Springing forth…this paper outlines our creative enquiry into the drawing game Network Drawing, considering its potential application as a meta-learning tool for group work. We offer a brief history of the development and application of the game in our creative practice, teaching and beyond. We describe our ethos and evolving research methodology, pointing speculatively to a web of relevant theory. We then report on our workshop activity at conference and debate questions arising from the experience and feedback gathered. Reflecting on this we consider the use and value of the term meta-learning and contextualise the workshop experience and feedback in relation to the term. Lastly we offer an invitation to those interested to play the game with others and to reflectively engage with the developing network of participant researchers interested in this practice. This is very much a work-in-progress, and so may it remain…
Scanlon&Grivell
Original Title
Network Drawing: A Meta-Learning Tool? University of Brighton Learning & Teaching Conference 2013 Post-Conference Paper
Springing forth…this paper outlines our creative enquiry into the drawing game Network Drawing, considering its potential application as a meta-learning tool for group work. We offer a brief history of the development and application of the game in our creative practice, teaching and beyond. We describe our ethos and evolving research methodology, pointing speculatively to a web of relevant theory. We then report on our workshop activity at conference and debate questions arising from the experience and feedback gathered. Reflecting on this we consider the use and value of the term meta-learning and contextualise the workshop experience and feedback in relation to the term. Lastly we offer an invitation to those interested to play the game with others and to reflectively engage with the developing network of participant researchers interested in this practice. This is very much a work-in-progress, and so may it remain…
Scanlon&Grivell
Springing forth…this paper outlines our creative enquiry into the drawing game Network Drawing, considering its potential application as a meta-learning tool for group work. We offer a brief history of the development and application of the game in our creative practice, teaching and beyond. We describe our ethos and evolving research methodology, pointing speculatively to a web of relevant theory. We then report on our workshop activity at conference and debate questions arising from the experience and feedback gathered. Reflecting on this we consider the use and value of the term meta-learning and contextualise the workshop experience and feedback in relation to the term. Lastly we offer an invitation to those interested to play the game with others and to reflectively engage with the developing network of participant researchers interested in this practice. This is very much a work-in-progress, and so may it remain…
Scanlon&Grivell
Claire Scanlon & Paul Grivell - Northbrook College, Sussex
We never observe the source, nor the springing forth, but only what is outside the source, the source becomes reality external to itself and always again without source or far from source. Maurice Blanchot (1971)
Abstract Springing forththis paper outlines our creative enquiry into the drawing game Network Drawing, considering its potential application as a meta-learning tool for group work. We offer a brief history of the development and application of the game in our creative practice, teaching and beyond. We describe our ethos and evolving research methodology, pointing speculatively to a web of relevant theory. We then report on our workshop activity at conference and debate questions arising from the experience and feedback gathered. Reflecting on this we consider the use and value of the term meta-learning and contextualise the workshop experience and feedback in relation to the term. Lastly we offer an invitation to those interested to play the game with others and to reflectively engage with the developing network of participant researchers interested in this practice. This is very much a work-in-progress, and so may it remain
Key words: drawing, network, meta-learning
Origins Network Drawing sprang out of a need to think visually in a complex, collaborative photo-editing task that involved looking for connections between images. It seemed a good idea to record the process by using a line to connect images, which then became nodes in an unfolding network of lines.
Somehow, the collaborative drawing process and the compelling image of an unfolding network hi- jacked our interest. This discovery happened to coincide with the start of a collaborative art project centring on ideas of growth. In establishing and co-ordinating a group of a dozen or more artist- participants we began to use Network Drawing as an induction and warm-up activity at each meeting of the group. An account of the process and an archive of the images generated in this phase are available at: http://isthismybeginning.com/network_drawings.html.
Playing The Game To encourage interested readers to constructively engage with Network Drawing beyond this article we offer an on-line Prezi presentation link to contextualize the game. This link offers a succinct outline of the mutable rules, whilst pointing to a number of practical issues you may wish to consider if intending to play with others. It also gives a synopsis of much else in this paper.
