1990 Philip Duchastel
THEORETICAL LEARNING TECHNOLOGY
Adventures in an emerging learning landscape
1. Introduction ********************************************
A characterization of learning technology, not an exposition
The field of learning technology
A personal view, traveling through various perspectives
Overview
Disarray in learning theory leads to a highly personal view
Today's technology limited, so I look beyond it
An adventurous theoretical approach
A speculative approach, where progress is mostly made
A theory provides structure for thinking and acting
Theoretical, but not tight
Relations left to the reader to make, thus open-ended
Style loose, even tangled because of unsettled field
A perspective on the field
Views may seem radical at times
Dealing with a new technology, even if old learning
The issues laid out: info, intelligence, design, & learning
Their interrelationship leads to the crucial issue:
How will environment affect learning?
The field in perspective
Adventures because 1. often critical and 2. explores new territory
Aim achieved if it leads to new thinking by reader
Fascinating field for 3 reasons
2. Learning in the Information Technology Age ***********
The age of information access
Access to information in compelling forms
Lots of access + easy access
Gutenberg's revolution
Which led to new forms of learning
We are now on the verge of another increase
Even if exciting information is not always used
The effin factor
Appeal vs investment
Epistemic curiosity
Builds on natural curiosity
Delay in obtaining the required information increases mental effort
The more the effort needed, the more the topic must be interesting
Educational context of the future
List of 21st century educational context elements
Today's education like that 30 years ago
Although more resources
A schooling scenario
School is short
For sharing of resources + as a social experience
Most learning through computer interaction
Learning will be self-directed and fun
Teachers as mentors
Most learning to take place out of school
In home + SIGs + Centers
Applies to 6- and 20-years old as well
In sum, tool-based rather than teacher-based
Learner initiative
Can children manage their own learning?
Not today, for schools do not provide ideal conditions
But with unlimited resources + access, learning will be fun
I can drop a topic of study and take it up later without penalty
Whim learning and leisure learning
The learning needs paradox
More learning occurring but a lesser need for it
Specialized skills will be learned on the job
More problem-solving performed by KB systems
It will differ from today's curricula
Sequence: dip in and out of topics
Disciplinary fields not studied systematically
Materials will compete for learner interest
Disciplines will compete in a learning market
What about the surgeon or the pilot?
Issue of certification, not of learning
Schools now do both
Certification could be separate
Economics of information access
Basic problem of education is an economic one
All based on the availability of resources
There are good materials but they are not distributed
Thus education is a matter of investment
Experiential learning through simulation
Simulation is important in high-skills learning
Basis in the 'what if?'
Nature of simulation and artificial reality
Costly but will be future cornerstone of learning
Learning about China instead of learning of China
Sensual/analogue/symbolic forms of representation
The more experiential, the better
The more abstract, the more difficult
Except where constraints play, as with time and danger
Abstraction enables imagination
We participate as observers, as in a novel
Simulation will bring about artificial realities
Great scope for learning
Re-inventing guardian angels
A comeback is in the making
A KB-agent as an interface to K
A mentor, filter, friend, advisor
Its scope limited to learning and K
Matching interests to resources
Tutors are K-specific and people adaptable
Angels are person-specific and not topic cognizant
3. Intelligent Technology Structures for Learning ********
Currently emerging systems
5 of them, each with its own flavor
All are intelligent
Intelligence in a program
What is the characteristic
ITSs difficult to evaluate
List of features often associated with ITSs
Some are unimportant, some concern capabilities made possible
Some are primary constituents
Core element of AI is K as opposed to information
K processing skills for responding autonomously
Encapsulated K
What is the status of K in computer systems
K is structured info, irrespective of representation form
SCHOLAR's Buenos Aires ISA city
KB has a set of structural constraints
Some logical, some semantic
Information stored in a certain way, like in a DB
DB is syntactically structured, KB semantically
No spatial constraints, as in a DB
DB and KB are interchangeable forms
An issue of mere appropriateness
Now for K processing
The 'Is Buenos Aires in South America?' process
Collection of procedures constitute a system's intelligence
Just imported procedures, no deep meaning
Nothing mystical about intelligence; just symbol manipulation
Their power lies in mimicking us
And thus performing intelligent actions
Enables flexibility and autonomy
Somewhat unpredictable, like people
Sign of intelligence: responding appropriately to unforeseens
But all is relative: more or less intelligence
A prototypical intelligent tutoring system (ITS)
All systems of learning are reactive learning environments
I.e interactive
