Running
Head: Introducing TPCK
Introducing
Technological Pedagogical Content Knowledge
Matthew J. Koehler[i]
Punya Mishra
Michigan State
University
Draft, Please do
not quote
To appear in
The
Handbook of Technological Pedagogical Content Knowledge for Teaching and
Teacher Educators. To be published by AACTE and Lawrence Erlbaum Associates
(anticipated date of publication Jan-Feb 2007).
In this chapter we describe Technological Pedagogical Content Knowledge (TPCK)
as a framework for teacher knowledge for technology integration (Mishra &
Koehler, 2006). This framework builds on Shulman’s construct of Pedagogical
Content Knowledge (PCK) to include technology knowledge. We argue that the
development of TPCK by teachers is critical to effective teaching with
technology. We emphasize teacher knowledge because we view the teacher as an
autonomous agent with the power to significantly influence the appropriate (or
inappropriate) integration of technology in teaching. In keeping with the goal
of this volume (that of situating the idea of TPCK in the realm of teacher
education and teacher professional development, and investigating how it
differs by content areas) we explore the parameters of the TPCK framework
within and between multiple curriculum areas, as well as in varying teaching
and learning contexts.
We begin with a brief introduction to the
complex, ill-structured nature of teaching. We consider the nature of
technologies (both analog and digital), and how the inclusion of technology in
pedagogy further complicates teaching. We propose to view teaching with
technology as a “wicked problem” (Rittel & Webber, 1973), in which teaching
is viewed as a highly complicated form of problem-seeking and problem-solving
that derives from flexible and integrated bases of knowledge. We offer our TPCK
framework for teacher knowledge in detail, as a complex interaction among three
bodies of knowledge: Content, Pedagogy, and Technology. We describe how these bodies of knowledge interact, in
abstract, and in practice, to produce the type of flexible knowledge needed to
successfully integrate technology in the classroom. Finally, we argue that the
complexity of developing and applying TPCK suggests that a greater emphasis
should be placed on the idea of teachers as “curriculum designers.”
Teaching
as an ill-structured, complex domain
As Spiro and colleagues have argued,
ill-structured domains are characterized by a complexity of concepts and cases
with a wide variability of features across different cases (Spiro, Coulson, Feltovich,
& Anderson, 1988; Spiro & Jehng, 1990). Like expertise in other complex
domains including medical diagnosis (Lesgold, Glaser, Feltovich, & Wang,
1981; Pople, 1982), decision making (Klein, 1999), and writing (Hayes &
Flower, 1980; Hillocks, 1986), expertise in teaching is dependent on flexible
access to and application of highly organized systems of knowledge (Glaser,
1984; Putnam & Borko, 2000; Shulman, 1986, 1987) that must continually
shift and evolve based on the contexts within which they are applied. Teachers
practice in a highly complex, dynamic environment (Leinhardt & Greeno,
1986; Spiro, Coulson, Feltovich, & Anderson, 1988; Spiro, Feltovich,
Jacobson & Coulson, 1991) that asks them to integrate knowledge of student
thinking and learning, knowledge of the subject matter, and increasingly,
knowledge of technology.
In this regard, teaching is akin to
other real-world problems that are ill-structured, that lack required
information, and do not have a known correct nor best solution (Frederiksen,
1986; Glass, Holyoak, & Santa, 1979; Nickerson, 1994; Reitman, 1964;
Roberts, 1995). Other examples of ill-structured domains are biomedicine
(Feltovich, Coulson, Spiro, & Dawson-Saunders, 1992); literary analysis
(Jones & Spiro, 1992; Spiro & Jehng, 1990); and law (Feltovich, Spiro,
Coulson, & Myers-Kelson, 1995; Lawrence, 1988; Williams, 1992).
Paradoxically, domains that appear to be well-structured can also be
ill-structured, either at advanced levels of study, or when applied to
unconstrained, naturally occurring situations (Mishra, Spiro & Feltovich,
1996; Mishra & Yadav, 2006; Spiro, Feltovich, Jacobson & Coulson,
1991).
For example, mathematics is
typically treated as a very structured field that is concerned with solving
problems which have unique, correct answers, developed as the logical
consequence of manipulations of a finite set of axioms or postulates.
Professional mathematicians, however, hold a very different view of their
field, and consider it laden with ambiguity and uncertainty (Davis & Hersh,
1981). Ill-structuredness also appears when abstract mathematical ideas are
applied to real-world situations (Resnick, 1988). Similarly, physics appears to
be an orderly and regular discipline—except when applied to the real world, as
in the case of engineering. Building a bridge, for example, applies principles
of physics, but the unique features of each case (including the cost,
materials, and setting) prevent the indiscriminate generalization from one case
to another (Guzdial, Turns, Rappin & Carlson, 1995; Petroski, 1985, 1994).
Teaching, consistent with the
examples above, is a classic example of an ill-structured discipline with a
high level of variability across situations as well as a dense
context-dependent inter-connectedness between knowledge and practice. As educators know, the application of
knowledge in teaching involves many different conceptual structures and
perspectives that play out in novel and unique ways even in instances that may
seem superficially similar. The push to integrate technology in teaching
further complicates matters by bringing an additional domain of knowledge
(technology knowledge) into the mix. It is important, therefore, that we
develop a better understanding of what we mean by the term technology, particularly
as it is applied in educational settings. The following sections explore this
idea in greater detail.
Understanding Technology
We broadly define technology as the tools created by human
knowledge of how to combine resources to produce desired products, to solve
problems, fulfill needs, or satisfy wants (Wikipedia, 2006). This definition
implies two uses of the word. The first use describes an individual tool or
technique, and the
second use encompasses all tools, techniques and knowledge. If we choose to use
the first sense of the term there can be an Internet technology that
specifically refers to the tool we call the Internet. Likewise there is a
“computer technology,” a “word-processing technology,” and “microscope
technology” (collectively called technologies).
Using the second sense of the term, there can be educational technology, which
describes the sum of the tools, techniques, and collective knowledge applicable
to education. This definition includes
both analog technologies (e.g., chalkboard, pencil, and microscope) and digital
technologies (e.g., the computer, blogging, the Internet, etc.). Our view does
not distinguish between older technologies (e.g., the chalkboard, the overhead
projector, the handheld calculator, the pencil, etc.) and newer technologies
(e.g., the MP3 player, blogs, etc.).[ii]
One
of the most important things to understand about technologies is that particular technologies have specific
affordances and constraints. Technologies are neither neutral nor unbiased; rather, particular
technologies have their own propensities, biases, and inherent attributes that
make them more suitable for certain tasks than others (Bromley, 1998; Bruce,
1993). The term affordance was
originally introduced by Gibson (1977, 1979) to refer to the perceived and
actual psychological properties of any object, as a means of explaining how
individuals interact with objects in the world. A hammer, for example easily
affords hitting objects (such as nails), due to its handle (affording a grip)
and its weighted end. The design of the hammer also constrains what you can do
with it – a hammer
does not afford turning a screw or designing a website. The use of affordance
in the context of educational technology is meant more broadly to include all
of the properties of the system that allow certain actions to be performed, and
which encourage specific types of learner behavior (Norman, 1988). Using email
to communicate, for example, affords asynchronous communication and easy
storage (an archive) of exchanges. Email does not afford synchronous
communication in the way that a phone call, a face-to-face conversation, or
instant-messaging does. Nor does email afford the conveyance of subtleties of
tone, intent, or mood.
