Howard Rosenbaum 10.10.01 Information technology, pedagogy, and the education of information...
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Transcript of Howard Rosenbaum 10.10.01 Information technology, pedagogy, and the education of information...
Howard Rosenbaum
10.10.01
Information technology, pedagogy, and the education of information professionals
http://www.slis.indiana.edu/hrosenba/www/Pres/webdevshare_01/
I. Introduction
• A challenge
II. Teaching, information problems, and the “real” world”
• Collaborative technology and pedagogy
• Simulations and learning
III. Teaching ecommerce with a virtual economy
• Using PBL in the VE
IV. PBL, information technology and the education of information professionals
I. Introduction
• A challenge
We spend many hours at work immersed in digital environments using information and communication technologies (ICTs)
This is extending into our social and private lives as well
We expect that our students are going to spend many years working in networked organizations
What are the most effective ways to prepare our graduates for work in these environments?
In the discourse on socio-technical trends in higher education, we find that
Schools are increasing their investments in ICTs and are integrating them into their curricula
They are offering instruction in different formats to provide students with more flexibility
More curricula are beginning to focus on a range of information environments and information problems
What do these trends mean for the ways in which we educate our students?
One implication
We are finding ourselves in a situation where we are rethinking the ways in which we combine ICTs and pedagogy
One suggestion
An important focus should be on the investigation of information problems in organizational environments
Pedagogical strategy and the socio-technical infrastructure that supports it should immerse students in these problems
I. Introduction
• A challenge
II. Teaching, information problems, and the “real world”
• Collaborative technology and pedagogy
• Simulations and learning
III. Teaching ecommerce with a virtual economy
• Using PBL in the VE
IV. PBL, information technology and the education of information professionals
II. Teaching, information problems, and the “real world”
• Collaborative technology and pedagogy
Our Masters of Information Science program emphasizes teamwork
Teamwork is grounded in situated learning
Situated learning assumes that learning and cognition require social interaction and physical activity
“Communities of practice” form where learning is constituted through the sharing of purposeful and patterned activities Roschelle, J. (1995)
“The activity in which knowledge is developed and deployed … is not separable from or ancillary to learning and cognition. Nor is it neutral. Rather, it is an integral part of what is learned.
Situations might be said to co-produce knowledge through activity. Learning and cognition, it is now possible to argue, are fundamentally situated.”Brown, J.S., Collins, A., and Duguid, P. (1989)
Assume that learning takes place during mutually constructed experiences
How technology can support these experiences?
Collaborative technology enables people to engage jointly in producing shared knowledge
It helps generate communities of practice
It is a tool for the mutual production of new practice
It allows groups to transform problematic situations into experiences that they can handle routinely
Problematic situation
Successful resolution
Collaboration technology
Community of practice
and uses
faces a
leading to a
A group
reinforcing the
which faces a
Situated learning and collaborative technology
A good collaborative technology is a highly visible part of the shared experience
Group members use it to interact, communicate, and work
It supports
Communication Interpersonal interaction
Distributed systems Distance education
Cooperative work Telecommuting
• Simulations and problem based learning
Can a complex simulation provide students with a real world experience?
Can collaborative technology be used as the basis for such a simulation?
What has to change in the pedagogy of a course built around a semester-long simulation?
How will this affect teaching?
How will this affect learning?
Technology and pedagogy can be used to bridge the gap between “knowing what” and “knowing how”
The importance of problems
We routinely deal with problematic situations
Information problems arise because we perceive that the elements of our environment connect in an unsatisfactory ways
This situation is also is a setting within which we seek resolutions
We do this by drawing upon the salient features of our organizational and social context
This includes rules, resources, and social networks
Problems
Information needs
Information behaviors
Problem resolutions
Collaboration technologies
Communities of practice
Problematic situation
Information professionals learn how to recognize the typical problems that arise in their workplaces
They develop a repertoire of information behaviors that allows them to efficiently resolve these problems
In many organizations, information technologies are important resources in this work
How can we provide students with learning experiences that will prepare them to enter this world?
How can we help them develop a deep understanding of the connections among people, ICTs, and organizations?
