Description
As every MET student knows particularly keenly, it matters a lot what medium educational communication happens in. This course is about how educational technologies, past, present and future, shape curriculum, pedagogy, and assessment. It’s also about how to understand the changes and challenges educational technologies have catalyzed, and about the theories we have developed to research, describe, analyze, and explain how they ‘work’. That’s the ‘meta’ part. In other words, a metatheory is a theory of theories that looks at concepts, assumptions, and patterns across different theories. That is what we will do in this course – engage with a range of theories to look at their set of practices, commonalities, assumptions, and where those converge and diverge.
We’re especially interested in the relations of tools to educational ideas, to people, and to other biological and physical beings and non-beings that educational theory has typically disregarded or overlooked. For example, we will explore Actor Network Theory (ANT), which assigns meanings to non-human things like doors and networks, and we’ll also examine New Materialism, which emphasizes the inseparability and co-constitution of matter and meaning. Taking a New Materialist turn will also mean attending to non-humans, be those plants, animals, rocks, and so on, as part of what matters to and when learning, and new materialism also attends to convergences, assemblages, intersections, entanglements, inTRA action: how people and things are related, not how they are different; what animals and humans share, not what separates them. This will mean that we need also to reach out to other places and times in exploring the technologies people used and use in trying to ‘educate’, look especially at the forms of pedagogical communications those tools made and make possible (and suppress), and how “knowledge” was— and is—conveyed, understood, and mobilized in the contemporary educational media ecologies we now inhabit.
Instead of the more usual approach of reading about the history of educational ideas, or even charting the development of educational media and technologies, Metatheory is, perhaps improbably, a “making” kind of course. Rather than prioritizing academic texts (we’ll also have plenty of these, not to worry!) as a way to think about theory, we are going to focus on the making of “things”, on the design and development of useful tools and purposeful digital artifacts, and to ground “theory”— which a lot of people think of as an alienated, terrifying, autocratic and remote spectre haunting the academy—in a larger networked ecology of assemblages and adhesions that extend well beyond humans, and which can be best explored through productive engagements with “things.” To accomplish that, you will tackle three kinds of ‘making’:
First, you’ll be engaged, individually, in intellectual production, where you grapple with making theory yourself, based on a set of texts and resources, classic and contemporary, and mobilizing both traditional and new media forms to extend and communicate your growing understandings through the course.
The second kind of ‘making’ will be a small adventure in original research, specifically a mini-internet research project to discover what “doing theory” looks like when it’s re-mediated through Twitter. This mini project involves you in both ‘making research’ and ‘making theory’ from that research.
Third is the final project: the (small scale) design and production of an educationally useful tool. This can be a searchable archive, a lesson, a game or quiz, a way of recording student progress, an online survey, or other digital tool that supports your educational work. The purpose of this assignment is to experience thinking and working as designers and creators, not merely users and consumers, of technologies for education, and in that process, encountering more explicitly the mostly un-acknowledged ‘parliament of things’ that goes into getting anything done.
In this course, then, we will examine the educative possibilities for new and emergent digital media, asking whether and how what we know and how we know is re-shaped, re-mediated and invariably altered by education’s technological affordances. Focusing on the design, development and practical implementation of learning tools, we will explore technologies for education as necessarily constructive, rather than receptive, media.
Learning Objectives
This course and its related assignments, discussions, and activities are directed toward the following learning outcomes:
- Understand and explain paradigmatic histories and theories of media and technology.
- Identify, describe and situate in time and place the main ideas of the architects of the theories in the course, from the standpoint of their concurrent, and subsequent, educational tools and technologies.
- Gain sufficient familiarity with the tenets of actor network theory and new materialism to understand and explain, with specific examples, what and how this perspective contributes to educational technology theory, research, design and assessment.
- Use, thoughtfully and effectively, a variety of media/forms in the completion of assignments
- Crowdsource with your classmates! Share your educational technology case study (IP#2) and your
educational paradigm case study (IP#3) - Create a digital artifact that has a clear purpose and a defined real-world educational use in your own
practice (this can be solo or collaborative work).
Topics
- Module 1: Educational Media Ecologies: Asking the Right Questions
- Module 2: Tools of Intellect: From Tradition to Innovation
- Module 3: Tools and Technologies in Context: People, Places, Paradigms
- Module 4: Pedagogic Communications
- Module 5: Technologies of Externalization: From Embodied Knowledge to Virtual Realities
- Module 6: Prescriptive vs Wholistic Technologies
- Module 7: Mediation/Re-Mediation
- Module 8: “Lines of Flight” Over Times and Across Space: Historical and Cultural Trajectories
- Module 9: Educational Accountability: Technologies of Surveillance; Technologies of Support
- Module 10: The New Materialist Turn
Readings & Resources
All course materials will be available online via the Library Online Course Reserve (LOCR) linked to the course navigation menu and/or from hyperlinks to freely available videos and articles online.
Examples of required readings and resources
- Lum, C.M.K. (2000). Introduction: The intellectual roots of media ecology. New Jersey Journal of Communication, 8(1), 1-7.
- Taylor, P. G. (1996). Pedagogical challenges of open learning: Looking to borderline issues. In E. McWilliam & P.G. Taylor (Eds.), Pedagogy, technology and the body. Peter Lang.
- Brice-Heath, S. (1993). Re-thinking the sense of the past: The essay as legacy of the epigram. In L. Odell (Ed.), Theory and practice in the teaching of writing: Rethinking the discipline (pp. 105-131). Southern Illinois University Press.
- Toohey, K. (2018). New materialism and language learning. In Learning English at School (2nd ed.). Multilingual Matters.
- Franklin, U. (1989, November 7). The real world of technology, part 1 [Radio broadcast]. Canadian Broadcasting Corporation.
- Johnson, M. C. (2015). Wands or quills? Lessons in pedagogy from Harry Potter. The CEA Forum, 44(2), 75-91.
Assignments & Assessment
1. Individual Intellectual Productions *includes required readings (%40)
Your job is to complete five out of the ten activities for your intellectual productions. #1, #2, and #10 are required, and two are your choice. Those eight “intellectual production” activities are to be posted to your own website that you create, and some of those activities you will share with your classmates by linking to the course website.
2. Twittering Theory Task: Theory network analysis (individual or collaborative) (10%)
3. Final Project: “Edtechdev”, a Digital Design and Development Project (50%)
Individually, or in a small (no more than four) group of your choice, the final project is to design, develop, and produce a tool for your own educational use, based squarely on your own values, needs, and interests. This “tool” will be a digital resource created and developed using technologies that are available to you. A brief, written (400 word max) overview of the project is required. It is expected that student technology experiences, skills, and access will vary a lot; however, it is also expected that you will build new skills or advance those you have, and as one component of your short project overview, you will be asked to report specifically on what new tech skill/s you needed and how you learned them.
Minor course topic, activity, reading/resource, and assignment details may change from year to year.