The International Society of the Learning Sciences [1] is a professional society dedicated to the interdisciplinary empirical investigation of learning as it exists in real-world settings and how learning may be facilitated both with and without technology. Learning sciences research explores the nature and conditions of learning as it occurs in educational environments, broadly construed.
The field draws upon multiple theoretical perspectives and research paradigms to understand the complexities associated with human learning, cognition, and development. Researchers in the interdisciplinary field of learning sciences, born during the 1990s, study learning as it happens in real-life situations and how to better facilitate learning in designed environments – in school, online, in the workplace, at home, and in informal environments. Learning sciences research is guided by constructivist, social-constructivist, socio-cognitive, and socio-cultural theories of learning. [2]
The society is widely interdisciplinary and includes members from cognitive science, educational psychology, computer science, anthropology, sociology, information sciences, neurosciences, education, design studies, instructional design, and other fields; it is related to but distinct from the field of educational technology. [3] Currently the society includes members from six continents and hosts conferences globally.
The International Society of the Learning Sciences, incorporated as a non-profit professional society in September, 2002, unites the traditions started by the Journal of the Learning Sciences , [4] the International Conferences of the Learning Sciences (ICLS), [5] and the Computer-Supported Collaborative Learning Conference (CSCL) [6] [7] and offers publications, conferences, and educational programs to the community of researchers and practitioners who use cognitive, socio-cognitive, and socio-cultural approaches to studying learning in real-world situations and designing environments, software, materials, and other innovations that promote deep and lasting learning. In 2004, the ISLS-sponsored Journal of the Learning Sciences was listed as the highest-impact journal in education and educational research by the ISI Journal Citation Reports Social Science Edition. In the 2009 edition, the ISLS-sponsored International Journal of Computer-Supported Collaborative Learning was ranked second highest impact journal in education and educational research. [8]
Past presidents include notable scholars from the field, including three members of the US National Academy of Education and five Fellows of the American Educational Research Association.
Instructional scaffolding is the support given to a student by an instructor throughout the learning process. This support is specifically tailored to each student; this instructional approach allows students to experience student-centered learning, which tends to facilitate more efficient learning than teacher-centered learning. This learning process promotes a deeper level of learning than many other common teaching strategies.
Distributed cognition is an approach to cognitive science research that was developed by cognitive anthropologist Edwin Hutchins during the 1990s.
Constructivism in education is a theory that suggests that learners do not passively acquire knowledge through direct instruction. Instead, they construct their understanding through experiences and social interaction, integrating new information with their existing knowledge. This theory originates from Swiss developmental psychologist Jean Piaget's theory of cognitive development.
Learning sciences (LS) is the critical theoretical understanding of learning, engagement in the design and implementation of learning innovations, and the improvement of instructional methodologies. LS research traditionally focuses on cognitive-psychological, social-psychological, cultural-psychological and critical theoretical foundations of human learning, as well as practical design of learning environments. Major contributing fields include cognitive science, computer science, educational psychology, anthropology, and applied linguistics. Over the past decade, LS researchers have expanded their focus to include informal learning environments, instructional methods, policy innovations, and the design of curricula.
Educational technology is the combined use of computer hardware, software, and educational theory and practice to facilitate learning. When referred to with its abbreviation, "EdTech", it often refers to the industry of companies that create educational technology. In EdTech Inc.: Selling, Automating and Globalizing Higher Education in the Digital Age, Tanner Mirrlees and Shahid Alvi (2019) argue "EdTech is no exception to industry ownership and market rules" and "define the EdTech industries as all the privately owned companies currently involved in the financing, production and distribution of commercial hardware, software, cultural goods, services and platforms for the educational market with the goal of turning a profit. Many of these companies are US-based and rapidly expanding into educational markets across North America, and increasingly growing all over the world."
Constructionist learning is the creation by learners of mental models to understand the world around them. Constructionism advocates student-centered, discovery learning where students use what they already know to acquire more knowledge. Students learn through participation in project-based learning where they make connections between different ideas and areas of knowledge facilitated by the teacher through coaching rather than using lectures or step-by-step guidance. Further, constructionism holds that learning can happen most effectively when people are active in making tangible objects in the real world. In this sense, constructionism is connected with experiential learning and builds on Jean Piaget's epistemological theory of constructivism.
The Knowledge Building (KB) theory was created and developed by Carl Bereiter and Marlene Scardamalia for describing what a community of learners needs to accomplish in order to create knowledge. The theory addresses the need to educate people for the knowledge age society, in which knowledge and innovation are pervasive.
Group cognition is a social, largely linguistic phenomenon whereby a group of people produce a sequence of utterances that performs a cognitive act. That is, if a similar sequence was uttered or thought by an individual it would be considered an act of cognition or thinking. The group can be a small group, such as 3–5 people talking together or working together online. The group can also be a larger collective, such as a classroom of students or a global community contributing asynchronously to an extended discourse on a problem or topic or to a knowledge repository like Wikipedia. The theory of group cognition is a postcognitivism philosophy, which considers a larger unit of analysis than an individual mind as a producer of cognitive activities such as creative problem solving.
Computer-supported collaborative learning (CSCL) is a pedagogical approach wherein learning takes place via social interaction using a computer or through the Internet. This kind of learning is characterized by the sharing and construction of knowledge among participants using technology as their primary means of communication or as a common resource. CSCL can be implemented in online and classroom learning environments and can take place synchronously or asynchronously.
