Sunday, 20 April 2014

A brief outline of a philosophy

Foundations for a philosophy of on-line learning - views of teaching


Having outlined the salient features of the landscape in which a philosophy of teaching and learning will fit, I will now sketch the rudiments of a philosophy-in-the-raw. Once this is achieved, I will begin to use the language common to the discourses that we find in literature relating to on-line learning in an attempt to more clearly define my philosophy.

In his chapter Life as Narrative, Jerome Bruner explores the notion of how we structure experience. For Bruner, narrative underpins how we interpret experience and provides a means of coding that experience into a replicable structure that may be exchanged with others (Bruner 1994). He takes a constructivist view of narrative, where making the world is a central function of the mind, so that stories are constructed in people’s minds and do not occur in the real world. This idea is embedded in my rough philosophy of teaching and learning, which is itself taken from narratives that were used to create worlds.

The role-playing metaphor
As a young teenager in the early 80s, I played role-playing games with my friends. These were popular in the 1970s and 1980s, before computing caught up with imagination and was able to replicate the worlds we created in our minds. The most popular title was Dungeons and Dragons, based on Tolkien’s now ubiquitous mythos, yet then denigrated by the American Christian Right as a dangerous cult that led young people into insanity and devil-worship (see http://www.bbc.com/news/magazine-26328105 ). 

Role-playing games involve a group of people sitting in a room with paper, pens and some dice , a rule book and a pre-designed game (with maps, descriptions of people, places and events). All but one of the people in the room creates characters whose strengths and weaknesses are based on a series of rolls of the dice and by choosing a moral viewpoint. These characters are recorded on paper, given a name and a back-story. Throughout the game, the players assume the role of their character – very good practice for budding actors – and try to work their way through the game to achieve goals. They may have their own goals, or choose to submit to a group’s goals: players have free will and make decisions in real time. The remaining person in the room is the dungeon-master – he, or she, is privy to the information in the pre-designed game, describes the scene, plays all other (non-player) characters, referees and keeps the narrative going.

I stopped playing RPGs when I was around fourteen and for a long time forgot all about them. However, in my early thirties I was working as a TEFL trainer in Ireland, training graduates on short, intensive methodology courses. We were discussing detailed lesson planning and the nerves of the first lesson and how it was that experienced teachers seemed to be able to let a class flow. Many of the graduates were having trouble with too-strict adherence to their planned lesson. I needed a metaphor to describe my view and all of a sudden I found myself talking about when I was the dungeon-master.

When I was a dungeon-master, I was the only one in the room who could see the whole narrative before we had played it through. I knew which rooms were dangerous, where the special treasure was hidden, who to talk to and who to avoid. I knew all this but didn’t know what route the players would take and what unique events would happen on the way. It was my job to describe what things looked like wherever the players were, but I never made the choice to turn left or right. I knew the rules better than all the people in the room and by knowing them didn’t have to keep looking things up, so the game would run smoothly with few interruptions and fewer arguments. Despite all this, the real key to being a dungeon master was that I played the game too. I took on the roles of all the other characters and engaged with the players as though I was that character.

What has this got to do with teaching and learning? 

The role-playing metaphor can be applied to a learning environment: learners come with narratives of themselves, back-stories created and re-created; they have different strengths and weaknesses and adopt moral viewpoints. They have different goals, which may or may not correspond to the aims of the teacher or the other learners. The curriculum is the pre-designed game – the final outcome is a shared objective but the passage to get there is still unknown. The teacher is the dungeon-master and so is the narrator, the referee, the role-player (friend, enemy, teacher, figure of authority, fool etc.), the content-expert and the methodology (rules) expert. 

Successful game playing takes place when all the participants suspend their disbelief and are engaged in the narrative process. Successful learning outcomes are the result of that same willingness to have your narrative-building facilitated by others and thereby engage your world making function of mind.

Bruner, J (1994) Life as Narrative. In Dyson, A. & Genishi, C. (eds) The need for story: cultural diversity in classroom and community pp.28-37 Illinois: National Council of Teachers of English

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