Constructivist Learning and Mantle of the Expert Pedagogy
A Case Study of an Authentic Learning Activity, the “Brain Game”,
to Develop 21
St
Century Skills in Context
Grace Lawlor and Brendan Tangney
Centre for Research in IT in Education, School of Education and School of Computer Science & Statistics,
Trinity College Dublin, The University of Dublin, Dublin, Ireland
Keywords: Constructivism, 21
St
Century Skills, Mantle of the Expert, Authentic Learning, Collaborative Learning.
Abstract: Making new meanings and relating them to existing knowledge and systems is at the heart of the constructivist
approach to learning. Authentic learning builds on this by exploiting the power of information and
communications technology (ICT) and is often delivered as a project based learning experience. Authentic
learning aligns well with the 21
st
Century (21C) approach to teaching and learning which emphasises the
development of key skills, such as problem solving, creativity and collaboration, along with the mastering of
curriculum content. Against this backdrop this study seeks to explore a particular approach to technology
mediated, authentic, project based, constructivist, 21C teaching and learning which uses the “Mantle of the
Expert” pedagogy from drama education as a way of structuring an innovative learning experience. Mantle
of the Expert learning explicitly uses role-play in which, within an imagined context, learners take on the role
of experts within an enterprise and work together to solve a problem. The “Brain Game” is a model activity
that immerses learners within an authentic context, collaborating with peers to manage a project within
deadlines. Technology is a central element of the intervention as it provides a means for learners to engage in
role-play through email, researching information online and producing deliverables. 144 students aged 13-14
from 11 schools participated in an exploratory case study involving two one-day workshops. The findings of
the study suggest that a technology mediated approach was effective in developing students’ 21C skills and
that “Mantle of the Expert” is an appropriate pedagogy to use in designing authentic learning experiences.
1 INTRODUCTION
Constructivist learning theory argues that students
can learn effectively when engaged in project based
learning, connecting knowledge and ideas while
guided by a teacher in a facilitating rather than direct
teaching role.
Authentic and Project based learning are two
strategies that resonate with Constructivist learning.
Authentic learning is characterised by activities based
on real-life, complex problems without binary
solutions (Lombardi, 2007). Herrington, Oliver and
Reeves (2003) propose that ten unique elements of
design make for authentic learning. These elements
are a broadly defined as: a challenge with real-world
relevance, collaborative learning, reflection,
integrated assessment, an investigation sustained over
a period of time, multiple information sources,
interdisciplinary content, provision for learners to
openly interpret outcomes and a deliverable product.
Project Based Learning (Thomas, 2000) involves
complex tasks, based on a problem or challenge that
engages students in problem solving, decision
making or designing, allowing students to work with
a degree of independence that leads to a deliverable
outcome (Jones, Rasmussen, and Moffitt, 1997;
Thomas, Mergendoller, and Michaelson, 1999).
Additional features of Project Based Learning include
the use of authentic content within the project,
teachers as facilitators (Moursund, 1999), and co-
operative learning (Diehl, Grobe, Lopez, and Cabral,
1999). The Project Based Learning approach lends
itself to the acquisition of 21
st
Century Skills, such as
collaboration, problem solving, etc. (Bell, 2010).
Although a body of literature can be found on
constructivist, authentic and project based pedagogy
and the perceived gains of their application for
learners, translation of these theories to tangible
activities for educators to implement with their
students could be further explored. This study
Lawlor, G. and Tangney, B.
Constructivist Learning and Mantle of the Expert Pedagogy - A Case Study of an Authentic Learning Activity, the “Brain Game”, to Develop 21St Century Skills in Context.
In Proceedings of the 8th International Conference on Computer Supported Education (CSEDU 2016) - Volume 2, pages 265-272
ISBN: 978-989-758-179-3
Copyright
c
2016 by SCITEPRESS Science and Technology Publications, Lda. All rights reser ved
265
presents one such activity model the “Brain Game”
that could be applied to a range of topics to explore
content knowledge and to promote skills
development. This research also considers ways in
which technology and the drama pedagogy Mantle of
the Expert, both integrated in the design of the
activity model, can enhance learning activities that
are constructivist by nature.
