Monday, February 25, 2008

Week 7 Reflections

1. How can 3-D technologies be used to create online social environment and support social interactions among community members? What are the theoretical rationales underlying the pedagogies of using 3-D environment for the benefits of learning and to achieve educational goals? (Ch. 5 - required for all)

• The development and design of the 3-D technologies create a space that allows a multitude of people (participants) to engage and interact in activities that are important to them. The technology can create a virtual space that allows individuals/groups a simulation of the real-world. Due to the design of the 3-D technologies, the learner’s knowledge is scaffold to that individual. The benefit of this is that learners can grow and develop at their own pace. Vygotsky called this the “zone of proximal development.” The experiences that people bring with them will only enhance the level of learning that takes place within this learning community. What I particularly like in collaborative learning is that as a learner, you get to decide which style of learning best fits you and who that comes from. Since there are many people sharing thought, ideas and reflections, you have the ability choose.
• Pedagogies:
o Social Constructivist – supports reflective thinking and problem solving.
o Sociocultural theory - Allows the examination of the external social world in which a learner has developed. Vygotsky thought is that, “deep learning in a predictable cycle: first, on a social level and second on an individual one.”
o Situated Learning - I see situated learning as more of an adult learning principle, which would then be classified as andragogy versus pedagogy. However, the 3-D technology provides the context of putting the learners in a space that provide a real-world context.
o Piagetian Constructivism – the environment establishes grounded knowledge acquisition that allows the learners to build higher-level representations from lower-level ones.
o Cognitive Apprenticeship - this is student-centered learning where a master of a skill teaches that skill to an apprentice.


2. How was the game “Reliving the Revolution” designed and PDA used to support collaborative problem solving activities? (Ch. 13)
• First, the individual that designed this game sought after technology that was already proven to work. With the AR game editor from MIT, Reliving History was a possibility. Essentially, they took the parts that worked and designed new content in a new context. The PDA was then used so that the students could “interact” within the created virtual experience. The PDA provides the students an opportunity to engage in collaborative learning by giving them the freedom to walk around and work with other students as they are interacting in the virtual world trying to seek out (inquire) (problem-solve) the answer to who fired the first shot. Additionally, one of the key elements in this instruction was the understanding of the cyclical process of the design. They used a level of formative evaluations to continue evolving the learning experience. Perhaps that is the key to every instructional design, not just the designs that include technology.
• One of the key words that were used in this chapter was the word “encouragement.” I think designing games such as Reliving the Revolution provides another avenue for learning but does not force the students to learn or do anything they are not comfortable with.

4 comments:

GWHIS said...

The key to allowing for the interaction of students in a 3D virtual world is that it must really "feel real". We must scaffold their learning in that virtual world in such a way that the environment feels familiar enough to allow them to take risks to experience the learning. If this can happen do you think the virtual world scaffolds the real world lessons?

Chapter 13:
Oh, the wisdom! Trying to be innovative with the type of technology and its use in ONE phase is a HUGE undertaking! It is wise to find a proven and tested platform to utilize with the innovative use. It's very difficult to introduce too many things into classrooms at one time!

This type of learning opportunity is a teaching strategy. Not all strategies work for all kids. Remember the times the teacher made you do stuff you didn't really enjoy? This could be a tool that is successful to reach those kids that don't like much other strategies, and several that like all the strategies you can give them! :)

Sherry said...

Yes, I think for the millenial students, the virtual world does scaffold the real world lessons. I still wonder how adult learners would respond to this type of learning.

Cline said...

Again, the readings for this week highlighted the area of instruction that many of us find ourselves maturing in in our learning, scaffolding. In the field of architechture, scaffolding is providing a temporary surface that holds workers in place while the reach heights they would not otherwise be able to reach.
Woolfolk (2004) defines scaffolding as: "clues, reminders, encouragement, breaking a problem down into smaller steps, providing an example, or anything that allows the student to grow in independence as a learner." I agree with so many of our classmates who have stated that the key is making the environment feel real. That is even a part of the scaffolding process, creating the right setting so that the instructor can use thinking tools to help students reach knew cognitive heights. The types of games that we have read about this week allowed for modeling of content, scaffolding, learner independence. When an instructor chooses the scaffolding platforms carefully, you are right, Sherry, learners can choose how they learn best and bring valuable prior knowledge and new knowledge to the setting.

cmansell said...

I agree whole heartedly with the other comments regarding the reality of creating virtual worlds. But, I would also like to add, that in addition to the all-important scaffolding and "reality" process, that it would also be nice to have an appropriate entertainment value. If we could get kids to "like" to "play" education as (well maybe even almost) as much as they like to play games