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Education
Technologies Triangulations
   Cognition possibles
Elena Pasquinelli

• Réhabilitation


• Philosophie


• Philosophie des sciences cognitives (PhD: illusions haptiques)


• Percro Lab-SSSA, Enactive Network of Excellence




• Groupe Compas


http://www.groupe-compas.net/
Le Groupe Compas

Depuis quelques décennies, deux courants ont engendré une véritable révolution
dans les sciences de l’EDUCATION :


      les avancées des SCIENCES COGNITIVES


      et l’irruption des NOUVELLES TECHNOLOGIES


Compas a pour ambition de créer des synergies entre ces deux courants à travers:


      un think tank / think for doing: site web, séminaire, participation à
      projets, expertises
• Equipe Compas:



     • Comité de pilotage: Daniel Andler, directeur; Elena Pasquinelli, Responsable
       scientifique; Roberto Casati, conseiller scientifique


     • Senior Advisors: Edith Ackermann, Elisabeth Caillet, Bastien Guerry, Gabriel
       Ruget, Denis Meuret, Manuela Piazza, Pierre Saurel François Taddei, David
       Wilgenbus



  • Partenariats:



  • Institut de l’Ecole Normale Supérieure, Microsoft Partners in Learning



  • Département Etudes Cognitives, ENS
Education Technologies Cognition
Sciences cognitives


• Les sciences cognitives
  ressemblent plutôt à une
  photo de famille qu’à une
  entité homogène et univoque


  • disciplines multiples


     • neurosciences, AI,
       psychologie
       expérimentale,
       cognitive et du
       développement
“Mankind likes to think in terms of extreme
opposites. It is given to formulating its
beliefs in terms of Either-Ors, between
which it recognizes no intermediate
possibilities. When forced to recognize that
the extremes cannot be acted upon, it is
still inclined to hold that they are all right in
theory but that when it comes to practical
matters circumstances compel us to
compromise.” (John Dewey, 1938)




                                      http://books.google.com/books?id=UE2EusaU53IC&dq=joghn+dewey+1938+experience+and
 +education&printsec=frontcover&source=bn&hl=en&ei=ZJlhS7vkI5yInQOUnrXGDA&sa=X&oi=book_result&ct=result&resnum=4&ved=0CBgQ6AEwAw#v=onepage&q=&f=false
Sciences cognitives classiques vs nouvelle vague
                                            le cerveau n’est pas un ordinateur
                               situated     et les processus cognitifs ne sont
 Mainstream: vision                         pas nécessairement centralisés
 cognitiviste,
                              distributed   (dans le cerveau)
 computationaliste,
 représentationaliste de la
 cognition                                  la cognition ne se limite pas à la
                                            pensée logique et symbolique et
                                            les processus cognitifs ne sont pas
 “Boiled down to its
 essence, cognitive
                              embodied      limités à des opérations formelles
 science proclaims that in                  sur des symboles (représentations)
 one way or another our
 minds are
 computers” (Dennett,                       la cognition ne se limite pas à
 1993)                         enactive     représenter la réalité comme un
                                            miroir; à nouveau elle ne se sert
                              extended      pas que de représentations pour
                                            son fonctionnement
Rodney Brooks,
1991

•   On ne peut pas séparer les composantes perceptives et
    d’exécution de celles ‘centrales’ quand on parle
    d’intélligence; la décomposition correcte n’est pas celle
    entre systèmes (centraux ou périphériques) mais celle entre
    fonctions ou sous-systèmes qui produisent une certaine
    activité. Une activité est un pattern d’intéraction avec le
    monde.

•   “ When we examine very simple level intelligence we find
    that explicit representations and models of the world simply
    get in the way. It turns out to be better to use the world as
    its own model.... the agent can use its perception of the
    world instead of an objective world model. The
    representational primitives that are useful then change
    dramatically from those in Artificial Intelligence. The key idea
    from situatedness is: The world is its own best model.”

•   Créatures sans représentations centrales du monde
Kevin O’Regan &
Alva Noe, 2001
                                                  http://www.youtube.com/watch?v=ubNF9QNEQLA
• “Indeed there is no "re"-presentation of the
  world inside the brain: the only pictorial or
  3D version required is the real outside
  version. What is required however are
  methods for probing the outside world --
  and visual perception constitutes one mode
  via which it can be probed.”


• Les expériences de change/inattentional
  blindness sont exemplaires dans ce sens


• C’est à l’activité motrice qui revient le
  rôle d’unificateur de l’expérience: activité        http://viscog.beckman.illinois.edu/djs_lab/demos.html


  motreice et perceptive forment des
  contingences sensorimotrices
Mitchell Resnick,
1997

• On n’a pas besoin de faire recours
  à des représentations centrales,
  de contrôles centralisés, pour
  expliquer des comportement
  complèxes


• “a flock of birds sweeps across
  the sky. Like a well-choreographed
  dance troupe, the birds veer to the
  left in unison. Then, suddenly, they
  all dart to the right and swoop
  down toward the ground. Each
  movement seems perfectly
  coordinated. ... How do birds keep
  their movement so orderly, so
  coordinate?”
Clark & Chalmers,
1998

 •“We will advocate an externalism about mind, but
 one that is in no way grounded in the debatable
 role of truth-conditions and reference in fixing the
 contents of our mental states. Rather, we advocate
 an “active externalism”, based on the active role of
 the environment in driving cognitive processes.”


 •Notion d’échafaudage externe: un expériment
 mental sur la cognition étendue et distribuée.


