Public organizations in Greece have been facing the challenges of electronic government since early 2000. Information and communications technology(ICT) adoption in public administration is a necessity and an unnegotiable need, taking into consideration the internationally recognized benefits. The main aim of e-government is to shape efficient and effective provision of services through the effective use of ICT. The modernization of public administrations is the key to transforming and generally improving the level of customer care (front office) as well as the level of internal administrative processes (back office). Modern technology provides improved information tools for e-services with minimum cost that facilitate transparency and lead to a democratic and effective transaction system. In the school environment, an effective and efficient administration is closely linked with the provision and delivery of improved and interconnected services that offer its users (parents, students, educational staff, etc.) the opportunity of direct and reliable customer service, effective transactions with the school, and accessibility to available administrative information. The development and formation of interconnected and decentralized services not only almost eliminates geographical and time limitations but also enhances users’ rights in terms of access to information and participation in public administration. The execution of administrative and school transactions in real time through the Internet and interconnected services ensures a speedier flow of information, allowing for a more economical use of time and resources. Thus, ICT facilitates and enhances the efficiency, connectivity, and effectiveness of services while reinforcing users’ direct and reliable access to available information. Information is closely linked with economic factors and has a major economic value. Technological means and tools reduce notably the cost of the delivery services and provide for instant and efficient transactions. Thus, given that there have been limited public economic resources in recent years, ICT provides the means of developing innovative platforms for administrative transactions that improve efficiency and productivity while at the same time reducing transaction costs. Beyond its reference to the process of producing quality public (and hence educational) services with less cost, it also provides an indicator of how public resources are used, particularly the extent to which the public services delivered actually meet users’ needs, at least to a certain level of satisfaction.
Administrative Efficiency and E-government in the Greek Educational Sector
Donna E. Alvermann and William Terrell Wright
Naming is a curious practice. It entails rudiments, now mostly taken for granted, that serve to categorize everyday literacy practices across fields as diverse as cultural anthropology and the management of multiple Git profiles. As a term unto itself, adolescent literacies is not immune to the vagaries of naming. In fact, it serves as an excellent example of how commonly named concepts in education embed the field’s histories, debates, pedagogies, and policies writ large. Conceptualizing literacy in its plural form raised eyebrows among academics, researchers, practitioners, publishers, and indexers concerned with the noun–verb agreement in phrases such as “adolescent literacies is a subfield” of adolescence. For some, the very notion of literacy extending beyond reading and writing is still debatable. With each passing day, however, it becomes noticeably more evident that multimodal forms of communication—images, sounds, bodily performances, to name but a few ways of expressing oneself—are competing quite well in the marketplace of ideas that flow globally with or without a linguistic component attached to them. Aside from the naming process and its attendant political overtones, the practice of treating youth between roughly the ages of 12 and 17 as a monolithic group has been common in the United States. Largely traceable to a time in which developmental psychology dominated the field of literacy instruction (in the early to late 20th century), designating youth as adolescents equated to viewing them as some a normative group devoid of racial, class, gender, and any number of other identity markers. Even with the sociocultural turn in early 21st century and its abundance of studies reifying the socially constructed nature of adolescents, the term persists. Its adhesive-like attraction to literacies, however, may be weakening in light of research that points to youth who are agentic and dynamic game changers when it comes to participating in a world grown more attuned to the need for collaboration based not on hierarchical standing but instead on working through commonplace tensions too complex for any one solution.
Artificial Intelligence in Education (AIED) for Student Well-Being
Karen Moran Jackson and Rosemary Papa
The use of artificial intelligence in education (AIED) is a growing concern for both its potential benefits and misuses. Originating in research following the Second World War, artificial intelligence (AI) refers to technology that perform activities, such as making predictions and generating text, at levels equivalent to human ability. Early AI efforts had little public applications, but that began to change in the late 20th century, with applications in education becoming common in the early 21st century. AI is dependent on data collection and model selection, technical aspects of development that allow for personalized data but that also permit human biases into the system. AIED applications have taken largely predictive and decision-making roles, but generative applications are becoming more common. How different types of AIED applications become integrated into educational systems will depend not just on student and teacher needs, but on larger stakeholders in educational systems, such as administrators, policymakers, and business interests. AIED applications are subject to ethical violations and concerns, so development and implementation must be guided by ethical principles, even as ethical governance of AI in schools is riddled with challenges. Implications for educational organizations include developing more robust frameworks and principles around data access and generative AIED challenges, similar to those surrounding personalized medicine. These frameworks can guide oversight, auditing, and analysis of the performance of AIED applications, including miscues and mistakes. Educators should strive to implement AIED that is human-centered and based on principles of transparency, explainability, trustworthiness, accountability, fairness, and justice.