The “Brain Game” can be based on any real-life
challenge or project a learner faces. In this study a
school leadership project provided a context for the
activity. 144 students participated in the research
project as part of their involvement with an action
research project focusing on changing school culture
(see www.tcd.ie/ta21). A core element of the project
is a “Leadership through Service” activity in which,
to help develop student leadership skills, each
participating school is required to carry out a
community service project, with the students leading
the venture. Each of the 144 students involved
participated in two training workshops of one day
each, in the Bridge21 learning space on the authors’
university campus.
2 LITERATURE REVIEW
2.1 Authenticity in Learning
Lombardi (2007) proposes that students become more
motivated to learn when learning tasks simulate their
real-life counterparts, as this gives a sense of
authenticity and relevance to learning. A broadly-
defined or ill-structured problem with numerous
possible solutions and interpretations can mirror the
complexities and facets of problems one encounters
in life (Hong 1998). Furthermore, approaching ill-
structured problems has been identified as a crucial
skill for educators to develop with students in their
schools (National Research Council, 1996). Using
multiple sources of information to solve a problem is
an element of authentic learning practice that requires
learners to critically evaluate and compare different
sources of information. This could help to develop
information literacy, a skill which has become a
growing interest for educators (Bruce, 1999;
Eisenberg, Lowe and Spitzer, 2004), and is a
component of the Partnership for 21
st
Century
Learning’s “Information and Media Literacy” subset
(Kay, 2010).
Thomas (2000) offers five criteria to be
considered as key elements of Project Based
Learning.
1. Projects take a central, not an ancillary place in
exploring curricular content.
2. The project is driven by a question or ill-defined
problem.
3. There is a process of constructive investigation
in which new skills and new understanding are
assimilated by the learners.
4. Projects are notably student-driven, allowing for
independence and some degree of choice.
5. Projects are authentic and not “school-like”.
It can be seen, that these criteria for Project Based
Learning share common elements with Authentic
Learning as defined by Lombardi (2007). Of
particular interest is the element of authenticity.
Thomas (2000) elaborates on this potential for Project
Based Learning to be authentic; by the context of the
project work, by the involvement of real-world
collaborators within the area of study and authentic
deliverables or the use of a real-world criteria for
assessing the projects. From his review of research on
Project Based Learning, Thomas (2000) observes that
students can find the challenge of self-directed
projects rewarding, particularly in such areas as time-
management and using technology effectively.
Another method of creating authenticity within
learning could be to actively engage learners and
teachers in role-play. Although role-play´s potential
as an aspect of project-based or authentic learning
remains to be fully explored, benefits of role-play in
learning have been long established (Blatner, 2013).
It is suggested that when engaged in role-play,
learners can apply content in a relevant context,
engage in decision making by adopting a new persona
and see the relevance of their learning for handling
real-world situations.
2.2 Mantle of the Expert
Mantle of the Expert is an inquiry based approach to
teaching and learning from the field of drama studies
(Heathcote, 1994). Students reach learning outcomes
by assuming roles as “experts” within an imagined
enterprise to solve a problem. It is proposed by
Heathcote (1994) that by taking on roles as experts,
children can experience the kinds of responsibilities,
challenges and problems that adults do in the real
word. In Mantle of the Expert learning, problems are
framed as professional tasks so that learning has a
relevant and immediate purpose (Aitken, 2013).
Abbot (2007) considers the crucial role of the
teacher in Mantle of the Expert learning - teachers
must structure tasks effectively. In this way teachers
are positioned as enablers of knowledge rather than
givers of knowledge (Heathcote and Herbert, 1985).
