The Opposite of Control: A Deweyan Perspective on Intrinsic Motivation in “After 3” Technology Programs Published in Computing in Human Behavior, 16, 313-338, 2000. David Wong, Michigan State University Becky Packard, Mount Holyoke College Mark Girod, Michigan State University Kevin Pugh, Michigan State University Address all correspondence to: David Wong, 440 Erickson Hall, College of Education, Michigan State University, East Lansing, MI 48824-1034 Co-authors: Becky Wai-Ling Packard, Dept. of Psychology and Education, Mount Holyoke College, South Hadley, MA 01075 Mark Girod, Erickson Hall, College of Education, Michigan State University, East Lansing, MI 48824-1034 Kevin Pugh, Erickson Hall, College of Education, Michigan State University, East Lansing, MI 48824-1034 Abstract A central feature of the design of many “After 3” technology programs is the assumption that student learning and motivation requires that they have choice and control of their activity. Similarly, the dominant cognitive-rational perspective of motivation portrays effective learners as having control of themselves and their environment. In this article, we build on Dewey’s (1934) aesthetics and epistemology – as most fully developed in “Art as Experience” - to suggest that to be deeply engaged in learning, to be truly moved, requires not only control, but also the “opposite of control.” In “Art as Experience” Dewey proposed that aesthetic experience – compelling, transformative experience – requires doing (acting on the world), reflection (standing back from the world), and undergoing (being acted upon by the world). Furthermore, grasping the meaning of these experiences emerges through a qualitative sense in addition to intentional analysis and reflection. Thus, intrinsic motivation, or what we shall call transformative experience, finds a balance between control and its opposite. We elaborate our conception of the “opposite of control” and discuss how this idea helps us appreciate heretofore unilluminated qualities of intrinsic motivation in “After 3” technology programs. The importance of learner control in “After 3” technology programs A common belief to which several successful “After 3” programs subscribe is that participants should be given a large degree of personal freedom - freedom to choose what, how, and to what degree. For example, the Computer Clubhouse Network centered in the Media lab at the Massachusetts Institute of Technology describes their purpose as being to… encourage participants to discover their interests and apply their own ideas. Given the support and freedom to pursue their own ideas, young people get beyond their disinterest and apathy about learning, and develop the internal motivation to learn and grow (The Computer Clubhouse, 1999). Similarly, the role of student control and choice is central in the rationale for the 5th Dimensions program developed at the Laboratory of Comparative Human Cognition (LCHC) at the University of California at San Diego. The first step in participating in the Fifth Dimension begins with children deciding on a goal(s) for engaging in Fifth Dimension activities. Next, children must decide where they will begin their journey in the Maze. Activities must allow children a substantial element of personal choice and self-direction within an overall structure designed to promote all participants’ development of level of expertise (5th Dimensions Clearinghouse, 1999). The program that we have observed and discuss in this article Kids Learning in Computer Klubhouses (KLICK!). KLICK! is an “After 3,” technology-rich, community learning center designed to support adolescent and adult learning using the latest in computer technology and resources. KLICK! currently serves ten middle schools and their communities in both rural and urban areas throughout the state of Michigan. These schools were targeted as those potentially "isolated," in their lack of technology or lack of community support and successful outreach. KLICK! is another example of an “After 3” program designed around ideas of student choice, interests, and personal freedom. According to Yong Zhao, KLICK! project designer and director, Kids define what learning should be like. Rarely are kids afforded the legitimacy to decide how and what to learn. Largely, adults decide that agenda. We provide access and assistance, kids bring personal interests and ideas (Zhao, 1999). KLICK! attempts to provide students virtually unrestricted access to technology, resources, and support and let them decide how to use these as partners in learning. Expertise and scaffolding comes from adult members of KLICK!, other student participants both within their local clubhouse or at other sites around the state, on-line help materials, as well as the staff at Michigan State University. KLICK! kids can learn as much or as little as they choose of whatever they choose. Some kids choose to only play games and they are not discouraged to do so. Choice is critical, in fact, evaluation studies suggest that without it, a KLICK! clubhouse struggles. One of the most successful KLICK! clubhouses is at a small school located in rural northwest Michigan. The two local site coordinators have let the metaphor of 'clubhouse' guide their actions and management style. Says one of the coordinators, We want kids to feel like this (clubhouse) is their place. It belongs to them and they can use it however they'd like. My job is to make sure access is provided fairly, that nothing gets destroyed, and to provide whatever expertise I can - if they ask. "Freedom to learn" and "choice" have not emerged as the guiding principles in all the clubhouses. The site coordinator at one of the struggling KLICK! clubhouse has treated it as an extension of the regular school day. She used formal training activities, limited access to certain software and peripherals, and employed a timeline to guide the 'administration' of her 'curriculum.' Unfortunately, student participation at this clubhouse has dwindled to just a few kids. Control and theories of motivation and learning Research on technology and motivation The belief that student control is a critical element of motivation and learning found in the design and practice of “After 3” programs is grounded in the theoretical and empirical work on motivation and technology. We turn to a large review piece on technology and learning by the Cognition and Technology Group at Vanderbilt University (CTGV, 1996) to cite a few examples of the role of learner choice and control. Lepper (1989; Lepper & Cordova, 1992) has been the central figure in work on the relationship between motivation and technology. His research supports the idea that control – along with fantasy, curiosity, and challenge – is a critical feature in what makes particular technologies intrinsically motivating. Collins (1996) has contrasted the view of motivation associated with CAI to a view of motivation associated with educational technologies based on principles of constructivism. Whereas the former focuses on embellishment as the source of motivation, the latter focuses on authentic activity as the source of motivation. From a constructivist perspective, motivation is often associated with the opportunity to find meaning and relevance in an activity, the opportunity to be self-determining and self-regulating, and opportunity to engage in problem solving. Hence, authentic activity is often advocated because it provides the needed motivational conditions: i.e. “real-word” problems or situations and openended problem solving task which allows for self-regulation, self-determination, and choice. Examples of such work include simulation programs, such as SimCity which allows students to experience what it’s like to run a city (Bransford & Stein, 1993); exploratory programs, such as Geometer’s Sketchpad which allows students to explore geometric relationships by manipulating geometric figures (Jackiw, 1991); programming software, such as Logo which allows students to construct their own computer programs; and problem solving programs, such as The Jasper Series which allows to students to try to solve the reality-based problem of getting an injured eagle to safety (CTGV, 1992). Various researchers have reported that students show high levels of interest when engaged in these authentic tasks (CTGV, 1996). From a social constructivist perspective, motivation is often conceived of as stemming from participation in a learning community (Greeno, Collins & Resnick, 1996). Hence, technologies designed to foster learning communities through the support of collaborative knowledge construction and problem solving reflect the idea that motivation comes from participation. A well known example of such technologies is CSILE (computer support for knowledge-building