Assistive Technology to Enhance Inclusive Education
Schools, teachers, and students are increasingly able to access and apply assistive technology to enhance inclusion within mainstream classrooms. To ensure that a classroom is truly inclusive, the teacher and other professionals involved in supporting children with disability using assistive technology require appropriate knowledge and skills to bring potential to reality. There are many successful examples of assistive technology successfully embedding into the practices of inclusive setting, but there is still some way to go to ensure this is a seamless approach. There are many benefits and difficulties associated with adopting assistive technology to support students with disability, particularly in developing countries. While the challenges may be great, the potential for assistive technology to impact significantly on the educational, social, and recreational outcomes for students with disability in inclusive classrooms is immense.
Blended Learning in Teacher Education
Harrison Hao Yang and Jason MacLeod
Practices of blended learning are being wholeheartedly accepted and implemented into the mainstream processes of educational delivery throughout the world. This trend follows a large body of research that suggests blended learning approaches can be more effective than both traditional face-to-face instruction and entirely computer-mediated instructional approaches. However, in teacher education there are two important factors that influence the outcomes of blended learning; first, the articulation of differences between instructional approaches, and second, the understanding of key pedagogical strategies that support student success. Research on blended learning in teacher education should include both preservice and in-service teacher participants. Preservice teachers are individuals operating in the preparation and training stages, prior to assuming full responsibility of a professional teaching role. In-service teachers are individuals practicing as teachers that are typically still toward completion of their early career induction training to the profession. Both historical utilization and future research trends are evident through a critical analysis of the last three decades of highly cited scholarship on blended learning in teacher education. Historical utilization trends show an emergence of online and blended learning approaches, which reached nearly 30% of postsecondary education students in 2016. Future research trends include evidence-based practices, preparing for active learning classrooms, building capacity for practical training, collaborative teaching opportunities, leveraging blended learning to improve education equity, and cultivating mixed reality blended learning environments. Researchers, practitioners, administrators, and policymakers should continue to stay informed on this topic and continuously find ways to improve the application of blended learning in teacher education.
Commercialization in Education
Anna Hogan and Greg Thompson
In the literature, a range of terminology is used to describe the reorganization of public education. In much critical policy sociology the terms marketization, privatization, and commercialization are used interchangeably. Our argument is that each of these denotes distinct, albeit related, characteristics of contemporary schooling and the impact of the Global Education Industry (GEI). We define marketization as the series of policy logics that aim to create quasimarkets in education; privatization as the development of quasimarkets in education that privilege parental choice, school autonomy and venture philanthropy; and commercialization as the creation, marketing, and sale of educational goods and services to schools by external providers. We explain the manifestations of each of these forms and offer two cases of actors situated within the GEI, the OECD, and Pearson PLC, to outline how commercialization and privatization proceed at the level of policy and practice.
Computing in Precollege Science, Engineering, and Mathematics Education
Amy Voss Farris and Gözde Tosun
Computing is essential to disciplinary practices and discourses of science, engineering, and mathematics. In each of these broad disciplinary areas, technology creates new ways of making sense of the world and designing solutions to problems. Computation and computational thinking are synergistic with ways of knowing in mathematics and in science, a relationship known as reflexivity, first proposed by Harel and Papert. In precollege educational contexts (e.g., K-12 schooling), learners’ production of computational artifacts is deeply complementary to learning and participating in science, mathematics, and engineering, rather than an isolated set of competencies. In K-12 contexts of teaching and learning, students’ data practices, scientific modeling, and modeling with mathematics are primary forms through which computing mediates the epistemic work of science, mathematics, and engineering. Related literature in this area has contributed to scholarship concerning students’ development of computational literacies––the multiple literacies involved in the use and creation of computational tools and computer languages to support participation in particular communities. Computational thinking is a term used to describe analytic approaches to posing problems and solving them that are based on principles and practices in computer science. Computational thinking is frequently discussed as a key target for learning. However, reflexivity refocuses computational thinking on the synergistic nature between learning computing and the epistemic (knowledge-making) work of STEM disciplines. This refocusing is useful for building an understanding of computing in relation to how students generate and work with data in STEM disciplines and how they participate in scientific modeling and modeling in mathematics, and contributes to generative computational abstractions for learning and teaching in STEM domains. A heterogeneous vision of computational literacies within STEM education is essential for the advancement of a more just and more equitable STEM education for all students. Generative computational abstractions must engage learners’ personal and phenomenological recontextualizations of the problems that they are making sense of. A democratic vision of computing in STEM education also entails that teacher education must advance a more heterogeneous vision of computing for knowledge-making aims. Teachers’ ability to facilitate authentic learning experiences in which computing is positioned as reflexive, humane, and used authentically in service of learning goals in STEM domains is of central importance to learners’ understanding of the relationship of computing with STEM fields.
