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Sat Oct 4 23:31:15 CEST 2008
By JOHN SEELY BROWN
The digital age has vastly expanded people's access to all sorts of
information and resources, including educational materials. The Internet
has also fostered a new culture of sharing, one in which content is freely
contributed and distributed with few restrictions. Indeed, the latest
evolution of the Internet, Web 2.0, is creating a new kind of
participatory medium that is ideal for encouraging multiple types of
learning.
Web 2.0 has blurred the line between producers and consumers of content
and has shifted attention from access to information toward access to
other people. New kinds of online resources-- social-networking sites,
blogs, wikis, and virtual communities-- have allowed people with common
interests to meet, share ideas, and collaborate in innovative ways.
Two of those ways involve social learning, based on the premise that our
understanding of content is socially constructed, through conversations
about that content and through interactions around problems or actions.
The focus is not so much on what we learn as on how we learn. In addition,
social learning concerns not only "learning about" the subject matter but
also "learning to be" full participants in the field. That involves
acquiring the practices and norms of established practitioners in that
field or acculturating into a community of practice, such as an
open-source community, where you are required to assimilate the
sensibilities and ways of seeing the world embodied within that community.
That culture of sharing and participation usually starts with the students
themselves, as we see vividly in the complex, multiplayer game worlds and
in the power of study groups, whether conducted face-to-face or virtually.
Such a culture must also involve content. The Massachusetts Institute of
Technology was a pioneer when it developed its OpenCourseWare project.
Other universities quickly followed MIT's lead, and both the content and
the means of accessing class materials and remixing and repurposing them
for different audiences grew.
But it's time that we in higher education move beyond considering only
content. We must begin to determine how that content can encompass
multiple kinds of instructional or learning activities. It is, after all,
the combination of things we do with content that creates learning
platforms.
Two ways that technology can now transform our learning landscape are
immersion and intelligent tutoring systems. Immersion is a concept that
has received too little attention. Consider, for example, how every one of
us has learned the immensely complex system that is our own native
language: through immersion and desire. Immersion comes from being
surrounded by others talking and conversing with us and is further
encouraged by our deep desire to interact, to be understood, and to
express our needs. Nearly everyone is a teacher for us-- albeit an
informal teacher-- urging us to say new things, correcting us, and
extending our vocabulary.
In today's high-tech, graphically rich world, we now have almost-limitless
opportunities to teach and learn through immersion. We can build
simulation models of cities, historic events, atomic structures, and
biological and mechanical systems, to name just a few. Our challenge
becomes how to share such vast simulations and databases so that other
people can extend, remix, and recompose them, thus expanding both their
scope and their reach.
For example, I still dream of a virtual human system that would allow me
to explore any aspect of how our bodies-- organs, cells, membranes--
function. There are promising signs, but as yet we have no real framework
for constructing and sharing modules of such a system. Perhaps we could
entertain a vast and interconnected web of simulations. No one group can
build it all, but many people could contribute, including students
themselves.
Such richly visual, immersive, three-dimensional simulations will help
students master complex topics. But they will not be enough. We need to
augment those systems with computer-based intelligent tutors. Intelligent
tutoring systems have a long history, stretching back to the 1970s, when
our most-advanced systems required a million-dollar computer for each
student. Now we have machines 10,000 times more powerful and much less
expensive. That means that our past dreams for building intelligent
tutoring systems that could offer open-ended learning under the skillful
eye of a tutor, coach, or mentor are becoming realistic. Indeed, the work
of Carnegie Mellon University and now its Open Learning Initiative-- which
employs virtual labs, group experiments, and cognitive tutors-- have
demonstrated the power and utility of such systems.
For decades we have worked to create better theories of learning and
successful models of teaching, but no one pedagogical or technical
approach will ensure that students are engaged and prepared. We need to be
catholic in our point of view. We must think about how technology,
content, and knowledge of learning and teaching can be creatively combined
to enhance education and ignite students' passion, imagination, and desire
to constantly learn about-- and make sense of-- the world around them. And
we need to collect and share good models in which various professors' and
students' experiences are commented on and tried out in new contexts.
How might we begin? How can we start gathering massive amounts of data
about what is working and what is not, and why? Take the OpenCourseWare
project. Millions of students may be using the material, but we need to
ask what they are learning. What sequence of materials appears to be
working best? Are there particular paragraphs or problems (in a problem
set) that are routinely misinterpreted? How are test questions being
misinterpreted? Are any systematic error patterns showing up? Those
queries barely scratch the surface of the information that we need to
collect.
We should extend our thinking around open education to include more of a
Learning 2.0 perspective, based on Web 2.0, for two key reasons. The first
turns on a question that John King, associate provost at the University of
Michigan at Ann Arbor, first posed to me. He asked how many students I
thought the university taught each year. I knew that it had approximately
40,000 students, give or take a few thousand, so that was my answer. He
responded that, while I had the enrollment right, 250,000 was closer to
reality. What you forget, he told me, is that each year the incoming
students bring their social networks with them. Those networks reach back
into the students' communities and schools. Using the social-software and
social-network tools of SMS, IM, Facebook, and MySpace, they extend the
discussions, debates, bull sessions, and study groups that naturally arise
on a campus to encompass that broader constituency-- thus amplifying the
effect the university has across the country.
That phenomenon draws attention to the broader learning milieu or learning
landscape we must consider, as well as to the extended forms of
participation that the Internet offers. Those extended forms start to
merge tools for doing research with tools for learning-- a boundary that
needs to be blurred ever more.
As a simple example, consider how many students pick up the practice of
writing software by joining an open-source community of practice like
Linux and Apache. There may be small groups on a campus, but generally
such communities of practice are highly distributed. Joining one of them
entails first becoming a legitimate peripheral participant who works on a
small project and improves or extends some piece of code-- slowly building
up a reputation before moving on to more-central tasks and challenges.
Participants learn new techniques about software practice from watching
the work of their peers, defending their own work, and participating in
community discussions about emerging problems. That peer-based learning
process is about learning to be a practitioner rather than just learning
about software. Today's students don't want to spend years learning about
something before they start to learn to be practitioners in that knowledge
domain.
Of course, such peer-based learning happens to some extent on today's
campuses in the form of laboratory exercises and studio activities, but
they are usually labor-intensive for the instructor, requiring much time
and effort. They are also labor-intensive for the student. But time spent
on learning is a funny commodity. If the student is passionately engaged
in acquiring the practice, then time seems to disappear. Passion is the
key.
Today the Web offers students incredible opportunities to find and join
niche communities that ignite their passions. That sets the stage, through
productive inquiry and peer-based learning, for such students to acquire
both the practice of and knowledge about a field.
In the end, the millions of niche amateur communities-- from the Latin
word amator, meaning "lover of"-- could provide a powerful learningscape
for lifelong learning that is grounded in the learning practices that
students acquire on campuses. That would be a major step toward creating a
culture of learning for the 21st century.
John Seely Brown is a visiting scholar and adviser to the provost at the
University of Southern California, as well as independent co-chairman of
the Deloitte Center for Edge Innovation, a technology-research center in
California. Previously he was chief scientist of Xerox Corporation and
director of the Xerox Palo Alto Research Center. This essay is excerpted
from the foreword to Opening Up Education: The Collective Advancement of
Education Through Open Technology, Open Content, and Open Knowledge,
edited by Toru Iiyoshi and M.S. Vijay Kumar, just published by MIT Press.
Copyright 2008 by MIT Press.
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