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Cybernetic
Cybernetic principles principles for
for learning design learning design
Bernard Scott, Simon Shurville, Piers Maclean and Chunyu Cong
Defence Academy, Cranfield University, Shrivenham, UK 1497
Abstract
Purpose – This paper aims to present an approach from first principles to the design of learning
experiences in interactive learning environments, that is “learning designs” in the broadest sense.
Design/methodology/approach – The approach is based on conversation theory (CT), a theory of
learning and teaching with principled foundations in cybernetics. The approach to learning design
that is proposed is not dissimilar from other approaches such as that proposed by Rowntree. However,
its basis in CT provides a coherent theoretical underpinning.
Findings – Currently, in the world of e-learning, the terms “instructional design” and “learning
design” are used to refer to the application of theories of learning and instruction to the creation of
e-learning material and online learning experiences. The paper examines the roots of the two terms
and discusses similarities and differences in usage. It then discusses how the processes of learning
design fit into the larger processes of course, design, development and delivery. It goes on to examine
the concept of a “learning design pattern”.
Originality/value – The paper contends that, whilst learning design patterns are useful as
starting-points for individual learning designs, learning designers should adopt the cybernetic
principles of reflective practice – as expressed in CT – to create learning designs where received
wisdom is enriched by contextual feedback from colleagues and learners.
Keywords Cybernetics, Learning, Design
Paper type Conceptual paper
1. Introduction
In this paper, we explore the relationship between the disciplines of cybernetics and
design with specific and practical application to the interdisciplinary praxis of learning
design for technology enhanced learning (TEL), which encompasses a range of topics
from other disciplines including learning theory to software engineering (Koper and
Olivier, 2004; Koper and Tattersall, 2005; MacLean and Scott, 2006). By learning design
for TEL, we refer to the application of theories of learning and instruction to the
creation of material resources and online learning experiences for training and
education that will be mediated by information and communications technologies (this
is explored in detail below). We focus on conversation theory (CT) (Pask and Scott,
1972). We describe how the cybernetic approach of CT provides both a principled
foundation and a structured methodology for the discipline of learning design for TEL.
Given our specific concerns with learning design, we do not address at length the
relationship between cybernetics and design in general. For such a discussion, we refer
the reader to Glanville in this special issue. We do, however, briefly discuss how CT, as
a second order reflexive theory, can be used to characterise designers in any domain of Kybernetes
Vol. 36 No. 9/10, 2007
practice as reflective participant observers. We do this by making explicit the parallels pp. 1497-1514
between second-order cybernetics (von Foerster, 1984) and second-generation design q Emerald Group Publishing Limited
0368-492X
methods (Cross, 1984). CT be seen as a second-generation design method, which DOI 10.1108/03684920710827445
K provides principled guidelines to help socially situated and reflective designers to tame
36,9/10 problems in multi-disciplinary and ethically challenging domains.
The paper is structured as follows. First, we trace the evolution of learning design
from its origins in the instructional design programme of the Second World War to the
internet era. Second, we explore cybernetic principles for learning design by explaining
the purpose and practice of CT. Third, we demonstrate how CT can be applied in the
1498 practical context of course, design, development and delivery. We then discuss
learning design patterns, which are an emerging specialised application of design
theory with substantial influences from the cybernetic tradition (Alexander, 1972,
1978; Alexander et al., 1978). We contend that, whilst learning design patterns are
useful as starting points for individual learning designs, learning designers should
adopt the cybernetic principles of reflective practice – as expressed in CT as a second
order reflexive theory – to create learning designs where received wisdom is enriched
by contextual feedback from colleagues and learners.
Teacher Learner
Receives of offers Receives of offers
explanation in terms Why questions explanation in terms
Why?
of relations between and responses of relations between
topics topics
Receives
Offers demonstrations
How questions demonstrations,
or elicits models and How?
and responses builds models or
problem solutions
solves problems
A learner may:
.
request explanations of why;
. request accounts of how;
.
request demonstrations;
.
offer explanations of why for commentary;
.
offer explanations of how for commentary; and
.
carry out experiments and practical activities.
Pask refers to learning about “why” as comprehension learning and learning about
“how” as operation learning. and conceives them both as being complementary aspects
of effective learning. These distinctions allow Pask to give a formal definition of what
it means to understand a topic. Understanding a topic means that the learner can
“teachback” the topic by providing both non-verbal demonstrations and verbal
explanations of “how” and “why”.
Pask notes that conversations may have many levels coordination above the why
level: levels at which conceptual justifications are themselves justified and where there
is “commentary about commentary”. Harri-Augstein and Thomas make this notion
central in their work on self-organised learning, where the emphasis is on helping
students “learn to learn”.
In brief, they propose that a full “learning conversation” has three main
components:
(1) conversation about the how and why of a topic, as in the basic Pask model;
(2) conversation about the how of learning (for example, discussing study skills
and reflecting on experiences as a learner); and
(3) conversation about purposes, the why of learning, where the emphasis is on
encouraging personal autonomy and accepting responsibility for one’s own
learning.