 •Otto et son carnet. “The information in Otto's
 notebook, for example, is a central part of his
 identity as a cognitive agent. What this comes to is
 that Otto himself is best regarded as an extended
 system, a coupling of biological organism and
 external resources”
Edwin Hutchins, 1995;
David Kirsh, 1995
•   L’unité significative pour les processus cognitifs (et les
    représentations) est plus large que l’individu

•   par exemple, la mémoire d’un système complèxe comme une
    cabine de pilotage d’avion est distribuée sur toute une série
    d’objets disponibles + la mémoire des deux pilotes




•   Les actions aident à distribuer une partie de la charge
    cognitive sur la perception (qui résulte d’una action qui modifie
    le monde)

•   “In musical composition (Lerdahl & Jackendoff, 1983), marine
    navigation (Hutchins, 1990), and a host of expert activities too
    numerous to list, performance is demonstrably worse if agents
    rely on their private memory or on their own computational
    abilities without the help of external supports.” (Kirsh, 1995)
Kirsh, 1991


 •   Le rôle des actions épistémiques
     ne peut pas être nié, mais
     l’éliminativisme par rapport aux
     représentations semble être
     excessif: il ne permet pas
     d’expliquer toute une série de
     comportements humains
     adaptatifs qui employent les
     concepts, comme la prévision,
     l’anticipation du futur.
Smith & Thelen, 2003


• “The first assumption of the dynamic approach is that
developing organisms are complex systems composed of
very many individual elements embedded within, and
open to, a complex environment. As in many other complex
systems in nature, such systems can exhibit coherent
behaviour: the parts are coordinated without an executive pattern.
Rather, the coherence is generated solely in the
relationships between the organic components and the
constraints and opportunities of the environment. This
self-organization means that no single element has
causal priority. When such complex systems self-organize, they are
characterized by the relative stability or instability of their
states. Development can be envisioned, then, as a series of
evolving and dissolving patterns of varying dynamic
stability, rather than an inevitable march towards
maturity. Take infant crawling as an example....”
Van Gelder, 2001




• “Dynamicists also emphasize SITUATEDNESS/EMBEDDEDNESS. Natural cognition
   is always environmentally embedded, corporeally embodied, and neurally
   “embrained.”


• “The differences between the dynamical and classical approaches should not be
  exaggerated. The dynamical approach stands opposed to what John Haugeland has
  called “Good Old Fashioned AI” (Haugeland 1985). However, dynamical systems
  may well be performing computation in some other sense .... Also, dynamical
  systems are generally effectively computable. (Note that something can be
  computable without being a digital computer.)


• Thus, there is considerable middle ground between pure GOFAI and an equally
  extreme dynamicism”
Thompson, Palacios,
   Varela, 2002

• La théorie enactive est proposée par Varela comme
  une alternative aux sciences cognitives classiques; elle
  inclue la théorie écologique de la perception de Gibson

• “1) that animals select properties in the physical world
  that are relevant to their structure (body-scaling,
  sensor-motor capacities, etc.), shaping these
  properties into environments that have behavioral
  significance;

• and 2) that environments select sensory-motor
  capacities in the animal and thereby constrain animal
  activity”

• “The first step for perceptual theory is to refuse to
  separate perception from action, or, more generally,
  from perceptually guided activity.”
Varela, Thompson,
      Rosch, 1991




http://books.google.com/books?id=QY4RoH2z5DoC&dq=The+Embodied+Mind:+Cognitive+Science+and+Human+Experience,+by+Francisco+Varela,+Evan+Thompson,+and+Eleanor+Rosch,+Cambridge,+MA:+MIT+Press,
                       +1991.&printsec=frontcover&source=bn&hl=en&ei=GldgS5-5CqKemAPwypXBDA&sa=X&oi=book_result&ct=result&resnum=4&ved=0CBYQ6AEwAw#v=onepage&q=&f=false
cognition située (via action
                               cognition étendue
      et perception)
                                                     cognition décentralisée




                               decentralisation

                                         cognition
                                         encarnée
      cognition enactive


                                                      cognition distribuée



            principes du
            fonctionnement cognitif
Education Cognition Technologies
(et non seulement)
Philosophie de l’Education
  • “... business of philosophy
    of education does not
    mean that the latter should
    attempt to bring about a
    compromise between
    opposed schools of
    thought, to find a via
    media, nor yet make an
    eclectic combination of
    points picked out hither
    and yon from all schools. It
    means the necessity of the
    introduction of a new order
    of conceptions leading to
    new modes of
    practice.” (Dewey, 1938)
apprendre                      utiliser le contexte et les autres
      en faisant                            comme facilitateurs
apprentissage par                            d’apprentissages
   manipulation
                                       apprentissage comme activité
    physique et
                                         contextualisée et sociale
métaphorique de
   l’information
 (constructivisme)

 apprentissage par
 design et création   expérience &
(constructionnisme)
                      construction




        principes éducatifs
        compatibles
Education traditionnelle vs progressive
The subject-matter of education       To imposition from above is opposed
consists of bodies of information     expression and cultivation of individuality;
and of skills that have been
worked out in the past; therefore,    to external discipline is opposed free activity;
the chief business of the school is
to transmit them to the new           to learning from texts and teachers, learning
generation.                           through experience,

In the past, there have also been     to acquisition of isolated skills and techniques
developed standards and rules of      by drill, is opposed acquisition of them as
conduct...                            means of attaining ends which make direct
                                      vital appeal;
Finally, the general pattern of
school organization (by which I       to preparation for a more or less remote future
mean the relations of pupils to       is opposed making the most of the
one another and to the teachers)      opportunities of present life;
constitutes the school a kind of
                                      to static aims and materials is opposed
institution sharply marked off from
                                      acquaintance with a changing
other social institutions” (Dewey,
                                      world.” (Dewey, 1938-1997)
1938)
John Dewey, 1938
• “There is always a danger in a new movement that in
  rejecting the aims and methods of that which it would
  supplant it may develop its principles negatively rather than
  positively and constructively ... I take it that the fundamental
  unity of the newer philosophy is found in the idea that there is
  an intimate and necessary relation between the processes
  of actual experience and education.”


• “all genuine education comes about through experience...


