Sources for a Better Education: Lessons from Research and Best Practices

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This textbook evolves from the intersection between ‘Research’, ‘Educational Information Technologies’ and recent ‘Best Practices’. It offers diplomacy and erudite rhetoric in order to harvest from innovation projects and see how new professional needs for teachers are emerging day by day. The volume launches the compact background for the 21st century education that every teacher faces after being in charge for 3 or 6 years after pre-service training. ‘Sources for a better education’ refers to the deep understanding and to the incentives for encouraging teachers to leave the comfort zone and experiment the next steps into a further sophisticated professionalism, without the threat of feeling in a ‘Dilemma’.

The first candidate for extending one’s teaching effectiveness is to tailor one’s teaching to the test to be expected. ‘Teaching to the Test’ is an understandable tactic, however it endangers the students’ full understanding of underlying concepts and analogies. The second candidate for professionalism is the deeper layer of knowledge on how curricular domains are related. In simpler terms: better teachers know how to ‘bridge’ topics and subjects so that students develop a deeper understanding on the patterns and structure in knowledge. The 21st century education prioritizes higher degrees of flexible-, divergent and abstract thinking, so that creative problem solving comes into reach.  ICT tools for making prior knowledge explicit is a major example on how learners harvest upon prior knowledge, thinking and intuition. The third source for a better education is the courage to envisage one’s meta knowledge in order to see patterns in learning and understanding. The more conscious prior knowledge gets decompiled into genetic metaphors; the better future learning can be anticipated. The fourth asset for meta-cognitive skills is the wide spectrum of tools that the web offers for building knowledge infra-structures so that knowledge becomes transformed into problem solving skills; the availability of knowledge is no longer sufficient for finding creative and authentic solutions in future situations. This is the case for both students and teachers. By tradition, the bottom-up strategy from reproductive factual learning up to the levels of problem solving and creative thinking has been favoured. The ‘one-click away’ access to information on the web asks a more strategic attitude from learners and practitioners to cope with the periphery between known and unknown, so that a more effective meta-cognition develops. The fifth stimulus for more effective learning is the expanding impact of social media. Social media tend to intimidate learners with incomplete understanding to jump on biases as delivered through political and conspiracy agendas. This books aims at the challenge to build upon learners’ existential needs and developing interest for a longer-term learning perspective.

“Renaissance man and philosopher Piet Kommers presents us with an interesting question:  What makes education exciting? His book covers a range of lessons learnt through research and practice, covering philosophies and paradoxes, ranging from learning to learn to machine learning for learning. In 35 chapters he takes us on an exciting, comprehensive journey of just about every conceivable aspect of technology and education. This is a must-have for every 21st Century bookshelf!” By: Johannes Cronjé, professor of Digital Teaching and Learning in the Department of Information Technology at the Cape Peninsula University of Technology, South Africa.

“Piet Kommers has in 400 pages provided an overview of teaching based on practical experience. It is not a summary of pedagogic models, but a guide to important factors in how to motivate students and thus improve their learning. New technologies changes teaching, and we need to understand how application of such technologies can improve the learning. This book provides such knowledge and I wish I had it when I started teaching at university many years ago.” By: Jan Frick, Professor Business School, University of Stavanger, Norway.

"Piet Kommers delivers a very thorough book with a holistic perspective on Learning Technologies. This book is a result of many years of experience that the author has in Higher Education. It comprises lessons learned from the author´s professional career, including inputs from European Union research projects, as well as diversified interactions with a wide range of Peoples and Cultures. The result is a unique perspective that is a must-read for anyone interested in Learning Technologies, past, present, and future!" By: Pedro Isaias, associate professor at the Information Systems & Technology Management School of The University of New South Wales (UNSW – Sydney), Australia. 

“Distinguished Professor and Thinker Dr. Piet Kommers presents the academic community with a new horizon on education that reflects the current and future technology trends in the e-Learning and Fast Internet ubiquity. The Book discusses the current and most recent advances in research and application of most effective learning methods in conjunction with the future directions in machine learning in support of learning. The Book's 35 chapters present cutting-edge technologies and state-of-the-art learning methods in support of best educational practices and the student's best learning experience. The Book is most valuable asset to educator's community pursuing the mission of excellence in the Third Millennium!” By: Eduard Babulak, Professor, Computational Sciences, Liberty University, Lynchburg, USA.

