Learning Philosophy 2

At the point of semester ending, turn around to see what I have learnt from the course and now I have some different ideas on learning. Learning is the process that human acquiring new knowledge and skills from surround environment which include people, media content, nature environment, and human society. However, people sometimes confuse learning with teaching. In my view, learning is speak from the side who is acquiring new knowledge and skills, but teaching is kind of stand on the opposite point. Teaching, from my perspective is the process that knowledge or skills flowing from a more knowledge person or expert to a novice.

At the very beginning of this semester, I had tried to defined learning in two facets. Now, I still insist my previous argument: learning has two different pathways which are interest-driven learning and requirements-driven learning. However, I’d like to do some delicate revises. In the interest-driven learning, I had stated that “Once people interested in something, their passion will drive them to asking questions to expert, reviewing literature, conducting experiments, searching on search engine, and join in a related online learning community.” Here, as more knowledge I have learnt from this course, I think If I say “join in a same focus affinity group online and learning connectively” maybe is better than the former statement. For the requirements-driven learning, I argued “in this way, teachers or experts generally in the center of learning. Learners may lack of passion and become passive during the learning. So the learning will not going beyond the course delivered or textbook content after instructors done with their lectures.” But now, I must say, requirements-driven learning potentially can lead interest-driven learning if instructors and course designers utilizing Internet enabled learning environment and mobile devices to connect “caged” students with outside world to stimulate their learning positivity. Then students might possible to find new interests through this way.

Learning, generally, happens when people observing, reading, doing, and communicating about the thing they have never known and make connection with their exist knowledge and skill space. For example, a human who know numbers and then based on this exist knowledge he/she can learn addition and subtraction principle once he/she meet this principle anytime and anywhere. If he/she doesn’t has the knowledge of numbers, there is no way to learn further. As I said people can learn through observing, reading, doing, and communicating, teachers and students should play different roles in this digital era.

Accompany with Internet and mobile device technologies’ developments, teachers can leverage emerging media technologies to connect their classroom with more content sources so that expand the learning environment by adding virtual spaces. In this spaces, it is important that a teacher need to be a guider or a supporter when students need help which is been called “scaffolding” in learning theories. Also, teachers has responsibility to foster students digital literacies to ensure students have ability to gain “real” knowledge in a complicated online environment. In the other hand, from students side, in addition to traditional face-to-face classroom learning and homework- and parents-controlled informal learning, students now own much more flexibility to explore and learn what they interested in on their Internet connected devices. Learning is moving to dual-centered which are students-centered and teacher-centered from only teacher-centered. Thus, students are involving more self-driven learning in this era.

As learning is a process to acquire knowledge and skills, how can we know we have learnt something? In my mind, when people able to explain a concept, principle, and theory, or perform a skill independently, the learning takes place. Due to the original goal of learning is to use what people learn no matter for personal hobbies or needed on working position, or to comprehensively develop brains and literacies, the main sign of a learner demonstrate the knowledge or skill is he/she transfers this knowledge or skill from textual or visual representation to the real environment his/her is living in.

Now, according to all above thoughts about learning in digital era, I can see the technology in my learning philosophy plays the role of knowledge content carrier, communication and collaborative working platform, mentor supporting station, and affinity groups space. In my sight, I’d like to use technologies in learning from two ways. In formal learning setting, I think by using technologies such as Google Cardboard can invite more fun and authentic virtual environment into the space-limited physical classroom to support students learning in real-world liked context. Like Osmo, a game-like testing and collaborate-in-fun learning environment can really make learning in play. Moreover, for informal learning, technology allows students step out from homes or libraries and bridges them to those shared interests communities and vast of learning sources other than textbook and lecture slides. For example, social network sites like Facebook’s group function provide opportunity for same interest people to communicate, exchange information, and learn from others. I believe the connected learning and participatory learning are two gems presented by advanced digital technologies.

YouTube link of video encapsulation: https://youtu.be/Na0-vEww9J0

Learning institutions in next generation

Last two weeks, I hundred percent involved in my qualifying examination. It was the first time I have to read over thirty journal articles and book chapters in a short time frame. I felt struggle and judge my answer over times. Fortunately, I passed the writing test and oral defense by done great job. However, the side effect is many course assignments and readings were delayed to do and I tried my best to catch them up. This is why I post this blog and write comments to others in my group later than the due time.

