Monday, September 19, 2011

From the macro to the micro


If the previous readings (Nardi & O'day, 1999, etc.) can be categorized as reminiscent of a macro-analysis of the way that individuals interact with technology, Enyedy (2003),  Koedinger & Corbett (2006) and Schartz et al (2007) present a micro-level analysis of the interactions between individuals and technology. I borrow the terms micro and macro here from sociology to distinguish the analysis of systems and cultural structures from the analysis of everyday social interactions (in some sense, the individual acting within the system). In fact, the classroom is a locus of everyday social interactions. In the micro analyses presented by  Koedinger & Corbett (2006) and Schwartz, Blair, Biswas, Leelawong & Davis (2007), the authors focus on individual structures of thinking (schemas) and recognized the taken-for granted influence of social interactions on individuals cognition to a limited extent, or not at all (Schwartz et al. were arguably more overt in this recognition). Enyedy (2003) on the other hand, understood learning as social practices, or culturally-derived standards of behavior. Additionally, he argued that learning extended beyond the individual-social dichotomy, acknowledging that meaning (or learning) is "interactionally co-constitued" (pg. 365).



Given the interplay between the agency-system and mind-social dichotomies that arise in these articles, I have sought to revise my model by acknowledging that the nature of the lifeworld as inter-subjective, in which experiences are social in nature and can be shared with others. For instance, the interaction between peers and/or teachers are intersubjective in that each party comes with their own interpretation of the situation and affect each other's interpretation of the situation before them (recall Schwartz et al.'s example of the mother and child interaction). In some student interactions with technological designs on the other hand, students are in effect interacting with the embedded intention of the designer (e.g., cognitive tutors). Successful learning as such, depends on the perceived affordances of the designed technology. Perceptions of affordances however, are drawn from the lifeworld, as well as the presence of others. As noted by all the authors, successful use of the technology used in the classroom depended on social interactions with peers and teachers.

As I reflect on the model further however, perhaps there should actually be another thought-bubble that arises from the subject-object interaction, since this interaction affects how each would be thinking/thought of. Here, objects are taken to mean as artifacts that are imbued with cultural meanings drawn from one's lifeworld. They are thus not neutral, but instead imbued with a variety of meanings. Admittedly, the model is still general, but does capture the various aspects that are important in understanding the role of subject and objects in relation to the lifeworld (structures and systems included!).

7 comments:

  1. Lina,
    First of all, in a completely non-academic vein, I like the icons you use in your model! It's fun and colorful.

    Secondly, in a more academic vein, I like that you added in the interaction between subjects. I think that is important to acknowledge.

    I agree with what you said- I think you should add something about how the object(s) are not neutral, and how the object effects the subjects and vice versa. Also, I think you might consider adding in something about how the lifeworld is influenced by the subjects and objects, and their interactions. Perhaps, though, I don't fully understand what a lifeworld is, or what you mean by that, so that might not be necessary.

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  2. Johanna,

    The globe is meant to represent the lifeworld in which experiences and interactions occur in and is drawn from. And yes, I agree that the lifeworld is not a static component, it is instead instantiated in the foreground as we interact with one another and objects. The lifeworld, as you have noted, also changes and is affected by these different instantiations, although we may not be aware of it. Hope this clarifies a little, and I'm definitely taking your comments to heart and revising the model to encapsulate these ideas. Thanks!

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  3. I like where you're going; starting with the very basics and trying to extend from there. I'd agree with Johanna that you might want to take a closer look at your objects. Maybe not so much about how the subjects interaction with the objects will affect the the lifeworld, but more about the dichotomy of learning how to use the software vs what the software is teaching. You touched on it in your reflection, but I think extending an arrow down to the lesson and back to the object might be helpful.

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  4. Objects in this sense does not refer to merely software, but also curricular materials, lessons and any artifact that students interact with in the classroom. So in effect, the bi-directional arrow between the object and subject represents the dialectical interaction between the two, and is a reflection and representation of how the curriculum is being enacted. Future revisions to the model will clarify this further since at the moment, the ideas are not communicated explicitly.

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  5. I caught that... I was just trying to think of couple different cars you could drive into your ponderous garage.

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  6. One point that I loved in your reflection was about how the technologies are embedded with the intentions of the designers - I think that this is an incredibly important idea, and the Koedinger article especially highlighted how these intentions played out in designs. Mimi Ito in her book Engineering Play talks about how when kids are playing educational games, they're interacting with the designers and their assumptions/intentions/worldviews/lifeworlds(?) across a "circuit of culture" which is dialectical in nature. Given that point, maybe there's some room in your model for the designers of the object themselves?

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