How can we create a class that will require students to spend an extended period of time grappling with a difficult problem?
Are there pedagogical approaches that focus on problems ?
Is there a reasonable way to simulate the complex organizational information environments that they will face upon graduation?
Can we create a situation that requires them to take greater responsibility for their own education?
One useful approach is problem based learning (PBL)
It assumes that learning is situated
What we know and understand is a product of the learning situation and the nature of the learning activity
Learning takes place in the context of social interaction and not simply in the learner's head
Learning tasks should be embedded in the target context and require the kind of thinking that would be done in real life
(Abdullah, 1998; 1)
PBL is a learner-centered approach that foregrounds “the problem”
Learning is motivated by a problem that should resemble one students might face in the workplace
It is important that the problem is complex and ill structured
There should be no clear-cut and easy answers
There should be nuances and subtleties not apparent upon first analysis
It should have relevance to students who can analyze it using prior knowledge and experience
PBL reverses the traditional approach to teaching and learning
As they work on the problem, students propose plausible explanations or hypotheses
They develop plans and strategies to resolve the problem
They gather data that to test their hypotheses or critically evaluate their explanations and plans
The role of the instructor is important because he/she provides relevant information, but only if students can give a good reason for wanting it(Margetson, 1998; 194)
Using PBL, students
Take responsibility for their education
Learn about problem solving in situations that resemble those they will face in their professional careers
Learn to recognize and analyze problems, taking into account their contextual and dynamic natures
Develop, evaluate, and select among alternative resolutions
Engage in self-directed study resulting in knowledge that can be used in problem analysis
Present and defend their ideas in front of their peers
I. Introduction
• A challenge
II. Teaching, information problems, and the “real” world”
• Collaborative technology and pedagogy
• Simulations and learning
III. Teaching ecommerce with a virtual economy
• Using PBL in the VE
IV. PBL, information technology and the education of information professionals
III. Teaching ecommerce with a virtual economy
Challenge: to design and develop an inquiry-based learning environment for teaching ecommerce
Objective: provide students with a challenging, novel, technology-focused, and learner-centered educational experience
They learn by “doing” ecommerce instead of listening to someone talk about “doing” ecommerce
Technology: a working, robust, and web-based virtual economy (VE: Web, Cold Fusion, and Oracle)
Syllabus:http://www.slis.indiana.edu/hrosenba/www/L561/syll/syll6.html
• Using PBL in the VE
The problem is how to starting up, designing, and managing a web-based ebusiness
This is complex, messy, and ill-structured
Working in small, self-directed teams, students investigate issues involved in creating web-based ebusinesses
They determine what they need to learn to develop and manage their stores
They draw upon a range of disciplines to resolve the problems they face
Student work is evaluated against real-world benchmarks
Sales, repeat customers, traffic analysis, and customer feedback
Students apply what they learn to the basic problem as it evolves over time
This is “authentic learning” because “students publicly exhibit their learning, and there are often real life standards of quality” (Gordon 1998: 391)
Outcome: “higher levels of comprehension, more learning and knowledge-forming skills, more social skills” (Rheem, 1999)
Structure of the course and timeline for the VE
Week 1: Introduction: Developing a start-up company
Week 2-7: Design, build, and test the site
2: Present business plan, begin content development
3: Database population, evaluation of sites and development of initial prototype
4: Development of advertising and marketing plan
5: Final design; online ad auction
6,7: Presentation of customer service and support strategies, testing and redesign
Week 8-15: Operate the storefronts
There are several ways that the simulation becomes more real to the students
There is competition: bonuses added to the final grade for the most profit and the most traffic
They never meet the shoppers face to face
Real digital products are being sold for real purposes
There is initial investment, but there are costs that have to be managed
The banner auction
Web hosting
Consulting ($125/hr)
Market research (~$400 for a report)
The virtual economy is a distributed digital marketplace
