeledfrommultipleperspectives.”(p.1)Moreinteresting,giventhatgesturesare
visibleactions,studentsshared(mirrored),asartifactsofembodiedimagery,theteacher’s
gestureswhileexplainingthesameideastotheirpeers.WhileKwahandGoldmansarenot,
fromthisexploratorystudy,generalizingthatstudentsmirroringofteacherguestures
increaseslearning,thisresearchdoes,attheveryleast,indicatethatgesturescanserveasan
aidforteacherstoexplaincomplexideasofprogrammingnotasaccessibletolearnersinmore
abstractways.Inshort,understandingwhichgesturescanpromoteunderstandingcould
becomepartofacognitivetoolkitforteachersthatwouldbenefitstudentlearning.
Inconclusion,althoughembodiedinteractionisthekeystoneactivityinamulti-billiondollar
gamingindustry,sometimescalledBodyMovement-ControlledVideoGames(BMCVGs),itis
stilllittleunderstoodfromalearning-sciencesperspective,yetappearstopromiserewarding
design-basedresearchintothenatureofknowing,teaching,andlearning.
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PioneeringLearningEnvironments
InthisageofGoogle™,Facebook™,Twitter™andahostofothersocialmediaenvironments,
gamesforlearningenvironments,andhandheldsmartdevicetoaugmentlearningandcreate
communities,itisdifficulttoselecttheeducationaltoolsanddecidewhichwerethemost
pioneeringonesthatactaullyledtothekindsoftoolsandenvironmetnsweuseeveryday.
Handheldcomputationaldevicesarenowubiquitousandcontinuallychangingwitheachnew
“App”.Peopleofalmosteveryage,socio-economicandethnicbackground,country,andgender
aretexting,tweeting,andsharingprivatephotosandvideos.Websitesandonlinetoolsare
usedcontinuiouslytoshare,promote,andflame.Theyhavebecomepartofthemediated
realitywithinwhichwork,study,andplayaremediated.Onbuses,subways,trains,planes,and
whilecrossingcityintersections,peopleareconnectingwitheachother.Ifthereisonething
theArabSpringthatfirsteruptedinTunisiaonJanuary9,2011—withprotestersconfronting
theregimeofthepresidentZineelAbidineBenAli—taughtus,itisthatpeoplehaveaccessto
mobilehandhelddevicesthatarenotonlyphones,buthavethecapacitytocommunicate
instantly,creategroups,shareimagesandtext,andwhateverelsecanbefoundsomewherthe
webinseconds,engaginginanewformofpublic-centricjournalismandcuratorialship.The
averagepersonwitheffortcanbecomeaknowledgemaker,atrend-setter,aninvestigator,and
anexpertwhohascuratorialpower,ifonlyovercertaindomains.Acompellingpersonal
narrativeorstoryhasbecomethevehicleforpower,evenpoliticalpowerasitisplayedout
everyday,notonlybypresidentialhopefuls,butbyleadersofrepressiveandviolentgroups.
Atthistime,thequalityoflearningwiththesesocialmediadevicesisnoteasytoevaluate—the
majorcritiquebeingthatthenetworkedpopulationisdistractingitselftodeath,aplayonthe
titleofNeilPostman’sbookin1985,AmusingOurselvestoDeath:PublicDiscourseintheAgeof
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ShowBusiness.Othercritiquesarethatmulti-tasking,themethodofmovingaroundthevarious
applicationswithdifferentpurposes,leadstoshallowconcentationandlackoffocus.Ofcourse,
othersarguethatthehumanmindiscapableandreadyforthiskindofactivity.Thatboredom
istherealvillainoflearning.Othersarguethatsocialmedia,games,andsurfingtheweb
expandourabilitytolearn,helpuskeepintouchwithcommunitiesandindividuals,and
promotenewwaystosocialize,findpartnersandselectfriendrecommendedhotels,run
businesses,andshop.Thereissometruthtobothsidesofeachofthesearguments,asone
mightexpect.Earlyadoptersareenthusiasticaboutwhatiscomingdownthepipeandfallinto
eachnewdevicewithfewcomplaints.Ludditesrefusetogiveuptheirvinalalbumsandenjoy
thetimeandspacethatthelackofconstantlylearningthenextapplicatonaffords.Addedto
thoseextremes,thereiseveryshadebetweenthetwopoles.Moreandmore,parents,teachers,
anduserscreatemethodstocontroltimeonlineandkeepbalanceinthelivesoftheirchildren
andtheirownlives.Inshort,thejuryisstilloutabouttheeffectivenessofusingsocialmediaas
alearnngdeviceinspiteofthefactthatitseemslikeaseductiveaugmentationtoolfor
accessinganinfiniteamountofinformationandfun.
Theauthorsofthischapternowfocusonthehistoricalrootsofthesecurrentdigitalmedia
environments,makingthecasethattheearliersoftwarewerepercursorstosocialmediaand
gamesforlearning.Thisnextsectionisaselectionofsomeofthepioneeringandperspectival
technologicalsystemsdevelopedtoaid,enhance,andinspirelearningandresearchusingone
ormoreelementsofthePointsofViewingTheory.Thismontageisanauthorialselection,nota
representationofallpioneeringsystemsforlearning.Itprovidesthereaderwithasnapshotof
precursortoolsrootedintheroleoflearnerstobuildtheirownenvironmentsandbecome
partnersinthelearningandresearchprocess.
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LOGO
Stager.orgDreamtimeLogoProject
Logo,oneoftheoldestandmostinfluentialeducationaltechnologyendeavours,datesbackto
1967.LogoisadialectoftheAIresearchlanguageLISP,andwasdevelopedbyWallyFeurzig's
teamatBBN,workingwithPapert.Thisprogrammadecomputerprogrammingaccessibleto
children,notthroughdumbingdowncomputerscience,butbycarefullymanagingthe
relationshipbetweenabstractandconcrete.Logogavechildrenthemeanstoconcretize
mathematicsandgeometryviathecomputer,whichmadethemintoexplorersinthefieldof
math.Asmentionedbefore,PapertbelievedthatifthebestwaytolearnFrenchisnottogoto
Frenchclass,butrathertospendtimeinFrance,thenthebestwaytolearnmathematicswould
beinsomesortof“Mathland”(Papert.1980,p.6).Logoprovidedamicroworldoperatingin
termsofmathematicalandgeometricideas.Byexperimentingwithcontrollinga
programmable“turtle,”childrenhaddirect,concreteexperienceofhowmathematicaland
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geometricconstructswork.Throughreflectionontheirexperiments,theywouldthencometo
moreformalizedunderstandingsoftheseconstructs.Childrenbecameepistemologiststhinking
abouttheirthinkingaboutmathematicsbylivinginandcreatingcomputercultures.
Withthegrowingavailabilityofpersonalcomputersinthelate1970sand1980s,theLogo
turtlewasmovedonscreen,andthenotionoftheturtleinitsabstractworldcalleda
“microworld,”anotionthathasbeenthelastinglegacyoftheLogoresearch(Papert,1980).
TheLogomovementwaspopularinschoolsinthe1980s,andversionsofthelanguagewere
developedfordifferentcomputersystems.SomeimplementationsofLogodepartedfrom
geometrymicroworlds,andweredesignedtoaddressothergoals,suchastheteachingof
computerprogramming(Harvey,1997).ImplementationsofLogoarefreelydistributedonthe
Internet.Seehttp://www.cs.berkeley.edu/~bh/logo.html.TheLogoFoundationat
http://el.www.media.mit.edu/groups/logo-foundation/hascontinuedtoexpandthecultureof
Logoovertheyears.
