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The Seven Trans-Disciplinary Habits of Mind - Punya Mishra's Web

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cultural instruction. International Review <strong>of</strong> Research inOpen and Distance Learning, 11(2); http://www.irrodl.org/indexphp/irrodl/article/view/809/1 49 7 .Parrish, P. E., & Wilson, B. G. (2010). Learning experience astransaction: An alternative perspective for instructionaldesign. Paper presented at the meeting <strong>of</strong> the AmericanEducational Research Association, Denver, CO.Reese, D. D. (2008). Flowometer: Embedded measurement <strong>of</strong>learners' flow perceptions within game-b~sed instructionalenvironments. Paper presented at the 2008 InternationalConference <strong>of</strong> the Association for EducationalCommunications and Technology, Orlando, FL.Reese, D. D. (in press). Games to evoke and assess readinessto learn conceptual knowledge. In R. V. Eck' (Ed.),Interdisciplinary models and tools for serious games:Emerging concepts and future directions. Hershey, PA: IGIGlobal.Song, L., Hannafin, M. J., & Hill, J. R. (2007). 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Educational Technology, 39(1), 12-16.Wilson, B. G. (2010). Advancing knowledge in instructionaldesign: <strong>The</strong> prolific growth <strong>of</strong> forms and practices. Paperpresented at the meeting <strong>of</strong> the American EducationalResearch Association, Denver, CO.Wilson, B., Switzer, S., Parrish, P. E., & Balasubramanian, N.(2006). <strong>Trans</strong>formative learning experiences: How do we getstudents deeply engaged for lasting change? Paper presentedat the Annual Convention <strong>of</strong> the Association forEducational Communications & Technology, Dallas, TX.Wong, D., Pugh, K., & <strong>The</strong> Dewey Ideas Group. (2001).Learning science: A Deweyan perspective. Journal <strong>of</strong>Research in Science Teaching, 38(3), 317-336.Yanchar, S. C. (2010). Facilitative theorizing: <strong>The</strong> very idea.Paper presented at the meeting <strong>of</strong> the American EducationalResearch Association, Denver, CO.Yanchar, S. c., South, J.B., Williams, D. D., Allen,S.,& Wilson, B. G. (2010). Struggling with theory? A qualitativeinvestigation <strong>of</strong> conceptual tool use in instructionaldesign. Educational Technology Research & Development,58 (39-60).<strong>The</strong> <strong>Seven</strong><strong>Trans</strong>-<strong>Disciplinary</strong><strong>Habits</strong> <strong>of</strong> <strong>Mind</strong>:Extending the TPACKFramework Towards21 st Century learning<strong>Punya</strong> MishraMatthew J. KoehlerDanah HenriksenThis article examines the concept <strong>of</strong> transformativelearning, with a focus on the importance <strong>of</strong> trans-disciplinarythinking (cognitive skills that cross disciplines)and new technologies in creating 21 st century learning<strong>Punya</strong> Mishra is Pr<strong>of</strong>essor <strong>of</strong> E8ucational Technology atMichigan State University, where he directs the Master <strong>of</strong>Arts in Educational Technology program. He is co-chair <strong>of</strong> theSITE2011 conference and former chair <strong>of</strong> the Innovation &Technology Committee <strong>of</strong> the American Association <strong>of</strong> Colleges<strong>of</strong> Teacher Education (AACTE). He has worked extensively inthe area ?f technology integration in teacher education, culminatingin the development (in collaboration with M. J. Koehler)<strong>of</strong> the Technological Pedagogical Content Knowledge (TPACK)framework. He is also a visual artist and poet, has published,over 45 articles and book chapters, and has edited two books(e-mail:punya@msu.edu). Matthew J. Koehler is AssociatePr<strong>of</strong>essor <strong>of</strong> Educational Technology at Michigan StateUniversity. In his research, he seeks to understand the pedagogicalaffordances (and constraints) <strong>of</strong> newer technologies forlearning, specifically in the context <strong>of</strong> the pr<strong>of</strong>essional development<strong>of</strong> teachers. This work has led to the development (in collaborationwith <strong>Punya</strong> Mishra) <strong>of</strong> the idea <strong>of</strong> the TechnologicalPedagogical Content Knowledge (TPACK) framework. He is