Introduction
This post will define, describe, and critically evaluate the
sociotechnical plan from the paper “Affectability in educational technologies:
A socio-technical perspective for design” by Hayashi & Baranauskas (2013).
The purpose of the post is to examine the impact of the introduction of new
technology on social cultures.
Define
Hayashi & Baranauskas (2013) define a socio-technical
plan of how the integration of digital technology (laptops) can potentially
help formal and informal learning in an elementary public school in the city of
Campinas, in Sao Paulo, Brazil. The study showed the use of technology impacted
feelings, values, and the culture of both teachers and students. Embedding
technology into learning will affect the entire organization (school);
furthermore, socio-technical plans increase the scope and perspectives of
informal, formal, and technical aspects of the learning settings. Stein (2012)
argues the socio-technical innovation is the new paradigm of innovation by
reversing the traditional top-down logic to a bottom-up logic. Marcel de Arruda
Torresa's (2017) research shows the new paradigm shift from focusing on
economic growth to focusing on a holistic approach to well-being that emerges
new economic models, production systems, and wellness ideas as strategies that
overcome traditional barriers. The compound layers of a socio-technological
plan merge technology, time, and space, with experiences—inside and outside the
classroom or organization.
Describe
The Hayashi (2013) socio-technical plan used OLPC (One
Laptop Per Child) at the public school in Brazil. The ages of the children
ranged from 6-14 years old. Four cases contributed to the understanding of how
the socio-technical plan was able to contribute to more meaningful practices.
Hayashi (2013) discussed how cognitive models of traditional paradigms are transforming.
Research by Boehner et al. (2007) suggested a cognitive socio-technical plan
will enhance cognition over rational thought. On the macro side of the study,
all teachers and some other employees—such as the principal, pedagogue,
janitor, cook, and library attendant—participated in the study. The data were
collected through workshops and other activities at the school, including
regular classes, along with informal interviews. Reliability was reinforced by
pictures, videos, and field notes (Hayashi, 2013).
The technological artifacts (the XO laptops) case results
included:
- Transforming homework
assignments;
- Integrating the school in
interdisciplinary activities;
- Using XO laptops inside
and outside the school’s walls; and
- Incorporating student
volunteers.
Transforming homework assignments allowed students to use
laptops with internet browsers and wireless internet connections which saved
time from using traditional libraries and walking to computer labs. Other
advantages included teachers’ involvement in emotional-management strategies
and avoidance of negative, emotionally charged events from doing homework at
home (Xu, 2005). The emotional responses from pupils gave teachers and students
a better understanding especially when faced with difficulties in assignments
(Hayashi, 2013).
Integrating the school’s interdisciplinary activities
resulted in scenarios, one of which was “students and consumption at home.” The
students’ consumption of food at home scenario involved a process described
below:
1.
Students took pictures of products (including
nutrition labels) and advertisements.
2.
Students then studied the differences in
comparisons of nutrition facts.
3.
Teachers-then initiated discussions. For
example, an English as a second language teacher asked the students to capture
English words on these pictures to help discuss and better understand words.
4.
Finally, teachers shared results of these
discussions, and frequently described students’ attitudes as “happiness” and
“sense of accomplishment” with higher motivation, and students with
interdisciplinary issues were more proactive with the technology and helped
fellow students with increased engagement (Hayashi, 2013).
The use of the laptops—both inside and outside the school—increased
students’ pride, and they were more outgoing in discussing the technology with
bystanders. On a trip to the park, students took pictures and short videos of
animals and made notes with the laptops. Students demonstrated increased values
of ownership, happiness, and engagement. Hayashi’s (2013) research indicated
the younger students had higher responses of valence and arousal.
Student volunteers, aka “student monitors,” were needed due
to the increased challenges and responses from the technology. Student monitors
met every two weeks, and students expressed feelings and understandings of the
program. Hayashi (2013) noted that the emotional and affective responses and
outcomes transcended technological, formal, and informal categories and
impacted the students’ lives with valuable learning.
Evaluate –
In this section, you will evaluate the
plan reviewed in this article. You might consider covering both pros and cons
about the plan, or you provide examples of successes and/or failures using the
plan.
The technology increased engagement between students, as
well as, between students and teachers and allowed increased emotional
strategies, both in and out of the classroom. The technology helped motivate
and give everyone involved a sense of accomplishment. Even students with
interdisciplinary issues had positive engagement and emotional responses. One
negative issue noted in the study was with a disabled student being more
challenged; however, the experience helped her learn more patience and
understanding of other people’s needs. The study pointed out technical issues
with plugging in the laptops in the classroom and not having enough outlets,
lagging computers, internet issues, and operational systems with different
interaction models. Informal issues of parents and some teachers not being
comfortable with the technology existed. Formal issues of laptop theft
prohibited students from taking home the laptops.
Summary
In summary, the research showed the sooner technology can be
introduced in learning with a holistic approach, the better it can simulate
contemporary world applications. The socio-technological plan reduced the
negative aspects with increased positive emotional and affective aspects
demonstrated in the four case scenarios. Furthermore, combining the different
learning places (home, school, field trips) stimulated intentional learning and
motivation and decreased interdisciplinary issues.
References
Boehner, K., DePaula, R., Dourish, P., & Sengers, P.
(2007). How emotion is made and measured. International Journal of
Human-Computer Studies, 65(4), 275–291.
doi:10.1016/j.ijhcs.2006.11.016
Hayashi, E. S., & Baranauskas, M. C. (2013).
Affectability in educational technologies: A socio-technical perspective for
design. Journal of Educational Technology & Society, 16(1),
57–68.
Marcel de Arruda Torresa, P. (2017). Design for socio-technical
Innovation: A proposed model to design the change. The Design Journal, 20(sup1),
S3035-S3046. doi:10.1080/14606925.2017.1352811
Stein, J. (2012). Bottom-up and top-down innovation:
Create an innovative company. New York. Simply Innovate.
Xu, J. (2005). Homework emotion management reported by high
school students. School Community Journal, 15(2), 21-36
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