Squeak
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TheSqueakenvironmentshowingMidiScoreplayer(audio),WebBrowser,and
Documentation.TheSqueak3.9Desktop
SqueakisthedirectdescendantofAlanKay’sDynabookresearchatXeroxPARC;theDynabook
wasbuiltthe1970s.Squeakisamulti-mediapersonalcomputingenvironmentbasedonthe
SmallTalkobject-orientedprogramminglanguagewhichformedthebasisofKay’s
investigationsinto“personal”computing(Kay,1996).Itisnotableinthatitisfreely
distributedontheInternet,runsonalmosteveryconceivablecomputingplatform,andis
entirelydecomposable—whileonecancreatenewmediatoolsandpresentationsaswithother
environments,onecanalsotinkerwiththeunderlyingoperationofthesystem—how
windowsappear,orhownetworkingprotocolsareimplemented.Asmallbutenthusiasticuser
communitysupportsandextendstheSqueakenvironment,creatingsuchtoolsasweb
browsers,musicsynthesizers,3Dgraphicstoolkits,andsoonentirelywithinSqueak.See
http://www.squeak.org
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Boxer
TheBoxerenvironmentshowinginteractiveprogrammingoffractals.
Boxerisa“computationalmedium”—acombinationofaprogramminglanguage,amicroworld
environment,andasetoflibrariesandtoolsforbuildingtoolsforexploringproblemsolving
withcomputers.DevelopedbydiSessa,BoxerblendstheLogoworkofPapert(1980)andthe
“mutablemedium”notionofKay(1996)inaflexiblecomputingtoolkit.diSessa'sworkhas
beenongoingsincethe1980s,whenheconceivedofanenvironmenttoextendtheLogo
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researchintoamorerobustandflexibleenvironmentinwhichtoexplorephysicsconcepts
(diSessa2000).BoxerisfreelydistributedontheInternet.
HyperCard
Itisimportanttorememberthatin1987AppleComputerwasexploringmultimediaasthe
fundamentalrationaleforpeoplewantingMacintoshcomputers.But,astherewasverylittle
multimediasoftwareavailableinthelate1980s,Appledecidedtobundleamultimedia
authoringtoolkitwitheveryMacintoshcomputer.ThistoolkitwasHyperCard,anditprovedto
beanenormouslypopularwithawidevarietyofusers,andespeciallyinschools.HyperCard
emulatesasortofmagicalstackof3x5indexcards,anditsmultimediadocumentswerethus
called“stacks.”Anauthorcouldaddtext,images,audio,andevenvideocomponentstocards
andthenuseasimpleandelegantscriptinglanguagetotiethesecardstogetherorperform
certainbehaviors.TwobroadcategoriesofuseemergedinHyperCard:thefirstwascollecting
andenjoyingpre-designed“stacks”;thesecondwasauthoringone’sown.Intheonlinebulletin
boardsystemsoftheearly1990s,HyperCardauthorsexchangedgreatvolumesof“stackware.”
Educatorsweresomeofthemostenthusiasticusers,eithercreatingcontentforstudents(a
stellarexampleofthisisApple’sVisualAlmanac,whichmarriedvideodisc-basedcontentwith
aHyperCardcontrolinterface)orencouragingstudentstocreatetheirown.Othersused
HyperCardtocreatescaffoldsandtoolsforlearnerstouseintheirownmediaconstruction.A
goodsnapshotofthisHyperCardauthoringcultureisdescribedinAmbronandHooper’s
LearningwithInteractiveMultimedia(1990).HyperCarddevelopmentatApplelanguishedin
themid-1990sanddisappearedinthe2000s.
Constellations/WebConstellations/Orion1.0/Orion2.0
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Constellations2.6(circa1993)showingStarvideonodeandcollaborativeranking/annotation
interface.
BuildingontheHyperCardplatform,LearningConstellations(Goldman-Segall,1989)wasa
collaborativevideoannotationtoolthatbuildsonthemetaphorofstars(videochunks)and
constellations(collections).Starvideochunkscouldbecombinedtomakeconstellations,but
differentusersmayplacethesamestarindifferentcontexts,dependingontheirunderstanding
byviewingdatafromvariousperspectives.LearningConstellationswasadata-sharingsystem,
promotingGoldman-Segall’snotionofconfigurationalvaliditybyallowingdifferentusersto
compareandexchangeviewsonhowtheycontextualizethesameinformationdifferentlyin
ordertoreachvalidconclusionsaboutthedata.Italsofeaturescollaborativerankingand
annotationofdatanodes.Whileothervideoanalysistoolsweredevelopedinthe1980sand
early1990s,(Kennedy1989;Mackay1989;Roschelle,Pea,&Trigg,1990;Harrison&Baecker,
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1992),LearningConstellations(akaConstellations)wasthefirstvideodateanalysistoolto
analyzearobustvideoethnographicdata(Goldman-Segall,1989&1990).
ContinuingtousetheHyperCardplaftorm,Goldman-Segalldevelopedaupdatedversionof
LearningConstellationsasastand-aloneapplicationin1993.Sheaddedasignificancemeasure
tolayerdescriptionsand“rateattributes”thethemesandkeywords(Goldman-Segall,1993).
In1998,thetoolwentonlineasaweb-basedcollaborativevideoanalysistoolcalled
WebConstellations(Goldman-Segall,1998c&1999).Everymediatype—websitepage,text
document,videochunk,orphotocouldbecomeastarchunkandcouldbetagged,rated,and
juxatposedforcomparativeanalysis.Themostrecentversion,Orion2.0returnedbacktoits
originalfunctionalityofbeingatoolonlyvideochunking,sorting,analysis,ethnographic
theory-buildingandstory-making.Asaperspectivitytechnology,individualsenterintoOrion,
creatingtheirownhomepageandinvitingotherstojoinintheanalysis.Takingaleadin
featuredevelopment,by2007eachusercouldhaveanumberofsimultaneousprojectswith
diverseresearchcommunities,insomewhatthesamewaythatsocialmedianowenables
groupstowork.
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Orion2.0WelcomePage:http://www.videoresearch.org
Adventures of Jasper Woodbury
JasperWoodburyisthenameofacharacterinaseriesofadventurestoriesthattheCognition
andTechnologyGroupatVanderbiltUniversity(CTGV)useasthebasisfor“anchored
instruction”.Thestories,presentedonvideodiscorCD-ROMarecarefullycraftedmysteries
thatpresentproblemstobesolvedbygroupsoflearners.Sincethevideocanberandomly
accessed,learnersareencouragedtore-explorepartsofthestoryinordertogathercluesand
developtheoriesabouttheproblemtobesolved.TheJasperseriesfirstappearedinthe1980s
andtherearenow12stories(CTGV1997).
CSILE/KnowledgeForum
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CSILE—ComputerSupportedIntentionalLearningEnvironment—wasdevelopedbyMarlene
ScardamaliaandCarlBereiterattheOntarioInstituteforStudiesinEducation(OISE)inthe
1980s.CSILEisacollaborative,problem-based,knowledge-buildingenvironment.Learners
cancollaborateondatacollection,analysisoffindings,constructingandpresenting
conclusionsbyexchangingstructured“notes,”andattachingfurtherquestions,contributions,
andsoontopre-existingnotes.CSILEwasoriginallyconceivedtoprovideadynamicscaffold
forknowledgeconstruction—onethatwouldletthelearnersthemselvesdirecttheinquiry
process(Scardamalia&Bereiter,1991).CSILEisnowcommerciallydevelopedandlicensedas
KnowledgeForum.See
StarLogo&NetLogo
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StarLogoandNetLogoareparallel-computingversionsofLogo.Bymanipulatingmultiple
(thousands),distributed“turtles,”learnerscanworkwithinteractivemodelsofcomplex
interactions,populationdynamics,andotherdecentralizedsystems.DevelopedbyMitchel
Resnick,UriWilenskyandateamofresearchersatMIT,StarLogowasconceivedasatoolto
movelearners'thinking“beyondthecentralizedmindset”andtostudyhowpeoplemakesense
ofcomplexsystems(Resnick1991;1994;Wilensky&Resnick,1999).NetLogo—an
environmentdevelopedbyWilenskyattheCenterforConnectedLearningandComputer-
BasedModelingatNorthwesternUniversityisinwidespreadusebothineducationand
research.Bothofthesearefreelyavailableontheinternet.See
http://ccl.northwestern.edu/netlogo/andhttp://www.media.mit.edu/starlogo.
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MaMaMedia/WorldWideWorkshop
TheWorldWideWorkshopisaglobalfoundationfordevelopingopen-source
applicationsofsocialmediatechnologyandgameproduction,toenhancelearning,
innovation,entrepreneurship,andanunderstandingoftheworldineconomically
disadvantagedandtechnologicallyunder-servedcommunities.
