...my 80%/ 20% summary of my research into your work. All summaries extract a semantically
weighted 20% of your work and includes of the 9 weighted key words.
Key Words: ideography dynamique skills communication images learning medium
language tree
Any serious consideration given to the future of education and training in the new
cyberculture must
be preceded by a careful analysis of the profound changes occurring in the way we learn and
acquire knowledge.
In this regard, we must first acknowledge the speed at which knowledge and know-how
appears
and is being updated.
For the first time in the history of humanity most of the skills a person acquires
at the beginning of
his career will be obsolete at the end of his professional life.
The second observation, which is related to the first, concerns the change in the
way we work,
where the amount of time devoted to the transfer of knowledge is constantly increasing.
Work is more and more synonymous with learning, transferring know-how and producing
knowledge.
Third observation: cyberspace supports intellectual technologies which amplify, materialize,
and
transform a number of human cognitive functions: memory (data bases, hyperdocuments, digital
files of all kinds), imagination (simulations), perception (digital sensors, telepresence, virtual
reality), thinking (artificial intelligence, modeling of complex phenomena).
* new ways of accessing information: hyperdocumentation, finding information using
"search
engines", knowbots or software agents, contextual explorations using dynamic data maps.
* new ways of thinking and reasoning: such as simulation - an industrialized form
of thought
experiment that cannot be equated with logical deduction or induction through experience.
Due to the fact that these intellectual technologies - particularly dynamic memory
- have been
materialized in digital documents or softwares that can be consulted by network (or easily
reproduced and transferred), they can be shared with a large number of people thus augmenting the
potential collective intelligence of human groups.
The knowledge-flow, the work-transaction of knowledge, the new technologies of collective
and
individual intelligence are all dramatically altering our approach to education and training.
What must be learned can no longer be planned and precisely defined in advance.
The traditional representation (linear, parallel step-ladders with pyramids structured
into levels)
geared by the concept of prerequisite and converging toward "higher" education, must be gradually
replaced by a representation of open, emerging spaces of knowledge that are continuous, evolving,
non-linear, and are reorganising according to specific objectives or contexts and where each
individual enjoys a distinct, evolving position.
First, the wider use of Open and Distance Learning (ODL) -- both in spirit and practice
-- in daily
normal education.
Of course, ODL exploits various remote teaching techniques, including hypermedia,
interactive
communication networks, and all the intellectual technologies available in cyberculture.
In this context, the teacher has to inspire the exchange of knowledge and collective
intelligence
between his students rather than dispensing information unidirectionally.
The second reform has to do with the recognition of acquired knowledge.
In his book "L'idéographie dynamique" (The dynamic ideography) Pierre Lévy
postulates the
existence of a new language that would go beyond the distinction between text and image to
provide a dynamic representation of thought models.
We believe that Lévy's work opens up important perspectives which is why we'd like
to make this
text available here.
To date all language systems have been designed for a static medium.
It would be easy to show that the cinema is not a language due to the fact that it
is not an
interactive medium, that it is linear and that it does not permit expression of abstract concepts, or
only indirectly.
We do not think by making logical deductions or following formal rules; we think by
manipulating
mental models which, most of the time, take the form of images.
Envisage possible scenarios based on these models: consider the standard scenario
provided,
alter the behaviour of the actors, invent other scenarios, etc. and then maybe send the new
scenario back to the originator of the standard scenario or share it with others.
Such tools could help enormously with decision-making, which brings me to another
book "Les
arbres de connaissance" (Trees of knowledge), which I wrote with the mathematician Michel
Authier.
How can you create a virtual reality expressing the whole range of relationships that
the members
of a particular group of people have with one another.
Called the "tree of knowledge", it is a map of all the skills present within
a given community
organised on the basis of the order in which they were learnt.
On the basis of these curricula, a computer charts the skills of the community, not
on the basis of
a re-established theory of knowledge, but on the order in which people have learnt things and the
co-existence of skills in the curricula.
-Ideography could be used as a simulating kit, groupware, software support for the
production of
synthesis films, "tableau de bord", interface man - machine.
Part of the lego pieces would simply be an interactivity tool that would help people
navigate in the
labyrinth.