Showing posts with label discourse. Show all posts
Showing posts with label discourse. Show all posts

Monday, 2 January 2012

Learning and performance

Learning is performance. No matter what we learn, our knowledge, skills (and also our attitudes) are usually externalised in some kind of outward expression. Some are obvious: Learning a language will lead to conversation. Acquiring dexterity in art results in the production of artifacts. Learning to play an instrument ultimately results in some form of musical performance. Such performances don't have to be public, but often they are. Some are less obvious - learning complex mathematical formulae will result in applying these to mathematical problems. Learning engineering will result in the construction of engines, bridges, walls, buildings, etc. The image above, taken in Melbourne, Australia, is a performance of learning that includes several disciplines, including engineering, design, construction and mathematics. We talk about 'becoming'. Becoming a nurse, carpenter, doctor, lawyer, technician, accountant, teacher. On our journey of becoming, we engage in a great deal of performance.

Some of our earliest performances, particularly in formal learning contexts (school, college, university), are under the scrutiny of subject experts who award grades, and ultimately, some form of accreditation. This kind of performance is commonly referred to as formal assessment. Sadly, it is often the case that the measure of performance is not fit for purpose, as we have all witnessed recently in the universal failure of standardised testing, or the exam paper fiascos that continually assail our senses via the media. Some forms of assessment are ill suited because they are not designed to measure important aspects of learning, or more commonly, are too narrow to consider the entire performance. Inappropriate assessment methods can be a disaster.

'Everyone is a genius. But if you judge a fish by its ability to climb a tree, it will live its whole life believing it is stupid.' - Albert Einstein

Yet the externalisation of learning - knowledge performance - is a vitally important part of the learning process, not only for the student, but also for the entire community they live within. It is important for the student's motivation and also, if done properly, will provide the student with feedback on how to improve the performance next time. It is important for the community, because the community needs skilled and knowledgeable members, and some form of check is required to ensure that the skill or knowledge is up to date, safe to use, and is relevant for the needs of society. If we get assessment wrong, we fail the student, and ultimately we fail society.

But what of those who have already become? Do they stop becoming? The answer of course, is no - we continue to become, because we do not stop learning and we continue to perform our knowledge. For performers, there have never been more channels, stages and platforms upon which we can perform our knowledge than there are in today's media rich and internet aware society. More and more people are performing their knowledge online to a potentially worldwide audience, through blogs, through YouTube and on other popular social media channels such as Twitter, Facebook, Flickr. Blogging and other user generated content practices enable us to focus our performance of knowledge and project it toward relevant peer groups. These are powerful practices because of their immediacy and accessibility; and having an audience raises your game. Some performances provoke comments from the community - a form of peer review that works as a professional assessment of thoughts and ideas, invention, ways of articulating, strength of argument, contribution to debate, illustration of points and reflective criticality. This represents the conversation as curriculum I wrote about in a recent post. But this curriculum extends beyond conversation into community. Knowledge performance is at the centre of community as curriculum.  From the sharing of knowledge comes the discourse that adds to everyone's collective knowledge within the community of practice, and extends its boundaries. It is this sharing of experience, new ideas, contention and support that advances the community of practice exponentially. The tools are here to achieve it. Performance of knowledge through social media will be one of the vital components of education and training in the coming years.


Creative Commons Licence
Learning and performance by Steve Wheeler is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.

Sunday, 5 July 2009

Serious games

I watched my 14 year-old son this morning as he created avatars on our Nintendo Wii, but got a little concerned when he created a Hitler Mii and a Stalin Mii. Still, it was impressive, because from memory he also created a Bill Clinton, Richard Nixon, Harry Truman and Abraham Lincoln, all with very recognisable features, which leads me to believe that he must have paid a lot more attention during his History lessons than I ever did. He set them all running in a dubious U.S. 'presidential race', and I'm not sure who eventually won, but you can probably guess. The Barack Obama Mii picture here gives you some idea about how accurate these avatars can be, although I'm not sure POTUS would be too wild about the 'B.O.' label...

This led me to some thinking about games based learning, and how we can conjecture by simulating events that will never happen. My son was having great fun, but there was a serious underpinning to the games he was playing with images of world leaders. Watching him was a relevant little distraction, because I'm currently ploughing through a number of new books that have landed on my desk from IGI Global under the banner of their Information Science Reference series. The one I'm concentrating on at the moment is GBL focused and has the grand title: Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces: (Techniques and Effective Practices). It's a 372 page volume edited by Thomas Connolly, Mark Stansfield and Liz Boyle (all at the University of the West of Scotland). Despite it's very expensive tag ($195.00, or about £120) this hardback book has some readable chapters, and it tackles some relevant and emerging issues in this fast-moving field of learning technology.

The book seeks to: 'disseminate knowledge on the theory and practice of games-based learning, promoting the development and adoption of best practices'. And there are some best practices shared in the book, with stand out chapters by Nicola Whitton (Manchester Metropolitan University) who covers the use of computer games in HE, Dan Livingstone and his colleagues who discuss MUVEs and the use of Sloodle, and Colin Price (University of Worcester) who talks about the path between pedagogy and technology. He examines the metaphor of space and notions of embodiment in the context of discourse and collaborative learning. Good to see that there is also an entire section dedicated to disabilities and gender issues in games-based learning.

But there are two chapters that made the book worth reading, for me at least. The first is by Matt Sweeny and Helen Routlege - Drawing Circles in the Sand - in which they share how to integrate content into serious games. They hold that synergistic alignment of game and content is a gradual process that must be built into the game design. Too much initial instruction they argue, 'sucks the fun out of the game', but too much fun 'can make the learning harder to contextualise'. The second chapter, by the editors Connolly and Stansfield, showcases a model for Games-Based evaluation. Their model seems overtly psychological, involving the complex interplay between a number of components, including the perceptions of learners and instructors, their attitudes, motivations, and performamces. Although it appears to be hard to operationalise and there is a long way to go, this framework may point the way for games designers and tutors in the future.

My only criticism of this book (apart from the now traditional whinge that the high cost of IGI Global books puts them out of the reach of most educators), is that I could find nothing about digitial identity and the importance it plays in making games-based learning successful. Still worth a read though, if you can get your hands on a copy.

Image source