(http://www.worldwideworkshop.org)
Anorganizationfoundedin2004byMITMediaLabgraduateandentrepreneurIditHarel,
WorldWideWorkshopaddressestheproblemofclosingthedigitaldivideandtransforming
educationbyreachinglowsocio-economicyouthinlow-performingschoolswithlearning
networksandbytakingasystemicapproachtoeducationinnovationandreform.In2006,the
WorldWideWorkshoplaunchedtheGlobaloriaLearningNetworkwww.Globaloria.org).The
GlobaloriaLearningNetwork(www.Globaloria.org)isa“blendedlearninglab”thatprovidesa
year-longdigitalcurriculum,tools,resources,studentandeducatordatatracking,and
professionaldevelopmentforeducatorstoengage,motivateandadvancestudents’STEM
learningthroughgamedesign.Youngpeopleinmiddleschoolandhighschoolagesare
immersedinblendedlearning(combiningonlineandonsite),becominggamedesignersand
masteringcreativecomputationalskillsandcorecontentknowledge.Academicresearchers
fromseveralcountriesworkwiththeWorldWideWorkshoptostudyconstructionistdigital
literacy,motivationandengagement,andhownewtechnologyinnovationcaninform,engage
andtransformstudents,teachers,schoolsandcommunities.
TheunderlyingconstructionistdigitalliteracyapproachstemsfromherMITMediaLab
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researchandwasalsopresentinanearliercompanyHarelfoundedinthe90’scalled
MaMaMedia.TherationaleofMaMaMediawastoenablekidsandtheirparentstoparticipate
inwebexperiencesthatarecreative,safe,constructionistbynature,andeducational.Harel’s
book,ChildrenDesigners(Harel1991),laysthefoundationforMaMaMedia,andforresearchin
understandinghowchildreninrichonlineenvironmentsconstructsoftwareanddesignmath
gameswithrepresentationsoftheirthinking.MaMaMediaenabledgirlsandboystobeonline
playinggames,learninghowparticipateinthevastMaMaMediacommunity.
MOOSECrossing
TheMacMOOSEclientinterfaceshowingediting,browsing,andmaininteractionwindows.
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GeorgiaTechresearcherAmyBruckmancreatedMOOSECrossingaspartofherdoctoralwork
attheMITMediaLab.MOOSECrossingcanbecharacterizedasanbreak-throughcombination
ofPapert’sLogo/microworlds,the“mutablemedia”notionsofAlanKay(Kay1996),anda
MOO(HaynesandHolmevik1998)—areal-time,collaborative,immersivevirtualenvironment.
MOOSECrossingisamicroworldthatlearnerscanthemselvesenter,designingand
programmingthevirtualenvironmentfromwithin.Itbecomesalived-intextthatoneshares
withotherreaders/writers/designers.Bruckman(1998)statedthatthisearlyinnovation,
MOOSECrossing,was“communitysupportforconstructionistlearning.”Indeed,itwas.
Callingasoftwaresystemaplacegivesusersaradicallydifferentsetofexpectations.People
arefamiliarwithawidevarietyoftypesofplaces,andhaveasenseofwhattodothere...
InsteadofaskingWhatdoIdowiththissoftware?,peopleaskthemselves,WhatdoIdointhis
place?Thesecondquestionhasaverydifferentsetofanswersthanthefirst.(Bruckman,1998
p.49)
Bruckman’sthesisisthatcommunityandconstructionistlearninggohandinhand.Her
ethnographicaccountsoflearnersinsidetheenvironmentrevealsveryclose,verypersonal
bondsemergingbetweenchildrenintheprocessofdesigningandbuildingtheirworldin
MOOSECrossing.“Theemotionalsupport,”shewrites,“isinseparablefromthetechnical
support.Receivinghelpfromsomeoneyouwouldtellyoursecretnicknametoisclearlyvery
differentfromreceivinghelpfromacomputerprogramoraschoolteacher”(p.128).
SimCalc
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SimCalc’sfeaturesanimationandreal-timegraphs.
SimCalc'stag-lineis“DemocratizingAccesstotheMathematicsofChange,”andthegoalisto
maketheunderstandingofchangeaccessibletomorelearnersthanthesmallminoritywho
takecalculusclasses.SimCalc,aprojectattheUniversityofMassachusettsunderJamesKaput
workingwithJeremyRoschelle,andRicardoNemirovky,isasimulationandvisualization
systemforlearnerstoexplorecalculusconceptsinaproblem-basedmodel,onethatavoids
traditionalproblemswithmathematicalrepresentation(Kaput,Roschelle,&Stroup,1998).
Thecoresoftware,calledMathWorlds(echoingPapert’s“Mathland”idea)allowslearnersto
manipulatevariablesandseeresultsviareal-timevisualizationswithbothanimated
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charactersandmoretraditionalgraphs.SimCalcisfreelyavailableontheInternet.See
http://www.simcalc.umassd.edu/
ParticipatorySims
ParticipatorySims,aprojectoverseenbyUriWilenskyandWalterStroupatNorthwestern
University,isadistributedcomputingenvironmentbuiltonthefoundationsofLOGOthat
encourageslearnerstocollaborativelyexplorecomplexsimulations.TheParticipatorySims
projectcentresaroundHubNet,a“Classroom-basedNetworkofHandheldDevicesandUp-
frontComputer”whichallowslearnerstoparticipateinmodelsofdynamicsystems(Resnick
1996)inalive,classroomenvironment.“Theemergentbehavior(seeFigure1)ofthesystem
anditsrelationtoindividualparticipantactionsandstrategiescanthenbecometheobjectof
collectivediscussionandanalysis.”(Wilensky&Stroup,1999)See
http://www.ccl.sesp.northwestern.edu/ps/index.html
CoVis
CoVis—”CollaborativeVisualization”—aprojectthatranfromNorthwesternUniversityinthe
1990s,wasclearlyastrongpredictorofwhatwastofollowineducation.Itfocusedonscience
learningthroughprojectsusingatelecommunicationsinfrastructure,scientificvisualization
tools,andsoftwaretosupportcollaborationbetweendiverseschoolsindistributedlocations
(Edelson,Pea,&Gomez,1996).Muchoflearners'investigationcentredonatmosphericand
environmentalstudies,allowingwide-scale(acrosstheUSA)datasharing.Learnerscouldthen
usesophisticateddataanalysistoolstovisualizeanddrawconclusions.CoVismadeuseofa
varietyofnetworkedsoftware:collaborative“notebooks,”distributeddatabases,system
visualizationtools,aswellastheWWWandelectronicmail.ThegoalintheCoVisprojectwas
foryoungpeopletostudytopicsinmuchthesamewayasprofessionalscientistsdo.
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National Geographic Kids Network
Anotherexampleofanearlyperspectivityenvironmentinthelate1980sand1990swasthe
NationalGeographicKidsNetwork.Anumberofverylarge-scaleresearchprojectsexplored
thepossibilitiesofconnectingmultipleclassroomsacrosstheUnitedStatesfordatasharing
andcollaborativeinquiry(Feldman,Konold,&Coulter,2000).ProgramslikeNational
GeographicKidsNetwork(NGKNet),anNSF-fundedcollaborationbetweentheNational
GeographicSocietyandeducationaltechnologyresearchcenterTERCreachedthousandsof
classroomsandtensofthousandsofstudents(p.30).TERC’sNGKNetprovidedcurriculum
plansandresourcesaroundissueslikeacidrain,andtoolswhichfacilitatedlarge-scaledata
collection,sharing,andanalysisofresults.Otherprojects,likeClassroomBirdWatchand
EnergyNetfocusedonissueswithcomparableglobalsignificanceandlocalimplications,
turninglargenumbersoflearnersintoacommunityofpracticedoingdistributedscientific
investigation.Feldman,Konold,andCoulternotethattheselargescaleprojectsquestionthe
notionoftheindividualchildasscientist,pointinginsteadtowardinterestingmodelsof
collaborativeengagementinscience,technology,andsocietyissues(pp.142–143).Needlessto
saythisworkstillcontinuestoimpress.Seehttp://kids.nationalgeographic.com/kids/
TappedIn
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The“TAPestry”interfacetotheTappedInenvironment.