The student attempts some task and the computer reacts
Applies to CAI and ITS
Each program constitutes an informational environment
ITS characterized by greater sophistication in its reactions
The result is greater adaptability
Provided by their design based in AI methodology
Student pokes and it reacts
ITS contains a model of the environment (domain model)
You wander through an ITS
It is a symbolic simulation
It takes your input and tries to fit it or guides you towards a fit
This is the tutorial module
Directive vs open-ended: an issue of task-setting
More or less directive: different forms of pedagogy
The system's reaction should be adaptive
Example of Winnipeg in Manitoba instead of in Canada
Or provinces for the kids
Hinges on knowing who you are teaching (the student model)
The final element is the interface: the environment
2 interface levels
1: Communication channels: language, voice, direct manipulation
2: Interactive medium (metaphor): dialogue, game, simulation
Open to multimedia and multiple communication channels
Thus 4 modules; they can interrelate in numerous ways
Typical forms are emerging
Structures for intelligent tutoring
Articulate ESs ***
Not a teaching system, but a performance one instead
Domain experience is represented, so could be used (observing the expert)
Interface features for explanation-giving
Breakpoints possible for prediction/correction
But articulateness may be wanting
However, near-experts will profit
Also novices with simple ESs
Specific tutors ***
The core exemplar of an intelligent system for learning
Specificity lies in its goal-orientedness
Skills and K are broken into constituents, thus made articulate
All is subordinated to the structural features of the domain K
I will examine tutorial processes in later section
Coaches ***
Opportunistic intervention
Tutor grafted onto another system, often a game
There to play; learning is incidental
Tutorial task one of observing and commenting
Marriage of entertainment goals and instructional goals
Explicit consideration of motivational aspects
Advisor systems ***
A coach of sorts (opportunistic)
Host is a software product
Real-world practical information processing task
An active help system
Fine judgments regarding interventions
2 goals: immediate help + long-term learning
Possibly a delicate balance
Assimilatory tools ***
Interest-driven exploration
Contrast with the previous power tools
Characterized by ease of access
Learner-initiative central: no task-setting, no guidance
Appropriate for informal learning
Interaction led by curiosity, not by achievement needs
Not proactive, thus 'enabling access tools'
In sum ***
Each with an operational pedagogical context
Tutor interaction is for instruction
In other systems, interest is less didactic and may even conflict
Tutorial processes
The preceding diversity might seem overwhelming
So we focus on the essence of tutoring
Important for 2 reasons
1: Are there multiple types of learning, and hence tutoring?
2: Can we aspire to genericity (a practical issue)?
There are more differences than commonalities
Various objects of learning are considered
But there is often an attempt to build a unified cognitive science
Hope that general principles of design will emerge
But not at the expense of expressiveness or sophistication
So what's involved in tutoring?
List of some tutorial actions
Distinction to be made between the how and the what
We often confound them, as in 'presenting an overview"
We can converge on eg. information communication
Always 2 core decisions
1: Focus selection: what to teach
2: Cognitive tasking: how to teach it
Focus is decided irrespective of how
Occurs at various levels of detail
Will depend on the scope of the domain representation
Cognitive tasking: the extent of communicating vs discovery
The question is to tell or to guide (how socratic to be?)
Why 'cogn. tasking'? the tutor sets up the task for cognitive processing by the learner
Integrating information is different than problem-solving
There are varying degrees of telling vs guiding
Eg. a strong hint is nearly telling
Also, tutoring may often shift up and down along this dimension
Cogn. tasking can be constrained by K selection
Eg. Lima cannot be discovered as the capital of Peru
K communication is nevertheless a form of reactive learning environment
In fact, 2 systems (the tutor and the learner) poking each other
Cognitive tasking also occurs at various levels of detail
Doing a summary is very different than doing an exercise
In sum, the 2 core processes offer a perspective on instructional strategy & poise us for the genericity issue
We have not fully fleshed out the processes
But will get more involved in the next chapter
4. Learning Environment Design *********************************
Technology as a design process (the 'how to')
Contrastive approach in relation to ISD
May seem particularly provocative to ISD designers
ISD and LED
ISD is a goal-oriented process for learning effectiveness
LED loosely geared to objs but oriented to learner involvement
To engage epistemic curiosity
JSBrown's to pull, not push
ISD leads to a structured sequence for optimal learning
ISD is largely organizing learning events in a meaningful order
Very much a prescriptive process
Instruction of any kind is prescriptive
LED not characterized by structure but by engagement value
Sequence matters little
Fosters learning rather than prescribes learning activities
Learning occurs but its degree is difficult to ascertain
Are the 2 processes really different?
