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Monday, 21 November 2022

Computer-mediated cognitive apprenticeship approaches to philosophy of education instruction

 


 ABSTRACT

Teaching philosophy involves a variety of learning activities. The primary focus of the learning process is on concepts and its components identification and relationships.   Computer visualization techniques, such as computer graphics, animation and virtual reality can be used to graphically illustrate the various concepts and its components identification and relationships in philosophy.I  propose a virtual apprenticeship model for the knowledge- and skills-oriented Web-based education for philosophy students. I adapt the classical cognitive apprenticeship theory to the Web context utilizing scaffolding and activity theory. The study reveals how web based teaching techniques, computer programs and collaborative software can  aid online or  blended philosophy instruction and facilitate discussion  and collaborative  work . The study offered intriguing insights and implication for developing and designing philosophy courses and explored alternative and more efficient ways to implement various elements of CA, such as scaffolding and reflection in philosophy. The model provides an excellent medium where students can visually observe, reflect upon, write  and discover expert strategies in context.

 

INTRODUCTION

Philosophy of education is taught in higher schools where teachers are prepared, colleges of education, polytechnics and universities,  Its  focus is on giving and deepening the understanding of educational concepts and problems. The program provides students a challenging opportunity to deepen and widen their humanistic, philosophical thinking about education.  Course work centers around the close reading of primary texts in the history of ideas, with a focus on how these texts illuminate the meanings and significance of educational practice. more specifically the philosophies of education and  teaching methods and practice. Supporting students, especially non-specialized students, in a course that is philosophical in nature, is always a concern of philosophers. The standard approach to teaching philosophy is usually teacher-centered, which emphasizes a particular learning style with students. With this method, the lecturer tries to impose his/her knowledge upon the students, who more often than not lose the connections of lessons when dealing with various concept and their interrelationships. On the other hand, the effort to engage students in a genuine learning experience and the application of Computer visualization techniques and tools within the cognitive apprenticeship framework in original research is an approach proposed for the teaching and learning of philosophy of education.

 

 

 

LITERATURE REVIEW

 

Educational Model

Cognitive apprenticeship is an instructional design model that emerged from situated learning theory and was introduced in 1989  and developed by Allan Collins, John Seely Brown they proposed an alternative model of instruction that is accessible within the framework of the typical American classroom. It is a model of instruction that goes back to apprenticeship but incorporates elements of schooling. We call this model cognitive apprenticeship.(Collins, Brown, and Newman, 1989). It can be described an instructional model that draws upon authentic classroom activities and guided experiences that enable the development of mental skills through reflection, articulation, collaboration, and practice, and that are situated in authentic contexts.(Educational Technology Research & Development, 47 (3),15-31).Educational Model 

The cognitive apprenticeship theory forms the backbone

of our educational model. However, we develop a variant,

the virtual apprenticeship theory, which is also influenced

by scaffolding and activity theory, in order to adjust the

classical theory to the Web as the educational environment.

Educational Model

 

The cognitive apprenticeship theory forms the backbone

of our educational model. However, we develop a variant,

the virtual apprenticeship theory, which is also influenced

by scaffolding and activity theory, in order to adjust the

classical theory to the Web as the educational environment.

The cognitive apprenticeship theory forms the backbone of the proposed educational model. However, I adopted  a variant, the virtual apprenticeship theory, which is also influenced by scaffolding and activity theory, in order to adjust the classical theory to  computer applications/Web as the educational environment.

