Web 2.0 and Social
Constructivism
Melanie L. Buffington, with Kathryn R. Helms, Jan
A. Johnston, and Sohhyoun Yoon
The
argument/research problem, or “hunch,” the article discusses is that Web 2.0
supports socially mediated, constructivist learning environments and that its
emergence has the potential to dramatically alter current educational
practices. The data sources are
three technologies associated with Web 2.0. The article seeks to explore how teachers and students could
utilize them to promote constructivist learning. The article defines constructivism as “the notion that
knowledge is not a thing that can be easily conveyed from on person to another
in the manner that a coin can be exchanged.” The article references Vygotsky and his argument that
“social environment significantly affects what and how students learn.”
The
first data source technology is Delicious,
“a social bookmarking site that allows a user to ‘tag’ websites, add
descriptions, categorize them, and save them for future use.” It is proposed that through Delicious, classroom teachers can share
links with students to start research, collect resources for group projects,
and for documentation of their own research process. This would allow students to understand their “artmaking
process and see the relationships between and among disparate ideas. This sort of research would prepare
students for speaking thoughtfully about their own artwork.” This type of technology source can be
used in ways to promote constructivist teaching and learning. “For instance, through reviewing the
tags of others, a user can learn from someone else and build a network of other
Delicious users who are interested in
similar topics.”
The
second data source technology is blogs.
The articles describes blogs as a venue that “may contribute to socially
constructing new knowledge, but it is up to the blogger and the commenters to
make this type of interaction happen… Blogs may promote conversation and
learning that can be constructivist.” The article states that using a blog with a class as a
form of ongoing critique could also be a way to continue dialogue and
artmaking. Additionally, the art
world changes rapidly and blogs can accommodate these changes.
The
third and last data source technology the article discusses is Second Life, a virtual three-dimensional
online community created by users.
It allows users to create their avatars, which are graphical
representations of people within the program. The avatars represent virtual identities of the users and
navigate virtual places. The
article argues that this type of program “may be used to help students learn
about their identity and to collaborate with others through experience a
virtual 3-D society.”
The
article concludes that “as students will encounter these technologies in their
lives, we need to teach them meaningful ways to use these technologies that can
further their classroom learning… teachers and school districts will need to
rethink the structure of the traditional curriculum and classroom dynamic to
bring about other practices that foster constructivist teaching and learning.”
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