Handbook of psychology volume 7 educational psychology
Participatory Simulations
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- Figure 16.7
- Exemplary Learning Systems 415
- Figure 16.9
- Affective Computing and Wearables
- CHALLENGING PARADIGMS AND LEARNING THEORIES Cognition: Models of Mind or Creating Culture
- From the Cognitive Revolution to Cultural Psychology
- Challenging Paradigms and Learning Theories 417
- Cognitive Effects, Transfer, and the Culture of Technology: A Brief Narrative
- Bricolage and Meaning Making at MIT
- Learning, Thinking Attitudes, and Distributed Cognition
Participatory Simulations
Participatory Simulations, a project overseen by Uri Wilensky and Walter Stroup at Northwestern University, is a distributed computing environment built on the foundations of Logo and NetLogo that encourages learners collabora- tively to explore complex simulations (Wilensky & Stroup, 1999). This project centers around HubNet, a classroom- based network of handheld devices that enables learners to participate in and collaboratively control simulations of dy- namic systems. The emergent behavior of the system be- comes the object of collective discussion and collaborative analysis. Figure 16.7 The MacMOOSE client interface showing editing, browsing, and main interaction windows. 414 Computers, the Internet, and New Media for Learning Figure 16.8 SimCalc’s interactive velocity lab, with animation and real-time graphs. CoVis CoVis (Collaborative Visualization), a project developed at Northwestern University in the 1990s, focuses on science learning through projects using a telecommunications infra- structure, scientific visualization tools, and software to sup- port collaboration between diverse schools in distributed locations (Edelson et al., 1996). Much of learners’ investiga- tion centered on atmospheric and environmental studies, allowing wide-scale data sharing across the United States. Learners could then use sophisticated data analysis tools to visualize and draw conclusions. CoVis made use of a variety of networked software: collaborative “notebooks,” distributed databases, and system visualization tools, as well as the Web and e-mail. The goal in the CoVis project was for young people to study topics in much the same way as pro- fessional scientists do. See http://www.covis.nwu.edu/. Network Science In the late 1980s and 1990s a number of large-scale research projects explored the possibilities of connecting multiple classrooms across the United States for data sharing and col- laborative inquiry (Feldman et al., 2000). Programs like National Geographic Kids Network (NGKNet), a National Science Foundation–funded collaboration between the National Geographic Society and TERC, reached thousands of classrooms and tens of thousands of students. TERC’s NGKNet provided curriculum plans and resources around issues such as acid rain and tools that facilitated large-scale data collection, sharing, and analysis of results. Other projects, such as Classroom BirdWatch and EnergyNet, focused on is- sues with comparable global significance and local implica- tions, turning large numbers of learners into a community of practice doing distributed scientific investigation. Feldman, Konold, and Coulter noted that these large-scale projects ques- tion the notion of the individual child as scientist, pointing instead toward interesting models of collaborative en- gagement in science, technology, and society issues (pp. 142– 143).
Developed by Linda Harasim and Tom Calvert at Simon Fraser University and the Canadian Telelearning National Centres of Excellence, Virtual-U is a Web-based course- delivery platform (Harasim, Calvert, & Groeneboer, 1996). Virtual-U aims to provide a rich, full-featured campus envi- ronment for learners, featuring a cafe and library as well as course materials and course-management functionality. See http://virtual-u.cs.sfu.ca/ and http://www.telelearn.ca/.
Tapped In (see Figure 16.9) is a multiuser online educational workspace for teachers and education professionals. The Tapped In project, led by Mark Schlager at SRI International, Exemplary Learning Systems 415 began in the late 1990s as a MOO (textual virtual reality) en- vironment for synchronous collaboration and has since grown into a sophisticated (Web plus MOO) multimedia en- vironment for both synchronous and asynchronous work, with a large and very active user population (Schlager & Schank, 1997). Tapped In uses a technological infrastructure similar to that of MOOSE Crossing but has a different kind of community of practice at work within it; Tapped In functions more like an ongoing teaching conference, with many weekly or monthly events, workshops, and happenings. Tapped In is an exemplary model of a multimode collaborative environ- ment. See http://www.tappedin.sri.com/.