• any experience is mis-educative that has the effect of
                                                                     experience
  arresting or distorting the growing of further experience. An
  experience might be such as to engender callousness; it may
  produce lack of sensitivity and of responsiveness”
Expérience
• L’expérience modifie le sujet et ses expériences
  futures, et en même temps elle prend quelque
                                                           L’expérience
  chose des expériences passées
                                                           est continue

• Il faut ouvrir la voie à la capacité et au desir de
  faire de nouvelles expériences, et des expériences
  variées qui permettent la croissance


• Les expériences ne se déroulent pas dans un              L’expérience est
  corps ou un esprit en isolement, mais en contacte        en interaction
  avec le monde des objets et le monde social


• Il faut savoir exploiter et tenir en compte les objets
  et conditions sociales qui entourent l’apprenant
• L’expérience qui nous intéresse est celle qui est
  faite par l’apprenant au moment de
  l’apprentissage, pas celle prévue et préparée en à
  l’avance, le présent, non le futur: avec ses           L’expérience
  motivations, intérêts, problèmes à resoudre:           est maintenant
  “when preparation is made the controlling end,
  then the potentialities of the present are sacrificed
  to a suppositious future”


• L’expérience éducative est comme un laboratoire
  ou workshop et elle s’inspire de la méthode            Méthode
  scientifique, adaptée à lâge de l’apprenant             scientifique
                                                         adaptée
Jerome Bruner, 1973
• La connaissance se génère par l’expérience et les
  connaissances acquises (inspiré du constructivisme
  de Piaget)                                                                                                     constructivisme

• "The concept of prime numbers appears to be more
  readily grasped when the child, through
  construction, discovers that certain handfuls of
  beans cannot be laid out in completed rows and
  columns. Such quantities have either to be laid out
  in a single file or in an incomplete row- column
  design in which there is always one extra or one too
  few to fill the pattern. These patterns, the child
  learns, happen to be called prime. It is easy for the
  child to go from this step to the recognition that a
  multiple table so called, is a record sheet of
  quantities in completed multiple rows and columns.
  Here is factoring, multiplication and primes in a
  construction that can be visualized."
                http://books.google.com/books?id=nlCiHwAACAAJ&dq=bruner&ei=F69hS-SuB5DMywSsx8UW&client=safari&cd=7
Jerome Bruner, 1966
                                                                                                    apprentissage par voie
 •      Il existe trois formes de
                                                                                                         symbolique,
        représentations et trois manières
        d’acquérir des connaissances :                                                                    iconique,
      •        symbolique                                                                                  enactive
      •        iconique

      •        enactive: learning by doing,
               représentations liées à l’action et
               aux habilités motrices
               (procédurale)

 •      la connaissance enactive est pour                                                             instruction basée sur
        toute la vie (à différence de la phase                                                      l’étude de la cognition:
        senorimotrice chez Piaget)




     http://books.google.com/books?id=F_d96D9FmbUC&pg=PR8&dq=jerome+bruner+1966+theory+of+instruction&ei=w3ZgS-L-NKHiyQSNjNSsBw&client=safari&cd=1#v=onepage&q=&f=false
Seymour Papert &
Idit Harel, 1991
•   Une forme d’éducation qui passe par le design, la
    création, et non par l’observation et l’instruction

•   qui met l’accent sur la tangibilité (comme les
    représentations enactives de Bruner et son
    constructivisme)                                        constructionisme
•   mais aussi sur l’accès personnel à la construction et
    au design au sens métaphorique: la simulation, la
    programmation, la création d’objets virtuels

•   et en même temps sur la nature contextualisée et
    sociale de la construction de la connaissance, qui
    inclut d’autres acteurs sociaux et n’est pas une
    expérimentation solitaire

•   tout en considérant l’importance de la motivation,
    donc de la personnalisation, de l’existence
    d’objectifs et de plaisir
Papert, 1980
(Ackermann)

• “Constructionism— N word as
  opposed to the V word— shares                                                                    constructivisme
  contructivism’s view of learning as
  “building knowledge structures”                                                                        ->
  through progressive internalization                                                             constructionisme
  of actions… It then adds the idea
  that this happens especially
  felicitously in a context where the
  learner is consciously engaged in
  constructing a public entity,
  whether it’s a sand castle on the
  beach or a theory of the universe”




            http://books.google.com/books?id=qaYX8_oXmdQC&q=papert+mindstorms&dq=papert+mindstorms&ei=f7thS8GNEpG-MonlmOwN&client=safari&cd=1
Education Cognition Technologies
Rôle de la
technologie




  “computers provide a
  context for the
  development of concrete
  thinking” (Turkle & Papert,
  1992)
apprendre                          utiliser le contexte et les autres
       en faisant                                comme facilitateurs
les technologies                                  d’apprentissages
digitales permettent
                                            les technologies digitales
de simuler, manipuler
                                            constituent un outil qui étend la
même si de manière
                                            cognition, en sens social et en
abstraite, et de créer
                                            tant qu’outils
des contenus

                          expérience &
                          construction




                     outils compatibles
Resnick, 1997, 1993
  (Papert)
• “create tools that engage learners in
  construction, invention, experimentation. This
  process involves at least two levels of design:
  educators to design things that allow students
  to design things” (Resnick: Turtles, termites
  and traffic jams)


• “the turtle makes possible a new approach to
  thinking about geometry, contrasting sharply
  with the Euclidean methods traditionally
  taught in the classroom. ... The turtle
  connects to the children’s experience in the
  world - children can ‘play turtle’, imagining
  themselves as the turtle...”


• Lego/logo
technologies pour la
création de contenus
technologies pour la
simulation, la
modélisation, le jeu
technologies pour la
communication et le
partage des contenus en
local et à distance
Mobile learning

• Le téléphone portable pour
  prendre des notes multi-modales
  dans l’apprentissage des langues
                                           (Kukulska-Hulme, et al., 2009)




• Le téléphone portable pour créer
  des jeux localisés ou des cartes
                                         Create a scape
  multimodales                           www.futurelab.org.uk/projects/
                                         create-a-scape




• Le téléphone portable pour
                                          Frequency 1550 http://
  l’apprentissage de l’histoire et des    freq1550.waag.org/

  cartes géographiques en
  intéraction
mobilité       tous
anytime,
anywhere
              toujours

            autonomie
 personnalisation
mobilité    multiplicité
contexte     d’outils

            out-of-the
              box

  personnalisation
communication

                assistance
           partage
collaboration
Game-based Learning

                                           Tim Rylands http://
                                           www.timrylands.com/
• Jeux COTS utilisés en classe
  grâce à la médiation de
  l’enseignant


• Jeux COTS utilisés à la maison
                                      Kurt Squire & Firaxis http://
                                      www.firaxis.com/educators/




• Jeux éducatifs utilisés en classe     Federation of american
  ou à la maison                        Scientists http://
                                        www.fas.org/programs/ltp/
                                        games/index.html


