As someone who has worked in education for the past 10 years I believe that we are approaching a revolution.
- Blackboard just bought their third competitor since 2000.
- Books are getting more and more expensive.
- It’s getting harder and harder to keep content and text relevant to our students
- Our students are becoming more and more computer savvy and technically proficient. Even more so than our faculty
These are symptoms of a larger problem.
We are not teaching our students in a way that maximizes their learning experience and we can’t really figure out why we are not reaching them effectively because as adults our perception and use of technology is different than the perception and use of technologies by those people who have grown up with it..
My research interests in the field of education deal with learning communities and community building, remixes and mashups in education, how can we build better tools for our teaching and learning; How do we leverage the virtual to better work on the real? and How do we apply ethics to our online research?
Learning Communities and Community Building
The most engaging and exciting definition of community I have come across is from Mindstorms, Seymour Papert’s early 1980’s book on learning and technology. Papert writes:
I recently found an excellent model during a summer spent in Brazil. For example, at the core of the famous carnival in Rio de Janeiro is a twelve-hour-long procession of song, dance, and street theater. One troop of players after another presents its piece. Usually the piece is a dramatization through music and dance of a historical event or folk tale. The lyrics, the choreography, the costumes are new and original. The level of technical achievement is professional, the effect breathtaking. Although the reference may be mythological, the processions are charged with contemporary political meaning.
The processions are not spontaneous. Preparing them as well as performing in them are important parts of Brazilian life. Each group prepares separately– and competitively– in its own learning environment, which is called a samba school. These are not schools as we know them; they are social clubs with memberships that may range from a few hundred to many thousands. Each club owns a building, a place for dancing and getting together. Members of a samba school go there most weekend evenings to dance, to drink, to meet their friends
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During the year each samba school chooses its theme for the next carnival, the stars are selected, the lyrics are written and rewritten,the dance is choreographed and practiced. Members of the school range in age from children to grandparents and in ability from novice to professional. But they dance together and as they dance everyone is learning and teaching as well as dancing. Even the stars are there to learn their difficult parts. (Seymour Paper, Mindstorms, Chapter 8; emphasis mine)
How do we apply these concepts in an educational setting?
Building communities is never an easy exercise. It requires building trust and “social capital”, or as Tara Hunt calls the “whuffie factor.” It is no longer enough to establish yourself as the authority in your class, it has become a more open community and what Tara says in the video below applies as much to education as it does to business-based communities.
I have always seen people emerge as leaders in online courses, people who lead, and sometimes monopolize, discussions and who act as the leaders of a class. One area I am interested in researching involves motivation for online students. How can we leverage the anonymity and other aspects of online environments and communities to create learning communities that are more like Samba Schools than the traditional western classroom.
Should we create cohorts for our courses, degrees or programs that last more than 1 semester? Do the cohort model lend itself to undergraduate students as well as to graduate programs?
Who owns the content of an online course? This can be taken in two different ways: Who owns the content created by an instructor: The University/School where the instructor worked or the instructor who created the content? This is a deceptively simple question when content can be moves from place to place without much work but it needs to be addressed in an equitable way if quality content is going to be produced and used. The other question is one of privacy and ownership of the content exchanged between the members of a learning community. Can/should we remix the content from one learning community on another? Do students react differently to other people using their content? How does the right to privacy interact with the open content, copyright and fair use?
Collaboration must expand beyond the borders of a single segment. How different would things look if we had collaboration at the K-20 level rather than between people at a single educational segment? One thing that has always bothered me is the way that different groups use Learning Management Systems… Why can’t we all agree to work together so students will have one kind of experience throughout their educational career?
Remixes and mashups in education
How can we build better tools for our teaching and learning?
In web development, a mashup is a Web application that combines data or functionality from two or more sources into a single integrated application. The term mashup implies easy, fast integration, frequently done by access to open APIs and data sources to produce results that were not the original reason for producing the raw source data. An example of a mashup is the use of cartographic data from Google Maps to add location information to real estate data, thereby creating a new and distinct Web service that was not originally provided by either source. (Wikipedia)
One of the things that has always bothered me is that we, as educators and as regular users, have tons and tons of resources available but we have to go to hundreds of different places to get the information we need. What if we could allow students to build their own learning environments? Or even better, build them as collaborative projects between faculty and students?
