In summarizing the research on collaborative learning, the quest for the holy grail of effective collaborative learning has not yet ended. The use of the GLAID framework tool for the design of collaborative learning in higher education may contribute to better aligned designs and hereby contribute to more effective collaborative learning. The GLAID framework may help monitor, evaluate and redesign projects and group assignments. We know that the perception of the quality of the task, and the extent to which students feel engaged, influences the perception of students of how much they learn from a GLA. However, perceptions alone are only an indication of what is learned. A next step is to study exactly what those learning outcomes are. This leads to a more difficult question: how can we measure the learning outcomes? Although a variety of research underlines the large potential of collaboration for learning outcomes, the exact learning outcomes of team learning can only be partly foretold. During collaborative learning students could partly achieve the same or similar learning outcomes, but as each individual learning internalizes what is learned from the collaborative learning by his/her given prior experiences and knowledge, the learning outcomes of collaborative learning are probabilistic (Strijbos, 2011), and therefore attaining specific learning outcomes is likely but not guaranteed. If learning outcomes are different per individual and are probabilistic, how can we measure those learning outcomes? Wenger, Trayner, & De Laat (2011) regard the outcomes of learning communities as value creations that have an individual outcome and a group outcome. This value creation induced by collaborative learning consists, for example, of changed behaviour in the working environment as well as the production of useful products or artefacts. Tillema (2006) also describes that communities of inquiry can lead to the design of conceptual artefacts: products that are useful for a professional working environment.
This paper introduces and contextualises Climate Futures, an experiment in which AI was repurposed as a ‘co-author’ of climate stories and a co-designer of climate-related images that facilitate reflections on present and future(s) of living with climate change. It converses with histories of writing and computation, including surrealistic ‘algorithmic writing’, recombinatory poems and ‘electronic literature’. At the core lies a reflection about how machine learning’s associative, predictive and regenerative capacities can be employed in playful, critical and contemplative goals. Our goal is not automating writing (as in product-oriented applications of AI). Instead, as poet Charles Hartman argues, ‘the question isn’t exactly whether a poet or a computer writes the poem, but what kinds of collaboration might be interesting’ (1996, p. 5). STS scholars critique labs as future-making sites and machine learning modelling practices and, for example, describe them also as fictions. Building on these critiques and in line with ‘critical technical practice’ (Agre, 1997), we embed our critique of ‘making the future’ in how we employ machine learning to design a tool for looking ahead and telling stories on life with climate change. This has involved engaging with climate narratives and machine learning from the critical and practical perspectives of artistic research. We trained machine learning algorithms (i.e. GPT-2 and AttnGAN) using climate fiction novels (as a dataset of cultural imaginaries of the future). We prompted them to produce new climate fiction stories and images, which we edited to create a tarot-like deck and a story-book, thus also playfully engaging with machine learning’s predictive associations. The tarot deck is designed to facilitate conversations about climate change. How to imagine the future beyond scenarios of resilience and the dystopian? How to aid our transition into different ways of caring for the planet and each other?
Learning and acting on social conventions is problematic for low-literates and non-natives, causing problems with societal participation and citizenship. Using the Situated Cognitive Engineering method, requirements for the design of social conventions learning software are derived from demographic information, adult learning frameworks and ICT learning principles. Evaluating a sample of existing Dutch social conventions learning applications on these requirements shows that none of them meet all posed criteria. Finally, Virtual Reality is suggested as a possible future technology improvement.