At Georgia Tech Mark Guzdial and colleagues at the Collab- orative Software Laboratory (CSL) have created a variety of software environments building on the original educational computing vision of Alan Kay in the 1970s (Kay 1996); the computer can be a tool for composing and experiencing dy- namic media. Growing from Guzdial’s (1997) previous work on the CaMILE project—a Web-based anchored collabora- tion environment, CSL’s CoWeb project explores possibili- ties in designing and using collaborative media tools online (Guzdial, 1999). CoWeb and other CSL work are largely based on the Squeak environment, a direct descendant of Alan Kay’s research at Xerox PARC in the 1970s. See http://coweb.cc.gatech.edu/csl. MaMaMedia The rationale of MaMaMedia, a company founded by MIT Media Lab graduate Idit Harel, is to enable young learners and their parents to participate in web experiences that are safe, constructionist by nature, and educational. MaMaMedia maintains a filtered collection of dynamic Web sites aimed at challenging young children to explore, express, and exchange (Harel’s three Xs) ideas. Harel’s (1991) book Figure 16.9 The TAPestry interface to the Tapped In environment. 416 Computers, the Internet, and New Media for Learning Children Designers, lays the foundation for MaMaMedia and for research in understanding how children in rich online environments construct and design representations of their thinking. In Harel’s doctoral work, one young girl named Debbie was part of the experimental group at the Hennigan School, working with fractions in Logo. After several months of working on her project, she looked around the room and said, “Fractions are everywhere.” MaMaMedia enables thou- sands of girls and boys to be online playing games, learning how to think like Debbie, and participating in the vast MaMaMedia community. To join this constructionist com- munity for kids and parents, go to http://www.mamamedia .com/.
WebGuide, a web-based, collaborative knowledge- construction tool, was created by Gerry Stahl and colleagues at the University of Colorado (Stahl, 1999). WebGuide is designed to facilitate personal and collaborative understand- ing through mediating perspectivity via cultural artifacts. WebGuide acts as a scaffold for group understanding. WebGuide is a structured conferencing system supporting rich interlinking and information reuse and recontextualization, as well as multiple views on the structure of the information set. Learners contribute information from individual perspectives, but this information can later be negotiated and recollected in multiple contexts construct. See http://www.cs.colorado.edu/ ~gerry/webguide/. Affective Computing and Wearables A series of research projects under Rosalind Picard at the MIT Media Lab are aimed at investigating affective comput- ing (Picard 1997)—the emotional and environmental aspects of digital technologies. Research areas include computer recognition of human affect, computer synthesis of affect, wearable computers, and affective interaction with comput- ers. Jocelyn Schreirer conducted several experiments with advisors Picard, Turkle, and Goldman-Segall to explore how affective wearable technologies become expressive devices for augmenting communication. This relatively new area for research will undoubtedly prove very significant for educa- tion as well as other applications because the affective com- ponent of computing has been overlooked until recently. See http://www.media.mit.edu/affect/.
Originally developed in the late 1990s by Murray Goldberg at the University of British Columbia, WebCT has grown to be an enormously popular example of a course management sys- tem. What began as an easy-to-use Web-based courseware environment is now in use by more than 1,500 institutions. In- deed, it is so widespread among postsecondary institutions that WebCT, now a company, is almost a de facto standard for online course delivery. See http://www.webct.com.
In this section, two challenging cognitive paradigms will be discussed. The overriding discussion focuses on whether cognition is best understood as a model of the mind or rather as a creation of culture.
From the vantage point of the mid-1990s, Jerome Bruner looked back on the cognitive revolution of the late 1950s, which he helped to shape, and reflected on a lost opportunity. Bruner had imagined that the new cognitive paradigm would bring the search for meaning to the fore, distinguishing it from the behaviorism that preceded it (Bruner, 1990, p. 2). Yet as Bruner wrote, the revolution went awry—not because it failed, but because it succeeded: Very early on, for example, emphasis began shifting from “meaning” to “information,” from the construction of meaning to the processing of information. These are profoundly different matters. The key factor in the shift was the introduction of com- putation as the ruling metaphor and computability as a necessary criterion of a good theoretical model. (p. 4) The information-processing model of cognition became so dominant, Bruner argued, and the roles of meaning and meaning making ended up as much in disfavor as they had been in behaviorism. “In place of stimuli and responses, there was input and output,” and hard empiricism ruled again, with a new vocabulary, but with the same disdain for mentalism (Bruner, 1990, p. 7). Bruner’s career as a theorist is itself instructive. Heralded by Gardner and others as one of the leading lights of 1950s cognitivism, Bruner has been one of a small but vocal group calling for a return to the role of culture in understanding the mind. This movement has been tangled up closely with the evolution of educational technology over the same period, perhaps illuminated in a pair of titles that serve as book- ends for one researcher’s decade-long trajectory: Etienne Wenger’s (1987) Artificial Intelligence and Tutoring