This open educational resource is public, free and re-usable under a Creative Commons Attribution- NonCommercial-ShareAlike Licence.
Screenshot of Network Drawing Prezi
Methodology, Ethos & Scope The boom in network research is part of a general shift, beginning in the second half of the twentieth century, away from individualistic, essentialist and atomistic explanations towards more relational, contextual and systemic understandings. Borgatti and Foster (2003)
Networked Slime Mould - Dept of Plant Sciences, Oxford University
The network is the iconic signifier of our social, communication, organisational and security systems. As a paradigm it exemplifies an epistemic shift in our world consciousness. As a model of practice the network informs our work methodologically, in process and in outcome. Hence we conduct this research (anti) project generatively and socially; it is co-researched, open-sourced and open-ended. If youre looking for an answer to our questioning title we invite you to help us find it
So far we have referred to Network Drawing as a game, though in many respects this description is misleading as the activity doesnt conform to many of the normal conditions and expectations of gameplay. There are no winners or losers, the rules are mutable and the activity of drawing could last indefinitely. Depending on the context in which it is played it could be described as an exercise, an ice- breaker, a meditation, occupational therapy or simply a past-time. It is a process with an outcome, both of which may be reflected upon.
Since its inception as a graphic organiser and its subsequent development as a structuring event in the context of an art project, we and others have played the game with many different interest groups. We have also taken it on the road to the Drawing Research Network Conference 2012 - Drawing in STEAM, where we explored it in collaboration with a programmer and played with participants from a range of disciplinary backgrounds.
Along the way we have informally enlisted a growing constituency of participant researchers and maintain communications with this group through social media in the form of an open facebook group.
A number of our collaborators have reported back positively on drawings made in a range of contexts including: Art School, Call Centre Training, Care Home residents with dementia, autistic children, down the pub with friends, and at home with children on a wet Sunday afternoon.
As a result of these experiences we are struck by the potential for further research and development in the following fields:
the pedagogic - with students and staff across a broad range of subject areas the therapeutic - in care/social work with specific groups and dementia patients in creative practices - with artists, designers, crafts people and programmers in organisational/change management/staff development
As researchers we are interested in the bricolage (Kincheloe & Berry 2009 Levi-Strauss 1962 Schwitters 1933) and Actor Network Theory (Callon, Latour, Law circa 1980), as research (art) forms that approach the problem of complexity from differing points of entry. We aim to tease out and test their relative methodological similarities viz thick description, and their differences in and of interpretation. To this end we have positioned Network Drawing as our Point Of Entry Text or POET (Kincheloe and Berry 2009) through which we are networking our literature review across a range of disciplinary and interdisciplinary boundaries in order to situate our research practice in a broad and ever expanding theoretical eco-system - though we hasten to add that we are curious visitors in many of these fields and as such may have a curious take on some.
Thinking Through the Body Embodiment in learning has been a key aspect of our previous research (Scanlon & Grivell 2012, Scanlon & Grivell 2011) and it continues to be so in our hypothesis on Network Drawing.
In brief, we draw on developments in cognitive science and philosophies of consciousness such as enactivist theory (Maturana & Varela 1998), which re-situate and embody cognition outside of the brain and in the world (No 2009). No explains how our body schemas are extended through the use of tools and how we think and learn by doing. We connect this line of thinking to ideas of distributed consciousness (Salomon 1997) and the canon of constructivist pedagogy (John Dewey, Carl Rogers etc). The interdisciplinary formation of Somaesthetics (Shusterman 2012) has also come to inform our thinking and doing in its pragmatic re-evaluation of the bodys importance in philosophies of self- knowledge. Shusterman draws attention to a mind in the body culture in eastern philosophy, contrasting it with the traditional western philosophical binary of mind and body.