We have stayed for far too long in the same model of building educational content in general and online content in particular; that needs to change. In my higher education experience one of the hardest things to do is for faculty to lower their defenses long enough to truly realize the value of collaboration, enabling remote technologies and the intersection of the two.
How can faculty be creative if they reuse the same content year after year after year? What happens to students who can get easy access to evaluation material from prior terms? How can we ask our students to be creative if what they see is the same thing that their friends saw when they took the course two semesters ago?
What do faculty do when they need to get ready for a new semester? Restore the section of the course from the last time they took it so they can make changes to it. How can we improve the process of course development?
As the video above shows, it’s time to build our own content and to leverage rather than depend on textbook publishers and other creators of content. We know our students need to learn and the material is far easier to remix, mashup or repurpose for different audiences if faculty retain creative control over the content.
Conxions may show us one way of repurposing the content, Merlot is a different one. How can we build a framework for building mashups and collaborative workspaces without requiring the users to know programming or other complicated techniques to build a customizable course space? How can we leverage existing technologies
How do we leverage the virtual to better work on the real
Our students live in the intersection of the virtual and the real worlds. Students entering now as first year undergraduate students have lived all their lives with computers, CDs and DVDs, Internet, Web Browsers and more technology than the faculty teaching them. Look at how much our students use text messaging and email, to name a few technologies available, and how little we do to leverage those technologies in our teaching and learning.
Virtual Worlds hold a special place and interest in my research. As an undergraduate I spent time in the early text-based MUSHs (Multi User Shared Hallucinations) and MOOs (MUD, Object Oriented) looking at their cultural significance and people interacted on them. There’s plenty of research literature in communication studies and anthropology from those early days
The early environments were not necessarily limited to games. Some of the early examples include:
- Micro MUSE: An early experiment in virtual world building for education
- MOOSE Crossing: MOOSE Crossing is a research project developed to create an interactive learning environment for kids. It is geared for kids 9 to 13, but all ages are welcome. MOOSE Crossing is designed to help kids practice creative writing skills while learning to program. It allows children to meet and work with other children from all over the world. MOOSE Crossing aids in the development of imagination, self-motivation and basic object-oriented programming skills.
- Media MOO: is a professional online community for media researchers. It is a place to come meet colleagues in media studies and related fields and brainstorm, to hold colloquia and conferences, and to explore the serious side of this new medium.
- Tapped In: is a Web-based learning environment created by SRI International to transform teacher professional development (TPD) for professional development providers and educators. Tapped In enables providers to offer high-quality online professional development experiences and support to more teachers cost-effectively. Through Tapped In, educators can extend their professional growth beyond courses or workshops with the online tools, resources, colleagues, and support they need to implement effective, classroom-centered learning activities.
We are starting to see the same streams of research from Virtual Worlds such as Second life. Lots of communication studies, sociology and anthropology are beginning to explore these new environments where we live our lives.
As educators we must explore these new environments in a way that goes beyond what we are currently doing. Looking at Simteach’s Second Life Education Wiki it appears that all that people are doing is moving the classroom itself to an online environment. How can we build a Second Life environment that resembles a Samba School rather than a regular classroom?
How do we apply ethics to online research?
Everyone has either a written code of ethics or a commitment to a code of conduct; the problem is that all these codes of conduct were developed when the Internet was little more than an academic toy for computer scientists at schools who had the resources or contacts to install the necessary hardware and software. Now it is different, with the Internet more and more a part of our everyday lives we need to rethink our ethical frameworks to account for the differences in the online world versus the real, face to face, world.
Some of the things that need to change are our research methodologies when working online. From the way we obtain permissions and verify identity to how we conduct participant observation, while taking into account the additional restrictions online environments place on researchers, and the way we report our findings. Building such a framework is not easy but new frameworks should be created to make it easier for students and researchers to work safely and ethically.