It is a simulation of a competitive environment for buying and selling digital products
Activities
Students confront and resolve a series of problems related to the larger problem of managing an ebusiness
They start up, design, and operate e-businesses which compete in the VE
Shoppers use digital money to purchase information products and services
Store 1 Store 2
Store 3Store 4
Bank
Store 1
Store 2
Store3
Store 4
Portal page
Shoppers
Flow of digital money Traversal to store To portal
Structure of the virtual economy
The VE is based on HTML, Cold Fusion, and Oracle
It uses no pre-existing code and is a proprietary design that has been written to be transparent to the participants
No programming knowledge is required for students to set up storefronts or to shop in the VE
The programming is modular, portable and currently runs on a Solaris platform on a Sun Enterprise 250 server
Cold Fusion has the ability to encrypt the code for the primary functions (product catalogs, shopping cart, and digital bank), so the VE is relatively secure
The VE is a collaboration technology
It provides a shared work space for store teams to develop their businesses
Each team works out its own norms of interaction and rules for working together
It also provides a means for store teams to engage in customer relationship management as they attempt to initiate and build relationships with the shoppers
In past iterations of the VE, this has involved the use of email newsletters and chat rooms
http://ebiz.slis.indiana.edu/g/ve/login.cfm
Synergia: information services Vegas Casino: entertainment
GetBusy: information, services DigiTeam: collaboration services
Succinct: subscription
SWOT.com: information GetBusy
Business Bistro: bundled information
I would like to thank my faculty colleagues and collaborators:
Australia: University of Canberra: Ric Jentzsch University of Queensland: Sophie Cockcroft
UK University of Bath: Richard Vigden, Joe Nandhakumar University of Greenwich: Margaret Lennox
US The Citadel: Janette Moody Duquesne University: A. Graham Peace, William Spangler Kennesaw State University: Martha Meyers Lehigh University: Catherine Ridings
Georgia College and State University: Ric Bialac
I also received assistance from talented SLIS students, some on the payroll and some with independent studies
I. Introduction
• A challenge
II. Teaching, information problems, and the “real world”
• Collaborative technology and pedagogy
• Simulations and learning
III. Teaching ecommerce with a virtual economy
• Using PBL in the VE
IV. PBL, information technology and the education of information professionals
IV. PBL, information technology and the education of information professionals
This combination of pedagogy and technology is a useful way to prepare students for their careers in IT
They learn that their implicit knowledge is legitimate and useful when facing apparently unfamiliar tasks
Because of the range of problem resolutions, they learn that heuristics are not absolute
Students generate their own solutions, which makes them creative members of a culture of problem-solving and community of practice
They acquire new cultural tools
A shared vocabulary
Workable methods of problem analysis
Collective problem solving
The means to discuss, reflect upon, evaluate, and validate community procedures in a collaborative process
Groups give rise to insights and solutions that would not come about without them
Displaying multiple roles
Successful problem resolution helps them learn about the many different roles needed for most cognitive tasks in the workplace
They can confront and discard ineffective strategies and misconceptions
They refine their collaborative work skills
They learn about project management
They learn that ecommerce is hard work!
Abdullah, M.H. (1998). Problem-Based Learning in Language Instruction: A Constructivist Model. Eric Digest. ERIC Clearinghouse on Reading, English, and Communication, Bloomington, IN.
Brown, J.S., Collins, A., and Duguid, P. (1989) Situated Cognition and the Culture of Learning, Educational Researcher, 18, pp. 32-42. http://www.ilt.columbia.edu/ilt/papers/JohnBrown.html
Gordon, R. (1998). Balancing real-world problems with real-world results. Phi Delta Kappan, 390-394.
Margetson, D. (1998). What Counts as Problem-Based Learning? Education for Health: Change in Training and Practice, 11(2): 193-202.
Rheem, J. (1998). Problem-Based Learning: An Introduction. The National Teaching and Learning Forum. 8(1).
http://www.ntlf.com/html/pi/9812/pbl_1.htm
Roschelle, J. (1995). What Should Collaborative Technology Be? A Perspective From Dewey and Situated Learning. http://cica.cica.indiana.edu/cscl95/outlook/39_roschelle.html
Howard Rosenbaum
10.10.01
Information technology, pedagogy, and the education of information professionals
http://www.slis.indiana.edu/hrosenba/www/Pres/webdevshare_01/