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

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affordances of networked learning spaces. DoCTA 1 (1998-1999) and DoCTA NSS (2000-2004) were<br />

interdisciplinary research projects funded by the Network for IT-Research and Competence in Education (ITU)<br />

which is a measure taken by the Ministry of Education to support ICT and learning in the Norwegian <strong>Educational</strong><br />

system.<br />

In DoCTA 1 (Wasson, Guribye & Mørch, 2000) we focused on the design and use of technological artefacts to<br />

support collaborative networked learning aimed at teacher training. The research was not limited to only studying<br />

these artefacts per se, but included social, cultural, pedagogical and psychological aspects of the entire process in<br />

which these artefacts are an integral part. This means that we both provided and studied virtual learning<br />

environments that were deployed to students organised in geographically distributed teams. Various scenarios<br />

utilising the Internet were used to engage the students in collaborative learning activities. Through participation, the<br />

students gained experience with not only collaborative learning, but with networked learning through the<br />

collaborative design of a textual (Scenarios IDEELS and Demeter) or visual artefact (Scenario VisArt). Details of<br />

these studies can be found in the ITU DoCTA report (Wasson, Guribye & Mørch, 2000). In this paper, the VisArt<br />

scenario is in focus.<br />

In DoCTA NSS (Wasson & Ludvigsen, 2003) we investigated, through a design experiment, how the pedagogical<br />

design of an ICT-mediated collaborative learning environment enables students to learn complex concepts and how<br />

they can go about discussing these concepts in the broader learning community. Design experiments (Brown, 1992)<br />

can be seen as intervention in educational practice since the researchers, in collaboration with teachers, try to change<br />

the way student’s work (Ludvigsen & Mørch, 2003). In our design experiment we intervened in grade <strong>10</strong> natural<br />

science education by introducing an ICT-mediated collaborative learning scenario in gene technology, gen-etikk,<br />

where students collaborated both in co-located and distributed settings. The aim was to investigate how the<br />

pedagogical design of an ICT-mediated collaborative learning environment enables students to talk science and how<br />

this mediates learning. Augmenting our methodological toolbox with Interaction Analysis (Jordan & Henderson,<br />

1995) we added studies (Arnseth 2004; Arnseth et al. 2002, 2004; Rysjedal & Wasson, 2005) about the interaction<br />

between collaborating students and uncovered how the students make their evolving understanding visible to each<br />

other (Stahl, 2002) and how the artifacts that they use are an integral part of this process. In this paper I focus on<br />

how the underlying theoretical model of learning had implications for the pedagogical and technological design and<br />

for our evaluations.<br />

This paper is organized as follows. The next section looks that the design and use of technology enhanced learning<br />

environments and presents a conceptual model that illustrates the complexity of this relationship. Then the two<br />

scenarios, VisArt and gen-etikk are presented, respectively, with a focus on their design and use. The paper<br />

concludes with a general discussion.<br />

Design and Use of <strong>Technology</strong> Enhanced Learning Environments<br />

From a socio-cultural perspective on learning the notion of activity is seen as the basic concept for design and<br />

analysis (Ludvigsen & Mørch, 2003). This view, together with the Bannon & Bødker view of designing for future<br />

use situations, implies that when we look at a technology rich learning environment we need to look at activity from<br />

both a design and use perspective. Figure 1 illustrates this tight relationship. The TEL design addresses institutional<br />

(or organisational), pedagogical and technological aspects of the learning environment and the activity that emerges<br />

from implementing the design, that is the TEL environment in use, can been evaluated from an institutional,<br />

pedagogical or technological perspective. This means that when designing a learning scenario, the pedagogical and<br />

technological design is important and it is tightly entwined in an institutional context. It also implies that<br />

understanding the use is a complex relationship between institutional, pedagogical and technological perspectives.<br />

The institutional aspects often set the constraints for a learning scenario and are the aspect on which the designer has<br />

the least impact.<br />

The tight interaction between design and use, as illustrated in figure 1, shows that the design of a technology<br />

enhanced learning scenario requires the design of the institutional (or organizational), the pedagogical and the<br />

technological aspects. A theoretical perspective can influence the design (as illustrated in the section on the gen-etikk<br />

scenario). Implementation of the design can entail aspects such as tailoring or developing technology, intervention in<br />

existing practice (e.g., in a classroom), or pedagogical redesign of existing learning activities. Understanding the use<br />

4

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