In this context, it
is important to distinguish between affordances and constraints of a technology
that are inherent to the technology
and those that are imposed from outside by
the user. We often approach technologies with our own biases and predilections
related to appropriate and inappropriate ways of using them. Cognitive
scientists use the phrase “functional
fixedness” to describe the manner in which the ideas we hold about an
object’s function can inhibit our ability to use the object for a different
function (Birch, 1945; German & Barrett, 2005). Functional fixedness often
stands in the way of creative uses of technologies. Overcoming this is
essential for the intelligent and creative application of technology for
learning. For example, a whiteboard has certain constraints and affordances: it
is heavy and difficult to move, yet it is easy to write on and erase, and it
can function as a public “writing space” to share ideas with others. These
constraints and affordances, however, do not necessarily determine how a
whiteboard can be used. The manner in which a whiteboard is used in a classroom
as opposed to a science lab clearly indicates that the function
of a whiteboard is determined very much by the context in which it is used.
Similarly, although email
is a tool for communication, it can be used to aid creative writing, and
PowerPoint, a presentation tool, can be used as a medium for artistic
creativity (Byrne, 2003). Thus, creative uses of technology require us to go
beyond this “functional fixedness” so that we can innovatively repurpose existing
tools toward pedagogical ends. Many excellent examples of such creative
repurposing can be found in this book. In particular, see the chapter by Bull,
which describes a range of different uses for a spreadsheet program.
Technology, and its complex role in teaching
Technology integration (the act of
including technology in teaching) is not a new phenomenon. For example,
although by today’s standards we rarely consider writing to be a technology,
early cultures found writing to be “an external, alien technology, as many
people today think of the computer” (Ong, 1982, p.81). Plato, for example,
deliberated over the many constraints and affordances of this new technology,
reasoning that this new technology may prove to be a crutch that causes the
populace to lose the capability to trust their own memory.
There
are several reasons why introducing technology complicates the processes of
teaching. There are social and institutional contexts that are unsupportive of
teachers’ efforts to integrate technology. Teachers have often been provided
with inadequate training for this task. The diverse contexts of teaching and
learning suggest that there is not “one way” that will work for everyone. Even
when we restrict our discussion to particular technologies in fixed contexts,
the decision to use a technology in one’s teaching introduces a myriad of
affordances for teaching content and engaging learners, as well as a number of
constraints on what functions technologies can serve in the classroom.
Understanding the complexities of technology integration requires us to offer a
richer description of what we mean by the word “technology.”
Issues of
technology integration apply to both analog and digital, and new and old
technologies. As a matter of practical significance, however, most of the
technologies under consideration in the current literature (e.g., computers,
software, and the Internet) are newer and digital. Newer digital technologies
have some inherent properties that make it difficult for teachers to apply them
in straightforward ways. Thus, it is important for us to develop a better
understanding of the affordances and constraints inherent in digital
technologies, since much of the discussion today is about these technologies.
Most traditional
pedagogical technologies are characterized by specificity (a pencil is for writing, while a microscope is for
viewing small objects); stability (pencils,
pendulums, microscopes and chalkboards have not changed a great deal over
time); and transparency of function (the
inner-workings of the pencil or the pendulum are quite simple and directly
related to their function) (Simon, 1969). Over time, these technologies achieve
a transparency of perception (Bruce
& Hogan, 1998), they have become commonplace and in most cases are not even
considered technologies. Digital
technologies—such as computers, and hand-held devices, and software
applications—in contrast, are protean
(usable in many different ways) (Papert, 1980), unstable (rapidly changing) and opaque
(the inner-workings are hidden from users) (Turkle, 1995). We describe each
of these factors complicating the inclusion of technology in the sections
below.
Digital technologies are protean in nature. The digital
computer is unique in its ability to store, deliver, and help manipulate a
variety of symbol systems: visual, acoustic, textual, and numerical. As a tool,
the computer (or the computer application or system) provides humans with new
ability or greater power, allowing people to do things they could not do
before, or to do familiar things more easily (Papert, 1980). Computers can
dynamically simulate the details of any other medium including those that
cannot exist physically making it a meta-medium with degrees of freedom for
representation and expression never before encountered and as yet barely
investigated (Kay, 1984).
This protean nature
also means that digital technologies are many different things to different
people. The digital computer can be a tool for communication (through email or
instant messaging), a tool for design and construction (through software for
scientific modeling or software for designing websites, themselves very
different activities), a tool for inquiry (such as through digital libraries
and digital probes) and a tool for artistic expression (through image, movie
and audio design software programs). This protean nature gives digital
technologies their greatest strength and is the main reason why computers have
applications in nearly every field of human activity. These strengths, however,
come at a cost—that of significantly increasing the complexity of having to use
these different symbol systems, making them difficult to learn and use. It is
no surprise that the introduction of digital technologies into the classroom
further complicates the kinds of problems and issues teachers face.
Digital technologies are functionally opaque. That is, the
inner workings of most contemporary technologies are hidden from those who use
them. The computer becomes a virtual domain
in which cause and effect relationships are divorced from everyday rules. This
quality makes our interactions with computers symbolic and often quite
arbitrary (Turkle, 1995). This separation often makes learning to work with
computers difficult—akin to learning a new language or culture. The fact that
most software tools available today are designed for the world of business and
work, not education, further contributes to this opacity (Zhao, 2003). Adapting
general-purpose tools created for the world of business (e.g., spreadsheet
programs) to the classroom context requires working through this opacity (and
our functional fixedness) to reconfigure and repurpose these existing
technologies for pedagogical purposes.
Digital technologies are unstable. The instability of
digital technologies is manifest in two ways. First, the knowledge required to
learn to use digital technologies is never fixed. Technology changes quickly,
causing hardware and software applications to become outdated every few years.
