Micro-Level Interactions
Micro-level interactions consist of human behaviour and engagement cues that enable both learners and educators to gain a better understanding of their knowledge acquisition. It is an “intensely human, messy process of imagination, invention and learning from mistakes, embedded in a web of human relationships”.
Through the platform, we have created opportunities to engage in these human interactions such as
- Project management task distribution
- Scrolling through the repository page
- Commenting on each other’s work (student-student, teacher-team)
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Micro-Level Interactions: The Human Factor Researchers such as (Hardaker, Smith, 2002, Nonaka et al., 2008, Heisig, 2009, Jakubik, 2011), acknowledge the field of knowledge management has shifted and reached a new phase where the acquisitions of concepts need to be human-focused, mainly people, culture and leadership. To support their claim, Jakubik (2011) defined the microlevel perspective of human behavior and engagement by mentioning the topic of immersion centered interaction based on psychologist Csikszentmihalyi (1991, pp. 88- 89)’s flow theory. Similarly, Senge and Scharmer (2001, p. 247) believed knowledge creation is an
“intensely human, messy process of imagination, invention and learning from mistakes, embedded in a web of human relationships”.
Based on Csikszentmihalyi (1990)’s interpretation of flow experience, individuals share common clear goals towards their experience to which, with interactions allow them to create feelings and these feelings gives them a sense of control on the possibilities of choices. Within the process of knowledge creation at the human level, individuals have an intrinsic motivation, such as a commitment to the learning process and view mistakes and challenges as a way to push their limits and learn.
Similarly, (Senge & Scharmer, 2001, p.24) believes knowledge creation is an “intensely human, messy process of imagination, invention and learning from mistakes, embedded in a web of human relationships. The more firms try to protect their knowledge, the more they risk destroying the conditions that lead to its generation. Organizing for knowledge creation may be very different from organizing traditional competitive advantage.”.
Freedom to Explore
The concept of exploration is to build a semi-chaotic environment with pedagogical intentions for students to explore their own interest and fulfill their needs.
Innovatank presents the information based on challenges rather than through lines and folders. Users have the freedom to explore content, navigate through various resources within the context of learning which we believe enhances creativity when we let our brains breathe.
Let us show you a few features:
- Exploring an educational TV channel
- Exploring other related challenges
- Exploring feedback from various perspectives ( peers, teacher and guests)
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On the practical end, Hardaker & Smith (2002), Li, Lai, & Luo (2016) argued with the increase in information, organizations cannot continue to ignore innovation and knowledge transfer. Very often they seek too much control on the learning process without giving enough freedom to their employees. When building products, initiatives, they should focus on the needs of their staff members. In the same line, Grant & BadenFuller (2000) Jakubik (2008), Wenger & Snyder (2000), mentioned knowledge creation is shifting from a firm oriented to a network and community oriented knowledge process where knowledge is created through peer to peer interactions, commentaries, dialogues and reconceptualization.
“The focus on human is not enough”, mentioned Jakubik (2008), not only does the focus need to be at a micro-level, the scope should be contextual. Wenger (2000), Jakubik, (2008) quotes “. . . groups of people informally bound together by shared expertise and passion for joint enterprise [. . .]”
Missed Opportunities to Learn
The learning process can extend beyond grades and submissions but rather interactions.
We built a platform with the consideration that learning occurs when we watch others and improve our own. We also learn by giving constructive and relevant feedback to others while fostering a loving and caring environment.
Here are a few features showcasing missing opportunities to learn:
- Exchanging ideas to help peers improve
- Aggregating multiple perspectives into 1 place
- Changing Teams and working together
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People in communities of practice share their experiences and knowledge in freeflowing, creative ways that foster new approaches to problems. Researchers mentioned multiple characteristics of communities such that guidance is needed at the beginning, but they can become self-sustained (Cook and Brown, 1999; Tsoukas, 2000; Zboralski, 2009; Sun, 2010), collaborative learning approaches enhance critical thinking (Hardaker and Smith, 2002), individuals become responsible of their own learning where they follow a process of questioning the existence of solutions and assumptions while seeking new possibilities (Fagerholm & Helelä, 2003; Jakubik, 2008).
There are missed opportunities from learners to participate in an exchange of ideas
This is in line with Hardaker, Smith (2002)’s thoughts on a missed opportunity from learners to participate in an exchange of ideas where the appropriate level of interactivity is meaningful.
