The assessment checklists can be found at the bottom of this page
The name you enter is the name of the classmate’s project you are reviewing.
Please Vote!
The name you enter is the name of the classmate’s project you are reviewing.
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In the business world, when we think about the future, we hope for the future of problem solving .. meaning the changes/solutions being envisioned are transformative in nature and have the best chance of succeeding. The types of changes take on two forms. Horizontal changes (extending/improving what is already there) means adapting things that may not work or only partially work demonstrated as going from 1-n (on the horizontal line in the above diagram. Horizontal change is less ‘wicked’ is relatively easier to implement because we already know what the current situation it looks like.
On the other hand, vertical (intensive) changes means creating something new and the solutions might not be binary in nature.. meaning that there are confounds and no one consideration or proposed solutions might be correct or ‘best’ — going from 0 to 1 on the vertical axis. Vertical change/solution finding is harder to imagine (and harder to implement and gain acceptance) because it requires doing something that perhaps nobody else has ever done (i.e., asking those questions that no one is asking in design thinking).
According to Thiel (2014), if you invent a new version of an existing product you can replicate 100s of times. A vertical type change might not be replicable based on the circumstance.
For example, if you make a better mousetrap, you are making horizontal progress. If you invent a word processor that replaces the typewriter, you are making vertical progress. In macro economics, horizontal progress equates to the concept of globalization… taking something that already works and then making it work anywhere and everywhere.
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Thiel (2014) takes the horizontal versus vertical progress to another level. He equates horizontal progress to globalization/generalizability (i.e., extending what is already there to a larger population) and refers to vertical progress as ‘technology’ (i.e., inventing new tools to ‘extend man’s capabilities). Taken at this level, the concept of technology takes on an extended meaning. Remember this new, expanded connotation of technology as it will serve you well and we will be using it quite often in our discussions.
Sidebar #1 If you would like to dig deeper into this conceptualization of progress please refer to Marshall McLuhan’s work on media and technology being an extension of man. |
These views about technology’s and its capabilities to extend man’s existential ‘being’ did not happen overnight. For about 10,000 years (since the invention of the wheel) it was mostly horizontal… a zero sum gain. Then came the mid to late 1900s and technology seemed to move more rapidly. But to some it was still not enough. For example, we still do not vacation on the moon, the four day work week is still a fringe idea. We have not changed our environment, which still grows in linear fashion.
Surely, computers and communications technologies have expanded but our common everyday experience remain (and in some cases have made it worse). Our challenge is to both imagine and create the new technologies to change our existence for the better.
In summary, a horizontal genius is one who invents new technology but does not invent a new industry.
Sidebar #2 As we begin our process of deciding what problem to solve in this course, do not go crazy or over-obsess about whether we can find vertical progress. We present these theories here in order to ‘ground’ or experiences and help you differentiate. Your decision as a leader or visionary is to decide which side of the coin you fall on. There is nothing wrong with horizontal change. |
- How do you make incremental changes using formative assessment techniques?
- Stay lean and flexible .. over-planning is overrated … try things out, iterate and treat design research as what Thiel refers to as ‘agnostic experimentation”
- Improve on your desired solutions – start with first principles thinking and think about other solutions that have been tried.
- Focus on solving the problem as well as diffusion. technology is not only about solving the problem but also about implementation…. think also ‘true cost economics’ in our sustainability model. what unintended negative consequences may arise.
- think appropriate technology both if a digital solution but also if you are using the concept of ‘technology’ in the connotation we present here.
- what data are you going to use and how are you going to store it, report on it and transform it into something useful.
Lucky for us, we have access to the introduction to a textbook dedicated to do just that. This book is a collection of chapters dedicated to understanding theory but also how it relates to assessment and evaluation. (especially informal learning).
Putting Theory into Practice offers a toolkit of theoretically-grounded methodologies, methods and imaginaries showcasing ways of pursuing research of learning for life in a vast array of settings. The book makes the case for theoretically well-grounded methods that can help us understand learning as it unfolds over time and across space, attesting fully to its messiness and complexity.