One has to continually keep up with the changing demands of new technologies,
be they Hypercard , Logo, Web pages, Web pages, AJAX, blogs, wikis, podcasts or
the types of social bookmarking software loosely aggregated under the evolving
term Web 2.0. Moreover, these rapid
changes often happen in piecemeal fashion, which leads to users having to work
with a variety of versions of software and hardware, some of which may be
incompatible with one another. A second consequence of rapid technological
change is that the technologies we use are often not fully tested and robust.
Most software programs are error-prone and riddled with bugs. Hardware
evolution also lends itself to imperfect work environments. For instance, the
rapid changes in wireless protocols can leave users frustrated with connections
that are too often unreliable. Though the specifics may change, these are
issues, in some form or the other, that all users of digital technologies have
to contend with. Thus, learning to use the technologies (and integrating it
into the curriculum) is not a one-shot deal. The instability of digital
technologies requires that teachers become life-long learners who are willing
to contend with ambiguity, frustration and change.
These inherent
characteristics of digital technology are not the only barriers to technology
integration. Another series of barriers are more social, institutional or
contextual in nature. We describe a few of them below.
Teachers often have inadequate (or inappropriate)
experience. Teachers often lack experience with using
digital technologies for teaching and learning. Many teachers earned degrees at
a time when educational technology was at a very different stage of development
than it is today. It is, thus, not surprising that many teachers do not
consider themselves sufficiently prepared to use technology in the classroom,
and oftentimes do not appreciate its value or relevance to the classroom.
Acquiring a new knowledge base and skill set can be quite challenging,
particularly if it is a time-intensive activity that must fit into a busy
schedule. However, these skills are unlikely to be used unless teachers can
conceive of technology uses that are consistent with their existing pedagogical
beliefs (Ertmer, 2005). Research suggests that an innovation is less likely to
be adopted if it deviates too greatly from prevailing values, pedagogical
beliefs and practices of the teachers (Zhao, Pugh, Sheldon & Byers, 2002).
Learning to become flexible, creative educators who can transcend functional
fixedness and other barriers is an ongoing and complicated process and must be
confronted at both pre- and in-service levels. These topics are addressed by
every chapter in this volume, but are the specific focus of the chapters
by Niess,
and by Harris.
Technology is often considered to be somebody else’s
problem. Technology
integration is made even more complex by the kinds of social and institutional contexts in which teachers work.
Unfortunately, the problem of technology integration has often become what we
have named the “Somebody Else’s Problem” (SEP) syndrome (Koehler, Mishra, Hershey &
Peruski, 2004). Technology and pedagogy are often considered domains that are
ruled by different groups of people — teachers and instructors, who are in
charge of pedagogy; and technologists, who are in charge of the technology.
Similar to C. P. Snow’s (1959) idea of two cultures of scientists and artists,
teachers and techies live in different worlds and often hold curiously
distorted images of each other. On one hand, technologists view
non-technologists as Luddites, conservative, resistant to change, and oblivious
to the transformative power of technology. On the other hand, non-technologists
tend to view technologists as being shallowly enthusiastic, ignorant of
education and learning theories, and unaware of the realities of classrooms and
schools. These two groups read different journals, visit different conferences,
and can have fundamentally different visions of the role of technology in the
classroom. The chasm between these two groups is not unbridgeable, because it
is clear that teachers use technology, either technologies that have become
transparent to them (e.g., the blackboard and the overhead projector) or in
personal contexts outside of the classroom (e.g., the Internet, MP3 players,
and DVD players). Likewise,
technologists in schools know something about teaching and learning. Often they
are former teachers or current teachers working full- or part-time. Yet, the
phenomenon of
two worlds is sociologically and psychologically real, especially as it applies
to newer technologies.
It is not easy to
for teachers to navigate between these two worlds, worlds in
which the
norms, values, and language can be different. As we argue later, a complete understanding of
teaching with technology involves breaking down this false dichotomy between
pedagogy and technology. This tension between educators and technologists can
complicate the teacher’s role greatly, concomitantly discouraging effective
technology integration. The chapter by Bull, Bell, and Hammond offers insight into
just how these institutional barriers can (and need to) be reduced.
Classroom contexts are varied and
diverse. Surrounding all the things that teachers should know about
technologies and how to use them in their classrooms are the circumstances, or
contexts, in which each teaches. As we argue more fully later, there is no such
thing as a “perfect solution” to the problem of integrating technology into a
curriculum. Instead, integration efforts should always be custom-designed for
particular subject matter ideas in specific classroom contexts.
In several ways,
the contexts of teaching reflect several divides,
each of which further complicates the issue of technology integration in
classrooms. One divide, for example, is between the digital natives (the first generation of students to live and grow
up entirely surrounded by digital technology) and the digital immigrants (the teachers who have “migrated” to this
technology later in life) (Prensky, 2001). The natives represent a challenge to
immigrant teachers, because of differences in comfort levels and knowledge of
technology, and a concomitant clash of culture, language, and values. Another
divide is the well-known digital divide between
those who have access to the latest technology, and those who do not (see
Digital Divide.org, 2006). This divide takes many forms, and has complex
implications for how teachers approach these contexts, as is addressed in the
chapter by Kelly in this volume.
Teaching with technology as a wicked problem
Technology integration has often
been considered a kind of problem solving, the goal of which is to find the
appropriate technological solutions to pedagogical problems. However, matters
are not this clear-cut. Integrating technology in the classroom is a complex
and ill-structured problem involving the convoluted interaction of multiple
factors, with few hard and fast rules that apply across contexts and cases.
One fruitful way of thinking about
the complex problem of teaching with technology is to view it as a “wicked
problem” (Rittel & Webber, 1973). Rittel and Webber argued that wicked
problems, in contrast to “tame” problems (such as those in mathematics, chess
etc.), have incomplete, contradictory and changing requirements. Solutions to wicked problems are often
difficult to realize (and maybe even recognize) because of complex
interdependencies among a large number of contextually bound variables. Wicked
problems, they argue, cannot be solved in a traditional linear fashion, because
the problem definition itself evolves as new solutions are considered and/or
implemented. Rittel and Webber stated
that while attempting to solve a wicked problem, the solution of one of its
aspects may reveal or create another, even more complex problem. Moreover,
wicked problems have no stopping rule—and solutions to wicked problems are not
right or wrong, simply "better," "worse," "good
enough," or "not good enough." Most importantly, every wicked
problem is essentially unique and novel.
There are so many factors and conditions—all dynamic—that no two wicked
problems are alike. Accordingly, solutions to wicked problems will always be
custom-designed. For this reason, there is no definitive solution to a
technology integration problem. Each issue raised by technology integration
presents an ever evolving set of interlocking issues and constraints.
Rittel and Webber show that the
biggest mistake that one can make when tackling a wicked problem is to think of
it as a “normal” or “tame problem” that can be tackled in conventional ways.