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As well as presenting the context, the teacher’s role is
to maintain an element of tension by facilitating
further problems to be addressed as part of the main
task. These problems can either occur naturally as
discovered by the learners through their interactions
or can be strategically introduced by the teacher. This
element of tension and problem solving adds
authentic depth to the task, and furthermore scaffolds
students to realise the complexity of learning in the
real world (Aitken, 2013).
The Mantle of the Expert pedagogy proposes
more than just role play: learners are given status as
experts and this expert “mantle” of leadership,
knowledge, competency and understanding will grow
around the child as they work in an imagined context
(Aitken, 2013). For the development of skills and
acquisition of knowledge to occur successfully, the
teacher must prepare the ground carefully, combining
the core elements of Mantle of the Expert.
Although the Mantle of the Expert approach is
validated by studies of its application across the
primary level curriculum (James and Lewis, 2012),
there is vast potential to explore its viability as a
pedagogy for second level. Moreover, the use of
technology as a tool within Mantle of the Expert has
yet to be considered meaningfully. Integration of
technology with Mantle of the Expert could be an
interesting development of the pedagogy for the 21
st
Century.
3 RESEARCH FOCUS
This study explored the potential for developing 21st
Century skills within the context of a Mantle of the
Expert inspired, technology enhanced intervention,
called “Brain Games”. The approach fostered critical
thinking, collaboration, digital literacy and
communication. The activity involved: collaborative
working, real world information sources, authentic
deliverables, role play through email, ill-defined
problems, sustained pressure to meet deadlines,
critical thinking, digital literacy and communication.
The intervention was carried out using the
Bridge21 model of team-based technology-mediated
learning in a purpose designed learning space on the
authors’ university campus (Lawlor, Conneely and
Tangney 2010). The Bridge21 model has been shown
to be suitable for: fostering intrinsic motivation
(Lawlor, Marshall and Tangney 2015); promoting the
development of the 21
st
century skills of
collaboration, communication etc. (Johnston,
Conneely, Murchan, Tangney 2015); supporting peer
learning (Sullivan, Marshall, Tangney 2015) and
delivering curriculum content (Tangney, Bray and
Oldham 2015, Wickham, Girvan and Tangney 2016).
With its emphasis on teamwork, use of technology
and fostering skills Bridge21 offers a very suitable
pedagogical framework, and learning space, in which
to implement the “Brain Game” activity.
Within the study, the following questions were
addressed.
How did the use of technology enhance the
Brain Game intervention?
Which distinct skills were addressed and
developed in the intervention?
How authentic was the experience for
participants in relation to the real community
projects they faced?
4 RESEARCH DESIGN AND
METHOD
144 students aged 13-14 from 11 schools attended
two stages of “Brain Game” workshops in the
Bridge21 learning space on campus as part of their
training for implementing community service
projects.
Stage One workshops introduced the participants
to the nature of community or school service projects.
After icebreakers it was explained to the teams (4
students per team) that for the remainder of the day
they would be taking part in an activity designed to
simulate the process of planning, researching and
developing a school based community service
project. As such projects typically happen over a
number of months the 2 hours dedicated to the
activity during the workshop reflected two months of
real time with approximately 30 minutes in the "Brain
Game" correlating to a month. It was explained to the
participants that each "month" had a number of
deadlines - such as gaining permission from the
Board of Management for their project, and
submitting monthly progress reports. Teams were
instructed that all communication they needed to
make during the activity should be done through
emailing "The Brain" which provided all outside
world contact such as school staff, sponsors, potential
guest speakers etc. Each team had two desktop
computers at their disposal to send emails and
research any information required online. (Teachers
fulfilled the role of the “Brain”).
At the end of the “Brain Game”, teams presented
on their experience to their peers, highlighted what
they had managed to achieve and the challenges they
had encountered.
Constructivist Learning and Mantle of the Expert Pedagogy - A Case Study of an Authentic Learning Activity, the “Brain Game”, to
Develop 21St Century Skills in Context
267
The Stage Two workshops were held two months
later. In that time the school groups were encouraged
to discuss and explore potential projects they would
like to take on. The depth of this exploration varied
between schools but all school groups arrived at the
stage two workshops with chosen topics for their
projects and these were the focus of planning for the
day.