Challenging Paradigms and Learning Theories 417 Systems: Computational and Cognitive Approaches to the Communication of Knowledge and his (1998) Communities of Practice: Learning, Meaning, and Identity. Cognitive Effects, Transfer, and the Culture of Technology: A Brief Narrative In his 1996 article, “Paradigm Shifts and Instructional Tech- nology: An Introduction,” Timothy Koschmann began by identifying four defining paradigms of technology in educa- tion. In roughly chronological (but certainly overlapping) order, these are CAI, characterized by drill-and-practice and programmed instruction systems; ITS, which drew on AI re- search to create automated systems that could evaluate a learner’s progress and tailor instruction accordingly; the Logo-as-Latin paradigm, led by Papert’s microworld and children-as-programmers efforts; and CSCL, a socially- oriented, constructivist approach that focuses on learners in practice in groups. Koschmann invoked Thomas Kuhn’s (1996) controversial notion of the incommensurability of competing paradigms: Kuhn held that the effect of a paradigm shift is to produce a divided community of researchers no longer able to debate their respective positions, owing to fundamental differences in termi- nology, conceptual frameworks, and views on what constitutes the legitimate questions of science. (Koschmann, 1996, p. 2) Koschmann’s analysis may well be accurate. The literature surrounding the effects that learning technology produces certainly displays examples of this incommensurability, even within the writings of individual theorists. As mentioned earlier, Papert’s work with teaching chil- dren to program in Logo was originally concerned with bridging the gap between Piaget’s concrete and formal think- ing stages, particularly with respect to mathematics and geometry. Over time, however, Papert’s work with children and Logo began to be talked about as “computer cultures” (Papert, 1980, pp. 22–23): Logo gave its practitioners a vo- cabulary, a framework, and a set of tools for a particular kind of learning through exploration. Papert envisaged a computer culture in which children could express themselves as episte- mologists, challenging the nature of established knowledge. But although Papert’s ideas and the practice of Logo learning in classrooms contributed significantly to the esprit de temps of the 1980s, it was difficult for many mainstream educa- tional researchers and practitioners to join the mindset that he believed would revolutionize learning. A large-scale research project to evaluate the claims of Logo in classrooms was undertaken by Bank Street College in the mid-1980s. The Bank Street studies came to some crit- ical conclusions about the work that Papert and his col- leagues were doing (Pea & Kurland, 1987; Pea, Kurland, & Hawkins, 1987). Basically, the Bank Street studies concluded with a cautious note—that no significant effects on cognitive development could be confirmed—and called for much more extensive and rigorous research amid the excitement and hype. The wider effect of the Bank Street publications fed into something of a popular backlash against Logo in the schools. A 1984 article in the magazine Popular Psychology summarized the Bank Street studies and suggested bluntly that Logo had not delivered on Papert’s promises. Papert responded to this critique (Papert, 1985) by arguing that the framing of research questions was overly simplistic. Papert chided his critics for looking for cognitive effects by isolating variables as if classrooms were treatment studies. Rather than asking “technocentric” questions such as “What is THE effect of THE computer?” (p. 23), Papert called for an examination of the culture-building implications of Logo practice, and for something he called “computer criticism,” which he proposed as akin to literary criticism. Pea (1987) responded, claiming that Papert had unfairly characterized the Bank Street research (Papert had responded only to the Psychology Today article, not to the original liter- ature) and arguing that as researchers they had a responsibil- ity to adhere to accepted scientific methods for evaluating the claims of new technology. The effect of this exchange was to illuminate the vastly different perspectives of these re- searchers. Where Papert was talking about the open-ended promise of computer cultures, Pea and his colleagues, devel- opmental psychologists, were evaluating the work from the standpoint of demonstrable changes in cognition (Pea & Kurland, 1987). Whereas Papert accused his critics of reduc- tionism, Davy (1985) likened Papert to the proverbial man who looks for his keys under the streetlight because the light is better there. Gavriel Salomon and Howard Gardner responded to this debate with an article that searched for middle ground (Salomon & Gardner, 1986): An analogy, they pointed out, could be drawn from research into television and mass media, a much older pursuit than educational computing, and one in which Salomon was an acclaimed scholar. Salomon and Gardner argued that one could not search for independent variables in such a complex area; instead, they called for a more holistic, exploratory research program, and one that took more than the overt effects of the technology into account. Indeed, in 1991 Salomon and colleagues David Perkins and Tamar Globerson published a groundbreaking article that shed more light on the issue (Salomon et