William David "Bill" Winn (1945–2006) was an American educational psychologist, and professor at the University of Washington College of Education, known for his work on how people learn from diagrams, and on how cognitive and constructivist theories of learning can help instructional designers select effective teaching strategies.
The Laboratory for Interactive Learning Technologies (LILT), a research group in the Department of Information and Computer Sciences (ICS) of the University of Hawaii at Manoa, pursues a diverse portfolio of cognitive science, human-computer interaction, and social sciences approaches to technology-supported learning, collaboration and online communities. Currently LILT has a strong focus on studying how technology affordances support social processes of learning, ranging from the meaning-making dialogues of small groups to supporting reflective practice in online communities. LILT members are also pursuing new directions in wireless and mobile technologies for education.
Janet Lynne Kolodner is an American cognitive scientist and learning scientist. She is a Professor of the Practice at the Lynch School of Education at Boston College and co-lead of the MA Program in Learning Engineering. She is also Regents' Professor Emerita in the School of Interactive Computing, College of Computing at the Georgia Institute of Technology. She was Founding Editor in Chief of The Journal of the Learning Sciences and served in that role for 19 years. She was Founding Executive Officer of the International Society of the Learning Sciences (ISLS). From August, 2010 through July, 2014, she was a program officer at the National Science Foundation and headed up the Cyberlearning and Future Learning Technologies program. Since finishing at NSF, she is working toward a set of projects that will integrate learning technologies coherently to support disciplinary and everyday learning, support project-based pedagogy that works, and connect to the best in curriculum for active learning. As of July, 2020, she
Progressive inquiry is a pedagogical model which aims at facilitating the same kind of productive knowledge practices of working with knowledge in education that characterize scientific research communities. It is developed by Professor Kai Hakkarainen and his colleagues in the University of Helsinki as a pedagogical and epistemological framework to support teachers and students in organizing their activities for facilitating expert-like working with knowledge.
Assessment in computer-supported collaborative learning (CSCL) environments is a subject of interest to educators and researchers. The assessment tools utilized in computer-supported collaborative learning settings are used to measure groups' knowledge learning processes, the quality of groups' products and individuals' collaborative learning skills.
Design-based research (DBR) is a type of research methodology used by researchers in the learning sciences, which is a sub-field of education. The basic process of DBR involves developing solutions to problems. Then, the interventions are put to use to test how well they work. The iterations may then be adapted and re-tested to gather more data. The purpose of this approach is to generate new theories and frameworks for conceptualizing learning, instruction, design processes, and educational reform. Data analysis often takes the form of iterative comparisons.
Positive interdependence is an element of cooperative and collaborative learning where members of a group who share common goals perceive that working together is individually and collectively beneficial, and success depends on the participation of all the members.
A pedagogical agent is a concept borrowed from computer science and artificial intelligence and applied to education, usually as part of an intelligent tutoring system (ITS). It is a simulated human-like interface between the learner and the content, in an educational environment. A pedagogical agent is designed to model the type of interactions between a student and another person. Mabanza and de Wet define it as "a character enacted by a computer that interacts with the user in a socially engaging manner". A pedagogical agent can be assigned different roles in the learning environment, such as tutor or co-learner, depending on the desired purpose of the agent. "A tutor agent plays the role of a teacher, while a co-learner agent plays the role of a learning companion".
Said Hadjerrouit is a professor of informatics and computer science at the University of Agder in Kristiansand, Norway. He got a doctoral degree (Dr.Ing) in 1992 in the field of medical expert systems and artificial intelligence, and a master's degree (1985) in software engineering from the Technische Universität Berlin, Germany. His teaching in Berlin focused mostly on informatics and society, philosophical and ethical issues of computing, and computers in developing countries. In 1991, he moved from Berlin to Kristiansand, Norway, and worked at the Institute of Electronic Data processing at the University of Agder. In 1994, he moved to the Institute of Mathematical Sciences at the same university, where he was appointed as an associate professor for teaching object-oriented programming, Web engineering, software development, and databases. From 2004, his work shifted to didactics of informatics and computer science education, ICT in mathematics education, ICT-enhanced learning, Web-based learning resources, social software, and Web 2.0 technology. In 2008, Hadjerrouit made a major shift in his research focus from didactics of informatics and Computer Science to mathematics education and use of digital tools in teaching and learning mathematics. He has been teaching the doctoral course “Theories in the Learning and Teaching of Mathematics” since 2014. He is also supervising two PhD students in the field of Flipped Classroom and documentational approach to mathematics education. Hadjerrouit has more than 140 publications in international journals and conference proceedings. He was awarded for Best Paper at Society for Information Technology and Teacher Education Conference in San Diego, California, United States, and IADIS e-Society conference 2012 in Berlin, Germany.
Markus F. Peschl is an Austrian cognitive scientist, philosopher of mind, philosopher of science and researcher on innovation, and professor for Cognitive Science and Philosophy of Science at the University of Vienna, Austria. He is known for his early work on cognitive modelling, and his more recent work concerning a"socio-epistemological approach to innovation."
Bruce Martin McLaren is an American researcher, scientist and author. He is a professor at Carnegie Mellon University in the Human-Computer Interaction Institute, head of the McLearn Lab, and a former President of the International Artificial Intelligence in Education Society (2017-2019).