TappedInwasaMulti-userOnlineEducationalWorkspace(MEOW)forteachersandeducation
professionals.TheTappedInproject,ledbyMarkSchlageratSRI,beganinthelate1990sasa
MOO(textualVR)environmentforsynchronouscollaborationandhassincegrownintoa
sophisticated(Web+MOO)multimediaenvironmentforbothsynchronousandasynchronous
work,withalargeandveryactiveuserpopulation(Schlager1997).TappedInusessimilar
technologicalinfrastructuretoMOOSECrossing,buthasadifferentkindofcommunityof
practiceatworkwithinit;TappedInfunctionsmorelikeanongoingteachingconference,with
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manyweeklyormonthlyevents,workshops,andhappenings.TappedInisanexemplarymodel
ofamulti-modecollaborativeenvironment.Seehttp://www.tappedin.sri.com/
CoWeb
AtGeorgiaTech,MarkGuzdialandcolleaguesattheCollaborativeSoftwareLaboratory(CSL)
createdavarietyofsoftwareenvironmentsbuildingontheoriginaleducationalcomputing
visionofAlanKayinthe1970s(Kay1996);thecomputercanbeatoolforcomposingand
experiencingdynamicmedia.GrowingfromGuzdial'spreviousworkontheCaMILEproject
(Guzdial1997)—aweb-based“anchoredcollaboration”environment,CSL'sCoWebproject
explorespossibilitiesindesigningandusingcollaborativemediatoolsonline(Guzdial1999).
CoWebandotherCSLworkislargelybasedontheSqueakenvironment,adirectdescendantof
AlanKay'sresearchatXeroxPARCinthe1970s.
WebGuide
WebGuide,aweb-based,collaborativeknowledge-constructiontool,wascreatedbyGerryStahl
andcolleaguesattheUniversityofColorado(Stahl1999).WebGuideisdesignedtofacilitate
personalandcollaborativeunderstandingthroughmediatingperspectivityviacultural
artifacts.WebGuideactsasascaffoldforgroupunderstanding.WebGuideisastructured
conferencingsystemsupportingrichinterlinkingandinformationre-use/re-contextualization,
aswellasmultipleviewsonthestructureoftheinformationset.Learnerscontribute
informationfromindividualperspectives,butthisinformationcanlaterbenegotiatedandre-
collectedinmultiplecontextsconstruct.
ChallengingQuestions
ModelsofMindorCultureCreation?
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Fromthevantagepointofthemid-1990s,JeromeBrunerlookedbackonthecognitive
revolutionofthelate1950s,whichhehelpedtoshape,andreflectedonalostopportunity.
Brunerhadimaginedthatthenewcognitiveparadigmwouldbringthesearchformeaningto
thefore,distinguishingitfromthebehaviorismthatprecededit(Bruner1990,p.2).Andyet,
Brunerwrites,therevolutionwentawry,notbecauseitfailed,butbecauseitsucceeded:
Veryearlyon,forexample,emphasisbeganshiftingfrom“meaning”to“information,”fromthe
constructionofmeaningtotheprocessingofinformation.Theseareprofoundlydifferent
matters.Thekeyfactorintheshiftwastheintroductionofcomputationastherulingmetaphor
andcomputabilityasanecessarycriterionofagoodtheoreticalmodel.(p.4)
Theinformationprocessingmodelofcognitionbecamesodominant,Brunerargues,andthe
roleofmeaningandmeaning-makingendedupasmuchindisfavorasithadbeenin
behaviorism.“Inplaceofstimuliandresponses,therewasinputandoutput,”andhard
empiricismruledagain,withanewvocabulary,butwiththesamedisdainformentalism(p.7).
Bruner’scareerasatheoristisitselfinstructive.HeraldedbyGardnerandothersasoneofthe
leadinglightsof1950scognitivism,Brunerhassincethe1980sbeenoneofasmallbutvocal
groupcallingforareturntotheroleofcultureinunderstandingthemind.Thismovementhas
beentangledupcloselywiththeevolutionofeducationaltechnologyoverthesameperiod,
perhapsilluminatedinapairoftitlesthatbookendoneresearcher’sdecade-longtrajectory:
EtienneWenger’s(1987)ArtificialIntelligenceandTutoringSystems:Computationaland
CognitiveApproachestotheCommunicationofKnowledgeandhis(1998)Communitiesof
Practice:Learning,Meaning,andIdentity.
ParadigmShiftwithDigitalMediaorIncrementalChanges?
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Inhis1996article,“ParadigmShiftsandInstructionalTechnology:AnIntroduction,”Timothy
Koschmannbeganbyidentifyingfourdefiningparadigmsoftechnologyineducation.In
roughlychronological(butcertainlyoverlapping)order,theseare:Computer-Aided
Instruction(CAI),characterizedbydrill-and-practiceandprogrammedinstructionsystems;
IntelligentTutoringSystems(ITS),whichdrewonartificialintelligence(AI)researchinorder
tocreateautomatedsystemswhichcouldevaluatealearner’sprogressandtailorinstruction
accordingly;theLogo-as-Latinparadigm,ledbySeymourPapert’s“microworld”andchildren-
as-programmersefforts;andfinally,Computer-SupportedCollaborativeLearning(CSCL),a
“socially-oriented,constructivist”approachthatfocusesonlearnersinpractice,ingroups.
KoschmanninvokedThomasKuhn’s(1996)controversialnotionoftheincommensurabilityof
competingparadigms:
Kuhnheldthattheeffectofaparadigmshiftistoproduceadividedcommunityofresearchers
nolongerabletodebatetheirrespectivepositions,owingtofundamentaldifferencesin
terminology,conceptualframeworks,andviewsonwhatconstitutesthelegitimatequestions
ofscience.(Koschmann1996,p.2)
Koschmann’sanalysismaywellbeaccurate.Theliteraturesurroundingtheeffectslearning
technologyproducescertainlydisplaysexamplesofthisincommensurability,evenwithinthe
writingsofindividualtheorists.
AcounterperspectivetoKuhn’sviewofparadigmaticshiftsinscientificunderstandingwas
offeredbyStephenToulmin(1972),whoarguedthatconceptualchangemustnotbe
understoodasagloballyunified,systematicshiftinattitudesinbeliefsaboutscience;rather,it
wasafragmentedprocesswhichwashighlycontextualizedanddependentuponlocalscientific
practices.AccordingtoToulmin,knowledgedevelopsinamorepiecemealfashionratherthan
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throughseismicleaps;‘competing’paradigmscontinuetoexertconsiderableinfluenceonour
understanding.AndreadiSessa(2006),arguingforareappraisalToulmin’sneglectedworkon
conceptualchange,appliedittohowthe“intuitiveideas”whichyounglearnersbroughttoa
physicslessonwerecrucialresourcesfordeveloping“knowledgeinpieces,”ortheweavingof
variousthreadsofideasintoa“different,stronger,andmorenormativeconceptualfabric”
(diSessa,2006,p.273).Theapplicationoftheseideastolearningtechnologiescastsdoubt
uponthenotionsofinternalcoherenceofindividualparadigmsandtheirrepresentative
designers,aswellastheirimpermeabilitytoeachother.
Asmentionedearlier,Papert’sworkwithteachingchildrentoprograminLogowasoriginally
concernedwithbridgingthegapbetweenPiaget’sconcreteandformalthinkingstages,
particularlywithrespecttomathematicsandgeometry.Butovertime,Papert’sworkwith
childrenandLogobegantobetalkedaboutas“computercultures”(Papert1980,p.22–23):
Logogaveitspractitionersavocabulary,aframework,andasetoftoolsforaparticularkindof
learningthroughexploration.Papertenvisagedacomputerculturewherechildrencould
expressthemselvesasepistemologists,challengingthenatureofestablishedknowledge.But
whilePapert’sideasandthepracticeofLogolearninginclassroomscontributedsignificantly
totheespritdetempsofthe1980s,itwasdifficultformanymainstreameducational
researchersandpractitionerstoadoptthemindsethebelievedwouldrevolutionizelearning.