First consider terminology, then design activities
ID focuses on the instructional side; the instructor is in charge
LED focuses on the learning side; the learner decides
ID effective in only 2 ways
1. making materials attractive and effective through structure
2. simply concentrate on structure and rely on context for motivation of the learner
The second approach is all too prevalent
Instructional design activities
Systematic process for the preparation of plans and materials
2 principle sets of activities:
1. defining and structuring the content
2. defining and structuring the delivery and interactions
In tutoring: focus selection and cognitive tasking
Content activities include task analysis and content analysis
Task analysis the more prominent because many skills to be learned
Content analysis for the non-task-oriented domains
Analyses define the content and the sequence
Result in the learning objectives for a system
For the delivery, define the medium and the interaction specifics
Global and specific decisions respectively
Both types are constrained by content decisions and the content itself
LED on the other hand is not content-centered
Learning environment design
Aim to provoke curiosity
Session to evolve in response to learner's needs and interests
The goals are not pre-established, but evolve with the context
LED treats content in a very different way
It emphasizes interaction
It involves content analysis and interest analysis (motivational potential)
Content analysis similar to ID but not exclusive in scope and no sequencing
Content decisions are broad ones, no selection for presentation
Content selection affected by interestingness
A relative matter, but take advantage of intuition in this matter
Now for interactions
Because learning is voluntary, it must be made attractive
Apart from content, the process must be made attractive
Largely unexplored area of design
A number of means, eg. iconics, enactiveness, interactiveness, two-way communication, gaming, and surely others
In sum, breath of coverage and interest, both in content and interaction
One approach is to consider the cognitive processes
Learning strategies center on exploration and consolidation
Exploration: browsing and searching
Consolidation: integration and different perspectives, which is curiosity-inducing
Thus, curiosity provocation then fulfillment
Information must be extensive and interesting
Some means (external) mentioned above
More internal ones are surprise & variability
Eg incongruity and uncertainty, especially perspective contrast
Ex. of the American revolution, and physics
A subtle art, tricky for user appeal
LED relies on topic, learning, and interest analyses
The context for design
I identified 2 design processes for learning materials development
Now how applicable is each?
Is one superior or are they alternates?
Could they not be combined?
The context of learning needs examining
Not uncommon to distinguish education and training
Learning objectives are at the heart of the matter
eg. in the behavioral objectives debate of the '60s
We need to tune the terminology
'Informal learning' instead of education
ISD and LED are tuned to achieving their own goals: effectiveness & interest
Their goals achieved at the expense of the other's
Each thus appropriate in its own realm
An interplay might well emerge
ISDers paying more attention to interest factors
And forms of instruction changing to games, simulation...
Also LEDers including specific objectives within the knowledge base
ISD attuned to the training side of the continuum & LED to the other
But LED will gradually take over in importance
The role of curiosity
As humans, we are learning animals
Learning is rooted in survival and one's prospering
Examples given
We are also curious
For no identifiable reward except excitement
Examples given
Required learning is often dull
Curiosity-based learning is always liked because it is interesting
Otherwise we would not engage
Our design task is to bring that about
Distinction between studying and learning
Examples given
Learning is cognitive processing
Studying is a set of activities
Instruction is organizing a person's studying
Required learning is involved here
But what to call studying for curiosity-based learning?
Not 'self-study' nor 'self-initiated learning'
We need a term for instructionless studying
Not 'learning'; let's call it 'curiosing'
ISD/required learning/training vs LED/curiosing
Now and later
The training/curiosing contrast involves timing
Training and education involve learning now for use later
Eg. pilots, etc.
Likewise in school, the multiplication table
Learning is artificially removed from usage
Which can create motivational problems
There is good reason for this, eg. our pilot on my plane
But there remains the time chasm
This is where LED will have its opportunity
Anything that unifies learning with usage helps learning
Hence the value of simulation
5. Learning Processes ****************************************
Previous chapters have dealt with learning indirectly
Now explicitly
The need for an analytical view
Inadequacy of our vocabulary
Learning is too broad, eg learning to ski & learning trigonometry
Likewise the products of learning: K or skills
And there are the broad theoretical approaches
Different forms of learning or core processes?
