The International Handbook of Collaborat
The International Handbook of Collaborat
The International Handbook of Collaborat
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Kai Hakkarainen, Sami Paavola, Kaiju Kangas, Pirita Seitamaa-Hakkarainen
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3
SOCIOCULTURAL PERSPECTIVES ON COLLABORATIVE
LEARNING
Toward Collaborative Knowledge Creation
KAI HAKKARAINEN
University of Turku
INTRODUCTION
The term sociocultural approaches to learning is quite widely used. It refers especially
to approaches which have been influenced by L. S. Vygotsky’s (1978) seminal work on
understanding human development and learning. Vygotsky and his coworkers’ texts,
and later interpretations and developments (e.g., Cole, 1996; Engeström, 1987) have
had a great influence on our understanding of human learning. Although sociocultural
approaches are widely adopted, they still challenge many deeply rooted preconceptions
of learning and human development. The basic locus of human learning is social inter-
actions, cultural practices, and reciprocal personal and social transformations rather
than individuals and individuals’ minds. Within sociocultural approaches the meaning
of language and semiotic mediation is often emphasized as a basis for understanding
human activities.
In this chapter, we are not trying to give an overview of different ways of interpreting
the sociocultural approach. Instead, we concisely analyze a distinction that we maintain
cuts across many sociocultural approaches; that is, a distinction between approaches that
emphasize participation and social interaction and those that emphasize collaborative
knowledge creation. First we introduce the idea of three basic metaphors of learning;
that is, as individualistically oriented acquisition, as participation, and as collaborative
knowledge creation. Then we analyze some basic elements important for the knowledge
creation approaches. Finally, we delineate a “trialogical” approach to learning which
57
58 • Kai Hakkarainen et al.
focuses on those activities where people are organizing their work to develop shared
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artifacts and practices. While our approach emerges from studying technology
mediated collaborative learning in institutional education, we maintain that it applies
more generally to collaborative learning in a variety of settings, such as business and
government entities devoted to research or development of products, processes, and
technologies.
specific theory of collaborative learning, but more like an umbrella term for otherwise
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and evaluate their outcomes through discourse (Hennessy & Murphy, 1999). Fostering
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learning through collaboration requires teachers or tutors to design, enact, and evalu-
ate a specific kind of teaching and learning setting, paying attention to the nature of
the design task, its context, and supportive pedagogy (Viilo, Seitamaa-Hakkarainen,
& Hakkarainen, 2011). Successful collaboration is based on open-ended and authen-
tic design tasks that allow students to confront the multidisciplinary or user-centered
characteristics of design practice. The present investigators have investigated design
processes from elementary-level education (e.g., design of lamps) and higher education
(e.g., design of clothing for premature babies) to the professional level (design of various
industrial products).
Seitamaa-Hakkarainen and her colleagues (Kangas, Seitamaa-Hakkarainen, & Hak-
karainen, 2007; Seitamaa-Hakkarainen, Viilo, & Hakkarainen, 2010) have developed
the learning by collaborative designing model, which highlights collaborative interac-
tion among teams of students and between students and teachers or external domain
experts in the design field. It examines the design process as a cyclical and iterative pro-
cess in which workable solutions arise from a complex interaction between conceptual-
ization, sketching, construction of materially embodied artifacts, explorations in which
design constraints and ideas are revised and elaborated. The model illustrates relations
between the following elements of the design process: (a) creation of the design context;
(b) definition of the design task and related design constraints; (c) creation of conceptual
and visual (physical) design ideas; (d) evaluation of design ideas and constraints, (e)
experimentation with and testing of design ideas by sketching, modeling, and prototyp-
ing; (f) evaluation of prototype functions; and (g) elaboration of design ideas and rede-
signing. However, these phases should not be understood as a prescription for a rigidly
specified sequence of design stages. The model merely illustrates the relations between
elements of the collaborative design process (see Figure 3.1).
