education

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Beyond New Literacies – D. Wilber

Beyond New Literacies – D. Wilber

The world, according to Wilber, is constantly changing with the development of new technologies. As well, there’s a rise in new language and literary practices born of technological change. The concern is how to analyse such rapid development of technology within that literacies framework.

The field of new literacies is the focus on how technology and tools shape language and literacies in daily life. The emphasis of such study is on what makes literacies ‘new’ in an environment of constantly changing tech tools. Wilber considers how such tools exploit global networking together with cutting edge software and hardware.

Today, technological change happens so rapidly that the changes to literacy are limited not to technology, but rather by our ability to adapt and acquire the new literacies that emerge.

New literacies must be studied as soon as they emerge, while they’re being adopted and taking shape within people’s lifestyles. New literacies are able to traverse all social spaces from education, family, leisure, work, public and private life. 

New literacies can be defined as ‘tech stuff’ and their ‘ethos’ – referring to the spirit or the way in which the technology is used. New technologies lend themselves to an ethos which is participatory , via collaboration and open sharing of information online. Fluidity is also emerging as an ethos of new literacies as texts are remixed, reshaped, mashed up and added to. One good term (not mentioned in Wilber’s paper) is ‘forked’, where a project or text is split into different forks or streams. The result is a shift in power and authorship from academic to social and challenges notions of expertise, legitimising the notion of ‘amateur’ experts.

Participatory culture is the method in which users participate in pop culture and new literacies. This is achieved through avenues such as fan fiction, gaming and online communities. Such literacies result in the creation of original texts, organising, editing and publishing. The result is a challenge to how texts are viewed: what is a text? how is it created, shaped, re-shaped and so forth? New literacies also move into the conventional notion of space – our personal lives, work, popular culture, forums, anime, fan fiction, etc. 

There exists much tension between traditional literacies and new literacies. Studies have looked at how chools attempt to use social networks – combining traditional literacies with new literacies. The results show that technologies don’t always foster new literacies (especially in an traditional literacies context). It supports the notion that technology is often shoehorned into the classroom (producing traditional literacies), despite educators’ best interests to create new literacies.

Taking the view that new literacies can be transformative, technology has the ability to reshape education, taking it into new literacy spaces. Education itself can be remixed with new media and emerge as a new digital space. Vasudevan’s study on “digital geographies” observers the effect of new literacies on participants – who are shaping and shaped by the space around them and tech tools that they use. 

Conducting further research into digital culture, society and technology affords a chance to look at how new literacies are transformative – how media, technology and information shape our lives and are, in turn, shaped by us. 

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Education as a dying and outdated system – M. Pireddu

Education as a dying and outdated system – M. Pireddu Pireddu’s discussion about education is a timely and relevant critique. Computers have chanced the social landscape and the world in which students are immersed.

Pireddu talks about the death of education in terms of the rise of technology. From the perspective of constantly evolving technology, Pireddu discusses areas such as social learning and participatory learning. The paper also talks about the battle between technology as a tool and technology as an environment. Finally Pireddu gives a definition and overview of what he calls ‘convergence culture’ and how youth culture has positioned itself as an early adopter of technology.

Education and new media – New technologies have always been used to enrich education. Starting with the literacy, the printing press, television and now computers, technology has had a central position in education. However with the emergence of the internet, technology is able to transform education by no longer being a part of the educational environment. Traditionally technology has always been the tool of education and now it has the ability to become the environment of learning – particularly online learning and virtual learning. These kinds of areas have validity when considering the potential for experiential learning. This change echoes the shift in technology’s position in people’s personal lives. There’s now a dichotomy between the technology in the classroom and personal technology. Technology at school is still entrenched within centuries old Taylorism models of “one size fits all” learning. While at home, people interact with technology in a way which is less structured and more fluid.

Such a move towards a more technology and communication driven environment changes the way in which we acquire knowledge. Instead of needing to memorise, learners can focus on researching and skills such as analysis, critical thinking and creation of original content. A shift in paradigm from knowledgable to knowledge-abled.