AlargescaleresearchprojecttoevaluatetheclaimsofLogoinclassroomswasundertakenby
researcherRoyPea(whenhewasatBankStreetCollege)andhiscolleaguesinthemid-1980s.
TheBankStreetstudiescametosomecriticalconclusionsabouttheworkPapertandhis
colleaguesweredoing(PeaandKurland1987[1984];Pea,Kurland,andHawkins1987).
Basically,theBankStreetstudiesconcludedwithacautiousnote:theyconcludedthatno
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significanteffectsoncognitivedevelopmentcouldbeconfirmed,andcalledformuchmore
extensiveandrigorousresearchamidtheexcitementandhype.ThewidereffectoftheBank
StreetpublicationsfedintosomethingofapopularbacklashagainstLogointheschools.A
1984articleinthemagazine,PopularPsychologysummarizedtheBankStreetstudies,and
suggestedbluntlythatLogohadn’tdeliveredonPapert’spromises.
Papertrespondedtothiscritique(Papert1987[1985]),arguingthattheframingofresearch
questionswasoverlysimplistic.Papertchidedhiscriticsforlookingforcognitiveeffectsby
isolatingvariablesasifclassroomswere“treatment”studies.Ratherthanasking
“technocentric”questionslike“WhatisTHEeffectofTHEcomputer?”(p23),Papertcalledfor
anexaminationoftheculture-buildingimplicationsofLogopractice,andforsomethinghe
called“computercriticism,”whichheproposedasakintoliterarycriticism.
Peaandothersresponded(Pea1987b),claimingthatPaperthadunfairlycharacterizedthe
BankStreetresearch(PaperthadrespondedonlytothePsychologyTodayarticle,nottothe
originalliterature),andarguingthatasresearcherstheyhadaresponsibilitytoadhereto
acceptedscientificmethodsforevaluatingtheclaimsofnewtechnology.Theeffectofthis
exchangewastoilluminatethevastlydifferentperspectivesoftheseresearchers.Where
Papertwastalkingabouttheopen-endedpromiseofcomputercultures,Peaandhiscolleagues,
developmentalpsychologists,wereevaluatingtheworkfromthestandpointofdemonstrable
changesincognition(PeaandKurland1987[1984]).WhilePapertaccusedhiscriticsof
reductionism,Davy(1985)likenedPaperttotheproverbialmanwholooksforhiskeysunder
thestreetlight“becausethelightisbetterthere.”
GavrielSalomonandHowardGardnerrespondedtothisdebatewithanarticlethatsearched
formiddleground(SalomonandGardner1986):ananalogy,theypointedout,couldbedrawn
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fromresearchintotelevisionandmassmedia,amucholderpursuitthaneducational
computing,andoneinwhichSalomonwasanacclaimedscholar.SalomonandGardnerargued
thatonecouldnotsearchforindependentvariablesinsuchacomplexarea;instead,they
calledforamoreholistic,exploratoryresearchprogram,onethattookmorethantheovert
effectsofthetechnologyintoaccount.
Indeed,in1991,SalomonandcolleaguesDavidPerkinsandTamarGlobersonpublisheda
groundbreakingarticlethatshedmorelightontheissue(Salomon,Perkins,andGloberson
1991).Toconsiderthe“effectsof”atechnology,onehadtoconsiderwhatwaschangedaftera
learnerhadusedatechnology—butintheabsenceofit.Thequestionsthatarisefromthisare
whetherthereisany“cognitiveresidue”fromthepriorexperience,andwhetherthereis
transferbetweentasks.Thisisadifferentsetofquestionsthanarisefrominvestigatingthe
“effectswith”technology,whichdemandamoredecentered,system-wideapproach,lookingat
thelearnerinpartnershipwithtechnology.
Whileitcontributedimportantnewconstructsandvocabularytotheissue,theSalomon,
Perkins,andGlobersonarticleisstilldeeplyrootedinatraditionalcognitivescience
perspective,likemuchofPea’sresearch,takingfirstandforemosttheindividualmindasthe
siteofcognition.Salomon,Perkins,andGloberson,alltrainedincognitivepsychology,warn
againsttakingthe“effectswith”approachtoofar,notingthatcomputersineducationarestill
farfromubiquitous,andthatthesearchforthe“effectsof”isstillkey.Fromtheperspectiveof
today’subiquitouscomputingtechnologies,whichhavetakenthe“effectswith”studyof
technology“outofthelab,”andintocountlessinformalsettings,alessrigidcognitive
orientationisnowthenormforunderstandingtechnology’sdiffuse,yetconstitutiveeffectson
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humaninteractionandcommunitybuilding.Themostvisibleexampleistherevolutionin
onlinesocialnetworks,onlinegameplay,andsocialmediaingeneral.
Ina1993article,PearespondedtoSalomonet.al,fromyetadifferentangle.Pea,nowDeanat
NorthwesternandworkingcloselywithhisLearningSciencescolleagues,wroteon
“distributedintelligence,”andarguedagainsttakingtheindividualmindasthelocusof
cognition,criticizingSalomonandcolleagues’individualistnotionsofcognitiveresidue:
ThelanguageusedbySalomonetal.(1991)tocharacterizetheconceptsinvolvedinhowthey
thinkaboutdistributedintelligenceis,bycontrast,entity-oriented—alanguageofcontainers
holdingthings.(Pea1993,p.79)
Pea,reviewingrecentliteratureonsituatedlearninganddistributedcognition(Winogradand
Flores1986;Lave1988;Brown,Collins,andDuguid1996[1989]),hadchangedhis
individualistframeworkofcognitivescienceforamore“situativeperspective”(Greeno1997)
whileSalomon(1993)arguedthatcognitionstillmustresideintheindividualmind.
Interestingly,neitherSalomonnorPeainthisexchangeseemedcompletelycomfortableatthis
pointwiththenotionofculture-makingbeyonditsinfluenceasa“contributingfactor”tomind,
artifacts,andsuchempiricallyidentifiableconstructs.
Thequestionneedstobeasked,aretheseadvancesmadewiththeintroductionofdigital
mediatechnologiesrepresentativeofaparadigmshiftoraretheymerelyaconversation
amongdifferingpointsofviewing,basedondifferentmeasuresandmethodsofstudyingthe
problem.Indeed,itseemsthattheproofisinthepudding.Aculturalshifthasocccurred.The
nextstepittoharnessthescholarshiptocreateavisionforseriouslychanginghowlearning
canbere-createdwithmoreengagementandinvolvementwithallthestakeholders.Tobeable
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tofindthepatternsincurrentresearchsothatlesstimeisspentondebatesandmoreon
reachingagreements.
Developmental or Narrative Appoaches to Learning Theory?
Understandingthenatureoftechnology-basedlearningsystemsgreatlydependsuponone’s
conceptualizationofhowlearningoccurs;islearninglinearanddevelopmental,oramorefluid
andevenrandom“system”ofmakingmeaningofexperience?
Proponentsofstagetheoryhavetriedtoshowhowmaturationtakesplaceinlogicalcausal
sequencesorstagesaccordingtoobservablestagesingrowthpatterns—thefinalstagebeing
thehighestandmostcoveted.Developmentaltheories,suchasFreud’soral,analandgenital
(Freud,1952),Erikson’seightstagesofpsychologicalgrowthfrombasictrusttogenerativity
(Erikson,1950),orPiaget’sstagesfromsensori-motortoformaloperationalthinking(see
GrubnerandVoneche1977),arebasedonthebeliefthatthehumanorganismmustpass
throughthesestagesatcriticalperiodsinitsdevelopmentinordertoreachfullhealthy
integratedmaturation,beitpsychological,physical,spiritual,orintellectual.
Strictadherencetodevelopmentalism,andparticularlyitsunidirectionalconception,hasbeen
significantlychallengedbyGilligan(1982),Gardner(1985),FoxKeller(1985),Papert(1986),
andIllichandSanders(1989)—nottomentionawaveofpostmoderntheorists—proposing
theorieswhichaddressthefundamentalissuesunderlyinghowwecometotermswith
understandingourthinking.Onesuchchallenge,raisedbyIvanIllichandBarrySanders(1989),
reflectsupontheprehistoricalsignificanceofthenarrativevoice.Thinkingaboutthinkingas
essentiallyevolvingstagesofdevelopmentrequiresthekindofcalibrationonlypossibleina
worldofstaticrulesanduniversaltruths.IllichandSanderspointoutthatnarrativethinkingis
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ratheraweavingofdifferentlayersorversionsofstorieswhichareneverfixedintimeorplace.
