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About Collaborative Learning


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This is a presentation about the fusion of Collaboration and Learning. It shows that it is possible to map the theory of collaboration to the the theory of learning.

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About Collaborative Learning

  1. 1. About Collaborative Learning Hans Konstapel Constable Research BV
  2. 2. Content • Collaboration • Collaborative processes • Learning • Communication • The Current Approach in Learning • Learning Communities • The Collaboration Cycle
  3. 3. Collaboration The model • Collaboration is a combination of Agency and Communion • Agency emphasizes the self as a distinct unit; it focuses on the person’s own individual influence • Communion:Communion is a motive for a connection with an other; it is a motive to participate in a larger union.
  4. 4. Collaboration The basic roles • Master – Focus on rules and control. Emotions are not involved. • Protector – Focus on care and understanding. Intuition/Imagination plays important role. • Expert – Focus on senses and gaining experience. Highly committed to acting, production and work. • Human – Wants to love, trust and cooperate. Is highly dependent on others
  5. 5. Collaboration Disconnect Rules Experience Instruc Master tor Craftsman Expert Architect Adviser Communion Servant Entrepeneur Slave Client Mode- Protector rator Protege Human Connect Imagination Emotions Submit Dominate Agency
  6. 6. Collaboration Six Patterns • Master/Slave – Human has to obey rules. Example: Factory. • Instructor/Expert – Experts are controlled by models. Example: Project-Management. • Master/Servant – Servant uses creativity to serve the master. Examples: Ministers, Architects, Artists. • Protector/Human – Protector understands and takes care of humans. Example: Moderators, Coaches. • Expert/Client – Expert uses his experience to advise a client to do something (e.g. Buy). • Entrepeneur/Expert – Creator uses his imagination and intuition to make experts work. Example: Cordys
  7. 7. Collaborative Processes Disconnect Rules Experience Master Instruct Expert Automate Design Explore Advice Use Reflect Protector Care Human Connect Imagination Emotions Dominate Submit
  8. 8. Collaborative Processes • The master wants to dominate and control • Processes related to the master are not cooperative • Cooperation = the Innovation Cycle – Explore (Entrepeneur/Expert) – Advice/Use (Expert/Client) – Care/Reflect (Client/Entrepeneur) • Master-patterns are neccesary to freeze the innovation and create a stabilized production proces
  9. 9. Learning • Learning is an invisible internal process • We imagine these processes • In practise we learn by acting (collaborating) in the outside world • Learning occurs when we act differently when we have made a mistake
  10. 10. Learning • We learn by rehearsing the same pattern • If a our pattern failes we start an internal dialogue (reflection) and ask questions • If we find the right questions we know the answer (Socratic Learning) • Reflection generates ideas, ideas can be tried out and we can learn from our failures (trial and error) • If we are afraid to make mistakes we create new rules (problem solving) to control the patterns • If the rules fail we can learn from our mistakes, adjust the rules (gaining experience), explain why the rules fail and get new ideas • If we do not act on these ideas we get feelings (wishes, needs) • New rules have to be learned by rehearsing, the circle is closed
  11. 11. Learning Code Adjust Rule Practice Rules Senses Expectation Memory Concrete Knowlegde Experience Experience Failure Automate Event Abstract Internalize Con- Explain ceptua- Impulse Evaluate liza- tion Active Experimentation Reflective Imagination Observation (Intuition) Emotion Understanding Feeling Motivation Visual Action Memory Memory
  12. 12. Learning • The internal learning processes are internal collaborative processes aimed at producing an external act • The collaborative processes are connecting the basic actors in the body – The Emotions are the Human: They look for Balance, Love and Harmony – The Imagination is the Protector of the Body: It creates the Identity. The protector has faith in the future – The Expectation is the Master: It wants to control (is afraid for) the Future. It needs the protector to get hope. – The Sensory/Motor-system is the Expert: it Acts outside and aquires experience
  13. 13. Communication • Direct Communication is related to the emotions (Body Language, Word-Streams) • If we take time we get into dialogue and are connected with all our senses, trying to understand the other and generate ideas. This is the area of STORY-TELLING. • Stories are compressed into documents, books, content, procedures. They contain the rules but the emotion and inspiration is gone. • We exchange content in the transmission mode. We are disconnect and suppose that we share the same concepts and vision. In practise we do not see the same and have not compressed our vision in the same words and concepts. We imagine we understand each other
  14. 14. Communication Disconnected Disconnect Sender Receiver Transmission Content Senses Shared Concepts & Senses Conceptual Abstract Explain Sense Impulse Impulsive Content, Shared Body Language Books, Letters, .. Ideas & Motivation Words Ideas Dialogue Emotion Understanding Motivation Connect Story-Telling Dominate Submit Connected See, Hear & Feel
  15. 15. The Current Approach • Students are seen as objects (machines) that have to be programmed according to certain rules • The ultimate goal is to replace the student by a perfect robot and to produce perfect robots • The Instruction is made by an designer who imagines that he understands what the student has to learn • The emotions and the imagination of the student are disturbing the designer • Instruction aims at standardizing the student (getting rid of his own experience) • To find out if the student is standardized tests are used
  16. 16. The Current Approach Disconnect Knowledge = Rules Experience is not needed Instruction Test Produce Management Standardize Expert Perfect Copies System Content/Software Manage Replace Development Programmer Take care of Designer Connect Everything is programmable Emotions are not involved Dominate Submit
  17. 17. Community • A community is a place to commune (become one) • A community is a collection of humans that have – the same goal – share the same vision – act according to shared emotional rules (culture) – share a practice • In a community people play a role and collaborate • A community looks like and acts like a human body • A community learns if the participants play the internal learning processes of a human
  18. 18. A Learning Community Community of Affinity User Broker Moderator Match Reflect Community of Community of Expert Network Monitor Innovator Practice Interest Instructor Architect Teach Design Scientist Knowledge Centre
  19. 19. A Learning Community • There are four types of communities – Community of Affinity (People have something in common) • Selfhelp groups, Families, Clans, – Community of Interest (People share the same interest). • Hobby, Books, Research Topics, – Community of Practice (People share a practice, experience). – Knowledge centre (People know something, rules, models) • There are five types of roles that connect communities – Architect, Instructor, Moderator, Broker (Matchmaker) – Monitor. • This roles coordinates the cycle
  20. 20. The Collaboration Cycle Scientists Experts Community Knowlegde Train of Centre Practice Extract Explore Advice Rules/Models Innovation Cycle Community Community Of Reflect of Interest Affinity Innovators User-groups
  21. 21. The cycle • The innovation cycle combines Practice, Affinity and Interest. • Out of the cycle Experience can be transformed in to Knowlegde (Rules,Models) • The expert can be trained in the new models and the cycle starts again