 

 

Cognitive Apprenticeship

The cognitive apprenticeship theory (Guzdial, M., and Kehoe, C.,1998)  addresses the problem of coaching a student to perform a specific task. A student learns through active participation in a task in an authentic setting in close collaboration with a master. The master provides expertise and advice. The process of apprenticeship learning is characterized by increasingcontrol and ownership by the learner. The cognitive apprenticeship theory puts an emphasis on reflection. A first phase of learning is typically coached, followed by reflection. In the final phase, free and self-reliant learning is supposed to take over. An authentic setting is anotherkey element of an apprenticeship model. Its allows a learner to train with or within the subject of concern itself,

i.e. to directly manipulate course-relevant artefacts.

control and ownership by the learner. The cognitive apprenticeship theory puts an emphasis on reflection. A first phase of learning is typically coached, followed by reflection. In the final phase, free and self-reliant learning is supposed to take over. An authentic setting is another key element of an apprenticeship model. Its allows a learner to train with or within the subject of concern itself, i.e. to directly manipulate course-relevant resources.

 

 

Scaffolding

The term scaffolding refers to a temporary support

framework that is used in the construction of buildings.

Scaffolding is needed in the construction process, but will

be removed once the building process is advanced and the

building supports itself. Scaffolding has been suggested to

support learners in their learning effort. The objectives are

self-reliant learning and the achievement of competency in

a domain. Classically, scaffolding refers to support learners

get from interaction with experts, teachers, and peers

through learning material, feedback, and demonstration [2]. 

In the presence of computer support, the notion of

scaffolding needs to be adjusted. The instructor’s role in

providing the scaffolding support is taken over by a

software agent. This allows innovative forms of support,

but there is also the difficulty is to capture the usually

verbal communication and coaching process between an

instructor and a learner in a virtual Web-based setting.

Scaffolding

The term scaffolding refers to a temporary support  framework that is used in the construction of buildings. Scaffolding is needed in the construction process, but will be removed once the building process is advanced and the building supports itself. Scaffolding has been suggested to support learners in their learning effort. The objectives are self-reliant learning and the achievement of competency in a domain. Classically, scaffolding refers to support learners get from interaction with experts, teachers, and peers through learning material, feedback, and demonstration (Guzdial, M., and Kehoe, C.,1998).  In the presence of computer support, the notion of scaffolding needs to be adjusted. The instructor’s role in providing the scaffolding support is taken over by a software agent. This allows innovative forms of support, but there is also the difficulty is to capture the usually verbal communication and coaching process between an instructor and a learner in a virtual Web-based setting.

 

Activity Theory

In a Web environment, instructors can be replaced by agents that control learner activities. Activity theory is a framework that can help us to adjust educational concepts to the Web and other computer-based environments. Activity theory is a conceptual framework that describes structure, development, and context of computer-supported activities (Nardi,1997). Its emphasis on agents in the interaction between learners and their environments explains the principle of tool mediation - the key problem for the virtual apprenticeship model. These agents – tools in some form – facilitate the interaction. These tools shape the way humans interact with reality. Tools - educational media in our case - reflect experiences other people such as the master in the apprenticeship approach have made in trying to address similar problems. This experience is accumulated in structural and behavioral properties of the tool or medium.  A teaching and learning environment is a tool that provides a student with access to a part of the reality – the course subject – through educational media guided by structural and behavioural rules defined by the instructor.

 

Furthermore, scientists in many disciplines use sophisticated computer techniques to model complex events and visualize phenomena that cannot be observed directly. Weather patterns, medical conditions and mathematical relationships are only some of the uses to which virtual reality can be put to see many current problems in three-dimensional simulations. In education and learning,   computer visualization techniques are now used  for developing visual thinking skills and creative abilities in both children and adults. https://www.nsf.gov/od/lpa/nsf50/nsfoutreach/htm/n50_z2/pages_z3/10_pg.htm

Educational Model

 

The cognitive apprenticeship theory forms the backbone

of our educational model. However, we develop a variant,

the virtual apprenticeship theory, which is also influenced

by scaffolding and activity theory, in order to adjust the

classical theory to the Web as the educational environment.

Educational Model

 

The cognitive apprenticeship theory forms the backbone

of our educational model. However, we develop a variant,

the virtual apprenticeship theory, which is also influenced

by scaffolding and activity theory, in order to adjust the

classical theory to the Web as the educational environment.