communities) (Scardamalia & Bereiter, 1994). CSILE is a computer system that fosters collaborative knowledge construction among students. In doing so, it also supports intentional, self-directed learning. Theoretically, students’ motivation to learn in such an environment stems from their opportunity to participate in the community and be self-directed. Each of these perspectives on motivation and technology make reference to the issue of choice, control, self-determination, or self-direction in some form or another. The work on CAI suggest that adding choice to computer programs can increase interest. The constructivist perspective argues that motivation stems from opportunities to be self-determining and self-directed, and that computer technologies which engage students in authentic tasks provide students with these opportunities. Finally, the social constructivist perspective argues that motivation can arise from participation in technology supported learning communities which support intentional, self-directed learning. Theories of motivation and learning These perspectives on motivation and technology – especially with regard to the role of learner control – pick up on long-held assumptions in general theories of motivation and learning. The individuals’ ability to separate themselves from the object or situation has been a central feature characterizing higher level psychological functioning (for examples specific to motivation, see Deci, 1995; Deci & Ryan, 1985; Nicholls, 1984; Pintrich & Schunk, 1996). Desirable learner attributes such as objective thought, rational thought, reflection, and critical thinking all describe individuals as “standing back” from the activity or object at hand. The ability to set self apart from the world or the activity is related to controlling both oneself and the activity – another key characteristic of higher level functioning (Greeno, Collins, & Resnick, 1996). For example, metacognitive theory posited a separate layer of cognition that can, then, operate on and control regular cognition. How else could an individual control cognition without being somehow separated from it? Even for Vygotsky (cf. 1978) – from the socio-historic perspective, rather than the cognitive-rational perspective that has dominated much work in motivation - the development of language is critical because it functions as a tool for controlling thinking and action. For instance, Vygotsky (1986) attached considerable significance to what he labeled “scientific” concepts. Such concepts are important to Vygotsky because he believed that their hierarchical, systematic nature, allowed a person to stand back (decontextualize) and reflect on the concept; that is be able to separate the concept from the object or event it refers to (Wertsch, 1985). The cognitive perspective is, in large part, a response to more behaviorist, extrinsic ways of thinking about motivation. Instead of being simply reactions to environmental stimuli, cognitive theories portray human activity as being thoughtful, planful, and, thus, under the control of the individual. Cognitive theorists developed constructs firmly grounded in the idea of control to account for differences in individual’s learning, motivation, attitude. The following are some examples of these constructs: - self-regulation, (Paris, S. G. & Newman, R. S., 1990; Pintrich, P. & DeGroot, E. V., 1990); - learned helplessness, (Dweck, C. S., 1975); - mastery orientation, (Ames, C. & Archer, J., 1988); - perceptions of competence and control, (Weiner, B.,1986); - self-determination, DeCharms, R. (1976), Deci, E. L. (1980). The opposite of control: A Deweyan perspective on learning The importance of being able to step back from experience and to reflect, make sense of it, and control it can not be disputed. Our concern is that attention to this dimension of experience comes at the expense of attending to other vital interactions between the person and the world. In this article, we build on Dewey’s (1934) aesthetics and epistemology – as most fully developed in “Art as Experience” - to suggest that to be deeply engaged in learning, to be truly moved requires not only control, but also the “opposite of control. ” We will make the point that transformative experience – our term for intrinsic motivation - can only occur when the distance and distinction between person and world decreases, rather than increases. Dewey writes, The uniquely distinguishing feature of esthetic experience is exactly the fact that no such distinction of self and object exists in it, since it is esthetic in the degree in which organism and environment cooperate to institute an experience in which the two are so fully integrated that each disappears (Dewey, LW10:36). The person can not step outside the experience – and, thus, can not control it in the conventional sense. To do so would fundamentally change the experience. We will argue that in a Deweyan account, learning and motivation can not be fully understood from perspectives that position the individual separate from the activity or world. We suggest that important qualities of motivation - its essence lie inside the experience of learning. That is, rather than just considering the value of an experience from the outside, we suggest one must consider the value of the experience itself. Doing and reflecting: An incomplete and problematic portrait of learning In education, “learning by doing” has become a popular one-line synopsis of Dewey’s philosophy. Although action is central to Dewey’s epistemology, one merely has to consider any example of mindless activity to see how this characterization can only be either an incomplete or incorrect characterization of Dewey’s perspective on learning. Mere “doing” does not assure learning. Most educators realize this simple point and, as a result, recognize the importance of the activity of reflection - a second element often associated with Dewey’s perspective on learning. One learns by both doing something and then reflecting upon what one has done. Many cognitive perspectives on learning are at a basic level some elaboration of these two components and portray ideal learners or learning environments as optimizing opportunities to do and reflect. For example, the Fostering a Community of Learners (FCL) classrooms designed by Brown and Campione (1990, 1994) emphasize “learning by doing” and metacognitive reflection. Likewise, many of the technology environments mentioned above (e.g. the Jasper series, CSILE) were designed to support student action (exploration, problem solving, participation in a learning community, etc.) and reflection. The central role of doing and reflection finds abundant support in the recent history of learning theories. In behaviorism, learning was a matter of developing adaptive patterns of action-reaction associations. Little distinction was made between the innate, reflexive qualities of animal behavior and human learning. This image did not set well with theorist and practitioners who saw individuals as having more freedom, control, individuality, and self-determination. (Skinner, the preeminent behaviorist, contended that true control or freedom was an illusion). With the rise of cognitive perspective, behavior was not simply a matter of establishing action-reaction patterns, but was a purposeful activity directed by meaning and the desire to make meaning. Knowledge and meaning were constructions of the active, conscious mind with intentional action and careful reflection as the core processes. Thus, learning was a matter of both doing and thinking. The problem of control: A brief digression into epistemology The cognitive perspectives heavy reliance on the active, intentional mind as being the constructor of meaning came at a cost, however. The more a theory identifies individuals as the locus of meaning-making the greater its vulnerability to nagging philosophical and psychological problems: foremost among them is the question of how new knowledge emerges. Plato’s “Meno paradox” sums up the issue: You argue that a man cannot enquire either about that which he knows or about that which he does not know; for if he knows, he has no need to enquire; and if not, he cannot; for he does not now the very subject about which he is to enquire. (Plato, 1949). Thus, inasmuch as intentionality, control, choice, and rational thought are central virtues in many images of the accomplished learner, they can also become liabilities. The Meno paradox makes the point elegantly clear: since we can never see, understand, or act in the world beyond the limits of our own habits, preconceptions, and prejudices, how can we ever be transformed by our experiences? The problem seems airtight in its logic. For Dewey – along with Peirce and Kant among others – the only way to get beyond