Critical Digital Pedagogy in the Platform Society
Earl Aguilera and Christina Salazar
The term “critical digital pedagogy” has been used to describe a broad range of approaches to teaching and learning rooted in critical theory, digital cultural studies, and the liberatory education promoted within schools of critical pedagogy since the 1960s. References to critical digital pedagogy began to appear in published scholarly literature in the early 2000s as a response to the expansion of neoliberal ideologies and policies in an age of proliferating digital and networked technologies. These shifts in technological, economic, and social organization have since become collectively described as the “platformization” of society, driven by processes such as datafication, commodification, and algorithmic selection. In response to concerns about the neoliberalization, dehumanization, and platformization of education specifically, the emergent field of critical digital pedagogy has coalesced into a community of educators, designers, and theorists with an international scope, though the majority of published scholarship originates from the United States and the European Union. While the approaches and methods that the proponents of critical digital pedagogy engage with are varied, three broad families of practice include critical instructional design, humanizing online teaching and learning, and digital ungrading. Following earlier traditions of critical pedagogy, practitioners in the field of critical digital pedagogy find themselves grappling with critiques of their approaches as overly politicized, ideologically driven, and pragmatically limited. Open issues in the field include the expanding role of machine learning and artificial intelligence, the role of political activism beyond the classroom, and the addressing of intersections between race, class, and other dimensions of identity within a critical framework.
Critical Discourse Analysis and Information and Communication Technology in Education
Critical discourse analysis (CDA) is a cross-disciplinary methodological and theoretical approach. At its core CDA explores the intersections between discourse, critique, power, and ideology which hold particular values for those teaching in developing contexts. CDA has emerged as a valuable methodological approach in cultural and media studies and has increased in prominence since the 2010s in education research where it is drawn on to explore educational policy, literacy education, and identity. This research has intersected with the field of information systems which has explored the dominant discourses and discursive practice of how information and communication technologies (ICTs) are viewed in policy and the contradictions between rhetoric and reality. It has also been drawn on in research in developing contexts to critique the role of ICTs in education. A brief historical background to CDA and overview of the key components of the approach will be provided. How CDA has been drawn on in educational studies will be examined and research on CDA will be highlighted to explore discursive practices of students and the influence of students’ digital identities on their engagement with and experience of online learning. By focusing on four key constructs of CDA—namely meaning, context, identity, and power—the potential of CDA to critically investigate how students’ are constructing their technological identity in an increasingly digital world will be demonstrated, particularly as examples of research emanating from developing contexts will be drawn.