Drawing is a physically active form of engagement with the world - it can engage the whole body, especially if one is standing and moving around, as is often the case when making a group Network Drawing. Crucially in the playing of a Network Drawing game participants leave a trace of their action as sign, describing the paths taken in the space of drawing and the encounters/intersections made with the traces of other players in the unfolding structure.
Angela Rogers (2008) posits many of the underpinning arguments for drawing in a social context relevant to our own study, arguing for,
a reassessment of the relationship between drawing and identity, a move from reading drawing as primarily individual acts of self-expression to a consideration of drawing as a social act of connection and identification. Rogers (2008)
Though we emphasise that there are no specialist skills involved in network drawing it is still relevant to conceive of drawing as an expressive act of cognitive mapping. Petherbridge (2010) points to,
...the simple real world equation that linear drawing is a record of movement that implies movement, a reciprocity that means that every drawing invites a spectator and an interpreter. In the sense that a line is a conduit of meaning or ductusThe linear paths that the spectator/interpreter perceives or infers in the drawing constitute cognitive mapping. Petherbridge (2010)
Furthermore, she makes evident that in drawing,
the contiguity between the action of drawing and the resulting trace as sign for that action is loaded with as Barthes put it an energon, a labor which reveals - which makes legible - the trace of its pulsing and expenditure. Petherbridge (2010)
In the context of the network drawing game an individual's linear path maps not only their particular journey through the increasingly complex network of lines but also their willingness or ability to connect with the unfolding structure. We contend that this capacity may provide opportunities for individual reflection on meta-learning in group work.
Meta-Learning - Mapping the Debate In education the concept of meta-learning is primarily attributed to Maudsley (1979) who described it as,
the cognitive process by which learners become aware of and increasingly in control of habits of perception, inquiry, learning, and growth that they have internalized. Maudsley (1979)
Thus it is premised on two key processes for learners; the development of self-knowledge of their learning, and their movement to take control of that learning (Biggs 1985). This development of skill in learning is distinct from conventional learning skills offered to support students.
However, assumptions about the capacity for meta-learning tools to diagnose and improve learning may themselves be questioned.
'good' learning is not necessarily synonymous with reflecting upon learning or having consciousness of one's learning strategies. Correspondingly, poor learning strategies can be deeply embedded and therefore difficult to manipulate...problematic learners do not necessarily improve their study strategies just because they are alerted to these strategies andin many cases, problematic learners lack the very awareness of how to go about study in a more effective fashion. Connolly & Ward (2010)
Given this paradox Connolly and Ward assert that meta-learning's utility is very much predicated on the context of support that surrounds it: a position we endorse.
Nonetheless meta-learning is big business. Go google the term and you encounter a growing industry of business consultants selling meta-learning solutions for team building, for optimising efficiency and maximising profit. These solutions queasily adopt western and eastern philosophies to persuade the business and education communities of the value of training in meta-learning, or MLP (meta-learning programmes). They include established tools such as the Reflections on Learning Inventory (RoLI), Belbin Team Roles Report, the VARK Guide to Learning Styles, and the contentious positivity ratio offered by Losada Line Consulting. Most rely on text-based questionnaires to determine their solutions. Without entering into a sustained critique of these textual, question-based, test orientated meta-learning tools one need only look at their websites to recognise that the visual and somatic are not significant components of their methods, despite some recognition of the importance of these aspects in learning.
Further, the psychometric operationalism of most proprietary meta-learning tools results in quantitative and prescriptive solutions that are highly contestable in their generalisations when applied to the unique, specific circumstances and histories of real, individual learners and their subjects of study. These prescriptions are derived from pre-programmed algorithms applied to responses to a sequence of closed text-based questions that tie a range of respondents habits and behaviours to their learning propensities. Whilst some proponents recognise this as a problem in their accounts of how to interpret and apply the results of inventories or tests, they still offer up a seemingly conclusive, statistically based account of the individual respondents propensities in their approach to learning.
Beyond the specific problematics of operationalism, when meta-learning theory is reviewed in the light of cognitive science, we encounter human beings biological and cultural pre-disposition to avoid self- awareness.