cochair<strong>of</strong> the ISTE2011 conference and has published over 40articles and book chapters (e-mail: mkoehler@msu.edu). DanahHenriksen is a Doctoral Candidate in the EducationalPsychology and Educational Technology program at MichiganState University. She has instructed masters level students ontopics such as design, aesthetics, and educational technology,in educational environments ranging from on-campus classroomsand online courses, to overseas studies programs. Herresearch interests include design-based approaches to education,creativity across disciplines, and creativity in teaching(e-mail: henrikse@msu.edu).22EDUCATIONAL TECHNOLOGY/March-ApriI2011


and transformative- teaching. <strong>The</strong> article introducesthe Technological Pedagogical Content Knowledge(TPACK) framework as a way to develop the specializedknowledge, skills, and understanding that teachersmust have to become effective classroom constructors<strong>of</strong> transformative learning experiences. <strong>The</strong> authorsnote seven cognitive tools needed for success in thenew millennium, within this TPACK framework. Toillustrate and describe these skills, they <strong>of</strong>fer examples<strong>of</strong> how teachers can repurpose digital technologiesto use these thinking skills toward building excitingtransformative learning experiences, across a variety <strong>of</strong>subject matters. <strong>The</strong> authors explore the implicationsfor research and practice.Today, the defining skills <strong>of</strong> the previous era-the "leftbrain" capabilities that powered the Information Agearenecessary but no longer sufficient. And the capa~bilities we once disdained or thought frivolousthe"right brain" qualities <strong>of</strong> inventiveness, empathy,joyfulness, and meaning-increasingly will determinewho flourishes and who flounders. (Pink, 2005, p. 3)<strong>The</strong> Role <strong>of</strong>Technology in learningWe live in exponential times-digital technologieshaye already transformed the way we work and play. Fromcell phones to <strong>Web</strong>sites, from YouTube videos to multiplayergames like World <strong>of</strong> War craft, technology is fundamentallychanging how we interact with information andwith each other. <strong>The</strong> future promises more <strong>of</strong> the same,given the increasing pace <strong>of</strong> technological innovation.This rapid rate <strong>of</strong> change is a challenge for educators,as technologies become obsolete as quickly as theyarrive. <strong>The</strong>re is increased pressure on teachers to learnnew ways to incorporate technology into their teaching.Technology integration, however, still finds disappointinglevels <strong>of</strong> penetration and success (Barron, Kemker,Harmes, & Kalaydjian, 2003; Bauer & Kenton, 2005;Cuban; Kirkpatrick, & Peck, 2001; Ertmer, 2005; Frank,Zhao, & Boreman, 2004; Gulbahar, 2007; Keengwe,Onchwari, & Wachira, 2008). For effective integration,teachers must know more than the technical aspects <strong>of</strong>technology, and must understand its affordances andconstraints both for representing content and identifyingpertinent teaching approaches (Harris, Mishra, &Koehler, 2009). Recently, the Technological PedagogicalContent Knowledge (TPACK) framework (Koeh ler &Mishra, 2008; Mishra & Koehler, 2006) has been <strong>of</strong>feredas an integrated framework for teacher knowledge foreffective technology integration.<strong>The</strong> TPACK framework acknowledges that teachingis a highly complicated practice using flexible and integratedknowledge (Shulman, 1986, 1987). Teacherspractice in a complex, dynamic environment (Leinhardt& Greeno, 1986; Spiro, Coulson, Feltovich, & Anderson,1988; Spiro, Feltovich, Jacobson, & Coulson, 1991) andmust integrate knowledge <strong>of</strong> student learning, knowledge<strong>of</strong> the subject matter, and increasingly, knowledge---Technological ......'-/'''' -Pedagogical Content " \./KnowledgeI (TPACK) \I \ContentIKnowledgeTechnological \{ (TCK) J\ I\ I\ /'" ' Pedagogical /" Content'- ' Knowledge /" .... '- ",--­...... Contexts _,Figure 1. <strong>The</strong> TPACK' Framework (source: www.tpack. org). '<strong>of</strong> technology. At the intersection <strong>of</strong> pedagogy, content,and technology is the specialized brand <strong>of</strong> teacherknowledge represented by TPACK.