All somewhat relative: we can emphasize differences or similarities
Greatest problem is 'learning' used to talk about both internal & external manifestations
It refers to change itself (internal)
And also to the process that brings about the change eg. rehearsal, imagery (external activities)
Even overlaps with studying ('learning chemistry')
There are thus confusions and we need a theoretical account
I present a 'levels' theory of learning
No attempt to ground it empirically, just fit ideas together
Levels of functioning
Earlier dimension from sensual to abstract
Behaviorist and cognitive approaches map onto it
Beh: sensual/enactive Cogn: iconic/symbolic
Also: motor & affective are sensual; conceptual is symbolic
Functioning involves operating directly or abstractly
Hard sensation/behavior or internal representation first in analogue, then in symbolic terms
Thought can then combine and elaborate
This progression is evolutionary and developmental
Also present in everyday dealings
We interact at different levels with the world
What cuts across those levels, if anything?
Association and structure
Both together are the cornerstones of learning
Behaviorism builds on associationism
And cognitivism on structure
Philosophically going back to empiricist/rationalist dispute
They relate to one another through the dimension of coherence
Nutshell description: we first attempt comprehension, then fall back on rehearsal
Comprehension and rehearsal are the 2 processes through which we learn
Which occurs is function of situational coherence
Now to elaborate, we invoke memory and thought
Learning results in memory changes
Occurs all the time + forgetting
Not just school subjects / party invitation example
Learning is a recording of experiences, with no value judgements
Memory essentially an associative affair
Strengthened connections, strength depending on circumstances
Memory as a jumble of associations - tons of them
Physics example and physics-death
Varied connections - examples
K elements are relative in scope and perspective
Scope: particular or general / herbs
Perspective: eg. name, image...
Actually different associations, since they can exist without the other
Relativity of K is interesting but not central
Central: basic constituents of memory are associative
Enter thought: the process of modeling reality
Evident in protocols
Process of building a structural representation of objects, processes and procedures
Modeling mediated through iconic, physical means, but most often just symbolic ones
All terms (schemata...) basically symbolic models
We build them during learning and use them thereafter
But memory is still associative
Not an internal structure to inspect and manipulate
Our usage of the term is merely a manner of speech
Mental structures do not exist as such
I have talked about the result of learning, not the process
It is in the process that structure is important
Learning
Earlier described learning in an external perspective: combination of comprehension and rehearsal
Internal manifestation: recording of regularities and irregularities of experience
Learning: the consignment of these to memory
Event recurrence is noticed and encoded
Regularity as one aspect of coherence (the sun rising ex.)
It cuts across abstraction: conditioning + abstract mental structs
Associative processes are built upon regularity
Learning is activated by regularity in context
It 'gets' encoded
Another form: self-initiated rehearsal (eg citta)
Abstraction is composing concepts (labels embodying regularity)
But rare; usually start from label (dog) or juggle features to derive new concept (wolf)
In sum, regularity is the sum of learning
Rather simple elements or abstractions
Coherence
Now for coherence: the logical way things fit together
Ex: Kiev is the capital, so there is no other
The logical implications constrain thought, thus making it possible
Without the constraint, cognition would be impossibly difficult
Learning is a constant search for coherence
Understanding is the grasping of this coherence
Applies to learning in 2 ways
1: internal consistent; ex. of 3 parts to brain in textbook
2: fit with the current cognitive structure
Why cognitive structure is an important factor in ed psych
Focuses attention on ensuring a potential match in instruction
It also embodies the structural aspects of mental models
But we are concerned with process, not conditions of learning
If the search for coherence fails, then we go for rote learning
Interesting relationship here
If understanding is difficult, it will be well remembered & vice versa
EG. the discovery approach to learning
Based on the coherence principle; difficulty leads to exploration
Effort after meaning not the crucial element, but the achieved coherence
But why should learning suffer from ease of understanding?
Because of degree of coherence achieved, and in non-coherent information present
The required cognitive structure already well established
What is learned is more factual than structural
Ex of general biology where coherence requirements are limited
In sum, coherence is central
If coherence is lacking then one must rely on replicability
Much of our world is arbitrary, ex. John, not Paul
Or marsupials, dogs...
Although some terms are derived from others, eg. microscope
Many non-language elements are also arbitrary, eg Jupiter's 16 moons
Constraining makes certain elements non-arbitrary
If my telephone is gray, then not yellow etc.