This week we read and think about the form of education and institution in future. Benefitted by the development of Internet and mobile technologies, as we had learnt in this course before, I believe the participatory culture and connected learning are two main types of learning in informal setting for all age groups people. However, how do we reform or invite the new generation of learning in to our conventional education institution is a series tough challenge. One challenge is the how can institutions support youth students access to Internet learning resources and ensure their safety and privacy. Because once kids can participate freely with adults in an atmosphere of anonymity, issues of credibility and vulnerability arise (Davison & Goldberg, 2010). Perhaps a kind of firewall can be designed for educational institutions’ connected internet so educators, teachers, and computer engineers can collaborate together to determine, design, and implement a network can filter out all, at least most, unsecured or unknown information sources. Also, the media literacy is another important part of new generation learning need to be fostered, especially for youth.

Another challenge I learnt and first time catch my attention is the authorship and intellectual property issue. Collaborative learning is a crucial symbol of online learning. People engage in open-source writing or producing in the Internet environment. But, the open-source is a collaborative way to create a product and it can raise issues of intellectual property and authorship. “In the traditional role of author and producer, who most directly benefited financially from the book’s popularity, not the open-source researchers who added to or transformed author’s ideas” (Davison & Goldberg, 2010, p.29). Who own ideas in a peer-to-peer environment is difficult to determine. A chaotic environment of copyright, intellectual property, and authorship will weaken people’s motivation in writing. I don’t have a certain idea to solve this issue, however maybe we can cut in this issue by using technology that can track conversation or collaborative work and record as histories. Once we need to figure out each one’s contribution, then we have records to refer.

In addition to the reading of this week and connect with my current research focus of transnationalism. The Internet related learning also allows transnational culture capital flow waving in the future educational institutions. The connected characteristic offers multi-culture, multi-language, and multi-social-value environment for worldwide students.

Pokémon Go and Augmented Reality

Pokemon Go represents a new way making contribution to learning

Pokemon Go is a phenomenal mobile game app that came into market in 2016. Within the several month it published, all massive medias in the worldwide reported teenagers and adults walked everywhere in the neighborhoods and suburban parts and stared at their cellphones’ screens with finger motions. Were those people been controlled by a horrible heresy? No, they fascinated in the Pokemon Go, an alternate reality mobile game which was designed based on Pokemon Go’s story and world construction and leveraged augmented reality technology.

In Daniel Williamson’s article “Five things education technology could learn from Pokemon Go” (2016), he pointed out one shiny concept called “growth mindset”. The growth mindset explains where an individual believes that they can improve their performance with strategic practice and hard work. In our general school experience, I can hear similar words floated into my ears about “I’m just not good at Physic”, “I don’t have talent in computer programming”, or “I can’t learn poetry well”. The growth mindset’s perspective is make these students believe their performance can be improved and it’s not totally about their talents. It was a cool idea because people can challenge something they think is impossible be done only when people believe they have potential to done it. Pokemon Go’s assessment or called “level up” mechanism can encourage a user be growth mindset person.

And the most important aspect that Pokemon Go shows educator the potential augmented reality can support learning is it connects the game to the real world and encourages users to go out and explore places they might never gone. In educational perspective, this key point stands for help students construct bridge between the abstract concept they learning from textbooks and teachers and the real world application. The more technologies been designed to help students make connection between text knowledge and our authentic world in more disciplines, the more interests and efficient in learning.

Pokemon for learning and literacy

Vivian Vasquez (2003) pulled out Gee’s (2003) principles of learning to explaining how the Pokeman and its peripheral products shows potential opportunities on learning. In Gee’s principles of learning, my most favorite two principles are Situated Meaning Principle and Multimodal Principle. The Situated Meaning Principle indicates that meaning of subjects are and have to situated in embodied experience and they can’t existing isolated. And the Multimodal Principle expresses meaning and knowledge is build up through various modalities such as images, symbols, interactions, sound, and etc, not just texts.

