A Close-Up Look at the State of Cyberlearning and the Future of Learning with Technology

Wendy Martin

Wendy Martin advances knowledge of how key aspects of education programs influence impact and participant experience. She specializes in leading formative research and collaborative co-design projects that deepen understanding of how to design effective educational technologies and integrate them into educational environments to enhance students' learning. Currently, Wendy is conducting an evaluation of the CS4All initiative in New York City with colleagues at the Research Alliance for New York City Schools. Wendy is also a staff member on the Center for Innovative Research in Cyberlearning (CIRCL) led by SRI and EDC. In this post, she discusses an October 2017 publication, Cyberlearning Community Report: The State of Cyberlearning and the Future of Learning with Technology that she co-edited and co-authored.

The cyberlearning community in the United States brings computer scientists and learning scientists together to design and study innovative learning technologies. The Cyberlearning Community Report: The State of Cyberlearning and the Future of Learning With Technology highlights examples of the exciting work our community is engaged in as we integrate the latest innovations in learning science and computer science into new research designs and methods. This work is also driving the need for new learning sciences in areas such as embodied cognition, identity, and affect, and requires advances in methods, such as multimodal analytics, and in computer science, such as in context-sensitive computing. 
cyberlearning photo
The report, organized by the National Science Foundation's (NSF) Center for Innovative Research in Cyberlearning (CIRCL) and co-authored by myself and 21 members of the U.S. cyberlearning community, describes six design themes emerging across multiple NSF-funded cyberlearning projects:
  1. Community Mapping: Moving and Discovering across Contexts 
  2. Expressive Construction: Enabling Learners to Represent Powerful Ideas
  3. Classrooms as Digital Performance Spaces
  4. Virtual Peers and Coaches: Social and Cognitive Support for Learning
  5. Remote Scientific Labs: Authenticity at Distance 
  6. Enhancing Collaboration and Learning through Touch Screen Interfaces
For each design theme, the report highlights computer science and learning science innovations, provides examples, and discusses opportunities and challenges. The design themes contrast with today’s common tablet or laptop-based school products by emphasizing context, mobility, physicality, agency, authenticity, and social learning.  
In the report, we also highlight how cyberlearning researchers are advancing methods to study and improve these learning designs, in particular:
  1. Multimodal Analysis
  2. Learning Analytics for Assessment
  3. User- and Community-Centered Design Methods  

Questions? Feel free to contact me at wmartin@edc.org.


Monday, October 2, 2017 - 10:15am