|
(C) 2011 Springer-Verlag Berlin Heideberg
Overview
Object
This book is about educational software, i.e., software
designed as a means to implement computer-based pedagogical
settings and contribute to the addressing of some
pedagogical objectives.
The focus is on the issues related to the design of software
in reference to pedagogical settings. Design refers here to
building new software and/or articulating software
components (e.g., ICT-based educational software).
Audience
This book is for actors engaged in research or development
projects that require inventing, designing, adapting,
implementing or analyzing educational software and related
issues.
The core audience comprises Masters students, Ph.D.
students, researchers and engineers from Computer Science
and Human and Social Sciences (e.g., education, psychology,
pedagogy, philosophy, communication or sociology) interested
in the issues raised by educational software design and
analysis, and the variety of perspectives that may be
adopted.
This book may also be of interest for teachers engaged in,
for example, the development of ICT-based innovations.
Rationale
Considering computer-based pedagogical settings requires
thinking, problematizing, representing, modeling,
implementing or analyzing objectives, issues, models and/or
software. This cannot be addressed by separating educational
concerns on one side and Computer Science concerns on
another: effective multidisciplinary work is required.
Such multidisciplinary work requires actors from different
disciplines, but also with different matters of concern, to
understand each others’ perspectives and build shared
constructions.
Technologists and computer scientists face the difficultly
of understanding the particular issues and phenomena to be
taken into account in educational software projects, and
avoiding falling into a naïve techno-centered
perspective. Actors whose background is in Human and Social
Sciences, and teachers, face the difficulty of understanding
software design issues and what must be considered when
designing, adapting or analyzing software, and how computer
scientists may engage in these tasks. All actors share the
difficulty of understanding how to relate software
dimensions and educational issues, in a context within which
both technologies and learning theories evolve, and a field
that is to a large extent an experimental field. As a
consequence, many misunderstandings develop, and effective
multidisciplinary work is an issue. Misunderstandings also
develop within disciplines, in relation to the variety of
perspectives or matters of concern that may develop.
The above-mentioned difficulties arise in both development
projects (building a particular system for a particular
context) and research projects. They are a central issue for
knowledge capitalization, i.e., developing knowledge,
providing bases for design, and avoiding that every new wave
of technology leads to more or less to the same bunch of
high expectations, disappointments and errors.
These difficulties cannot be solved by building a kind of
“general theory” or “general engineering methodology” to be
adopted by all actors for all projects: educational software
projects may correspond to very different realities. They
may be conducted within very different perspectives and with
very different matters of concern. The issue of
understanding each others’ perspectives and elaborating some
common ground must be considered in context, within the
considered project or perspective.
Objective
This book addresses the objective of providing actors
considering educational software issues (computer scientists
and educationalists) with means for thinking the
relationships between pedagogical settings and software and
working together in a multidisciplinary way, in particular
when constructing educational software.
This objective is addressed within the perspective of
providing a substratum for actors to understand each other’s
perspectives and elaborate common ground. It is meant to
provide a resource for conducting the context-dependent work
of building, refining or confirming the adopted common
ground, definitions, tools, strategies, etc.
Adopted perspective
The adopted perspective is software-design oriented,
transdisciplinary, conceptual and pragmatic:
The adopted perspective complements more general
perspectives such as understanding how technology may be
used in educational settings or how educational practices
may be changed, and narrower perspectives such as studying
how to build a particular type of system (e.g., Intelligent
Tutoring Systems or networked learning environments) or how
to best use some given technology (e.g., Artificial
Intelligence or networks).
Content
Altogether, this book’s content is:
Although this book addresses the field in a transversal way
and does not describe a particular methodology, its content
has heuristic value for conducting development projects.
Structure
In this book we introduce a design-oriented
conceptualization, i.e., a set of notions and definitions
making salient features of importance given design matters
of concern. However, introducing definitions for core
notions only makes sense within a general perspective, whose
introduction requires reference to these notions. There is a
bootstrap issue.
In order to deal with this issue, Chapter 1 introduces a
general picture, which allows explanation of the rationale
for the book’s content and structure. The different elements
addressed in this introductory chapter, and others, are
further defined and explored in the following chapters.
A side effect of the adopted plan is that considerations
introduced at some place may be better understood later on.
While the book allows linear reading, deeper understanding
of its content requires re-reading.
(C) 2011 Springer-Verlag Berlin Heideberg