Information and communication technology (ICT) has made possible a radical reshaping of education design in the last few decades. Teaching and learning delivered online has become more flexible, more accessible, more interactive, more collaborative and more engaging. “A feature of online instruction over paper-based distance learning approaches is the ability to employ multiple media types to present ideas and concepts.” (Brown and Voltz, 2005)
While teachers and instructional/educational designers should avoid focusing on specific forms of technology while designing network based learning (Grubbs, 2006), it’s important to have (or have access to) knowledge about alternate options in case hardware or software fails or is inadequate. Grubbs (2006) suggests that to “ensure the greatest success, instructors may benefit by partnering with other faculty or staff with expertise in incorporating technology in the most effective ways possibly.”
Problems with ICT can prevent learners from accessing course content and resources, submitting assessment items or communicating and collaborating with fellow students and teachers. They could come in the form of hardware or software failures (e.g. the learning management system, streaming media server, learning objects), low bandwidth which makes accessing large data files (such as videos) impractical or even the design of the ICT systems being used themselves.
Oliver (2004) makes the point that “the courseware management systems that are currently being implemented (eg. WebCT and Blackboard) have been designed very much to support content oriented approaches” (p. 4) Admittedly this isn’t quite the same as the class email system going down however it still presents its own set of challenges to a teacher trying to develop a course which focuses on “performance and capabilities as intended learning outcomes” (p. 1)
In my work with the Flexible Learning Solutions team at CIT, part of my role is to support teachers and learners using our learning management system (WebCT) as well as the streaming media server and we also try to provide support with external social web tools such as blogs and wikis. The negative impact on learner motivation when ICT learning tools don’t work for them, particularly when they aren’t very technologically confident, can reach the point where the learner is prepared to give up entirely.
Many of these situations are unavoidable however there are more often than not easy work-arounds to problems when they occur as well as alternate strategies that can be put into place in advance to minimise disruption to learning activities.
“A CD-ROM was prepared especially for students with a limited bandwidth Internet connection” (Grubbs 2006)
Provide alternate contact details (e.g. Email or IM) for teachers and learners
Use a Web 2.0 service such as YouTube or TeacherTube for video – being Flash-based it is more likely to be supported by learners individual computer set ups at home
Many institutions have some kind of unit supporting educational technology.
Oliver, R. (2004). Moving beyond instructional comfort zones with online courses.. In R.Atkinson, C. McBeath, D. Jonas-Dwyer & R. Phillips (Eds), Beyond the comfort zone: Proceedings of the 21st ASCILITE Conference (pp. 713-723). Perth, 5-8 December. http://www.ascilite.org.au/conferences/perth04/procs/oliver-r.html
Using authentic activities that reflect the situations and cultures in which learners will use new knowledge and skills makes course content more enjoyable, more relevant to them and easier to recall. In scenario based learning, learners are placed into a fictional setting where they take on roles that relate to the material being covered.
According to Brown and Voltz, “an interesting scenario will make extensive use of humour, imagination, reward, anticipation, or drama to enhance the activity. It will have topics and themes likely to be relevant and interesting to the target audience. It will make the learning activity seem like an obvious or necessary thing to undertake, given the situation presented by the scenario. “ (2005)
Brown, Collins and Duguid (1989) strongly emphasise the idea that concepts exist in a particular context which helps to shape the concept into useful knowledge. Presenting this information in a form related to its use in the real world, ideally in a form which requires the learner to act as though they are also in that context (i.e. As a historian or an educational designer), adds important layers of additional cultural meaning to the information being shared.
This is a useful strategy for me as an instructional designer as I recently worked on a project with a teacher which focused on a competency called Practice within legal and ethical parameters. This teaches nurses about legal and ethical issues within nursing practice, the law and their responsibilities. In the past, it had been taught essentially as a list of laws and policies that nurses needed to be aware of.
We created a detailed case study simulation in which nurses make decisions based on developments in a particular patient’s case, consultation with colleagues and other available information.