"Well-known scientist, (e-)learning expert and philosopher Piet Kommers presents us with an interesting question:  What makes education exciting? His book covers a range of lessons learnt through research and practice, covering philosophies and paradoxes, ranging from ‘learning to learn’ to ‘machine learning for learning’. In 35  chapters he takes us on an exciting, comprehensive journey of just about every conceivable aspect of technology and education. This is an interesting and useful publication for all educators as well as learners and  must-have for every 21st Century bookshelf!" By: Eugenia Smyrnova-Trybulska, Dr. hab., associate professor, Institute of Pedagogy, Faculty of Art and Sciences of Education, University of Silesia in Katowice, Poland.

“The book presents a mosaic of assets reflecting the vast international experience in research and realization of learning technologies of the author, honourable professor of the UNESCO Chair in New information technologies in education for all, Piet Kommers. Describing various aspects of learning strategies, approaches, techniques and technologies in a concise way, he engages the readers into the mental construction of a "big picture" and makes them reconsider routine processes of teaching and learning. Exciting and thought-provoking reading for educators, researchers, and devoted learners.” By: professor Volodymyr Gritsenko, Director of the International Research and Training Centre for Information Technologies and Systems, National Academy of Sciences and Ministry of Education and Science of Ukraine, Head of the UNESCO Chair.   

 

Author(s): Piet Kommers
Series: Springer Texts in Education
Publisher: Springer
Year: 2022

