Article Summary Of:

Stahl, G., Koschmann, T., & Suthers, D. (2006). CSCL: An Historical Perspective. In R. K.Sawyer (Ed.), Cambridge Handbook of the Learning Sciences. Cambridge, UK Cambridge University Press. CSCL: An Historical Perspective

 

Primary Topic(s) Addressed:  CSCL

Secondary Topic(s) Addressed:  intersubjective meaning making; ethnomethodology; group cognition

 

How this might be used on my dissertation:

Answers, 'What is CSCL?'

Questions Raised (potential topic for me):

How can intersubjective meaning making / group cognition be applied to educational / serious gaming?  It certainly can be applied, but what insights can it provide?

 

Summary of Paper:

CSCL != eLearning
- CSCL focuses on collaboration, and can be partially face-to-face
- eLearning concerned with digitizing traditional classes

CSCL allows scaffolding (information presentation on multiple channels)

CSCL research follows 3 paradigms:  experimental / empirical; ethnomethodological / descriptive; quisitive / iterative design (p. 13-14)

Terms / Definitions defined:

  1. CSCL- Computer Supported Collaborative Learning
  2. Collaboration- negotiation and sharing of meaning
  3. intersubjective learning:  practices of meaning-making in the context of joint activity (Suthers, 2005) (a.k.a. group cognition, Stahl, 2006) - learning events can take place in the interactions themselves - the interactions become substance
  4. intersubjective meaning making (see above)

Good Quotes:

see paper (circled)

Koschmann's keynote, 2002:  "CSCL is a field of study centrally concerned with meaning and the practices of meaning-making in the context of joint activity, and the ways in which these practices are mediated through designed artifacts."