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Current Trends in
Educational Technology
Research
William Winn
William David "Bill" Winn (1945–
2006)
• an American educational
psychologist
• Professor at the University of
Washington College of Education
• Known for his work on how
people learn from diagrams, and
on how cognitive and
constructivist theories of
learning can help instructional
designers.
This paper :
reviews research on learning
environments
historical perspective on
educational technology
research
a selective view of the
current state of the
discipline.
Introduction:
Technology:
Children are growing up with technology and
under right circumstances it can benefit
students of all ages, studying any subject.
WHAT HAS RESEARCH
ACCOMPLISHED SO FAR?
▪ The Age of Instructional Design: A Focus
on Content
Instruction could be :
planned, designed, evaluated, and revised
before it was used with students.
Two benefits:
Help students learn
Enabled students to learn on their own.
Influential work of Gange et al:
▪ Types of Learning
▪ Task Analysis
▪ The products of task analysis
▪ Events of instruction
▪ Technology – based instruction
The Age of Message Design: A
Focus on Format
▪ Mediated instruction
▪ Levie’s work (Levie, 1978)
▪ Two Circumstances:
Development of computer hardware
Body of research (Cronbach and
Snow,1977)
 Instruction format (Fleming and
Levie)
The Age of Simulation: A Focus
on Interaction
▪ Well-designed instructional strategies
(Clark)
Kozma’s Reply:
▪ Significant advances in media technology
▪ Graphics
▪ Sound
▪ Learning in Simulations
▪ Two advantages
Implementation of learner control
Ability of students to do things they could
never do in the real world.
CONSTRUCTIVISM:
THE “NEW AGE”:A FOCUS ON
LEARNING ENVIRONMENTS
▪ Nature—the natural environment.
▪
Technology-supported learning
environments:
▪ Learning: Authentic
learning occurs socially
Current research on learning in
technology supported learning
environments
▪ Research on Artificial Learning
Environments:
▪ Why learn in an artificial environment
when there is plenty to learn in the
natural world?
▪ Two reasons:
because it is too dangerous
the concepts and principles that govern
the behavior of the natural world are
often hidden.
Reification:
▪ allows students to experience in computer-
created virtual learning environments what
they cannot experience in the real world,
which is the most important contribution to
learning.
▪ Reification relies on metaphor
▪ both real and reified objects have equal
status in virtual environments
▪ visiting artificial learning environments,
helps students understand concepts and
processes that the environments represent.
Research on Inscriptional
Systems
▪ Learning environments use a variety of realistic
and metaphorical representations of data in
graphic, auditory and haptic modalities.
▪ “inscription” by Pea (1994) as an alternative to
“representation”
▪ The CoVIS project (Gordin et al., 1996)
▪ Two Principles
▪ datasets and models used by scientists to
represent and study the world
 let students create their own visualizations
Other research
▪ Virtual environments - Barab et al.
▪ Virtual worlds –Winn
▪ The act of designing and creating
environments with concepts and principles
helps students master the topics with depth
and clarity.
▪ One problem - world-building, for younger
students who have not yet learned to reason
abstractly, tends to limit their ability to
transfer
Research on Social Aspects of
Learning
▪ Learning takes place through social interaction.
▪ Knowledge Integration Environment (KIE) project:
Bell:
▪ SCOPE(“Science controversies on-line
partnerships in education”)
Research on Distributed
Cognition in Learning Communities
▪ Whether Cognition is distributed over entire
communities linked by technology.
▪ important point - is that at any time no one
person or device is in possession of all of the
information necessary
▪ The knowledge required to get the job done is in
the truest sense distributed among a community
of people and devices.
▪ Pask (1975) suggested that learning to solve
problems was like a conversation, whose goal was
to “arrive at an agreement over an
understanding.”
Distributed learning:
 Learning communities comprised of people with
varying backgrounds and levels of expertise
 a technology that supports communication and
productive activity within the community
 and engagement in authentic activity.
Case Study:
Malarney’s research – “Classroom at Sea”
▪ Malarney’s study shows that technology alone is
not sufficient to create a successful learning
community.
Research on Complete Systems of
Variables in “Real-World” Contexts
Necessity:
▪ The increasing emphasis on learning
environments brings is the complexity of the
interactions that occur while the students
are learning.
▪ “design experiments”
are iterative unlike tradition experiments
Implications for Practice
▪ Educational technology research - disconnected from
practice
▪ The research has been conducted in laboratories,
isolated from practical implementation of research
findings
▪ Been hard for practitioners to find and use
information, materials, and programs of activities
that the research has created.
▪ Following the references to projects cited in this
paper, the reader is likely to arrive at a web site that
has useable materials to download or offers free
membership in a learning community.
▪ A lot of the research mentioned in this paper has not
yet produced useable materials and strategies.
Reason :
▪ The more complex learning environments
still require more powerful equipment to run
them than is commonly available in schools.
▪ The technology that is available to schools
becomes more powerful, without increases in
cost, any learning environment is useable in a
school.
▪ Practical suggestions for
practitioners:
Conclusions for Research:
▪ Educational researchers should, study which
characteristics of these environments help or
hinder learning.
▪ Sharing information encourages useful discourse
about the environment that supports learning.
▪ Technology can be used to support interaction
among students and teachers.
▪ Finally, research methodologies should adjust to
the demands of studying increasingly more
complex interactions between students and their
environments.
▪ Design experiments are a good start.
Concerns:
▪ Pushing and pulling schools to change
▪ “push” is the concern that our schools are not
doing as well and so must be reformed.
▪ “pull” is the demonstrated effectiveness of other
ways to educate people, ranging from home
schooling to on-line classes and programs.
Thank you!