Wicked problems always occur in social contexts—in the case of technology
integration, that of classrooms. The diversity of teachers, students, and
technology coordinators who operate in this social context bring different
goals, objectives, and beliefs to the table, and thereby contribute to the
wickedness of this problem. Indeed it is the social, psychological complexity
of these problems—rarely their technical complexity—that overwhelms standard
problem-solving approaches. These solutions become a source for learning,
leading to newer knowledge, and unintended consequences, that can lead to more
wicked problems, which in turn can lead to newer knowledge and so on in a
continuous spiral or development. This process of problem-seeking,
problem-solving, and knowledge generation does not typically end when all
possible problems are solved but rather when external factors (such as running
out of time, money, information, support or other resources) come into play. As
Simon argues, in contexts such as these, the best we can hope for is satisficing, i.e. achieving a
satisfactory solution, an outcome that, given the circumstances, is good
enough.
Describing teaching as a wicked
problem, full of complexity and ill-structuredness, does not suggest that this
problem lacks structure. Ill-structuredness demands that understanding a
typical case in the domain in question requires understanding a variety of
complex concepts (and their contextually defined interactions), and that these
concepts interact in patterns that are not consistent across cases. Complexity
often emerges from a smaller set of tractable and understandable phenomena that
interact with one another.
The wicked problems of technology
integration require us to develop new ways of confronting this complexity. We
argue that at the heart of good teaching with technology are three core
components: Content, Pedagogy & Technology and the relationships between them. It is these
interactions, between and among these components, playing out differently
across diverse contexts, that account for the wide variations seen in
educational technology integration. These three knowledge bases (Content,
Pedagogy and Technollgy) form the core of the TPCK framework. We offer an
overview of the framework below, though more detailed descriptions may be found
in other published reports (Koehler, Mishra, Hershey, & Peruski, 2004;
Koehler & Mishra, 2005a, 2005b; Mishra & Koehler, 2006). It is
important to note that this perspective is consistent with other researchers
and approaches that have attempted to extend Shulman’s idea of Pedagogical
Content Knowledge (PCK) to the domain of educational technology.[iii]
The TPCK Model
The TPCK framework builds on
Shulman’s (1987, 1986) descriptions of Pedagogical Content Knowledge to describe
how teachers’ understanding of technologies and pedagogical content knowledge
interact with one another to produce effective teaching with technology. (See
Footnote #3 for an overview of the evolution of these ideas.) In this model
(see Figure 1), there are three main components of knowledge: Content,
Pedagogy, and Technology. Equally important to the model are the interactions
among these bodies of knowledge, represented as Pedagogical Content Knowledge
(PCK), Technological Content Knowledge (TCK), Technological Pedagogical
Knowledge (TPK), and Technological Pedagogical Content Knowledge (TPCK).

Figure
1.
The TPCK framework and its knowledge components
The goal of describing each of these bodies of knowledge is
not to engage in philosophical discussions about the nature of knowledge. Although many philosophers have typically
defined knowledge as "justified true belief" and have spent decades,
if not centuries attempting to understand each of these words, the definition
of knowledge used here is more pragmatic and is influenced by scholars such as
Dewey, Schon and Perkins (Dewey, 1934; Dewey & Bentley; 1949; Perkins,
1986; Schon, 1983, 1987; 1996). Perkins in particular poses a provocative
metaphor: that of "knowledge as design" (Perkins, 1986). In fact he
goes on to argue that knowledge can be considered a tool that is designed and
adapted to a purpose. As he says:
To think of knowledge as design
is to think of it as an implement one constructs and wields rather than a given
one discovers and beholds. The kinesthetic imagery implicit in knowledge as
design fosters an active view of understanding worthy of emphasis in teaching
and learning. (p. 132)
In this view of knowledge, the truth-value of the knowledge
is less important than what you can do with that knowledge—what has also been
called usable knowledge (Kelly, 2003; Lagemann, 2002; National Research Council
[NRC], 2002) We briefly describe each component of the TPCK model below.
Content Knowledge
(CK)
Content Knowledge is knowledge about
the actual subject matter that is to be learned or taught. The content to be
covered in middle school science or history is different from the content to be
covered in an undergraduate course on art appreciation or a graduate seminar on
astrophysics. Knowledge of content is of critical importance for teachers. As
Shulman (1986) noted, this would include: knowledge of concepts, theories,
ideas, organizational frameworks, knowledge of evidence and proof, as well as
established practices and approaches towards developing such knowledge.
Knowledge and the nature of inquiry differ greatly between fields and it is
important that teachers understand the deeper knowledge fundamentals of the
disciplines in which they teach. In the case of science, for example, this
would include knowledge of scientific facts and theories, the scientific
method, and evidence-based reasoning. In the case of art appreciation, such
knowledge would include knowledge of art history, famous paintings, sculptures,
artists and their historical contexts, as well as knowledge of aesthetic and
psychological theories for evaluating art. The cost of not having a
comprehensive base of content knowledge can be quite prohibitive; students can
receive incorrect information and develop misconceptions about the content area
(National Research Council, 2000; Pfundt, & Duit, 2000). Yet content
knowledge, in and of itself, is an ill-structured domain, and as the culture
wars (Zimmerman, 2002) and the Great Books controversies (Bloom, 1987; Casement
, 1997; Levine, 1996) as well as court battles over the teaching of evolution
(Pennock, 2001) demonstrate, issues of content can be areas of significant
contention and disagreement. The bulk of the chapters in this book describe how
differences among content knowledge domains are reflected in differing
strategies to integrate educational technologies in teacher education and
classroom practice.
Pedagogical
Knowledge (PK)
Pedagogical Knowledge is deep knowledge
about the processes and practices or methods of teaching and learning and
encompasses (among other things) overall educational purposes, values, and
aims. This is a generic form of knowledge that
applies to student learning, classroom management, lesson plan development and
implementation, and student evaluation. It includes knowledge about techniques or
methods used in the classroom; the nature of the target audience; and
strategies for evaluating student understanding. A teacher with deep
pedagogical knowledge understands how students
construct knowledge and acquire skills, and how they develop habits of mind and
positive dispositions towards learning. As such, pedagogical knowledge requires
an understanding of cognitive, social and developmental theories of learning
and how they apply to students in the classroom.
Pedagogical Content
Knowledge (PCK)
Pedagogical content knowledge is
consistent with, and similar to Shulman’s idea of knowledge of pedagogy that is
applicable to the teaching of specific content. PCK covers the core business of
teaching, learning, curriculum, assessment and reporting, such as the
conditions that promote learning and the links among curriculum, assessment and
pedagogy. An awareness of common misconceptions and ways of looking at them,
the importance of forging links and connections between different content
ideas, students’ prior knowledge, alternative teaching strategies and the
flexibility that comes from exploring alternative ways of looking at the same
idea or problem are all essential for effective teaching.
Central to Shulman’s conceptualization
of PCK is the notion of the transformation of the subject matter for teaching.
Specifically, according to Shulman (1986), this transformation occurs as the
teacher interprets the subject matter, finds multiple ways to represent it, and
adapts and tailors the instructional materials to alternative conceptions and
students’ prior knowledge. An excellent example of such a transformation can be
seen in John Lee’s chapter on the application of TPCK to social studies. As Lee
argues, social studies does not exist as a distinct discipline but rather is
configured from multiple sources including history, geography, political
science, economics, behavioral sciences, cultural studies and more. According
to Lee, the domain of social studies emerges as a consequence of the
pedagogical decision to educate students about civic preparation. In other
words, without this pedagogical decision, the domain of social studies would
not exist.
Technology
Knowledge (TK)
Technology knowledge is always in a state
of flux—more so than the other two “core” knowledge domains in the TPCK
framework (pedagogy and content). This makes pinning it down notoriously
difficult. Earlier in this paper, we described the manner in which technology
continually changes and how keeping up-to-date with it can become a full-time
job, in and of itself. This also means that any definition of technology
knowledge is in danger of becoming outdated by the time this text has been
written, edited, proofread and published.[iv]
That said, we believe that there are certain ways of thinking about and working
with technology that can apply to all technology tools.
In that sense, our definition of TK is
close to that of Fluency of Information Technology (FITness) as proposed by
Committee of Information Technology Literacy of the National Research Council
(NRC, 1999). They argue that FITness goes beyond traditional notions of
computer literacy to require that persons understand information technology
broadly enough to apply it productively at work and in their everyday lives, to
recognize when information technology can assist or impede the achievement of a
goal, and to continually adapt to changes in information technology. FITness
therefore requires a deeper, more essential understanding and mastery of information
technology for information processing, communication, and problem solving than
does the traditional definition of computer literacy. Acquiring TK in this
manner enables a person to accomplish a variety of different tasks using
information technology and to develop different ways of accomplishing a given
task. This conceptualization of TK does not posit an “end state” but rather
sees it developmentally, as evolving over a lifetime of generative, open-ended
interaction with technology.
Technological
Content Knowledge (TCK)
Technology and knowledge have a deep
historical relationship. Progress in fields as diverse as medicine and history,
or archeology and physics have coincided with the development of new
technologies that afford the representation and manipulation of data in new and
fruitful ways. Consider Roentgen’s discovery of X-Rays or the technique of
Carbon-14 dating and the influence of these technologies in the fields of
medicine and archeology. Consider also how the advent of the digital computer
changed the nature of physics and mathematics, and placed a greater emphasis on
the role of simulation in understanding phenomena.[v]
Technological changes have also offered new metaphors for understanding the
world. Viewing the heart as a pump, or the brain as an information-processing
machine, are just some of the ways in which technologies have provided new
perspectives for understanding phenomena in the world. These representational and metaphorical
connections are not superficial. They often have led to fundamental changes in
the nature of the discipline itself.
Understanding the impact of technology on
the practices and knowledge of a given discipline is critical if we are to
develop appropriate technological tools for educational purposes. The choice of
technologies affords and constrains the types of content ideas that can be
taught. Likewise, certain content decisions can limit the types of technologies
that can be used. Technology constrains the types of
possible representations but conversely affords the construction of newer and
more varied representations.
Furthermore, technological tools can provide a greater degree of
flexibility in navigating across these representations.
This book contains many examples of
the manner in which representations are changed with the introduction of
technology. For instance, consider Grandgenett’s (chapter) examples of
fractals, which require the computational power of the computer to be created
and to be taught. Fractals, as we conceive of them now, would not be possible
without the computational and visual representational power of the digital
computer. McCrory’s chapter on science and DePlatchett’s chapter on art provide
excellent examples of how new technologies are changing the very nature of
physics and art respectively.
Thus, we can define TCK as an
understanding of the manner in which technology and content influence and
constrain one another. Teachers need to master more than the subject matter
they teach, they must also have a deep understanding of the manner in which the
subject matter (or the kinds of representations that can be constructed) can be
changed by the application of technology. Teachers need to understand which
specific technologies are best suited for addressing subject-matter learning in
their domains and how the content dictates or perhaps even changes the
technology—or vice versa.
In some ways, TCK is the most
neglected aspect of the various intersections in the TPCK framework. As
Thompson (2006) says, this framework “suggests that teachers’ experiences with
technology need to be specific to different content areas” (p. 46). This
monograph attempts to redress this neglect by asking scholars in different
disciplinary contexts to describe how technology and content are reciprocally related
in their particular domains.
Technological
Pedagogical Knowledge (TPK)
Technological pedagogical knowledge is an
understanding of how teaching and learning changes when particular technologies
are used. This includes knowing the pedagogical affordances and constraints of
a range of technological tools as they relate to disciplinarily and
developmentally appropriate pedagogical designs and strategies. This requires
getting a deeper understanding of the constraints and affordances of
technologies and the disciplinary contexts within which they function.
Consider the whiteboard example provided
earlier. As we described, the nature of this technology—which has been in use
for a long time—in some ways pre-supposes the kinds of functions it can serve.
It is usually placed in the front of the classroom and under the control of the
teacher. This in turn, imposes a particular physical order in the classroom.
For example, the use of a whiteboard can determine the placement of tables and
chairs and frames the nature of student-teacher interaction. For instance, the
teacher has primary ownership of the whiteboard, and students can use it only
when called upon by the teacher. However, it would be incorrect to say that
there is only one way in which whiteboards can be used. One has only to compare
the use of a whiteboard in a brainstorming meeting in a business setting to see
a rather different use of this technology. In such a setting, the whiteboard is
not under the purview of a single individual, but rather it can be used by
anybody in the group, and it becomes the focal point around which discussion
and the negotiation/construction of meaning occurs. Thus an important part of
TPK is developing creative flexibility with available tools in order to
repurpose them for specific pedagogical purposes.
TPK becomes particularly important because
most popular software programs are not designed for educational purposes.
Software programs such as the Microsoft Office Suite (Word, PowerPoint, Excel,
Entourage, and MSN Messenger) are usually designed for a businesses
environment. Furthermore, web-based technologies such as blogs or podcasts are
designed for purposes of entertainment/communication/social networking.
Teachers need to reject functional fixedness, and develop skills to look beyond
the immediate technology and “reconfigure it” for their own pedagogical
purposes. Thus TPK requires a forward-looking, creative and open-minded seeking
of technology, not for its own sake, but for the sake of advancing student
learning and understanding. Harris (this volume) in her chapter on in-service
teacher education, introduces the idea of activity types as one way of
assisting novice teachers to develop such an open-minded perspective on
repurposing of technology.
Technological Pedagogical
Content Knowledge (TPCK)
TPCK is an emergent form of
knowledge that goes beyond all three components (content, pedagogy, and
technology). Technological pedagogical content knowledge is an understanding
that emerges from an interaction of
content, pedagogy, and technology knowledge. Underlying truly meaningful and
deeply skilled teaching with technology, TPCK is different from knowledge of
all three concepts individually. We argue that TPCK is the basis of effective
teaching with technology and requires an understanding of the representation of
concepts using technologies; pedagogical techniques that use technologies in
constructive ways to teach content; knowledge of what makes concepts difficult
or easy to learn and how technology can help redress some of the problems that
students face; knowledge of students’ prior knowledge and theories of
epistemology; and knowledge of how technologies can be used to build on
existing knowledge and to develop new epistemologies or strengthen old ones.
By simultaneously integrating knowledge of
technology, pedagogy and content, TPCK is a form of knowledge that expert
teachers bring into play any time they teach. Each “wicked problem” or
situation presented to teachers is a unique combination or weaving together of these
three factors, and accordingly, there is no single technological solution that
applies for every teacher, every course, or every view of teaching. Rather,
solutions lie in the ability of a teacher to flexibly navigate the space
defined by the three elements of content, pedagogy, and technology and the
complex interactions among these elements in specific contexts. Ignoring the
complexity inherent in each knowledge component, or the complexity of the
relationships among these components can lead to oversimplified solutions or
failure. Thus, teachers need to develop fluency and cognitive flexibility not
just in each of these key domains (T, P, and C) but also in the manner in which
these domains interrelate, so that they can effect solutions that are sensitive
to specific contexts. This is the kind of deep, flexible, pragmatic and nuanced
understanding of teaching with technology that we advocate in this monograph
and is further examined by the other chapters in this volume.
The act of seeing technology, pedagogy and
content as three knowledge bases is not straightforward. As we have said
before:
… separating the three components (content,
pedagogy, and technology) … is an analytic act and one that is difficult to
tease out in practice. In actuality, these components exist in a state of
dynamic equilibrium or, as the philosopher Kuhn (1977) said in a different
context, in a state of ‘‘essential tension’’… Viewing any of these components
in isolation from the others represents a real disservice to good teaching.
Teaching and learning with technology exist in a dynamic transactional
relationship (Bruce, 1997; Dewey & Bentley, 1949; Rosenblatt, 1978) between
the three components in our framework; a change in any one of the factors has
to be ‘‘compensated’’ by changes in the other two (Mishra & Koehler, 2006, p. 1029).
This compensation is most evident whenever
a new educational technology suddenly forces teachers to confront basic
educational issues and reconstruct the
dynamic equilibrium among all three elements. This view inverts the
conventional perspective that content simply needs to be converted to fit a new
technology – that is, the pedagogical goals and technologies are derived from
the content area. Things are rarely that simple, particularly when newer
technologies are employed. The introduction of the Internet – particularly the
rise of online learning – is an example of the arrival of a technology that
forced educators to think about core pedagogical issues such as how to
represent content on the web, and how to connect students with the subject
matter and with one another (Peruski & Mishra, 2004).
In this context, consider the example of
cognitive flexibility hypertexts (CFTs) as espoused by Spiro and his colleagues
(Spiro, Feltovich, Jacobson, & Coulson, 1991; Spiro & Jehng, 1990).
Over the years, many CFT hypertexts have been developed by academics, often for
use in research. By their nature, these hypertext environments are constrained
to specialty software projects with focused subject matter, with limited
availability to other users outside of universities. Thus, most of the work in
this area has been restricted to publications, research papers and journal
articles. The advent of community-developed hypertexts and encyclopedias,
user-generated metadata (also known as social bookmarking), and their use at
popular Websites such as Wikipedia, Furl, Delicious, YouTube and Flickr has
suddenly moved core CFT ideas from the research lab into the real world.
Educators are now realizing the constructivist power of folksonomies,[vi]
and other user-created tagging/categorization schemes, to reconfigure how we
understand texts and the relationships among them. In this context, it is the advent of a new
technology that “drives” the kinds of decisions we make about content and
pedagogy, by highlighting or revealing previously hidden facets of the content,
by enabling connections between diverse domains of knowledge, or supporting
newer forms of pedagogy. The decision to
use hypertext, for example, by necessity restricts the type of pedagogical
representations available, and the content that may be represented, thus
forcing teachers to select curriculum content that is most appropriate given
the affordances of this particular technology.
This influence of technology on pedagogy
and content (as the previous examples showed) is not unidirectional. A good
example of how the pedagogical constraints of schools can restrict how
technology is designed and used relates to the use of educational computer
games. A study comparing commercial games to educational games found that
commercial games often were more demanding than educational games in terms of
cognitive effort as well as in time required for mastery (Heeter, Chu, Maniar,
Winn, Mishra, Egidio & Portwood-Stacer, 2003). Educational games were
easier to install, easier to learn, less complex, shorter, less challenging to
play, and required less social interaction than commercial games. Heeter and
colleagues asserted that these qualities resulted mainly from the need to fit
game-playing into standard school schedule 45-50 minute timeslots. What was
clear from the study was that the constraints of working within a school
setting led to design solutions that limited playability, particularly related
to the length and complexity of game play and thus limited what students could
learn from the game. The authors argue that constraining games to a format that
is playable in classroom settings may pose a bigger challenge to designers
interested in creating fun, educational games than the need to integrate
curriculum-based subject matter. This emphasis on pedagogy through play leads
Heeter et al. to argue that educational games are schizophrenic, in that they
continually try to serve two masters, content learning and fun.
The above examples are intended to
illustrate the complex ways in which content, pedagogy, and technology interact
with varying levels of success. Teaching with technology is a difficult thing
to do well. The TPCK framework suggests that Content, Pedagogy, and Technology
have roles to play individually and together. Teaching successfully with
technology requires continually creating, maintaining, and re-establishing a
dynamic equilibrium between each component. It is worth noting that a range of
factors influence how this equilibrium is reached, including subject-matter
specific ones (hence the Content component of the model), and therefore we
recommend the other chapters in this volume for guidance on how subject-matter
areas impact teachers’ TPCK. However, we do suggest that there are some general
implications for teachers who try to achieve this equilibrium, and we explore
what this view implies for teaching practice. That is the focus of the next
section.
Teacher knowledge
in practice, or teachers as curriculum designers
Our description of the unique and
case-specific nature of wicked problem solving, and the kinds of knowledge
required to function in such contexts, strongly supports the idea that there is
no general solution to a teaching problem for every context, every subject
matter, every technology, or every classroom. In making his argument for
knowledge as design, Perkins suggests that practitioners have to "learn to
see through design-colored glasses” and, "be inventive" (p. 36) in
how we approach the problems in our fields.
Joseph Schwab (1983) offered an apt description of the complexity of the
teacher’s role and the kinds of flexibility teachers need to possess in order
to succeed in classroom environments. This description is also an important
reminder that the teacher is the primary, if not exclusive conduit for any
changes that can occur in the classroom. As Schwab says:
Teachers will not
and cannot be merely told what to do… Teachers are not assembly line operators,
and will not so behave… There are thousands of ingenious ways in which commands
on what and how to teach can, will, and must be modified or circumvented in the
actual moments of teaching. Teachers practice an art. Moments of choice of what
to do, how to do it, with whom and at what pace, arise hundreds of times a
school day, and arise differently every day and with every group of students.
No command or instruction can be so formulated as to control that kind of
artistic judgment and behavior, with its demand for frequent, instant choices of
ways to meet an ever-varying situation (p. 245).
What
this quote makes clear is that curricula do not exist independently of
teachers. Teachers are “an integral part of the curriculum constructed and
enacted in classrooms” (Clandinin & Connelly, 1992 p. 363). The teacher,
Dewey argued, is not merely the creator of the curriculum, but is a part of it:
teachers are curriculum designers.[vii]
The idea of teachers as curriculum
designers is based on an awareness of the fact that implementation decisions
lie primarily in the hands of particular teachers in particular classrooms.
Teachers are active participants in any implementation or instructional reform
we seek to achieve, and thus require a certain degree of autonomy and power in
making pedagogical decisions. Teachers construct curricula through an organic
process of iterative design and refinement, negotiating among existing
constraints, to create contingent conditions for learning. This process, of
enacting teaching (with or without technology) in ways that are uniquely shaped
by their personalities, histories, ideas, beliefs, and knowledge as been called
bricolage[viii].
Curriculum design as bricolage emphasizes situational creativity and
flexibility, and tactically and contingently selecting and unselecting elements
from what is available. Teachers constantly negotiate a balance between
technology, pedagogy, and content in ways that are appropriate to the specific
parameters of an ever-changing educational context.
This view of
teaching has significant implications for teacher education and teacher
professional development. We list some of them below:
Approaches that
merely teach skills (technology or otherwise) do not go far enough. Learning about
technology (how to use email, word processing or the latest version of a
computer operating system) is different than learning what to do with it.
Clearly, a solid understanding of knowledge in each of individual domain would
be the basis for developing TPCK.
Developing these knowledge bases is necessary but clearly not
sufficient. For instance, teaching technology skills alone (the T in our model)
does little to help teachers develop knowledge about how to use digital tools
to teach more effectively (TP), navigate the relationships between technology
and content representations (CT), or how to use technology to help students
learn a particular topic (TPC). Likewise, isolating learning about curriculum
content (C), or general pedagogical skills (P), will not necessarily help
teachers develop an understanding of how to put this knowledge to good use.
The spiral-like
development of TPCK. In
this chapter we have argued that digital technologies, in particular, require a
greater level of thought and work on the part of the teacher seeking to
integrate them in their teaching. The TPCK framework, however, should not be
seen as being specific to just the application of newer digital technologies.
Teacher educators need to be sensitive to the fact that all technologies come with pedagogical affordances and constraints,
and in that sense the TPCK framework can be applied to any technology, as the
range of examples used in this chapter, from whiteboard to wikis testifies.
Thus, teacher-training programs may seek to develop TPCK in a gradual and
spiral-like manner, beginning possibly with more standard and familiar
technologies (areas in which teachers may already have developed TPCK), and
moving on to more advanced or non-familiar technological solutions.
The need for a
greater emphasis on the demands of subject matter. This is the main
theme of this book, and one that is highlighted in every chapter of this
volume. Instead of applying technological tools to every content area
uniformly, teachers should come to understand that the various affordances and
constraints of technology differ by curricular subject matter content or
pedagogical approach. For example, a teacher interested in integrating
technology into history education may consider the use of primary sources
available on the Internet, while another may choose to have students develop
hypertexts that focus on the inter-linked cause-effect relationships between
historical events. A mathematics teacher may focus on the representational
capabilities of technology (graphs, symbols etc.), or on different methods of
proof.
Practice (in
curriculum design and teaching) is an important route to learning. It is not always
the case that conceptual learning precedes the ability to apply that knowledge
to practice. Learning in complex and ill-structured domains often happens best
through working through problems or cases (Shulman, 1986; Williams, 1992)—that
is, working with the wicked problems posed by integrating technology into
effective practice. When designers tackle these problems, their solutions are
generative, in that each solution leads to newer knowledge, and unintended
consequences, which are likely to lead to further wicked problems. The learning
of new concepts and their inter-relationships comes from practice; not the rote
application of general principles. Teacher educators must find ways to provide
preservice teachers multiple opportunities to work through these problems of
practice before they enter their first classrooms, whether by internships,
case-studies (traditional or video), or problem-based learning scenarios. This
is much easier said than done, and the issues/concerns in this domain are
discussed in the chapter by Niess.
Context is
important to learning and situating teacher knowledge. Because teaching is
a complex and ill-structured problem, there are few—perhaps no—general
principles that apply in every situation. In short, context matters. Solutions to “wicked problems” require
nuanced understanding that goes beyond the general principles of content,
technology, and pedagogy. A deep understanding of the interactions among these
bodies of knowledge, and how they are bound in particular contexts (including
knowledge of particular students, school social networks, parental concerns,
etc.), imparts the kind of flexibility teachers need in order to succeed. In
viewing teachers as curriculum designers, we acknowledge that they actively
adapt to multiple contexts and changing conditions, rather than trying to apply
general approaches. The chapters by Niess and Harris investigate the
implications of viewing the TPCK framework through the lens of teachers as
curriculum designers.
Conclusion
In his book Life in the Classroom (1968), Philip Jackson reported the results
of one of the first studies that attempted to describe and understand the
mental constructs and processes that underlie teacher behavior. In representing
the full complexity of the teacher’s task, Jackson made conceptual distinctions
that fit the teacher’s frame of reference—for instance, the preactive and the
interactive stages of teaching—and drew attention to the importance of
describing the thought processes and planning strategies of teachers (the
so-called “hidden side of teaching”) in an attempt to develop a more complete
understanding of classroom processes. Jackson’s pioneering work led to a flurry
of research studies that focused attention on teachers thinking and decision
making processes (Clark and Peterson, 1986), a line of research that hopes to
“understand and explain how and why the observable activities of teacher’s
professional lives take on the forms and functions they do” (p. 255). A major
goal of this research was to understand the relationships between two key
domains: teacher thought processes; and teachers’ actions and their observable
effects. In this manner we see the current work—this chapter as well as the
others in this book—as extending this tradition of research and scholarship. We
need to develop better techniques for discovering and describing how knowledge
is implemented and instantiated in practice, and, just as importantly, how the
act of doing influences the nature of knowledge itself. The “knowledge as
design” notion has at its heart this interactive, bi-directional relationship
between thought and action, embedded within ill-structured, complex contexts.
