Connectivism as a Learning Theory and Its Relation to Open Distance Education

Author(s):  
Gavin Peter Hendricks

This paper focuses on connectivism as a learning theory and its relation to open distance education. Connectivism is presently challenging existing learning theories and is unlike behaviourism, cognitivism and constructivism, which place learning at the centre of the cognitive development of the learner. Connectivism stresses that learning is located in different networks and the social construction of knowledge makes the learner key in the knowledge creation process. Connectivism is the thesis that knowledge is distributed across a network of connections, and therefore that learning consists of the ability to construct and traverse those networks. This is a learning environment where students simply plug into the network and create their own learning. Unlike traditional learning methods and theories like cognitivism (where learning is an active, constructive process), behaviourism (a theory of learning based on the idea that all behaviours are acquired through conditioning) or constructivism (the theory that humans construct knowledge and meaning from their experiences), with connectivism, learning is defined by connections to a network of knowledge that can include any form of interaction. Siemens’ theory of connectivism is based on Web 2.0 technologies. This raises key questions as to whether it can be seen as a learning theory in the context of open distance learning (a delivery mode and teaching and learning approach that focuses on increased access to education and training where barriers caused by time, place and pace of learning are eliminated). Web 2.0 learning in the last decade has impacted on the way we teach in traditional classroom settings and how knowledge is disseminated in an online learning environment. Siemens’ theory of connnectivism is a paradigmatic shift from traditional learning theories to new ways of learning through networks, databases, and Web learning on different virtual learning platforms. This raises questions about the radical discontinuity of traditional knowledge systems as the learner becomes part of the social creation and social construction of knowledge in a virtual learning environment.  

2018 ◽  
Vol 48 (6) ◽  
pp. 821-845 ◽  
Author(s):  
Meritxell Ramírez-i-Ollé

Early Science and Technology Studies (STS) scholars recognized that the social construction of knowledge depends on skepticism’s parasitic relationship to background expectations and trust. Subsequent generations have paid less empirical attention to skepticism in science and its relationship with trust. I seek to rehabilitate skepticism in STS – particularly, Merton’s view of skepticism as a scientific norm sustained by trust among status peers – with a study of what I call ‘civil skepticism’. The empirical grounding is a case in contemporary dendroclimatology and the development of a method (‘Blue Intensity’) for generating knowledge about climate change from trees. I present a sequence of four instances of civil skepticism involved in making Blue Intensity more resistant to critique, and hence credible (in laboratory experiments, workshops, conferences, and peer-review of articles). These skeptical interactions depended upon maintaining communal notions of civility among an increasingly extended network of mutually trusted peers through a variety of means: by making Blue Intensity complementary to existing methods used to study a diverse natural world (tree-ring patterns) and by contributing to a shared professional goal (the study of global climate change). I conclude with a sociological theory about the role of civil skepticism in constituting knowledge-claims of greater generality and relevance.


2016 ◽  
Vol 6 (3) ◽  
pp. 1-17
Author(s):  
Don Davis ◽  
Vittorio Marone

In the learning sciences and game studies communities, there has been an increasing interest in the potential of game-related “paratexts” and “surrounds” in supporting learning, such as online discussion forums and gaming affinity spaces. While there have been studies identifying how learning occurs in such communities, little research has been done on learning at the aggregate level. This study examined the social construction of knowledge in two sections of the discussion forums in the TUG (“The Untitled Game”) gaming affinity space. Findings suggest that game-like prompts and sections in online discussion forums can spur higher level forms of interaction and learning and can have implications for the design of gaming communities in which the social construction of knowledge is a desired outcome.


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