Language: English
Pages: 576
City: Cham

Preface
Epitome
Praise for Sources for a Better Education
Contents
1 Introduction
2 Tempting Paradoxes
2.1 Learning as a Transition
2.2 Cooperative Learning
2.3 Instructing a ‘Free’ Mindset
2.4 Conflicting Teacher Roles
2.5 Success Despite of Education
2.6 Making Education Better
2.7 Support the Teacher
2.8 Teaching by Teasing
2.9 Learn to Learn
2.10 Advance Organizer
2.11 The Student as a Codesigner
3 Learning: A Diverse Process
3.1 Learning by Teaching
3.2 Learning by Forgetting
3.3 Théodule-Armand Ribot
3.4 Learning by Developing
3.5 Lev Vygotsky
3.6 Learning by Freeing Thoughts
3.7 Trialectics
3.8 Associate by Concatenate
3.9 Trust and Safety
3.10 Ecosystems
4 Philosophical Pillars
4.1 Learning Follows Immanent Ideas
4.2 Learning Through Thought Exercises
4.3 Learning by Constructing
5 Nature and Culture
5.1 Learning by Selection
5.2 Imitation
5.3 Coordination
5.4 Language for Learning
5.5 Playing
5.6 Protection
5.7 Discourse and Private Language
5.8 Conceptual Change
5.9 Intelligent Systems
5.10 Thinkutational Computing
6 Smart Education
6.1 Big Data
6.2 Learning Analytics
6.3 Teacher’s Analytics Dashboard
6.4 Smart Needs Metadata
6.5 Artificial Intelligence
6.6 Machine Learning for Learning
6.7 Data Mining
6.8 Learning Analytics
6.9 Deep Learning
6.10 Deep Fake and Synthetic Reality
6.11 Block Chain
6.12 A.I. in Dutch Higher Education
6.13 A.I. Courses for the Broader Public
6.14 Counter Side of the Optimism
6.15 AI for Higher Education
7 The Entrance of Technology
7.1 Catalysts in Education
7.2 Another Innovation Again?
7.3 Willingness to Change Yourself
7.4 Assumed Need for Flexibility
7.5 Face to Face
7.6 Synchronous
7.7 Virtual
7.8 Mobile
7.9 Vicarious Learning
8 Cognitive Learning Tools
8.1 Design to Learn
8.2 Conceptual Representations
8.3 Conceptual Change
8.4 Concept Mapping
8.5 Cognitive Collaboration
8.6 Mapping: Procedural and Declarative
9 Concept Mapping
9.1 Concept Maps as Diagnosis
9.2 Concepts as Mental Personalities
9.3 Concept Mapping for Self-Regulation
9.4 Scientific Framework
9.5 Cognitive Collaboration in Design
9.6 Baseline Tools
9.7 Research on Concept Mapping
9.8 Hypermedia and Mapping
9.9 Hypertext-Related Definitions
9.10 Mapping-Related Definitions
9.11 Navigation-Related Definitions
9.12 Past Expeditions
9.13 Back to the Future
9.14 Conceptual Framework
9.15 Experimental Approaches
9.16 Operationalization Methodology
9.17 From Practical to Scientific
9.18 From Scientific to Practical
9.19 Rule-Based Navigation
10 Mapping and Memory Load
10.1 Gestalt and Contextual
10.2 The Web New Paradigms
10.3 Concepts: What is in it?
10.4 Mapping for Representations
10.5 Entailments: Preparing Conversations
10.6 Play and Experimentation
11 Conceptual Entailments
11.1 Two Levels of Representation
11.2 Entailment for Learning and Teaching
11.3 Learning According to Gordon Pask
11.4 Entailment Structures
11.5 Computational Efforts
11.6 Architecture of Cognition
11.7 Needs for Graph Computation
11.8 A Complete Hypertext Network
11.9 Hypertext Entailment Complexity
11.10 Hypertext Query Processor
11.11 Structural Centrality
11.12 Adjacency Matrix
11.13 Small-Scale Hypertext Example
11.14 Status Index
11.15 Computation of Structural Centrality
11.16 Graph as Conceptual Relations
12 Navigation in Hypertext
12.1 Hypertext Facilities in School
12.2 Free Exploration and Navigation
12.3 Research on Hypertext Navigation
12.4 Hypertext for Mental Tasks
12.5 Hypertext for Classroom-Learning
12.6 The Student: Captain?
12.7 Learner Control: Cognitive View?
12.8 Learner Control: Didactic View?
12.9 Hypertext: Cognitive Tool?
12.10 Open Hypertext Systems
12.11 User-Hypertext Interactions
12.12 Benchmarks for Hypertext
12.13 Genealogy of UIFs
12.14 User Interest and Task Performance
12.15 Mental Model for the User
12.16 Hypertext and Navigation Support
12.17 Hypertext for Collaborative Writing
12.18 Usability: Hypertext Life Cycle
12.19 Granularity of Hypertext
13 Mapping for Hypertext
13.1 Conceptual Relations in Text
13.2 Intrinsic Presentation Strategy
13.3 Matching Conceptual and Textual
13.4 Departure and Reachability
13.5 In-Versus Outdegree
13.6 Users’ Schematization
13.7 Experimental Results
13.8 Observations and Interpretation
13.9 Experimental Findings
13.10 Exploratory Approach
13.11 Curricular Embedding
13.12 Constraint Teacher Participation
13.13 Student Opinions
13.14 Hypertext’s Generic Message