In settings where collaborative design learning takes place, the design context and
the design task are defined through joint analysis; all participants have to learn to
understand the external and internal constraints related to the problem or solution. In
this phase, the teacher or external domain experts have the important task of helping
students to define the diverse cultural, social, psychological, functional, and emotional
aspects essential to the design of the product. There may well be conflicting issues that
have an effect on the design process and its requirements that will need to be taken into
consideration during the outlining of the design constraints. The design process moves
forward cyclically by means of the acquisition of deepening knowledge, the sharing of
that knowledge in a social context, production of varying design ideas, and evaluation
of those ideas. Thus, constant cycles of idea generation, and testing of design ideas by
visual modeling or prototyping, characterize the LCD process. Moreover, the critical
role of the teacher or the external domain experts underscores the value of the physical
context (i.e., diversity of concrete objects or material artifacts, interaction with tools)
and social interaction in order to make design tasks shareable.
In what follows we will introduce an elementary level students’ collaborative design
project: the Artifact project. The project was designed together with the classroom
teacher and took place in her classroom in Laajasalo Elementary School, Helsinki, Fin-
land. It was based on the following ideas: (a) intensive collaboration between the teacher
and researchers; (b) engagement of teams of students in design practices by collaborat-
ing with a professional design expert; (c) integration of many school subjects, such as
Sociocultural Perspectives on Collaborative Learning • 61
Experimenting and
Elaboration of design testing design ideas
ideas and re- design Evaluating (sketching and
function of prototyping)
prototype
history, mother tongue, physics, chemistry, biology and geography, visual arts, technol-
ogy, and craft education, for solving complex real-world problems; and (d) pursuit of
collaborative design across an extended period of time. The Artifact project started with
31 elementary school students at the beginning of their second term of fourth grade and
continued across 13 months until the end of fi ft h grade. Altogether, the Artifact project
took 139 lessons (in Finland one lesson lasts 45 minutes) across three terms. The project
highlighted the authentic design problems and the variety of conceptual and material
aspects involved in design. The technical infrastructure of the project was provided by
Knowledge Forum (KF; Scardamalia & Bereiter, 2006) and was designed to facilitate
collaborative knowledge building. The phases of the project, their duration and main
content, as well as the number of KF notes produced are presented in Figure 3.2. Dur-
ing the project, the students analyzed artifacts within their historical context, studied
physical phenomena related to artifacts, examined designs of present-day artifacts, and
finally designed artifacts for the future.
In the first phase of the Artifact project, The Past, an exploration of historical arti-
facts was conducted by looking into the evolution of artifacts as cultural entities. The
item had to (a) be used daily, (b) have a long history, (c) originally be made by hand,
and (d) be used by hand. Students chose items which most of them had used and which
they found interesting: a clock, a spoon, money, a lock and a key, a jewel, a ball, and a
flashlight. The students decided to research the historical aspects of the artifacts by vis-
iting the Finnish National Museum, gathering offline and online reading materials, and
interviewing grandparents.
• In the second phase of the project, The Present, the physical subject domains from
the curriculum were integrated to the project. The teacher guided the students
to investigate and ask research questions regarding the phenomena related to the
chosen artifacts. The students planned, conducted, and reported their own experi-
ments, or used ready-made tool kits to conduct expert-designed science experi-
62 • Kai Hakkarainen et al.
The Present
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ments. In addition, the teacher arranged visits to a blacksmith’s shop and the
Clock Museum.
• The third phase of the project, The Future, addressed the designing of artifacts.
First, the design process was rehearsed by designing a lamp. The leadership for this
phase was provided by a professional designer together with the teacher. Beyond
conceptual design relying on writing, the students supported their design through
sketching and prototyping. The investigation of the present-day lamps design led
the students toward the last stage of the project which was focused on projecting,
in terms of design, how their chosen artifacts would look in the year 2020 (for a
detailed description of the project, see Kangas et al., 2007; Seitamaa-Hakkarainen
et al., 2010).
We now outline four aspects that we see as being central to the knowledge creation
approach to collaborative learning: (a) CL is an object oriented process taking place
across long periods of time, (b) the subject of CL is an inquiry community, (c) CL is
mediated by collaborative technologies, (d) CL is a matter of expansive transformation
of shared knowledge practices.
the future (Marton & Trigwell, 2000). From the activity-theoretical perspective, such an
approach may bring about spatial and temporal expansion of the object of educational
activity in terms of working with objects across multiple lessons, diverse contexts, and
extended periods of time (Engeström, Puonti, & Seppänen, 2003).