Media literacies – Pireddu introduces the idea of convergence culture – how the internet has converged all forms of media and a flow of media across different platforms. Society, culture and technology are all connected by convergence, greatly reducing the cost of creating and sharing digital content. Evidence cited by Pireddu suggests strongly that younger generations are enormously engrossed in convergence culture, producing vast amounts of original content, as well as participating, sharing and discussing content online. Through social networks, information is now consumed and shared, mashed-up and remixed. Websites, social networks, gaming and mobile media technologies have become fixtures of youth culture. Young people are embracing the internet and making it their own.

This has lead to the development of a more participatory culture. Through creation and expression, people feel important and connect to others through common interests. The focus has shifted from knowledge acquisition to participation in collaborative problem solving, distributing knowledge, sharing and discussing. The knowledge itself is no longer the focus, but how that knowledge is used, shared, mixed and mashed and then redistributed.

Teachers might argue that such technologies are disruptive, when students are tweeting or updating their status on Facebook. Yet, students are more likely to be interacting with knowledge in new and innovative ways. If the education system cannot adapt to students’ needs, in terms of their preferred methods of using technology and consuming information, then education will continue to be chaotic and antiquated.

Toward a new learning potential – The role of education is to prepare students for society. Yet how can education be successful when the system itself is not up-to-date with the changing world. This begs to ask whether schools are still relevant . Technology has reached a stage where it can increase and evolve at an exponential rate. Yet education systems, bogged down by bureaucracy, languish and are reactionary in terms of technology. Students are already redefining their own learning and new learning methods are emerging daily. Learners are moving toward less rigid and organic learning styles that are at odds with the Taylorism model. Through social networking, students prefer to cooperate and participate in information sharing. As technology obstacles are removed, it becomes easier and easier for students to network on a global scale, working as a collective to build knowledge. The shift is away from formal learning and towards a amateursed process of collaboration.

Learning is no longer about teachers disseminating information to students. Learning is about communities. New medias and technology will create even more learning communities in what has been described as anti-teaching – creating of learning environments where students are empowered to ask the questions and find the answers themselves.

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Findings from the Teaching, Learning, and Computing Survey: Is Larry Cuban Right?

Findings from the Teaching, Learning, and Computing Survey: Is Larry Cuban Right?

Note: This article links directly to a PDF file.

Becker attempts to review Cuban’s initial findings that computers are largely incompatible with classroom teaching. His data, 16 years after Cuban’s initial study, asserts that there are conditions under which the likelihood of computer usage can dramatically increase.

However, I was unable to agree with Becker’s views. He did find Cuban’s assertions to still be correct.  Becker claimed, though, that computer usage could improve. My issue with this finding that there were too many caveats required to satisfy Becker’s claims. He stated that a classroom needed at least 5 computers and all students needed an average amount of technical skill. As well, the teacher needs to be highly proficient in using constructionist teaching pedagogy. 

While this may not be too difficult to accomplish, there are too many “ifs” to be satisfied. If the computers are fully functional and all software is up-to-date. If teachers have time to write a computer based curriculum. If time within the curriculum permits computer usage (as all teachers know, computer-based tasks take longer). If the teacher is skilled in developing curriculum that can maximise learning using computers.

Once all those “ifs” can be satisfied, then perhaps computers can make a dramatic difference in classroom education. However it’s still a case of shoehorning computers into classrooms. 

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How about flipping the school instead?

How about flipping the school instead?

The idea of flipping the classroom, albeit new, has become a somewhat cliched concept already. Teachers talk about how the classroom can be radically changed by using the internet to change the way we teach. I’m not deriding this methodology. In fact, I agree it has its merits – in that it illustrates education’s willingness to change. 

However the entrenched problem of the system itself still remains. Why are children sitting in a classroom, isolated from each other by computer screens? They are learning but what’s the point of traveling all the way to school to get on the internet? 

While some would say that the 1-on-1 tutoring and contact with the teacher is the key ingredient, it doesn’t really answer the question. Students can get that assistance in other ways, such as by a teacher on a webcam (perhaps using Google hangouts). The teacher could use a shared drawing space app to draw and write problems which the student could see while listening to the teacher’s explanation. The teacher could also refer the student to a different instructional video. Another approach would be to have students conference together and explain to each other. Or just use a dedicated forum to ask for help. The student, as well as learning about a math problem, could be learning online interaction skills and research skills while they find the answer to the problem.

Finally, the student could also be getting help from their *gasp* parents in finding ways to solve problems or answer questions they don’t understand.