 

 

 

 

Higher order thinking with graphic organizers

A graphic organizer is a visual display that demonstrates relationships between facts, concepts or ideas. A graphic organizer guides the learner’s thinking as they fill in and build upon a visual map or diagram .Webs, concept maps, mind maps and  Venn diagrams are some of the types of graphic organizers used in visual learning to enhance thinking skills and improve academic performance on written papers, tests and homework assignments.

 Webbing

A web is a visual map that shows how different categories of information relate to one another. Webs are typically used by students, teachers and professionals as brainstorming strategies for developing and connecting ideas.Commonly used as a tool to help begin the writing process or a research assignment, webbing is a brainstorming method that provides structure for ideas and facts. Brainstorming webs provide students with a flexible framework for idea development, organizing and prioritizing information.

Typically, major topics or central concepts are at the center of a brainstorming web. Links from the center connect supporting details or ideas with the core concept or topic. Brainstorming  webs are powerful ways to help students develop and improve fluency with thinking, discover new ideas and relationships between concepts,Get the mind going to generate and organize thought processes, new ideas and information

 

Concept mapping

A concept map is a type of graphic organizer used to help students organize and represent knowledge of a subject. Concept maps begin with a main idea (or concept) and then branch out to show how that main idea can be broken down into specific topics. Used as a learning and teaching technique, concept mapping visually illustrates the relationships between concepts and ideas. Often represented in circles or boxes, concepts are linked by words and phrases that explain the connection between the ideas, helping students organize and structure their thoughts to further understand information and discover new relationships. Most concept maps represent a hierarchical structure, with the overall, broad concept first with connected sub-topics, more specific concepts, following. When created correctly and thoroughly, concept mapping is a powerful way for students to reach high levels of cognitive performance. A concept map is also not just a learning tool, but an ideal evaluation tool for educators measuring the growth of and assessing student learning. As students create concept maps, they reiterate ideas using their own words and help identify incorrect ideas and concepts; educators are able to see what students do not understand, providing an accurate, objective way to evaluate areas in which students do not yet grasp concepts fully.

 

Mind mapping

A mind map is a visual representation of hierarchical information that includes a central idea surrounded by connected branches of associated topics. Mind mapping is a visual form of note taking that offers an overview of a topic and its complex information, allowing students to comprehend, create new ideas and build connections. Through the use of colors, images and words, mind mapping encourages students to begin with a central idea and expand outward to more in-depth sub-topics Mind mapping is a beneficial learning tool to help students brainstorm any topic and think creatively. Mind maps are particularly helpful in the writing process and provide students with a natural way of thinking and building thoughts on a story plot or theme.

Mind maps also provide teachers with insight into their students’ thought process regarding a specific topic. By asking students to create mind maps demonstrating their comprehension of a concept, teachers are able to understand what a student’s prior knowledge was and how well the student understands the assignment or the material being taught. This is a very effective way of evaluating students’ understanding.

With free open-source computer screen-sharing programs like (Dimdim.com) the  instructor’s computer can be shared with the student to ease or provide supplemental  instruction and virtually demonstrate  relationship of concepts , analogies, illustrations etc or the student’s computer can be shared with the instructor to explain  how the function is being performed.

 

 

Collaborative software

Collaborative software or groupware is application software designed to help people working on a common task to attain their goals. One of the earliest definitions of groupware is "intentional group processes plus software to support them". (Johnson-Lenz, Peter; Johnson-Lenz, Trudy 1991).   As regards available interaction, collaborative software may be divided into: real-time collaborative editing platforms that allow multiple users to engage in live, simultaneous and reversible editing of a single file (usually a document), and version control (also known as revision control and source control) platforms, which allow separate users to make parallel edits to a file, while preserving every saved edit by every user as multiple files (that are variants of the original file).[

Group collaboration software provides tools and programs that are specifically targeted for groups of individuals that will share information and coordinate activities for the success of the business of learning. This allows the instructor or coach to provide guidance , instruction and hints in real time. A good example is  Google docs-Google Docs is a SaaS application that delivers the basic office automation capabilities with support for collaborative editing over the Web. The application is executed on top of the Google distributed computing infrastructure, which allows the system to dynamically scale according to the number of users using the service. Google Docs allows users to create and edit text documents, spreadsheets, presentations, forms, and drawings.