A Critical Review and New Directions for Queering Computing and Computing Education
Technological imaginaries underpinning computing and technoscientific practices and pedagogies are predominantly entrenched in cisheteropatriarchal, imperialist, and militaristic ideologies. A critical, intersectional queer and trans phenomenological analysis of computing education offers an epistemological and axiological reimagining by centering the analysis of gender and sexuality through the lens of marginalized people’s experiences (queer, trans, and intersecting marginalities). It analyzes how systems of domination and liberation occur through relationships between objects, people, and their environments and how these systems of power multiply in effect when people are situated at multiple axes of oppression (such as gender, sexuality, race, and disability). Complexity, heterogeneity, and fluidity are at the core of queer and trans imaginaries and challenge the assumed naturalness of biological categories that underpin much of the cisheteronormative harm and violence in K-16 education, STEM (science, technological, engineering and medical) disciplinary practices, and technological innovations. Foregrounding complexity, heterogeneity, and fluidity supports the critique, construction, and transformation of computational objects, worlds, and learning environments so that queer and trans perspectives, narratives, and experiences are centered and valued. In doing so, ambiguity, fluidity, and body becoming are centered in virtual spaces, thereby offering emancipatory possibilities for supporting critical literacies of gender and sexuality. Methodologically, approaches rooted in active solidarity with queer and trans people and a commitment to listening to intersectional experiences of gender and sexuality-based marginalization and resilience reorient computing learning environments towards liberatory, justice-oriented practices. Computing scholars and educators have identified data science (more broadly) and algorithmic bias (in particular) as an essential domain for furthering education research and practice. Histories of erasure, exclusion, and violence on queer and trans people, both by carceral technologies and algorithmic bias, and as part of the computing profession, are enacted on individual people and reflected in societal biases that inform and shape public experiences of computing and technologies. Overall, queering computing education and computing education research directs attention towards a multifaceted problem: the historical and ongoing hegemonic, cisheteropatriarchal control over programming; the limitations to representation by code that a computer can recognize; the possibilities to queer code and computer architectures; the technological regulation of identity and bodies; and the limits and affordances of technological representation of gender and sexual identity. A queer, trans, intersectional, justice-oriented approach to computing education attends to the structural, socio-historical context in teaching and learning computer science and coding, including the dominant cultures of the technology workforce and the everyday disciplining interactions with technology that shape who we can become.
Cyberculture and Education in Latin America
Rocío Rueda Ortiz and Alejandro Uribe Zapata
Particularly since the turn of the new millennium, the field of cyberculture and education in Latin America has undergone significant development. Interdisciplinary and transdisciplinary studies have focused on the rise of a novel sociotechnical network, the product, on the one hand, of advances in information and communications technology, computing, and a broader reach of the internet, and, on the other hand, of the diverse appropriations of these advances by individuals and collectives. In general, the research questions addressed in this field analyze the continuities and transformations in areas such as the creation, circulation, and legitimization of information and knowledge inside and outside the educational institution; the forms of socialization, communication, and construction of individual and collective identities; and the modes of citizen participation, all of which have been catalyzed by the new technological ecosystem. In an initial stage, this field was marked by national and international policies of incorporating information and communications technology into education and, as a result, by the discussions on access to this technology, the digital divide, and the scope of technological infrastructure. This first stage was criticized for an instrumentalist and determinist emphasis on statistics regarding computer access and use in education that ignored the diverse and unequal processes of social and cultural appropriation of these factors. In a second stage of critical cybercultural studies, efforts were made to overcome technological determinisms, understanding information technologies not as something completed, closed, or definitive, but rather as part of the process of humanization—in other words, as devices that are transformed through interaction with individual and collective subjects, just as these latter reconfigure themselves to the extent that they interact with the former. What is highlighted here, on the one hand, is that the processes are heterogenic and sometimes contradictory in respect to what this sociotechnical interaction produces in the subjectivities; and, conversely, that imagination and invention are inherent to the technical objects. The human artifacts are thus not simple instruments mechanically joined to the social and cultural life of people. A third stage envisions challenges and new fields of research and creation in the production of knowledge arising from the peculiarity of Latin American educational, social, and cultural problematics. In particular, there is an emphasis on the need to include in an interrelated way intergenerational dimensions of race, gender, region, and social class in order to analyze the different and unequal forms of inclusion and appropriation of technologies. Similarly, studies begin to appear on “Commons” and “Commoning” as new ways of producing and sharing knowledge, as do grassroots educational proposals from the decolonial, situated feminist perspective calling for an intercultural dialogue on and recognition of indigenous, peasant, and Afro-descendant knowledge, worldviews and lifestyles that have appropriated technologies in diverse ways and for different purposes in the region.