<strong>The</strong> TPACK framework (see Figure 1) describes thesecomponents as being a critical synthesis <strong>of</strong> knowledgeused by the most effective teachers. Content Knowledge(CK) refers to the knowledge about the subject matter, suchas eighth-grade mathematics, or fifth.grade science(though we shall complicate this straightforward conceptualizationlater in this article). Pedagogical Knowledge(PK) refers to knowledge about the processes and practicesor methods <strong>of</strong> teaching. It includes classroom managementskills, teaching strategies, evaluation techniques,and the nature <strong>of</strong> the target audience. TechnologyKnowledge (TK) refers to knowledge about both the standardtechnologies and more advanced technologies(Harris, Mishra, & Koehler, 2009; Koehler & Mishra, 2008;Koehler & Mishra, 2009; Mishra & Koehler, 2006; Mishra& Koehler, 2008; Mishra & Koehler, 2009).<strong>The</strong>se three core constructs (diagrammed in Figure 1)interact in important ways. At their heart is TechnologicalPedagogical Content Knowledge (TPACK),which emerges from the interaction <strong>of</strong> content, pedagogy,and technology knowledge. <strong>The</strong> TPACK frameworksuggests that quality teaching requires a nuancedunderstanding <strong>of</strong> the complex interplays between threekey sources <strong>of</strong> knowledge: technology, pedagogy, andcontent, and addresses how they play out in specificcontexts (Koehler & Mishra, 2008, 2009; Mishra &Koehler, 2006). It is also important to note that theTPACK framework <strong>of</strong>fers no specific directives aboutwhat content to teach (science or music), whichEDUCATIONAL TECHNOLOGY IMarch-April 201123


pedagogical approaches are useful (didactic or constructivist),and what kinds <strong>of</strong> technologies to use inteaching (digital or analog). Thus, given the changingworld we live it, it becomes critical for us to ask ourselveswhat it is that today's students need to know inorder to succeed (i.e., understand the "C" in the TPACKframework). Once we identify these larger purposes andgoals, the TPACK framework helps us consider how toachieve them via technological/pedagogical solutions.Living and Learning in a Changing World:An Overview and a Critique<strong>The</strong> rapid evolution <strong>of</strong> technology in the 21st centurycalls for '! new form <strong>of</strong> learning, one that is receptiveto our continually changing world (Florida, 2002).Recently there have been a spate <strong>of</strong> books and reports thatcriticize the current goals and practices <strong>of</strong> schooling(Keengwe, Onchwari & Wachira, 2008; Kozma, 2003,2009; Zhao, 2009). <strong>The</strong>se authors argue that schoolingneeds to be fundamentally reconfigured to emphasizehigher-order cognitive processes, such as critical thinking,creative problem solving, curiosity, and adaptability.Most <strong>of</strong> these recommendations, however, do noteven mention content, and in the rare cases that theydo, it is only in terms <strong>of</strong> traditional disciplinary contentareas, such as language arts, mathematics, and science.Standard disciplinary structures, , around which schoolcurriculahave been constructed, may not be as useful asthey once were. <strong>Disciplinary</strong> knowledge is shiftingbeneath our feet (Koehler & Mishra, 2008). Recommendationsfor the future <strong>of</strong> learning emphasize the importance<strong>of</strong> being able to creatively move across multipledisciplines, to cross-pollinate ideas between domains.Furthermore, current research and theory on creativitysuggests that creativity is both domain-general anddomain-specific. As Plucker and Zabel ina (2009) write:A person who deals with domain general techniquesand approaches to creativity will never scratch thesurface <strong>of</strong> a problem, yet someone who focuses tootightly for long periods <strong>of</strong> time on a particular task islikely to experience functional fixedness ... [<strong>The</strong>l optimalcondition for creative production is a flexible positionsomewhere between generality and specificity ... withthe individual moving between positions as the task orproblem <strong>of</strong> the moment dictates. (p. 9)This means that creativity is intimately tied "tocultures <strong>of</strong> disciplines, ways <strong>of</strong> knowing and being thatare constrained by specific fields <strong>of</strong> study as well asbroader ways <strong>of</strong> thinking that cut across differentdisciplinary frameworks.