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Distributed-Learning Communities as a Model for Educating Teachers. Chris Dede Harvard University Chris_Dede@harvard.edu www.gse.harvard.edu/~dedech/. “Test to Standard” Model of Educational Improvement. Develop content standards based on knowledge and skills of disciplinary experts
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Distributed-Learning Communitiesas a Modelfor Educating Teachers Chris Dede Harvard University Chris_Dede@harvard.edu www.gse.harvard.edu/~dedech/
“Test to Standard” Modelof Educational Improvement • Develop content standards basedon knowledge and skillsof disciplinary experts • Implement high-stakes tests that inexpensively document coverage of the attainmentstests can measure • Reward and punish individual students, teachers, schools, and districtsbased on test performance
Shortfalls in No Child Left Behind • Twenty-seven years of contentto cover in twelve years • Little prioritization of knowledgecentral to interrelationships, citizenship, lifelong learning • Curriculum driven by low-level content and skills measuredby cheap, drive-by tests
The Partnershipfor 21st Century Skills • Six Key Elements of 21st Century Learning • ICT Literacy Framework Linking21st Century Tools to Learning Skills • 21st Century Content • Milestones for Improving21st Century Learning • Nine Steps to Build Momentum www.21stcenturyskills.org
Powerful Pedagogical Models • guided inquiry learning withactive construction of knowledge • apprenticeship/mentoring relationships • learning communities:social exploration of multiple perspectives How People Learn(National Academy Press, 1999) http://www.nap.edu/books/0309070368/html
Learning Community A culture of learning, in which everyone is involvedin a collective effort of understanding • Shares and develops a repertoire of resources: experiences, tools, stories,ways of addressing recurring problems • Allows a close connectionbetween learning and doing • Addresses the informal and tacit aspectsof knowledge creation and sharing an alternative means of teaching/learningand of professional development
Evolving towardDistributed Learning • Sophisticated Methods of Learning and Teaching • guided construction of knowledge and meaning • apprenticeships and mentoring • infusion of research into teaching • Orchestrated across classrooms, homes, workplaces, community settings • On demand, just-in-time • Collaborative distributed across space, time, media
My Distributed Learning Course http://www.gse.harvard.edu/~dedech/502/ • face-to-face interaction • videoconferencing • wireless, handheld devices • small group collaboration via groupware • synchronous interaction in virtual environment • asynchronous, threaded discussion • informal website-based learning experiences • shells for course authoring New Forms of Rhetoric
Lessons Learned • Richer, deeper learning from mixturethan from any subset • Participants “Find Their Voice” • Time for Communication and Reflection • Peer Mentoring and Collaboration • Very different individual patterns of preference for mixture of media • Instructional design complex mixof cognitive, affective, psychosocial
Distributed-Learning Communities • Range of participants’ skills and interestsgoes beyond geographic boundariesand face-to-face opportunities • Asynchronous media enable convenient participation, deeper reflection,and archiving of insights • Emotional and social dimensions rely on synchronous virtual interchanges • Broader range of participants willactively engage in dialogue Compared to face-to-face communities,more investment required to participate
“Next Generation” Interfacesfor Learning and Teaching • World to the Desktop:Accessing distant experts and archives forknowledge creation, sharing, and mastery • Multi-User Virtual Environments:Immersion in virtual contexts withdigital artifacts and avatar-based identities • Ubiquitous Computing:Wearable wireless devices coupled tosmart objects for “distributed cognition”
What is a MUVE? • A representational container that enables multiple simultaneous participants to access virtual spaces configured for learning. • A place where learners represent themselves through graphical avatars (persona)to communicate with others’ avatars and computer-based agents, as well as to interact with digital artifacts and virtual contexts. • A learning experience that provides diverse activities in support of classroom curriculum.
Figure 2: River Water Sampling River CityCurriculum Figure 1: Lab Equipment inside the University
So What?Why Should Teachers Care? • enhancing motivation (challenge, curiosity, beauty, fantasy, fun, social recognition) • reaching learners who don’t do wellin conventional classroom settings • building fluency in distributed modes of communication and expression -- rhetoric • rich, authentic representations(e.g., MedievalWorld) • professional development via virtual communities http://muve.gse.harvard.edu/muvees2003/
“Next Generation” Interfacesfor Distributed Interaction • World to the Desktop:Accessing distant experts and archives forknowledge creation, sharing, and mastery • Multi-User Virtual Environments:Immersion in virtual contexts withdigital artifacts and avatar-based identities • Ubiquitous Computing:Wearable wireless devices coupled tosmart objects for “distributed cognition”
Why Ubiquitous Computing • One-to-One Student to Tool Ratio • Wireless Handheld Devices (WHD) offer approximately 60% of the computing powerof laptops of a few years ago • One WHD is approximately 10% of the costof one modern laptop • Handheld ubiquitous computing – instant on, anytime, everywhere, and in the hand of the user
Augmented Reality Computer simulation on handheld computer triggered by real world location • Combines physical world and virtual world contexts • Embeds learners in authentic situations • Engages users in a socially facilitated context
Proof of Concept • Environmental Detectives • Players briefed about rash of local health problems linked to the environment • Provided with background information and “budget” • Need to determine source of pollution by drilling sampling wells and ultimately remediate with pumping wells • Work in teams representing different interests (EPA, Industry, etc.)
Harvard’s Handheld Devicesfor Ubiquitous Learning Project http://gseacademic.harvard.edu/~hdul/
“Next Generation” Interfacesfor Learning and Teaching • World to the Desktop:Accessing distant experts and archives forknowledge creation, sharing, and mastery • Multi-User Virtual Environments:Immersion in virtual contexts withdigital artifacts and avatar-based identities • Ubiquitous Computing:Wearable wireless devices coupled tosmart objects for “distributed cognition”
Focus on Our Core Business… Support Portal for Teacher Retention
Focus on Our Core Business… CURRICULUM DESIGN ASSISTANT
Design Heuristics forDistributed-Learning Communities • Transformative goals • Building collective knowledgeand resources • Multiple ways to participate • Mechanisms for sharingvia a range of interactive media
Conditions for Successin Technological Innovation • High-quality learning tools and materials • Extensive professional development • Strong technical infrastructure • Organizational shifts to enabledeeper content, powerful pedagogies • Equity in Content and Servicesas well as Access and Literacy • Stakeholder Involvement
Meeting the Challenge ofTransformation via “Unlearning” • Developing fluency in usingemerging interactive media • Complementing presentational instructionwith collaborative inquiry-based learning • Unlearning almost unconscious assumptions and beliefs and values about the nature of teaching, learning, and schooling crucial issue for professional development
Four Levels ofLearning Technologies • Device (cell phone, HDTV,personal digital assistant) • Application (word processors, intelligent tutoring systems, educational simulations) • Medium (shared virtual environments, interactive television, worldwide web) • Infrastructure (Internet, telephone system, cable and broadcast television, cyberspace)
Beyond McLuhan • Media shape their messages • Media shape their participants • Infrastructures shape civilization