Dealing here with a practical logic, not formal logic
Ex of phone broken remaining so until fixed
Reduction in arbitrariness enables thinking
And reduces the need for arbitrary associations, and thus the load on learning
The reason: we also use logic in recalling info
Of no help in recalling arbitrary associations
It can regenerate information from bits & pieces
Ex. of symptom-fault relation in electronics
K builds on K
Declarative and procedural knowledge
K o what is & of how to
Little practical value for learning,even if useful in AI
Nothing special about proc. K in terms of L.
It does differ in being concerned with personal actions, ie skills
Learning about me in the world, about affecting the world
Thus, object of L is different, but process?
Skill can involve motor actions, but no fundamental difference
Still dealing with associative and structural processes
Condition-action relations are establishes and sequences
The subject to repetitive encounters and can use structural processing too
Ex of driving a car
Two concerns crop up
1: getting it right: first getting it wrong and gradually shaping the behavior
But no different than committing a poem to memory
Feedback shows the errors, then practice can proceed
Ex. of learning capitals & how to tie a bow tie
2: getting it quick: automaticity
So automatic that we lose insight into skills
Such robust associations, becomes unitized
Akin to conceptual abstraction: individual elements unitize into concepts
Super-practice makes skills quick and efficient because of need
We rarely need declarative K so quick, so we don't practice it
But we could, eg. in addition skills
Some of these examples strange because seem procedural
Not so much personal as facts about the world
But all involves performing, thus doing something
Just as procedural can be seen declaratively,so too can declarative be seen procedurally, even if just recalling something
No K is impersonal, so cannot be poured into the mind as with computers
Handling information
Cognitive processes are tuned to handling lots of info of all kinds
We seek regularities that can be predictive & seek to infer other consequences
As in perception, we seek cognitive closure that makes a tidy world
Attention is drawn to irregularities & illogical info
The odd element out will be remembered
This forms the basis for curiosity
Regularities form the basis for all L either naturally or artificially through practice
Also the activity cycle: exploration & consolidation
Driven by curiosity, but up against the wall of non-comprehension
Ever in an effort after meaning
6. Prospects ****************************************************
We will be looking at issues
Some of them provocative, to see how they fit
And we will seek to merge them into a synthesis
Time to assess the whole
Concerned in the book with four issues
Two about the future: context and intelligence
Two perennial ones: learning and its fostering
The future of learning
Difficult to predict, eg. personal computer
So what next? We will see
In meantime, we extrapolate to intense electronic flow
Thesis that more availability leads to more learning
Explained through effin factor
Why sensical ?
Because much of learning rests on propensity for curiosity
Eliminating the barriers through learning technology
Barriers: unavailability, schooling curricula
Magic of LT: ease of access due to electronic medium
Interest oftentimes fickle, wandering focus
LT makes pertinent information part of the picture
Gives it a chance to exert its own attraction
Learning not the only thing in life
But learning then has a chance to compete
Lack-luster climate of schooling is 2nd barrier
Basically because of the organizational features, eg bell
Progressive education, followed by situated learning, unable to establish itself
Situated L centers on usefulness, hence meaningfulness
L Technology centers on interesting-ness, not usefulness, even if both can work together
Just how pure is knowledge for its own sake?
It's because of our fickleness, our need for closure
In a general sense, I know knowledge is useful
What is not situated is current schooling
Situated L seeks to reform current schooling, but not LT
LT is not a teacher-based approach, but a tool-based one
Learning will be transformed, and take place in front of a tool
The economic factor will play a part: you get what you put in
So why should our children be oriented to learning?
