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New Technologies, Learning Systems, and Communication: Reducing Complexity in the Educational System

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Abstract

Today education offers new possibilities for communication, collaboration, interaction, and student-centered authentic learning. Examining the potential impact of the new educational environment has become an important aspect of educational researchers' efforts. Much of this research and literature about information and communication technology (ICT) and learning has been conducted through the lens of sociocultural theories (e.g., Lave & Wenger, 1991), and theories about dialogism (e.g., Bakhtin, 1986). In this chapter we introduce a systems theoretical approach especially inspired by the German sociologist N. Luhmann, and examine the empirical and theoretical research on ICT through this lens. The chapter concludes with a proposal of a research agenda to understanding learning and knowledge in this new environment. Based on Luhmanns' concepts of learning and teaching, which considers systems, communication, and learning, the chapter explores the ways in which new technologies have expanded classroom communication but also changed the nature of what learners and teachers may experience. Luhmann introduces the idea of complexity and contingency, and states, Complexity means being forced to select; being forced to select means contingency; and contingency means risk (Luhmann, Social Systems, 1995, p. 25). The interaction requires new ways of communicating and also challenges students' abilities to deal with their own ways of knowing. The concept of teaching is defined as a specific form of communication which intends to give students the opportunity to learn and construct knowledge; however, this presents new challenges for both learners and teachers. It represents inherent complexity, partly in the system and partly in the environment of the system. Thus, educators must learn to handle complexity as well as contingency. The chapter will, through recent literature, offer results and implications of the ways complexity and contingency may impact teaching and learning. In particular, we call for ongoing research in communication and the conditions for learning in concrete educational settings, including development of learning resources and research projects focusing on new knowledge media and their learning potential.