• Jeux développés par enseignants



                                      Mark Greenberg
                                      http://homepage.mac.com/
                                      markgreenberg2/Personal2.html
James Paul Gee,
 2007, 2005

• “good learning principles are built into their very designs …
  Many of these principles -with or without a game - could well be
  used in schools to get students to learn things like science, but too
  often today schools are centered on skill-and-drill and multiple-
  choice tests that kill deep learning“


• “I care about these matters both as a cognitive scientists and as a
  gamer. I believe that we can make school and workplace learning
  better if we pay attention to good computer and video games. This
  does not necessarily mean using game technologies in school and
  at work, though this is something I advocate. It means applying the
  fruitful principles of learning that good game designers have
  hit on, whether or not we use a game as a carrier of these
  principles.”



                 http://books.google.com/books?id=4dh6QgAACAAJ&dq=james+gee+good+video+games&ei=IHhgS8XHCqCSyQTtqvW1Bw&client=safari&cd=2
contexte
     agent
              significatif
 action et
             propos
perception


 plaisir     expérience
stimulant mais
     bon ordre faisable
just in time,
on demand
bac à sable,   modélisation
  fish tank     et facilitation
styles
          d’apprentissage
  cycles
d’expertise

         personnalisation
            et maîtrise
• A quoi ressemble un bon jeu vidéo?          3.Different styles of learning work
  (Description des jeux vidéo en termes         better for different people... at least
  de leurs principes éducatifs, et des          some games customize the game to fit
  principes éducatifs incarnés par les          their learning and playing styles or at
  bons eux vidéo)                               least they allow different styles of
                                                learning

• (“Good game designers are practical
  theoreticians of learning”)                 4. Deep learning requires an extended
                                                commitment which is recruited when
                                                people take on a new identity they
1.good video games give people                  value and in which they become
  pleasures … Pleasure and learning:            heavily invested ... good games offer
  For most people these two don’t seem          players identities that trigger a deep
  to go together. But that is a mistruth we     investment.
  have picked up at school, where we
  have been taught that pleasure is fun
  and learning is work, and thus that         5.For humans perception and action
  work is not fun                               are deeply interconnected ... video
                                                games inherently involve action.

2.Good learning requires that learning
  feel like active agents...in a video
  game, players make things happen.
6. The problems learners face early on      7. Learning works best when new
  are crucial and should be well-             challenges are pleasantly frustrating
  designed to lead them to hypotheses         in the sense of being felt by learners to
  that work well, not just on these           be at the outer edge of, but within, their
  problems, but as aspects of the             ‘regime of competence’. That is, these
  solutions of later, harder problems, as     challenges feel hard, but doable.
  well. And problems in good games            Furthermore, learners feel - and get
  are well ordered…early problems are         evidence - that their effort is paying off
  designed to lead players to form good       in the sense that they can see, even
  guesses about how to proceed when           when they fail, how and if they are
  they face harder problems                   making progress.


                                            8. Expertise is formed in any area by
                                              repeated cycles of learners practicing
                                              skills until they are nearly automatic,
                                              then having those skills fail in ways that
                                              cause learners to have to think again
                                              and learn anew
9.They use this verbal information best      10. Fish tanks are good for learning: if
  when it is given just in time (when          we create simplified systems, stressing
  they can put it to use) and on demand        a few key variables and their
  ( when they feel they need it) ...           interactions, learners who would be
  Players don’t need to read a manual to       otherwise overwhelmed by a complex
  start, but can use the manual as a           system … get to seem some basic
  reference after they have played a           relationships at work and take the fist
  while … Game manuals, just like              steps towards their eventual mastery of
  science text books, make little sense if     the real system (e.g. they begin to
  one tries to read them before having         know what to pay attention to)… Good
  played the game.                             games offer players fish tanks, either
                                               as tutorial or as their first level or two…
                                               With today’s capacity to build
                                               simulations, there is no excuse for the
                                               lack of fish tanks in schools.



                                             11. Sand boxes: if learners are put into
                                               a situation that feels like the real thing,
                                               but with risks and dangers greatly
                                               mitigated, they can learn well and still
                                               feel a sense of authenticity.
12. People learn and practice skills best
  (and practice is necessary in order to
  gain mastery) when they see a set of
  related skills as a strategy to
  accomplish goals they want to
  accomplish.



13. People learn skills, strategies, and
  ideas best when they see how they fit
  into an overall larger system to
  which they can give meaning.



14. Humans do not usually think through
  general definitions and logical
  principles but in terms of their
  experiences, of what they have seen
  and done. And this is the main
  principle of video games.
Un intérêt croissant
• European Schoolnet, le réseau des Ministères de l’Education européens a récemment
  publié un rapport sur « Electronic games in Schools » - Jeux électroniques à l’école, qui
  fait partie du projet « Games in school » - Jeux à l’école


• les jeux sérieux ont fait récemment l’objet d’un appel à projets de la part du Ministère
  Français de l’Economie : Donjons et Radon


• le Learning and Teaching Scotland – l’organisation gouvernementale écossaise pour le
  développement du curriculum - a constitué un centre spécialement dédié aux jeux vidéo
  et à la mesure des résultats de leur utilisation comme instruments d’apprentissage dans
  les écoles : The Consolarium 


• Le 9 février 2009 la Commission du Marché Intérieur du Parlement Européen a adopté un
  Rapport d’Initiative qui soutient que les jeux vidéo n’ont pas qu’une valeur récréative, ils
  peuvent être utilisés dans des buts éducatifs et médicaux
L’éducation peut profiter d’une science de
                     l’apprentissage

spécialement quand il s’agit d’introduire (ou de en pas introduire)
de nouvelles stratégies et de nouveaux instruments
Un modèle pour une science de l’apprentissage
       qui vient de la médecine
                                                                                               1. Evaluation des résultats basée sur
                                                                                                 des données observables,
                                                                                                 reproductibles, non interprétées sur
                                                                                                 la base de l’intuition

                                                                                                  • Attention à la manière dont les mesures sont
                                                                                                    conduites

    Médecine fondée sur les faits/
    Evidence Based Medicine = l’adoption                                                       2. Recours à des sources
    d’une méthode scientifique dans le                                                            scientifiques
    choix de la thérapie
                                                                                                  • Meta-analyse de la littérature


