XR技术和基于经验的学习

A. Taheri, C. Aguayo
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The conventional roles of the student, the instructor, the learning environment, and the learning tools and technologies must be rethought in the twenty-first century. On the other hand, cognitive philosophers such as Andy Clark and David Chalmers describe technology as a kind of scaffolding of the mind, with technology operating as instruments that we use to extend our mind (Clark & Chalmers, 1998). They are a part of us, in the same way, a spider's web is a part of the spider. We are tool-making animals that have been in a symbiotic/reciprocal feedback loop with technology since the beginning of stone tools. If technology is the real skin of our species and the extension of our nervous system and human cognition, then it should work for us and help us grow and have a better understanding of the world around us. 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引用次数: 1

摘要

自第一次工业革命以来,一种特定的机械教学范式主导了西方教育传统,被称为基于概念的教学。自20世纪60年代初以来,这一范式一直在回响和影响着研究、课程设计和教学实践,并为当前关于课程中事实信息重要性的讨论提供了重要的思想(Medwell等人,2019)。这种类型的知识转移的一个问题是,它有一个简化和线性的心态,导致断开的知识生成,此外,在转移隐性知识和任何具有“质”(即“主观”)质量的知识(Crane, 2012;Jackson, 1982, 1986)。在21世纪,必须重新思考学生、教师、学习环境、学习工具和技术的传统角色。另一方面,Andy Clark和David Chalmers等认知哲学家将技术描述为一种思维的脚手架,技术作为我们用来扩展思维的工具(Clark & Chalmers, 1998)。它们是我们的一部分,就像蜘蛛网是蜘蛛的一部分一样。我们是制造工具的动物,从石器时代开始,我们就与技术处于一种共生/互惠的反馈循环中。如果科技是我们这个物种真正的皮肤,是我们神经系统和人类认知的延伸,那么它应该为我们服务,帮助我们成长,更好地了解我们周围的世界。然而,在基于概念的教学范式下,今天的教育趋势恰恰相反,技术很容易使学习者更加分心,对周围的主观和经验世界的意识更少(Kurniawan et al., 2021)。如果我们想要对今天对更美好未来的呼吁做出反应,我们不仅需要关注综合和横向知识的开发和转移,还需要关注混合现实(XR)等新型沉浸式技术在教育中能够而且应该发挥的真正作用、潜力和机会。在这种背景下,教育应该再次成为跨学科的,建立在对新的替代教育范式的强烈批判伦理和哲学研究的基础上,用新的认识论和技术反映人类的变化和过渡过程,同时重新连接古老的知识和方法(Taheri & Aguayo, 2021)。在过去,知识被视为一个“整体”,通过人们一生的旅程获得,个人通过实践和体验知识的各个方面来学习(Yazdi, 1992)。并不是所有的知识都被认为可以通过教学概念转移;只有当一个人在学习的过程中踏上漫长的人生旅程时,才能对世界有深刻的理解(Netton, 2013)。在本报告中,我们建议教育应该拥抱基于经验的学习,作为对占主导地位的还原论基于概念的教学范式的反应范式。我们认为教育中的XR技术有潜力促进基于体验的学习,学习者和XR技术可以成为“一个实体”,以自主的方式探索、理解和体验学习过程。这种方法需要新的教育设计认识论,以身体为中心,在现实到虚拟的学习环境中体现经验。这里,圣地亚哥认知学派的认识论(Aguayo, 2021;Maturana & Varela, 1980),其中包括化身(embodiment)、具身认知(embodied cognition)和行动(enaction)等概念,可能会告知并推动以体验为基础的沉浸式学习设计的发展,这种沉浸式学习设计基于行动的、自我主导的用户体验。正如哲学家马歇尔·麦克卢汉(Marshall McLuhan)所说:“我们塑造工具,然后工具塑造我们”(Culkin, 1967,第53页)。
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XR technologies and experience-based learning
Since the first industrial revolution, a specific mechanical paradigm of teaching and learning has dominated western education tradition, known as concept-based teaching and learning. This paradigm has reverberated and affected research, curriculum design, and teaching practices since the early 1960s, as well as nourishing important ideas for current discussions on the importance of factual information in curricula (Medwell et al., 2019). One of the issues with this type of knowledge transfer is that it has a reductionist and linear mindset which leads to disconnected knowledge generation, and additionally, misses on transferring tacit knowledge and any knowledge with ‘qualia’ (i.e. ‘subjective’) quality on it (Crane, 2012; Jackson, 1982, 1986). The conventional roles of the student, the instructor, the learning environment, and the learning tools and technologies must be rethought in the twenty-first century. On the other hand, cognitive philosophers such as Andy Clark and David Chalmers describe technology as a kind of scaffolding of the mind, with technology operating as instruments that we use to extend our mind (Clark & Chalmers, 1998). They are a part of us, in the same way, a spider's web is a part of the spider. We are tool-making animals that have been in a symbiotic/reciprocal feedback loop with technology since the beginning of stone tools. If technology is the real skin of our species and the extension of our nervous system and human cognition, then it should work for us and help us grow and have a better understanding of the world around us. Yet the tendency in education today under the concept-based teaching paradigm is rather the opposite, where technology can easily make learners more distracted and less aware of the surrounding subjective and experiential world (Kurniawan et al., 2021).   If we want to react to today's calls for a better future, we not only need to focus on integrated and transversal knowledge development and transfer, but also on the real role, potential and opportunities that new immersive technologies, such as mixed reality (XR), can and should have in education. In this context, education ought to once again become interdisciplinary, founded on strong critical ethics and philosophical study of new alternative educational paradigms, with new epistemologies and technologies reflecting humanity's process of change and transition while reconnecting with old and ancient knowledge and methods of doing (Taheri & Aguayo, 2021). In the past, knowledge was seen to be a 'whole' obtained via journeys throughout people's lives, where individuals learned by doing and experiencing every facet of knowledge (Yazdi, 1992). Not all knowledge was thought to be transferable by teaching concepts; profound understanding of the world was only conceivable if one embarked on a long journey in life while learning (Netton, 2013).   In this presentation, we suggest that education ought to embrace experience-based learning as a reacting paradigm to the dominant reductionist concept-based teaching paradigm. We see XR technologies in education having the potential to facilitate experience-based learning, where learners and XR technologies can become ‘one entity’ together, to explore, understand, and experience the learning process in self-determined ways. Such an approach requires new educational design epistemologies centred on the body and the embodiment of the experience within real-to-virtual learning environments. Here, the epistemology from the Santiago school of cognition (Aguayo, 2021; Maturana & Varela, 1980), which includes concepts like embodiment, embodied cognition, and enaction, may inform and drive the development of an experience-based type of immersive learning design based on an enactive, self-led user experience. As the philosopher, Marshall McLuhan famously said: "We shape our tools and thereafter they shape us" (Culkin, 1967, p. 53).
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