<strong>Trans</strong>formative Learning and<strong>Trans</strong>-<strong>Disciplinary</strong> LearningAs must be obvious, preparing students for 21 stcentury learning presents a challenge to educators, andrequires us· to rethink the goals <strong>of</strong> education.<strong>Trans</strong>formative Learning <strong>The</strong>ory (Mezirow, 1991, 1995,2000) addresses this challenge by requiring learners torethink prior knowledge, or even drastically transformtheir approach to an idea. <strong>Trans</strong>formative Learning<strong>The</strong>ory expresses the universal challenge <strong>of</strong> teachingand learning as a critical kind <strong>of</strong> knowledge transformation,a "paradigm shift" or a perspective transformation,in which a renovation <strong>of</strong> existing knowledge structuresoccurs (McGonigal, 2005).We suggest that trans-disciplinary knowledge whichemerges from disciplinary practices, and also transcendsthem, is critical. <strong>Trans</strong>-disciplinary knowledge helpsstudents move beyond looking for one "correct" solution,towards an approach that integrates differentsolutions, viewpoints, or perspectives.<strong>Trans</strong>-disciplinary approaches eschew traditional distinctionsbetween art and science, applied and pureknowledge. This approach seeks to find commonalitiesbetween strategies and habits <strong>of</strong> thought used by creativeindividuals in any discipline. Our work in this areabuilds on prior conceptual work done in this area byRoot-Bernstein (1996) and Root-Bernstein and Root­Bernstein (1999), which studied the value <strong>of</strong> trans-disciplinarylearning through both historical and empiricalresearch. Th is led to thei r assertion that creative scientistsand artists generally use a key set <strong>of</strong> cognitive skillsthat cut across disciplinary boundaries. As the Root­Bernsteins (1999) note:... at the level <strong>of</strong> the creative process, scientists, artists,mathematicians, composers, writers, and sculptorsuse ... what we? call -"tools for thinking," includingemotional feelings, visual images, bodily sensations,reproducible patterns, and analogies. And all imaginativethinkers learn to translate ideas generated by thesesubjective thinking tools into public languages to expresstheir insights, which can then give rise to new ideas inothers' minds. (p. 11)Based on their key "thinking tools" we proposeseven key trans,disciplinary tools (or cognitive skills),which encapsulate how creative minds think effectivelyacross a range <strong>of</strong> domains.* <strong>The</strong>se seven cognitive toolsare: perceiving, patterning, abstracting, embodied thinking,modeling, play, and synthesizing. Each <strong>of</strong> these isdescribed in greater detail below. We assert that these"tools," or habits <strong>of</strong> mind, comprise a frarnework fortrans-disciplinary creativity and can serve as the basisfor the kinds <strong>of</strong> curricula that are essential for the "conceptualage" (Gardner, 2007; Pink, 2005).• <strong>The</strong> Root-Bernsteins list 13 cognitive tools in their book. We have modifiedthis list to come up with seven that we consider to be particularlysignificant.24EDUCATIONAL TECHNOLOGY IMarch-Aprii 2011


Connecting TPACK to<strong>Trans</strong>-<strong>Disciplinary</strong> Cognitive ToolsWe began this article with a description <strong>of</strong> the TPACK. framework and noted that it did not specify explicit pedagogica[and content goals. <strong>The</strong> preceding sectionsdeveloped an argument for transformational [earning <strong>of</strong>a specific kind-moving from standard disciplinarystructures to those which are trans-disciplinary.Consistent with the TPACK framework, this change inhow we conceptualize content has implications forboth pedagogy and technology. Here we describe eachcognitive tool and <strong>of</strong>fer examples <strong>of</strong> how each can beinstantiated in a classroom context through appropriate,TPACK driven uses <strong>of</strong> technology.Perceiving'<strong>The</strong> cognitive tool <strong>of</strong> perception is critical to both thearts and the sciences. This is a two-layered process,requiring both observing and