Pedagogy of uncertainty

Ronnie Videla-Reyes, C. Aguayo
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引用次数: 2

Abstract

Educators around the world are facing the challenges and opportunities of 21st Century education, such as the COVID-19 pandemic, STEAM education, and the rise of digital immersive technologies presenting  a promising field for the development of new ways to maximize the learning experience (Bakker, Cai & Zenger, 2021) The integration of science, technology, engineering, art and mathematics (STEAM) offers an approach to educational design based on curricular integration and learning by doing with analog and virtual technologies (Quigley et al., 2020). In turn, STEAM promotes important pedagogical changes that encourage the development of new skills focused on collaborative work, inquiry and creativity in the face of a challenge or problem to be solved, as well as optimal sensorimotor deployment through haptic and visual perception when using emerging digital immersion technologies such as virtual and augmented reality (Videla-Reyes, Aguayo & Veloz, 2021). All these changes lead to a new framework of pedagogical action based on uncertainty, since they are unfamiliar or unknown in the field of traditional education.   Based on the above, we propose here the idea of a ​​’pedagogy of uncertainty’, which can be read in light of the latest and unpredictable changes that 21st Century education is experiencing due to the COVID-19 pandemic, the emergence of technological tools and unfamiliar virtual and online platforms that teachers and students had to learn and use during the march of the virus. The approach that we suggest here is based on the potential of STEAM educational environment design that focuses on providing signs or patterns of an emerging world, unlike traditional teaching methods in which the path to which students should arrive is already laid down in advance. From a STEAM educational design approach, the teacher and her/his students lay down a path in walking together, a motto used by the enactive approach to cognition that considers "cognition as embodied action that is always oriented towards something absent: on the one hand, there is always a next step for the system in its perceptually guided action; for the rest, the acts of the system are always directed towards situations that are not yet in act” (Varela, Thompson & Rosch, 1991, p.238). In this presentation, we explore the notion of pedagogy of uncertainty in the light of enactivism, based on theoretical and empirical evidence about how teachers and students deal with an uncertain world by actively participating in integrated educational environments  based on learning by doing approaches (Abrahamson, Dutton & Bakker, 2021). In particular, we make special reference to how teachers can make their students learn from clues, impoverished traces, or traces of information available within their learning environments to solve a challenge or problem, to the extent that they investigate, create, manufacture and/or actively participate in technology inside and beyond the classroom.
不确定性教学法
世界各地的教育工作者都面临着21世纪教育的挑战和机遇,例如COVID-19大流行,STEAM教育以及数字沉浸式技术的兴起,为开发最大化学习体验的新方法提供了一个充满希望的领域(Bakker, Cai & Zenger, 2021)。艺术与数学(STEAM)提供了一种基于课程整合和通过模拟和虚拟技术学习的教育设计方法(Quigley et al., 2020)。反过来,STEAM促进了重要的教学变革,鼓励发展新技能,专注于面对挑战或问题时的协作工作、探究和创造力,以及在使用虚拟和增强现实等新兴数字沉浸技术时,通过触觉和视觉感知实现最佳感觉运动部署(Videla-Reyes, Aguayo & Veloz, 2021)。所有这些变化导致了一种新的基于不确定性的教学行动框架,因为它们在传统教育领域是不熟悉的或未知的。基于上述,我们在此提出“不确定性教学法”的概念,这可以根据21世纪教育所经历的最新和不可预测的变化来解读,这些变化是由于COVID-19大流行,技术工具的出现以及教师和学生在病毒传播期间不得不学习和使用的陌生虚拟和在线平台。我们在这里提出的方法是基于STEAM教育环境设计的潜力,它专注于提供一个新兴世界的标志或模式,而不像传统的教学方法,学生应该到达的路径已经提前铺设好了。从STEAM教育设计方法来看,老师和他/他的学生在一起走的道路上铺设了一条道路,这是一种被行动认知方法所使用的座右铭,它认为“认知是一种具体化的行动,总是面向不存在的东西:一方面,系统在其感知引导的行动中总是有下一步;对于其他情况,系统的行为总是指向尚未发生的情况”(Varela, Thompson & Rosch, 1991, p.238)。在本次演讲中,我们根据实践主义的理论和经验证据,探讨了不确定性教学法的概念,该理论和经验证据表明,教师和学生如何通过积极参与基于实践学习方法的综合教育环境来应对不确定的世界(Abrahamson, Dutton & Bakker, 2021)。特别是,我们特别提到教师如何让学生从他们的学习环境中可用的线索、贫困痕迹或信息痕迹中学习,以解决挑战或问题,在某种程度上,他们在课堂内外调查、创造、制造和/或积极参与技术。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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