One more interest thing I read in the Vasquez’s article is her research subject made his own Pokemon cards and share with his Pokemon card game community. This made me establish a link with the “externalization” concept. The process Curtis made his own Pokemon card is exact an externalization process. The only different the Pokemon card creation process and Wiki content creation process is Pokemon card customized process is personal and small group sharing and the Wiki is online and contributed by huge virtual communities.

 

 

References:

Williamson, Daniel. 2016. Five Things Education Technology Could Learn from Pokemon Gohttps://medium.com/@new_edu/five-things-education-technology-could-learn-from-pok%C3%A9mon-go-819f4752b53f

Vasquez, Vivian & Smith, Karen Language Arts. 2003. What Pokemon Can Teach Us about Learning and Literacy. Social Science Premium Collection. 81, 2. p. 118

Gee, J,P. 2003. What video games have to teach us about learning and literacy. New York: Macmillan.

 

Learning by Participating

Participatory culture is a hot topic born accompany with Web 2.0. Jenkins (2009) defined the participatory culture as the culture with relatively low barriers to artistic expression and civic engagement, strong support for creating and sharing one’s creations, and some type of informal mentorship whereby what is known by the most experienced is passed along to novices. Participatory culture could benefiting participants on peer-to-peer learning, changing attitude toward intellectual property positively, diversification of cultural expression, developing modern workplace required  skill set, and more empowered conception of citizenship.

If it were possible to define generally the mission of education, it could be said that its fundamental purpose is to ensure that all students benefits from learning in ways that allow them to participate fully in public, community, and economic life. – New London Group, 2000

With the mission of education, the participatory culture established a new access for educator to imagining how to support our current formal school education in informal setting. The coolest opportunity that participatory culture creates I think is the affinity space. In Jenkins (2009) words, affinity spaces bridge differences in age, class, race, gender, and educational level, and allow people take part in various ways based on their skills and interests. Additionally, because of the interest-driven property, participants in an affinity space can constantly motivated to acquire new knowledge or refine their existing skills. Along with the peer-to-peer teaching when participants learning from each others, the knowledge acquiring and refining processes are been boosted. Furthermore, on the emotion level, participants will feel like an expert when they writing comments to others. Nothing is better than the spiritual inspiration. Benefiting by the participatory culture, people have much more opportunities than anytime in the past can participating, learning, and interacting in public and community, and gain sense of identity and belonging through participation.

 

Reflection on Scratch

It is the first time I using Scratch to create some simple project. At the beginning, I can do anything according to my poor coding arsenal. I tapped this and dragged that like a headless chicken, and my interest was losing very quickly. Then I thought whether I can go to see others project in the Scratch community first to see how to play it. In the Scratch community, millions of projects are shared by creators to seeking peer comments or modification suggestions. Those creators invite other participants in the Scratch community who are interested in the same genre of programming to test their project demos and ask for support on coding. I believe it is a really cool way to find scaffolding, to exchange experience and knowledge, and to learn or teach as an apprentice or knowledge others in this authentic environment.

          Scratch project posted in Scratch community. Project is created by theanonymousweirdo

 

References

Jenkins, H. (2009). Confronting the challenges of participatory culture: Media education for the 21st century. Mit Press. pp. 3-11

New London Group (2000).“A Pedagogy of Multiliteracies: Designing Social Futures,” in Multiliteracies: Literacy Learning and the Design of Social Futures, ed. B. Cope & M. Kalantzis for the New London Group. London: Routledge, pp. 9-38.

 

Do you wiki it?

Wikipedia, the website I was using as a real e-encyclopedia with highly trust until I heard all terms on this website are created and edited by users who have knowledge on specific terms. And then, I given up to use Wikipedia for several years. In recent two years, I picked Wikipedia again when I need to learn strange terms in my personal knowledge space sometimes as an addition source than Google. After viewed last week’s readings and video, I gained a more particular knowledge of wiki form websites which is pretty new to me.