In other words, theories offer us the opportunity to ground the instruction into research-based methodologies.. meaning it is hard to abstract methods from theories. That may be why we generally seem to refer to theories as ‘isms’…i.e., constructivism, behaviorism, etc… while there may be technical differences among them, you are on safe ground when looking at these to validate the methods that are employed. One of the significant theoretical frameworks we will review in this module is Kolb’s ideas on experiential learning. While it is rarely referred to as an ‘ism’, it is safe to assume that Kolb bases his thoughts on research and takes stride s to ensure that experiential learning leans heavily towards the applied end of the spectrum.
To continue, take a look at Roth and Verschaffel’s comments about grounding instruction in socio-cultural theory:
Received models of teaching, curriculum, and researching in the two fields are adopting and developing new ways of thinking about how people of all ages know, learn, and develop. The recent literature in both fields includes contributions focusing on issues and using theoretical frames that were unthinkable a decade ago. For example, we see an
increase in the use of conceptual and methodological tools from anthropology and semiotics to understand how different forms of knowledge are interconnected, how students learn, how textbooks are written, etc. Science and mathematics educators also have turned to issues such as identity and emotion as salient to the way in which people of all ages display and develop knowledge and skills.
And they use dialectical or phenomenological approaches to answer ever arising questions about learning and development in science and mathematics.The chapters in this book make the case for grounding the study of learning for life in socio-cultural theory, asking what museum going, museum teaching, engagement in an after school, university outreach or gardening program entails; how engagement is socially organized; and how engagement can be understood in light of the activity system or systems in which it is embedded, and therefore explored at many levels simultaneously within and across practices, and in light of the social relations in which the individual is embedded
Pay attention to one word in particular that the authors refer to in this passage:
…While this book offers tools for the study of learning in out-of-school settings, and is essentially about methods, the chapters also allude to the methodologies or broader frameworks tied to epistemological commitments that guide the ways of seeing and pursuing research.
The tie-back from theory to practice (i.e., methodology), then, is the concepts of epistemology and ‘frameworks’ … or how things are learned … the theory of knowledge itself and its ties to using it as a framework for implementing a methodology…
From the TIP Learning Theories Website:
The Theory Into Practice (TIP) database contains descriptions of over 50 theories relevant to human learning and instruction. Theories were selected for inclusion in the database based upon their relevance to some aspect of human learning and instruction. All theories come from published literature (English language only). The database does not include theories of learning that have limited scientific support or are primarily philosophical in nature. [i.e., have been shown to be at least somewhat valid and reliable]
In cases where there are a number of researchers associated with a theoretical framework, the version associated with the originator or most prominent researcher is presented. The descriptions of theories provided in each article, including the examples and principles, were developed from the analysis of secondary sources as well as the primary works of the theorists.
One important consideration to keep in mind when reading the articles is that theories evolve over time. The descriptions herein present theories at a particular stage of development (usually their most well-known form). Furthermore, almost all of the theories discussed are substantial; the brief summaries provided only outline the basic ideas and implications. TIP is intended to be a guide that identifies theory relevant to particular instructional settings. Further examination of primary or secondary sources will be necessary to understand a given theory in detail.
One could argue for or against adopting any one on this list to be utilized in our discussions. One of the over-arching principles for us to include any of these ideas is to help us determine whether they can be used as a basis for making informed decisions as to their efforts to support us as instructional designers to assess/evaluate the educational efficacy of the informal learning activities that we create. . As you will see in the subsequent module on assessment and evaluation (and as we have been referring to since the beginning of this course), attempting to analyze whether actual academic learning takes place in the informal environment is not as precise as with that which is attainable in the formal situations where testing is an integral part of the design components. (We admit that one could also argue that even with formal testing that there are no guarantees that learning has been adequately assessed).
We will try to distill the theories down to a manageable list but we first need to tell you that we do not claim that our views are complete and final. In fact, the activity at the end of this module will be for you to sort through the TIP Database and see if you can find a couple more that you would like to add with the assumption that they can be validated. The idea is for you to defend your choices in anticipation of some interesting conversations to occur next cycle.
The theories below represent a continuum of learning visualized as such:
Learning is incremental, adding bit by bit to a reactive (i.e., passive) mind |
Learning Theory ——> | Learning is active, leading to a restructuring of the mind |
(Stimulus-Response/Didactic) | (Discovery Learning/Constructivism) |
Please note that we make no judgment as to which side of the continuum is best… we are simply making observations and allowing you to decide the best way forward….