The knowledge creation approaches guide educators to engage students in collabora-
tive pursuit of varying complex and multifaceted problems that often come from outside
of educational institutions and, thereby, break the epistemic boundaries of school learn-
ing. In the case of the Artifact project, these objectives were related to understanding the
historical evolution of cultural artifacts, scientific principles of designing these kinds
of artifacts, and the actual design process of novel artifacts. Common awareness about
the shared assignment of the learning community can be promoted with the help of
classroom discussions. In collaborative classes, the students regularly work in groups,
and joint inquiry can be supported by a shared screen that is projected on the wall (a
blackboard, posters, or a smart board could be used as well), in which shared works
can be presented and pondered and which assists in sharing the research results of all
student teams; this was, indeed, a central aspect of the pedagogical practices of the class
teacher who organized the Artifact project (Viilo et al., 2011). Joint discussions in front
of the shared screen may be supported by a networked learning (software-based) envi-
ronment, such as Knowledge Forum (Scardamalia & Bereiter, 2006). Such environments
provide a shared database for which the participants may produce knowledge.
Although the nature of knowledge objects cannot be fully determined before inquiry,
and emerge from the collaborative process (Sawyer, 2005), their basic size and shape is
usually known. As we see it, the objects of CL can be concrete (yet nonmaterial) artifacts
that can be manipulated, shared, extended, and transformed. Such objects may come in
multiple forms. Such objects involve conceptual artifacts or ideas (Bereiter, 2002), such
as questions, hypotheses, and working theories as well as plans and conceptual designs.
The processes of creating epistemic artifacts by writing, visualization, or prototyping
may be called epistemic mediation. Such processes allow remediating one’s activity by
externalization and materialization of inquiry processes to shareable knowledge arti-
facts. Remediation even involves ideas and conceptions that have to be externalized and
materialized so as to be shared and jointly developed. In design activity, students are
concerned with the usefulness, adequacy, improvability, and developmental potential of
ideas (Scardamalia & Bereiter, 2006). It is essential to provide students with experiences
of solving complex design tasks that engage them in iterative improvement of their ideas
and the artifacts embodying them.
In the context of the Artifact project, the objects that the participants were working
with were shared problems and design tasks. Students’ sketches, from the first drafts
of ideas and general visualizations to construction details, played an essential role in
the design process. Through this externalization, ideas became visible and improvable,
enabling their collaborative advancement. With Knowledge Forum, students devel-
oped knowledge and skills to model, design, and construct ideas into physical artifacts
through interactive process. For example, the professional designer described his own
design process and drew students’ attention to the essential points of flashlight design.
The students were given the task of picking a well or badly designed flashlight from their
own environment and presenting an analysis of that particular flashlight to the whole
class. The analyses were also saved in the Knowledge Forum database (Figure 3.3):
64 • Kai Hakkarainen et al.
My flashlight lights up a relatively small The bad thing about flashlights is the fact
part of the darkness, but you can point it that the batteries will come to an end at
where you like. The light is quite bright, some point.
but bad quality. It didn’t cost very much. A
flashlight can be carried easily anywhere.
I think it’s handmade.
After the analysis of existing flashlights, these two students started to design collab-
oratively and stated their aim to improve the flashlight in the following way:
New flashlight: The flashlight could be improved by adding 2 batteries, so the
power would last longer. It would still be easy to carry. It would be easy to point it
anywhere. Main measurements: 16 cm × 3 cm. Carrying tape at one end (#1833).
The designer commented on the students’ notes by writing annotations:
Are there any other options than adding batteries, to prevent the power from
ending? What shape of flashlight would be the easiest to use? Do we need other
than focused light from a flashlight? (#1903)
It was crucial for the students to understand the important constraints and specific
features of a flashlight, such as the functional nature of the particular type of flashlight,
in order to improve their preliminary design. They produced a variety of conceptual and
visual design ideas (for example, replacing the batteries with an accumulator, and add-
ing folding legs in order to keep the flashlight standing in a vertical position) leading to
a final presentation and evaluation of the new flashlight (Figure 3.4).