As the nurse progresses through the story, ethical and legal complications arise with the patient which highlight key areas of content.
This added hospital and nursing culture issues to the learning and allowed nurses to connect more personally with the course content, which to that point was considered fairly dry and boring. My approach was to use online multimedia resources to better visually represent the scenario context – something that Agostinho, Meek and Herrington (2005) didn’t emphasise, believing that “cognitive realism to the real-life task was of more significance”. (p. 231)
I have an interest in the use of games in learning, which is why this area interests me specifically and I’m currently in the process of creating an immersive 3D environment which is based around our umbrella dept at work, the Education Development Centre. A scenario based approach to this “game” seems like an effective way of structuring user interaction with it.
One factor to consider from the Agostinho et al (2005) research is that “use of scenario should be more flexible, to allow students with appropriate real-life contexts to substitute their own evaluation needs while still fulfilling the requirements of the course. (p. 241)
Brown, J., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. Educational Researcher, Jan/Feb, 32-42.
Brown A.R., & Voltz B.D. (2005) Elements of Effective e-Learning Design, International Review of Research in Open and Distance Learning. http://www.irrodl.org/index.php/irrodl/article/view/217/300
The discussion board is a highly useful tool in network based learning, offering learners (and teachers) a space to collaborate and share information and opinions about course content and class work. As an asynchronous form of computer mediated communication, it provides flexibility, accessibility and a level playing field for learners who might not normally feel comfortable speaking up in a face-to-face class.
It’s important to recognise however, that an effective discussion board – one with regular, meaningful posts from a majority of the class – doesn’t run itself and it is the responsibility of a moderator (generally the teacher) to “initiate and sustain the interaction in a networked learning community”(Levin, 1999).
This is done initially through orientation and socialisation (Salmon, 2004) and by providing clear objectives and guidelines (Graham, Cagiltay, Lim, Craner & Duffy, 2001) for the use of the board.
Graham et al (2001) offer a number of practical suggestions for this:
“Discussions should be focused on a task”
“Learners should receive feedback on their discussions”
“Instructors should post expectations for discussions”
“Instructors can still give prompt feedback on discussion assignments by responding to the class as a whole instead of to each student”
This might involve contacting the learners individually at the start of the course to ensure they are able to access the discussion board, running a face-to-face orientation session to the technology, encouraging them to make a brief post about themselves (and comment on others) and offering clear information about the role discussion plays in subject assessment.
It could also involve driving discussion by posting relevant topics or “sparks” (Salmon, 2004) and responding to queries in a timely manner.
In my role as an educational multimedia designer, I regularly work with teachers at CIT (Canberra Institute of Technology) who don’t understand why their students aren’t making use of the discussion boards in their WebCT courses. Frequently it’s because the learners have been told that the board is there and have then been left to their own devices with it. Other times teachers regularly post discussion questions but don’t always follow up with feedback.
I must admit that the first time I had my multimedia students use individual blogs for their work/process journal with the aim of stimulating critical reflection, half of them thought they had to set up a new blog account each week and I’d offered no real guidelines on post length, specific content or frequency – so I am aware that it’s an area that requires a certain amount of thought as a designer.
Gilly Salmon’s 2004 book “e moderating – the guide to teaching and learning online” is a great resource for teachers looking for practical guidelines. She offers a 5 stage scaffolded model which moves from Access and Motivation to Online Socialisation to Information Exchange to Knowledge Construction and finally to Development, where learners largely drive discussion on their own.
Levin, J. (1999). Understanding the Lifecycles of Network-based Learning Communities. Paper presented at Symposium 6.29 “Indicators of Change in Computer-Based Community Building” Annual Meeting of the American Educational Research Association,Montreal, April 1999 . Retrieved 10 July 2006 from http://faculty.ed.uiuc.edu/j-levin/Levin-Cervantes.final.html
Salmon, G (2004) emoderating – the key to teaching and learning online (2nd ed.) London, UK. Taylor and Francis books ltd.