logically intractable problems is to question their fundamental assumptions. Dewey’s strategy is inventive and daring. Prawat (in press) writes, His goal, following Pierce, is to “change the metaphysical premise” regarding the relation of mind and matter, restoring immediate qualities “to the rightful position as qualities of inclusive situations” (Dewey, LW1: 203). In other words, the first part of Dewey’s two-part strategy is to propose the existence of some forms of meaning that are inherent in situations and largely independent of a subject. In particular, Dewey discusses how situations can be inherently doubtful or harmonious. It is…a mistake to suppose that a situation is doubtful only in a ‘subjective’ sense…It is the situation that has these traits. We are doubtful because the situation is inherently doubtful (Dewey, LW12: 109-110). Dewey is claiming, then, that some forms of meaning – in an undeveloped form – exist independent of the individual’s interpretive viewpoint. Thus, the construction of understanding involves more than just prior knowledge and biased observation as its starting materials. With this assertion, Dewey offers a way to escape the circular logic of the Meno paradox. However, a critical problem remains: even though meaning may exist independent of the individual, a rational, intentional model of learning precludes the possibility that this meaning can be perceived. That is, changing the nature of the world makes little difference in the original problem if the individuals’ capacity to make meaning remains the same. Thus, the second part of Dewey’s strategy is to propose how the meaning inherent in a situation can be directly perceived without being completely filtered through prior knowledge, i.e. habits, preconceptions, and prejudices. Dewey accomplishes this by elevating the role of non-conscious, non-rational processes by the individual. Dewey refers to this process as having a “qualitative sense” of a situation. The sense of a thing… is an immediate and immanent meaning; it is meaning which is itself felt or directly had (Dewey, LW1: 200). Jackson explains this point: What Dewey is saying is that we sense or feel the situation we are in without thinking of it per se, without it becoming an object of reflection. (Jackson, 1998, p. 21) For Dewey the process of meaning-making involves two kinds of awareness: (a) a conscious, intentional, and reflective mode, and (b) a non-conscious, nonrational, and non-linguistic mode. The qualitative sense of a situation is had directly when we are totally immersed in an experience and "is not and cannot be stated or made explicit." Dewey describes the interplay between the two as beginning with a qualitative sense then developing to include – not to be replaced by - a more explicit, reflective activity. My theory of the relation of cognitive experiences to other modes of experience is based upon the fact that connections exist in the most immediate non-cognitive experience, and when the experienced situation becomes problematic (i.e. discordant), the connections are developed into distinctive objects of knowledge (i.e. logical relations), whether of common sense or of science (Dewey, LW14: 33). Jackson also provides a good description of the process: At times…the feeling that a situation arouses is bafflement. Under those circumstances the situation lacks coherence. In the extreme case we might say that it makes no sense whatsoever. When those conditions hold, we are led to search for elements and relations within the situation that will reveal its meaning, thereby causing it to make sense (Jackson, 1998, p. 21). In Dewey’s own words:: "When we are baffled by perplexing conditions, and finally hit upon a clew, and everything falls into place, the whole thing suddenly, as we say, 'makes sense.' (Dewey, LW1: 200) Thus, the qualitative sense of a situation pervades throughout the process of coming to understand by not only marking both the beginning and the end of inquiry and but also serving as a reference point throughout. Undergoing: The opposite of control Dewey’s portrait of learning balances the individual acting upon the world with the world acting back upon the individual. Thus, transformation requires not only doing and reflection, but undergoing. There is…an element of undergoing, of suffering in its large sense, in every experience. Otherwise, there would be no taking in of what preceded (Dewey, LW10:41). The idea of undergoing is a vital - as vital as doing – and yet, it has been an ignored or misinterpreted part of Dewey’s philosophy. What is meant by “undergoing” and what does undergoing have to do with “suffering in its large sense”? “To suffer” can mean to experience pain, but that is not the meaning that Dewey has in mind. Rather, “to suffer” is to be acted upon by the world. For Dewey, undergoing is the inextricable complement of acting upon the world. To suffer is to be under the influence. As mentioned earlier, this element of meaning-making is not developed much by most cognitive perspectives as they tend to portray learning as under the learner’s physical or cognitive control. Learning, at its best, is described as self-regulated, intentional, goal-directed, and so on. For Dewey, however, transformative experience requires not only gaining control, but also relinquishing control. One must let go – as much as possible one’s long held ways of seeing, doing, understanding, and feeling. The degree that one undergoes, the degree that one can truly experience, is the degree that one be open to the true nature of an outside influence. Thus, for Dewey, intelligent activity finds a productive balance between undergoing, doing, and reflection. Dewey uses a simple example to describe this relationship: There are conditions to be met without which an experience cannot come to be. The outline of the common pattern is set by the fact that every experience is the result of interaction between a live creature and some aspect of the world in which he lives. A man does something; he lifts, let us say, a stone. In consequence he undergoes, suffers, something: the weight, strain, texture of the surface of the thing lifted. The properties thus undergone determine further doing. The stone is too heavy or too angular, not solid enough; or else the properties undergone show it is fit for the use for which it is intended. The process continues until a mutual adaptation of the self and the object emerges and that particular experience comes to a close. What is true of this simple instance is true, as to form, of every experience. (Dewey, LW10: 43-44 ) In an experience, doing and undergoing cooperate to change the individual and how the individual acts in world. Dewey’s prosaic example of lifting a rock notwithstanding, in profound aesthetic experiences, nothing less than the very essence of the individual is transformed. Aesthetic experiences inspire – the root of inspire being the Latin spirare, which means to “breathe life into.” Such profound engagement and transformation can not occur if the individual remains at an emotional or cognitive distance from the world – a distance prerequisite for conventional notions of control. While undergoing and surrender may seem passive, particularly when contrasted to doing, one can be certain that no part of Dewey’s view of intelligent activity is passive (Dewey, 1934, 1938). Similarly, surrender or the opposite of control are not the same as losing control. The esthetic or undergoing phase of experience is receptive. It involves surrender. But adequate yielding of the self is possibly only through a controlled activity that may well be intense. In much of our intercourse with our surroundings we withdraw; sometimes from fear, if only of expending unduly our store of energy; sometimes from preoccupation with other matters, as in the case of recognition. Perception is an act of the going-out of energy in order to receive, not a withholding of energy. To steep ourselves in a subject-matter we have first to plunge into it. When we are only passive to a scene, it overwhelms us and, for lack of answering activity, we do not perceive that which bears us down. We must summon energy and pitch it at a responsive key in order to take in. (Dewey, LW10: 53). Thus, Dewey uses intriguing phrases such as “to go out in order to receive,” “to plunge in in order to steep,” or "to take in" to emphasize the distinctly active essence of undergoing or the opposite of control. The opposite of control is not to be lifeless, to be devoid of mind, body, or spirit. In fact, in transformative experience, relinquishing control increases, rather than decreases, the sense of being alive. Undergoing, anticipation, consummation Csikszentmihalyi calls it flow; Dewey calls it “an experience.” These are descriptions of optimal