On Becoming an Ubiquitous E-learner Caroline Haythornthwaite Director & Professor, School of Library, Archival and Information Studies, University of British Columbia Leverhulme Trust Visiting Professor, Institute of Education, University of London (2009-10) Ubiquitous Computing • Ubiquitous Computing • Context aware computing, Awareness technologies, Pervasive computing • Embedded • Invisible, seamless, natural • Ubiquitous • Everywhere, anytime, anyone • Infrastructural • Expected, taken-for-granted • Universal • Available, accessible, capable In the World and Of the World • Internet infrastructure, Web information streams • Websites, blogs, wikis, email, twitter, news feeds • Wired, wireless, distributed, and cloud computing • Wired cities and rural infrastructures • • • • • • E-government E-commerce Online universities, degrees Geographical information systems (GPS & GIS) Closed circuit TVs, facial recognition Community networking initiatives (CNI) New Genres/Modes of Production Web 1.0 Mode Web 2.0 Mode • • • • • • • • • Posting Broadcast Presence Identity management Serial production • Copyright • Whole is the sum of the parts Participating Converse Co-Presence Co-construction of Identity • Collective production • Copyleft • Whole is greater than the sum of the parts Note that the 1.0 and 2.0 labels do not refer to technologies, but to modes of use. Social use can fit a bulletin board to any mode, and likewise limit a social networking site to a non-2.0 mode. Two Significant Internet Trends • Two trends in Internet-based information and knowledge production that set the stage for Ubiquitous Learning • Free/Libre Movement (Open Access) • Collaborative Peer Production (Open Source) Enter Learning • Dynamic knowledge and technology base • Perpetual / Permanently Beta • Continuous production • Streaming of information • Creation of new practices in response to new technologies • Contributory and Participatory practices • Crowd- and Community-sourced data, information, discussion • Engagement with communities of practice • Accessing information but also people New Rules, Roles and Responsibilities • Transitions in teaching and learning • ‘Sage on the Stage’ to the ‘Guide on the Side’ (King,1993) • Collaborative learning (Bruffee, 1993; Koschmann, 1996) • Rise of the e-learner • Fluent with skills and competencies – the literacy (or literacies) – of learning in the information age, the social media age • Learning for work, school, leisure, and pleasure • Everyday learners, Just-in-time learners, serious leisure learners (Stebbins), ‘salon’ or ‘coterie’ learners New Configurations Multi-Modal • Communication and conversation, across multiple platforms • Reading screens, video, web sites Multi-Actor • Engagement with multiple stakeholders, from novice to expert, in crowds and communities Multiplex Assemblies • Meaning making across an assemblage of technology and past and current practice, e.g., in the assemblage of meaning in the idea of ‘going for coffee’ Meaning-making • The narratives and stories that make sense of our experience, form out identity within communities of practice Putting the “e” in Learning • Online learning • From correspondence to collaborative learning • E-learning • Learning management systems to ‘third spaces’ for collaborative knowledge construction • Networked Learning • Emphasizing computersupported connectivity for learning • E-learning 2.0 • Emphasizing social learning • Ubiquitous learning • Emphasizing e-learning in everyday life What does it take to become an e-learner? • Collaborative practices • Learning communities, coconstruction of knowledge • Embracing ‘perpetual beta’ • Expansive learning, Community of Practice • E-retrieval • Online information literate • Accessing resources and people • Participatory practices • Contributory as well as retrieval • Crowd and community based New Fluencies for (e-)Learning • Socio-technical • Fluency with balancing the social and the technical in design, co-construction and application to learning • Collaboration • Active engagement in collaborative learning, expert learning, knowledge co-construction, entrepreneurial and self-directed learning • Emergent • Gaining facility and comfort with continuously emergent processes, with change and new application of knowledge; with co-creation and negotiation of practice (1) Socio-technical Fluency • A sociotechnical approach • Aims to improve outcomes by aligning social practices and technological support • A social informatics approach • Adds consideration of the embedding context, including institutional, community, and societal practices • Two major ICT Transformations • Face-to-face to Computermediated communication • Technologies to technologies-inuse Face-to-Face to Computer-Mediated Communication • Affordances • Anonymous, asynchronous, distributed • Single or multi-media interfaces • Email, bulletin boards, blogs, wikis, twitter; Portals, VLEs, collaboratories • Different media ‘logics’ & genres • Serial (email, discussion list, twitter) or Composite (wikis) • Historical record: bulletin boards • Genre: message, essay, comment: email, blog, blog comment/tweet • Cross-media/cross-modality communication • Relationships and conversations maintained online and offline, via multiple CMC • Merging of speech and text + persistent record • ‘Persistent conversation’ (Herring and Erickson) • Temporally disjunct conversations (asynch, but also out of sequence) • Cross-fertilization of genres • e.g., mobile texting in emails Sociotechnical Transformations • Technology to technology-in-use • Technological determinism meant supremacy in design • Sociotechnical means joint alignment of social and technical • ‘Design in the service of learning’ (Barab, Kling & Gray) • Co-evolutionary means two-way interaction between existing and innovative technologies and social practices • Fixed texts, hardware, equipment to mutable and emergent group-defined use • Creative commons, mutable web sources, information literacy, resource evaluation, peer review (academic vs crowd voting) • Open source, assemblages, mash-ups, agile computing Situative Perspective • “The defining characteristic of a situative approach is that instead of focusing on individual learners, the main focus of analysis is on activity systems: complex social organizations containing learners, teachers, curriculum materials, software tools, and the physical environment.” (Greeno, 2006, p. 79) Activity System (Engeström ) Mediating Artifacts: Tools and Signs Object Sense Meaning Subject Rules Community Outcome Division of labor Important point: This is an active system, continuously in tension between the elements, with the outcome continuously emergent (2) Collaborative Fluency • Participatory culture • Contributory behaviour • Negotiated group, crowd and community practice • Personal and Communal • A new aesthetic Collaborative Transformations • Delivery to production and co-construction • • • • • • Teacher as Facilitator Collaborative learning Expert learning Entrepreneurial Participatory culture Learning with and across communities • Entrepreneurial learning (personal) • Learner at centre of their own learning network • Community-centred (communal) • Virtual communities, communities of interest, communities of inquiry Personal Ubiquity • Personal : self-directed, owner-operated, personalized • Event-driven : on demand, and just in time • Mobile : phones, laptops, GPS • Self-contained : information on laptop, cell phones, etc. • Portable : multi-device compatible (XML), data deposit/capture separate from retrieval, on demand access (wired and wireless) • Extended personal : computing as extension of the personal (Kurzweil) – senses, memory, reach across distance • Networked : to people, resources; selfdirected, egocentric social networks Steve Mann, wearable computers Personal Ubiquitous Learning • Personalized • Self-directed learning • Personalized information space, learner-centered ecologies (Luckin) • Learning for career, home, sport, games, ‘serious leisure’ (Stebbins) • Individually and informally situated and ‘accredited’ • Presentation of self • Home pages, blogs, tweets; handles, user names, ids, photos • Contributions to crowd-sourced sites and to community sites Egocentric views of individual learning spaces •Personal identity within a community of practice •Managing as an individual learner juggling social worlds Managing Attention / Negotiating Boundaries • Managing attention in multiple spaces and places • Negotiating the sense of self in different social worlds • New roles: • Community star, member, lurker; ‘information tourist’, surfer • Positions: • Expert, novice; wizard, newbie • Identities • One’s own path, depth of involvement, and level of conformity within the world • Negotiating boundaries • Building boundaries between worlds for separated identities • Recognizing synergies between worlds for single sense of self Personal but Shared • Shared : with a self-directing community • Non-profit, for profit, hybrid • Informational, hobby, serious leisure sharing • Creative commons : forward, modify, reuse • Altruistic : addressing personal needs and those of others • E.g., Sites that aggregate resources • Proxy : learning for others, using ubiquitous resources for others • E.g., Use at work is tied to use at home and for others at home • Social : conversation, social and