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.
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Artificial Intelligence in Education (AIED) for Student Well-Being
Karen Moran Jackson and Rosemary Papa
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Assistive Technology to Enhance Inclusive Education
Dianne Chambers
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.
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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.
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Critical Discourse Analysis and Information and Communication Technology in Education
Cheryl Brown
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.
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A Critical Review and New Directions for Queering Computing and Computing Education
Dylan Paré
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.
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Differentiated Instruction and Inclusive Schooling
Diana Lawrence-Brown
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.
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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.
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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.
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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.
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“Globalization,” Coloniality, and Decolonial Love in STEM Education
Miwa A. Takeuchi and Ananda Marin
From the era of European empire to the global trades escalated after the World Wars, technological advancement, one of the key underlying conditions of globalization, has been closely linked with the production and reproduction of the colonizer/colonized. The rhetoric of modernity characterized by “salvation,” “rationality,” “development,” and nature-society or nature-culture divides underlies dominant perspectives on Science, Technology, Engineering, and Mathematics (STEM) education that have historically positioned economic development and national security as its core values. Such rhetoric inevitably and implicitly generates the logic of oppression and exploitation. Against the backdrop of nationalist and militaristic discourse representing modernity or coloniality, counter-voices have also arisen to envision a future of STEM education that is more humane and socioecologically just. Such bodies of critiques have interrogated interlocking colonial domains that shape the realm of STEM education: (a) settler colonialism, (b) paternalism, genderism, and coloniality, and (c) militarism and aggression and violence against the geopolitical Other. Our ways of knowing and being with STEM disciplines have been inexorably changed in the midst of the COVID-19 pandemic, which powerfully showed us how we live in the global chain of contagion. What kinds of portrayal can we depict if we dismantle colonial imaginaries of STEM education and instead center decolonial love—love that resists the nature-culture or nature-society divide, love to know our responsibilities and enact them in ways that give back, love that does not neglect historical oppression and violence yet carries us through? STEM education that posits decolonial love at its core will be inevitably and critically transdisciplinary, expanding the epistemological and ontological boundaries to embrace those who had been colonized and disciplined through racialized, gendered, and classist disciplinary practices of STEM.
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Globalization, Digital Technology, and Teacher Education in the United States
Jared Keengwe
Generally, as a result of the need for many schools to compete on a global level, the use of digital technologies has increased in teacher education programs as well as in U.S. public schools. The dynamics of globalization and digital technologies also continue to influence teacher preparation programs, with multiple implications for educational policies and practices in U.S. public schools. Rapidly emerging developments in technologies and the digital nature of 21st-century learning environments have shaped and transformed the ways learners access, process, and interpret both the general pedagogical content knowledge and discipline-specific content in teaching and learning. Ultimately, the roles of students and teachers in digital learning environments must change to adapt to the dynamic global marketplace. In practice, these changes reiterate the need for teacher educators to prepare skilled teachers who are able to provide social and academic opportunities for building a bridge from a monocultural pedagogical framework to a globally competent learning framework, which is critical to addressing the realities of 21st-century classroom experiences. Specifically, there is a need to equip teacher candidates with cultural competency and digital skills to effectively prepare learners for a digital and global workplace. The lack of cultural competency skills, knowledge, attitudes, and dispositions implies potential social and academic challenges that include xenophobia, hegemony, and classroom management issues. The development of 21st-century learning skills is also central to the preparation of digital and global citizens. The 21st-century globalization skills include communication skills, technological literacy and fluency, negotiations skills, knowledge on geography, cultural and social competency, and multiculturalism. To be relevant in the era of globalization, teacher education programs should take the lead on providing learners with knowledge that promotes global awareness and the 21st-century learning skills required to become responsible global and digital citizens.
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Moral Education and Technology
Paul Farber and Dini Metro-Roland
Moral education and technology seem to represent two fundamentally different kinds of concern and domains of inquiry. But these domains are fused in educational practice. Teaching as a fundamental human endeavor and form of activity has been a central component of human cultural evolution and regeneration from the earliest human social groupings. As a distinctive form of activity, teaching braids together ethical and instrumental norms and values. The modern, global institution of schooling has added layers of institutional support, constraint, and governance on the teaching it structures as well as increased scrutiny of the ethical and instrumental values in play; schooling is in effect a kind of moral technology for advancing certain norms and values in an efficient way. At present, technological developments with modern society make possible new forms of teaching and learning that likewise warrant scrutiny as they impact the ethical and instrumental ends of teaching and instructional practices today.
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Propaganda and Public Pedagogy
Phil Graham
Propaganda and public pedagogy are rarely juxtaposed in education research contexts. However, the two terms are closely related and require joint consideration for the broader future of critical education research. The terms describe state-based educational processes conducted on a mass scale and are in fact describing “the same thing” to a large degree. Both are forms of mass rhetoric that were swiftly tempered to industrial strength in the early 20th century during World War I. Since then, propaganda has come to be treated as a cultural derogatory, an inherently oppressive force, while public pedagogy has come to be framed as an unmitigated force for good. However, both are nationalist projects that involve the school in both positive and negative ways.