Graham, C., Cagiltay, K., Lim, B-R., Craner, J., & Duffy, T. M. (2001). Seven principles of effective teaching: A practical lens for evaluating online courses. The Technology Source Archives at the University of North Carolina
Oliver, R. (2004). Moving beyond instructional comfort zones with online courses.. In R.Atkinson, C. McBeath, D. Jonas-Dwyer & R. Phillips (Eds), Beyond the comfort zone: Proceedings of the 21st ASCILITE Conference (pp. 713-723). Perth, 5-8 December. http://www.ascilite.org.au/conferences/perth04/procs/oliver-r.html
This is another one of those papers that I liked and got a fair bit from because it looks at teaching & learning from a practical perspective – examining some of the weaknesses of designing online courses based on traditional (read – directed/behaviourist) lecture/content-presentation approaches and offering concrete alternatives.
It breaks the design process up into three key areas:
Appropriate description of course objectives
Using course content more as a resource to support the development of capabilities
Designing assessment that measures capabilities
Oliver advocates the “development of learning objectives which focus on performance and capabilities as intended learning outcomes” because these can “provide opportunities for problem and task based learning designs… that support higher order learning outcomes”
It begins with a quick look at instructional design:
“Instructional design is the process of planning and creating learning environments for students that will cause them to engage with the course content and resources in ways which facilitate learning”
It makes the point that:
“Whereas in conventional courses, much of the course planning centred around the activities of the teacher, contemporary views argue that what is more important in a learning setting is what learners are doing rather than what the teacher is doing (eg. Schuell, 1992) ”
In looking at the design of online courses, Oliver advocates:
“Group based activities and tasks providing contexts for learners to learn through the application of their knowledge”
and
“Assessments based on products and artefacts developed (by the learners) from the course materials and content”
In essence, this is about using the content as a resource while you are developing skills rather than learning the content in it’s own right. (Which raises the question, what if the content is in the form of how-to guides?).
It seems to me then that Education is about the design of good activities.
Oliver also makes the point that you have to get the learning outcomes right in the first place if you are to have any chance of building an online course that will succeed.
“Biggs (1999) argues the need for learning aims and learning objectives to be the starting point for effective learning design. The objectives typically indicate what the students will learn, to what extent it will be learned and by what means learning can be assessed”
“Mager argues the need for three elements in any meaningful learning objective: a statement of the terminal behaviour or performance sought; conditions under which this performance must be exhibited and the standard to which the performance should be performed“
(Oliver repeats this point another 3 times in different ways so it’s clearly something he feels strongly about :0) )
He reiterates:
“It is insufficient in the statement of course objectives to stop merely at descriptions of the scope and extent of knowledge gained. The specification needs to include some form of capability or performance and these elements are the critical components of the course objectives. Where knowledge is to be gained, the objectives need to indicate how that knowledge is to be used, under what conditions and by what means achievement can be assessed“
From here he moves on to assessment strategies.
“The assessment strategies that are associated with courses and units in higher education play prominent roles in influencing what students learn and the scope and extent of their learning”
(Presumably because students focus on the assessments to get a real sense of what is valued by the teacher and the institution in their course)
Multichoice tests/quizzes/examinations (and I would add, some games) are useful for measuring knowledge acquisition.
To measure “the student’s ability to apply the knowledge in more meaningful ways” however, you might consider “case studies and problem solutions, collaborative projects and portfolios“.
He moves on to a big chunk about useful assessment strategies which is worth quoting in full:
“Tasks used in performance and outcomes based assessment include essays, oral presentations, open ended problems, hands-on problems, real world simulations and other authentic tasks.
Such tasks are concerned more with problem solving and understanding than in measures of knowledge acquired and retained.
The essence of authentic and performance based assessment is that students produce evidence of accomplishment of curriculum goals. These assessments are characterised by meaningful and authentic problems and often involve students assuming responsibility for self evaluation.
