Wilson, B. (1995).
"Metaphors for instruction: Why we talk about learning environments"
Educational Technology, 35(5), 25-30
Metaphors for Instruction:
Why We Talk about Learning Environments
Brent G. Wilson
Welcome to this special section on constructivist learning environments.
The four articles included in this section come from an edited book that
will be out shortly titled Constructivist Learning Environments: Case Studies
in Instructional Design (Wilson, 1996). This special section is a "sampler"
--We have chosen pieces representative of the topics and agendas of
contributors to the book.
In a way, the current interest in learning environments has crept up on
us
without a full appreciation of its significance. Clearly associated with
the constructivist movement, learning environments call to mind a number
of
images yet to be explored. My purpose in this introduction is to get
clear about what we mean by constructivist learning environments and to
explain why the idea is worthy of study.
Metaphors for Instruction
Consider the different assumptions underlying common metaphors for instruction:
- The classroom metaphor suggests that instruction is what goes on in
classrooms during 50-minute intervals. Following this way of thinking,
instruction is what happens in schools. The emphasis is often on the
teacher's presentation activities, since so much school-based instruction
is
teacher-led and teacher-centered. In everyday language, our use of
'instruction' often rests on the classroom metaphor.
- The product delivery metaphor conveys an image of instruction as a
package to be exported from its production site to its delivery site. This
metaphor has had a number of salutary effects on the field, including the
notions of "delivery systems", "production methods",
and even "media." Some
negative influences may also be observed. For example, the product or
package metaphor underlies the radio commercials promoting audiotape programs
promising to teach you vocabulary, foreign language, assertiveness, or how
to
lose weight. This extreme form of the product metaphor becomes the "pill"
metaphor: Instruction is a pill that you take to address a learning deficit
and magically, you learn something! A sure-fire indicator of the pill
metaphor is that the program will do all the work for you; as they say,
"All
you do is listen!"
- Systems definitions of instruction emphasize inputs and outputs,
interlocking mechanisms, and self-correcting feedback and maintenance.
On
this view, instructional interventions must take the whole system into
account, and not expect linear cause-and-effect consequences. The full
effects of adopting an instructional strategy will reverberate throughout
the system and will result in targeted as well as unexpected outcomes.
Systems views may concentrate on the "macro" level, which includes
the
surrounding culture, organization, and facilities (Tessmer & Harris,
1992).
In contrast, systems analyses of instruction may focus on the individual
learner as a system interacting with instruction or with a teacher. The
interactive "conversation" between learner and instructional system
has been
an important influence on the design of computer-based instruction (e.g.,
Merrill, 1968; Pask, 1976).
- Process definitions tend to emphasize the steps or stages of design, or
steps or stages of instruction. Process models are often the flip side
of
systems models--the systems models identifying the structure and the process
models identifying the flow through that structure. Systems design models
emphasize process in terms of specific analyses and steps of production.
Similarly, Gagne's nine events of instruction emphasize process and are
often used as a process template for organizing and sequencing instruction.
We recognize that instruction cannot be confined to a specific time and
place, and that classroom-based definitions are inadequate. Indeed,
instructional design (ID) can be seen as a reaction against the traditional
classroom metaphor, and we have exploited other metaphors where they have
proved useful. The product metaphor provides a focus and an object for
our
work. The systems and process metaphors have led to a language for
describing the dynamics of instruction and how one designs it.
For a number of reasons, however, our product, systems, and process metaphors
are being stretched of late:
- Multimedia programs fit seemingly within the product metaphor, but they
violate established conventions (Allen, Chiero, & Hoffman, 1996). Students
may use the programs in pursuit of multiple learning goals, and individual
learners may take widely divergent paths through the material. In some
ways
the multimedia program serves as a terrain or environment within which the
learner may explore and navigate.
- The performance-support movement relies on help systems, job aids, and
other tools to accomplish what training largely is charged to do--effective
performance on the job. These tools may be packaged into a system, but
the
connotation is very different from that of an instructional system in that
the context or setting becomes much more important. Hybrid systems that
incorporate elements of performance support and training share the focus
on
performance within an authentic environment.
- The authentic-assessment movement has placed student evaluation within
everyday performance environments (Reeves & Okey, 1996). Many tools
of
authentic assessment (e.g., portfolios, journals, logs, etc.) are rich in
content but lean in quantifiability, making them less useful for driving
performance-based systems and processes.