                                                                                                  • Sélection (large) des savoirs pertinents

Davidoff F, Haynes RB, Sackett DL, Smith R. Evidence-based medicine. British Medical Journal
1995;310:1085-6

                                                                                               3. Personnalisation par rapport aux
                                                                                                 utilisateurs finaux
systèmes d’évaluation des méthodes éducatives


 statistiques                                                 tests randomisés
                                           de comparaison entre groupes expérimentaux et de
                                                               contrôle




                                  http://ltsblogs.org.uk/consolarium/2008/09/25/
                                  dr-kawashima-extended-trial-summary-results/

http://www.pisa.oecd.org/pages/
0,2987,en_32252351_32235731_1_1
_1_1_1,00.htm

                                                                                   http://www.unicog.org/
                                                                                   main/pages.php?
                                                                                   page=NumberRace
savoirs pour l’éducation




                                             
                                            Kirsh, D. and P. Maglio, Some Epistemic Benefits of
                                            Action: Tetris a Case Study,Proceedings of the Fourteenth
                                            Annual Cognitive Science Society, Morgan Kaufmann.
                                            1992.




Science                                     Jung, R. & Haier, R. (2007). The Parieto-Frontal Integration
Andrew N. Meltzoff, et al. (2009)           Theory (P-FIT) of intelligence: Converging neuroimaging
Foundations for a New Science of Learning   evidence. BEHAVIORAL AND BRAIN SCIENCES 30, 135 -
                                            187
MERCI!

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Education, technologies, cognition: triangulations possibles