Students involved in self evaluation are more interested in the criteria and substantive feedback than the grades achieved. The interest is piqued by the need for honesty in the application of the criteria for others (peer assessment) and to their own work as well as being able to defend options through evidence over subjective judgements. Self assessment holds students to higher standards because the criteria are clear and reasonable (Wiggins, 1992) ”
Oliver moves on to a general look at re-structuring courses for online delivery, emphasising the need to reshape course objectives and consider the desired outcomes.
“The strategy for re-engineering (eg. Collis, 1997) such courses is to take the course objectives and to re-express them in ways which give context, purpose and meaning to the knowledge”
“Outcomes based approaches require developers to determine what students will be able to do with the acquired skills and knowledge at the end of the course”
This is emphasised with a question that designers should ask themselves in this process -
“What are some examples of real life cases and instances that students should be able to deal with this information?”
Oliver acknowledges that some teachers might question the application of this problem based learning approach in their subject area if they feel it deals too much with “higher levels of formal reasoning” but finds a quote from Jonassen which puts this approach in the context of a continuum, allowing for different levels of use:
“Jonassen describes problems ranging from those where learners simply apply rules to effect a solution, through problems where learners model solutions on existing cases to higher level problems requiring strategic and logical thinking”
He then offers a set of guidelines for a structure to such an environment
The learners can be cast with roles in a virtual workplace and where they are required to undertake some tasks and responsibilities;
The learning setting can provide them with access to a variety of resources of an authentic nature which they can access to gather the information needed to carry out the tasks;
The students can be supported by a variety of means including workplace mentors, collaborative teams comprised of peers and others;
Assessment of learning can be based on the successful completion of the tasks and problems;
Assessment can comprise elements of self assessment and peer assessment;
The learning setting can be scaffolded in a number of ways to support learners as they develop the necessary skills and knowledge to complete the tasks being set and the support can be faded as the learners develop these skills;
The setting can develop a raft of associated generic skills including capabilities to work in teams, to monitor their own progress etc; and
The setting can assist learners in learning how to learn as they take responsibility for their own learning.
Graham, C., Cagiltay, K., Lim, B-R., Craner, J., & Duffy, T. M. (2001). Seven principles of effective teaching: A practical lens for evaluating online courses. The Technology Source Archives at the University of North Carolina: http://technologysource.org/article/seven_principles_of_effective_teaching/
This is one of the best guides to practical, across the board strategies for better online teaching I’ve ever seen.
It’s simple, doesn’t get bogged down in which philosophical approach beats which and offers clear guidelines for online best practice.
1. Instructors should provide clear guidelines for interaction with students.
Establish policies describing the types of communication that should take place over different channels (e.g. send your technical support questions to FLS)
Set clear standards for instructors timelines for responding to messages (e.g. I will respond to emails on Tuesday and Friday afternoons)
2. Well designed discussion assignments facilitate meaningful cooperation among students
Learners should be required to participate (and their grade should depend on participation)
Discussion groups should remain small
Discussions should be focussed on a task
Tasks should always result in a product
Tasks should engage learners in the content
Learners should receive feedback on their discussions
Evaluation should be based on the quality of the postings (not length or number)
Instructors should post expectations for discussions
3. Students should present course projects
“Students presented case study solutions via the class website. The other students critiqued the solution and made further comments about the case. After all students had responded, the case presenter updated and reposted his or her solution, including new insights or conclusions gained from classmates. Only at the end of all the presentations did the instructor provide an overall reaction to the cases and specifically comment about issues the class identified or failed to identify. In this way, students learned from one another as well as from the instructor”
4. Instructors need to provide two types of feedback: information feedback and acknowledgement feedback.
Acknowledgement feedback is simply a response that an assignment (or whatever) has been received. As the semester gets busier and time is scarcer, this often drops off – maybe having a simple template to copy/paste or even an automated system might be helpful here.