- The constructivist movement has helped to validate a more open-systems
view of instruction that is less defined by prespecified objectives and
more
open to the initiative of students and teachers. The result is instruction
that depends more on context-sensitive decisions and resources.
All of these trends have heightened the need for an environmental metaphor
for instruction.
The constructivism movement has also heightened our awareness of how people's
underlying views of knowledge influence their everyday practice. Table 1
briefly summarizes the influence of different philosophical conceptions on
our views about instruction.
If you think of KNOWEDGE as...
Then you may tend to think of INSTRUCTION as...
- a quantity or packet of content waiting to be transmitted...
a product to be delivered by a vehicle.
- a cognitive state as reflected in a person's schemas and procedural
skills....
set of instructional strategies aimed at changing an individual's schemas.
- a person's meanings constructed by interaction with one's
environment...
a learner drawing on tools and resources within a rich environment.
- enculteration or adoption of a group's ways of seeing and
acting...
participation in a community's everyday activities.
Table 1. How different assumptions about knowledge can influence our views
of instruction.
The table suggests that our choice of metaphor is not a neutral decision.
Instead, the way we tend to think about instruction says a lot about our
underlying beliefs. Viewing instruction as a learning environment will
tend to have some connection to a meaning-construction view of knowledge.
A learning environment is a place where people can draw upon resources to
make sense out of things and solve problems. This metaphor can provide a
needed complement to the established metaphors in the field.
The Idea of a Learning Environment
Like the classroom metaphor, thinking of instruction as an environment gives
emphasis to the "place" or "space" where learning occurs.
At a minimum, a learning environment contains:
- the learner;
- a setting or "space" wherein the learner acts--using tools and
devices, collecting and interpreting information, interacting perhaps with others, etc.
This metaphor holds considerable potential because instructional designers
like to think that effective instruction requires a degree of student
initiative and choice. An environment wherein students are given room to
explore, and determine goals and learning activities seems an attractive
concept. Students who are given generous access to information resources--
books, print and video materials, etc.--and tools--word-processing programs,
e-mail, search tools, etc.--are likely to learn something if they are also
given proper support and guidance. Under this conception, learning is
fostered and supported, but not controlled or dictated in any strict
fashion. For this reason, we tend to hear less about "instructional"
environments and more about "learning" environments--instruction
connoting
more control and directiveness, being replaced by the more flexible focus
on
learning. A learning environment, then, is a place where learning is
fostered and supported.
Difficulties remain, however, with the idea of a learning environment.
For
one thing, learning environments seem intrinsically fuzzy and ill-defined.
That is, an environment that is good for learning cannot be fully
prepackaged and defined. If students are involved in choosing learning
activities and controlling pace and direction, a level of uncertainty and
uncontrolledness comes into play. This places the teacher or instructional
designer in a condition of continuing tentativeness and guardedness.
For all their care and attention, the system will often appear chaotic to
outside observers and even participants. In short, there seems to be a
tendency toward chaos and entropy in open learning environments that are
not well-designed and supported.
ID theorists would maintain that the complexity of a learning environment
is
no excuse for negligence in planning and design to the full extent possible.
Teachers must remain vigilant to ensure that an environment includes proper
support, guidance, and rich resources and tools. The focus for designers
merely shifts from prespecification of complete strategies to providing
tools
and resources for participants that can be used in modular and flexible
fashion as learning needs arise. The job of ID theory is to articulate
a set of principles or conceptual models to aid teachers and designers in
creating, nurturing, and maintaining environments where students are
successful in attaining learning goals.
Another problem lies in the individualist connotation of 'environment.'
The metaphor of person-in-environment, at least in psychology, tends to
isolate individuals and treat other people as other objects within the
environment to be used or manipulated. The picture comes to mind of a nerdy
"surfer" of the Internet, exploring all kinds of resources, yet
remaining
reluctant to relate to a true peer group of learners--electronic or
otherwise. The idea of "learning communities" may be more appropriate
in this regard. Communities of learners work together on projects and learning
agendas, supporting and learning from one another, as well as from the
physical environment. Thus in an effective learning environment, an
individual's tool-using and information-using activities need to be
complemented by the powerful resources presented by other people and by
the surrounding culture. In our use of the term, constructivist learning
environments are places where groups of learners learn to use tools of their
culture--including language and the rules for engaging in dialogue and
knowledge generation (cf. Morrison & Collins, this issue).