Following the initial ice-breakers and team
building exercises, the participants were again
divided into teams of four. Participants were
reminded about how the "Brain Game" worked,
which was similar to Stage One except this time each
team was responsible for their own activity and
regularly communicating with their larger school
group. The inter-team communication was facilitated
by "monthly" school committee meetings with
representatives from each small group meeting to
compile a progress report to send (via the "Brain") to
the board of management. The sub-committee design
of the stage two "Brain Game" was introduced to
offer the participants some experience of managing
an expansive workload by breaking into smaller
teams, each responsible for a specific area of the
project.
5 DATA COLLECTION AND
FINDINGS
Data collection was structured as follows: direct
observation during the workshops; post workshop
questionnaires following both workshops (n=100 and
n=123 respectively) and focus group interviews (n=2)
following the implementation of the participants´
community service projects. This provided an
opportunity for each data collection stage to influence
the design of the next as illustrated in Figure 1.
Figure 1 : Data Collection Timeline.
Questionnaires were comprised of statements
with Likert scales and open response spaces to justify
or comment on Likert choices. An open coding
process was used to extract codes from these open
responses and grouped by four emergent themes;
ICT skills development.
Intervention being realistic or life-like.
Relevance to actual community service
projects.
Other skills development.
5.1 Participants Perceived Value of
Experience
When asked to indicate their perceived value of the
experience of the “Brain Game” intervention in both
workshops students gave a significantly positive
response (n=123) with 118 responding with “Very
Valuable” or “Valuable”. When asked why they
answered as they did, 94 participants provided
responses. 36 referenced working on a team with
students from another school being worthwhile. 28
mentioned reality or real-life and how they felt that
this workshop had prepared them for either the reality
of the community project they faced, other named
projects or generally coping under pressure. Although
these two reasons emerged as the most commonly
shared amongst the participants, there were a variety
of other reasons students found this experience
valuable including the use of technology. It was also
mentioned that the workshops were fun or enjoyable.
Open responses speaking to this theme included
the following.
Great questions by brain like real life.”
”It helps you to be a better leader, to
communicate with others and to organise things”.
5.2 Participants Perception of
Technology in Intervention
When asked how useful they considered the
application of computers in both workshops, 111
participants chose “Very Useful” or “Useful”
(n=123). The most prevalent theme that emerged
from the open responses was the beneficial use of
email within the intervention. This could reflect both
the basic act of emailing and the more challenging
skill of using email as a means of formal
communication. What the researcher considers to be
a more relevant issue is that at beginning the
workshops participants did not display experience in
using email as a means of formal communication.
Teacher and mentor observations as well as the
researcher’s analysis of email exchanges at Stage One
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workshops noted the participants’ lack of
understanding on how to structure a formal
correspondence in email. For example crucial pieces
of information were omitted, text-speak and
inappropriately casual language were used. It was
conveyed in the focus group interviews that
participants’ were using email with some degree of
success in communicating with stakeholders in order
to implement their real community service projects,
which could suggest a transfer of some formal
communication skills. Participants said:
“It helped me organise things like emails for
events.”
“It´s how you communicate with companies”
“Because we got some questions from teachers
and gave us ideas”.
Other responses on the use of computers
mentioned how they could access online information
during the intervention using the computers:
“We had access to a lot of useful information and
we could make better decisions with this”
“We needed to estimate the prices of things we
needed to get.”
From focus group interviews there was some
evidence that participants were accessing information
online to research and develop their real community
projects.
5.3 Potential for Skills Development
The analysis of stage one data suggests that the
students perceived themselves as has having
developed four main skills: teamwork; leading
projects, using computers to help plan and organize
projects and presenting ideas to others. In stage two
questionnaires, the participants were asked to indicate
on a Likert scale to what extent they felt they had
developed each of these skills.
Figure 2 : Participants perception of skills developed during
the workshops.