imaging. Observing is afinely tuned skil[ based on focus on, attention to, andcuriosity about information gathered through the fivesenses. For example, bacteriologists use their sense <strong>of</strong>smell to observe bacteria, or an ornithologist mightidentify bird species by sound. Imaging calls for theability to evoke or bring to mind the impressions/sensations we observe, without the presence <strong>of</strong> externalstimuli. Artists, scientists, mathematicians, and engineersall have well-developed imaging skills andfi nd them essential for the work they do.Both observation and imaging can be honed withpractice to improve the skill <strong>of</strong> perceiving, and teacherscan design opportunities for students to develop theseskills. <strong>The</strong> <strong>Web</strong>site Found Functions, for example, combinesphotographs <strong>of</strong> curves found in nature with thegraphs and functions associated with them. This sitecan push students to go beyond the "abstract" curves intheir textbooks, and observe the "underlying mathematica[rea[ity" <strong>of</strong> objects in the world. This type <strong>of</strong> exerciseutilizes knowledge highlighted in the TPACK frameworkwhere the use <strong>of</strong> technology is inextricably [inked tothe needs <strong>of</strong> pedagogy and content.PatterningCreative practitioners are always involved in recognizingand creating patterns. Recognizing patterns involvesidentifying a repeating form or a plan in a seemingly arbitraryarrangement <strong>of</strong> things or processes. Recognizing isthe analytical part <strong>of</strong> patterning, while forming is basicallya creative act <strong>of</strong> constructing new patterns. For example,when architects study a landscape and then utilize thepatterns they see to design a building, they are both recognizingand creating patterns. Innovative writers andpoets also do this, relying on their knowledge <strong>of</strong> linguisticpatterns and structures, with their own innovations, inorder to dream up a new story, poem, or other form<strong>of</strong> writing (Gardner, 1983; Root-Bernstein, 2003).Teachers can help students develop patterning skil[swithin and across domains. One example demonstrateshow the TPACK framework might be used to developpatterns in math and/or music, using freely availableDJ s<strong>of</strong>tware called trakAxPC. This s<strong>of</strong>tware lets usersdownload music samples and copy and paste them intoa mixer. Students can cut the samples into smallerunits <strong>of</strong> sound and rearrange them. What makes thiscompelling, from a TPACK standpoint, is that studentscan manipulate the s<strong>of</strong>tware to help them describe andexplain fractions, ratios, and percentages. By connectingmusical concepts such as rhythm and tempo to mathematica[concepts (ratios and percentages, etc.), studentscan creatively find and build patterns. <strong>The</strong> elements<strong>of</strong> TPACK in this lesson are just one example <strong>of</strong> themyriad possibilities <strong>of</strong> how technology, pedagogy, andcontent can seam[ess[y combine to design [earningenvironments that promote students' patterning skills.AbstractingCreative people use Abstracting in order to concentrateon one feature <strong>of</strong> a thing or process, in order to boilit down to basics and grasp its essence. Scientists, forexample, eliminate superfluous traits from a physicalsituation (i.e., shape, size, co [or, texture, etc.) to key inon features <strong>of</strong> interest such as boiling point or mass.Another aspect <strong>of</strong> abstracting is the finding <strong>of</strong> analogiesbetween seemingly disparate things. We may be morefamiliar with poets using analogical thinking, butscientists do it as wei!. Newton's comparison <strong>of</strong> themoon to a ball thrown so hard that its descent missesthe earth and passes intoorbit is an analogy as well, andone that led to the theory <strong>of</strong> universal gravitation.A creative example <strong>of</strong> abstracting is given by a pr<strong>of</strong>essor<strong>of</strong> mathematics to her students, to write mathematicalpoetry and share it on the <strong>Web</strong>. Writing creatively anddel iberate[y about mathematical topics necessitates adeep understanding <strong>of</strong> both poetry and mathematics. Inorder for students