engagement – the kinds of engagement that we strive to create for our students. How are control and its opposite part of Dewey’s notion of an experience? Jackson, referring to Dewey’s “Art as Experience” explains what deep engagement in art can illuminate: The arts, above all, teach us something about what it means to undergo an experience. Successful encounters with art objects and performances offer a set of standards by which to judge ordinary experiences. Such artcentered experiences are distinguished by their unity and wholeness. They are consummatory. They are accompanied by feelings of fulfillment and satisfaction. They are self-sufficient and meaningful. They do not point beyond themselves. Lesser forms of experiencing, by way of contrast, contain but fragments, mere shards, of what Dewey would call an experience (Jackson, 1998, p. 124). Therefore, ordinary experience is something that merely happens: an occurrence occupying space and time. By contrast, an experience is an event. As an event, an experience moves forward in time. It flows over time and, more importantly, this flow has a unity to it: “every successive part flows freely, without seam and without unfilled blanks, into what ensues” (Dewey, LW10: 36). In addition, this flow builds upon itself toward a completion such that the experience “is so rounded out that its close is a consummation and not a cessation” (Dewey, LW10: 35). By contrast, in ordinary experience, things happen one thing after another: it is a succession of occurrences, rather than an unfolding event. Experiences are dramatic events complete with a plot, tension, characters, and setting. As a drama, there is coherence and development in the plot as it moves toward consummation. The end of the story is a consummation, rather than a cessation, because it brings coherence to the variety of elements that constitute the event. …we have an experience when the material experienced runs its course to fulfillment. Then and then only is it integrated within and demarcated in the general stream of experience from other experiences. A piece of work is finished in a way that is satisfactory; a problem receives its solution; a game is played through; a situation, whether that of eating a meal, playing a game of chess, carrying on a conversation, writing a book, or taking part in a political campaign, is so rounded out that its close is a consummation and not a cessation. Such an experience is a whole and carries with it its own individualizing quality and self-sufficiency. It is an experience. (Dewey, LW10:35). Finally, while the consummation may or may not be pleasurable, it is always anticipated. This consummation, moreover, does not wait in consciousness for the whole undertaking to be finished. It is anticipated throughout and is recurrently savored with special intensity. (Dewey, LW10:55). Aesthetic experience, “intrinsic” motivation, and interest The anticipation of consummation is significant to our discussion because it reveals how Dewey may have described what we call intrinsic motivation. The field of motivation has historically considered intrinsic motivation as either related to an innate need for developing competence ( Piaget, 1952; White, 1959), a need for feeling self-determining or to be the locus of causation (deCharms, 1976; Deci & Ryan, 1985), or, at a more generic level, a desire to perform a task for “its own sake” rather than for external reasons. Constructs such as the need for competence and self-determination direct our attention to the inner needs of the individual, while the “doing something for its own sake” perspective places the motive for motivation somewhere in the task or object, somewhere out in the world (Prawat, 1998). In other words, there is confusion as to whether the source of intrinsic motivation lies in individual (needs) or the world (task). A distinctive feature Dewey’s philosophical project was his aversion for dualistic thinking that creates the either/or choices between individual and the world (cf. Dewey, 1938). Dewey’s account of aesthetic experiences illustrate that what is deeply engaging about such experiences is the unfolding drama of the give and take between individual and world. The drama is an event, a Deweyan “situation,” that exists only in the transaction between person and world. Literary theorist and Deweyan scholar Louise Rosenblatt describes transaction using the example of poetry. “The poem is not an object but an event, a lived-through process or experience” (Rosenblatt, 1978, p. 35). The poem is evoked - it comes into existence - during the transaction between reader and text. The idea of transaction is central to much of Dewey’s philosophy and reflects his effort to locate meaning in thoughtful action rather than “in the head” or “out in the world.” One of the consequences of construing experience as “an event” is that motivation and interest become characteristics of this special transaction, rather than of the person or the world. Dewey encourages us to consider motivation and interest as the energy that is the rush toward consummation. The drama of inquiry is motivation; it is interest. Thus, while the source of motivation may be thought of as either in the person or in the world, we are prompted to see it also as a quality inherent to the activity. As a result, Dewey presents a provocative vision of how motivation can be truly “intrinsic.” All of a sudden, the well-worn phrase “learning for learning’s sake” takes on a fuller, more tangible meaning. Similarly, Dewey shines new light on Hidi’s well-known distinction between individual and situational interest (Hidi,1990; Hidi & Baird, 1988). Following his emphasis on transactional nature of aesthetic experience, Dewey embeds interest within the event of learning and not in the individual, the setting, or some combination of the two. Interest, like the event, is seen as a transactive entity that exists only in the interaction between individual and setting. When we take seriously that motivation and interest are inherent qualities of a dramatic event, we then begin to consider more closely the nature of drama and how learning can be made more dramatic in the same way as a great play is dramatic. Operationalizing the opposite of control: Qualities of transformative experience We now leave the discussion of the role of the opposite of control in transformative experiences and turn our attention to the challenge of making these ideas practical for research and practice. Since transformative experience is an interplay of the “giving out and taking in” of energy, of doing and undergoing, we operationalize key qualities of both control and its opposite. What would constitute evidence of either, and where might we look for evidence? The most direct evidence might be found in participants’ descriptions of their experiences from the “After 3” technology programs. Questions such as “Tell me what it’s like for you when you were work on that web page” might prove illuminating. More likely to be useful would be to encourage students to reconstruct their experience by using a story genre. The story form may be more likely to capture the interplay of doing and undergoing in a dramatic experience. Key phrases to look out for might include: Opposite: language of being acted on e.g. I was swept away, it drew me in, it came to/hit/dawned on me, it took me by surprise, Control: language of intentional action by participants on the world or on themselves, e.g. I did/made that, I decided/chose to Anticipation and reflection As discussed earlier, most models of accomplished learners feature the ability to maintain a critical distance between themselves and the subject (i.e. their behavior, phenomena in the world, their own cognitive activity). This distance may be spatial (from a different place) or temporal (at a later time). The ability to control requires separating individuals from whatever they are interacting. One of the important processes afforded by this distance is reflection - i.e. stepping back and considering what has happened (see Flavell, Garner, or Markman for excellent treatments of executive control and metacognition). The opposite of control requires a reduction of the distance between subject and object and for individuals to participate inside the activity rather than observing from outside. The complement of reflection is anticipation. Transformative experience requires both an anticipative and a reflective epistemological stance. Rational meaning-making, whether inductive or deductive, is largely a reflective, past-oriented process. By contrast, during transformative experiences, students are motivated by a sense of anticipation of what is possible and yet to be. Anticipation captures the pulling-forward sensation of an experience. During transformative