Flipping the classroom is great … but it’s still a classroom. Technology has always been shoehorned into schools for more political benefit than educational benefit. Kids are learning more online away from classrooms (and away from formal education) than ever. Teachers should not be instructors. They should become a guide, a sounding board or even a safety net for when students need a boost.

Flip the education system. Remove the classroom from the picture and see how quickly kids adapt to an education that they control.

The rise of social learning …

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We live in a world …

We live in a world …

A wonderful blog post over at Open Thinking looking at the changes in the way education happens and the emergence of new educational spaces around the world. Change is happening so fast that we can barely keep up … documenting it (let alone studying it or using it) is a race against whatever unseen changes come next.

Things will move ahead. New tools will be created and new technologies will be used in ways that were never envisioned. Kids in impoverished Indian villages will have an online presence as powerful as MIT or the White House. The open exchange of ideas is no longer able to be controlled … how do teachers survive and adapt in this environment?

Change. It’s not going away …

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EDUpunk

EDUpunk

Are you edu punk? Edupunk (2008-2011) is an approach to teaching and learning practices that result from a do it yourself (DIY) attitude. The New York Times defines it as “an approach to teaching that avoids mainstream tools like PowerPoint and Blackboard, and instead aims to bring the rebellious attitude and D.I.Y. ethos of ’70s bands like The Clash to the classroom.” Many instructional applications can be described as DIY education or Edupunk.

The term was first used on May 25, 2008 by Jim Groom in his blog, and covered less than a week later in the Chronicle of Higher Education. Stephen Downes, an online education theorist and an editor for the International Journal of Instructional Technology and Distance Learning, noted that “the concept of Edupunk has totally caught wind, spreading through the blogosphere like wildfire”.

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Computers in Education: A Brief History By Andrew Molnar

Computers in Education: A Brief History By Andrew Molnar

Who needs to remember anything when you can just google it? A paradigm shift has occurred which is moving learners from memorising facts to developing higher order thinking and problem solving skills. This is the cognitive approach and is useful considering our strengths and weaknesses in relation to processing information.

Learning has also, historically, changed from learning for many to learning for all; from learning controlled by schools to learning through media such as TV, radio and internet. With the invention of computers, learners were able to (for the first time) take control of their own education through self-paced learning and immediate feedback.

The most interesting part of this paper was the discussion of the constructivist approach.

The Constructivist approach viewed learning as a reconstruction of knowledge. Papert asserted that learning is more effective when the learner actually constructs a meaningful product. In building computer-driven LEGO constructions, the student learns to define a problem and the tacit practical problem-solving skills needed to solve it. Papert has tried to move education from “computer literacy,” an appreciation of computing, to “computer fluency,” the application of computers to solve real problems.

This approach is worth researching further. Minecraft definitely has a connection to LEGO and construction. Read more about the constructivist approach and see whether it has practical connections to gaming and Minecraft.

Computers have been able to create visual metaphors for abstract concepts (turbulence) or complex ideas (fractals). Increasingly, computers are required to teach concepts that are beyond human capability. Computer visualisation also restructures our way of thinking about a problem, allowing focus on higher level thinking skills because the idea (as represented by the computer’s GUI) is easier to understand and process.

Added to this is the invent of virtual reality, which allows users to develop experiential knowledge in an artificial environments. With the popularisation of distance education, people can obtain post graduate degrees in flexible formats.

While quite dated, Molnar’s history of computers is interesting. He raises a few good points about the exponential learning which is created with each new step in technology.

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Open Learning And Rethinking Academia

Open Learning And Rethinking Academia

In the old days, being relevant was writing academic papers. Today, if people can’t find you on the internet, if they’re not talking about you in Rwanda, you’re irrelevant.

Discussion about reinventing education and academia. Instead of just writing papers, people need to use social media, networks and tap into the knowledge out there in the street. The internet is a resource for connecting, funding and finding others with common interest and similar fields. Using communities, movements can be created that aim to resolve problems or find innovative ways to look at old issues. The focus is on learning … not education. 

An interesting idea is that of practice over theory – playing with ideas and exploring, rather than theorising. Innovation is no longer expensive and limited to elite, wealthy organisations. Anyone can be innovative. 

How can I take the ideas of Minecraft and education, find some ideas I can play with and practice and see what kind of outcomes I can achieve? How can I use Minecraft to be innovative?

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