Title: Immersive, Collaborative Simulations and Neomillennial Learning Styles: Implications for Education
1Immersive, Collaborative Simulations
andNeomillennial Learning StylesImplications
for Education
Chris Dede Harvard University Chris_Dede_at_harvard.e
du www.gse.harvard.edu/dedech
2The Evolution of Education
- shifts in the knowledge and skills society
values - development of new methods of teaching and
learning - changes in the characteristics of learners
- emerging information technologiesare reshaping
each of these
3Learning Styles
- Sensory-based
- Visual, auditory
- Personality-based
- Myers-Briggs
- Aptitude-based
- Multiple Intelligences
- Media-based
4Media Shape Their Participants Regardless of
AgeMillennial Learning Styles
- Web rewards comparing multiple sources of
information, individually incomplete and
collectively inconsistent(mindlessly
accumulating orseeking, sieving, synthesizing) - Digital media and interfacesencourage
multi-tasking(superficial, easily distracted
data gathering ora sophisticated form of
synthesizing new insights)
5Jenkins Framework for New Literacies
- Play the capacity to experiment with ones
surroundings as a form of problem-solving - Performance the ability to adopt alternative
identities for the purpose of improvisation and
discovery - Simulation the ability to interpret and
construct dynamic models of real-world processes - Appropriation the ability to meaningfully
sample and remix media content - Multitasking the ability to scan ones
environment and shift focus as needed to salient
details - Distributed Cognition the ability to interact
meaningfully with tools that expand mental
capacities - Collective Intelligence the ability to pool
knowledge and compare notes with others toward a
common goal - Judgment the ability to evaluate the
reliability and credibility of different
information sources - Transmedia Navigation the ability to follow the
flow of stories and information across multiple
modalities - Networking the ability to search for,
synthesize, and disseminate information - Negotiation the ability to travel across
diverse communities, discerning and respecting
multiple perspectives, and grasping and following
alternative norms
6Leus Characteristics of New Literacies
- Emerging ICT tools, applications, media, and
environments require novel skills, strategies,
and dispositions for their effective use. - New literacies are central to full
economic,civic, and personal participationin a
globalized society. - New literacies constantly evolve astheir
defining ICT continuouslyare renewed through
innovation. - New literacies are multiple, multimodel,and
multifaceted.
7The Rapid Advance ofInformation 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)
8Evolving towardDistributed Learning
- Sophisticated Methods of Learning and Teaching
- Guided learning by doing
- Apprenticeships, mentoring
- Learning communities
- Orchestrated across classrooms, homes,
workplaces, community settings - On demand, just-in-time
- Collaborative
- distributed across space, time, media
-
9Next Generation Interfacesfor Distributed
Learning
- World to the DesktopAccessing distant experts
and archives forknowledge creation, sharing, and
mastery - Multi-User Virtual EnvironmentsImmersion in
virtual contexts withdigital artifacts and
avatar-based identities - Ubiquitous ComputingWearable wireless devices
coupled tosmart objects for augmented reality
10Why Ubiquitous Computing?
- One-to-one student to tool ratio
- Wireless Mobile Devices (WMD) offer great ratio
of power to cost - Wireless mobile computing instant on, anytime,
everywhere, and in the hand of the user - Equity and Effectiveness via Ubiquity
- Animistic environments for learning
- Smart objects and intelligent contextsenable
augmented realities
11Handheld Augmented Reality Project (HARP)
12Project Goal
- To design and study engaging and effective
augmented reality learning environments using
wireless handheld computers equipped with global
positioning system (GPS) receivers
13Reality
The games are played in the physical environment.
The GPS tracks your location as you explore the
game space.
14Reality
15Augmented Reality
- Students physical location
- Characters items the student encounters
16Augmented Reality
17Augmented Reality
18Augmented Reality
19Augmented Reality
20Augmented Reality
21Augmented Reality
22Augmented Reality
23Augmented Reality
24Augmented Reality
25Exploring Augmented Reality
As students come within approximately 20 feet of
these GPS points, they
26Place Independent
- We can superimpose our simulations and games onto
any school on the globe.
27Powerful Pedagogical Models
- guided inquiry learning withactive construction
of knowledge - apprenticeship/mentoring relationships
- collaborative learningsocial exploration of
multiple perspectives - How People Learn (National Academy Press, 1999)
- http//www.nap.edu/books/0309070368/html
28Situated Learning
- constellations of architectural, social,
organizational, and material vectors that aid in
learning culturally based practices - apprenticeship (the process of moving from novice
to expert within a given set of practices) - legitimate peripheral participation (tacit
learning similar to that involved in internships
or residencies)
29Learning Community
- A culture of learning, in which everyone is
involved in 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
30Distributed-Learning Communities
- Range of participants skills and interestsgoes
beyond geographic boundaries - Asynchronous media enable convenient
participation and deeper reflection - Emotional and social dimensions intensifiedby
synchronous virtual interchanges - Broader range of participants engagein dialogue
- Mediated, Situated Immersion
311976
2006
322015
2006
?
33Next Generation Interfacesfor Distributed
Learning
- World to the DesktopAccessing distant experts
and archives forknowledge creation, sharing, and
mastery - Multi-User Virtual EnvironmentsImmersion in
virtual contexts withdigital artifacts and
avatar-based identities - Ubiquitous ComputingWearable wireless devices
coupled tosmart objects for augmented reality
34River CityInterface
Toolbar Space
35A Different Model of Pedagogy
- Experiences central, rather thaninformation as
pre-digested experience(for assimilation or
synthesis) - Knowledge is situated in a contextand
distributed across a community(rather than
located within an individualwith vs. from) - Reputation, experiences, and accomplishments as
measures of quality(rather than tests, papers)
36The Other Halfof Our Talent-Pool
- Assumptions about Learning
- Sleeping -------- Eating -------- Bonding
- simple complex
37Neomillennial Learning Styles
- Fluency in multiple media, valuing each for the
types of communication, activities, and
expressions it empowersThis goes beyond
millennial learning styles, which center on
working within a single medium best suited to
ones styleand preferences
38My Distributed Learning Course
- http//my.gse.harvard.edu/icb/icb.do?coursegse-t5
02 - 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
39Neomillennial Learning Styles
- Learning based on collectively seeking, sieving,
and synthesizing experience, rather than
individually locating and absorbing information
from some single best source This goes beyond
millennial learning styles in preferring
reflective, communal learning via diverse, tacit,
situated experiencesover solo integration of
divergent, explicitinformation sources
40Implications for Professional Development
- Co-DesignDeveloping learning experiencesstudent
s can personalize - Co-InstructionUtilizing knowledge sharing among
studentsas a major source of content and
pedagogy - Guided Social Constructivism and Situated
Learning Infusing case-based participatory
simulationsinto presentational/assimilative
instruction - Assessment Beyond Tests and PapersUsing
peer-developed and peer-ratedforms of assessment
41Professional DevelopmentCommunities of
Unlearning
- Developing fluency in usingemerging interactive
media - Complementing presentational instructionwith
collaborative inquiry-based learning - Unlearning almost unconscious assumptions and
beliefs and values about the natureof teaching,
learning, and schooling - Crucial issue for professional development
42Beyond McLuhan
- Media shape their messages
- Media shape their participants
- Infrastructures shape civilization
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