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Situated cognition
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==Pedagogical implications== Since situated cognition views knowing as an action within specific contexts and views [[direct instruction]] models of knowledge transmission as impoverished, there are significant implications for pedagogical practices. First, curriculum requires instructional design that draws on apprenticeship models common in real life.<ref name="Brown, Collins, & Duguid, 1989"/> Second, curricular design should rely on contextual narratives that situate concepts in practice. Classroom practices such as [[project-based learning]] and [[problem-based learning]] would qualify as consistent with the [[situated learning]] perspective, as would techniques such as Case Base Learning, [[Anchored Instruction]], and [[cognitive apprenticeship]]. ===Cognitive apprenticeship=== Cognitive apprenticeships were one of the earliest pedagogical designs to incorporate the theories of situated cognition (Brown, Collins, & Duguid, 1989). Cognitive apprenticeship uses four dimensions (e.g., content, methods, sequence, sociology) to embed learning in activity and make deliberate the use of the social and physical contexts present in the classroom (Brown, Collins, & Duguid, 1989; Collins, Brown, & Newman, 1989). Cognitive apprenticeship includes the enculturation of students into authentic practices through activity and social interaction (Brown, Collins, & Duguid, 1989). The technique draws on the principles of Legitimate Peripheral Participation (Lave & Wenger, 1991) and reciprocal teaching (Palincsar & Brown, 1984; 1989) in that a more knowledgeable other, i.e. a teacher, engages in a task with a more novice other, i.e. a learner, by describing their own thoughts as they work on the task, providing "just in time" scaffolding, modeling expert behaviors, and encouraging reflection.<ref>Scardamalia & Bereiter, 1985; Scardamalia, Bereiter. & Steinbach, 1984</ref> The reflection process includes having students alternate between novice and expert strategies in a problem-solving context, sensitizing them to specifics of an expert performance, and adjustments that may be made to their own performance to get them to the expert level (Collins & Brown, 1988; Collins, Brown, & Newman, 1989). Thus, the function of reflection indicates "co-investigation" and/or abstracted replay by students.<ref>Scardamalia & Bereiter, 1983; Collins & Brown, 1988</ref> Collins, Brown, and Newman (1989) emphasized six critical features of a cognitive apprenticeship that included observation, coaching, [[Instructional scaffolding|scaffolding]], modeling, fading, and reflection. Using these critical features, expert(s) guided students on their journey to acquire the cognitive and metacognitive processes and skills necessary to handle a variety of tasks, in a range of situations<ref>Collins et al.,1989</ref> Reciprocal teaching, a form of cognitive apprenticeship, involves the modeling and coaching of various comprehension skills as teacher and students take turns in assuming the role of instructor. ===Anchored instruction=== Anchored instruction is grounded in a story or narrative that presents a realistic (but fictional) situation and raises an overarching question or problem (compare with an essential question posed by a teacher). This approach is designed to 1) engage the learner with a problem or series of related problems, 2) require the learner to develop goals and discover subgoals related to solving the problem(s), and 3) provide the learner with extensive and diverse opportunities to explore the problem(s) in a shared context with classmates. For example, a Spanish teacher uses a video drama series focused on the murder of a main character. Students work in small groups to summarize parts of the story, to create hypotheses about the murderer and motive, and to create a presentation of their solution to the class. Stories are often paired so that across the set students can detect the invariant structure of the underlying knowledge (so 2 episodes about distance-rate-time, one about boats and one about planes, so students can perceive how the distance-rate-time relationship holds across differences in vehicles). The ideal smallest set of instances needed provide students the opportunity to detect invariant structure has been referred to as a "generator set" of situations. The goal of anchored instruction is the engagement of intention and attention. Through authentic tasks across multiple domains, educators present situations that require students to create or adopt meaningful goals (intentions). One of the educator's objectives can be to set a goal through the use of an anchor problem.<ref>Barab & Roth, 2006; Young et al., 1997</ref> A classic example of anchored instruction is the Jasper series.<ref>The Cognition and Technology Group at Vanderbilt, 1990; Young et al., 1997; Young & McNeese, 1995</ref> The Jasper series includes a variety of videodisc adventures focused on problem formulation and problem solving. Each videodisc used a visual narrative to present an authentic, realistic everyday problem. The objective was for students to adopt specific goals (intentions) after viewing the story and defining a problem. These newly adopted goals guided students through the collaborative process of problem formulation and problem solving. ===Perceiving and acting in avatar-based virtual worlds=== [[Virtual world]]s provide unique affordances for embodied learning, i.e. hands on, interactive, spatially oriented, that ground learning in experience. Here "embodied" means acting in a virtual world enabled by an [[avatar (computing)|avatar]]. Contextual affordances of online games and virtual environments allow learners to engage in goal-driven activity, authentic interactions, and collaborative problem-solving β all considered in situated theories of learning to be features of optimal learning. In terms of situated assessment, virtual worlds have the advantage of facilitating dynamic feedback that directs the perceiving/acting agent, through an avatar, to continually improve performance.
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