to retell a mathematical pro<strong>of</strong> or ideain a new an~ different way, they must fully understandthe main idea (to abstract) and then "trans[ate" thisthrough analogies and rhetorical moves into rhymingverse. Sean Nash, a high school biology teacher at St.Joseph Missouri, has extended this to the domain <strong>of</strong>science as well and has written extensively (on his b[og)about its pedagogical value. His students have writtendozens <strong>of</strong> poems that they share with the world on theirclass site. This lesson shows us how technology, pedagogy,and content.are bound together towards a commongoal <strong>of</strong> transformative [earning, and to facilitating thetrans-disciplinary skills <strong>of</strong> abstracting and analogizing.Embodied ThinkingEmbodied thinking involves two skills which generallyfeed into each other-Kinesthetic Thinking andEDUCATIONAL TECH NOLOGY/March-Aprii 201125


Empathizing. Kinesthetic Thinking means thinkingwith the body, including the sensations <strong>of</strong> muscle, skinand sinew; and the feelings in the body <strong>of</strong> movement,balance, and tensions. For example, in his thoughtexperiments, Einstein imagined himself as a photon, anddescribed not only what he saw, but what he felt in hisbody (Root-Bernstein, 2003). Besides this trait <strong>of</strong> bodilythinking, an important element <strong>of</strong> embodied thinking isempathizing, or imagining oneself in another's pOSition,or thinking and feeling as they would. Actors, poets, andnovelists, for example, frequently empathize withcharacters in order to portray them in interesting ways.Individuals in the sciences must also sometimes applyempathetic thinking to understand other organisms,even non-living things and processes.Technology can easily engage embodied thinking toillustrate a number <strong>of</strong> concepts. For example, by using atilted and time-infused version <strong>of</strong> the Cartesian coordinatesystem (a dynagraph) in a math applet createdwith Geometer's Sketchpad, teachers can demonstrate theproperties <strong>of</strong> a mathematical function. In such an applet,students drag the input point A along a horizontal axis,and the output responds by moving appropriately accordingto a certain rule or function. Students can see the functiontraced over time, and feel the tempo <strong>of</strong> it as the inputis pulled along the axis. Students can watch the motions<strong>of</strong> such functions with the same curiosity they might directtoward human behavior, asking,1uWhat will they do next?Why are they moving like that?" From a TPACK standpoint,this is a simple but powerful way to fuse technology,pedagogy, and content in a kinesthetic manner. <strong>The</strong>learning experience is transformed from static to tactile.ModelingModeling is to represent something in real ortheoretical terms in order to study its nature, composition,or purpose. Artists create and draw on models,<strong>of</strong>ten by preparing smaller views <strong>of</strong> a piece <strong>of</strong> art inadvance <strong>of</strong> creating it. Scientists also employ basicmodels <strong>of</strong> things and processes. Modeling requires thatwe employ abstractions or analogies, and more importantly,that we use the facility <strong>of</strong> dimensional thinking,that is, our thinking with respect to space and time.Creative people think dimensionally when they changethe scale <strong>of</strong> things, when they take two-dimensionalinformation on blueprints and construct them in threedimensions, or vice versa. Dimensional thinking, pairedwith abstractions and analogies, helps create models <strong>of</strong>things or processes that explain the real world.As a part <strong>of</strong> the 8its to Atoms project at the University<strong>of</strong> Virginia, teachers use cheap, portable, and lightweightdie-cutting machines to teach mathematics andvisualization to children as young as second-graders.Students can develop their three-dimensional visualizationskills by designing 2-D cutouts that are then diecutand constructed into 3-D shapes. Examples thathave been used include models that depict the Earth'smajor tectonic plates that are designed to be cut out andassembled with the aid <strong>of</strong> a used tennis ball. <strong>The</strong>se areexplorations that combine the power <strong>of</strong> manipulatingdigital