Beforethewrittenwordand
[p]riortohistory...thereisanarrativethatunfolds,notinaccordancewiththerulesofartand
knowledge,butoutofdivineenthusiasmanddeepemotion.Correspondingtothispriortimeis
adifferenttruth—namely,myth.Inthistrulyoralculture,beforephoneticwriting,therecanbe
nowordsandthereforenotext,nooriginal,towhichtraditioncanrefer,nosubjectmatterthat
canbepassedon.Anewrenderingisneverjustanewversion,butalwaysanewsong.(Illich
andSanders1984,p.4.)
IllichandSanderscontendthattheprehistoricmodeofthinkingwasarelativisticexperience;
thatwhatwasexpressedatanygivenmomentintimechangedfromtheprevioustimeitwas
expressed.Therecouldbenofixedrecall,nor“truth.”aswedefineittoday.Thisconceptof
knowledgeasacontinuallychangingtruth,dependentuponbothcommunalinterpretationand
storytellers’innovation,dramaticallychangedwiththeintroductionofwriting.Themomenta
storycouldbewrittendown,itcouldbereferredto.Memorychangedfrombeinganimageofa
formerindivisibletimetobeingamethodofretrievingafixed,repeatablepieceorsectionof
anexperience.
Thedevelopmentofprehistoricthinking(withimageandimagination)throughhistorical
thinking(withwritingandconceptualschemes)hasalsobeencalledposthistoricalthinking
(Flusser2004).Beginningwithphotographyandonthroughnetworkedcomputingdevices,
newimage-basedmedia,whileborninconceptualthought,hasenabledlearnerstotapinto
their“imaginalcapacity”toreflectontheirownlearningprocessesandredefinetheworld
throughmultiplerepresentationsofknowledge,alsochangingthenotionofafixedtruth.
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AnothernotiontoIllichandSandersemergesinCarolGilligan’sresearchongenderandmoral
development(1982).Gilliganmakesthecasethatthe“differentvoice”womenbringincludes
anethicofcare,atiebetweenrelationshipandresponsibility(1982,p.173).Gilligansetthe
stageforanewmodeofresearchwhichincludesintimacyandrelationshipratherthan
separationandobjectivity,thetenetsofoftraditionalempiricism.
EvelynFoxKeller,aleadingcriticofthemasculinizationofscience,heraldedtherelational
modelasalegitimatealternativefordoingscience.Shepointedoutthatscienceisadeeply
personalaswellasasocialactivity(1985),historicallypreferentialtoamaleandobjectivist
mannerofthinking.CombiningThomasKuhn’sideasaboutthenatureofscientificthinking
withFreud’sanalysisofthedifferentrelationshipbetweenyoungboysandtheirmothersand
betweengirlsandtheirmothers,FoxKelleranalyzedunderlyingreasonsforscientific
objectivism.Sheclaimedthatboysareencouragedtoseparatefromtheirmothers,and,girlsto
maintainattachments,influencingthemannerinwhichthetwogendersrelatetophysical
objects.Theyoungboy,incompetitionwithhisfatherforhismother’sattentions,learnsto
competeinordertosucceed.Girls,nothavingtoseparatefromtheirmothers,findthat
becomingpersonallyinvolved—gettingafeelingfortheorganism,asBarbaraMcClintock(Fox
Keller1985)wouldsay—isapreferredmodeofmakingsenseoftheirrelationshipwiththe
physicalworld.Asaresult,girlsmaydoscienceinamoreconnectedstyle,seekingrelation-
shipswith,ratherthandissecting,whattheyinvestigate.Girlsseektounderstandmeaning
throughthesepersonalattachments.
Justasscienceisnotthepurelycognitiveendeavorweoncethoughtit,neitherisitasimper-
sonalaswethought:scienceisadeeplypersonalaswellasasocialactivity.(1985,p.7)
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Obviously,wewillneverknowifascientificdisciplinewouldreallybedifferentifithadbeen
drivenbymorerelationalornarrativeinfluences.Yetwemaywanttoaskhowpeoplewitha
tendencytowardrelationalornarrativethinkingcanbebothinvitedintothestudyofthe
sciencesandbeencouragedtocontributetoitstheoreticalfoundations.And,wemaywantto
askhownewmediaandtechnologiesexpandhowwestudywhatwestudy,therebyinvitinga
rangeofepistemologicallydiversethinkersintothemainstreamofintellectualpursuits.
BricolageandtheEcologyofDigitalMediaTechnologiesor
Inherfirstbook,TheSecondSelf:ComputersandtheHumanSpirit(1984),SherryTurkle
exploredthedifferentstylesofmasterythatsheobservedinboysandgirlsinLogoclassrooms.
Returningtothistopic,TurkleandPapert,intheir1991article,“EpistemologicalPluralismand
theRevaluationoftheConcrete,”outlinetwopolesoftechnologicalmastery:hardandsoft.
Hardmastery,identifiedwithtop-down,rationalistthinking,wasobservedinamajorityof
boys.Softmastery,identifiedwithrelationalthinkingandClaudeLévi-Strauss’snotionof
bricolage,wasobservedinamajorityofgirlsworkingwithcomputersinaBostonelementary
school(TurkleandPapert1991,pp.167-168).Theidentificationofsoftmasteryandbricolage
inprogrammingwasaturningpointwhichledtoadeeperexaminationof“theconcrete,”a
subjectwoefullyundervaluedincontemporarylife,andespeciallyinmathandscience
education.
Stanfordscholar,BrigidBarron(2006)foundthat“learnersusestrategiesconsistentwiththe
bricoleurimagedescribedbyTurkle,buildingontheconceptintroducedbyLevi-Strauss
[1966]whereinformationisflexiblygatheredandputtogetherfornewpurposes.”Barron
revisitedtheroleofthebricoleurtoexpanduponwhatNardi&O’Day(1999)callinformation
ecologies.Notonlyareinformationecologiesaproductofbothrelationalandmaterial
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resourcesasNardiandODaysuggest,butalso,accordingtoBarron,dynamiclearningsystems
includearangeofmultipleinfluencesthataredovetailwellwithunderstandinglearningin
formalandinformallearningsettings.Sheconcludeswithacallforchanges.
Thereportsfromtheyounglearnersshared…suggestthatweshouldexpectinterestin
learningtooriginatewithinandoutsideschoolandthatadolescentshaveasignificant
roletoplayinsustainingtheirowndevelopment.Asresearchersinterestedinhuman
development,weareinavitalpositiontohelpenvisionwhatself-sustaininglearning
ecologiesmightlooklikeandinvestigatehowresourcefulnessmightbenurtured.
(Barron,2006,p.221)
TurkleandPapert’susethetermsbricoleurandthenotionofhardandsofttoexplaindifferent
approachestocomputation,extendstootherimportantdomains:ecologicalstances,feminism,
andethnographyofscienceandcomputation(1991,p.372).Theyproposethathardandsoft
stylesofcreatingknowledgeandunderstandingsystemsasequallysignificanttoconcrete
thinkingwillgainrespectabilityinthescientificcommunitybyattendingmoretothesofter
concretewayofthinking.
Thedevelopmentofanewcomputerculturewouldrequiremorethantechnological
progressandmorethanenvironmentswherethereispermissiontoworkwithhighly
personalapproaches.Itwouldrequireanewandsofterconstructionofthe
technological,withanewsetofintellectualandemotionalvaluesmorelikethosewe
applytoharpsichordsthanhammers.(Ibid,p.184)
Goldman-Segallofferedadynamicandflexibleconceptualizationofdiversityofthinkingcalled
thinkingattitudes(Goldman-Segall,2008).Theseattitudesimplypositionalityandorientation,
andaresituatedintimeandplace.Shedefinedthinkingattitudesasatransitionalpositionheld
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forashorterperiodoftime,onethatisfluidandflexible(Ibid.,p.245)Thisnotionofthinking
attitudesincludes:meta/physical,historical,ethicalandpedagogicalattitudes.Meta/physical
attitudesaddressthequestion,“What’sthestory?”Theyexplorehowchildrenaddress
causality,intention,existence,andtruth.Themeta/physicalattitudesinadolescentsare
turningpoints,referringtotheworldsofinventionandimagination—attitudesthatare
rootedinthephysicalsituatednessoftheirinteractionswiththeworld.Historicalattitudes
addresshowthingsbegan.Theyencompasslearningfromthepastandmakingsenseofit.