The essential principles of good quality course design can be summarized as follows:
.
There should be a clear mapping between the statements of learning outcomes
and the specification of course content.
.
An analysis of course content should be carried out in order to specify
appropriate learning designs and tutorial strategies.
.
There should be a clear mapping between course content and assessment
activities which preserves the mapping between learning outcomes and course
content.
1505
1. Needs Analysis
Population, Context, Business Case
C o urs e D e si g n Figure 3.
Course design,
Any of the above activities may take place in parallel. At any stage of the design process, the outcome development and delivery
may be revised in the light of experience as indicated by the anti-clockwise arrows.
K and a set of guiding principles. Such metaphysical domains are contrasted with
36,9/10 more trivial domains where apparently objective agents can navigate via
deterministic problem-solving methodologies (von Foerster, 1991). This distinction
has a parallel in design research, where Rittel and Webber (1973) drew a distinction
between “tame” and “wicked” domains. In tame domains, problems come pre-framed
such that an apparently objective agent can apply deterministic procedures to solve
1506 them. In wicked domains, the framing of a problem by participant observers is a
fundamental part of addressing it. Further, a genuinely wicked problem contains
irreducible moral, political and professional dimensions which participant
observers must take into account (see Cooley, 1980, for an account of such
professional issues in the context of design). This distinction between tame and
wicked problems was re-invented by others working in adjacent domains, such as
the systems thinkers Ackoff (1974) and Checkland (1981).
Design researchers such as Archer (1979), Broadbent and Ward (1969) and Jones
(1977) appreciated the distinction between tame and wicked problems. They also
recognized that the majority of design methods that had been developed during a well
funded period of research following the Second World War were aimed at tame
domains (Cross, 1984). These researchers rose above these highly procedural
first-generation design methods and began to develop second-generation design
methods, which were structured yet acknowledged the personal values and histories of
socially situated designers (for further history, see Cross, 1984). Hence, we suggest that
there are many design-domains, which can, depending on the observer’s context,
equally well be described as metaphysical or wicked (see also Papanek, 1984; Grudin,
1990, for parallel discussion of design and ethics). This is useful, because it provides a
cross-disciplinary bridge and enables research and praxis to be ported to and fro
between cybernetics and design. We argue that learning design for TEL constitutes a
metaphysical domain which yields wicked problems that require second-order
sensibilities and second-generation design methods. We have two reasons to make this
claim. First, learning design for TEL is extremely complicated. It requires
“interdisciplinary collaboration across the disciplines of learning, cognition,
information and communication technologies (ICT) and education, and the broader
social sciences” (Teaching and Learning Research Programme, 2006) and hence
requires diligent professionalism (MacLean and Scott, 2006). Second, since learning
design ultimately involves the education of real people, its moral, political and
professional dimensions cannot be ignored. So addressing problems in learning design
for TEL in an ethical fashion (von Foerster, 1991) requires learning designers to
recognise that they are socially situated, participant observers who need to tame
problems with well founded and appropriately structured methodologies.
Notes
1. Pask (1972) provides an early, spirited attack on the limitations of instructional design as
then practiced.
2. Advanced Distributed Learning Systems’ Shareable Content Object Reference Model.
“SCORM is a collection of standards and specifications adapted from multiple sources to
provide a comprehensive suite of e-learning capabilities that enable interoperability,
accessibility and reusability of Web-based learning content” available at: www.adlnet.gov/
scorm/index.cfm (accessed 28 January 2007.)
3. For more information about specifications and standards for TEL see the website of the UK’s
Centre for Educational Technology and Interoperability Standards (CETIS). www.cetis.ac.
uk (accessed April 2007.)
4. Pask (1968) defines teaching in cybernetic terms as “the control of learning”.
5. Cybernetics deals with control and communication in complex systems that adapt, evolve
and learn. For summaries of the principles underlying cybernetics, see Ashby (1956) and the
websites www.cybsoc.org/ and http://pespmc1.vub.ac.be/ (both accessed April 2007.)
6. See also D’Amasio (1999) on this topic.
7. Biggs (1999), in a separate development, makes similar proposals with respect to the need for
course components to be “constructively aligned”.
8. Von Foerster (Von Foerster et al., 1974) distinguishes between first order cybernetics (the
study of observed systems) and second order cybernetics (the study of observing systems).
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language for learning management systems”, Educational Technology and Society, Vol. 6
No. 2, pp. 11-24.
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International Perspectives, Erlbaum, Mahwah, NJ.
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Shrivenham”, Military Simulation and Training, No. 1, pp. 243-62.
von Foerster, H. (1993), “Ethics and second-order cybernetics”, Psychiatria Danubia, Vol. 5 Nos
1/2, pp. 40-6.