This special situation of knowing how we know is traditionally elusive for our Western culture, We are keyed to action and not to reflection, so that our personal life is generally blind to itself. It is as though a taboo tells us: it is forbidden to know about knowing Maturana and Varela (1987)
Using the example of the blind spot in visual perception Maturana and Varela remind us that under normal circumstances we do not see that we do not see in that part of our visual field, and that it takes a simple optical test to make present this discontinuity in our perception of the world.
see http://en.wikipedia.org/wiki/Blind_spot_(vision)
It may be that we need meta-learning tools to enable us to recognise our blind spots in learning, but we suggest that such tools need to be enactive, given our understanding that learning is not simply taking place in the learner but in their co-existence with others and the environment, which of course includes the meta-learning tool itself.
Reflections In & On Network Drawing As a visual and somatic practice Network Drawing offers multiple dimensions for reflection in and on the game: from becoming aware of ones levels of emotional and physical comfort or discomfort in the process of drawing with others, to noting ones attitude to the rules, to drawing per se, and the pace, range and quality of line drawn. All of these attributes can speak volumes to those able to access them. However, it is also evident that tacit feelings and knowledge (Polyani 1967) can be made more available to consciousness if they are brought into language and shared with others (Rogers 2008).
In speculating about Network Drawing as a meta-learning opportunity we have used video recording to produce a supervisory perspective, enabling participants to step-back from the action and see themselves as other, in a kind of action re-play.
Screenshot of facebook page with video of network drawing activity and comments from participants
This critical distance is also achieved by simply moving the drawing from the horizontal plane of action to a vertical plane of reflection, where the face-to-face perspective pre-disposes us to interrogate and reflect.
Making a drawing (in the horizontal plane) - Network Drawing Workshop, University of Brighton Learning & Teaching Conference 2013
This shift allows a move from the self-centred action of the micro, to a consideration of the macro bigger picture. Participant response at this stage is often characterised by an appreciation of the aesthetic appearance of the drawing, its spatial qualities for instance and even a sense of pride in its production.
Colour & B/W Network Drawing Outcomes (in vertical plane) - Network Drawing Workshop University of Brighton Learning & Teaching Conference 2013
In structuring the University of Brighton Learning and Teaching Conference Network Drawing Workshop we conducted two simultaneous games, with one group using coloured pens to enable individual paths to be identified, whilst the other group used black pens only. We also videoed one game from overhead, intending to play back and discuss the process, though time didnt permit this on the day. Lo-fi version viewable here: https://www.facebook.com/groups/186066274882991/ - !/photo.php?v=10152855508635171&set=o.186066274882991&type=2&theater
To address the specific question of whether Network Drawing may facilitate meta-leaning in group work we also introduced a spatialised key word prompt sheet as an aid for the reflection process, with the possibility for participants to connect, cross out or add in words, and make additional comments.
Completed prompt-words map reflection/evaluation form
Words added in by participants were: addictive thought-provoking beautiful silly tedious balanced bollocks embarrassing ownership pressure conform compulsive choice play game overthrow chase rules agitation aggression difference sameness challenge display hide ego therapeutic liberating meditative nodal-relationships scratchy
Given the HE academic context for this workshop our participants were all likely to be highly successful learners, so we anticipated a level of informed critical response. What surprised us was the degree of polarization and strength of feeling in those responses.
One participant in the B&W drawing remarked afterwards that as ones line became submerged with others it made it possible for people to act more independently or disruptively than in the colour drawing, suggesting that where individuals lines were subsumed in the overall picture it was easier to get away with non-compliance and disruption. Alternatively it may also indicate a need to assert individuality and difference, whereas when individuality is preserved in co-operation there is less need to assert difference. Thus network drawing can reveal attitudes to co-operation.