Information feedback is a fuller response to submitted content – “when constraints increase during the semester’s busiest times, instructors can still give prompt feedback on discussion assignments by responding to the class as a whole instead of to each individual student. In this way, instructors can address patterns and trends in the discussion without being overwhelmed by the amount of feedback to be given”
5. Online courses need deadlines
“Regularly distributed deadlines encourage students to spend time on tasks and help students with busy schedules avoid procrastination. They also provide a context for regular contact with the instructor and peers” My personal experience makes me wonder if it might be useful to break assignment tasks down into a number of small milestone chunks with set deadlines – although these could be optional to avoid overloading the teacher – Perhaps the milestones could serve to provide learners with an indication of how long a part might take and whether they are on track or need to put in more time.
(Maybe this is something that learners should be able to do on their own but my personal experience is that I often forget about the breaking the task down into smaller parts/actions until afterwards)
Maybe some kind of personal tick box checklist
6. Challenging tasks, sample cases and praise for high quality work communicate high expectations
This is essentially about applying more relevant, more authentic, context oriented activities which offer higher levels of challenge.
It’s also about providing examples of past student work, “along with comments explaining why the examples are good”
7.Allowing students to choose project topics incorporates diverse views into online courses
“The instructor allowed students to research their own area of interest, instead of assigning particular issues… Instructors can provide guidelines to help students select topics relevant to the course while still allowing students to share their unique perspectives”
This seems largely about motivation but also about creating a more democratic learning environment.
Brown A.R., & Voltz B.D. (2005) Elements of Effective e-Learning Design, International Review of Research in Open and Distance Learning. http://www.irrodl.org/index.php/irrodl/article/view/217/300
Annotation: Design elements to consider when developing e-learning materials. Paper provides examples of learning objects developed by The Le@arning Federation (TLF) to explain the design elements. (As you read this paper, see if you think they’re interpretation of e-learning relates to your interpretation of network-based learning.)
Abstract: Preparing and developing e-learning materials is a costly and time consuming enterprise. This paper highlights the elements of effective design that we consider assist in the development of high quality materials in a cost efficient way. We introduce six elements of design and discuss each in some detail. These elements focus on paying attention to the provision of a rich learning activity, situating this activity within an interesting story line, providing meaningful opportunities for student reflection and third party criticism, considering appropriate technologies for delivery, ensuring that the design is suitable for the context in which it will be used, and bearing in mind the personal, social, and environmental impact of the designed activities. Along the way, we describe how these design elements can be effectively utilized by contextualizing them with examples from an e-learning initiative.
Key Points:
Text, images and sound can be combined to create materials that cater for several learning styles and allow a degree of interactivity on the part of the student.
Six key elements of eLearning design: Activity, Scenario, Feedback, Delivery, Context and Impact
Activity – the actions/challenges of clear tasks offer experiences leading to desired new understanding
Scenario – a relevant, authentic context offers motivation to learners and adds meaning
Feedback – experience becomes knowledge through reflection, which is enhanced by timely/appropriate criticism
Delivery – horses for courses – use what best serves the other 5 elements
Context – consider the eLearning activity in relation to the rest of the course/institution/platform/culture
Impact – does the content/platform benefit the learner/teacher/wider community
In essence, prioritise the student experience.
I think that the first three points here are the key ones in learning design – the others are things that will be considered by default (as long as you respect the learner) and don’t necessarily have as much direct bearing on the effectiveness of the material.
Interesting and useful quotes:
“Effective design of electronic learning materials relies on instructional design processes that reflect the absence of or reduction in face-to-face instruction… by ‘design’ we mean the planning or working out of the e-learning resource. This combines tasks including lesson planning, instructional design, creative writing and software specification”
“In the modern world, language is not the only important communication system. Today images, symbols, graphs, diagrams, artefacts and many other visual symbols are ‘particularly significant’ (Gee 2003 p.13)”
ACTIVITY:
“creating effective e-learning relies on having tasks for students to undertake that provide an experience likely to lead them to the desired new understanding”
“a rich activity is one that opens up opportunties for action rather that directs students down a prescribed pathway”
“the activity needs to be considered from the perspective of the actions and challenges it affords the student”
“the use of an appropriate and clearly evident activity is fundamental to an effective learning outcome and ensuring that the integrity of the activity is maintained as focus shifts to the media-focused development stages is an ongoing challenge for the e-learning designer”
SCENARIO:
“There needs to be a reason or motivation to undertake an educational activity if the learning is to be memorable and considered valuable. An interesting context or scenario can assist the activity to have meaning.”