Dorothy John
(PGDTE)

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Current trends in educational technology research

  • 1. Current Trends in Educational Technology Research William Winn
  • 2. William David "Bill" Winn (1945– 2006) • an American educational psychologist • Professor at the University of Washington College of Education • Known for his work on how people learn from diagrams, and on how cognitive and constructivist theories of learning can help instructional designers.
  • 3. This paper : reviews research on learning environments historical perspective on educational technology research a selective view of the current state of the discipline.
  • 4. Introduction: Technology: Children are growing up with technology and under right circumstances it can benefit students of all ages, studying any subject.
  • 5. WHAT HAS RESEARCH ACCOMPLISHED SO FAR? ▪ The Age of Instructional Design: A Focus on Content Instruction could be : planned, designed, evaluated, and revised before it was used with students. Two benefits: Help students learn Enabled students to learn on their own.
  • 6. Influential work of Gange et al: ▪ Types of Learning ▪ Task Analysis ▪ The products of task analysis ▪ Events of instruction ▪ Technology – based instruction
  • 7. The Age of Message Design: A Focus on Format ▪ Mediated instruction ▪ Levie’s work (Levie, 1978) ▪ Two Circumstances: Development of computer hardware Body of research (Cronbach and Snow,1977)  Instruction format (Fleming and Levie)
  • 8. The Age of Simulation: A Focus on Interaction ▪ Well-designed instructional strategies (Clark)
  • 9. Kozma’s Reply: ▪ Significant advances in media technology ▪ Graphics ▪ Sound ▪ Learning in Simulations ▪ Two advantages Implementation of learner control Ability of students to do things they could never do in the real world.
  • 11. THE “NEW AGE”:A FOCUS ON LEARNING ENVIRONMENTS ▪ Nature—the natural environment. ▪
  • 12. Technology-supported learning environments: ▪ Learning: Authentic learning occurs socially
  • 13. Current research on learning in technology supported learning environments ▪ Research on Artificial Learning Environments: ▪ Why learn in an artificial environment when there is plenty to learn in the natural world? ▪ Two reasons: because it is too dangerous the concepts and principles that govern the behavior of the natural world are often hidden.
  • 14. Reification: ▪ allows students to experience in computer- created virtual learning environments what they cannot experience in the real world, which is the most important contribution to learning. ▪ Reification relies on metaphor ▪ both real and reified objects have equal status in virtual environments ▪ visiting artificial learning environments, helps students understand concepts and processes that the environments represent.
  • 15. Research on Inscriptional Systems ▪ Learning environments use a variety of realistic and metaphorical representations of data in graphic, auditory and haptic modalities. ▪ “inscription” by Pea (1994) as an alternative to “representation” ▪ The CoVIS project (Gordin et al., 1996) ▪ Two Principles ▪ datasets and models used by scientists to represent and study the world  let students create their own visualizations
  • 16. Other research ▪ Virtual environments - Barab et al. ▪ Virtual worlds –Winn ▪ The act of designing and creating environments with concepts and principles helps students master the topics with depth and clarity. ▪ One problem - world-building, for younger students who have not yet learned to reason abstractly, tends to limit their ability to transfer
  • 17. Research on Social Aspects of Learning ▪ Learning takes place through social interaction. ▪ Knowledge Integration Environment (KIE) project:
  • 18. Bell: ▪ SCOPE(“Science controversies on-line partnerships in education”)
  • 19. Research on Distributed Cognition in Learning Communities ▪ Whether Cognition is distributed over entire communities linked by technology. ▪ important point - is that at any time no one person or device is in possession of all of the information necessary ▪ The knowledge required to get the job done is in the truest sense distributed among a community of people and devices. ▪ Pask (1975) suggested that learning to solve problems was like a conversation, whose goal was to “arrive at an agreement over an understanding.”
  • 20. Distributed learning:  Learning communities comprised of people with varying backgrounds and levels of expertise  a technology that supports communication and productive activity within the community  and engagement in authentic activity. Case Study: Malarney’s research – “Classroom at Sea” ▪ Malarney’s study shows that technology alone is not sufficient to create a successful learning community.
  • 21. Research on Complete Systems of Variables in “Real-World” Contexts Necessity: ▪ The increasing emphasis on learning environments brings is the complexity of the interactions that occur while the students are learning. ▪ “design experiments” are iterative unlike tradition experiments
  • 22. Implications for Practice ▪ Educational technology research - disconnected from practice ▪ The research has been conducted in laboratories, isolated from practical implementation of research findings ▪ Been hard for practitioners to find and use information, materials, and programs of activities that the research has created. ▪ Following the references to projects cited in this paper, the reader is likely to arrive at a web site that has useable materials to download or offers free membership in a learning community. ▪ A lot of the research mentioned in this paper has not yet produced useable materials and strategies.
  • 23. Reason : ▪ The more complex learning environments still require more powerful equipment to run them than is commonly available in schools. ▪ The technology that is available to schools becomes more powerful, without increases in cost, any learning environment is useable in a school. ▪ Practical suggestions for practitioners:
  • 24. Conclusions for Research: ▪ Educational researchers should, study which characteristics of these environments help or hinder learning. ▪ Sharing information encourages useful discourse about the environment that supports learning. ▪ Technology can be used to support interaction among students and teachers. ▪ Finally, research methodologies should adjust to the demands of studying increasingly more complex interactions between students and their environments. ▪ Design experiments are a good start.
  • 25. Concerns: ▪ Pushing and pulling schools to change ▪ “push” is the concern that our schools are not doing as well and so must be reformed. ▪ “pull” is the demonstrated effectiveness of other ways to educate people, ranging from home schooling to on-line classes and programs.