Technology & Cognition Kurt Squire Curriculum & Instruction Kurt Squire, 2003 Kurt Squire, 2003 Kurt Squire, 2003 Kurt Squire, 2003 Technologies for students • • • • • • Blackboards Books Pencil Sharpeners TVs / VCRs Maps Desks Chairs • Charts • Paper Kurt Squire, 2003 Kurt Squire, 2003 Kurt Squire, 2003 Teachers and Technology • • • • • Reliable Easy to use Reinforce power relations Reinforce epistemology Fit within constraints Kurt Squire, 2003 But the times have changed…. Kurt Squire, 2003 Tools and cognition • “Mind as Computer” • Google • Reveal strengths & limits in our cognition • Shape what it means to be “intelligent” • Tools are socially mediated Kurt Squire, 2003 The Digital Disconnect Kids are online • 78% of children between the ages of 12 and 17 go online. • Internet used for personally meaningful learning • The Internet = virtual textbook and reference library. • The Internet = virtual tutor and study shortcut. • The Internet = virtual study group • The Internet = virtual guidance counselor Key: Many schools and teachers have not yet recognized—much less responded to—the new ways use the Internet. Levin, D. & Sousan Arafeh, (2003). Digital Disconnect. Pew Internet Project. Kurt Squire, 2003 http://www.pewinternet.org/reports/toc.asp?Report=67 Kurt Squire, 2003 Kurt Squire, 2003 Kurt Squire, 2003 Kurt Squire, 2003 Kurt Squire, 2003 Schools Knowledge Work Learning Memorizing, Mastering Experimenting, discovering Knowledge Discreet facts, “true” by authority Tool for use, tested in practice, socially legitimized Social Model Work alone! Collaborations, shared endeavors Learner* Empty receptacle Active, sense-making, social organism Practices Is reduced to facts, knowledge, skill Leveraged, played upon Colors perception, ideas Instruction Transmission, drill n kill Making meaning / Construction Technology Present information, track and monitor Supports practice, make thinking public / visible, test ideas, extend capabilities Kurt Squire, 2003 Kurt Squire, 2003 Kurt Squire, 2003 So what does this mean? Tools and signs mediation Subject “learner” Object Tools mediate our understanding of phenomena Kurt Squire, 2003 So what does this mean? Tools and signs mediation Subject “learner” Object Communities and social institutions Kurt Squire, 2003 Activity Theory Artifacts / Tools Subject Rules (formal and informal) Outcomes Object Community Division of Labor Kurt Squire, 2003 Activity Theory Books, pencils, overheads Students No talking, 45 minute periods… Grades Master information vs Get grades Work alone, teachers organize info Kurt Squire, 2003 Activity Theory Books, pencils, overheads vs. IM, chat, computers Students No talking, 45 minute periods vs. Learning Grades Master information vs Get grades Work alone vs. In groups Kurt Squire, 2003 Let’s see some examples… 1. Virtual Solar System 2. Civilization III Kurt Squire, 2003 • University Astronomy course • Elementary School • Ken Hay (UGA), Sasha Barab (Indiana), Mike Barnett (BC), Tom Keating (San Jose Tech) Kurt Squire, 2003 Problems of Representations • Why is it hot in the summer and cold in the winter? • Why are there eclipses? • What are planets, asteroids, comets? Kurt Squire, 2003 Kurt Squire, 2003 Kurt Squire, 2003 Kurt Squire, 2003 Course Projects 1. Build the Earth Moon Sun • • Show eclipses Show seasons 2. Build the Solar System • • Relative size and distance Observe patterns 3. Extend your project • • Ask questions Comets, asteroids, etc. Kurt Squire, 2003 Modeling Tool Kurt Squire, 2003 Students’ work Kurt Squire, 2003 Findings • Student fascination with “correct” model – Building “correct” solutions – Copy and pasting answers in boxes Result: Shift toward modeling practices Kurt Squire, 2003 Kurt Squire, 2003 Findings • “Inscriptions” were really important Learning was not uniform – Highly related to specific practices – Highly related to questions asked • Teacher gave “just in time” information – Why don’t eclipses occur every month? – Where is my moon? Kurt Squire, 2003 Findings • VSS Students had deeper understandings – Comparisons in interviews – VSS students understood why • Students performed similarly on tests – Everyone studied the night before Kurt Squire, 2003 Social Learning Theory tools students objects Community Kurt Squire, 2003 Activity Theory tools Students Rules (formal and informal) objects Community Division of Labor Kurt Squire, 2003 VSS Case Correct Models ok Books, peers, web, models, Students Good models & presentations get “A” understandings Model Building “Technology builders” 1 make planets 1 animate Kurt Squire, 2003 VSS Case Correct Models ok Books, peers, web, models Students Good models & presentations get “A” understandings Model Building “Technology builders” 1 make planets 1 animate Kurt Squire, 2003 Replaying History: Learning World History through playing Civilization III Case 3 High School World Cultures Classroom Kurt Squire, 2003 Civilization III • Lead a civilization from 4000 BC - 2000 AD • Build cities to use geographical resources (food, production, trade) • Manage tax rates, science research, and luxuries • Negotiate with other civilizations • Build military • Choose between technologies & wonders Kurt Squire, 2003 Kurt Squire, 2003 What Happened? Why am I doing this? Replaying History This game isn’t bad… Purposeful Game Play Day 1 4 8 12 17 Kurt Squire, 2003 Findings Civilization III only one component of activity – Teacher practices – Students’ goals / intentions Playing Civilization III mediated understandings – “No matter how it plays out, history plays by the same set of rules.” – “You can’t separate geography from politics from history” Playing Civilization III produced “conceptual tools” – Knowledge of islands, geography = tools – History was a “cheat” Kurt Squire, 2003 Activity System Teacher as a cheat sheet Students Individualistic Goals Enjoyable Activity vs. Understanding social studies Playing Civilization III Informal Groupings Collaborative Inquiry into game Kurt Squire, 2003 Core Contradictions Teacher as a cheat sheet vs Concepts, maps, historical record 1. Difficulty of Civilization III 2. Students Purposes opaque vs Teachers Pleasurable experience vs. Understanding social studies Playing Civilization III vs. Social Studies Inquiry School Norm vs. Complexity Individualistic Goals 1. Individualistic Collaborative Inquiry into game Informal Groupings 2. Freedom to playvsthe game vs vs School Norms Inquiry into social studies Communities of Practice Kurt Squire, 2003 Walk-aways (hint hint…) Technologies shape…. … how knowledge is represented – Solar system = dynamic models – Civilization III = historical simulation … what we value – Knowing is more than memorizing (google) – Person + computer and tools … how we interact – internet collaborations, scientists in the lab Kurt Squire, 2003 Implications (hint hint) Technologies are socially situated & constructed – VR Building tool vs. VR Modeling Tool – Implies the role of the teacher, social context Technologies and schools is a social problem - What values do technologies carry? - Do those contradict school norms? - Classroom cultures change technologies Technologies are not the silver bullet… - Technologies tend to reproduce social inequities - What teachers do with them is critical - School cultures is the biggest problem… Kurt Squire, 2003 Implications • Activity theory is one way to think about technology – Emphasized social context – Theoretical lens for examining contradictions • Technology integration is a social problem • Contradictions drive change Artifacts / Tools Outcomes – What is knowledge – What is valued Subject Rules Object Community Division of Labor Kurt Squire, 2003 Contact • Kurt Squire • kdsquire@education.wisc.edu • http://website.education.wisc.edu Kurt Squire, 2003