  • 2. Elena Pasquinelli • Réhabilitation • Philosophie • Philosophie des sciences cognitives (PhD: illusions haptiques) • Percro Lab-SSSA, Enactive Network of Excellence • Groupe Compas http://www.groupe-compas.net/
  • 3. Le Groupe Compas Depuis quelques décennies, deux courants ont engendré une véritable révolution dans les sciences de l’EDUCATION : les avancées des SCIENCES COGNITIVES et l’irruption des NOUVELLES TECHNOLOGIES Compas a pour ambition de créer des synergies entre ces deux courants à travers: un think tank / think for doing: site web, séminaire, participation à projets, expertises
  • 4. • Equipe Compas: • Comité de pilotage: Daniel Andler, directeur; Elena Pasquinelli, Responsable scientifique; Roberto Casati, conseiller scientifique • Senior Advisors: Edith Ackermann, Elisabeth Caillet, Bastien Guerry, Gabriel Ruget, Denis Meuret, Manuela Piazza, Pierre Saurel François Taddei, David Wilgenbus • Partenariats: • Institut de l’Ecole Normale Supérieure, Microsoft Partners in Learning • Département Etudes Cognitives, ENS
  • 6. Sciences cognitives • Les sciences cognitives ressemblent plutôt à une photo de famille qu’à une entité homogène et univoque • disciplines multiples • neurosciences, AI, psychologie expérimentale, cognitive et du développement
  • 7. “Mankind likes to think in terms of extreme opposites. It is given to formulating its beliefs in terms of Either-Ors, between which it recognizes no intermediate possibilities. When forced to recognize that the extremes cannot be acted upon, it is still inclined to hold that they are all right in theory but that when it comes to practical matters circumstances compel us to compromise.” (John Dewey, 1938) http://books.google.com/books?id=UE2EusaU53IC&dq=joghn+dewey+1938+experience+and +education&printsec=frontcover&source=bn&hl=en&ei=ZJlhS7vkI5yInQOUnrXGDA&sa=X&oi=book_result&ct=result&resnum=4&ved=0CBgQ6AEwAw#v=onepage&q=&f=false
  • 8. Sciences cognitives classiques vs nouvelle vague le cerveau n’est pas un ordinateur situated et les processus cognitifs ne sont Mainstream: vision pas nécessairement centralisés cognitiviste, distributed (dans le cerveau) computationaliste, représentationaliste de la cognition la cognition ne se limite pas à la pensée logique et symbolique et les processus cognitifs ne sont pas “Boiled down to its essence, cognitive embodied limités à des opérations formelles science proclaims that in sur des symboles (représentations) one way or another our minds are computers” (Dennett, la cognition ne se limite pas à 1993) enactive représenter la réalité comme un miroir; à nouveau elle ne se sert extended pas que de représentations pour son fonctionnement
  • 9. Rodney Brooks, 1991 • On ne peut pas séparer les composantes perceptives et d’exécution de celles ‘centrales’ quand on parle d’intélligence; la décomposition correcte n’est pas celle entre systèmes (centraux ou périphériques) mais celle entre fonctions ou sous-systèmes qui produisent une certaine activité. Une activité est un pattern d’intéraction avec le monde. • “ When we examine very simple level intelligence we find that explicit representations and models of the world simply get in the way. It turns out to be better to use the world as its own model.... the agent can use its perception of the world instead of an objective world model. The representational primitives that are useful then change dramatically from those in Artificial Intelligence. The key idea from situatedness is: The world is its own best model.” • Créatures sans représentations centrales du monde
  • 10. Kevin O’Regan & Alva Noe, 2001 http://www.youtube.com/watch?v=ubNF9QNEQLA • “Indeed there is no "re"-presentation of the world inside the brain: the only pictorial or 3D version required is the real outside version. What is required however are methods for probing the outside world -- and visual perception constitutes one mode via which it can be probed.” • Les expériences de change/inattentional blindness sont exemplaires dans ce sens • C’est à l’activité motrice qui revient le rôle d’unificateur de l’expérience: activité http://viscog.beckman.illinois.edu/djs_lab/demos.html motreice et perceptive forment des contingences sensorimotrices
  • 11. Mitchell Resnick, 1997 • On n’a pas besoin de faire recours à des représentations centrales, de contrôles centralisés, pour expliquer des comportement complèxes • “a flock of birds sweeps across the sky. Like a well-choreographed dance troupe, the birds veer to the left in unison. Then, suddenly, they all dart to the right and swoop down toward the ground. Each movement seems perfectly coordinated. ... How do birds keep their movement so orderly, so coordinate?”
  • 12. Clark & Chalmers, 1998 •“We will advocate an externalism about mind, but one that is in no way grounded in the debatable role of truth-conditions and reference in fixing the contents of our mental states. Rather, we advocate an “active externalism”, based on the active role of the environment in driving cognitive processes.” •Notion d’échafaudage externe: un expériment mental sur la cognition étendue et distribuée. •Otto et son carnet. “The information in Otto's notebook, for example, is a central part of his identity as a cognitive agent. What this comes to is that Otto himself is best regarded as an extended system, a coupling of biological organism and external resources”
  • 13. Edwin Hutchins, 1995; David Kirsh, 1995 • L’unité significative pour les processus cognitifs (et les représentations) est plus large que l’individu • par exemple, la mémoire d’un système complèxe comme une cabine de pilotage d’avion est distribuée sur toute une série d’objets disponibles + la mémoire des deux pilotes • Les actions aident à distribuer une partie de la charge cognitive sur la perception (qui résulte d’una action qui modifie le monde) • “In musical composition (Lerdahl & Jackendoff, 1983), marine navigation (Hutchins, 1990), and a host of expert activities too numerous to list, performance is demonstrably worse if agents rely on their private memory or on their own computational abilities without the help of external supports.” (Kirsh, 1995)
  • 14. Kirsh, 1991 • Le rôle des actions épistémiques ne peut pas être nié, mais l’éliminativisme par rapport aux représentations semble être excessif: il ne permet pas d’expliquer toute une série de comportements humains adaptatifs qui employent les concepts, comme la prévision, l’anticipation du futur.
  • 15. Smith & Thelen, 2003 • “The first assumption of the dynamic approach is that developing organisms are complex systems composed of very many individual elements embedded within, and open to, a complex environment. As in many other complex systems in nature, such systems can exhibit coherent behaviour: the parts are coordinated without an executive pattern. Rather, the coherence is generated solely in the relationships between the organic components and the constraints and opportunities of the environment. This self-organization means that no single element has causal priority. When such complex systems self-organize, they are characterized by the relative stability or instability of their states. Development can be envisioned, then, as a series of evolving and dissolving patterns of varying dynamic stability, rather than an inevitable march towards maturity. Take infant crawling as an example....”
  • 16. Van Gelder, 2001 • “Dynamicists also emphasize SITUATEDNESS/EMBEDDEDNESS. Natural cognition is always environmentally embedded, corporeally embodied, and neurally “embrained.” • “The differences between the dynamical and classical approaches should not be exaggerated. The dynamical approach stands opposed to what John Haugeland has called “Good Old Fashioned AI” (Haugeland 1985). However, dynamical systems may well be performing computation in some other sense .... Also, dynamical systems are generally effectively computable. (Note that something can be computable without being a digital computer.) • Thus, there is considerable middle ground between pure GOFAI and an equally extreme dynamicism”
  • 17. Thompson, Palacios, Varela, 2002 • La théorie enactive est proposée par Varela comme une alternative aux sciences cognitives classiques; elle inclue la théorie écologique de la perception de Gibson • “1) that animals select properties in the physical world that are relevant to their structure (body-scaling, sensor-motor capacities, etc.), shaping these properties into environments that have behavioral significance; • and 2) that environments select sensory-motor capacities in the animal and thereby constrain animal activity” • “The first step for perceptual theory is to refuse to separate perception from action, or, more generally, from perceptually guided activity.”