The cumulative learning theory proposes a conception of ‘what is learned” .. which differs from Piaget’s theory… a specific intellectual skill of ‘identifying equal volumes given compensatory changes in length and width , height remaining constant” is acquired through learning .. if the necessary specific capabilities are learned, perhaps by being taught in some systematic fashion… the child will be able to perform the conversion task…”
Museums organized on didactic, expository lines will have:
- exhibits that are sequential, with a clear beginning and end, and an intended order
- didactic components (labels and panels) that describe what is to be learned
- a hierarchical arrangement of subject from simple to complex
- school programs that follow curriculum with a hierarchical arrangement of simple to complex
- educational programs with specified learning objectives determined by the content to be learned
In addition to telling a story with a beginning and an end, didactic exhibits generally make some claim that the story they are reporting is true… and it is the way things really are…
Stimulus – response formulations of learning are at the heart of early behaviorist psychology
It is also linked to lifelong learning: “give me a fish and I will eat for a day… teach me to fish and I will eat forever”.
While this type of learning is attractive at the outset, problems exist (as noted below). Perhaps linking the two sides together into one framework will provide a more certain result? This may be more appealing arrangement because the learner will end up discovering ‘truths’ as a result of his or her ‘learning through doing’.. the question is, can this be guaranteed to happen?
Once one abandons the idea that there is only one way to systematically present information to the learner and that the logical structure of the subject should guide our teaching, we are left with the suggestion that learners can learn by actively constructing. But are the conclusions learners come to determined by others? The further delve into this line of thinking the less we find ourselves expecting learners to reach predetermined outcomes. Further, we are faced with the prospect that those outcomes can rarely be associated with any formal criterion (i.e. standards).
Can an experiment be called an experiment of there is little or no chance of getting the so-called ‘correct’ results?
Another significant consideration is the level to which the ‘exhibitioner’ needs to know about the visitor/learner… his or her prior knowledge, stage of intellectual physical and emotional development, culture and history, interests and expectations… all yielding to the proper level and relevant form of motivation.
As a side note: several researchers have postulated that knowing a potential visitor’s cultural affinity can play a significant role in what he or she learns… to summarize:
Factors that contribute significantly to changes in visitor understanding have been found to include:
among other things.
We are able to observe that museums that are based on discovery learning will have:
- exhibits that allow exploration , probably back and forth among exhibit components
- a wide range of active learning modules
- didactic components (acting as prompts)
- some means for visitors to assess their own interpretation against the ‘correct’ interpretation of the exhibit
- school programs that engage students in activities intended to lead them to accepted conclusions
- workshops for adults that offer expert testimony and other forms of evidence to help with understanding
These exhibits may or may not be organized linearly
Kolb’s ideas are a way to bridge the chasm created by the continuum outlined above. His system of learning has become adopted by many current thinkers in museum learning. That is because one can easily draw links to experiential learning and the test/retest concepts taught in many of the STEM disciplines. One cannot divorce experience from pure concrete experience (that which is based on prior experience and knowledge.. which eventually led Kolb to think a lot about learning styles). His framework incorporates many of the learning theories we review in this module
A common usage of the term defines it as a particular form of learning from life experiences. It is often contrasted with lecture and classroom learning (while it is hoped that that does not preclude us from using it in a classroom but simply differentiating it from traditional lecture approaches). It is also often described as learning in which the learner is directly in touch with the realities being studied.. (i.e., contrasted with abstract thought). The emphasis is on direct sense experience and in context action as the primary source of learning. Many institutions offer internships, service-learning action/problem-based learning and/or team learning. This makes experiential learning more than a ‘theory (i.e., ism) in that it is based on the direct experiences and is ubiquitous in nature and relevance (hardly anyone should argue with its premise… even in a philosophy course one could argue that ‘ethics’ is experiential learning). Kolb’s ideas move the idea of ‘learning’ from a thing to a process. (Remember this when we move on to the next module.. it is an important distinction). When you finish this set of readings you will see that Kolb is a great synthesizer of ideas and theories that, when combined, offer a rather complete and complete framework for learning…
Here are some important ideas to consider when one looks at Kolb’s experiential framework. In summary:
In short, learning is a process and not an outcome. Experiential learning theory proceeds from the assumption that ideas are not fixed and immutable elements of thought but are formed and reformed ( this is where Freire’s ideas on experiential learning come into play) through experience … the old realism vs idealism conflict (an idealist believes truths are set and learning takes place when you discover these truths).