13.15 Individual Differences
13.16 Mapping as an Orientation Device
13.17 Conceptual Mapping as Study Skill
13.18 Discussion and Forecast
14 Conceptual Awareness
14.1 Focus on Cognitive Flexibility
14.2 Metaphors for Learning
14.3 Learning Communities
14.4 Virtual Environments
14.5 Imagination and Conceptual
14.6 Learning and the Nature of Concepts
14.7 Maps: Reflective Reconstructions
14.8 Learning Across Cultures
14.9 Ontologies for Understanding
14.10 Take-Away
15 Explicit Representations
15.1 Hypertext’s Epistemic Rational
15.2 Mapping for Shared Cognition
15.3 Experimental Validation
15.4 Collaborative Scenarios
15.5 Experimental Design
15.6 Fluency and Flexibility
15.7 Enrichment, Acquisition and Retention
15.8 Learning Effectiveness
15.9 The Effect of Group Interaction
15.10 Fluency and Flexibility
15.11 Group Effectiveness
15.12 Fluency and Flexibility
15.13 Creativity
15.14 Students and Group Process
15.15 Distributed Cognition
15.16 Memes: Effortless Teaching
15.17 Autopoiesis
15.18 Summary
16 Trialectics for Conscience
16.1 Henri Lefebvre
16.2 Monotone Learning Practices
16.3 Escaping from Experimental Priorities
16.4 Triadic Thinking: Conceptual Bypass
16.5 Conceptual Thinking
16.6 Technology as Catalyst
16.7 Learning Support Systems
16.8 Video Lectures
16.9 An Apple a Day ….
16.10 Trialectics for Representations
16.11 Adding Semantics
17 Learning, Playing and Working
17.1 Learning by Heart
17.2 Learning by Singing
17.3 Learning by Forgetting
17.4 Suggestopedia
17.5 Urgent Versus Essential
17.6 Existential
17.7 Instrumental
17.8 Mentalistic
17.9 Conceptual Taxonomies
17.10 Societal
17.11 Systemic
17.12 Ecosystems
17.13 Teachability
17.14 Media as Anachronisms
17.15 ICT Barometers
17.16 21st Century Skills
18 Media as Catalysts
18.1 Surrogate or Opportunity?
18.2 Lessons from the Past
18.3 Content, Method or Cosmetics?
18.4 Evolution in Teacher Roles
18.5 Data Science and Artificial Intelligence
18.6 Mind Storms
18.7 Meta-Cognition
18.8 Conceptual Entailments in Real Life
18.9 Human–Machine Learning
18.10 Imagination for Meta-Cognition
18.11 Concepts; Entities or Transitions?
18.12 Deep Learning
18.13 Etymology for Deep Learning
18.14 Innovation: Keeping up Appearance
18.15 Social Media in Education
19 The Information Age
19.1 The Emerging Information Society
19.2 National Education Policies
19.3 Learning Communities and Networks
19.4 Ethical and Legal Issues
19.5 Information Society
19.6 Knowledge by Constructivism
20 ICT in Secondary Education
20.1 ICTs for Teacher Education
20.2 Didactic Methods with ICT Facilities
20.3 Alternative Teacher Education
20.4 ICTs for Secondary Education
20.5 Ideologies Toward Flexible Learning
20.6 Evolution in Learning Paradigms
20.7 ICTs and the Quality of Education
20.8 Prospect
21 Twenty-First Century
21.1 What Matters Most?
21.2 Education for Emergency
21.3 National Policies
21.4 Learning Communities and Networks
21.5 Ethical and Legal Issues
21.6 Twenty-First Century Learning
21.7 Constructivism
21.8 Web Tools for Secondary Education
22 The Use of Web Tools
22.1 Didactic Methods
22.2 Alternative Teacher Education
22.3 ICTs for Media Literacy
22.4 Toward Flexible Learning
22.5 Continuous Evolution in Learning
22.6 ICTs and the Quality of Education
22.7 Quality of ICT Usage in Education
22.8 Prospect
23 Teacher Training
23.1 Course Template
23.2 Visionary
23.3 From Hierarchy to Heterarchy
23.4 Learning Needs Context
23.5 Overall Developments
23.6 Achieving the Final Goals
23.7 Learn to Use ICT
24 Searching for Search Engines
24.1 Web Portals
24.2 Inspirational Educational Practices
24.3 ICT Helps Teachers to Learn
24.4 Web-Based Learning Communities
24.5 ICT to Learn to Teach
24.6 ICT in Secondary Schools
24.7 Generic Learning Tools
24.8 Simulations
24.9 Competence Development Networks
24.10 Educational Leadership
24.11 ICT Projects in Education
24.12 Cool Projects
24.13 Discovery Channel
24.14 National Geographic
24.15 The Shoa History Links
25 Visual Imagination
25.1 Realism, Fiction and Engagement
25.2 3D Virtual Spaces
25.3 Hemi Demi Semi-reality
25.4 VR with Concept Mapping
26 Virtual Reality for Learning
26.1 Immersion
26.2 Augmented Reality
26.3 From Interface to Intraface
26.4 Virtuality for Playing with Realism
26.5 VR: State of the Art?
26.6 Goggle: Head-Mounted Display
26.7 Three Levels of VR
26.8 Drawbacks of VR
26.9 From Spatial to Immersion
26.10 VR Applications
26.11 VR Examples
