Philosophy of VirtCamp
VirtCamp
is unlike any other orientation you
may have attended. The two main goals
of VirtCamp are:
1)
To ensure that students have at least
the minimal/basic technological skills
necessary to succeed in an on-line
academic environment
AND
2)
To establish the foundation of a strong
team or community necessary for a rich
individual learning experience situated
in the context of a community of practice
of co-learners.
VirtCamp
is an integral part of the Online Master
of Arts in Educational Technology program(OMET)
at Pepperdine University, an academic
program which is predicated on the
notion that the learner is the heart
of the educational process, that learning
to learn is is lived out through the
shared experience of students and professors
alike, that knowledge is constructed
rather than transmitted/received. VirtCamp
introduces the student to a pedagogy
that "leads people to challenge the
system, to take risks... that the best
teachers of the people are the people
themselves..." (Myles, Kohl & Kohl,
1998). Students are expected to engage
their values and experiences in the
learning process as they analyze problems,
learn to effectively engage the power
of community in constructing knowledge,
to be able to move beyond operating
in memory mode and to be engaged in
the thinking anew process which yields
fresh perspectives and new approaches
needed for effecting change. (Isaacs,
1999). The words of Myles Horton, the
founder of The Highlander School, a
change agent who saw great value in
learning through real life experiences
to effect real and substantive societal
change, aptly describe one of the tenets
of VirtCamp: "Anything worth doing
[has] to be done with other people." (Myles,
Kohl & Kohl, 1998).
VirtCamp
operates under the premise that people
have the capacity within themselves
to develop the ability to govern themselves,
that the expertise which exists among
the students are based on experiences
that can be instructive even if it
cannot be seen at the present moment
(Myles, Kohl & Kohl 1998), that
learning can and does take place within
a community without centralized expertise
(Stager, 2003). VirtCamp will allow
for the students to practice in an
environment which values process over
product. Through carefully designed
activities and projects, it is expected
that students will reflect on the process
of knowledge construction and be encouraged
to celebrate the learning which comes
through learning how to learn.
The
student, who is ultimately responsible
for her own decisions and learning
experience, will learn to learn in
a community of practice, with "a group
of people who interact, learn together,
build relationships, and in the process
develop a sense of belonging and mutual
commitment." (Wenger, McDermott & Snyder,
2002).
Seymour
Papert's Eight Big Ideas Behind Constructionism
give word to what we expect to do beginning
with VirtCamp and then continuing throughout
the OMAT experience:
1. The
first big idea is learning by doing.
We all learn better when learning is
part of doing something we find really
interesting. We learn best of all when
we use what we learn to make something
we really want. VirtCamp participants
will be engaged in several concrete
projects and learning experiences that
support and make real the concept of
learning by doing. The underlying purpose
for these projects/experiences, as
stated above, is for the participants
to learn through the process rather
than merely to accomplish a task alone.
2. The
second big idea is technology as building
material. If you can use technology
to make things, you can make a lot
more interesting things. And you can
learn a lot more by making them. This
is especially true of digital technology:
computers of all sorts including the
computer-controlled Lego. Technology
is an inherent and necessary part of
this program. However, it must be understood
that technology is used to enhance
and make more effective the learning
process. VirtCamp will allow the participants
to share their knowledge and expertise
with one another as well as learn how
to ask for and access help.
3. The
third big idea is hard fun. We learn
best and we work best if we enjoy what
we are doing. But fun and enjoying
doesn't mean "easy." The best fun is
hard fun. Our sports heroes work very
hard at getting better at their sports.
The most successful carpenter enjoys
doing carpentry. The successful businessman
enjoys working hard at making deals.
VirtCamp is filled with exercises that
will take participants beyond their
comfort zone. The challenges inherent
in the projects are a result of people
learning new things in new ways, in
new settings with new people. Again,
it must be stressed that it is the
process of learning that is valued.
Knowledge is constructed in the process
of construction and not at the end
of it.
4. The
fourth big idea is learning to learn.
Many students get the idea that "the
only way to learn is by being taught." This
is what makes them fail in school and
in life. Nobody can teach you everything
you need to know. You have to take
charge of your own learning. This may
be a new experience for some participants.
VirtCamp introduces some participants
to a pedagogy which requires active
participation from each learner. Learning
is an active and engaging process in
which learners own their own learning
and shapes the process for themselves.
Although there will be opportunities
where tacit knowledge is shared (i.e.,
tech details), how the participants
apply that tacit knowledge to make
it explicitly their own depends on
the participants themselves.
5. The
fifth big idea is taking time …the
proper time for the job. Many students
at school get used to being told every
five minutes or every hour, "do this,
then do that, now do the next thing." If
someone isn't telling them what to
do they get bored. Life is not like
that. To do anything important you
have to learn to manage time for yourself.
This is the hardest lesson for many
of our students. The limited time that
we have for VirtCamp, coupled with
the availability of our professors
who will engage with the participants
in the learning process, will determine
parts of the schedule. We will make
this schedule clearly known to you
at the outset. We will make every attempt
to create blocks of time and space
that will allow for students to take
time to be effectively engaged in the
learning process on the main project,
which is free from central expertise.
6. The
sixth big idea is the biggest of all:
you can't get it right without getting
it wrong. Nothing important works the
first time. The only way to get it
right is to look carefully at what
happened when it went wrong. To succeed
you need the freedom to goof on the
way. Mistakes are viewed as valuable
learning opportunities. We seek to
learn throughout the process. A victory
comes when we learn something. Defeat
only comes when there is nothing left
to be learned.
7. The
seventh big idea is do unto ourselves
what we do unto our students. We are
learning all the time. We have a lot
of experience of other similar projects
but each one is different. We do not
have a pre-conceived idea of exactly
how this will work out. We enjoy what
we are doing but we expect it to be
hard. We expect to take the time we
need to get this right. Every difficulty
we run into is an opportunity to learn.
The best lesson we can give our students
is to let them see us struggle to learn.
The beauty of VirtCamp is that it is
shaped and molded by its participants.
We believe in the value of individual
experiences that come to inform the
collective experience of a group. We
encourage students to remain engaged
in the struggles, for therein lies
the greatest opportunities for growth
and development.
8. The
eighth big idea is we are entering
a digital world where knowing about
digital technology is as important
as reading and writing. So learning
about computers is essential for our
students' futures, BUT the most important
purpose is using them NOW to learn
about everything else. Again, effective
useof technology is to enhance the
learning, moving us from the abstract
to the concrete. Technology must be
used to broaden our horizon, deepen
our understanding, and enrich our learning
experience. We learn technology through
the active engagement in it. We seek
to make technology attend to our needs
rather than only learning how to tend
to its needs. (Gershenfeld, 1999).
References:
Horton,
M., Kohl, J. & Kohl, H. The
Long Haul, AnAutobiography. New
York & London: Teachers College
Press, Columbia University
Isaacs,
W. (1999). Dialogue and the
Art of Thinking Together. New
York: Doubleday
Wenger,E., McDermott,R. & Snyder,
W. (2002). A Guide to Managing
Knowledge: Cultivating Communities
of Practice. Boston: Harvard Business
School Press
Stager,
Gary. (2003) Newsgroup Postings; news://news.pepperdine.edu/pep.gsep.ed634.5alive
Gershenfeld,
N.(1999). When Things Start to
Think. New York: Henry Hold & Co |