One particular area of interest is in participants interpretation and/or response to the rules and expectations of the game. The range of deviation from the rules varies depending on the cause, with any confusion about the rules at the start of the game generally becoming clarified through observation of the action. But at its most extreme the individual asserts their non-conformity by disregarding both the concept and the image of a network in order to display their own path. We have seen this behaviour most often when drawing with other artists whose need to assert individuality can be pressing.
In his interdisciplinary study On Creativity David Bohm (2004) suggests that our normalised mentality is that of a self-sustaining confusion,
when the mind is trying to escape the awareness of conflict...in which one's deepest intention is really to avoid perceiving the fact, rather than sort it out or make it clear. Bohm (2004) The resulting drawing makes evident this self-sustained confusion as a visible line. (see B&W drawing on the right above) In deliberately misinterpreting the rules or maintaining a non-conformist approach, individuals may be seeking to avoid the internal conflict that arises when being asked to work collaboratively with others.
One participants feedback helped us understand that although many remarked on similarities with physical ice-breaker type games such as twister, the group momentum or directional flow around the drawing space left her feeling rather isolated as she was swept along, rather than enabling her, as others were, to find opportunities for sociability. Whether this observation was useful to her in bringing to mind the tension between co-operation and compliance in group working, it certainly made us aware of the potential for negative affect in the activity.
Participants wrote that they found the game calming, meditative, pleasurable, addictive, compelling, liberating, exciting, thought-provoking and engaging. Others also found the activity irritating for a variety of reasons - one person attributed their irritation to the crowding effect on the overall attractiveness of the drawing, another to the scratchy sound of the pens and yet another to the compliance with the rules of the structure. One participant even expressed outraged skepticism, declaring the activity to be bollocks.
Indeed the paradox of the feedback in this academic context was how to separate the participants critique of the game as a meta-learning tool from their experience of it as a meta-learning opportunity. In other words whether they could see their experience as deriving as much from their prior conditioning, assumptions and theories of group work as from the specific nature of the activity on offer. This is a crucial question for participants to consider if the meta-learning opportunity is to be taken-up.
Certainly there may be a very real danger in interpreting others actions in this activity. We also acknowledge through the ethos of the bricolage method, that our own investment and enthusiasm for network drawing may influence our analysis. This reflexive awareness also endorses our resistance to developing an interpretive schema for application by others. Whatever self-diagnosis or self-knowledge an individual might come to through the game is for them to determine. Hence the work to be undertaken in learning from the experience needs to be done by participants rather than done to them.
Very drawn to the idea that no-one but me will diagnose how I played. Can see the boxes but great that I dont have to tick them. From Participant Feedback Sheet
We also speculate that what Network Drawing gains through its inclusive base-level skill requirement may be lost if it then fails to sustain interest or remain challenging enough to enable a group to achieve flow. Cskszentmihlyi (1975) argues that the experience of flow is best attained in activities requiring high levels of skill and challenge, yet Network Drawing requires no high level skills in drawing. However, experience of the playing in the game suggests that something akin to Cskszentmihlyis account of flow is readily attained, and participants often refer to their absorption in the task and the growing complexity of that engagement as the networked structure grows.
In comparison to established meta-learning tools Network Drawing uses the visual and the kinesthetic as primary means to engage participants. Verbal and written reflection may also be elicited, but we are resistant to an approach that prescriptively diagnoses symptoms and extrapolates solutions from this process of engagement and reflection.
Therefore, whilst we acknowledge the need to bring the experience of Network Drawing into language through contextual guidance and supported reflection, we would eschew its use for categorical diagnosis. Instead we propose that whatever insight becomes available to the participant is for themselves to recognise and work with.
If Network Drawing facilitates the development of meta-learning capacity at all, it is as an opportunity, rather than as a solution. Meantime we continue to play, explore and reflect on this practice through a bricolage and offer up this opportunity to others. Should you wish to play do let us know how it goes
Biographies Claire Scanlon and Paul Grivell work together on photography, media and art programmes at Northbrook College, Sussex. They also collaborate as artists, researchers and writers. Bibliography:
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