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This paper presents a case study of the design and implementation of a master’s level research course. Factors that defined the curriculum design problem included the subject matter, a view of learning as a change in identity, and the role of technology in curriculum design. Both the design process and results of research on the implementation of the course are described. The paper concludes with a retrospective discussion of lessons learned, including parallels of (a) user-centered technology design with our final approach to curriculum design and (b) socially constructed views of technology with socially constructed views of learning.
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An important skill in solving problems, especially ill-structured problems, is the production of coherent arguments to justify solutions and actions. Because direct instruction in argumentation has produced inconsistent results and cannot effectively support online learning, we examined the use of online argumentation scaffolds to engage and support coherent argumentation. In this study, we showed that providing a constraint-based argumentation scaffold during group problem-solving activities increased the generation of coherent arguments. The same scaffold further resulted in significantly more problem-solving actions during collaborative group discussions. The effects of the scaffold varied for problem type. Groups that solved ill-structured problems produced more extensive arguments. When solving ill-structured problems, students need more argumentation support because of the importance of generating and supporting alternative solutions. The close relationship between argumentation and problem solving, especially ill-structured problem solving, is significant. The effects of the argument scaffold consistently transferred to the production of arguments during individual problem solving. Students used the familiar argumentation scripts while solving problems individually.
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In recent years, considerable attention has been paid to the alleged changes in the ways the so-called digital generation communicates and learns. Most of the commentary has been based on anecdotes, observations and opinions. The lack of empirical evidence in this matter suggests that it may be time to begin the process of gathering data to confirm these views. At the forefront is the issue of which learner characteristics have changed, if any, and, accordingly, which evaluation tools are best suited to evaluate them. One mechanism found to be valid and reliable is the matching Familiar Figures Test (MFFT). Developed over thirty years ago to measure cognitive tempo on an impulsive-reflective axis, this instrument was subsequently adapted into a twenty-question version. Cairns and Cammock, the researchers who modified the original into the MFFT-20, published the results of several reliability studies to demonstrate its overall effectiveness. This preliminary study is an attempt to begin the empirical verification process of using cognitive tempo as a relevant assessment tool. Two groups of K-12 students from different eras were investigated to determine if comparing cognitive tempos between subjects who took the original MFFT-20 to those who live in the current media-centric society provides any insights as to possible differences in the visual cognitive processing skills and preferences. The results of the comparative analysis, along with possible implications for teachers and instructional designers are discussed.
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The CASCADE-MUCH system was designed to help teacher-designers in Shanghai, China with the development of instructional scenarios for multimedia curricula. After four rounds of prototyping, a summative evaluation was carried out to assess practicality. Results showed that the system was practical for the intended target users in Shanghai and also had potential for users in other contexts. The purpose of this article is to present the design process of the CASCADE-MUCH program and discuss how the evolutionary prototyping approach improved program quality and contributed to the designer’s knowledge growth.
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The aim of this paper and the one which follows is to explore how the potential of computer games may be taken up in schools to support learning engage- ment among students. It is not the intention of the papers to dismiss existing classroom practices or overlook accounts of innovative practices in schools; the papers' aim is to provide educators who are interested in exploring the use of computer games in schools with information and ideas about how these games may be effectively used to engage students in their learning. This paper questions whether the empowerment of students to create games for one another based on the school curriculum may address the insignificance of computer games in the sociocultural setting of the school. Both papers have been commissioned by Microsoft (Asia-Pacific) under the Partners-In- Learning Initiative. Under this initiative, Microsoft establishes partnerships with ministries of education, national and local government bodies, and other stakeholders to empower students and teachers to realize their full potential, mediated by information and communication technologies.
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Problem-based learning (PBL) is an instructional approach in which students in small groups engage in an authentic, ill-structured problem, and must (1) define, generate and pursue learning issues to understand the problem, (2) develop a possible solution, (3) provide evidence to support their solution, and (4) present their solution and the evidence that supports it (Barrows, How to design a problem-based curriculum for the preclinical years. Springer Publishing, New York, 1985). However, research has shown that novice problem-solvers and learners without deep content knowledge have difficulty developing strong evidence-based arguments (Krajcik et al., J Learn Sci 7:313–350, 1998a; Reiser, J Lear Sci 13(3):273–304, 2004). In this paper, we discuss the components of (e.g., claims and evidence) and processes of making (e.g., define problem and make claim) evidence-based arguments. Furthermore, we review various scaffolding models designed to help students perform various tasks associated with creating evidence-based arguments (e.g., link claims to evidence) and present guidelines for the development of computer-based scaffolds to help middle school students build evidence-based arguments.
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The twenty‐first century demands not only that we learn new forms of social engagement but also that we unlearn habits that have been useful in the past but may no longer be valuable to the future. Teachers have ‘un‐learned’ the role of Sage‐on‐the‐stage as the dominent model of teaching, and the shift to Guide‐on‐the‐side has served an important function in changing the focus of pedagogy from the teacher to the learner. However, Guide‐on‐the‐side is no longer sufficient for our times. This paper argues the importance of a further shift to Meddler‐in‐the‐middle. Meddler‐in‐the middle positions the teacher and student as mutually involved in assembling and dis‐assembling cultural products. It re‐positions teacher and student as co‐directors and co‐editors of their social world. Meddler‐in‐the‐middle challenges more long‐term notions of ‘good’ teaching in a number of ways. Specifically, it means: (1) less time giving instructions and more time spent being a usefully ignorant co‐worker in the thick of the action; (2) less time spent being a custodial risk minimiser and more time spent being an experimenter and risk‐taker; (3) less time spent being a forensic classroom auditor and more time spent being a designer, editor and assembler; (4) less time spent being a counsellor and ‘best buddy’ and more time spent being a collaborative critic and authentic evaluator.
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Digital Game-Based Learning, by Marc Prensky, is a strategic and tactical guide to the newest trend in e-learning - combining content with video games and computer games to more successfully engage the under-40 "Games Generations," which now make up half of America's work force and all of its students. The book fully explores the concept of Digital Game-Based Learning, including such topics as How Learners Have Changed, Why Digital Game-Based Learning Is Effective, Simulations and Games, How Much It Costs, and How To Convince Management. With over 50 case studies and examples, it graphically illustrates how and why Digital Game-Based Learning is working for learners of all ages in all industries, functions and subjects.
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Over the past 20 years, an increasing number of psychologists and educators have used the notion of scaffolding as a metaphor for the process by which adults (and more knowledgeable peers) guide children's learning and development. The purpose of the present article is to provide a critical analysis of the scaffolding metaphor, with particular emphasis on its applications to the case of atypical learners. In the initial sections of the article, the origins and early applications of the metaphor are sketched. With this as background, criticisms of the metaphor raised by others are reviewed, and a proposal for an enriched version of the metaphor is presented. At the heart of the proposed revision is an emphasis on the communicational dynamics and conceptual reorganization involved in adult-child interactions. With an enriched metaphor as a frame, the next section reviews applications of the scaffolding metaphor to the study of parent-child interactions and teacher-student instructional activities involving children with learning disabilities. The strengths and limitations of this work are evaluated, and proposals are made for how to reap further benefits from applications of the scaffolding metaphor to analyses of the development and instruction of children with learning disabilities.
Wahrheit ist die Erfindung eines Lügners. Gespräche für Skeptiker
  • Hv Foerster
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Wolfgang Klafki och den tyska didaktiken i Uljens, M (red). Didaktik
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