  • 18. Varela, Thompson, Rosch, 1991 http://books.google.com/books?id=QY4RoH2z5DoC&dq=The+Embodied+Mind:+Cognitive+Science+and+Human+Experience,+by+Francisco+Varela,+Evan+Thompson,+and+Eleanor+Rosch,+Cambridge,+MA:+MIT+Press, +1991.&printsec=frontcover&source=bn&hl=en&ei=GldgS5-5CqKemAPwypXBDA&sa=X&oi=book_result&ct=result&resnum=4&ved=0CBYQ6AEwAw#v=onepage&q=&f=false
  • 19. cognition située (via action cognition étendue et perception) cognition décentralisée decentralisation cognition encarnée cognition enactive cognition distribuée principes du fonctionnement cognitif
  • 21. (et non seulement) Philosophie de l’Education • “... business of philosophy of education does not mean that the latter should attempt to bring about a compromise between opposed schools of thought, to find a via media, nor yet make an eclectic combination of points picked out hither and yon from all schools. It means the necessity of the introduction of a new order of conceptions leading to new modes of practice.” (Dewey, 1938)
  • 22. apprendre utiliser le contexte et les autres en faisant comme facilitateurs apprentissage par d’apprentissages manipulation apprentissage comme activité physique et contextualisée et sociale métaphorique de l’information (constructivisme) apprentissage par design et création expérience & (constructionnisme) construction principes éducatifs compatibles
  • 23. Education traditionnelle vs progressive The subject-matter of education To imposition from above is opposed consists of bodies of information expression and cultivation of individuality; and of skills that have been worked out in the past; therefore, to external discipline is opposed free activity; the chief business of the school is to transmit them to the new to learning from texts and teachers, learning generation. through experience, In the past, there have also been to acquisition of isolated skills and techniques developed standards and rules of by drill, is opposed acquisition of them as conduct... means of attaining ends which make direct vital appeal; Finally, the general pattern of school organization (by which I to preparation for a more or less remote future mean the relations of pupils to is opposed making the most of the one another and to the teachers) opportunities of present life; constitutes the school a kind of to static aims and materials is opposed institution sharply marked off from acquaintance with a changing other social institutions” (Dewey, world.” (Dewey, 1938-1997) 1938)
  • 24. John Dewey, 1938 • “There is always a danger in a new movement that in rejecting the aims and methods of that which it would supplant it may develop its principles negatively rather than positively and constructively ... I take it that the fundamental unity of the newer philosophy is found in the idea that there is an intimate and necessary relation between the processes of actual experience and education.” • “all genuine education comes about through experience... • any experience is mis-educative that has the effect of experience arresting or distorting the growing of further experience. An experience might be such as to engender callousness; it may produce lack of sensitivity and of responsiveness”
  • 25. Expérience • L’expérience modifie le sujet et ses expériences futures, et en même temps elle prend quelque L’expérience chose des expériences passées est continue • Il faut ouvrir la voie à la capacité et au desir de faire de nouvelles expériences, et des expériences variées qui permettent la croissance • Les expériences ne se déroulent pas dans un L’expérience est corps ou un esprit en isolement, mais en contacte en interaction avec le monde des objets et le monde social • Il faut savoir exploiter et tenir en compte les objets et conditions sociales qui entourent l’apprenant
  • 26. • L’expérience qui nous intéresse est celle qui est faite par l’apprenant au moment de l’apprentissage, pas celle prévue et préparée en à l’avance, le présent, non le futur: avec ses L’expérience motivations, intérêts, problèmes à resoudre: est maintenant “when preparation is made the controlling end, then the potentialities of the present are sacrificed to a suppositious future” • L’expérience éducative est comme un laboratoire ou workshop et elle s’inspire de la méthode Méthode scientifique, adaptée à lâge de l’apprenant scientifique adaptée
  • 27. Jerome Bruner, 1973 • La connaissance se génère par l’expérience et les connaissances acquises (inspiré du constructivisme de Piaget) constructivisme • "The concept of prime numbers appears to be more readily grasped when the child, through construction, discovers that certain handfuls of beans cannot be laid out in completed rows and columns. Such quantities have either to be laid out in a single file or in an incomplete row- column design in which there is always one extra or one too few to fill the pattern. These patterns, the child learns, happen to be called prime. It is easy for the child to go from this step to the recognition that a multiple table so called, is a record sheet of quantities in completed multiple rows and columns. Here is factoring, multiplication and primes in a construction that can be visualized." http://books.google.com/books?id=nlCiHwAACAAJ&dq=bruner&ei=F69hS-SuB5DMywSsx8UW&client=safari&cd=7
  • 28. Jerome Bruner, 1966 apprentissage par voie • Il existe trois formes de symbolique, représentations et trois manières d’acquérir des connaissances : iconique, • symbolique enactive • iconique • enactive: learning by doing, représentations liées à l’action et aux habilités motrices (procédurale) • la connaissance enactive est pour instruction basée sur toute la vie (à différence de la phase l’étude de la cognition: senorimotrice chez Piaget) http://books.google.com/books?id=F_d96D9FmbUC&pg=PR8&dq=jerome+bruner+1966+theory+of+instruction&ei=w3ZgS-L-NKHiyQSNjNSsBw&client=safari&cd=1#v=onepage&q=&f=false
  • 29. Seymour Papert & Idit Harel, 1991 • Une forme d’éducation qui passe par le design, la création, et non par l’observation et l’instruction • qui met l’accent sur la tangibilité (comme les représentations enactives de Bruner et son constructivisme) constructionisme • mais aussi sur l’accès personnel à la construction et au design au sens métaphorique: la simulation, la programmation, la création d’objets virtuels • et en même temps sur la nature contextualisée et sociale de la construction de la connaissance, qui inclut d’autres acteurs sociaux et n’est pas une expérimentation solitaire • tout en considérant l’importance de la motivation, donc de la personnalisation, de l’existence d’objectifs et de plaisir
  • 30. Papert, 1980 (Ackermann) • “Constructionism— N word as opposed to the V word— shares constructivisme contructivism’s view of learning as “building knowledge structures” -> through progressive internalization constructionisme of actions… It then adds the idea that this happens especially felicitously in a context where the learner is consciously engaged in constructing a public entity, whether it’s a sand castle on the beach or a theory of the universe” http://books.google.com/books?id=qaYX8_oXmdQC&q=papert+mindstorms&dq=papert+mindstorms&ei=f7thS8GNEpG-MonlmOwN&client=safari&cd=1
  • 32. Rôle de la technologie “computers provide a context for the development of concrete thinking” (Turkle & Papert, 1992)
  • 33. apprendre utiliser le contexte et les autres en faisant comme facilitateurs les technologies d’apprentissages digitales permettent les technologies digitales de simuler, manipuler constituent un outil qui étend la même si de manière cognition, en sens social et en abstraite, et de créer tant qu’outils des contenus expérience & construction outils compatibles
  • 34. Resnick, 1997, 1993 (Papert) • “create tools that engage learners in construction, invention, experimentation. This process involves at least two levels of design: educators to design things that allow students to design things” (Resnick: Turtles, termites and traffic jams) • “the turtle makes possible a new approach to thinking about geometry, contrasting sharply with the Euclidean methods traditionally taught in the classroom. ... The turtle connects to the children’s experience in the world - children can ‘play turtle’, imagining themselves as the turtle...” • Lego/logo
  • 36. technologies pour la simulation, la modélisation, le jeu
  • 37. technologies pour la communication et le partage des contenus en local et à distance