Experience without the High Cost
An experience can be life changing, we specialize in finding local stories and systemic stories to assist teachers and provide students an opportunity to see the world out there without the extra cost of traveling.
Students learn from real-life industry professionals and even get surprise visits and the top teams visit these professionals in person.
- Students work together to achieve a common goal with the support of educators
- Students have a chance to present to industry leaders
- They can dream it, they can do it because we can guide them through the path
Showcase Video:
Showcase of our visit at Atelier Palestra:
Referring to Inks & Avila (2008), engagement relates to the quality and effectiveness of the learning experience where people learn better when they are fully engaged. It requires students to participate in discussions, reflect on their thoughts, solve problems, and be present in activities by which the learner is required to go through a cognitive process of new information presented.
An effective, high quality context atmosphere requires a lot of monetary investment, by which researchers use technologies such as virtual realities with gamification and strategies to create an enticing environment for students to immerse in and learn. Not only should the environment be attractive but accessible to all those who wish to learn at low cost, otherwise true experiential learning may incur a high cost such as travelling expenses, extended time for readiness to experience, or investment in risky efforts which may not result in the experience intended.
Control of Knowledge
Always on the look out to turn tacit knowledge into explicit knowledge as well as to create a sense of habit and reflex of writing things down and taking action. Overtime, students feel less overwhelmed and continue to extract great insights based on limited amounts of information first, then explores for more creating a highly efficient way of creating knowledge.
Providing feedback while students are creating their masterpiece encourages students to ask questions and improve before their final submissions.
Here are a few examples of these reflexes in action:
- Submitting drafts and receiving support
- Entering peer feedback as we engage in listening to others’ work
- Reusing the best answers to do better in the next round
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Control with an understanding of human factors, contexts of knowledge creation, researchers Stacey (2004), Senge et al. (2005), Gourlay (2006) believe the notion of transformative change is largely unexplored. Gourlay (2006), Harsh (2009) criticized on how explicit knowledge is not always externalized tacit knowledge, but it is the representation of ongoing practices and the ability to exercise control over knowledge over a period of time.
Control of an environment includes the challenge of working with limited information as a survival technique to information overload. Hence the ability of an individual to detect value-added information through a learning-driven process (Cross, 1976) allows knowledge to be useful and reusable which consequently can increase the efficiency of knowledge creation (Hardaker, Smith, 2002), (Harsh, 2009).
Negotiation as a form of active learning
A large part of the process at Innovatank is to present ideas in front of the classroom while providing students with reassurance that they are safe and we are all ears for them.
Providing frequent opportunities for students to present will decrease their stress, and increase their motivation to improve and capture a life-long skill for their careers. Here is a glimpse of the World Case Open, a large-scale event where 50 industry leaders gathered to listen to students’ ideas. We draw a parallel to professional sports, never stop training.
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Student collaboration toward a learning goal draws on elements of discovery, sharing and negotiating knowledge (Kristensen, 1999). Considering those elements, discovery is an exploratory activity of an active learning form where students should construct their own knowledge from material provided by their instructor. Sharing is a requirement for successful collaboration that requires effectively structured cooperation of students. A negotiation is a form of active participation which allows the student to practice their present knowledge and refine it through discussion, evaluation, and reflection (Pirker, Kultima, & Gütl, 2016)). These learning collaboration elements provide significant benefits and opportunities for a deeper understanding of learning material via student self-discovery and autonomy resulting in an increase in motivation and engagement (Kersh, 1962; Saade, Nebebe, & Mak, 2011).
Our Pedagogy
We built a tech platform with purpose and essentials for knowledge creation.
Innovatank is a platform built with pedagogical intentions in the hopes to modernize the way students learn. Our key takeaway is that technology is often overwhelming, yet, there is a lack of focus on true knowledge creation. This platform continues to look at classic knowledge theories and was built since 2016 through 13 scientific experiments.
Here is a list of models:
Integrated Knowledge Acquisition Model (IKAM) (Ly, Saadé, 2018), Technology Immersive Model (TIM) (Ly, Saadé, 2018), Flow (Csikszentmihalyi & Csikszentmihalyi, 1992), Technology Acceptance Model (TAM) (F. D. Davis, 1989), Unified Theory of Acceptance and Use of Technology (UTAUT) (Venkatesh, Morris, Davis, & Davis, 2003), Motivational Model (MM) (F. D. Davis, Bagozzi, & Warshaw, 1992), Cognitive Absorption by (R. Saadé & Bahli, 2004), Nonaka, Toyama, and Konno (2000)’s SECI model.