experiences, students are motivated by a sense of what is to come next. Dewey writes, In most intellectual work, in all save those flashes that are distinctly esthetic, we have to go backwards; we have consciously to retrace previous steps and to recall distinctly particular facts and ideas. Getting ahead in thought is dependent upon these conscious excursions of memory into the past…. Only when esthetic perception is interrupted (whether by lapse on the part of artist or perceiver) are we compelled to turn back, say in seeing a play on the stage, to ask ourselves what went before in order to get the thread of movement. What is retained from the past is embedded within what is now perceived and so embedded that, by its compression there, it forces the mind to stretch forward to what is coming (Dewey, LW10: 187). From the anticipative stance, learners allow themselves to be carried forth by an idea or suggestion (undergoing). The realm of the possible emerges only when a person acts “as if” something were true. “As if” is a suggestion that affords imagination. To behave “as if” is an invitation to temporarily suspend disbelief – to rest the critical eye so that one may dwell fully in a new experience. Skepticism and analysis too soon disrupts the having of a new aesthetic experience. In order to appreciate the world from a different perspective, we have to leave our familiar post. It is impossible to see fully from two different vistas at the same time. It would be a mistake, however, to think that “as if” is an invitation to ignore our past experience or to engage in idle fantasy. The critical, logical eye can not rest forever, nor should it. This is where the anticipative and reflective stances come together. Given that experiences change as a consequence of believing an idea to be true, the task is to consider whether we find that new experience more or less useful than our current experiences. Thus, from an anticipative perspective, to learn is to fully experience the consequences (or imagine the consequences) of being in a world as if an idea were true. We imagine students being pulled forward in an experience. As in a good play or story, there is a sense of drama or anticipation of what is yet to come. Like Csikszentmihalyi's concept of "flow", students lose a sense of time and are pulled forward in the experience, not wanting the experience to end. What might be considered evidence for reflection and anticipation? Anticipation: future-oriented descriptions, consideration of the possible, what is yet to be. E.g.: I was hoping/expecting/looking forward to, I was wondering what was going happen next Reflection: past-oriented descriptions, consideration of what has already happened. E.g.: I was doing well/poorly, I realized/figured out/saw that… Reflection and anticipation: reflective comments that reveal, in retrospect, that anticipation had taken place. E.g.: it did/didn’t turn out as I was hoping/expecting, I was surprised/relieved Transformative experience: The nature of the “self” The role of self has figured prominently in contemporary perspectives on motivation and learning. Terms such as “perceptions of (self) competence and control of (self and situation),” “self-efficacy” and “self-regulation” are important constructs in accounts of motivation and learning. One might be led to assume that in the midst undergoing when experiencing the opposite of control that the self disappears or is abandoned as in Zen Buddhism (see Gaskins (in press) for an account of how Zen applies to motivation). Indeed, Dewey’s own description of aesthetic experience seems to suggest this: Instead of signifying being shut up within one's own private feelings and sensations, ... experience signifies active and alert commerce with the world; at its height it signifies complete interpenetration of self and the world of objects and events (Dewey, LW10: 25). Although there is complete interpenetration of self and world, the self does not dissolve. In fact, as paradoxical as it may seem, the unity of the individual and world is accompanied by a more distinct definition of each. Dewey describes elements can become both more integrated and distinctive during an experience: In a work of art, different acts, episodes, occurrences melt and fuse into unity, and yet do not disappear and lose their own character as they do so just as in a genial conversation there is a continuous interchange and blending, and yet each speaker not only retains his own character but manifests it more clearly than is his wont. (Dewey, LW10: 36-37). Thus, in the process of undergoing, where the learner is experiencing the opposite of control, the self finds a special kind of existence. In passionate activity, there is keen consciousness of one’s self and ones’ actions without being self-conscious. Jackson (1998) refers to writer Annie Dillard’s thoughts on this point: Consciousness itself does not hinder living in the present. In fact, it is only to a heightened awareness that the great door to the present opens at all. Even a certain amount of interior verbalization is helpful to enforce the memory of whatever it is that is taking place. … Self-consciousness, however, does hinder the experience of the present. It is the one instrument that unplugs all the rest. So long as I lose myself in a tree, say, I can scent its leafy breath or estimate its board feet of lumber, I can draw its fruits or boil tea on its branches, and the tree stays alive. But the second I become aware of myself at any of these activities-looking over my own shoulder, as it were-the tree vanishes, uprooted from the spot and flung out of sight as if it had never grown. (Dillard 1974, p. 81) The nature of the self is difficult to describe for it seems full of paradoxes. We identify several different qualities that characterize an awareness of self during transformative experiences. Event awareness vs. self or world awareness. An aesthetic experience is an event, a coherent happening created in the transaction between the individual and the world. Thus, participants’ attention during an experience is directed toward the drama of the event – the dynamic interplay between self and world rather that to either what is occurring in the world, or what is going on with one’s self. This distinction does not really map directly on to differences between control and its opposite since awareness of event is requires both control (doing) and the opposite of control (undergoing). However, it does remind us that the self is an important part of the event and raises questions about how, then, Dewey would have us think about the role of the self when undergoing the opposite of control. Self-awareness vs. self-evaluative. To undergo is to suffer the consequences of one’s actions. It is to take in the world directly with a minimum of prejudging and filtering. Recall that this kind of direct communication with the world is vital to Dewey’s view on how individuals can ever be transformed by their experiences. In powerful experiences, students can imagine new ideas and let go of themselves enough to surrender to new ideas. We suggest that in surrendering to new ideas, students can imagine themselves as different kinds of people during the experience. As Csikszentmihalyi (1996) writes: In flow we are too involved in what we are doing to care about protecting the ego. Yet after an episode of flow is over, we generally emerge from it with a stronger self-concept; we know that we have succeeded in meeting a difficult challenge. We might even feel that we have stepped out of the boundaries of the ego and have become part, at least temporarily, of a larger entity. The musician feels at one with the harmony of the cosmos, the athlete moves at one with the team, the reader of a novel lives for a few hours in a different reality. Paradoxically, the self expands through acts of self-forgetfulness (pg. 112-113). In other words, when we become different kinds of people, we temporarily stop thinking about who we have been in order to imagine ourselves in new ways. When students are passionately engaged, they have the opportunity to try on "possible selves" as well as the new ideas. Markus and Nurius (1986) suggest, our self-conceptions are not confined to the present and include who we were, who we would like to become, and who we fear becoming. Cross and Markus (1991) write, "As individuals choose among tasks or actions and as they persist or withdraw from these tasks or actions, they are often guided by a sense, an image, or a conception of what is possible for them" (pg. 232). These images of possibility are motivating and sustain students' participation in an activity. For example, these authors contrast the motivating difference between a student who sees herself as someone "who plays the piano" to