In summary, while a number of metaphors may be appropriate for thinking
about
instruction, the idea of learning environments is appealing because it
reflects values of the constructivist movement in ID, hence the addition
of 'constructivist' to the term. One definition of a constructivist learning
environment then would be:
- a place where learners may work together and support each other
- as they use a variety of tools and information resources
- in their pursuit of learning goals and problem-solving activities.
This definition can serve as a launching point for this section, but it
has
no special hold upon the contributing authors. Different views of
constructivist learning environments are presented, depending on their
focus and the nature of their projects.
Outcomes of Learning Environments
Perkins (1996) reflects on our childhood intimacy with our local
neighborhoods, and draws the analogy to learning environments. Growing
up in our neighborhood, we "knew our way around"--
where to find things, who
to ask, what to expect, where to go. Working and solving problems within
a learning environment results in similar knowledge. Perkins suggests that
we come to "know our way around" more than just neighborhoods:
We can sensibly speak of knowing your way around the stock market, playing
baseball, and any discipline, for instance Physics or English literature.
To really know any of these domains requires a kind of flexible orientation
to what things and places they contain, what resources they afford, and
how to get jobs done (see Perkins, 1995, chapter 10).
Cognitive psychologists typically speak about declarative and procedural
knowledge, drawing on Ryle's (1949) distinction between knowing-that and
knowing-how. Perkins suggests that knowing your way around includes much
more:
...having a sense of orientation, recognizing problems and opportunities,
perceiving how things work together, possessing a feel for the texture and
structure of the domain. It encompasses not just explicit but tacit
knowledge, not just focal awareness but peripheral awareness, not just a
sense of what's there but what's interesting and valuable, as urged by
Michael Polanyi (1958). Better than knowing that, know how, or like names
for knowledge, knowing your way around resonates with the notion of a
learning environment.
Perkins's point is well taken. As we simplify and package instruction for
consumption, the richness of the subject can be bleached away. Learning
outside the context of its natural setting can also have this effect.
Approaching instruction as a constructivist learning environment is an
attempt to preserve the richness and complexity that draws people into a
subject in the first place, while providing tools and supports to "learn
our way around."
"Parts" and "Kinds" Analyses
A thing can be analyzed into its constituent "parts" and into
its various
sub-categories or "kinds" (Reigeluth & Stein, 1983). In an
article in
Educational Technology, Perkins (1991) performs a "parts" analysis
of
learning environments. He suggests that all learning environments,
including traditional classrooms, are made up of the following components
or functions:
- Information banks. Information banks are sources or repositories of
information. Examples would include textbooks, teachers, encyclopedias,
videotapes, videodiscs, etc.
- Symbol pads. These are surfaces for the construction and manipulation
of symbols and language. Examples include student notebooks, index cards,
word processors, drawing programs, and database programs.
- Phenomenaria. Perkins defines phenomenaria as "areas" for presenting,
observing, and manipulating phenomena (aquariums, SimCity, physics
microworlds, etc.) Of course, SimCity is a simulation of real-world cities,
and not the thing itself. The key idea is that aspects of the world are
brought and made available to student inspection and exploration. To my
understanding, phenomenaria are roughly parallel to instructional
simulations. I like Perkins's term because it emphasizes the instructional
nature of the simulation (contrasted to non-instructional simulations
intended for scientific or technical purposes).
- Construction kits. These are similar to phenomenaria, except they are
less tied to natural phenomena. Construction kits are packaged collections
of content components for assembly and manipulation. They may have no
clear counterpart in the "real" world. Examples include Legos,
learning
logs, math-manipulation software such as the Geometric Supposer, or
authoring tools such as HyperStudio.
- Task managers. In any learning environment, a function of control and
supervision exists. Task managers are those elements of the environment
that set tasks, provide guidance, feedback, and changes in direction.
Task management is often assumed by the teacher, but in constructivist
environments, students themselves assume much of this role. A variety of
tools and documents support teachers and students in the management of
tasks, including assignments within consultations, advisement sessions,
strategic planning tools, textbooks, grading programs, assessment devices,
devices for conveying rules and expectations, and computer-based instruction
programs. Realistically, students and teachers need to negotiate the
details of task management, with students assuming greater levels of
independence wherever possible. In such cases, the teacher becomes a coach,
advisor, and mentor to support student activities.