  • 38. Mobile learning • Le téléphone portable pour prendre des notes multi-modales dans l’apprentissage des langues (Kukulska-Hulme, et al., 2009) • Le téléphone portable pour créer des jeux localisés ou des cartes Create a scape multimodales www.futurelab.org.uk/projects/ create-a-scape • Le téléphone portable pour Frequency 1550 http:// l’apprentissage de l’histoire et des freq1550.waag.org/ cartes géographiques en intéraction
  • 39. mobilité tous anytime, anywhere toujours autonomie personnalisation
  • 40. mobilité multiplicité contexte d’outils out-of-the box personnalisation
  • 41. communication assistance partage collaboration
  • 42. Game-based Learning Tim Rylands http:// www.timrylands.com/ • Jeux COTS utilisés en classe grâce à la médiation de l’enseignant • Jeux COTS utilisés à la maison Kurt Squire & Firaxis http:// www.firaxis.com/educators/ • Jeux éducatifs utilisés en classe Federation of american ou à la maison Scientists http:// www.fas.org/programs/ltp/ games/index.html • Jeux développés par enseignants Mark Greenberg http://homepage.mac.com/ markgreenberg2/Personal2.html
  • 43. James Paul Gee, 2007, 2005 • “good learning principles are built into their very designs … Many of these principles -with or without a game - could well be used in schools to get students to learn things like science, but too often today schools are centered on skill-and-drill and multiple- choice tests that kill deep learning“ • “I care about these matters both as a cognitive scientists and as a gamer. I believe that we can make school and workplace learning better if we pay attention to good computer and video games. This does not necessarily mean using game technologies in school and at work, though this is something I advocate. It means applying the fruitful principles of learning that good game designers have hit on, whether or not we use a game as a carrier of these principles.” http://books.google.com/books?id=4dh6QgAACAAJ&dq=james+gee+good+video+games&ei=IHhgS8XHCqCSyQTtqvW1Bw&client=safari&cd=2
  • 44. contexte agent significatif action et propos perception plaisir expérience
  • 45. stimulant mais bon ordre faisable just in time, on demand bac à sable, modélisation fish tank et facilitation
  • 46. styles d’apprentissage cycles d’expertise personnalisation et maîtrise
  • 47. • A quoi ressemble un bon jeu vidéo? 3.Different styles of learning work (Description des jeux vidéo en termes better for different people... at least de leurs principes éducatifs, et des some games customize the game to fit principes éducatifs incarnés par les their learning and playing styles or at bons eux vidéo) least they allow different styles of learning • (“Good game designers are practical theoreticians of learning”) 4. Deep learning requires an extended commitment which is recruited when people take on a new identity they 1.good video games give people value and in which they become pleasures … Pleasure and learning: heavily invested ... good games offer For most people these two don’t seem players identities that trigger a deep to go together. But that is a mistruth we investment. have picked up at school, where we have been taught that pleasure is fun and learning is work, and thus that 5.For humans perception and action work is not fun are deeply interconnected ... video games inherently involve action. 2.Good learning requires that learning feel like active agents...in a video game, players make things happen.
  • 48. 6. The problems learners face early on 7. Learning works best when new are crucial and should be well- challenges are pleasantly frustrating designed to lead them to hypotheses in the sense of being felt by learners to that work well, not just on these be at the outer edge of, but within, their problems, but as aspects of the ‘regime of competence’. That is, these solutions of later, harder problems, as challenges feel hard, but doable. well. And problems in good games Furthermore, learners feel - and get are well ordered…early problems are evidence - that their effort is paying off designed to lead players to form good in the sense that they can see, even guesses about how to proceed when when they fail, how and if they are they face harder problems making progress. 8. Expertise is formed in any area by repeated cycles of learners practicing skills until they are nearly automatic, then having those skills fail in ways that cause learners to have to think again and learn anew
  • 49. 9.They use this verbal information best 10. Fish tanks are good for learning: if when it is given just in time (when we create simplified systems, stressing they can put it to use) and on demand a few key variables and their ( when they feel they need it) ... interactions, learners who would be Players don’t need to read a manual to otherwise overwhelmed by a complex start, but can use the manual as a system … get to seem some basic reference after they have played a relationships at work and take the fist while … Game manuals, just like steps towards their eventual mastery of science text books, make little sense if the real system (e.g. they begin to one tries to read them before having know what to pay attention to)… Good played the game. games offer players fish tanks, either as tutorial or as their first level or two… With today’s capacity to build simulations, there is no excuse for the lack of fish tanks in schools. 11. Sand boxes: if learners are put into a situation that feels like the real thing, but with risks and dangers greatly mitigated, they can learn well and still feel a sense of authenticity.
  • 50. 12. People learn and practice skills best (and practice is necessary in order to gain mastery) when they see a set of related skills as a strategy to accomplish goals they want to accomplish. 13. People learn skills, strategies, and ideas best when they see how they fit into an overall larger system to which they can give meaning. 14. Humans do not usually think through general definitions and logical principles but in terms of their experiences, of what they have seen and done. And this is the main principle of video games.
  • 51. Un intérêt croissant • European Schoolnet, le réseau des Ministères de l’Education européens a récemment publié un rapport sur « Electronic games in Schools » - Jeux électroniques à l’école, qui fait partie du projet « Games in school » - Jeux à l’école • les jeux sérieux ont fait récemment l’objet d’un appel à projets de la part du Ministère Français de l’Economie : Donjons et Radon • le Learning and Teaching Scotland – l’organisation gouvernementale écossaise pour le développement du curriculum - a constitué un centre spécialement dédié aux jeux vidéo et à la mesure des résultats de leur utilisation comme instruments d’apprentissage dans les écoles : The Consolarium  • Le 9 février 2009 la Commission du Marché Intérieur du Parlement Européen a adopté un Rapport d’Initiative qui soutient que les jeux vidéo n’ont pas qu’une valeur récréative, ils peuvent être utilisés dans des buts éducatifs et médicaux
  • 52. L’éducation peut profiter d’une science de l’apprentissage spécialement quand il s’agit d’introduire (ou de en pas introduire) de nouvelles stratégies et de nouveaux instruments
  • 53. Un modèle pour une science de l’apprentissage qui vient de la médecine 1. Evaluation des résultats basée sur des données observables, reproductibles, non interprétées sur la base de l’intuition • Attention à la manière dont les mesures sont conduites Médecine fondée sur les faits/ Evidence Based Medicine = l’adoption 2. Recours à des sources d’une méthode scientifique dans le scientifiques choix de la thérapie • Meta-analyse de la littérature • Sélection (large) des savoirs pertinents Davidoff F, Haynes RB, Sackett DL, Smith R. Evidence-based medicine. British Medical Journal 1995;310:1085-6 3. Personnalisation par rapport aux utilisateurs finaux
  • 54. systèmes d’évaluation des méthodes éducatives statistiques tests randomisés de comparaison entre groupes expérimentaux et de contrôle http://ltsblogs.org.uk/consolarium/2008/09/25/ dr-kawashima-extended-trial-summary-results/ http://www.pisa.oecd.org/pages/ 0,2987,en_32252351_32235731_1_1 _1_1_1,00.htm http://www.unicog.org/ main/pages.php? page=NumberRace
  • 55. savoirs pour l’éducation   Kirsh, D. and P. Maglio, Some Epistemic Benefits of Action: Tetris a Case Study,Proceedings of the Fourteenth Annual Cognitive Science Society, Morgan Kaufmann. 1992. Science Jung, R. & Haier, R. (2007). The Parieto-Frontal Integration Andrew N. Meltzoff, et al. (2009) Theory (P-FIT) of intelligence: Converging neuroimaging Foundations for a New Science of Learning evidence. BEHAVIORAL AND BRAIN SCIENCES 30, 135 - 187