This Section will outline the fundamental perspectives represented within the Kaleidoscope network, and use the work of the 'evidence' Task Force to present the outcomes of the research across the network, and the directions it is expected to take [2pp].
This is the draft text of the main messages for this Section, developed from the comments made in the first round of consultation.
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We see ‘knowledge’ in two different ways. It may be seen as
something fairly stable – the expert view, the common knowledge, received
wisdom – which is to be passed on, enabling us to learn from others. It may
also be seen as something quite unstable - the product of our experience,
practitioner knowledge, local wisdom. There is a continuous interplay between
the two - we rely on stable representations and treat knowledge as independent
of context, and at the same time have to engage in 'work' to make sense of them
in a particular setting - then creating new stable representations and so
forth. The two types of knowledge are complementary.
Traditionally, formal education has focused more on the
transmission of the stable knowledge established by scholars and scientists.
But education is now recognizing the importance of equipping individuals with
the capability to produce their own knowledge – to continue to learn from their
own experience and interactions with others. The skills of enquiry, analysis,
synthesis, collaboration, knowledge negotiation, evaluation, communication, are
the high-level cognitive skills that we all need as both citizens and as
workforce.
Technology supports both types of knowledge: it can support
the teaching of stable knowledge, as in tutoring systems, or provide an
interactive and collaborative online environment in which users can create and
negotiate new ideas or representations of their practice.
For example...
(1) Magic Forest and Dragon Pathways microworlds can illustrate this kind of approach. They are powerful environments for children to build narrative learning environments and games in an easy way. (http://educacao.cnotinfor.pt/produtos/tic.php) Due to their object oriented approach they enable the learner to focus on the properties of each element of a narrative or game and on how each of them interacts with each other. The whole interdependency appears, like this, as an emergent behaviour. You don’t need to build up the entire structure, neither to detail all the sequences of the narrative. You simple define some rules, for some objects and then marvel yourself with predicted and unpredicted results that push you again to new narratives. Magic Forest and Dragon Pathways, with the iconic rules based object programming language, makes it easy to animate any situation, should it be a story, a game or a simulation.
(2) Similarly, MyArtSpace enables learners to create and negotiate new ideas. The premise behind MAS is that teachers discuss an open question with the students. The students then visit a technology-equipped museum and with handheld technology they curate their own interpretation of the visit, using a combination of resources provided by the museum and their own perspectives captured through photos, notes and recordings. These form the basis for sharing, reflection and discussion back in the classroom.
Some issues are expanded for further discussion in the next few pages: