For a while now I’ve been kicking around a hodgepodge of ideas about technology and its relationship to learning and education. Having worked in related fields for over five years now and gone to grad school to study more about this subject, I guess these are good questions to regularly ponder. Until now though, I haven’t had a good opportunity to formalize these thoughts. As an assignment for the course “Computational Technologies in Educational Ecosystems“, we were tasked to create a model of our vision for technology in educational contexts, a really fantastic project that we’ll be refining over the course of the semester and that I’ll periodically post publicly about here on the old blog.
I decided to push the edges of the assignment somewhat, and rather than create a model for technology in educational contexts, I created a model for technology and learning writ large in the lives of youth. I’d be lying if I said the ideas here are all my own – for the most part, they’re a synthesis of ideas coming from emerging bodies of research and from colleagues I’ve worked with and been inspired by within the budding field of “Digital Media & Learning“, which in some respects positions itself as distinct from educational technology.
I share here I call a Youth Technology Learning Ecology, made up of a variety of “learning nodes” that youth interact with and which I believe can form better interconnections with one another in the future for the benefit of young people. What I’m really interested in is what digital culture and technology can offer us in terms of both inspiration for redesigning the learning systems that society has available for young people, as well as practical tools and practices that allow us to do that. I offer some initial thoughts on what a redesign of these systems might include.
To check out the interactive model, click the image below, which will take you to the Scratch website where you can interact with it. For best effect, I recommend enabling full screen.

I realize that right now not everything is totally clear in the model (it assumes some prior knowledge and some terms could use definition) and over the course of the semester I hope to refine it to clarify all of what I intend to be conveyed through it. In the process, I’m sure that the model itself will shift and evolve.
One of the big ideas in the model that I’d like to address is that of looking to “Interest Driven Affinity Spaces” (a fancy name for the places that kids geek out, online or off) as inspiration for reforming other learning contexts. I’ll start by referring to some of the readings that we did for the course this week, which offer some nice perspective on how people generally think about technology and education. In his classic book from way back in 1986, Larry Cuban shares an important insight about the ways that technology fads come and go in schools. The point is well taken. In looking to affinity spaces for inspiration though, I want to be clear that the model is not really advocating the integration of technology, even done thoughtfully, as one of many “passing fads” in schools, but rather for the rethinking of what counts as learning and what pedagogical practice and larger school cultures look like.
What’s hard to convey is that a shift to thinking about learning ecologies also implies a shift in our theory of learning, and both of those imply that schools need to be organizing themselves in much different ways. To engage in this reorganization, I believe that we can take a lot of inspiration from these affinity spaces that might considered “technology in the wild” (online communities, massively multiplayer games, fan sites, blog networks and many others) and what they do well, something scholars like Jim Gee and Mimi Ito have looked at in their work. The big idea about these spaces is that they provide youth with meaningful contexts and communities that not only keep them engaged and speak to their interests, but also are built around the development and learning of extremely complex practices and processes, have authentic and just in time feedback and assessment mechanisms as well as clear standards about what counts as “good work”. Schools rarely embody these qualities. This isn’t to say that we need for school to integrate these affinity spaces and their associated technologies, but rather to look at these spaces to see what makes them powerful learning environments and aim to bring those principles and characteristics into more formal educational settings. More importantly, I believe that we can not only shift the practices of any one setting, like school, but also the larger learning ecologies of which they are a part as well.
In his book, Cuban also makes a big assumption that anyone interested in technology and education is one way or another always going to point to technology’s ability to make content delivery more efficient. To me, this is off for a couple of reasons. First, it assumes that anyone interested in technology has an “accumulation of decontextualized bits of information” vision of what learning is, as opposed to one that uses participation in meaningful activities to foster dispositions, practices and processes that young people can tap in the future. Second, the ways that I think about “efficiency” deal mostly with reformulating pedagogy so that it’s actually effective by actively connecting to the other nodes in a child’s learning ecology. This is the second big point I’m aiming to get across in the model. Affinity Spaces are good to look to for inspiration, but there’s a huge opportunity to be tapped in aligning all of these various nodes a youth’s learning ecology so that they’re working together for the sake of that young person. This is where my (extremely underdeveloped) idea of a technology driven personalization system that accomplished this function comes from, an idea which I hope to develop more as the semester goes on. Importantly though, it represents a reframe of technology from being a “teacher’s helper” (or worse, their replacement), a view that starts not with the priorities of the formal educational system, which has consistently proven that it only values the transmission of decontextualized bits of information, but rather one that starts with the ways that youth are currently using technology in their everyday lives to further their own learning (though they rarely see it in these terms) and aims to connects these to all the other parts of a young person’s life.
Finally, another one of our readings validates this idea of looking to interest driven digital affinity spaces to inspire more effective pedagogy. Roschelle et al. (2000) [pdf] point out a number of processes that effective classroom technologies foster – active construction of knowledge, participation in groups, frequent feedback and connections to real world contexts. It is in fact just these kinds of processes that are at the heart of the kinds of deep learning activities that many youth are engaged in out of school through digitally mediated affinity spaces. The authors even reference these spaces, in the form of (now antiquated) electronic bulletin boards that dominated the early internet. Its heartening to see that in 2000, which is fairly early on in our current shift to a digital culture, there were already researchers that had identified practices technology can foster to provide more effective learning experiences.
I know that as it currently stands this is an incomplete model, and some things might be unclear, so feel more than welcome to leave a comment with any questions or thoughts and I’ll do my best to address them. And of course any critical feedback is definitely helpful on this first draft.