a student who sees herself as "a pianist", with the latter's musician self being more motivating to the student. Powerful experiences can provide opportunities to not only imagine ideas but also to try on possible selves and become motivated by such possibilities. Thus, to be transformed by an event demands a degree of openness, honesty, and courage. The natural tendencies to be critical, to interpret – more accurately - to prejudge or reinterpret, and to close oneself off to things that are uncomfortable must be suspended, at least temporarily. The transformative event reveals something about the person and the person must, therefore, be ready to perceive. In these situations, the self is opening rather than closing, describing rather than evaluating, increasing rather than decreasing possibilities, transforming rather than confirming. opposite: describing activity, reactions, opening and expanding control: evaluating, closing and narrowing, signifying, labeling, evaluating, or describing what I was doing vs. what was happening Summary: Transformation and the opposite of control Thus far we have built on Dewey’s aesthetics and epistemology – as most fully developed in “Art as Experience” - to suggest that to be deeply engaged in learning, to be truly moved, requires not only control, but also the “opposite of control.” Dewey proposed that aesthetic experience – compelling, transformative experience – requires doing (acting on the world), reflection (standing back from the world), and undergoing (being acted upon by the world). Furthermore, grasping the meaning of these experiences emerges through a qualitative sense in addition through intentional analysis and reflection. Thus, intrinsic motivation, or what we have called transformative experience, finds a balance between control and its opposite. We elaborated and operationalized our conception of the “opposite of control” and now discuss how this idea helps us appreciate heretofore unilluminated qualities of intrinsic motivation in “After 3” technology programs. Observations from an “After 3” program KLICK! students spend time, voluntarily, at the computer clubhouse building webpages, surfing the Internet, chatting on-line, filming and editing digital movies, and playing games. A KLICK! clubhouse is filled with networked computers, scanners, digital cameras, laser printers, and a server, as well as the latest software to manage and edit digital video, author web pages, and chat interactively with other clubhouse sites around the state. At any given time, there are numerous projects and activities going on in a clubhouse. Many KLICKers enjoy building personal web pages, making web sites for businesses, filming and editing digital movies, creating PowerPoint presentations, and even "burning" their products onto CD-ROM. Several KLICK!-wide projects exist too like a KLICK! internal newspaper called The Password Express, video game competitions, and webpage design contests. More and more participants are being recruited for their technology expertise to serve their local school and community through service and training activities. The program in a small rural school in northwest Michigan is doing particularly well run. The room is organized and well equipped, the supervisors are enthusiastic and generous with their time. Even more impressive is the number of students who choose to come to this after school program and forego other activities. They are eager to arrive, engaged while they were in the room, and leave late. With no grades and no obvious material reward, this seemed like a classic example of intrinsically motivated behavior. What can our discussion of Deweyan transformative experiences add to our analysis of this situation? We focus our analysis on three popular kinds of activities: games, on-line chat, and webpage building. Games: Doing, undergoing, transformation Students playing computer games seems to suggest a prototypical example of Csikszentmihalyi’s flow. The concentration is intense; time passes but outside the notice of the students. Games are designed so players can find the optimum match between the challenge of the game and the player’s skill. If flow is optimal experience, then these gamers seem to be in the flow. The question that comes easily to mind, however, is to what degree is optimal experience optimal educational experience? Since transformation is synonymous with education, and since undergoing is necessary for transformation, it is worth investigating the nature of undergoing in these gaming activities. In both Dewey and Csikszentmihalyi’s image of worthwhile experience, the joining of doing and undergoing, i.e. action and consequence, plays a critical role. In compelling experiences, action is tuned to preceding and subsequent consequences. How the individual acts on the world and how the world acts on the individual makes all the difference in the nature of the experience. For example, rock climbing or winter snow camping are thrilling precisely because the critical link between what one does and what the world does. In activities that are less physically dramatic, such as flyfishing, the direct and immediate connection between action and consequence is no less central to the thrill of the experience. As in gaming, the direct link between action and consequence is often permeated with feelings of sharpness, focus, intensity, and, paradoxically, calm. Despite attaining “optimal performance” (Csikszentmihalyi, 1990), Dewey would question the extent that doing and undergoing of gaming leads to a transformation of perception or meaning. We begin by re-examining what we have been labeling the doing and undergoing of gaming does, in fact, corresponds to the highly particular meanings that Dewey had in mind. For Dewey, doing is planful, rather than reflexive, activity. Arcade style games, subversively known as “twitch games,” require action based more on reflex and speed than thought and intent. To take one’s time to plan and reflect is often antithetical to good gaming strategy. Similarly, undergoing is active transformation, rather than passive reception. Watching TV is often a nontransformative activity, not because the TV acts on the person, not because the person just sits there, but because there is usually no undergoing in any real sense. Unfortunately, there is often not much to be gained, by anyone under any circumstance, from computer games. The potential for transformation, for deep undergoing, is simply not part of the game’s basic substance. Unlike important works of art, well-made television shows, or good teaching, the intent and design of many games is to merely engage, rather than engage by transforming, the audience. For those games that do offer the potential for transformation through worthwhile ideas, the important question concerns how the nature of the student-game interaction works for and against the creating of a transformative experience. As mentioned earlier, undergoing can be painful or at least difficult and, as such, it can be aversive. To meet with a new idea, a strange way of seeing familiar things, is the beginning of the drama of aesthetic experiences. One comes upon an idea and gets a sense of the possibility of a new way of seeing things. Dwelling on this sense takes time, honesty, and courage. Then, to act upon this sense, to explore the possibility by doing something also requires openness and willingness. The inquiry of ideas and new possibilities constitutes the drama of the aesthetic experience. Does the typical game experience offer these opportunities? Perhaps. While there may be important ideas and there may be action and consequence, it is critical to consider to what degree these elements are interconnected with and interdependent on each other. Too frequently, the drama (action and consequence) of the game has little to do with the unfolding inquiry – i.e. the exploration and subsequent development - of the idea. Our analysis, so far, suggests that while playing computer games are designed to tightly co-join action/consequence and, thus, lead to intense “flow” experiences, there is question as to whether students are transformed by these activities. On the one hand, there seems to be little in the way of “substance” in the games that could function as the basis for transformative experience. On the other hand, if we direct our analysis away from the details of the game, away from the students’ pointing and clicking on the screen, and toward the nature of the students themselves as they play the game, we might feel differently about whether students are transformed or not. What did we see when we tried to characterized the nature of the “self” in these students? As these students engage in the action of the game, they have to behave in ways that may be new for