Ultimately, this contribution is about methods, methodology, and axiology (the logic of values). By juxtaposing propaganda and public pedagogy as historically isomorphic terms, and framing both as state-based rhetorics designed to propagate specific habits, actions, attitudes, and understandings en masse, it becomes evident that if public pedagogy is to become an applied research agenda it requires applied methods and methodologies, along with conscious and positive normative theses in respect of purpose. The methods and methodologies, and in many important cases the axiologies developed by the propagandists, provide a rich source for assessment and potential application in the field of public pedagogical research. At some level that suggests a Faustian bargain: surely, the immensely negative connotations of the term “propaganda” preclude the application of its methods and values in the practice of public pedagogic research. Yet if public pedagogy is something that educators aspire to do rather than merely analyze or seek to understand, then the methods of the propagandists are, if nothing else, the most obvious starting point.
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Social Justice Leadership, Equity, and the Digital Divide
Anthony H. Normore and Antonia Issa Lahera
To commit to Brown v. Board of Education’s legacy of advancing social justice and democracy, it is necessary to look at practices (i.e., the types of discourse, experiences, processes, and structures) that promote the development and support of school leaders committed to social justice, equity, access, and diversity. Leadership preparation programs need to provide the knowledge base for aspiring school leaders to understand how they ought to respond to the changing political, moral, and social landscapes in which they live and work. Of equal importance is the curricular focus on interrelating social justice, democracy, equity, and diversity so that aspiring school leaders can identify practices that explicitly and implicitly deter social progress. Furthermore, these school leaders ought to be able to develop a knowledge base on how to respond to these injustices in their school leadership practices.
As leadership development and preparation program personnel prepare new leaders, the discourse of social justice and marginalization is an important objective in the curriculum of preparation programs. Personnel in leadership programs have an opportunity to take part in discourse about how to shape the quality of leaders they produce for the good of society. To this end, researchers offer critical insights into the types of discourse, experiences, processes, and structures that promote the development and support of contemporary principals committed to social justice and democratic principles. Included in the research discussion are the tenets of social justice leadership, democracy, diversity and the digital divide, digital access, and digital equity.
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Youth Activism through Critical Arts, Transmedia, and Multiliteracies
Theresa Rogers
In the context of increasing realizations of the fragility of democracy, the possibilities and accomplishments of youth activist projects across material and virtual spaces and sites continue to flourish. Research on this work is situated in the rich scholarly traditions of critical youth studies and critical youth literacies as well as in theories of civic engagement, public pedagogy, participatory politics, cosmopolitanism, and relational mobilities. Many youth projects draw on the resources of arts, digital media, and critical multiliteracies to participate, in material ways, in public and political life. Taking up issues such as citizenship for immigrant youth, homelessness, and poverty, young people powerfully create critical, social, and political narratives that resonate within and beyond their own communities. Theorizing this work in relation to public engagement, spatiality, and mobilities deepens our understanding of those moments when youth in community and educational sites create powerful transmediated counter-narratives about their lives and worlds—the ways they incorporate both local and global understandings to create these new forms of political participation. And the work itself underscores the need for more equitable access to various multimodal and digital resources and the importance of youth access to public and mediated spaces. Schools and educators are called to create pedagogical spaces that invite students’ subjectivities, locations, and creative uses of material resources to engage in local and larger public dialogues, counter dominant cultural ideologies, address multiple publics, and create new forms of political participation.
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Youth and Media Culture
Stuart R. Poyntz and Jennesia Pedri
Media in the 21st century are changing when, where, what, and how young people learn. Some educators, youth researchers, and parents lament this reality; but youth, media culture, and learning nevertheless remain entangled in a rich set of relationships today. These relationships and the anxieties they produce are not new; they echo worries about the consequences of young people’s media attachments that have been around for decades.
These anxieties first appeared in response to the fear that violence, vulgarity, and sexual desire in early popular culture was thought to pose to culture. Others, however, believed that media could be repurposed to have a broader educational impact. This sentiment crept into educational discourses throughout the 1960s in a way that would shift thinking about youth, media culture, and education. For example, it shaped the development of television shows such as Sesame Street as a kind of learning portal. In addition to the idea that youth can learn from the media, educators and activists have also turned to media education as a more direct intervention. Media education addresses how various media operate in and through particular institutions, technologies, texts, and audiences in an effort to affect how young people learn and engage with media culture. These developments have been enhanced by a growing interest in a broad project of literacy. By the 1990s and 2000s, media production became a common feature in media education practices because it was thought to enable young people to learn by doing, rather than just by analyzing or reading texts. This was enabled by the emergence of new digital media technologies that prioritize user participation.
As we have come to read and write media differently in a digital era, however, a new set of problems have arisen that affect how media cultures are understood in relation to learning. Among these issues is how a participatory turn in media culture allows others, including corporations, governments, and predatory individuals, to monitor, survey, coordinate, and guide our activities as never before. Critical media literacy education addresses this context and continues to provide a framework to address the future of youth, media culture and learning.