Society will not change; some parents will push, others not
But children will get bored and curiosity will win out
The less interesting things will be learned surreptitiously through games
Secondary motivation shunned only when used for interesting stuff
The purpose of LED is to do away with non-intrinsic motivation
Further provocative ideas: learning and certification, diminishing learning needs, and competing disciplines
All build on L leaving school and becoming life-long
How quickly depends on the technology driving these changes
LT a panacea? Yes, but not for current schooling
It will happen in its own time
Intelligences around us
Electronics provide 2 capabilities: reproducibility and intelligence
Reproducibility establishes realistic environments to avoid over-abstraction
But intelligence will enable taking on an active role
Teachers are limited and costly, but intelligent systems will help
Over optimistic? Only if we insist on AI replicating human complexity
But we are merely building intellectual tools
Analogy to the initial rejection of evolution theory
Intelligence as the application of K
And K as encapsulated information in semantic constraints
Even in artifacts; ex of metal pot
Both inner world and built environment built on these constraints
We have gobs of information and computers have less, that's all
No qualitative difference
Intelligent assistance for learning
Learning as an individual activity
Teaching merely assists learning
Ex of parent filling child's room with books
Basis of L is interaction with information in environment
But it has to fit
Teaching is deciding the learner's needs and ensuring they are met with the proper information
Two core decisions: what to provide and how to provide
The issue of control is a political one
But L is not wanton exploration of information
Goal guidance provides the cognitive tasking of teaching
Thus teaching is always a question of what information to provide, either task info, feedback, or detailed info
Control is an issue of 2 active systems poking each other
Control is central, though, to forms of intelligent structures
Emerging forms
Learning is the goal-directed interaction between learner and information, the latter provided by learning technologies
The learner can be more or less goal-directed
and the technologies can be more or less broad in cognitive tasking
All systems involve cognitive tasking
Hypermedia is very broad: to explore, even an intelligent one
Tutors' cognitive tasking is much more focused
They put the learner in situation and lead his train of thought
They provide the goal-orientation, despite the appearance of learner control
Control to the learner for information, but to system for skills
Information is structured and meaningful and the student the best judge of understanding
Skill less meaningful and requires practice, so the learner more willing to hand over control
The context establishes role of systems
If task is inherently less interesting, then gaming is appropriate
Guardian angels are a special case, not a learning technology
The forms described here must be seen in current context
Other forms will surely come about as well
Designing learning technologies
LED was proposed to replace ISD
At the expense of interest, even if success is there for the good learners
Crucial difference lies in goal-orientation
ISD:knowledge communication, LED: knowledge exploration, even though there is a general intent to influence
The handing over of control to the teacher
The teacher only has a vague idea of interests, though
And will often be off the mark, hence the need for external motivation
The point of LED is to make materials attractive
They have to be given the competition
Provocation of curiosity is the challenge, and variability, incongruity, etc. the way to do it
Can it be done? Or is it the holy grail of teaching?
It will happen, and does not even need political will
How? Through the emerging technologies
Simulation as the core; it structures information and provides the reactivity and interactivity for learning
Two issues: abstraction and need context
1. Abstraction is an important sector, most important
What is needed is constant travel between abstraction and the sensuous experience
The current tragedy is that the sensuous is often lacking
2. Remote needs vs immediacy of learning need
The future to the rescue
Easier to get information when needed
Remote needs can be made immediate through simulation
Ex. of liver removal, or trigonometry for amphitheater design
The remaining remote needs will be fewer and tackled through games
Before leaving, statement that interaction will increase between learners, not decrease
Dyads and groups around one computer
Pinpointing learning
All learning requires is the right information at the right time
Accessibility also engages the effin factor for perseverance
How simple is learning? The recording of regularities, including those we force through rehearsal
That is the associative basis of learning
Thought puts coherence to work: logical implications reduce arbitrariness of a situation
The inferential approach simplifies learning
Striving for meaning also occurs during recall, thereby diminishing the need for repetition, actually diminishing learning
Thought frames our interaction with the world and only when the information is arbitrary do we resort to rehearsal
Also when the proper information is not available and we artificially rehearse what should be meaningful
It all derives from our natural curiosity: the need for closure and predictive regularity, out of evolution
Philosophers made much of it, and Piaget in particular in equilibration from assimilation and accommodation
I prefer viewing it as an information transaction
The learner reaches out and what is found stimulates consolidation
Thus a constant interplay between curiosing and consolidating
These are the core processes
It all boils down to the right information
A theory for learning technology
2 underlying theories: coherence theory of learning and LED
At the core, interaction between learner and information leads to a transaction theory of learning technology
Deal with the near future, not the present
Transformations in how & what we learn, plus interaction with technology and learning institutions
LED accents interest and wants to do away with non-intrinsic motivation, thus taking advantage of human curiosity
How we process information may change
Not psychological processes, but understanding made easier, which removes some reliance on rehearsal
Without eliminating it , since we are also phenomenological
Learning as a single phenomenon, modulated by degree of coherence
Transactional view brings out right information at right time in a process of curiosity fulfillment that is consolidation
Learning prospects are tremendous
The views seem plausible and coherent, but who am I to say?
General level of discussion, open to other formulations
Grounding shunned so that ideas rest on their own merits
Ideas may lack precision, as a result of adventurous theorizing
Many issues thus remain open
This will hopefully lead to learning technology taking off as a field of study