them. Sometimes, the game require students to be ultra aggressive, destructive, and ruthless - it’s kill or be killed, man. In other sportsoriented games, students must take on the role of superstar players. One student player claims to imagine himself as the player asking himself what he would do in certain situations and then trying to play as he would - or as Michael Jordan would - or as another of his many basketball heroes might. Despite the incredible pretense required by both of these games situations (e.g. I am Rambo, or I am Michael Jordan), students slip into these roles willingly and without apparent self-consciousness – we have seen neither fleeting glimpses of embarrassment nor overblown displays of machismo. Thus, while they played, students’ selves were transformed. They let themselves undergo, more or less completely, and became different. Thus, the issue of games and transformation is not so clear. If thinking, feeling, and acting constitute a large part of who we are, then it did seem as if students were transformed for awhile. What is less clear is the distinction between temporary and enduring transformation. Does the students’ malevolent and destructive ways carry outward beyond the game? Most of us would like to think that these behaviors are context specific, that students know the difference between the world of games and the world they live in. Turkle (1995) comes up with a similar conclusion in her discussion of multi-user domains (MUD) where individuals take on new identities, ways of talking, and “acting” in cyberspace and, yet, go on to live fairly normal lives in the outside world. This position becomes easily problematic, however, as we think about the educative potential of technology. Just as we believe that sphere of influence of games is limited, we also believe in the boundless educative potential of computer programs. Our hopeful rhetoric asserts that computers can provide powerful transformative experiences to educate all students. The confusion and paradox of these two positions is obvious. What is to be said, then, of the influence of media/technology on students’ lives? We seem to hope there is an influence, but only a positive one. Is this a tenable position? Can we have it both ways? The question of whether or not technology transforms seems misguided. We should skip that question and instead move to more productive questions such as when and how much can games transform, and how can we increase the likelihood that transformation will occur. Chat rooms: Anticipating a transformed self Another popular activity we observed in this "After 3" program was on-line chat. Students had found various “teen” sites and were busily exchanging notes back and forth. We watched over their shoulders as they chatted and noticed that the “conversation” in the chatrooms did not seem to make a whole lot of sense. Much chat consisted of short phrases, often in slang or coded language. An excerpt from a chat between members of different KLICK! clubhouses: 'Da Man: What up all? Firebaby: What are you guys going to write about this week? Lisa: BARF!!!! 'Da Man: Who 'da man???? Terry: dry cleaner web site 'Da Man: Who talked about the movie they were making last week? Firebaby: We're making web pages for a realty company. Lisa: BARF!!!! What is to be made of this, particularly in light of our discussion of the opposite of control? To begin, on-line chatting is what might be considered highly motivated behavior. Students voluntarily choose this activity (here choice is a quality of motivated activity, not its cause as it is more often portrayed), their engagement is sustained and focused, and their engagement is not contingent on any apparent extrinsic rewards. One student described how, depending on her mood, she would either adopt a different personality for her web chatting telling lies about herself, her likes and dislikes, even her geographic location, age, and gender. Other times she would be completely honest with her chatters telling them exactly who she was sometimes offering a great deal of personal information. It seemed as if the element of meeting new people, experimenting with various identities, and not knowing what was true and what was fake was most exciting. The technology of chatrooms affords participants the opportunity to interact with others without the constraints inherent in face-to-face communication. Considerations such as a student’s physical appearance, outward dress, peer groups, and personal history are all ambiguous, fabricated, or unavailable. Thus, in chatrooms, the nature of students’ self is central to the activity. From an observer’s notes: At KLICK! Summer Leadership Camp I watched as two kids who had become friends on-line met in person for the first time. One was from a small, rural school - the other a large urban school. One was black - the other white. You could see it on their faces when they met…'You're Jasmine!' and 'This can't be Racquelle!' I had to wonder if these two ever would have connected if not for chat" (quote from observer). In some sense, they are more self-conscious as they have to think about whom they want to be. In another, they can be less self-conscious as they are liberated from usual physical or social cues that prompt self-consciousness. To make progress on this issue, it is useful to combine ideas from the discussion of self with reflection/anticipation distinction. Hence, the difference might be described by the difference between a reflective and anticipative stance toward the self. In a reflective stance, students’ attention is directed toward whom they’ve been and what that has to do with what is presently taking place. In an anticipative stance, attention is directed on who students would like to become and what that has to do with what is presently taking place ( Cross & Marcus, 1991; Marcus & Nurius, 1986; Packard, 1999). The difference is not absolute. Dewey would have us remember that how we think about the future is grounded largely, but not entirely, in our past experiences. The difference is one of perspective and interpretation: the present can be a product derived from what has preceded it, or the present can be an idea to be tried out, a possibility to be explored. Our observations suggest that students are creating modified (not completely different) selves for the chat environment. The modified self is an idea, a possibility to be tested. They venture out by choosing a name, saying something, interacting with others. Then, they see how the world responds. It is out of their hands as they wait for responses. They are not interacting with old friends who know them, who respond in predictable ways. In ways that confirm who they are or have been. In the chat world, they open themselves to new experiences. They relinquish the familiar, the comfortable, the control. Web page building: Finding coherence, rather than control Web page design and construction is another popular activity at the KLICK! sites. Web authoring is a common "starter activity" within KLICK! and is considered to be a fundamental activity for "KLICK! technology literacy." Surveys from the first year of the program indicate that 70% of all KLICK! kids have engaged in some degree of web authoring, planning, and construction. Not only were students designing personal pages, but also pages for others. For example, in the particular site we observed, students were investing large amounts of time and energy building pages for local businesses. Although many different factors might be discussed (e.g. authenticity of the task, connection and participation with a broader community), we direct our analysis toward the role of undergoing and the opposite of control to understand why building web pages is engaging. Conventional perspectives would cite this activity as a good example of how mastery and its attainment are inherently motivating. Constructs such as mastery learning, achievement motivation, and mastery goal orientation all emerge from the assumption that doing well at a task is and should be worthwhile in itself. Furthermore, in Weiner (1986) and others’ image of the ideal learner, the perception that one can control and perform with competence in a situation is at the foundation. Thus, it can be proposed that students find web-page building compelling because they feel a high, or at least an increasing, degree of control, competence, mastery, or achievement. These two students’ comments seem to reflect the need for mastery and control: I like building web pages because you can do whatever you want. I can change the background, add pictures, and make links to anything else I want. Whenever I build a website I feel so good about it. It's such a good feeling to be able to stand back and say, 'I made that' or 'this website looks that way