Sociocultural Perspectives on Collaborative Learning • 65
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Figure 3.4 Conclusions on the design process of a flashlight (student team’s KF note #2047).
Rather than seeing objects only as conceptual ideas, those undertaking a knowledge
creation approach examine them as hybrids (Latour, 1999), being both knowledge-laden
and physically embodied as digital or other types of artifacts. The role of materials and
artifacts in the design process is crucial. Designers are “working with things”; they
express their ideas in “things themselves” rather than merely words (Baird, 2004, pp.
148–149); in a literal sense, designed artifacts carry and embody knowledge. In order
to understand and improve the ideas being developed, they have to be given a material
form by means of practical exploration, prototyping, and making. Learning to work
with thing knowledge involved, for instance, in modeling and prototyping, is an essen-
tial aspect of appropriating design practices (Baird, 2004). The Artifact project was
explicitly oriented toward parallel working with conceptual and materially embodied
artifacts. Concrete materials and tools, as well as testing with models and prototypes,
supported the development of ideas by adding the material aspect to the conceptual
ideas. Students thought with different materials during the design activity; they formu-
lated ideas with the help of tools and machines mediating the meaning making process.
Consequently, in design settings, material artifacts and tools have a central role in medi-
ating the learning processes.
& Wenger, 1991) and Engeström’s (1987) expansive learning framework, in turn, focus
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on integrating school learning with authentic cultural activities taking place in the sur-
rounding society. All of these approaches are relevant from the knowledge creation per-
spective, because each of them underscores the importance of community building.
Brown and her colleagues’ (1993) distributed expertise approach relies on an assump-
tion that collaborative learning requires the creation of a shared object for working and
the setting of distributed tasks which support it. This approach highlights the impor-
tance of organizing students to work in heterogeneous teams so as to capitalize on their
complementary knowledge and expertise and jointly achieve higher level collabora-
tive objectives. Such pedagogy was utilized in the Artifact project. In the first phase of
the project, the students worked in “home teams” (about 4 students per group), which
investigated chosen artifacts specific to each group and produced knowledge to the
team views of KF. In order to capitalize on complementary knowledge and expertise,
the teams were heterogeneous, consisting of boys and girls, as well as less and more
advanced students. Distributed regulation of inquiry involves the teacher, students, or
specifically nominated team members following and assessing advancement of CL and
providing encouragement and guidance when necessary; CL does not produce good
results without such metalevel activity. Distributing expertise does not always produce
the best results; consequently there is reason, once in a while, for the whole CL commu-
nity to study some particular problem or subject domain (Hakkarainen et al., 2004). In
this case, the thematic groups temporarily suspend their activities and everyone focuses
on solving a single group’s problem or challenge. Accordingly, the composition of the
home teams of the Artifact project was changed when the investigations concerning
artifacts of the present time, began. During this phase, all students were asked to work
with the same topics and created Knowledge Forum views collectively shared by the
whole class. This method allowed everyone to be brought up to the same level of knowl-
edge required by the distribution of expertise; this way helps the whole learning com-
munity work at the same pace. In the last phase, the student teams were formed on the
basis of their presentations of existing lighting solutions: Teams that presented table
lamps, formed table lamp teams; teams that presented pendant lamp, formed pendant
teams, and so on. For the designing of future artifacts, the students returned to their
original home teams that had been formed at the beginning of the project (Kangas et al.,
2007; Seitamaa-Hakkarainen et al., 2010).