In the “Brain Game” intervention, participants’
were working together towards a shared outcome,
sharing responsibilities by taking on roles within the
team and supporting one another. Therefore, it was
unsurprising that participants’ self-reporting of
developing skills in collaborative working emerged
strongly from the data. This was further supported by
the results of the Likert scale shown in Figure 3
above. Regarding communication skills, it is not
absolutely clear whether participants meant that they
gained experience from the internal communications
of their team within the workshops, their
communications with the “Brain” or by presenting
their ideas and experiences to others. The authors
suggest that it likely to be a combination of all three.
In the two focus groups participants mentioned
instances of communicating either with their peers or
with external stakeholders to implement their real
community projects and related this back to skills and
experience they had gained from the workshops.
Two focus group interview, with small groups of
students, were conducted by the researcher two
months after the stage two workshops. These
interviews provided an opportunity to further explore
the finding of the stage one and two questionnaires.
During this time the interviewees were engaged in
implementing their real community service projects.
The interviews were semi-structured and focused on
participants’ experience of the intervention and
implementing the real projects. Emergent themes
from the interviews included a perceived transfer of
skills from the intervention to the real projects and
how realistic they felt the “Brain Game” was as an
activity:
“It helped us in my opinion really much because
we got advice and how to work as a team and how to
plan and organize stuff.”
You felt like you were actually proper working in
an office.”
It makes you feel like really grown up or
something.”
6 DISCUSSION
Based on analysis of data collected, the authors
contend that the “Brain Game” intervention provided
a valuable authentic learning experience for
participants. Findings suggest that through their
experience of the workshops the participants
evidenced increased confidence in their ability to
implement their community service projects, in
working in collaboration with their peers and had a
greater sense of independence. There was also strong
Constructivist Learning and Mantle of the Expert Pedagogy - A Case Study of an Authentic Learning Activity, the “Brain Game”, to
Develop 21St Century Skills in Context
269
self-reporting that they had developed skills in
collaborative working, communication skills, critical
thinking and digital literacy, through their
engagement with the ”Brain Game”. Some evidence
suggests that for at least the focus group participants
that these skills transferred to their work on the
community service project.
6.1 Use of Technology
A consistent theme, throughout the data collected at
all three stages, was the participants’ perception that
they had gained skills in using computers – c.f. Figure
2. This acknowledgement of developing general ICT
skills was not always elaborated upon by the
participants but data suggests that this is related to the
summation of all ICT experience encountered by the
participants during the workshops including
emailing, researching information and other skills in
document editing etc.
Arguably, the most significant contribution
technology made in the intervention was to enable an
authentic role-play through email. An issue, strongly
emerging from qualitative data, was that the
intervention was “realistic” therefore allowing
participants’ to immerse themselves in the simulation.
An “imagined context” to develop authentic skills and
knowledge is at the core of the Mantle of the Expert
teaching pedagogy (Heathcote and Bolton, 1994) in
which learners adopt the role of experts within an
enterprise to solve a problem framed and sustained by
their teacher. The research suggests that this element
of belief or investment in the simulation on the part
of the participants could not have been as strong
without email providing a platform for role-play
exchange between the participants and their teachers.
A significant theme from the qualitative data is
that participants felt that they had gained experience
in emailing as a result of the workshops. This could
reflect both the basic act of emailing and the more
challenging skill of using email as a means of formal
communication.
Participants suggested that they had learned how
to send an email and this is supported by observations
during the Stage One Workshops where a number of
participants initially had issues with attaching
documents and sending mail. Although not a question
asked directly of participants in questionnaires, this
suggested that the many of participants were
unfamiliar with the basic procedures of email. This
echoes the findings of (Bennett, Maton and Kervin
2008) that young people are not always the
technically sophisticated “digital natives” they are
sometimes assumed to be. Aside from knowledge of
the mechanics of email, the participants’ lack of skill
and experience in structuring formal correspondence
emerged as an interesting finding from the study and
suggests that the typical protocols which adults apply
to the use of email may not map to adolescents, as
participants tended to initially transfer a style of
language used in communication technologies
familiar to them such as texting and social media
messengers to formal email correspondence. Van Der
Meij and Boersma (2002) caution that pre-adolescent
understanding and perception of using email is
removed from its typical adult business usage. A
further study could isolate and give further
consideration to the components of formal
communication skills developing in relation to the
intervention.