“Scenarios are usually provided by a story, role play, or simulation, within which the activity plays a pivotal role in helping the students to contextualise content”
“An interesting scenario will make extensive use of humor, imagination, reward, anticipation or drama to enhance the activity. It will have topics and themes likely to be relevant and interesting to the target audience. It will make the learning activity seem like an obvious or necessary thing to undertake, given the situation presented by the scenario”
FEEDBACK:
“Experience becomes knowledge through reflection, which is enhanced by timely and appropriate criticism”
“The range of available feedback strategies is vast, including reflective responses to prescribed questions, semi-automated responses by the system to student actions and work, shared comments in online forums and blogs, and personal responses via email, telephone and post.”
DELIVERY:
“The appropriate delivery of e-learning should aim to maximise the engagement of the student with the activity, enable the communication of stimulating contexts and maximise opportunities for feedback and reflection”
CONTEXT:
“Elements of activity, scenario and feedback need to take into account the users’ profile and the delivery element needs to consider the technical infrastructure. However, additional contextual considerations include the institutional objectives of the e-learning program, the role and skills of any instructor, longevity of the resources and cultural sensitivies”
INFLUENCE:
“Considerations about the personal influence of the e-learning design might consider… the extent to which the content benefits the user… the extent to which people other than the learner might benefit.. the extent to which the environment will benefit from the design”
CONCLUSION:
“We encourage a participatory design and implementation approach, where the e-learning system is a two-way street, allowing early and ongoing communications betweeen designer and users.”
When trying to communicate new concepts to learners, it can often be helpful to represent these concepts as visual models or explain them through activities which give the concept a more tangible form.
Many elements of current Constructivist education theory centre around “procedures and operations for representing and reasoning about information” (Greeno, Collins & Resnick 1996). The use of non-verbal and non-textual representations of complex problems and concepts, often facilitated by visualisation tools made possible by advanced computer graphics (Driscoll 2002), is regarded by many as an effective way of presenting information as well as providing alternatives to learners with literacy problems. (Robyler 1997)
My team at the Canberra Institute of Technology (CIT), Flexible Learning Solutions (FLS), has been using modeling techniques to explain the practice of blogging and commenting to less tech-savvy CIT teachers.
In the course of a hands on, non-computer based workshop, participants are given a standard sheet of paper, a pen and a number of post-it notes. They write a “blog” post on the sheet of paper and stick it to a wall and then view “blog” posts from the other participants by roaming around the room. Using their post-it notes, they are able to attach comments to each others posts and also to each others comments.
This simple activity illustrates very effectively the reflective and collaborative nature of blogging and the value of feedback provided through the comments, all in an environment which removes the daunting aspects of the technology from the experience.
This is a useful heuristic as it highlights the fact that it is possibly to present new information to learners that is shaped in a way that allows you to emphasise that which is important and isolate it from less familiar factors that learners can find alienating.
Implementing this heuristic is really just a matter of examining the course content and looking for non-verbal means of expressing it. As mentioned, the ongoing evolution of software (particularly free and open-source software) and the boom in social-web tools offer any number of options but an effective model can just as easily take the form of a paper based simulation.
I’m not sure whether these articles are making more sense to me now because I’m getting a stronger grasp on the underlying theories or if it’s just that they are better written. Probably a bit of both.
Brown, Collins and Duguid present their ideas about why content is more meaningful to learners when it is put into context in an easily understandable way, using plenty of examples as well as some very effective analogies. Their approach seems much more anchored in chalkface experience and constantly focusses on educational practice in schools, rather that making lofty prognostications about what approaches might be beneficial for learners.