Some other examples  , just to mention a few are-

 

Software

Description

Troop Messenger

Team Collaboration and workplace communication platform

 

 

Airtable

Airtable is a collaborative project management tool for storing project structure and content. It is a spreadsheet-database hybrid, combining the storage features of a database with UI and flexibility of a spreadsheet.

Alfresco

free/libre enterprise content management system for Microsoft Windows and Unix-like operating systems.

Altova MetaTeam

collaborative decision-making, team performance management and project management software.

Asana

web and mobile application designed to improve the way teams communicate and collaborate.

Atlassian Confluence

web-based team and content collaboration software

Authorea

online collaborative writing tool for researchers

Basecamp

web-based project collaboration and management

Box.net

web-based collaboration and content management for enterprises

BSCW

Basic Support for Collaborative Work

cineSync

real-time synchronised video review software

Circuit (software)

enterprise-grade collaboration with video, voice, screen sharing, messaging and filesharing

Clarizen

ClearMeeting

web conferencing service

Coda

cloud-based collaborative document editor with word-processing, spreadsheets, and database functionality

Coggle

cloud-based collaborative mind-mapping software

Collabora Online

LibreOffice web based enterprise-ready edition, word-processing, spreadsheets and presentations. Ships with Nextcloud and other collaborative solutions

 

 

 

Examples of specific  instances of Cognitive Apprenticeship implementation

*Modeling. The instructor offers periodic modeling sessions where the instructor explains and illustrates  the thought processes developed while attempting to analyze philosophical concepts and  problems:

Implementation. Instructor-led videoconference session

 

*Coaching. The instructor offer specific guidance to the student while brainstorming/working on concepts or writing assignments  so that the correct approach is applied to the solution of the problems, with the objective of providing hints and feedback:.

Implementation. Individual asynchronous exercise sessions.

 

* Scaffolding. Based on gradually more difficult exercises, the instructor leads the student toward ever more complex challenges, until the student reaches the needed learning objectives. As these exercises progress forward, the instructor’s support is gradually removed, until at the end of the course practically no support is needed:

 Implementation. Individual asynchronous exercise sessions

 

 

*Articulation. Students must explain to the instructor why a specific approach to a problem works, so that the thinking process leading to the solution can be analyzed and solidified in the student’s mind.:

Implementation. Individual concept perspectives discussion with collaborative software

 

 

*Reflection. After each main learning experience, a “reflection” exercise is developed where the student summarizes what they have learned during the previous period and how it can be used in practice. .:

Implementation. Individual concept perspectives discussion with collaborative software

 

*Exploration. Students are encouraged to try out new approaches to resolution of the problems, with the intent of developing independent thought.

 Implementation. Discussion forum participation; and Individual concept perspectives discussion with collaborative software

 

 

CONCLUSION, IMPLICATIONS AND RECOMMENDATIONS

The study offers intriguing insights and implications for  developing and designing philosophy courses and explored alternative and more efficient ways to implement various elements of CA, such as scaffolding and reflection in philosophy. The study also gives insights into the development and validation of online or blended philosophy courses and course guides.An online course integrating various forms of learning

activities in an authentic setting goes far beyond the

classical provision of lecture material online. We have

embedded our solution to training database engineers

online into several educational models achieving a

constructivist style:

  The cognitive apprenticeship theory is the central

theory that supports teaching and learning ideally

where a knowledge/skills mixture is required.

  Activity theory explains tool-mediation, which is

essential for Web-based teaching and learning systems

such as our database engineering course.