Now that you have had the chance to review our list of theories, it is time for you to make some decisions (it will be good practice for you before you and your teammates finalize your final project for which we are asking you to specify which theories you base your instructional design decisions).
The over-arching principle in this lesson is that design decisions need to be based on appropriate theor(ies) in order to support and inform the intended outcomes, as they relate to your particular audience/participants, their relevance, and ability allow some form of predictability about them being realized.
For this assignment:
Select from the TIP Database at least two learning theories and provide a rationale for their inclusion into a learning module that your team has been asked to design. In order for it to make sense, you need to first describe the learning scenario in terms of its context, location, and learner attributes. Using the information provided in this module that explains the ties between theory and practice, make your case in the absence of any formalized testing instrument as to how the selected theories will help you make some assessment predictions as to whether learning is actually taking place. Only one entry needs to be posted into Canvas drop box for the entire group.
Ash, D., Rahm, J., & Melber, L. (2012). Putting theory into practice: Tools for research in informal settings. Boston: Sense Publishers.
Falk, J. H., Dieking, L. D., & Foutz, S. (2007). In principle, in practice.: Museums as learning institutions. Lanham, MD: Altamira Press.
Hein, G.E. (2000). Learning in the museum. New York: Routledge.
Kearsley, G. (2015). The Theory Into Practice Database. Retrieved on July 25, 2015, from http://InstructionalDesign.org.
Kolb, D. A. (2012). Experiential learning: Experiences as a source of learning and development (2nd ed). New York: Pearson.
Some of you may not have already taken EME 5053 or EME 6465. It is in those courses that we introduced the concept of ubiquitous learning. Some of you may or may not have had the opportunity to be introduced to this concept, as we only recently added this module to those courses. Others of you may have taken the courses when it did include that module but may need a refresher. To that end and to level the playing field, take a moment to first revisit and review this lesson on ubiquitous learning.
Our purpose here is to help you become more knowledgeable about what uLearning is, how it has evolved and its impact on designing highly interactive learning environments.
If you feel you need a review, go ahead and click on the Review Spoiler below:
(to open click the plus sign.. to close, the minus sign)
Now that you have either gotten the basics, or have reminded yourself about what uLearning is, here are some concrete examples of ubiquitous classrooms and tools to help get our creative thoughts moving:
First, there are plenty of resources, here are two:
and
Distributed cognition is a psychological theory developed in the mid 1980s by Edwin Hutchins. Using insights from sociology, cognitive science, and the psychology of Vygotsky (cf. cultural-historical psychology) it emphasizes the social aspects of cognition. It is a framework (not a method) that involves the coordination between individuals, artifacts and the environment. It has several key components:
- Embodiment of information that is embedded in representations of interaction
- Coordination of interaction among embodied agents
- Ecological contributions to a cognitive ecosystem
There is much more to this, as you can see on Wikipedia. But for now we need to understand the impact u-learning has on knowledge acquisition…. (more from Wikipedia) on the application of the concept:
Distributed cognition as a theory of learning, i.e. one in which the development of knowledge is attributed to the system of thinking agents interacting dynamically with artifacts, has been widely applied in the field of distance learning, especially in relation to Computer Supported Collaborative Learning (CSCL) and other computer-supported learning tools. Distributed cognition illustrates the process of interaction between people and technologies in order to determine how to best represent, store and provide access to digital resources and other artifacts.
Collaborative tagging on the World Wide Web is one of the most recent developments in technological support for distributed cognition. Beginning in 2004 and quickly becoming a standard on websites, collaborative tagging allows users to upload or select materials (e.g. pictures, music files, texts, websites) and associate tags with these materials. Tags can be chosen freely, and are similar to keywords. Other users can then browse through tags; a click on a tag connects a user to similarly tagged materials. Tags furthermore enable tag clouds, which graphically represent the popularity of tags, demonstrating co-occurrence relations between tags and thus jump from one tag to another.