Key points:
“Many methods of didactic education assume a separation between knowing and doing, treating knowledge as an integral, self-sufficient substance, theoretically independent of the situations in which it is learned and used.”
We should “embed learning in activity and make deliberate use of the social and physical context”
Learning vocabulary with a dictionary and a few example (but out of context) sentences is different to the way words are learnt in day to day life – through use in normal conversation and reading. “Experienced readers implicitly understand that words are situated. They, therefore, ask for the rest of the sentence or the context before committing themselves to an interpretation of a word”
“All knowledge is, we believe, like language. It’s constituent parts index the world and so are intextricably a product of the activity and situations in whch they are produced”
“A concept, like the meaning of a word, is always under construction”
“It may be more useful to consider conceptual knowledge as, in some ways, similar to a set of tools. Tools share several significant features with knowledge – They can only be fully understood with use and using them entails both changing the users view of the world and adopting the belief system in which they are used.”
“People who use tools actively rather than just acquire them, by contrast, build an increasingly rich implicit understanding of the world in which they use the tools and of the tools themselves. The understanding, both of the world and of the tool, continually changes as a result of their interaction”
“Learning how to use a tool involves far more than can be accounted for in any set of explicit rules. The occasions and conditions for use arise directly out of the context of activities of each community that uses the tool, framed by the way members of that community see the world… Thus carpenters and cabinet makers use chisels differently”
“Activity, concept and culture are interdependent. No one can be totally understood without the other two. Learning must involve all three”
“(Students) need to be exposed to the use of a domain’s conceptual tools in authentic activity – to teachers acting as practitioners and using these tools in wrestling with the problems of the world. Such activity can tease out the way a mathematician or historian looks at the world and solves emergent problems. (But maths is a tool used in different ways by different practitioners – eg mathematician vs statistician vs engineer – how do you apply context there – perhaps by looking at the content being covered and seeing who it is most applicable to?)
“Activity also provides experience, which is plainly important for subsequent action”
“Knowledge… indexes the situation in which it arises and is used. The embedding circumstances efficiently provide essential parts of its structure and meaning”
“By beginning with a task embedded in a familiar activity, it shows the students the legitimacy of their implicit knowledge and its availability as scaffolding in apparently unfamiliar tasks”
“By allowing students to generate their own solution paths, it helps make them conscious, creative members of the culture of problem-solving mathematicians. And, in enculturating though this activity, they acquire some of the cultures tools – a shared vocabulary and the means to discuss, reflect upon, evaluate and validate community procedures in a collaborative process”
“Collaboration also leads to the articulation of strategies, which can then be discussed and reflected on. This, in turn, fosters generalising, grounding in the students situated understanding”
“… teachers or coaches promote learning, firstly by making explicit their tacit knowledge or by modelling their strategies for students in authentic activity. Then, teachers and colleagues support student’s attempts at doing the task. And finally they empower the students to continue independently”
“An intriguing role in learning is played by ‘legitimate peripheral participation’, where people who are not taking part directly in a particular activity learn a great deal from their legitimate position on the periphery”
“This peripheral participation is particularly important for people entering the culture. They need to observe how practitioners at various levels behave and talk to get a sense of how expertise is manifest in conversation and other activities”
“Collective problem solving: Groups are not just a convenient way to accumulate the individual knowledge of their members. They give rise synergistically to insights and solutions that would not come about without them”
“Displaying multiple roles: Successful execution of most individual tasks requires students to understand the many different roles needed for carrying out any cognitive task. Getting one person to be able to play all the roles entailed by authentic activity and to reflect productively upon his or her performance is one of the monumental tasks of education. The group, however, permits different roles to be displayed and engenders reflective narratives and discussions about the aptness of those roles” – Is it enough for people to be able to discuss the tasks that someone else undertook in a group task for them to understand what is really involved without having done it?
“Groups can be efficient in drawing out, confronting and discussing both misconceptions and ineffective strategies”
Overall, a lot of interesting ideas here – it got a little more abstract as it continued and the concepts got more advanced but most of it makes sense.