Organizational Knowledge Creation
Based on Ikujiro Nonaka’s Knowledge Creation Theory, there are two types of knowledge, Tacit (cannot express in sentences such as beliefs, intuition) and Explicit (can be express in written form). By encouraging continuous learning students elaborate on their tacit knowledge transforming them into explicit knowledge through the action of doing. A spiral effect in socialization (discussing), externalization (expressing), combination (learning from others) and internalization (reflecting).
The Flow State
When the challenge is too easy, we get bored. When it is too hard, we lose interest.
Mihaly Csikszentmihalyi describes ‘Flow’ as a state of complete absorption in the current experiences. The Innovatank platform adjusts to each students’ interest through frequent feedback loops and allows students to browse their individual interests.
Bloom's Taxonomy
Through our customized cases, the Innovatank cycle encourages purpose and improvement therefore building higher engagement in the foundational steps of Bloom’s taxonomy in remembering, understanding, applying. Students build habits in analyzing, evaluating through our 360 Feedback. Finally find ease in creating in the capstone phase.
Technology Immersive Model
Samie Ly introduced in 2018, the Technology Immersive Model in her doctoral dissertation whereby the pedagogical design (Functionality and Cognitive Expectancy) influences intrinsic motivations (Enjoyment, Immersion) in the participant and achieves Timelessness in the activity.
We continuously improve and assess as Innovatank is a live creation of her research studies with continuous R&D as we understand the market and receive feedback from our users.
Walk into a fully engaged classroom and there will be high noise level of student’s discussions, and people not rushed to leave.
Pedagogical Intentions For Desktop only
This table draws into the literature whereby Innovatank was built to help students solve problems through Problem Based Learning (PBL), enhance Creativity, adapt to changing environments, gain a sense of responsibility of their learning and their peer relationships through collaborative communication.
Innovatank
Platform
Comparable Products
Micro-Level
Interactions
Enhanced
Capture
Basic
Submission
Freedom
to Explore
Openess to
learn from others
In
Silos
Opportunities
to Learn
Multi-
directional
Uni-
directional
Control
of Knowledge
Doing and
Improving Reflex
1 Submission
Reflex
Experience
at lower cost
Local and
Global Stories
Presented
as Tasks
Negotiation:
Active Learning
Frequent
Training
No
Negotiation
The foundations are the same, but our perspective has changed. Tech enables us to gain more insights on students’ individual needs
Features Comparison For Desktop only
Various technological products offer similar features, you will find a comparison table based on 5 categories: logistics, collaboration, feedback, engagement and life-long learning. Features comparison tells half of the story as it leaves many variables to the teacher’s motivation to make a classroom engaging. Innovatank is taking an extra step to assist with convenience in mind but also pedagogical intentions.
Classroom Management |
Innovatank |
Moodle |
Teams |
Aggregated Peer and Expert Feedback | |||
Announcements | |||
Presentation of Information | |||
Chat | |||
Assignment Submission | |||
2- way comments | |||
Grade Compilation | |||
Collaboration |
Innovatank |
Moodle |
Teams |
Student controlled group formation | |||
Teacher controlled group formation | |||
Collaboration Comments | |||
Chat System | |||
Feedback |
Innovatank |
Moodle |
Teams |
Peer to Peer Feedback | |||
External Guest Feedback | |||
Anonymous Feedback | |||
Teacher Feedback to Student | |||
Feedback Aggregation for multiple users | |||
Option to publish top solutions | |||
Custom Rubric |
Engagement |
Innovatank |
Moodle |
Teams |
Scoring based on skill development | |||
Ranking and Scoreboard | |||
Cross-Section and Cross-Institutional events | |||
Increasing Level of Difficulty Based on skill development | |||
Digital Certificates and Badges | |||
Integrated Expert Community | |||
Special Events (Medals) |
Life-Long Learning |
Innovatank |
Moodle |
Teams |
Measurement of Soft Skills | |||
Creativity Process | |||
Student Customization | |||
Portability from one educational level to the next | |||
Expert Training Videos | |||
Creative Commons Content |
Legend:
Integrated within the platform as part of the original flow | |
Can be done as an additional app or plug in or workaround | |
Not available |