collaborative learning
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The shift in the pattern is subtle, and I might be hypersensitive given the national spectacle of alternative facts and fake news, but I think conversations riddled with non-sequitur speech are on the Lynn Westfieldrise. Here is an example: Recently, as a consultant for a weekend gig, I was checking ...
Knowledge Games: How Playing Games Can Solve Problems, Create Insight, and Make Change
Date Reviewed: November 30, -0001
The first section of this book is devoted to working through the complex definition of what constitutes a “knowledge game,” and more specifically, what does not. Schrier’s book is a substantial literature review of the vast – and rapidly growing – field of games that contribute to knowledge production. “Knowledge games,” by her definition, are “the set of practices, contexts, designs, and relationships that emerge from and around those games with a goal or sub-goal of generating new knowledge about humanity, society, the universe, and any previously unknown phenomena” (26). In contrast to games such as “citizen science games,“ “crowd games,” “collective games,” “participatory games,” and “human games,” Schrier takes great care to delineate that she is exploring only those games which seek to produce knowledge, solve authentic, applicable problems, and/or “generate new ideas and possibilities for real world change” (25).
A few of the games she examines include those she designates as “cooperative contribution games” (Happy Moths, Citizen Sort, Reverse the Odds), “analysis distribution games” (VerbCorner, Who Is the Most Famous?, IgnoreThat!, Apetopia), “algorithm construction games,” (The Restaurant Game, Foldit, EteRNA, The SUDAN Game, Which English?), and “adaptive-predictive games” (SchoolLife), although she notes this final category is not yet robust, being instead “the next frontier of knowledge games” (30-31).
The second section of Schrier’s book tackles the challenging question of “why” knowledge games. That is, in what ways might knowledge games contribute to problem-solving? What kinds of motivation to play exist within these games, which are often produced very cheaply and without access to the million dollar production budgets of games in the entertainment world? Further, to what degree is social interaction nurtured or constricted by such games? Schrier acknowledges that these are complicated questions that require deeply contextual responses. She does not really offer answers, instead choosing to sketch out a brief summary of relevant research findings that point to principles related to motivation and games.
The final section of this book turns towards “perspectives, potentials, and pitfalls” to be found in the midst of knowledge games. While Schrier draws on significant theorists and wider literatures here (for example, Lave and Wenger, Jenkins, Benkler, Gee) she only lightly engages issues of ethics, and leaves entirely untouched pragmatic questions of pedagogy.
This book is not likely to be of much interest to people teaching in the fields of religion or theology, with the limited exceptions of those for whom shared knowledge creation in the midst of significant amounts of data are of pressing concern, or those for whom games are a specific focus. In that case Schrier’s appendices, where she lists categories of knowledge games along with examples, and where she enumerates a significant set of design principles, will prove useful. Aside from those small exceptions, this book is not likely to be pertinent to the readers of Teaching Theology and Religion.
My grandmother used to speak in adages, parables, metaphors, similes and symbols. Now I call her proclivity for language, literature, and meaning-making “wisdom-speak.” Then, I thought she was being corny. She knew her wisdom-speak was meant to teach me enough until I am ready to know more. Her adages came ...
As we go back to the classroom (and shake off the dust of summer), we all have mixed feelings and expectations. While some of us will just go back to the normal, others will be anxious and perhaps fearful about a new semester. The beginning of a semester can carry ...
How to be a "HIP" College Campus: Maximizing Learning in Undergraduate Education
Date Reviewed: November 30, -0001
Outcomes-based learning invites the question of how to best produce them, and this book introduces the reader to seven high-impact practices (HIPs), namely high expectations, close and frequent student-faculty interaction, effective teaching strategies, undergraduate research, collaborative learning, service learning, and diversity. Chapters are organized around these seven features. The authors use their own school, Oxford College of Emory University, as a test case for their hypothesis that these features provide the best means for student success as measured in desire to continue learning, graduation rate, STEM interest, and community engagement. Institutions promoting HIPs provide intentional support to their students for these practices, cultivate diversity, and blur the boundaries between classroom and extracurricular life. The book is seasoned with excerpts from faculty and student interviews and almost constant reference to the last thirty years of research on academic practice.
High expectations are created in classroom synergy between students and instructors, where instructors lead students in exploring beyond the basic subject information students are expected to learn on their own. Students report appreciation for being pushed beyond introductory knowledge and for gaining the self-knowledge that they underestimate their own learning capacities, something they would not have learned without high expectations. High expectations are successful when students have more opportunities to interact with faculty. This works best at smaller institutions and requires the institution’s support to work. While faculty report that interaction helps them tailor their instruction to students’ needs and abilities, they also caution against an over-customization that reduces a subject’s breadth and prevents students from being challenged by new and unfamiliar material.
As expected, high-impact teaching calls for active learning techniques, with fourteen such practices – called “Inquiry Guided Learning” – described in the third chapter. Among them are student discovery (as in problem-solving), systematic construction of knowledge, cross-disciplinary integration, addressing misconceptions, creating surprise in the classroom, and using mistakes strategically. These practices are not formulas set forth by the authors but were derived from student-faculty conversations about good teaching at Oxford College. The reader looks in vain, however, for the redemption of the lecture as a component in active learning. In any case, faculty are advised to use practices that fit their personality and their discipline; some fit better than others.
Collaborative learning is enhanced through student research projects, which should be found across the disciplines (STEM fields have done the best job here). Such learning is best coupled with collaborative leadership in student life activities. The greater benefit accrues the less division there is between a campus’s academics and student life. Students learn leadership skills and gain confidence if collaboration with their peers is encouraged in both areas. Service learning includes collaboration and moves students beyond mere cognition to an experience the authors describe as spiritual and aimed at the “whole student.” And, the more diverse a campus, the better the outcome of any sort of collaborative activity.
The conclusion offers readers ways and means of implementing these HIPs on their own campuses. Flexibility and adaptation are key, and in the process, more HIPs may be devised from conversations among all parties in different campus contexts.