Differentiated Instruction and Inclusive Schooling
Differentiated instruction encompasses a wide range of responsive pedagogies, including individualized types and levels of curricula, teaching methods, materials, and assessment strategies. It has at its roots the impetus for effective inclusive schooling, providing supports directly within general education classrooms for students with the full range of exceptionalities (both significant disabilities and giftedness) and other diverse educational characteristics such as cultural and linguistic background and socioeconomic status. To effectively include students with higher levels of need, comparable levels of supports follow the student from the special education setting to the general education classroom. This enriched level of support in the general education classroom benefits not only students with disabilities, but the class as a whole. The legal and ethical bases for inclusive schooling are connected with various civil rights movements (including race, disability, culture and language, gender); it can be viewed as a response to segregated schooling (and denial of schooling altogether). Schools frequently remove students when traditional educational programs fail, adding on separate programs rather than rectifying the existing system. Such special programs have been routinely promulgated without substantial evidence of their effectiveness over supportive general education classrooms (either for segregated students or for their unlabeled general education peers). Important aspects of differentiated instruction and inclusive schooling include multilevel instruction; authentic and culturally responsive curricula, methods, and assessment; universal design for learning; assistive and instructional technologies; positive behavioral supports; and a collaborative team approach to instructional decision-making and delivery. Differentiated instruction and effective inclusive schooling are vital for equitable access to educational opportunities, bringing more responsive curricula, methods, and perspectives to increasingly diverse classrooms and schools.
Digital Culture and Qualitative Methodologies in Education
From a digital culture perspective, this article has as main objective to assess two contemporary qualitative research methods in the field of education with distinct theoretical orientations: the cartographic method as a way of tracing trajectories in research-intervention with a theoretical basis in the biology of knowledge, enactive cognition and inventive cognition; and the cartographic method as a means of identifying and mapping the controversies linked to the different associations between human and non-human actors with a theoretical basis in actor-network theory (ANT). With their own specificities, both methods have been fruitful in the development of qualitative research in the field of education, in the context of digital culture, and more recently, in the hybrid culture of atopic habitation, mainly because they also relate to equally consistent theories and aspects of human cognition, making it possible to detect traces and clues in the fluid associations between actors enhanced by different digital technologies (DT), including data mining and learning analytics. From the Brazilian perspective on the topic, this article approaches the experience of the cartographic method of research intervention as well as the cartography of controversies as tools for developing qualitative research in education. These different forms of the cartographic method have inspired the construction of didactic-pedagogical experiences based on theoretical approaches linked to cognition, producing inventive methodologies and interventionist pedagogical practices. These methodologies and practices, which will be discussed at length in this article, have been developed and validated by the Research Group in Digital Education at Unisinos University at different levels and in varied educational settings.
Digital Game-Based Learning: Foundations, Applications, and Critical Issues
Earl Aguilera and Roberto de Roock
As contemporary societies continue to integrate digital technologies into varying aspects of everyday life—including work, schooling, and play—the concept of digital game-based learning (DGBL) has become increasingly influential. The term DGBL is often used to characterize the relationship of computer-based games (including games played on dedicated gaming consoles and mobile devices) to various learning processes or outcomes. The concept of DGBL has its origins in interdisciplinary research across the computational and social sciences, as well as the humanities. As interest in computer games and learning within the field of education began to expand in the late 20th century, DGBL became somewhat of a contested term. Even foundational concepts such as the definition of games (as well as their relationship to simulations and similar artifacts), the affordances of digital modalities, and the question of what “counts” as learning continue to spark debate among positivist, interpretivist, and critical framings of DGBL. Other contested areas include the ways that DGBL should be assessed, the role of motivation in DGBL, and the specific frameworks that should inform the design of games for learning. Scholarship representing a more positivist view of DGBL typically explores the potential of digital games as motivators and influencers of human behavior, leading to the development of concepts such as gamification and other uses of games for achieving specified outcomes, such as increasing academic measures of performance, or as a form of behavioral modification. Other researchers have taken a more interpretive view of DGBL, framing it as a way to understand learning, meaning-making, and play as social practices embedded within broader contexts, both local and historical. Still others approach DGBL through a more critical paradigm, interrogating issues of power, agency, and ideology within and across applications of DGBL. Within classrooms and formal settings, educators have adopted four broad approaches to applying DGBL: (a) integrating commercial games into classroom learning; (b) developing games expressly for the purpose of teaching educational content; (c) involving students in the creation of digital games as a vehicle for learning; and (d) integrating elements such as scoreboards, feedback loops, and reward systems derived from digital games into non-game contexts—also referred to as gamification. Scholarship on DGBL focusing on informal settings has alternatively highlighted the socially situated, interpretive practices of gamers; the role of affinity spaces and participatory cultures; and the intersection of gaming practices with the lifeworlds of game players. As DGBL has continued to demonstrate influence on a variety of fields, it has also attracted criticism. Among these critiques are the question of the relative effectiveness of DGBL for achieving educational outcomes. Critiques of the quality and design of educational games have also been raised by educators, designers, and gamers alike. Interpretive scholars have tended to question the primacy of institutionally defined approaches to DGBL, highlighting instead the importance of understanding how people make meaning through and with games beyond formal schooling. Critical scholars have also identified issues in the ethics of DGBL in general and gamification in particular as a form of behavior modification and social control. These critiques often intersect and overlap with criticism of video games in general, including issues of commercialism, antisocial behaviors, misogyny, addiction, and the promotion of violence. Despite these criticisms, research and applications of DGBL continue to expand within and beyond the field of education, and evolving technologies, social practices, and cultural developments continue to open new avenues of exploration in the area.
