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| Perspectives Interactions Paradigm | |
| Based on Squires & McDougall (1994) | |
| Classification Pedagogical | |
| Overview | |
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The Perspectives Interactions Paradigm (PIP) focuses on the interactions between three key actors: student(s), teacher and designer (of software). The PIP thus
focusses on interactions between:
Students and teacher are viewed as generalised students (learners) and generalised teachers (people who support learners). The designer encapsulates all the functions that go into developing some software. |
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| Details | |
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Using the PIP involves thinking about the interactions between each of three pairs of actors, as described above. A breif summary of the key elements of the interactions for each pair of actors is provided below. The
Teacher and Student Perspectives Interaction In thinking about these interactions you need to address both those interactions that take place at the computer as well as those related interactions that take place elsewhere but are generated by the computer. Squires & McDougal indentify a range of questions that one might usefully ask about the potential interactions that a particular application supports:-
The
Designer and the Student Perspectives Interaction Squires and McDougal suggest that there are two main 'educational approaches' underpinning most educational software: behaviourist, as exemplified in drill and practice software for example, and constructivist (in the Piagetian sense), as exemplified in 'microworlds' for example. The degree to which the software succeeds in embodying the designer's view of learning will vary, as will the degree to which this underlying educational design is made explicit to users of the software. Thus an important task in thinking about the potential interactions between the designer and students is to identify the underlying theory of learning within the software. Squires and McDougal point out that some software may not have an underpinning learning theory and suggest that this is indictative of software that is unlikely to support learning directly, although it may help manage the administrative side of learning. They go on to suggest that there are three key aspects of software design which can be used to help identify if a particular application is likely to support 'appropriate' designer/student interactions. These are:
Squires and
McDougal (p91) provide a table that summarises the position you would
expect for behaviourism and constructivism against learner control, complexity
and challenge: Behaviourism
Constructivism
In thinking about the interactions between the designer and students Squires and McDougal say that you need to identify the underlying learning theory(s) embodied within the software and decide how well these match your percieved needs and how consistently they are implemented within the software. The
Designer and Teacher Perspectives Interaction As with the underlying theory of learning that underpins the software, the degree to which the curriculum is made explicit within the software will vary, or may be absent (eg in the case of software that was designed for use in a business rather than an educational context). Squires and McDougal suggest that there are four key tasks that need to be addressed when thinking about the Designer-Teacher interactions:
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| Commentary | |
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It is important to bear in mind that Squires and McDougal were writing about software evaluation and were trying to provide advice about how to select appropriate software. Non the less the PIP does highlight a number of important issues for thinking about the practice surrounding computer use. The area where I think it is weakest is in terms of the lack of specificity of the dimensions. It would be interesting to hear your views on and/or experiences of using the PIP - why not email me (PeterT@meD8.info)? |
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