| Australian Journal of Educational Technology 2000, 16(1), 1-12. |
AJET 16 |
The Generative Virtual Classroom attempts sophisticated, large scale teacher education in technology and science. We show how it emerged from and contributes to a new, powerful theory of learning. Occupying an educational niche, such environments require research based design, suggesting information age responses, for diverse learning populations, to educational problems in other disciplines.
In 1997, the Generative Virtual Classroom existed as a fragile prototype, neither browser based nor fully integrated; and research trials of its effectiveness were in their early stages. Development and research were proceeding, in parallel, towards a fully integrated, browser based version. Now, such a version exists; and its development has been informed by two sustained research investigations (Allard, 1998; Sen, 1999).
ASCILITE99, with its theme of Responding to Diversity, gives us an opportunity to describe this work. We draw conclusions about the lessons learned from this case, we speculate on its impact on educational practice and we address issues of transferability to other situations.
Such findings demonstrated the worth of technology and science education in the early years. As well, they affirmed the effectiveness of the particular conversational researching and teaching approaches used (Cosgrove and Schaverien, 1996); and these studies themselves helped to refine these approaches. However, they also made explicit a sharp moral imperative: once the worth of technology and science learning had been affirmed and young children's enthusiasm for dealing with technological, philosophical and scientific ideas demonstrated, primary school teachers' reluctance to teach these subjects needed confronting. Small scale but sustained empirical studies revealed that, just as conversational researching and teaching approaches had succeeded in illuminating young children's ingenuity, so similar approaches could be used by a classroom based mentor to help teachers develop imaginative, rigorous and effective new teaching approaches (Schaverien and Cosgrove, 1997b).
When others were admitting almost universal failure of research based teaching innovations to penetrate classrooms (for example, White and Klapper (1994)), this mentored teacher development constituted a spectacular success. However, such one to one mentoring hardly offered a cost effective solution to the problems of barren, anachronistic technology and science teaching. Without a way to scale up this solution, to respond to the needs of diverse teachers in large numbers of classrooms, the moral imperative to educate teachers in supporting young children's ingenuity remained unanswered.
Already, the worth of the biologically based theory of learning designed in to the Generative Virtual Classroom has been affirmed in other contexts. For Sacks (1995), it made sense of hitherto unexplained neuropsychological effects, for example, the failure of one of his patients (a man blind almost from birth) to see immediately, once his cataracts had been removed. For Thelen and others (1993), it explained the idiosyncratic nature of infants' development of psychomotor competence, in particular in their reaching for and grasping a toy. However, the idea of using computer mediated learning systems, such as the Generative Virtual Classroom, as tests of the learning theory implicit in their design, is not yet well accepted. At a recent seminar (Laurillard, 1999) in answer to this researcher's question, Laurillard (personal communication) agreed that such environments do constitute tests of the viability of learning theories. However, she admitted that her group's research had so far stopped well short of reflecting on the worth of their underlying conversational framework for learning (Laurillard, 1993): as yet, their research neither challenged it nor even exposed any of its limits.
Of course, this student's experience of participating in the project development team, though similar in some respects to that of a learner in the fully developed environment, also differed markedly from it. Thorough going, large scale testing of this environment's capacity to respond to the diversity of learners' needs and interests, and of the consistency or otherwise of this learning system with the view of learning implicit in it, had to await development of a robust version of the Classroom, one which could be reliably delivered any time, anywhere. Unfortunately, integrating the two main components of the Classroom (its digitised video and its Filemaker Pro searchable, distributed database) in a unified, browser delivered platform posed significant technical problems. Furthermore, integrating these components without compromising the metaphor of the Virtual Classroom (by losing sight, on the screen, of the video which is the core of learners' work there) was even more difficult. Six months of development time was lost exploring varied options before a solution, hard coded in Cold Fusion, was suggested and pursued, resulting in the present browser based Version 3.
Meanwhile, so as not to lose even more research time, a robust enough Version 2 was subjected to a sustained research investigation. An Honours Education student (Megan) undertook an eight month case study of what happened to her views of learning as she worked in Version 2 of the Generative Virtual Classroom (Allard, 1998). This investigation was necessarily constrained: due to the afore mentioned technical difficulties, Megan did not become a part of a learning community, but worked alone in the Generative Virtual Classroom throughout her study.