informational support, contribution Personal but Shared • Co-Presence : being there with others, with avatars (Karahalios, 2009, ChitChatClub) A New Aesthetic • Novel : imaginitive, inventive • Playful : games, games-based, gameskills based, serendipitous • Uncanny: ghostlike mirror of ourselves • Immersive: sensory envelopment World of Warcraft The Cave, NCSA Communal and Networked View • Learning as a relation that connects people • Learning as production as well as consumption • Learning as an outcome of relations • social capital, sociotechnical capital • Learning in networked spaces • Third places (Oldenburg) • Affinity spaces (Gee) • Learning communities • Crowd and community spaces How to be a distributed/online/ collaborative group • How to be a group that knows how to be a distributed group (knowledgeability) • How to learn and work with group knowledge • Knowing who knows who (cognitive social structure), who knows what (transactive memory), who knows who knows what Network Practice and Outcomes Collaborating on class work (at least 2/week over the semester) B2 D9 D3 B10 D12 B4 D5 Network Star, & Broker • Social Capital • Fluency with practices is held in the network • Continuously emergent practices, structures, relations and roles A7 C13 C15 A11 A14 A6 C8 • Emerging from continuous negotiation of practice A professional development network for a school (de Laat, 2010) Communities becoming Ubiquitous Learning Environments • Adoption of a number of new practices • Social and technical use, on multiple platforms that ‘blend’ to meet the needs of the group • Responsiveness to emergent practices from embedding culture • e.g., legality, privacy, literacy, knowledge • Picking practices from a continuously evolving state of knowledge and technology • “Building an airplane in the air” (Bruce, 2010) Cultural Learning • “A participatory culture is a culture with relatively low barriers to artistic expression and civic engagement, strong support for creating and sharing one’s creations, and some type of informal mentorship whereby what is known by the most experienced is passed along to novices. A participatory culture is also one in which members believe their contributions matter, and feel some degree of social connection with one another (at the least they care what other people think about what they have created).” (Jenkins, 2006, p.3) (3) Emergent Fluency • Practicing nimble and agile response for emergence of practices from the configuration of interacting elements • Meaning making from social and technical assemblies • Expansive learning (Engeström) • Continuous development of identity (Wenger) Data Intensive • Data intensive: collection, visualization, interpretation • Parallel : simultaneous, multiple observation, collection, processing • Contributory : intentional or unintentional, crowd-based or community based Visualization of an F3 Tornado Within a Simulated Supercell Thunderstorm (NCSA: Patterson & Cox) Visualization of journal connections based on “clickstream” data. Bollen et al (2009) Learning Analytics Network Evolution Network Dissolution Becoming a (21st century)(e-)Learner • Challenge of knowledge acquisition in an age of rapid transformation, requires • • • • • Continuous learning Self- and/or group-directed learning Learning under equivocality Learning to be nimble and agile Learning to be something not yet defined • Continuous adoption of new knowledge practices • Mutability of tools, technologies, authorities and means of production Becoming a (21st century)(e-)Learner • Learning reconceived through a change in emphasis • From fixed form with a known outcome to emergent form with an unknown outcome • From novice, trainee learner to collaborative, expert learner • • • • • • Knowledge-building communities (Scardamalia & Bereiter) Participatory culture (Jenkins) Expansive learning (Engestrom) Identity learning (Wenger) Informal, open content, open group, perpetual beta Inquiry-based learning (Bruce) Technology as a theory to be tested • “A tool is in this sense a theory, a proposal, a recommended method or course of action. It is only a proposal and not a solution per se because it must be tested against the problematic material for the sake of which it has been created or selected.” • (Hickman, 1992. John Dewey’s pragmatic technology. p. 21) Further Reading • Cope, B & Kalantzis, M. (Eds.) (2009). Ubiquitous Learning. Champaign, IL: University of Illinois Press. • Andrews, R. & Haythornthwaite, C. (Eds.) (2007). Handbook of E-learning Research. London: Sage. • Haythornthwaite, C. & Andrews, R. (2011). E-learning Theory and Practice. London: Sage. • For more on ‘becoming an e-learner’, see chapter 9 in this book