Distributed cognition can also be seen through cultures and communities. Learning certain habits or following certain traditions is seen as cognition distributed over a group of people. Exploring distributed cognition through community and culture is one way to understand how it may work.
With the new research that is emerging in this field, the overarching concept of distributed cognition enhances the understanding of interactions between humans, machines and environments.
Further, we also need to identify its ties to copyrights, and crowd-sourcing. Take a look at these three articles:
Wikipedia is now being maintained essentially by humans.. in the not-so-distant future, computers will be creating entries and adding to knowledge base WITHOUT HUMAN INTERVENTION…so, the next generation Wikipedia will become an automated ‘aggregator’ of information based on algorithms similar to those used today by Amazon.. (‘folks who like this product also like/bought that one’ etc…) or Google Search engines… instead of people clicking on links offered up by Google… its response to an inquiry will be an aggregation of all the links into a single ‘grid-like’ place that will be dynamically added to as you click on like links… so this time when you search the response will be unlike the last time, based on what you were looking for the last time, and time before that, etc..
The possibilities of all of this are endless. So, taking this out there into ‘Geekdom’, here are a couple links that explain the concept of semantic associations. The idea that computers can create these is based on the fact that there is a finite list that can be built in an auto generative way.
Lastly, here is a link to University of Illinois Website, dedicated to the ubiquitous learning initiative:
For our final pass at this, I want you to read through the following article submission. It is one I reviewed as a reviewer for Educational Technology Research and Development (ETRD) –the official journal of the Association of Educational Communications and technology (AECT). While all three reviewers ended up rejecting the article, it was not because it brings little new to the table… it was more because the topic and writing style was beyond the scope of what the journal is all about.
What is does, however, is bring out some really interesting ideas about distributed cognition and perhaps something about the future of tings like Wikipedia that are ‘bot-fed’ (i.e, constructed without the help of humans)… in an ecosystem where computers will react to other computers in order to develop a knowledge stream… don’t worry if it seems over your head.. it actually took me three readings to actually ‘get it’… but once I did it was an eye-opener….so, i offer it to you to see if it brings a new perspective to you also…
(As a sidebar.. think about what impact all of this will have on copyrights and fair use??? .. ok no time to go there right now… too much content and so little time)
The Internet of Things (or IoT for short) refers to uniquely identifiable objects and their virtual representations in an Internet-like structure. The term Internet of Things was proposed by Kevin Ashton in 2009. The concept of the Internet of Things first became popular through the Auto-ID Center at MIT and related market analysis publications.[2] Radio-frequency identification (RFID) was seen as a prerequisite for the Internet of Things in the early days. If all objects and people in daily life were equipped with identifiers, they could be managed and inventoried by computers. Besides using RFID, the tagging of things may be achieved through such technologies as near field communication, bar codes, QR codes and digital watermarking.
Equipping all objects in the world with minuscule identifying devices or machine-readable identifiers could transform daily life. For instance, business may no longer run out of stock or generate waste products, as involved parties would know which products are required and consumed. A person’s ability to interact with objects could be altered remotely based on immediate or present needs, in accordance with existing end-user agreements.
According to Gartner there will be nearly 26 billion devices on the Internet of Things by 2020. According to ABI Research more than 30 billion devices will be wirelessly connected to the Internet of Things (Internet of Everything) by 2020. Cisco created a dynamic “connections counter” to track the estimated number of connected things from July 2013 until July 2020 (methodology included). This concept, where devices connect to the internet/web via low power radio is the most active research area in IoT.
Recently, the concept has expanded in that RFID clinking is no longer the sole means to interconnect objects. The Web (both cell connectivity and the Internet via WiFi have also emerged as a powerful way to connect objects. Your task is to look at these videos and readings and determine what effect this evolving technology will have on the learning environments teachers and instructors will be facing in the very near future.
This is probably the best short reading you will find on the Internet of Things:
knowledge that is acquired by the process of gathering/acquiring information (either formally in a classroom or informally)as a result of each interaction you have with the world around you… either person to person (F-2-F), person to computer (H-C-I) or person to person as negotiated by computers (H-C-H)…