Our present education system may be the end of a
pre-digital-artificial-intelligence era, before the classroom environment and
the nature of knowledge itself change to something that is presently only recognizable
as a scene from a science fiction film.
Currently, I appreciate the window to
the world provided by such portals as Google Arts and Culture. This is an
example of the non-linear nature of knowledge – where a starting point,
combined with curiosity, brings the learner and teacher-as-learner from a
painting by Van Gogh (for example) to the letters written by the artist, which
provide a primary source artefact for engaging with the painting. https://www.google.com/culturalinstitute/beta/entity/m07_m2?categoryid=artist
With a website like Google Arts and Culture, the classroom can be lead by a spirit
of enquiry. This portal is a vibrant way to experience art and culture, as a museum or
gallery can be virtually visited, people in the creative industries are
interviewed, films can be watched and high-resolution images mean that one can
zoom in on the brushstrokes of the artist.
Concerning the digitization of
classrooms, Michael Heim’s (Heim, 1994) ideas of the student as searcher,
thinker and knower acknowledges that the types of questions we ask before
searching for knowledge are crucial as they shape the answers we attain. Within
this idea of the student as searcher is the idea of changes in epistemology,
where the answers overturn not only the question, but also the notion of a
fixed curriculum. The student as searcher follows a line of enquiry which is
meandering and intuitive, arousing new questions, leading to independent
thought.
New public
spaces have been created by technological developments. These are new social
spaces and concern the internet as a social mechanism. Piaget’s study of the
process of socialization in groups showed that peer groups have the strongest
influence on the moral development in children. For the student, it is not merely the presence of
ICT that drives motivation to learn – it is the nature of the use of ICT that
is important - interconnectivity, interactivity, co-creation, personalisation
as qualities of the online world.
Potential spaces
for learning and teaching have been redefined by rapid changes in information
and communication technology (ICT). The new Junior Cycle curriculum in the
Irish school system is peppered with references to the encouragement of the use
of ICT in the classroom, but does not outline exactly how it should be used and
in what context, nor does it take into consideration the value of the critical
eye as an empowering tool for students to adopt.
In the Postmodern world, there is a
danger for the undiscerning student to experience a condition where reality and
fiction are seamlessly blended together, with no clear distinction between
truth and falsehood. We may be on the brink of a world of hyperreality where
human and artificial intelligence merge and distinctions between the physical
world and virtual world are immersed in a ‘hyperreal nebula’. Baudrillard’s
theories on Simulation refer to a cyborg mentality as a slave to corporate
will. The ‘cyborg’ in this instance as the notion of the virtual consciousness
being part of the collective consciousness. Further to this idea is the notion
of the hyperreal simulacrum where the original idea no longer exists and is
replaced by an image without resemblance to the original idea (Deleuze, 1990). Could information and knowledge be on a path
along Baudrillard’s four steps of reproduction? From a basic reflection of
reality to the perversion of reality to the pretence of reality towards a
simulacrum, which bears no relation to reality. As the Droog, Alex, noted in ‘A
Clockwork Orange’ - ‘It’s funny how the colours of the real world only seem
really real when you viddy them on the screen’ (Burgess, 2001). If so, it is
imperative that teachers not only embrace their role as ethical leaders, but
also as holistic educators, who enrich students with important life skills,
relevant habits of mind, aimed towards being students who think independently
and who are creators of originality rather than consumers of the mass produced.
References:
Baudrillard, Jean
(1994). Simulacra & Simulation (PDF). The Precession of
Simulacra: University of Michigan Press. p. 1
Burgess, A. (2001).
A Clockwork Orange, W. W. Norton & Company, New York, 18th
edition.
Deleuze, G. (1990) The Logic of
Sense, translated by Lester, M., Athlone Press, London.
Heim, M. (1994). The Metaphysics of Virtual Reality, Oxford University Press, Oxford.
Piaget, J. (1955). The
Construction of Reality in the Child The Elaboration of the Universe,
translated by Margaret Cook, 1955, Routledge and Kegan Paul.
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