As a collaborative create and edit style website, wikis give educators a new space to working cooperatively and lead students learning in a convenience team work. In the reading, the two way learning process is really interesting and I had never think a wiki site can contain such great learning opportunity. In the wiki style learning process, the two way learning are internalization and externalization (Cress, U & Kimmerle, J., 2007). The internalization process occurs when an individual’s knowledge space has difference between with wiki’s information and the individual can change his/her existing knowledge schema through enlarging or revising. The externalization process usually can been seen when a person create or edit the content on a wiki site as way to output his/her existing knowledge. Not only allow of the creation of an artifact, the externalization can lead to individual learning processes, and a contributor to a wiki article can expand his/her individual knowledge space through acquiring new knowledge units which were not part of the individual’s knowledge space before. (Cress, U & Kimmerle, J., 2007).

Another cool perspective in the reading is the Piaget’s model of equilibration (Piaget, 1977a, 1977b) reflect in the wiki’s learning opportunity. The equilibrium theory describes the way people try to maintain a balance between the environmental information on the one hand and their cognitive schemas on the other hand (Cress, U & Kimmerle, J., 2007). When people understand new knowledge based on their existing cognitive schema and then integrate those information into this schema, it could say people assimilate the new information. When people change the current knowledge schema in order to better understanding the new information rather than just integrate new knowledge into to it, an accommodation process occurs.

Thus, through learning with wikis, collaborative learning, cognitive learning, and interest-driven learning can be observed. Besides, benefiting by the internet and mobile devices’ applied in people daily life, people can learning and distribute knowledge anytime and anywhere that internet covered.

 

Wiki sites:

1. Minecraft Wiki (https://minecraft.gamepedia.com/Minecraft_Wiki)

A publicly accessible and editable wiki for information related to Minecraft include term definitions, code samples, and open access community projects.

2. Wikiveristy (https://en.wikiversity.org/wiki/Wikiversity:Main_Page)

Wikiversity is a project devoted to learning resources, learning projects, and research for use in all levels, types, and styles of education from pre-school to university, including professional training and informal learning.

3. Google Doc and Goole Spreadsheet

Currently, a lots of instructors start to use Google Doc and Google Spreadsheet to encourage students create, edit, and share knowledge collaboratively. I think Google Doc, Google Spreadsheet, and other cloud based co-edit applications can be used as a group made wiki site.

Web 2.0 Podcast Interview

Introduction of Interviewee

                  Frankin statue at U Penn

Yuchen Qiu is one of my colleague and friend at Learning Design and Technology program who come from Taiwan. She is in her first year of doctoral study. She taught 12-14 years old students Social Studies in an international school at Shanghai after she graduated from graduate school. She achieved her master degree in International Educational Development from U Penn. During she working for the international school at Shanghai, she took some hands on experience of using social media and Web 2.0 tools to support her students learning.

 

 

 

Reflection on interview process

When I preparing the interview, I had informed that I may use the Garageband as the tool to record the interview. However, after I downloaded it on my cell phone and tried to use it before the interview, I found it not easy for a novice. I didn’t figure out how to save the file. So, I decided to use the simplest audio recording app which come with my iPhone defaultly. At the beginning of the interview, I didn’t have any interaction with Yuchen and only asked my questions. Along with the interview progress, I have some verbal and expressional interactions with her. I felt the interview atmosphere becoming more relax, comfortable, and open. It also encouraged she thinking more and speak them out.

Social media and Web 2.0 tools can be shiny but challenging

In Yuchen’s words, I found some useful and interest facets. In her experience, she found she can use Kahoot!, Quitlez, and other similar function apps to help her students who use English as second language memory the key terms in English. I had never imagine use those kind of tools to support English learning. It is the truth when most of Chinese international student learning in the U.S.’s classes, they were facing a big challenge which is convert the terms from English to Chinese. We didn’t learn the English words to express those key terms when we learning them in most of public schools in China. Although in the private international school like Yuchen worked for, the students still need to overcome some difficult time to learn key terms in both two languages. So, Yuchen’s idea really inspired me.

Additionally, Yuchen’s suggest to make a well-designed lesson plan and set clear learning goals before pick up technology tools are important. In past, before I realized this point, I had been driven by those fancy technology tools for a period. I liked to find out some newest and very fancy social media and Web 2.0 tools and then generate and modify my design. Yes, the design outcome maybe very cool, but it may not deliver all my goals to learners in proper way. Using the most fit tools in our plan should be one most important guideline when we make a lesson plan and set learning goals. shouldn’t let tools driving teachers’ mind.