bits and bytes with the physicality <strong>of</strong> atoms.Deep Play or <strong>Trans</strong>formational PlayPlaying is something that we do just "for the fun <strong>of</strong> it."When innovative people play with things, or concepts, orprocesses, they may open doors to new ways <strong>of</strong> thinkingvia unexpected breakthroughs. Creative people in differentdisciplines all play with distinctions, boundaries,unassailable truths, and the limits <strong>of</strong> utility, and it isthrough this play that they also transform. We call thisdeep play to distinguish it from everyday play, which canbe superficial. Deep play in contrast is creative, seekingto construct new ways <strong>of</strong> being in the world. In this, ourapproach is consistent with current research on educationalgames and learning, particularly the idea <strong>of</strong> epistemicgames (Gee, 2003; Prensky, 2001; Shafer, 2005).Mathematicians <strong>of</strong>ten describe their work as beingakin to play. Through video games, simulations, puzzles,and interactive s<strong>of</strong>tware, students can engage and playwith ideas, propose solutions, and test them. In someway, many <strong>of</strong> the examples already provided above canbe seen as examples <strong>of</strong> play. <strong>The</strong> crucial difference isthat the essence <strong>of</strong> play is its open-ended ness and thatneeds to be considered when thinking <strong>of</strong> including playin the classroom.Synthesizing<strong>The</strong> final cognitive tool ties together all the toolsdiscussed above. Synthesizing requires that we put multipleways-<strong>of</strong>-knowing together. When we fully understandsomething, our feelings, senses, knowledge, andexperiences come together in a multifaceted and cohesJvekind <strong>of</strong> knowing. A person feels what they knowand they know what they feel. For example, Einsteinnoted that when he sai led he felt and experienced mathematicalequations occurring via the boat interactingwith the wind and the water. <strong>The</strong> creative process is<strong>of</strong>ten described by artists, writers, and scientists as acoming together <strong>of</strong> the five senses and their emotions, inan aesthetic and intellectual experience which is difficultto dissect. When feeling and thinking work together,creative and intellectual processes are far more powerfuland have been described as being "synesthetic."<strong>The</strong> act <strong>of</strong> synthesizing is difficult to describe. It is similarto Dewey's idea <strong>of</strong> an educative experience, wherecontinuity <strong>of</strong> an individual's past interacts with the presentsituation to open up a person's access to futuregrowth experiences. By bringing together the previoussix habits <strong>of</strong> mind, synthesis allows for the development<strong>of</strong> deeper connections between subject matters. Thus,these ways <strong>of</strong> thinking, and the examples that go witheach, are not completely independent <strong>of</strong> each other.26EDUCATIONAL TECH NOLOGY/March-April 2011


Figuring out the mathematical equations underlyingshapes in nature is as much' a process <strong>of</strong> perception as itis one <strong>of</strong> construction. Writing a poem is as much aboutpattern forming as it is about abstraction. In this these sixprevious tools work together to develop a synthesisgreater than the sum <strong>of</strong> its parts.Conclusion<strong>The</strong>se seven cognitive tools, which emerge out <strong>of</strong>disciplinary practices and are yet universal in theirapplication, are key aspects <strong>of</strong> the kinds <strong>of</strong> transformativelearning we seek to achieve.Please note that most <strong>of</strong> the examples we've providedrequire educators to repurpose existing tools for pedagogical.purposes.For instance, using the die-cut printerfor teaching solid geometry was not something the toolwas designed for-but it is an extremely powerful toolfor doing so. We have described this idea <strong>of</strong> "creativerepurposing" in greater detail in other. publications(Koehler & Mishra, 2005; Mishra & Koehler, 2003).Also, the reader may have noted that all the examplesprovided are connected to mathematics. This choiceshould not in any way suggest that these seven cognitivetools are applicable just for this