  Scaffolding is a supporting theory addressing the

autonomous, self-reliant learner, which is needed to

adjust the apprenticeship approach to the Web.  

Our implementation shows the feasibility of the virtual

tool-mediated apprenticeship model.

An online or blended course integrating various forms of learning  activities in an authentic setting goes far beyond the classical provision of lecture material online  only. As the study revealed, computer visualization tools and techniques provide  powerful ways that can  help philosophy  students develop and improve fluency with thinking, discover new ideas and relationships between concepts

   The cognitive apprenticeship theory is the central  theory that supports teaching and learning ideally  where a knowledge/skills mixture is required.

• Activity theory explains tool-mediation, which is essential for Web-based teaching and learning systems such as an online or blended philosophy course.

• Scaffolding is a supporting theory addressing the autonomous, self-reliant learner, which is needed to  adjust the apprenticeship approach to the Web.  

The implementation shows the feasibility of the virtual tool-mediated apprenticeship model. Within the framework of cognitive apprenticeship, computer-based technologies can be powerful pedagogical tools that enhance and expand the power and flexibility of the resources that can be deployed to support the various component of cognitive apprenticeship . In turn, cognitive apprenticeship approach can serve as solid foundation for the instructional design of computer-based environments whether it is a multimedia, hypermedia, web-based, or any means of technological delivery systems (Casey, 1996).  Using the cognitive apprenticeship framework, innovative and successful software as well as collaborative tools can be employed to enable students to quickly learn the essentials of philosophy. Adobe captivate , articulate storyline and moodle are just some few software that can be used to create and/or supplement the tutorials for individual students by simulating the live classroom experience and instructing students online in real time as they conduct their studies. As the Internet continues to broaden the opportunities available, the age of computer mediated cognitive apprenticeship is on the horizon.  Like its predecessors, cognitive apprenticeship and traditional apprenticeship, this new theory will take time to discover and will most likely be combined with a multitude of other theories to create the best possible learning environment for all students. The paper concludes with the charge for an  integrative review of the state of research in this area, for a more systematic approach  and coordinated program of studies working toward the development, advancement  and implementation of guiding principles to support instructional systems design and pedagogy in philosophy based on emerging technology and the underlying theories and prevailing practices of cognitive apprenticeship.

 

 

 

REFERENCES

 

Collins, A., Brown, J. S., & Holum, A. (1991). Cognitive apprenticeship: Making thinking visible. American Educator: The Professional Journal of the American Federation of Teachers, 15(3), 6-11, 38-46.

Brown JS, Collins A, Duguid P (1989) Situated cognition and the culture of learning. Educational Researcher. 18: 32–42.

Casey, C. (1996). Incorporating cognitive apprenticeship in multi-media.  Educational technology  research development 44(1),71-84

 

Guzdial, M., and Kehoe, C. Apprenticeship-based learning

environments: A principled approach to providing software-

realized scaffolding through hypermedia. Journal of

Interactive Learning Research, 9(3/4), 289-336. 1998.

Guzdial, M., and Kehoe, C. Apprenticeship-based learning  environments: A principled approach to providing software- realized scaffolding through hypermedia. Journal of Interactive Learning Research, 9(3/4), 289-336. 1998.

 

Johnson-Lenz, Peter; Johnson-Lenz, Trudy (March 1991). "Post-mechanistic groupware primitives: rhythms, boundaries and containers". International Journal of Man-Machine Studies. 34 (3): 395–417. doi:10.1016/0020-7373(91)90027-5.

 

Nardi, B. (ed.)  Educational Context and Consciousness:

Activity Theory and Human-Computer Interaction. MIT

Press. 1997.

Nardi, B. (ed.)  Educational Context and Consciousness:  Activity Theory and Human-Computer Interaction. MIT  Press. 1997.

 

https://www.nsf.gov/od/lpa/nsf50/nsfoutreach/htm/n50_z2/pages_z3/10_pg.htm

 

 

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