Disruptive Classroom Technologies
Anthony J. "Sonny" Magana III
Of the many stated purposes of organized educational systems, one that might meet with general agreement is this: to ensure students build abundant learning capacity, achieve ample academic proficiency, and consolidate the requisite knowledge, skills, and aptitudes to successfully address future learning challenges. As computer technologies have transformed nearly every human endeavor imaginable, future learning challenges that students encounter will almost certainly require facility with digital technologies. In the realm of teaching and learning, the average impact of computer technology on student achievement has been both negligible and unchanged, despite astonishing technological developments since the 1960s. However, there is cause for renewed optimism about technology use in education. Compounding evidence suggests that large gains in student achievement are possible when digital tools are leveraged to enhance highly reliable instructional and learning strategies. The objective of the author’s investigation efforts is to develop a more precise language and set of ideas to discuss, enact, and evaluate high impact uses of digital tools in education. The result is the T3 Framework for Innovation in Education. The T3 Framework increments the impact of technology use into three hierarchical domains: Translational, Transformational, and Transcendent. Compounding evidence suggests that implementing the strategies in the T3 Framework, with reasonable fidelity, will likely increase the impact of digital technologies to unlock students’ limitless capacities for learning and contribution, and better prepare today’s students for tomorrow’s learning challenges.
Educational Experience and the Neglected Landscapes of Possibility
Evidence-based orientations have come to prevail among educational policymakers internationally in the early decades of the 21st century. These orientations are associated with two dramatic developments: first, the emergence of new common patterns in educational reform internationally; and second, the global rise of randomized control tests in educational research and the parallel rise of large-scale educational testing and evaluations. Because of the restricted way that evidence is conceived in these orientations they tend to neglect what is most important in educational endeavors. Such orientations largely obscure educational experience, not deliberately, yet almost as a matter of course. Educational experience tends to be recast as an arena for generating outcomes that can be indexed and ranked for purposes of evaluation of performance, nationally and internationally. Data that can be furnished in indexible form thus attains a new importance, both for educational policymaking and educational research. The consequences of these ongoing developments for how teaching is conceived and practiced are quite incapacitating but not adequately acknowledged. Equally unperceived are the debilitating consequences for educational research itself, in particular research that is related to policymaking. Illuminating the neglected landscape of educational experience thus becomes a pressing task, as does disclosing the possibilities that are most integral to it. This task involves undertaking a decisive reclamation of those possibilities, paying close attention to four key domains of relationships that define educational practice, when adequately conceived. A key distinction between having and being informs this reclamation and enables educational research itself to be regenerated.
