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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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“Pedagogical patterns have a number of qualities which, in combination, give them potential to be an effective way<br />

of sharing experience in networked learning” (Goodyear et al., 2004). It is also pointed out by Goodyear that the<br />

approach of pedagogical patterns “can be seen as a way of bridging between teaching philosophy, values, theory,<br />

empirical evidence and experience (on the one hand) and the practical teaching context of design” (2005, p. 92).<br />

Most research studies focus on highlighting the effectiveness of pedagogical patterns for novice teachers. In the<br />

context of networked learning, we would like to emphasize that it cannot only effectively support novice teachers in<br />

teaching, but also can assist the experienced teacher to better understand the philosophy of a new teaching<br />

environment such as that of networked classroom environment.<br />

In the following section, we present the characteristics of a network classroom technology GS that is our vehicle for<br />

studying the RCKI principles and its corresponding pedagogical patterns in the context of L2 learning.<br />

<strong>Technology</strong> design<br />

In recent years, some researchers delved into the design of interactive technologies to support students’ active<br />

classroom participation by harnessing the collective intelligence inherent in the classroom. One of the technologies is<br />

GS, co-developed by SRI International and National Institute of Education of Singapore, which enables collaborative<br />

generation, collection and aggregation of ideas through a shared space based upon individual effort and social<br />

sharing of notes in graphical and textual form (SRI International, 2006). We discuss RCKI in the context of our<br />

experiences with GS that designed to be lightweight, flexible for collaboration, content independent and easy-toimprovise<br />

by teachers. It attempts to maximize the power of ink, improvisation, and interactive engagement, so that<br />

teachers can improvise different patterns of collaborative activities for students without the need for additional<br />

software programming (Roschelle et al., 2007).<br />

Figure 1. A screenshot of a collaborative activity from the GS user interface<br />

We now describe the current version of GS 2.0 and its features. The GS interface consists of a multi-pane window.<br />

The default configuration consists of 2 panes: a lower pane and an upper pane, but the user can slide in more panes<br />

as desired. The lower pane is usually the private board, or the user’s personal work area, with a virtual pad of fresh<br />

“Scribble Sheets” or notes on which the user can draw or type (Figure 1). The upper pane is usually a public board or<br />

group board, into which users can post their Scribble Sheets, position them relative to other’s Scribble Sheets and<br />

take items back to the private board for amendments or elaboration. When any Scribble Sheet is posted, moved or<br />

updated, others can see the effect almost immediately. On each pane, there is a drop-down menu to allow users to<br />

switch to other boards. Students post anonymously so as to freely express their ideas. Figure 1 shows a GS activity<br />

on fractions in which students in a group participate by posting various possible representations of a fraction like 1/4.<br />

Framework for research design<br />

Figure 2 depicts the framework for our research process. Our RCKI principle-based pedagogical patterns are distilled<br />

and induced from around 60 GS lessons, based on first three years of school-based research in which we support<br />

teachers from three schools that co-designed the patterns with us and enacted them in real classroom settings. This<br />

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