- "Knowledge is created and maintained through social interactions
- Learning is participatory where students take an active role
- Development proceeds through stages and among more and less experienced peers within a community of practice
- A specific and general knowledge base emerges from learning through meaningful activity with others
- Learners develop dispositions relative to the community of practice"
So from the reading we learn that knowledge is a social situation. Learning occurs through participation. As we develop our learning, we are able to interact with others and share our learnings scaffolding our knowledge base with others understanding of the concepts. This model allows for a continuing development of knowledge and the possibililties of the scope of knowledge can be exponential. The author states that learning environments are most effective when represented by a social learning method. Thus we can conclude that the learning available through social online groups could be endless.
Reliving the revolution was designed to teach history and develop critical thinking about the facts of history as taught in the textbooks. Using strategies from augmented reality games, the writer developed a game using PDA's and GPS in the actual site of the Battle of Lexington. Students were placed into teams of two that represented one historical figure from this time period. They were to "interact" using PDA's with other virtual historic figures. At the end of the allotted time, they were to meet together to decide who fired the first shot at the Battle of Lexington thus beginning the American Revolution.
In beginning his design, the author developed goals for his project. He spent a year developing ideas and elements for the game. He then had two test groups use the game and redesigned the game with their feedback.
He used teams of two for one historical figure to assist them with problem solving and also so they could bounce ideas off of each other. They were also able to better develop a plan on how to complete the steps of the game. The teams were able to communicate with each other and ask for advice and plan secret missions. The PDA's gave them information on a specific historical figure and they were able to "interview" that person to get their point of view about a specific problem.
This really seemed like a neat project and I would have liked to have something similar when I was taking US history in High school. For those that learn by interaction, this is a good model to follow.
"Learners develop dispositions relative to the community of practice"
ReplyDeleteSo true! This is also true in elementary classrooms. You class may relatively behave very differently in music or counseling, etc. than they behave in their own homeroom because of the expectations of each context. It makes sense that this would also translate to virtual communities.
My thoughts were on the RtR was how long did this interaction take? To me it fulfilled only a small sector of the required objectives for that class. I wonder how those students might do on end of instruction tests, if this project took alot of time. I can see how it would light a fire under students to learn about the American Revolution, but what of the other necessary ojbectives. In nursing school I don't believe you would have the time to use this type of learning style. Am I being too Bah Humbug? I do think it is really a cool idea, just don't know how it fits in a time controlled teaching format.
ReplyDeleteI think that we have began to see only the beginning. To elaborate, this concept may be perceived as a sign of the times, but indeed our students (the current generation)are able to identify and are comfortable in virtual communities. One of the reasons may be that these kids are raised in technology. We see it today with history, in the near future we may see VC in most if not all areas of education.
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