Educational Innovation in Higher Education
Mugenyi Justice Kintu, Aslan Aydin, and Chang Zhu
Education systems are required to train human capital on skills befitting knowledge-based economies. This calls for innovative systems in education to meet the ever-increasing demand for skilled workforces in these economies. Education systems should enhance quality in teaching and learning processes and prepare future citizens for life and work through innovative policies. In education systems, higher education may be more innovative than primary and secondary education levels as higher education is at the center of education and research focusing on innovation and creativity. In this regard, institutions of higher education encounter innovation trends and challenges in the era of the knowledge-based economy. Innovation trends are currently climbing upward and are mainly driven by factors such as the need for automation, globalization, and competitive waves of change. Economic development with regard to these innovation trends is closely associated with countries’ ability to produce, acquire, and apply technical and socioeconomic development. The main challenges lie in the rate at which countries are advancing vis-à-vis social development trends. The Social development trends do not seem to match up with the speedy onset of global acceleration, the processes in developing and developed countries, and economic imbalances that occur within the developed world itself. There are implementation difficulties regarding innovations as well as selecting the relevant innovation to apply in some contexts. Adoption of innovation is another challenge, especially when it comes to changing mindsets toward innovations like technology in education. This applies to the developing world as well as to infrastructural impediments common in the African and other developing economy contexts, such as Turkey. To overcome these challenges, research-intensive universities could promote research and innovation. Some examples of innovation in education include e-learning, audio-media usage for distance learning, online education, MOOCs, blended learning, and information communication technology utilization. Teachers should be trained as competent users of these innovative technologies to initiate and sustain innovation in education. Once harnessed, educational innovation could catch on rapidly and improve service delivery in educational institutions. Developed and developing countries should work together to foster and mass produce these technologies in higher education institutions.
Education Research Beyond Cyborg Subjectivities
Annette Gough and Noel Gough
The term “cyborg,” as a combination of “cybernetics” and “organism,” was coined by Manfred Clynes and Nathan Kline in 1960 in a paper presented at a National Aeronautics and Space Administration (NASA) conference on space exploration as a representation of a particular challenge of space travel: physically adapting a human body to survive in a hostile environment rather than modifying the environment. Soon after, NASA commissioned “The Cyborg Study” to investigate the theoretical possibilities of incorporating life support–related technologies into future spacecraft design. From the beginning, cyborgs were seen as the realization of a transhumanist goal—liberating humans from the limitations of the body and its environment by means of mechanization. Outside of space exploration, the term “cyborg” has evolved to encompass an expansive mesh of the mythological, metaphorical, and technical. Initially mainly taken up by science fiction writers to create superhumans, the notion entered cultural studies in the 1980s, particularly through Donna Haraway’s feminist “cyborg manifesto,” which argues that we are all cyborgs. Since then, terminology has shifted, and cyborgs are more likely called “posthumans,” “more-than-humans,” “other-than-humans,” or “companion species.” Discussions of cyborg and posthuman subjectivities in educational research have taken two main directions. The first argues that with equipment like tablets, smartphones, and laptops, students and teachers are already cyborgs—hybrids of human and machine—accessing information, resources, networks, groups, personal relations, libraries, and mass media through the Internet. Other research has investigated how the construction of cyborg and posthuman subjectivities changes the relationships between humans and their surroundings, devising new social, ethical, and discursive ways of thinking and representation.
Engineering Education and Social Justice
Jon A. Leydens, Juan C. Lucena, and Donna M. Riley
Engineering education and social (in)justice are connected in complex ways. Research indicates that while issues of social (in)justice are inherent in engineering practice, they are often invisible in engineering education. The mechanism by which social justice is rendered invisible involves mindsets and ideologies in engineering and engineering education. Hence, innovative strategies and practices need to address these mindsets and ideologies, rendering social justice visible in engineering education. Imagined future scenarios for social justice in engineering education indicate how social justice could be readily marginalized or accentuated, with accompanying detriments or benefits.
Ethnographic Methods for Researching Innovative Education
Ethnographic research in innovative education settings has shown the practical impact and conditions on both research and professional development of curriculum and teaching strategies. Following the process of innovation in the educational sector, themes that are high on political and institutional agendas have included “information technology–enhanced learning” and currently show how organizational and pedagogical development also becomes a matter of digitalization. In online learning projects the curriculum development and the process of didactization are already digitalized and refer to the new digital learning culture. Ethnographic methodology enables ongoing interpretation of educational development as reflected by professionals and teacher teams, thereby facilitating elucidation of changes and consequences. The general question can be expressed as follows: How can innovative education, associated online and/or offline learning processes, embedded digitalization, and the context be understood, described, and explored in a practical sense? Against this background, ethnographic research is challenged to go beyond the rhetoric to explore the practical implications of the innovative process and associated discourse. The challenge has been approached in terms of research facing the innovative practice and renewing the ethnographic approaches across the spectrum from the policy and organizational levels to practical learning-level investigation. The challenge is also embedded in research contributing to mapping the field of practice or "mapping the paradigm” and cross-case studies covering different learning contexts. The common highlighted theme is that changes in educational systems and practices are necessitating changes in ethnographic practices.