A Move Towards “How?”

The history of education contains a fair few innovations, and more than its fair share of shortcomings. However, the concept of ‘modern education’ is in itself a vague and potentially misleading term, as it presupposes that education methods of the past have less value than those that exist today.

According to A Brief Guide to Online Courses, written by Matt Crosslin, the theoretical foundations of education exist on two axis, which he terms “power dynamics” and “methodology.”

The power dynamic ranges from “Instructivism,” where the teacher is assumed to have absolute knowledge of the subjuct, to “Connectivism,” where learners are expected to create ways of knowing through dialogue with each other. In these definitions, both cases are taken as logical extremes, as in reality neither is completely possible, but they provide a means to identify ways of education in absolute relationship to each other. Naturally, any individual course will have moments that fall at different points along the spectrum. One such example of this is a professor spending several classes in the “Instructivism” mindset in order to provide a theoretical framework for the students, before transitioning into a “Connectivism” mindset where the students take the information and expand upon it based on their own experiances, sharing it with each other and effectively becoming teachers in their own right for a time.

Meanwhile, the methodology ranges from “Pedagogy,” where the teacher has control over the information distributed to the class, to “Heutagogy” where the teacher focuses on how to learn, rather than what to learn. Like the power dynamic, these exist as the ends of a spectrum, and both spectrums together serve to illustrate the education possibilities. There are power dynamics that are unlikely to combine with some methodologies, as Crosslin notes chapter 2:

Instructivist Heutagogy

Probably a very unlikely design to attempt, but this would basically be an expert sharing information about where to learn about a topic. Contains mostly lists of resources and professional communities that learners can join into to learn more, as well as instructions on how to best interact with resources and communities.

Of the combinations of methodologies and power dynamics that he notes within his book, the most common of them is what he refers to as “Instructive Pedagogy,” which can be found in almost every grade school and high school in the western world, as well as a number of other education systems around the world. He defines it as “formal learning that depends on the instructor to dispense knowledge that is new to learners. Focused on content, video, Standardized tests, papers, and instructor-guided discussions.” This style of teaching seeks to transfer knowledge, but often ends up transferring facts without understanding of what they mean. It is also often the least engaging form of education, where students sit at desks and take notes about what the teacher says, are assigned homework, and are expected to complete it to the professors standards. These tests are usually multiple choice, although there may be essays, in which students include facts they have been taught, which they often parrot without understanding behind the meaning of the words they write. Furthermore, teachers are able to punish children for disrupting class, which further highlights the uneven power dynamic.

It is often not until University that classes teach how to think. Rote memorization can only go so far in an academic setting, and knowing how a certain field thinks about itself, and the general mindset that it requires for success is paramount. However, this mindset of how to think isn’t exclusive to academe, as this method of knowledge transmission is common amoung trade schools, as well as First Peoples.

Technology also opens up “when” as a question of learning. Before the advent of the internet, teaching could only take place in person, and those who were unable to attend might perhaps be able to read what was taught (if they could read at all,) or watch a static recording of what was said. With technology, learning opportunities have increased alongside the complexity of knowledge. This means that tools for learning must be developed in order to take advantage of this. These tools might come in the form of VR programs, a la Star Treck, or be interactive games, or even come in the form of Wikipedias detailing knowledge on a specific subject, that allows the learner to develop their own skills, even in the absence of a defined teacher. Even seeing the beginnings of these technologies, I am unable to predict where they will go from here. As Sarah Williams writes in her poem:

He may know the law of all things, yet be ignorant of how
We are working to completion, working on from then to now.

Designing for Diverse learning.

I really appreciate the topic of diverse learning design for a number of reasons. Particularly because of a number of issues that friends of mine have encountered, as color-blindness isn’t dealt with well in some academic settings in the US. This problem extends through many fields, including art and science, with lessons involving color theory, and practical exams involving titration and color change.

However, it is important to note that this is only a real improvement if they manage to impliment one of their more unlikely features. USB’s that change accessability settings on virtually any machine that they’re plugged into.

I admire the planned implimentation of braile in technology for those users who are blind and deaf, as this would allow them a larger amount of freedom. Overall, I think I like the hardware useage far more than the software side of things. The webcam tracking head or eye movement for people unable to use computers in a traditional manner is wonderful. Really, anything that expands range of communication for those people most unable to do so is wonderful, as it has the potential to increase their quality of life the most. As described by their project, the largest issue with older folks is educating them on the options that are avalible, however I think this issue expands to the population at large.

I am concerned about their example inclusive project not working very well on my computer, as the point of it is to be able to work on any device with minor effort on the part of the learner, and I hope that the final project will be much more effective. I’m also concerned about the project managers leaving something out, just because they weren’t aware of it. I don’t believe it’s a very high liklihood, as the example they gave were fairly comprehensive, but I could see options that would make things better for people with overstimulation being left out by accident, or a person with a different set of requirement attempting to use a divice configured to a different person’s needs who forgot to log out. Regardless, I think it’s a project with a lot of merit behind it, and I look forward to them ironing out the kinks.

As I mentioned, the developers might not have thought of everything. Is there any condition, or set of conditions that might make technology difficult to use that they might have overlooked?

 

Memorable Learning

Personally, my most memorable online learning experiance to date happened back in grade school. We were learning how to type in computer class, and were asked to bring up a website to access the activity there. It was a bizzare game called Dance Mat Typing. (Finding this out required little more than a quick google search, and about 20 minutes spent browsing through websites, looking for one that seemed familiar.) In class, it was little more than an oddity, although it became more important after it was mentioned to my parents that we were learning typing through this game and it was brought into the household. As games go, it wasn’t particularly a good one, but for the purposes of learning it was a good resource. The issue with gamification of these education resources, especially those aimed at younger children, is making them engaging enough to hold their attention. There were plenty of other games out there that were much more interesting to a younger me, to the point where my parents, at their wits end, threatened to remove my computer access if I didn’t manage to learn typing soon. That turned the use of the ‘game’ into more of a punishment, and sapped any enjoyment I had from it. In particular, I grew much more frustrated with my own mistakes, and having to redo certain sections made me angy to the point of headache. And while it’s sad that it’s the most memorable because of my anger, writing about it has brought up some more positive memories of learning games.

I think that the situation could have been improved by making the learning experiance more human. My parents might have taken the time to sit down with me, watch me play, slowly learning, and helped me to calm down, or given me a little bit of guidance, rather than expecting a game to be able to teach me on its own. This is a problem that I feel is happening more and more, especially to young children, but happens even during university and during some jobs. Children are left on their own, and parents expect technology to be able to teach them. Teenagers are left on their own… lack of sex education, lack of social education, lack of education around LGBTQ+ issues… and the internet is their only resource for learning about these things. Either way, these tools are poor replacements for human interaction.