domain. Quite the contrary,as trans-disciplinary skills they can, and should, beapplied across other domains. One <strong>of</strong> the reasons forchoosing mathematics is that mathematics is <strong>of</strong>ten seenas a dry subject, restricted to1formulaic (pun intended)problem-solving strategies. What few students realize isthat this dull conceptualization <strong>of</strong> mathematics is verydifferent from how practicing mathematicians see it.Mathematics can be (and has been) the basis <strong>of</strong> manyartistic endeavors: from the tessellations <strong>of</strong> M.e. Escherto the songs <strong>of</strong> Tom Lehrer; from the Op art <strong>of</strong> BridgetRiley to the impossible structures <strong>of</strong> Roger Penrose; fromthe geometric patterns <strong>of</strong> Islamic architecture to thethree-dimensional geodesics <strong>of</strong> 60-atom carbon molecules.All <strong>of</strong> these go to show that mathematical sophisticationand artistic representation, far from beingdivorced from each other, actually do go hand in hand.To realize that many students do not get to explorethis rich conceptualization <strong>of</strong> mathematical thinking istragic, denying them access to some <strong>of</strong> mankind's greatestachievements. One could easily replace mathematicswith writing, or music, or science, or political science, andthe argument would still hold true, though the exampleswould change. 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J., & Coulson, R. L.(1991). Knowledge representation, content specification,and the development <strong>of</strong> skill in situation-specific knowledgeassembly: Some constructivist issues as they relate tocognitive flexibility theory and hypertext. EducationalTechnology, 31(9), 22-25.Zhao, Y. (2009). Catching up or leading the way: Americaneducation in the age <strong>of</strong> globalization. Alexandria, VA:ASCD.Virtual Worldsas a Triggerfor <strong>Trans</strong>formativeLearningStephen W. HarmonThis article examines the affordances <strong>of</strong> virtual worldsfor initiating a transformative learning experience foradults. In particular, it addresses the capacity <strong>of</strong> virtualworlds to allow creation <strong>of</strong> an alternate self whichrequires some level <strong>of</strong> personal self-reflection; provideatypical experiences that can initiate reflection; allowexperience <strong>of</strong> typical situations from alternate viewpoints;and enable shared pr<strong>of</strong>essional expertise <strong>of</strong> acomplex domain.Alison Elliott is a priestess who enjoys collecting wildflowers and herbs. Recently she was out looking for asomewhat rare wildflower in a beautiful meadow notfar from her home, when she realized she was notalone. This was clearfy going to be trouble. Her heartbegan racing as she turned and fled. A pair <strong>of</strong> miscreantscame after her. She knew her only hope was to try andfight them <strong>of</strong>f. She spotted a large tree and decided itwould have to do. She planted her back against it andraised her walking stick to defend herself. Before shecould even utter a cry a rogue appeared from out <strong>of</strong>nowhere and drove his dagger into her back. In a secondit was over and Alison Elliot was dead. As her spirit roseinto the air she heard one <strong>of</strong> her assailants say, //That'sthe third zombie priestess I've killed in this valley tonight.What is this place coming to?"IntroductionAlison (a pseudonym) is not really an undead priestess,<strong>of</strong> course, at least not most <strong>of</strong> the time. In reality she isa 45-year-old school media specialist who was playingWorld <strong>of</strong> Wareraft as an assignment for a class inonline learning. I have given this assignment to stu-Stephen W. Harmon is Associate Pr<strong>of</strong>essor and Director <strong>of</strong>Learning Technologies at the College <strong>of</strong> Education at GeorgiaState University in Atlanta. His research focuses on new andemerging technologies for learning and performance. He alsoconducts research on instructional technology in developingcountries and has worked on projects throughout the world,including ventures in Botswana, South Africa, and Egypt (e-mail:swharmon@gsu.edu).28EDUCATIONAL TECHNOLOGY/March-April2011

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