With these identified components, Perkins distinguishes between "minimalist"
and "rich" learning environments:
- minimalist learning environments emphasize information banks, symbol
pads, and task managers. A traditional classroom would be a lean learning
environment with relatively few tools for manipulating and observing
content, making exploration and problem solving difficult.
- richer environments contain more construction kits and phenomenaria,
and place more control of the environment in the hands of the learners
themselves. Students are typically engaged in multiple activities in
pursuit of multiple learning goals, with the teacher serving the role of
coach and facilitator. Rich learning environments could more easily be
called "constructivist" learning environments, where as learner
environments
may be thought of as "traditional" learning environments.
Perkins also notes differences in the amount of guidance or direct
instruction found in learning environments. Varying degrees of guidance
pose different instructional challenges for the learning environment. As
the teacher relinquishes control over content, pacing, and specific
activities, students need corresponding increases in decision and
performance support. Poorly planned learning environments are vulnerable
to
failure due to lack of support, leaving students feeling stranded and faced
with unreasonable performance expectations. This problem is complicated
by
the fact that learners differ dramatically in their need for support.
Managing the support and advisement function within learning environments
is one of the challenges addressed repeatedly by articles in the book.
Wilson (1996) groups chapters into the three categories of learning
environments presented below. In truth, most of the projects reported by
authors fit more than one category. The simple typology is not definitive,
but instead is designed to elucidate differences in emphasis among different
learning environments.
- Computer microworlds. Students "enter" a self-contained computer-based
environment to learn. These microworlds may be supported by a larger
classroom environment, but may also stand alone. Examples include the
Sherlock project reported by Gott, Lesgold, and Kane (1996), and the
case-based teaching programs reported by Riesbeck (1996). Principles for
the design of constructivist learning environments that are especially
relevant to microworlds are offered by Honebein (1996) and Black &
McClintock (1996).
- Classroom-based learning environments. In many settings, the classroom
is thought of as the primary learning environment. Various technologies
may function as tools to support classroom learning activities. Examples
of classroom-based environments include Dunlap and Grabinger's (1996) Rich
Environments for Active Learning (REALs) and Vanderbilt's anchored
instruction modules taught in regular classrooms (reported in Young,
Nastasi, & Braunhardt, 1996). Osana, Derry, and Levin (1996) report
an
interesting study of middle-school "Vitamin Wars" where students
learn
concepts of health and nutrition through a simulation. Using an even more
expansive notion of learning via construction, Jonassen, Myers, and
McKillop (1996) report on the design of hypermedia projects as classroom
learning activities.
We have included two chapters from this section for inclusion here. Savery
and Duffy describe the model of problem-based learning (PBL), used in
medical schools and other settings. PBL is being adopted by a growing
number of schools and programs, particularly in higher education. The
second selection relates to "structural knowledge" (Jonassen,
Bessner, &
Yacci, 1993) and how we talk about it. Morrison and Collins provide an
analysis of knowledge-generating cultural forms they call "epistemic
games." Epistemic games provide a language for classroom teachers
and
instructional designers to use in describing knowledge-generating
processes. In this sense their work is reminiscent of the early work of
Gagne and Merrill, who each contributed to the field by providing a language
for describing key instructional components and processes.
- Virtual environments. Some computer-based learning environments are
relatively open systems, allowing interactions and encounters with other
participants, resources, and representations. These "virtual"
environments
are contrasted with the more closed, self-contained microworld
environments. Students interact primarily with the computer in a
microworld; in a virtual environment, they interact primarily with other
networked participants, and with widely disseminated information tools
(see, e.g., Edelson, Pea, and Gomez, 1996). Open, virtual environments
have tremendous potential for learning, but they carry their own set of
design challenges and concerns. Here Dede presents a vision of the
potential for such environments as technology and design models continue
to evolve.
We conclude with an article drawn from the last section of the book, which
focuses on design methods and assessment. Lin and colleagues from the
Cognition and Technology Group at Vanderbilt argue for an approach to the
design of learning environments that draws on both ID and cognitive-
psychology traditions. Their chapter serves as a proper commentary on
learning-environment design, as they urge continued cooperation among the
ID and cognitive-psychology communities.
I would like to thank each contributor--both to this section and to the
book
--for their insights and willingness to report their work to a larger
audience. Collectively, their work constitutes a considerable advancement
of our understanding. In future issues of this and other journals, I look
forward the continued conversation addressing specific methods for
designing and supporting constructivist learning environments.
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