al., 1991). To con- sider the effects of a technology, one had to consider what 418 Computers, the Internet, and New Media for Learning was changed after a learner had used a technology—but in the absence of it. The questions that arise from this are whether there is any cognitive residue from the prior experi- ence and whether there is transfer between tasks. This is a different set of questions than those that arise from investi- gating the effects with technology, which demand a more de- centered, system-wide approach, looking at the learner in partnership with technology. Although it contributed important new constructs and vo- cabulary to the issue, the Salomon et al. (1991) article is still deeply rooted in a traditional cognitive science perspective, like much of Pea’s research, taking first and foremost the indi- vidual mind as the site of cognition. Salomon, Perkins, and Globerson, all trained in cognitive psychology, warn against taking the “effects with” approach too far, noting that com- puters in education are still far from ubiquitous, and that the search for the “effects of ” is still key. In a 1993 article Pea responded to Salomon et al. (1991) from yet a different angle. Pea, then at Northwestern and working closely with his Learning Sciences colleagues, wrote on “distributed intelligence” and argued against taking the individual mind as the locus of cognition, criticizing Salomon and colleagues’ individualist notions of cognitive residue: “The language used by Salomon et al. (1991) to characterize the concepts involved in how they think about distributed intelligence is, by contrast, entity-oriented—a language of containers holding things” (Pea, 1993, p. 79). Pea, reviewing recent literature on situated learning and distributed cognition (Brown et al., 1996; Lave, 1988; Winograd & Flores, 1986), had changed his individualist framework of cognitive science for a more “situative perspec- tive” (Greeno, 1997, p. 6), while Salomon (1993) argued that cognition still must reside in the individual mind. It is interest- ing to note that neither Salomon nor Pea in this exchange seemed completely comfortable at this point with the notion of culture making beyond its influence as a contributing factor to mind, artifacts, and such empirically identifiable constructs. Bricolage and Meaning Making at MIT Scholarship at MIT’s Media Lab was also changing in the early 1990s. The shift played out amid discussions of bricolage, computer cultures, relational approaches, the con- struction and sharing of public artifacts, and so on (Papert, 1980, 1991; Turkle, 1984, 1995), as well as amid the centered, developmental cognitive science perspective from which their work historically derives. Theorizing on epistemological pluralism, Turkle and Papert (1991) clearly revealed the ten- sion between the cognitivist and situative perspective: Papert and Turkle desired to understand the mind and simultaneously to reconcile how knowledge and meaning are constituted in community, culture, and technology. The cognitivist stance might well have been limiting for constructionist theory in the 1980s. Pea (1993) offered a critique of Papert’s construction- ism from the standpoint of distributed intelligence: Papert described what marvelous machines the students had built, with very little interference from teachers. On the surface, the argument was persuasive, and the children were discovering important things on their own. But on reflection, I felt this argu- ment missed the key point about the invisible human interven- tion in this example—what the designers of LEGO and Logo crafted in creating just the interlockable component parts of LEGO machines or just the Logo primitive commands for con- trolling these machines. (p. 65) Pea’s critique draws attention to the fact that what is going on in the Logo project exists partly in the minds of the chil- dren, and partly in the Logo system itself—that they are in- separable. Pea’s later work pointed to distributed cognition, whereas the Media Lab’s legacy—even in the distributed constructionism of Mitchel Resnick and Uri Wilensky and in the social constructionism of Goldman-Segall—is deeply rooted in unraveling the mystery of the mind and its ability to understand complexity and complex systems. For example, whereas Resnick’s work explores ecologies of Logo turtles, it does not so much address ecologies of learners. Not until the late 1990s did the research at the Media Lab move toward distributed environments and the cultures and practices within them (Bruckman, 1998; Picard, 1997).
Understanding the nature of technology-based learning systems greatly depends on one’s conceptualization of how learning occurs. Is learning linear and developmental, or a more fluid, flexible (Spiro, Feltovich, Jacobson, & Coulson, 1991) and even random “system” of making meaning of expe- rience? Proponents of stage theory have tried to show how mat- uration takes place in logical causal sequences or stages according to observable stages in growth patterns—the final stage being the highest and most coveted. Developmental the- ories, such as Freud’s oral, anal, and genital stages (Freud, 1952), Erikson’s eight stages of psychological growth from basic trust to generativity (Erikson, 1950), or Piaget’s stages from sensorimotor to formal operational thinking (see Grubner & Voneche, 1977), are based on the belief that the human or- ganism must pass through these stages at critical periods in its development in order to reach full healthy integrated matura- tion, be it psychological, physical, spiritual, or intellectual. |
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