and does these things because I made it that way.' That's a cool feeling. I feel good about myself. In our analysis, however, we see these comments as evidence for something different. We believe Dewey would hesitate to equate intrinsic motivation with mastery because it tends to emphasize external, rather than internal and external qualities, of experience. Dewey would find the concept of mastery, from many perspectives, to be narrowly instrumental: that is, the value of mastery is often derived from the practical matters it enables. Mastery enables us to do certain things that, in turn, are valuable. Dewey contends that education should not only enable students to accomplish things, but also to accomplish things in a certain way. The beautiful, the good, and the meaningful are all qualities bound to the internal, as well as the external, nature of an activity. If the goal of education were simply to help people accomplish things, then not much attention need be paid to the nature experience within the doing and accomplishing. However, as we have pointed out, Dewey insists on the value of both in aesthetic experiences. Thus, while two objects - one artistic, one merely technically proficient - may appear the same, the experience that yielded them would be different. For Dewey, this is a difference that matters. As for other perspectives that predispose human beings with an innate need for mastery, Dewey would likely argue that mastery emerges not from within the individual, but from the interaction between individual and world. Dewey would probably take a similar tact when considering the current emphasis on control as a central quality in intrinsic motivation. As discussed earlier, the concept of control places the individual outside and separate from the world. By contrast, at the heart of Dewey’s aesthetics, the individual is connected in doing and undergoing with the world. We argue that the essence of intrinsic motivation – its value, if you prefer - can be found in the intimacy of this connection. Dewey would remind us that the basis of the aesthetic experience, whether engaged in creating or appreciating art, scientific problem solving, or web-page design, is the development and anticipation of unity: the forming of a whole from disparate parts. In other words, in an experience we look forward to a sense of increased coherence (Prawat, in press). Coherence or unity is the basis of meaning, ethics, aesthetics, and spirituality; its absence is the basis for confusion, discord, and loss. Thus, people seek coherence, wholeness, and unity, not just control. The experience of developing coherence is felt as an expanding of one’s capacity as a human being. To be able to live more fully to one’s potential, not the perception of control or mastery, exhilarates. Dewey makes this point clearly: Experience to the degree that it is experience is heightened vitality. (Dewey, LW10: 19). Look at some other comments from students. Although they may be seen as evidence of control and mastery, they can also be seen as evidence for the thrill of creating, an activity imbued with the striving for greater coherence. Creating something is what I love. I get to make my pages look however I want. That's what's cool . I was hired by a Nature Center to build them a web site. It was cool because they didn't really know anything about computers and they let me totally design the site. I got to decide how it would look, what features it should have - they just told me what words to write. The technology of web-building facilitates this feeling of development and growth. To take part in this transformation of what they are capable of – which means a transformation of both who they are and the world around them – is the “raison d’être” of web-page building. One student described most exciting things about webpage building as the opportunities to create something of his own design and to fiddle around with features and appearances until he found a combination of effects, options, and styles that suited both him and the needs of the web site. Particular qualities of webpage building deserve attention. As mentioned in a previous section, the computer technology helps to bring action with consequence in close connection. Students can try things, click the “Preview in Browser” button, and see what happens. Upon seeing what happens, they can then try something new in response. The linking of action and consequence is due directly to the ease of alternating between the webpage editor and browser. This critical quality enables the transformative activity to flow and development, to build toward consummation. If action and consequence were to become disjoint, then hypotheses could not be tested, and results could not be responded to. The activity would cease to rush along as an unfolding event as it was drained of dramatic tension and would crumble into a series of loosely sequenced occurrences. The computer technology (hardware and software) allow ready pursuit of questions such as “will it work” and “what happens if…?” Similarly, unlike many “real-life” activities, technology activities such as webpage construction incur virtually no material costs to students. The cost of doing something repeatedly or slowly is the same as doing something once or quickly. Therefore, reducing the constraints of having to perform efficiently and correctly opens up the possibilities for exploration and risk taking. One student commented, "That's what's so cool about computers. If you make a mistake you can just change it - it's so easy." Thus, the emphasis shifts from getting it right (attaining mastery) to getting better (increasing capacity). As the cost of making errors is reduced and students are more willing to make errors, they are more willing to suffer the consequences of their actions. In other words, they are more willing to experience the opposite of control and to undergo the influence of the world. Conclusion: An expanded view of control, learning, and technology The central role of control and choice in the rationale of various “After 3” programs is based on the assumption that students will be most motivated when given opportunities to pursue activities that interest them. Our discussion of Dewey suggests that interest is not only something students bring to a situation, but is a quality inherent to the situation itself. For Dewey, the important kind of interest is that which emerges in the drama of the activity, rather than that which is brought and external to the experience. In aesthetic experiences, the development and anticipation of greater coherence and capacity is inherently interesting. In this light, whether students choose initially to engage in an activity or not is, to some extent, unrelated to the intrinsic qualities of the experience. The issue of control and choice is more salient when as individuals consider whether or not to continue in an experience as it emerges – that is, the extent that they choose to open themselves, to take in, to suffer, to experience the opposite of control. In very few cases is the undergoing an inevitable feature of a situation. There is always choice and control about whether one wishes to be transformed by in an experience. Thus, our Deweyan analysis of "After 3" programs has generated an alternative perspective for considering the role of control in learning. Yes, these programs do offer students control over the activities they engage, but there are more interesting issues of control to consider. To begin, giving students choice of what they do has little to do with technology – many other instructional programs feature student choice and have nothing to do with technology. By contrast, the interesting issues about control that we conclude with has everything to do with technology. Technologies such as games, on-line chat, and webpage building enable students to control the intensity and rate of undergoing. In technology environments, students can stop, start, go faster or slower – they can control the relationship between action and consequence, and between doing and undergoing, to a greater degree than in “real” life environments. From the notes of an observer watching a student, who likes to experiment with different identities while chatting on-line: Sometimes this student would quit chatting with people who make her uncomfortable. One of her on-line friends kept asking her about boys - she didn't want to talk about boys so she just quit. To undergo the consequences of one’s actions is not easy. To relinquish control in the process of opening oneself fully is a risk. It is a risk, however, that must be taken if any real learning is to occur. Uncertainty and risk are key to transformation, drama, inquiry, and creativity. 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