In documenting the development of her thinking, Megan discerned three phases. The first phase (of just over two months' duration) was spent in detailed but comparatively superficial and tentative exploration of the video excerpts. While she made detailed journal records, Megan did not feel confident enough to enter any of her views in the community database. Nor did she feel that she could make any sense of the commentaries provided about these learning events. However, this initial phase provoked in her an urgent desire to pursue her own curiosity about learning. This she did in a second phase (of four months' duration). This second phase was marked by a period of six weeks in which she did not visit the Generative Virtual Classroom at all. Instead, Megan pursued her own ideas about learning, thinking and brain function, away from the Classroom. She noticeably gained in confidence in recording her thoughts and feelings, drawing on her everyday life experiences to test her ideas. By the end of this second phase, Megan felt drawn to return to the Generative Virtual Classroom in a final phase (of just over one month's duration). Her account of her thinking during this third phase provides evidence that she had formed a deeper, subtler appreciation of the learning events depicted in the Classroom and that she was able to articulate her thinking about them more clearly than in the intial period of her study. She appeared to be able to bring to bear her own insights (from the second phase of her study) so as to make more profound sense of the children's learning. Furthermore, choosing to analyse her own learning under the very same headings she had used to explore the children's learning in the Classroom's community database, Megan demonstrated that she recognised certain similarities between the children's and her own learning there. Summarising detailed evidence, Megan claimed the Generative Virtual Classroom had allowed her to describe learning accurately and boldly. Now able to move her thoughts about learning around, in words, she could identify significant changes in her knowledge state over the course of her investigation, just as Sen (1999) could. In particular, she could discern the limits of her understanding of learning. In precisely the same terms in which one of the children in the virtual classroom (Daniel) had crystallised his knowledge and his ignorance of electricity, Megan concluded,
Whilst by the end of my study I could describe and identify learning when it occurred, there were still things I wanted to know about it. Recognising that I am still unsure of what happens inside the brain when a person learns, a more critical question for me now would be, 'What is learning in itself?' (Allard, 1998, p. 109)Megan's most enduring idea was the development of an urgent and, in some ways, even childlike fascination with the very basis of teaching: learning. Ironically, this fascination, though central to the professional practice of teaching, had not been provoked before in her four year teacher education degree. We are now poised to undertake a full scale research investigation of the browser based version of the Classroom, with a much larger cohort of students. That investigation will explore the extent to which this learning system is successful in enhancing students' understanding of fundamental ideas about learning, in particular with respect to early technology and science learning. As well, it will shed further light on the power of the generative learning theory itself to make sense of the learning that occurs. In the meantime, however, on the basis of the two sustained, single case research studies already conducted and reported and from our knowledge of the research and development process, we can draw conclusions and speculate on the impact of this work on educational practice and on issues of transferability.
timeTwo years on, we know a little more about the dynamics of this success, dynamics which can be understood in terms of these environments' underlying learning theory. For Laurillard (1993), learning is a teacher led, Socratic conversation between teacher and student; hence, in computer mediated environments, successful learning hinges on a student's appropriation of, or at the very least, engagement with the teacher's narrative line. In the Generative Virtual Classroom, however, learning is conceived as generative and iterative, a natural, active, idiosyncratic behaviour of students. So, there can be no pre-set narrative line to follow. Rather, a rich and complex learning environment is set up, subtly if deliberately, so as to provoke sense making by learners. For example, the community database, in which learners are encouraged to record their ideas, has cells labelled so as to focus learners' attention on salient features of learning behaviour (such as generating key ideas, testing those ideas and progression of ideas). Narrative commentaries delve deeply into aspects of the children's learning depicted in the digitised video excerpts, often comparatively insignificant aspects which learners might otherwise have missed, provoking their thinking about whether such interpretation is justified or useful and why or why not. Such environments appear to lead inexorably to learners' evolving, for themselves, their own narrative or, more particularly, interrogative line (or lines); and, if given unhurried opportunities to do so, they appear to pursue these inquiries relentlessly over days, weeks or even months. In the Generative Virtual Classroom, so far, the most common, urgent, student driven inquiries appear to centre on what learning is. It seems as if this computer mediated learning environment constitutes a dynamic system, self organising around this kind of question, much as if it were an attractor well.
multiple passes
interaction
interactivity with other students and others' views
conceptual clarity
individual responsibility
self diagnosis
idiosyncratic pathways
asynchronicity
That this happens is no surprise to us as developers of these environments, although it is gratifying that we have been able to engineer, remotely, similar engagement to that which we know to happen face to face. After all, as is clear from the long lead up description in this paper, these environments are based soundly on prior research. A learner population's difficulty with seminal ideas in a discipline is first carefully identified. Then, well established ways of dealing with such difficulties, often in individual cases and without computer mediated intervention, are scrutinised. The art and the science lie in setting up an environment in which students cannot help but formulate and pursue a question or a cluster of questions which will lead to a deepening conceptual grip of their discipline.
It will now be clear that these learning environments occupy a very special educational niche in an information age characterised by its richness and diversity. They are not designed to be wells of information, nor to provide a complete curriculum in a discipline, nor simply as a question guided tutoring system. Rather, they press advanced technologies for learning into service as a part of the long line of attempts to assist learners with key concepts which are notoriously difficult to learn and which are known to impede future progress. As such, they respond to Papert's (1980) challenge to "think in a fundamental way about science in relation to the way people think and learn it" (p. 188). To this extent, these learning environments might well offer useful, if early, models for thinking about learning in other domains in which such key and challenging concepts exist, where research has exposed their difficulty for learners and where potentially effective ways forward have been identified. In return, these learning environments will continue to play a prominent part, in their own right, in generating educational knowledge and advancing our theorising of learning.
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| Author: Lynette Schaverien Learning Systems Research and Development Group Faculty of Education, University of Technology, Sydney Email: L.Schaverien@uts.edu.au http://www.education.uts.edu.au/lsrdg/ Please cite as: Schaverien, L. (2000). Towards research based designing for understanding fundamental concepts: The case of the web delivered generative virtual classroom for teacher education. Australian Journal of Educational Technology, 16(1), 1-12. http://www.ascilite.org.au/ajet/ajet16/schaverien.html |