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April 2012 Volume 15 Number 2 - Educational Technology & Society

April 2012 Volume 15 Number 2 - Educational Technology & Society

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when they are designing and implementing knowledge construction and improvement practices within the short<br />

duration of a classroom lesson ranging from say half an hour to one and a half hours. The notion of “rapid” is<br />

understood from 3 main aspects of a learning activity: 1) it is done within a limited time of participation; 2) it uses a<br />

lightweight form of expression; 3) it must enable the participants to have quick cycles of interaction. RCKI focuses<br />

on democratic knowledge sharing as well as cycles of individual and group knowledge enhancement.<br />

The concept of RCKI seems suitable for guiding language learning, especially L2 learning. L2 teachers typically<br />

handle the low proficiency of students in the target language by focusing primarily on vocabulary and grammar, and<br />

hence approaches like ideas generation and expression are seldom adopted as learning activities (Scott, 1996; Stapa<br />

& Majid, 2009). When cognitive load is not just expended on language expression, the enthusiasm and capacity of<br />

L2 learners to engage in reading and writing in on-line based interaction could be enhanced (Wen, Chen, & Looi,<br />

2010).<br />

Based on more than two years of school-based research, we have articulated a series of RCKI principles (Looi, Chen,<br />

& Patton, 2010). Our research team first articulated 9 characteristic principles of RCKI, some of which are built upon<br />

the knowledge building theory and its principles proposed by Scardamalia (2002). In this paper, we categorize these<br />

9 RCKI principles into different clusters in terms of the roles they played in fostering idea improvement. We believe<br />

categorizing these principles can enable us to better understand the feature of each principle as well as the interfaces<br />

between them, and thus provide a way to mine pedagogical patterns engendered by them.<br />

Cluster 1: Principles that can be realized by activity design that promotes students’ participation<br />

1.1 Spontaneous participation: designing for quick, lightweight interaction driven by students themselves;<br />

1.2 Multimodal expression: accommodating different modes of expression for different students;<br />

1.3 Volunteerism: let learners choose what piece of the activity they want to participate in.<br />

Cluster 2: Principles that rely on or seek to transform students’ attitudes<br />

2.1 Democratized knowledge: everybody participates and is a legitimate contributor to knowledge;<br />

2.2 Epistemic agency: encouraging students to take responsibility for their own and one another’s learning.<br />

Cluster 3: Principles that focus on ideas<br />

3.1 Idea diversity: supporting the exploration of ideas and related/contrasting ideas, and encouraging cognitive<br />

diversity;<br />

3.2 Improvable ideas: supporting the exploration of ideas and related/contrasting ideas, and encouraging idea<br />

improvement.<br />

Cluster 4: Principles that require or foster higher levels of collective cognition<br />

4.1 Higher-order thinking: encouraging skills like analysis, synthesis, evaluation, sorting, and categorizing;<br />

4.2 Symmetric knowledge advancement: expertise is distributed, and advanced via mutual exchanges.<br />

Pedagogical patterns<br />

The term “pedagogical patterns” originated from the concept of design patterns. The word “pattern” as coined by the<br />

architect Christopher Alexander (1977, 1979) refers to the core solution to a recurrent problem in a concrete context.<br />

The notion of design patterns is also adopted in software design and development where it is used to capture and<br />

share aspects of the software engineering experiences, and is a way of representing successful models for system<br />

implementation (Goodyear, 2005).<br />

In education, pedagogical patterns deal with the problem of how to teach (Fricke & Völter, 2000), by providing<br />

structures to encode, share and use knowledge among instructors (Goodyear, 2005). The idea of patterns for<br />

pedagogy as a means to present teaching experience is originally suggested by Lilly (1996) in the notion of “reusable<br />

pedagogical design patterns.” The features include: a) they should be repeatable and easy to adapt; b) they should be<br />

described in a way that allows them to be easily applied for different lessons by different instructors; and c) they do<br />

not have to be novel or original; rather, they should communicate proven solutions to common problems.<br />

“Pedagogical patterns play the same role in teaching and learning that design patterns play in software development”<br />

(Seffah & Grogono, 2002, p. 18). The terms pedagogical design patterns and pedagogical patterns are often used<br />

synonymously.<br />

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