Thoughts on: Exploration of information landscapes through networks (Harper & Hedberg, 1995)

September 1, 2007




Harper, B. & Hedberg, J. G. (1995). Exploration of Information Landscapes Through Networks. In Connecting the systems: Australian Telecommunication Networks & Applications Conference. Sydney, Australia, 11-13 December 1995 (pp 141-149). Clayton, Vic.: Monash University.

This paper says much the same as the others:

  • new technology offers new opportunities and requires new approaches
  • relevant authentic activities that draw on a pool of well organised data are important
  • learners construct their own knowledge from experiences and by socially negotiated meaning
  • provide a hierarchical set of problems to solve

It does manage to make a few more points however – heavily focussed on good design practices for information landscapes.

There are four key factors to consider:

  1. interface design
  2. navigation options
  3. learning support for the user
  4. instructional strategies to tie together underlying knowledge structures.

Inert knowledge is “knowledge which can usually be recalled when people are explicitly asked to do so but which is not used spontaneously in problem solving even though it might be relevant.”

“Situated learning has, as its main idea, the notion that “the activity in which knowledge is developed and deployed… is an integral part of what is learned”(Brown, Collins & Duguid, 1989, p32)”

” “Legitimate peripheral practice”… refers to the engagement of a novice in a socially-based practice in which they can perform the same range of skills as an expert. Interactive multimedia provides an ideal structured environment which allows the novice to work with problems and learning situations which are some distance (peripheral) from the core of the expert’s world. As the novice begins to practice more as a full practitioner, the skills and shared experiences overlap more with those who are acknowledged as expert.”

This sounds like a good application of simulations and scenarios to me.

The design of the activities (how real & relevant they are) is just as important as the aesthetics (fancy graphics etc) used in creating immersion.

“The use of systems which can be given a set of attributes and defined rules of relating can prove a great boon for working with a particular information landscape or microworld… The question is, therefore, can we place all ideas into a microworld of objects, attributes and relationships?”

“A second aspect of immersion is the conceptual congruence between user actions and their understanding of the concepts embodied in the learning context. Much educational software doesn’t link the response of the user to progress toward the goal… Within the interactive multimedia environment the action of the learner will lead to a conceptual understanding directly about the context in which they are learning”

“…there has to be a learning environment which intrinsically motivates the participant to work within the context”

Avoid the “pedestrian point and click strategy”

“Active participation in Exploring the Nardoo has been supported through the user “guides” that directly address and challenge the user from the initial entry to the package. This challenge to actively participate in problem-solving and investigation is based around a group of researchers, who advise users on problems to investigate and provide graded hints on how to investigate specific case-based problems”

“Cognitive apprenticeships – using the terms modelling, coaching and fading to explain a sequence of activities beginning with the apprentice repeatedly observing the master who models the target process. This is followed by an attempt on the part of the learner to execute the process with guidance from the master (coaching) and finally a reduction in participation of the master (fading) as the apprentice demonstrates a grasp of the skill “

Entry Filed under: 913, collaboration, constructivism, education design, information landscape, learning environment, scenarios. .

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