Reitman (1965) described ill-defined
or ill-structured problems as those “whose definition included one or more
parameters, the values of which are left unspecified” (p. 112). The classic
example he gave was the problem of composing a fugue, which in its simplest
form, has just one requirement: that of having the quality of “fugueness.” Of
course, this requirement also contains within itself a range of cultural,
technical, historical, and psychological values and constraints—its “context,”
as it were. We particularly like this example as an analogy to instruction,
because teaching is similar to creating original music of multiple genres, not
only fugues, and represent one of the highest forms of human achievement, which
requires the creative dovetailing and melding of both technical and aesthetic
skills. The TPCK framework offers insight, we hope, into how the myriad
complexities and tensions of teaching and learning can be brought together to
mutually develop teachers’ and students’ knowledge.
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[i] Contributions of
the two authors to this article were equal. We rotate the order of authorship
in our writing. We would like to thank the members of the AACTE Innovation and Technology Committee for initiating this
project and for providing feedback on a previous version of this chapter.
Thanks are also due to Jim Ratcliffe, Leigh Graves Wolf and Sue Barratt.
[ii] There are two
reasons to include both older and newer technologies in our definition. First,
the distinction between older and newer technologies is fuzzy. Given the rapid
rate of technology change, it is difficult to pinpoint exactly at what point a
particular technology goes from being “new” to “old.” Second, a wide variety of
technologies exist side-by-side in today’s world, the MP3 Player and the radio,
whiteboards and Web based Learning Management Systems (LMS). Any framework that
considers technology integration in teaching needs to accept and consider how
these different technologies work together in today’s classroom. This of course
is not to say that all technologies are the same (clearly there are significant
differences between analog and digital technologies, as described elsewhere in
this chapter) but rather that our framework can (and does) accommodate a range
of technologies.
[iii] The idea of TPCK
(though not the term) has been around for a while. A precursor to the TPCK idea
was a brief mention of the triad of content, theory (as opposed to pedagogy),
and technology in Mishra (1998), though within the context of educational
software design. A more specific focus was Pierson (1999, 2001) whose work
almost exactly preempted the current diagrammatic conceptualization of TPCK.
Keating and Evans (2001), Zhao (2003) describe TPCK as well while other authors
have discussed similar ideas, though often under different labeling schemes.
These include Integration literacy (Gunter
& Bumbach, 2004); information and
communication (ICT)-related PCK (e.g., Angeli & Valanides, 2005); Technological Content Knowledge (Slough
& Connell, 2006); and electronic PCK
or e-PCK (e.g., Franklin, 2004; Irving, 2006). Others who have demonstrated
a sensitivity to the relationships between content, pedagogy and technology
include Hughes (2004); McCrory (2004); Margerum-Leys and Marx (2002); Niess
(2005); and Slough & Connell (2006). Our
conception of TPCK has developed over time through a series of publications
and presentation (e.g., Koehler, Mishra, Hershey, & Peruski, 2004; Koehler
& Mishra, 2005a, 2005b; Koehler, Mishra, & Yahya, in press; Mishra
& Koehler, 2003, 2006; Mishra, Koehler, Hershey, & Peruski, 2002), the
most definitive one of which is Mishra and Koehler (2006). An updated reference
list is maintained at http://punyamishra.com/tpck/references.html
[iv] At the risk of
sounding outdated in a few years (months?) we argue, that at this time,
knowledge of technology would include a basic understanding of the full range
of digital technologies (video, internet, computers, peripheral devices etc.)
and commonplace educational technologies such as print media and overhead
projectors. It also includes the ability to use important and relevant software
tools (including word processing, email, and spreadsheets). Increasingly
knowledge of technology has come to include newer technologies made popular
through the advancement of the Internet and gaming technologies. For instance
knowledge of blogs, and wikis, podcasting and tagging/social bookmarking, video
games and simulations are increasingly become a part of the technologies that
teachers need to be familiar with.
[v] Though physics and
mathematics approach simulation from somewhat opposite directions, physics from
the side of grounded experimentation and mathematics from more abstract
axiomatic method, it is interesting to note that they both “meet” in the realm
of the virtual.
[vi] Community
developed hypertexts, such as Wikipedia, have quickly developed a huge,
hyper-linked corpus of information by simultaneously circumventing the
bottlenecks of the traditional approach (the restricted subject-matter focus
and a limited set of experts who could author the text). Folksonomies
also expand the development of hypertexts through collaborative,
open-ended categorization schemes for web pages, online photographs, and web
links. Folksonomies can be best understood by comparing them to taxonomies
(such as the Dewey Decimal System or Linneaean system for categorizing living
creatures). Taxonomies are often developed by a select few “experts,” and have
“controlled vocabularies” that other users have to conform to. A folksonomy, on
the other hand is an unsystematic, emergent, bottom-up categorization scheme in
which the main users are the authors of the labeling system. As must be
obvious, folkonomies are often chaotic and idiosyncratic. Folksonomies are inherently open-ended and can therefore
respond quickly to changes and innovations in the way users categorize Internet
content (Wikipedia)
[vii] The word
“curriculum” has a complex and tangled definitional history. Traditionally
teachers have come to be seen as separate from curriculum, and various programs
(such as Programmed Instruction, Teaching Machines, Computer Assisted Learning
etc.) have, over the years, attempted to limit the teacher’s role in curriculum
development. However, it has become clear that teacher-proof curricula do not
do justice to the teacher agency or the realities of classrooms. Our definition
of curriculum is consistent with Clandinin and Connelly’s (1992) view that the
teacher is an integral part of the curriculum constructed and enacted in
classrooms.
[viii] The word bricolage comes from the French bricoleur, which
is normally translated as "handyman" or "tinkerer". The
pedagogic sense of the word was introduced by Papert (1980) and then again in
Turkle and Papert (1992), based on an earlier use by Lévi-Strauss (1962). The
idea here is that there are two fundamentally different ways of approaching a
problem. The "engineering" way involves making careful plans and
writing everything down in full detail ahead of time which the way of the
bricoleur is that of doing the best with what is at hand, under existing
constraints and within extant contexts. This idea is also close to that of
Simon’s (1957) idea of satisficing as being the goal of design.
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