26.12 Virtuality for Learning Support
26.13 VR for Special Education
26.14 Navigation for VR
26.15 The VR Research Agenda
26.16 VR and Artificial Intelligence
26.17 VR in the User Interface
26.18 Research Questions
26.19 VR for Scaffolding the Learning
26.20 VR as a Learning Tool
26.21 VR for Episodic Support in Drama
26.22 VR for Constructionism in Learning
26.23 Temporal Awareness in VR
26.24 Immersive Effects in Educational VR
26.25 From VR to the Real Classroom
26.26 VR Libraries for Learning
26.27 VR-Based Courseware
26.28 VR-Based Networks
26.29 VR-Based Courseware Interfaces
26.30 VR in Special Curricular Topics
27 Virtual Surgical Training
27.1 Relevance of the Project
27.2 Goals of the DIME Project
27.3 Validating the Stent Morphology
27.4 Need for Visual Orientation
27.5 Instructional Approach
27.6 Cybernetic Approach
27.7 From Informational to Conceptual
27.8 Reverse Engineering
27.9 Navigation in VR
27.10 Toward VR Utopia
27.11 Kinematic and Proprioceptive
27.12 From Fictitious to Virtual
27.13 Spatial Affordance
27.14 VR as Interface
27.15 The Imagination is the Limit
27.16 Learning by Exploration
27.17 Summary
28 Educational Design
28.1 Last Minute Design
28.2 My Stomach Turned
28.3 Jump to the Motorbike
28.4 Start from Scratch
28.5 De-hierarchization
28.6 Instructional Strategies
28.7 Learning Events
28.8 Accretioning, Tuning, Restructuring
28.9 ADDIE and Bricolage
28.10 Tinkering; Design on the Fly
28.11 Curricular Design
28.12 Curricular Supplantation
28.13 Designing Educational Media
28.14 Active Learning
28.15 Constructive Learning
28.16 Cooperative Learning
28.17 Authentic Learning
28.18 Intentional Learning
28.19 Is There Life After Learning?
29 Vocational Education
29.1 Entrepreneurship in VET
29.2 Learning by Enterprise
29.3 Gaming Elements in Education
29.4 Why Play-Based Learning?
29.5 Gamification of Learning
29.6 Digital Storytelling
29.7 Introducing Characters and Avatars
29.8 Learning by Constructing
29.9 Serious Play
30 Construals
30.1 Bridging Mind and Machine
30.2 Observables
30.3 Dependencies
30.4 Agencies
30.5 The Tic-Tac-Toe Game
30.6 Contexts for Simulations
31 Open Educational Resources
31.1 Exploratory
31.2 Conceptual Approach
31.3 Concept Orientation
31.4 Learning in VR
31.5 Thinking as Experimental Gaming
31.6 From Mechanics to Kinematics
31.7 Learning by Modeling
31.8 Immersive Experiments
31.9 VR-based Learning Paradigms
31.10 VR-Supported Learning
31.11 Virtual Learning
31.12 Conclusion
32 STEAM During COVID-19
32.1 Vocational Education
32.2 Problem Solving
32.3 Creative Thinking
32.4 Meaningful Competences
32.5 Problem-Based Learning
32.6 Creative Problem-Solving
32.7 Collaboration
32.8 Mind Mapping
33 Programming Skills
33.1 Work-Based Learning
33.2 Learning by Making
33.3 Design for 3D Printing
33.4 Technology Curriculum
33.5 Hacker Spaces
33.6 CAD in Education
33.7 The Integration of 3D Printing
33.8 The MakeITReal Curriculum
33.9 Policy Recommendations
33.10 Empirical Modeling
34 Communities of Practice
34.1 Professional Development
34.2 Communities of Practice
34.3 Web Platforms
34.4 Communication Networks
34.5 Virtual Networks
34.6 Designing Web Platforms
34.7 Blended Networking
34.8 Content Management
34.9 Community Life Cycle
34.10 Choosing the Platform
34.11 Functional Applications
34.12 Off-the-Shelf Platforms
34.13 Technical Features
34.14 Open Source
34.15 What Users Want
34.16 Threats to Platforms
35 Professional Development
35.1 Community Roadmap
35.2 Teacher Platforms
35.3 Developing a Network
35.4 Standard Measures Explained
35.5 Virtual Teacher Networks
35.6 Developing Web-Based Networks
35.7 Vocational Education Centers
35.8 University Networks
35.9 NGOs and Foundations
35.10 Business Partners
35.11 International Organizations
35.12 Teacher Associations
35.13 Partnerships
35.14 The State of Play
35.15 Methodology
35.16 Mapping Metaphor
35.17 Consequence
36 International Exchange
36.1 Ambient Computing
36.2 Crossroad of Disciplines
36.3 Contexts for Understanding
36.4 Digital Libraries
36.5 Break-even Fees
36.6 Planned Goals
36.7 Planned Outcomes
37 Propagation Through WWW
37.1 Ubiquity through Smartphones
37.2 Institutional Integration
37.3 Curriculum Development Team
37.4 Armed by Language
37.5 Pastoral Care
37.6 Social Software
37.7 Needs for Roadmaps
37.8 Next Steps
37.9 Do Not Guild the Lilly
Biographic Note
Missionary Statements
ICT for Equity in Education
Teacher Training Workshops
References