Ethicalattitudesincludeouractionsinrelationtodesireandexternalnorms.Balancingright
andwrongisparticularlychallenging.Theseattitudesaddressquestionssuchas:“Whatisfair?”
Toagreatextent,pedagogical(oractivist)attitudesoverlapwithethicalattitudes.Pedagogical
attitudesareconcernedwithsuchquestionsas“Whatcanwedo?Howdowechange?Howdo
weteachotherstolearnfromwhatwedid?”Videoexcerptsavailableontheweb:
http://www.pointsofviewing.com.
Thisdynamicepistemologicaltheoryoflearningledtowaysofknowingthatinclude
genderflexing:boysmaytakeonthinkingattitudesthataretraditionallyassociatedwiththose
ofgirls,andviceversa(Goldman-Segall,1996b&1998b).Theunderlyingthemehereisthe
primacyofsituatedpointsofviewing,ratherthanessentialqualities.Learnersbecome
ethnographers,observingandengagingwiththeculturalenvironmentsinwhichthey
participate.Shealsorecommendsknowledgeframing(1998).Framingisrootedinseveral
diversebutinterwovencontexts:Frames—incontrasttothemoreessentialistnotionof
styles—includethecontextsetbytheframer,whatisframed,aswellaswhatisleftoutofthe
frame.Inotherwords,forlearning,itismoreimportanttohaveflexiblethinkingattitudes
aboutthecontentknowledgesothattheframesthatareappliedtothatclusterofknowledge
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areappropriateandusefulinunderstandingthedomainunderinvestigation.Relatedusesof
framingcanbefoundintheworkbyMarvinMinsky’sonartificialintelligence(1986),Howard
Gardneronmultipleintelligences(1985b),ErvingGoffmanoneverydaysociology(1986),and
TrinhMinhT.Haoncinematography(1992).
DistributedCognitionandSituatedLearning
Inthe1990s,thefocushadalreadychangedfromunderstandingthemindofonechildto
understandingthesituatedmindsoflearnersincollaborativeteams.Simultaneously,learning
movedfromlearningmodules,toopen-endedconstructionism,toproblem-basedlearning
(PBL)environmentsandrich-mediacasesofteachingpractices.
Ourmemoriesareinfamiliesandlibrariesaswellasinsideourskins;ourperceptionsare
extendedandfragmentedbytechnologiesofeverysort.–SusanLeighStar
The1989articlebyJohnSeelyBrown,AlanCollins,andPaulDuguidcalled“SituatedCognition
andtheCultureofLearning”(1996[1989])isgenerallycreditedwithintroducingtheconcepts
andvocabularyofsituatedcognitiontotheeducationalcommunity.Thisinfluentialarticle,
drawingonresearchatXeroxPARCandattheInstituteforResearchonLearning(IRL),
expressedtheauthors’concernwiththelimitstowhichconceptualknowledgecanbe
abstractedfromthesituationsinwhichitissituatedandlearned(p.19),asiscommonpractice
inclassrooms.BuildingupontheexperientialemphasisofpragmatistthinkerslikeJohnDewey
andonthesocialcontextsoflearningofRussianactivitytheoristslikeVygotskyandLeontiev,
Brownandhiscolleaguesproposedthenotionofcognitiveapprenticeship.Inacognitive
apprenticeshipmodel,knowledgeandlearningareseenassituatedinpractice:“Situations
mightbesaidtoco-produceknowledgethroughactivity.Learningandcognition,itisnow
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possibletoargue,arefundamentallysituated(p.20).”Thisideaiscarriedforwardtoan
examinationoftoolsandthewayinwhichtheyarelearnedandused:
Learninghowtouseatoolinvolvesfarmorethancanbeaccountedforinanysetofexplicit
rules.Theoccasionsandconditionsforusearisedirectlyoutofthecontextofactivitiesofeach
communitythatusesthetool,framedbythewaymembersofeachcommunityseetheworld.
Thecommunityanditsviewpoint,quiteasmuchasthetoolitself,determinehowatoolisused.
(Brown,etal,p.23)
TheworkthatbringsthesituatedperspectivefirmlyhometothelearningenvironmentisJean
LaveandEtienneWenger’sSituatedLearning:LegitimatePeripheralParticipation(1991),
whichgoessignificantlybeyondBrown’scognitiveapprenticeshipmodel.CoretoLaveand
Wenger’sworkistheideaofknowledgeasdistributedorstretchedacrossacommunityof
practice—whatSalomonlatercalledthe“radicalsituatedperspective”(Salomon1993).
Inourview,learningisnotmerelysituatedinpractice—asifitweresomeindependentlyrei-
fiableprocessthatjusthappenedtobelocatedsomewhere;learningisanintegralpartof
generativesocialpracticeinthelived-inworld...Legitimateperipheralparticipationispro-
posedasadescriptorofengagementinsocialpracticethatentailslearningasanintegral
constituent(LaveandWenger1991,p.35).
Thisperspectiveflipstheargumentover:itisnotthatlearninghappensbestwhenitis
situated(asiftherewerelearningsettingsthataren’tsituated),butrather,learningisan
integralpartofallsituatedpractice.So,ratherthanasking—asBransfordandcolleaguesat
Vanderbilthad—“howcanwecreateauthenticlearningsituations?”theyask“whatisthe
natureofcommunitiesofpractice?”and“howdonewcomersandold-timersrelateand
interactwithincommunitiesofpractice?”LaveandWengeranswerthesequestionsthrough
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elaboratingthenatureofcommunitiesofpracticeinwhattheytermlegitimateperipheral
participation.
Bythiswemeantodrawattentiontothepointthatlearnersinevitablyparticipateincommu-
nitiesofpractitionersandthatmasteryofknowledgeandskillrequiresnewcomerstomove
towardfullparticipationinthesocioculturalpracticesofacommunity.(p.29)
LaveandWengeralsoelaborateontheinvolvementofculturalartifactsandtechnologies
withincommunitiesofpractice.Asknowledgeisstretchedoveracommunityofpractice,itis
alsoembodiedinthematerialcultureofthatcommunity,bothinthemechanismsofpractice
andinthesharedhistoryofthecommunity:
Participationinvolvingtechnologyisespeciallysignificantbecausetheartifactsusedwithina
culturalpracticecarryasubstantialportionofthatpracticesheritage...Thus,understanding
thetechnologyofpracticeismorethanlearningtousetools;itisawaytoconnectwiththe
historyofthepracticeandtoparticipatemoredirectlyinculturallife.(p.101)
Artifactsandtechnologyarenotjustinstrumentalinembodyingpractice;theyalsohelp
constitutethestructureofthecommunity.AsGoldman-Segall(1998)remindsus,
Theyarenotjusttoolsusedbyourculture;theyaretoolsusedformakingculture.Theyare
partnersthathavetheirowncontributiontomakewithregardtohowwebuildacultural
understandingoftheworldaroundus.(pp.268-269)
Situatedcognition,then,becomesperspectivalknowledge,andthetoolsandartifactswe
createbecomewhatGoldmancoined“perspectivitytechnologies:”viewpoints,frames,lenses,
andfilters;reflectionsofselveswithothers.Tounderstandthesignificanceofperspectivityin
theroleoflearning,onehastoturntorecentstudiesontheothersideofthecoin—perception.
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Thisrenewedinterestinperceptually-groundedresearch,oremodiment,encompassesthe
continuallyinteractingpartsofmakingmeaning.
