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October 2007 Volume 10 Number 4 - Educational Technology ...

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Hung and Chen’s (2001) design framework identifies four principles of learning (from a situated learning and<br />

Vygotskian view) and derives from these four design considerations for e-learning: Situatedness i.e. e-learning<br />

environments should be Internet based so that learners can access the learning environment in their situated contexts<br />

and thereby being able to focus on tasks and projects, thus enabling learning through doing and reflection-in-action.<br />

Commonality, i.e. e-learning environments should create a situation where there is continual interest and interaction<br />

through the tools and capitalize on the social communicative and collaborative dimensions. E-learning environments<br />

should also have scaffolding structures which contain the genres and common expressions used by the community.<br />

Interdependency i.e. e-learning environments should create interdependencies between individuals where novices<br />

need more capable peers capitalizing on the zone of proximal development and the diverse expertise in the<br />

community. E-learning environments should be made personalized, with tasks that are meaningful to the learner in<br />

their context and personalized strategies and content by tracking the learner’s history, profile, and progress.<br />

Infrastructure i.e. e-learning environments should have structures and mechanisms set up to facilitate, in a flexible<br />

way (anywhere and anytime), projects where learners’ are engaged in.<br />

Genre theory<br />

To some extent genre is an intuitive concept that points to typified and recognizable features of a phenomenon, but<br />

the notion of Genre has also been frequently used as a theoretical construct for various purposes, and within different<br />

theoretical traditions (Roberts, 1998; Ryan et al., 2002; Svensson, 2002; Shepherd et al., 2004; Saebø & Päivärinta,<br />

2005). The primary strength of genres seems to be to provide tools to describe a phenomenon, but when resting on<br />

supporting theories such as for instance structuration theory or social theories of learning the scope sometimes<br />

stretches to understand the processes that put the genres in play. Orlikowski and Yates (1994) focus on how<br />

electronic interaction within an organisational community is typified into genres with characteristic purpose,<br />

structure and form. A genre is defined as:<br />

Typified communicative act having a socially defined and recognised communicative purpose with<br />

regard to its audience (Orlikowski & Yates, 1994).<br />

In addition to the definition, Orlikowski and Yates (1994) make several clarifications that are helpful in order to<br />

grasp the genre concept. Firstly, they emphasise that the purpose referred to in the definition should be recognised<br />

and shared within the community/group/organisation, and not to be interpreted as the purpose of individual<br />

community members. Secondly, they state that a stable substance and form should be connected to such a shared<br />

purpose in order to constitute a genre. Substance refers to the topics and the discursive structure of the interaction,<br />

and form has three sub-dimensions: structural features, communicative medium and language. In a similar manner,<br />

Shepherd and Watters (1998) define a Cybergenre to be characterised by content, form and functionality.<br />

Furthermore, Orlikowski and Yates (1994) states that a collection of genres can constitute a Genre Repertoire, i.e. the<br />

complete set of genres used for interaction within a community. They say:<br />

Both the composition as well as the frequency with which they are used are important aspects of a<br />

repertoire. When genres are heavily intertwined and overlapping it may be useful to talk of a genre<br />

system, where genres are enacted in a certain sequence with interdependent purpose and form<br />

(Orlikowski & Yates, 1994).<br />

Similar to the way Wenger (1998) sees the shared repertoire of a physical community as an important element in the<br />

definition of that community, Orlikowski and Yates (1994) underscores how electronic communication genres<br />

frames and indirectly defines the community space by serving as a "social template" for work. However, it is<br />

important not to perceive genres as inherently static. Instead, genres evolve over time, partly as a result of technology<br />

adaptation and innovation (Shepherd & Watters, 1998), and partly as a result of community negotiations (Wenger,<br />

1998).<br />

Since genres, represented by simple labels such as “western movie”, “mystery novel” or “academic seminar”, carry<br />

so much detailed information of form, content and functionality for the audiences or communities that are familiar<br />

with the genre, they could also be interesting with respect to design. In the context of distance educational practice it<br />

is surprising to notice how few strong pedagogical ideas and constructs that are communicated across distance<br />

educational institutions. Instead it is often the technology, the software and the medium that is at the centre of<br />

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