Socioemotional processes also play an important role in CL focused on collective
creation of knowledge. The participants (students and the teacher) have to be willing to
take the risk of jumping into the unknown and engaging in improvisational efforts in
the pursuit of new ideas. Students may be afraid of unavoidable mistakes and fear failure
in front of their peers if a very competitive culture prevails within a classroom; this is
likely to hinder and constrain their participation in CL. The teacher and researchers put
a great deal of effort into creating an encouraging atmosphere in the classroom com-
munity that is carrying out the Artifact project and developed practices of constructive
feedback. This effort is important because there are big differences between students’
cognitive capacities due to the heterogeneous cultural, social, linguistic, and financial
resources of their families in which cognitive growth and intellectual socialization take
place. Constant assessment and competitive relative grading are likely to empower high
achieving students and make other students feel inferior and perform less than opti-
mally. The knowledge of students coming from socioeconomically advantaged homes
Sociocultural Perspectives on Collaborative Learning • 67
theoretical foundations whatsoever; for example, they have assumed that classrooms as
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such constitute learning communities; whatever group of agents (e.g., students) that was
brought together for a short time was considered to represent a community (Roth & Lee,
2006). In order to be considered a community of learning, a group of students needs to
have a shared object of activity. While this is likely to be the case in the most innovative
pedagogical experiments involving iterative cultivation of classroom practices across
extended periods, it is something that has to be shown, case by case.
It appears that the technology as such does not determine the nature of its imple-
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learning cultures (Engeström, 1987); that is, the creation of a local community by teach-
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ers, researchers, and students’ efforts that deliberately reflects on and problematizes its
prevailing practices, envisions and undergoes hands-on exploration of novel practices,
and gradually consolidates those aspects of practices that appear productive. By using
practical methods to explore various possibilities, getting rid of weaknesses, resolving
tensions and disturbances, and promoting the desired characteristics, the teachers are
able to promote directed evolution of classroom practices.
Consequently, directing of a CL does not only take place in a top-down fashion from
teachers’ guidance to redirection of students’ activity, but involves reciprocal and impro-
visational efforts of making sense of the situation and finding productive lines of further
inquiry. This process may be facilitated by engaging the students themselves in reflect-
ing on and redesigning their practices. One of the teachers we are collaborating with
has established a practice of, once in a while, bringing all activities in a classroom to a
halt, and then asking all students to reflect on advancement of the overall project and
jointly decide how to continue (Viilo et al., 2011). In the context of the Artifact project,
the students were accustomed to design language in their interaction with the profes-
sional designer. He used authentic design terminology that was in many cases naturally
adopted by the students in the course of their design work. Then again, the designer
also appropriated some of the discursive practices of classrooms. He adopted epistemic
practices of investigative learning by requesting students to explicate their design ideas
and pushing them to undertake an in-depth inquiry. This process shows how successful
CL cultures rely on gradual cultivation of knowledge practices that channel the partici-
pants’ epistemic efforts toward knowledge advancement (Hakkarainen, 2009).
A new teacher should not become discouraged if collaborative learning does not
immediately provide expected results. While it may be difficult to change an already
established community’s study practices, it is possible to intellectually socialize new
student cohorts to advanced collaborative inquiry practices from the very beginning of
their classroom studies (Hakkarainen, 2009; Hewitt, 1996). Through directed evolution
of practices, a very advanced inquiry culture can be cultivated to which new cohorts of
students can be socialized without repeating the initiators of the culture’s developmen-
tal processes. It is advisable to engage in multiprofessional work with other teachers to
create networks of classroom learning communities as well as promote corresponding
transformation at the level of the whole school. This project implies overcoming spatial
and temporary constraints on prevailing activities by multiprofessional collaboration
between teachers, integration of instructional efforts initially fragmented according to
disciplines, and boundary crossing between the school and the surrounding commu-
nity (Engeström, Engeström, & Suntio, 2002); these means are crucially facilitated by
the technology and learning environments. When integrated with iterative efforts to
improve and develop the community by overcoming challenges and tensions encoun-
tered in classroom practices, it is possible to get into an expansive developmental trajec-
tory of prevailing knowledge practices.
DISCUSSION
In the present chapter, we have briefly reviewed knowledge creation approaches to col-
laborative learning. We used terms such as trialogue and trialogical learning for those
processes where people are organizing activities for developing concrete artifacts and
Sociocultural Perspectives on Collaborative Learning • 71
practices (Paavola et al., 2004). While studying collaborative learning, it is, however,
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following its own logic (trialogic!). Participants’ activities had deeper meaning and cul-
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tural significance that went beyond regular concerns of individual school achievements
or a separate school project.
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