Exchanges with the “Brain” prompted students to
seek out information online, with participants’
engaging in tasks such as quoting prices of materials
they would need for their project or finding out the
opening hours of venues. Observations of participants
at the Stage One Workshops implied that although
certainly capable of searching for information online,
participants lacked the higher order skills to assess
and consider which sites would be more relevant,
appropriate or helpful. The mentors, who helped the
teams during the workshops, provided some support
in this regard by suggesting types of websites to
participants. From the focus group interviews,
participants acknowledged the transfer of the skill of
finding information online in the workshops to the
implementation of their real community projects,
asserting that it was something they could do “for
themselves”. It also empowered learners to actively
seek out information, rather than rely on a teacher to
provide it. This kind of autonomy and self-direction,
through which internet access can empower students,
has been identified by (Mitra and Dangwal, 2010) as
having powerful potential in learning.
In a further study, this aspect of developing digital
information literacy could be investigated to a greater
extent.
6.2 Skills Development
At all stages of data collection, the participants made
reference to skills that they perceived they had gained
of as a result of their participation in the intervention.
These skills were referred to in the context of general
personal awareness of a rise in confidence and
personal reflection on the sense of attainment of these
skills.
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6.2.1 Collaborative Work
Collaborative working is considered a key “learning
and innovation skill” within the Partnership for 21
st
Century Skills framework (Kay, 2010) and is a core
element of the Bridge21 learning model. Following
the use of technology, teamwork was reported by
participants as the second greatest area of skills
development. In addition to acknowledging the
development of collaborative working skills, many
participants also offered reasons why they thought
this skill was important to develop in relation to work
and college. An interesting point to note was that the
students mentioned the future beyond school and not
school itself when recognising the need to develop the
skill of working collaboratively. This may point at a
lack of opportunity as perceived by students to work
collaboratively at school, and also the participants
own understanding of the ability to collaborate as a
life skill.
6.2.2 Communication Skills
The “Brain Game” intervention afforded participants’
an authentic opportunity to develop their
communication skills in the areas of interpersonal
communication, presentation in public and formal
writing. In both Stage One and Stage Two post-
workshop questionnaires there was self-reporting on
the development of these skills. There was also some
evidence of the transfer of these skills from the
workshops to the participants’ implementation of the
real community service projects as reported in the
focus group interviews The researcher contends that
a further study could isolate and examine the different
opportunities for developing communication skills
that the intervention affords, in particular the concept
of formal correspondence.
7 CONCLUSIONS
The findings of this study suggest that the “Brain
Game” intervention was perceived by participants as
a valuable and engaging learning experience.
Furthermore, participants self-reported the
development of key constructivist skills including,
collaboration, communication, and digital literacy.
While follow up focus group interviews suggested
that the “Brain Game” served as an impetus for
putting these skills into practice with the real
community projects. But the workshops were more
than a practice run. Fundamentally, the “Brain Game”
immersed students in an authentic context within a
team of peers to solve a problem. This immersion
scaffolded the development of skills and knowledge
needed for their real project by the learners through
their engagement with the task. While this
implementation can be considered as a positive
endorsement of the “Brain Game”, an advanced
exploration of the method applied to a number of
learning contexts would give greater validity and
reliability to the findings. Within the bounds of this
study, the “Brain Game” is presented as an innovative
model for authentic learning, greatly enhanced by
technology as a means of role-play, sourcing
information online and working within deadlines to
produce deliverables. Students both enjoy and value
learning of this nature as they can gain greater
confidence to manage projects and develop necessary
skills for 21
st
Century Society.
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