Conclusion
Inthischapter,thePointsofViewingTheorywasappliedtoanalreadyrichunderstandingof
theuseofcomputers,theInternet,anddigitalmedia.Therangeofpossiblecontributorswasso
broadthatwedecidedtofocusonlyonthosetheoriesandtoolswhichweredirectlyconnected
withthenotionofperspectivalknowledgeconstructionandperspectivitytechnologies.To
thoseresearcherswhoseworkisnotdescribedinthischapter,weregretthatwedidnotfind
theopportunitytoincludeyourwork.
Perspectivitytechnologies(Goldman,2007)representthenextphaseofthinkingwithour
technologypartners.Notonlywillwebuildthem,shapethem,andusethem.Theywillalso
affect,influence,andshapeus.Theywillbecome,ifsomeresearchershavetheirway,partof
ourbodies,notonlyaugmentingourrelationshipsbutbecomingmembersintheirownright.
Asroboticobjectsbecomeroboticsubjects,wewillhavetoconsiderhowStevenSpielberg’s
robotinthemovieAIfeltwheninteractingwithhumans—andhopefullywewillbekinderto
ourselvesandtoourrobots.
Thus,aperspectivitytechnologyisnotonlyatechnologywhichenablesustobetterseeeach
other’sviewpointsandmakedecisionsbasedonmultiplepointsofviewing.Itisalso
concernedwiththecreationanddesignoftechnologiesthataddperspectives.Technologies
havebuilt-infilters.Toexplainthisbriefly,oneneedonlythinkofhowrecordinganeventwith
penandpaper,anaudio-taperecorder,andadigitalvideorecordereachprovidedifferent
perspectivesofthesameevent.Thetechnologyprovidesanimportantfilterorlens.A
- 102 -
viewpoint,onecouldsay.Andwhilethatviewpointisdeeplyinfluencedbywhothefilmmaker
is,orwhothereporteris,thereisaperspectivethatiscontributedbythetechnology.Acamera
tellsadifferentstorythantheaudioortexttool.
Asweusenewmediaascommunicationdevices,theyaffecthowwecommunicate;they
participatebybeingwhattheyare,havingacapacitytoshapethestory.Beyondthemediais
themessagethemeofMarshallMcLuhan(1964),wearenowdeeplyentrenchedina
participatoryrelationshipwithournewmediatechnologiesbecausetheyhavebecomepartof
ourperspective,ourconsciousnes,andourwayoflife.Thelevelofinteractionwithourvirtual
creatures(technologies)transformsourrelationships.Wearenevercompletelyalone.Weare
connectedthroughmediadevicesevenifwecan’tseethem.Theyseeus.
Thatsaid,whathaschangedinlearning?Itmightseemwehavemovedalongwayfrom
believingthatlearningisputtingcertaincurriculuminsideofstudents’headsandthentesting
themforhowwelltheyhavelearnedthatmaterial.Yet,instructionismisstillaliveandwell.
Fromkindergartentohighereducation,studentsarestillbeingtrainedtobeabletopasstests
thatwillprovidethemwithentranceintohighereducation.Inspiteoflearningtheories
movingfrombehaviorismtocognitivismtodistributedandsituatedcogntion,educatorsare
caughtinthequagmireofpreparingstudentsfortheirfutureeducationinsteadoftryingto
makethepresenteducational,engaging,andchallengingfun.Teachersarecaughtinan
entangledwebofuncertaintyastheyscrambletolearnthenewtoolsofthetrade(theInternet,
distancelearningenvironments,etc),learnthecontenttheyhavetoteach,andthenorganize
thelearningintomodulesthatwillfitintothenextsetoflearningmodules.
Theironyisthatwhenwethinkofwhoourbestteacherswere,theyweretheteacherswho
wereabletoelicitsomethingwithinusandhelpusconnectourlivestoothers’lives.Nota
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technologything!Thelivesofpoets,mathematicians,physicists,andthefisherdownatthe
docks.Theseteacherscreatedasenseofcommunityintheclassroom.Webecamepartofa
discoveryprocessthathadnoend.OakeshotthereItwasnotknowledgethatwasalready
knownthatwecraved.Itwasputtingideastogetherthathadnotyetbeenputtogether—at
leastinourownminds.Wefeltweinventedsomethingnew.Andindeedweandotherswithin
theselearningenvironmentsdidinventnewideasinourminds.Yet,peoplesaythatthis
cannothappentomoststudentsinmostclassesandthebestwecandoistoteachthe
curriculum,provideasafelearningenvironment,andtestpeopleforwhatwewantedthemto
learn.Thisisnotgoodenough.Andifstudentsdonotbecomepartnersintheirlearningnow,
technologieswillcreateislandsofdespairasmoreandmorestudentsstoplearninghowtobe
creativecitizensinterestedineachother,indifference,andinunderstandingcomplexity.And
technologycouldopenupagulfbetweenpeopleaswellaslackofboundariesbetweenwork
andplay.InSherryTurkle’sbook,AloneTogether(2011)sheexplorestheseproblematicsof
computeruseremindingusaboutaseriousproblemfacingatechnologicallyseducedsociety.
Shearguesthatwearelosingoursenseofcommunity,thatbeingtogetherinonline
environments,suchasFacebook™forexample,cancreatemorealoneness.
Connectivitytechnologiesoncepromisedtogiveusmoreboundariesbetweenwork
andleisure.Butasthecellphoneandsmartphoneerodedthebounndariesbetween
workandleisure,allthetimeintheworldwasnotenough.Evenwhenwearenot“at
work,”weexperienceourselves“oncall”;presssed,wewanttoeditoutcomplexityand
“cuttothechase.”(Turkle,2001,p.12)
- 104 -
Thesecommenthaveraisedsomeonlinereadersto“push-back,”touseacommonvernacular.
Inanonlinediscussion,WłodzimierzSobkowiak,aprofessorofEnglishphilologyattheAdam
MickiewiczUniversityinPolandasks:
Whyshouldcommunitiesofnecessitybe'constitutedbyphysicalproximity'onlyis
beyondme,frankly,soI'llnoteventrytoanalyzethisclaim.…Icanassurethereader
thatthesharedconcerns,realconsequences,andcommonresponsibilities'presentin
thoseenvironmentsarefeltasnotabitlessrealthanintheso-calledRealLife.
(RetrievedonAugust15,2011fromhttp://grou.ps/zajek/blogs/item/sherry-turkle-
alone-together)
Whiletechnologieshavebecomemanythingsformanypeople,theycanbedesignedforthe
creativesharingofperspectivesandviewpointsthatleadtobuildingbettercommunitiesof
practiceinourschoolsandinoursocieties.
SincetheattackontheWorldTradeCentermorethanadecadeagoonSeptember11,2001,we
havecometorealizethattheworldisnotwhatwethoughtitwas.Weknowsolittleabouteach
other.Weknowsolittleabouttheworld.Oureducationallenseshavefocusedtoolongon
educationalgoalswhichactedasblinderstotheworldaroundus.Wethoughtwedidn’tneed
tounderstandeachotherandoutdiverseperspectivesontheworld.Thatoneviewof
knowledgewasenough.Yet,whatweknowandwhatwemakeisalwaysareflectionofour
beliefsandassumptionsabouttheworld.Andweneedtobuildnewbridgesinasocially
constructedinterconnectedworldwherepeoplehaveaccesstoeachother’scustoms,
languages,andworldviews.And,wemustrelyonourtechnologiestobuildconnectionswith
peopleswedonotknowsothatthegulfbetweenuslessens.
- 105 -
Perspectivalknowledge,theabilitytostandupandviewunknownterritory,enablesstudents,
educators,andthepublicatlargetotakeasecondandthirdlookatthemanylenseswhich
makeupthehumanexperience,eveniffromadistance.Thepurposeisnottoalwaysapprove
ofwhatwesee,buttolearnhowtoputdifferentworldviewsintoanewconfigurationand
uncoverpathswemightnotyetsee.Andwemight,ifwearebraveenough,respectstudents
notonlyforwhathasbeentaughtthemaftertheyhavetakenprescribedcoursesand
completedassignments,butalsorespectthemthemomenttheywalkthroughthedoor—or
throughtheonlineportalastheyengageintheformalorinformallearninghabitat.
- 106 -
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