Improvisation (Ciborra 1999)
situated performance where thinking and action emerge simultaneously
improvisation seems to be ruled at the same time by intuition, competence, design and chance
This PowerPoint helps students to consider the concept of infinity.
Collaboration and improvisation
1. … or the difficulties of real world experiments
Based on Voigt (2008) 19th Australasian Conference on Information
Systems
2. Research context:
Distributed Learning
Understand the variety of current learning processes
Extend conceptualisation of online collaboration
Promote purposeful and efficient use of rich media
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3. Existing research
Media richness theory (Daft , Lengel & Trevino 1987),
Ability to support different types of communication objectives
Media synchronicity theory (Robert & Dennis 2005)
Ability to concurrently engage communication partners
No-significant difference phenomenon (IDECC 2004)
Scripts (Dillenbourg 2002)
Increase desirable interactions and decrease ‘unproductive’
interactions
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4. Logics of explanations
Scripts only intermittently used
Scripts were frequently adopted
‘Irregularities’ often decisive for successful case
discussions
What kind of logic could explain these changes?
Formal logic based on causal relationships
Informal logic based on argumentation
Practical logic based on practice
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5. Logic of causality:
Following a script
Scripts are idealised processes that
(a) increase pedagogically desirable activities and
(b) decrease ‘unproductive’ interactions
Assumption of generalizable ‘best practices’
If scripts are too complex they defeat the purpose of
supporting learning
Check list vs framework (or scafold)
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6. Logic of practice:
Polychronicity & Improvising
Polychronicity means being involved in multiple, related or
unrelated activities at one time
Polychronicity ensures flexibility by re-evaluating the
objectives and benefits of an activity
Improvisation (Ciborra 1999)
situated performance where thinking and action emerge
simultaneously
improvisation seems to be ruled at the same time by intuition,
competence, design and chance
Examples
Addressing issues as they emerge
Using tools and opportunities as the
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7. Conclusions & Outlook
Explore new formats to research and evaluate the use of
technology in evolving communities
Design research
Design Patterns
Design Thinking
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8. References
Ciborra, C. U. (1999). Notes on improvisation and time in organizations. Accounting,
Management and Information Technologies, 9(2), pp.77-94.
Daft, R. L., Lengel, R. H. & Trevino, L. K. (1987). Message Equivocality, Media Selection,
and Manager Performance: Implications for Information Systems. MIS Quarterly, 11(3),
pp.355-366.
Dillenbourg, P. (2002). Over-scripting CSCL: The risks of blending collaborative learning
with instructional design. In P. A. Kirschner (Ed.), Three worlds of CSCL: Can we support
CSCL? (pp. 61-91). Heerlen: Open Universiteit Nederland.
IDECC. (2007). "No Significant Difference" Web Site. [viewed 01.052006 from http://
www.nosignificantdifference.org/].
Robert, L. P. & Dennis, A. R. (2005). Paradox of richness: a cognitive model of media
choice. Professional Communication, IEEE Transactions on, 48(1), pp.10-21.
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