Modeling for Instructional Engineering

Modeling for Instructional Engineering

Richard Hotte, Karin Lundgren-Cayrol, Diane Ruelland, Gilbert Paquette
DOI: 10.4018/978-1-60960-503-2.ch422
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Abstract

Instructional Engineering has been presented in chapter 8 and in (Paquette 2004) as a method integrating principles and processes from Instructional Design, Software Engineering and Knowledge Engineering. As such, Visual Knowledge Modelling is at the heart of the instructional engineering where it serves to represent the knowledge, the learning scenarios, the structure of educational material and the delivery processes that support learning. But as we will see in this chapter, Visual Modelling can also be used to model the very processes of the learning design activity.
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Identity Construction Rituals And Rites Of Passage

Traditionally, communities gather to provide ceremony for initiation and status transition for such things as the celebration of status change, where a child becomes an adult, and initiation, where single people become married couple. Although there may be many more transitions and rituals in today’s society because of the great variety of cultural subgroups (i.e., churches, car clubs, self-help groups like Alcoholic Anonymous, and hobby groups like The Peoples’ Revolutionary Knitting Circle, etc.), many of these groups traditionally necessitated face-to-face interaction. But with the Internet and today’s computing power, these relations can be mediated digitally through portals like Facebook, Xbox Live, Second Life, and other social networking tools—as well as expert systems that provide feedback based on performance, such as a video games like Dance Dance Revolution (DDR).

The DDR game club might be represented as a ritual rite of passage to understand how and why people build identities around their play, and sustain engagement to ultimately develop expertise. Central to the rite of passage is the initiation ritual (Van Gennep, 1960), where new roles and status are conferred through public performance where play (Geertz, 1973), the subjunctive mood (Turner, 1969), situates the activity, so that rules, roles, and consequences are suspended and participants can explore new identities, associated activities, and their semiotic domains and thus develop new status.

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