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Tag: constructivist pedagogy

The Ghost in the Feedback Loop: AI, Academic Praxis, and the Decomposition of Disciplinary Boundaries

The following are the slides and synopsis of my paper, The Ghost in the Feedback Loop: AI, Academic Praxis, and the Decomposition of Disciplinary Boundaries, presented at the International Society for the Scholarship of Teaching and Learning Annual Conference (ISSOTL 2025), in the University of Canterbury, Christchurch, New Zealand.

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As AI tools transform content creation, academic practices, and disciplinary boundaries are under pressure. Drawing on Actor-Network Theory (ANT), this paper explores AI tools as nonhuman actants shaping authorship, assessment, and pedagogical authority (Fenwick & Edwards, 2010, 2012). ANT challenges humanist binaries such as human/machine by inviting us to view education as an assemblage of human and nonhuman actors co-constructing the learning environment (Landri, 2023).

Within this framework, AI systems used in formative assessment, ranging from feedback automation to individual AI tutoring, reshape pedagogic feedback loops, influence student agency, and reconfigure the distribution of cognitive labor in classrooms (Hopfenbeck et al., 2024; Zhai & Nehm, 2023). As students increasingly co-produce knowledge with AI (Wang et al., 2024), this paper argues that the pedagogical focus must shift from control and containment to composition and negotiation. Using case studies from large international cohorts, the paper examines how AI alters feedback loops, shifts student agency, and challenges discipline-specific praxis. What new academic identity and ethics forms must emerge in this hybrid landscape?

Recent studies suggest that generative AI can reduce perceived cognitive effort while paradoxically elevating the problem-solving confidence of knowledge workers (Lee et al., 2025). When strategically embedded in formative assessment practices, AI can scaffold students’ movement up Bloom’s taxonomy from comprehension to application, analysis, and synthesis, especially among international and multilingual cohorts (Walter, 2024; Klimova & Chen, 2024).

In this context, this paper argues for a radical reframing of educational assessment design. Instead of resisting machinic participation, educators must critically reassemble pedagogical networks that include AI as epistemic collaborators (Liu & Bridgeman, 2023). By unpacking the socio-material dynamics of AI-infused learning environments, ANT offers a pathway for understanding and designing inclusive, dynamic, and ethically aware pedagogical futures. This includes rethinking agency as distributed across human and nonhuman nodes, assessment as an ongoing negotiation, and learning environments as fluid, adaptive ecologies shaped by constant assemblage and reassemblage rather than fixed instructional designs or isolated learner outcomes.

References
Fenwick, T., & Edwards, R. (2010). Actor-Network Theory in Education. Routledge. https://doi.org/10.4324/9780203849088

Fenwick, T., & Edwards, R. (Eds.). (2012). Researching Education Through Actor-Network Theory. Wiley-Blackwell. https://doi.org/10.1002/9781118275825

Hopfenbeck, T. N., Zhang, Z., & Authors (2024). Challenges and opportunities for classroom-based formative assessment and AI: A perspective article. International Journal of Educational Technology, 15(2), 1–28.

Klimova, B., & Chen, J. H. (2024). The impact of AI on enhancing students’ intercultural communication, competence at the university level: A review study. Language Teaching Research Quarterly, 43, 102-120. https://doi.org/10.32038/ltrq.2024.43.06

Landri, P. (2023). Ecological materialism: redescribing educational leadership through Actor-Network Theory. Journal of Educational Administration and History, 56, 84 – 101. https://doi.org/10.1080/00220620.2023.2258343.

Lee, H.-P., Sarkar, A., Tankelevitch, L., Drosos, I., Rintel, S., Banks, R., & Wilson, N. (2025). The Impact of Generative AI on Critical Thinking: Self-Reported Reductions in Cognitive Effort and Confidence Effects From a Survey of Knowledge Workers. Proceedings of the ACM CHI Conference on Human Factors in Computing Systems. https://doi.org/10.1145/3544548.3581234

Liu, D. & Bridgeman, A. (2023, July 12). What to do about assessments if we can’t out-design or out-run AI? University of Sydney. https://educational-innovation.sydney.edu.au/teaching@sydney/what-to-do-about-assessments-if-we-cant-out-design-or-out-run-ai/

Walter, Y. (2024). Embracing the future of artificial intelligence in the classroom: The relevance of AI literacy, prompt engineering, and critical thinking in modern education. International Journal of Educational Technology in Higher Education, 21, Article 15. https://doi.org/10.1186/s41239-024-00448-3

Wang, S., Wang, F., Zhu, Z., Wang, J., Tran, T., & Du, Z. (2024). Artificial intelligence in education: A systematic literature review. Expert Syst. Appl., 252, 124167. https://doi.org/10.1016/j.eswa.2024.124167

Zhai, X., & Nehm, R. H. (2023). AI and formative assessment: The train has left the station. Journal of Research in Science Teaching, 60(6), 1390–1398. https://doi.org/10.1002/tea.21885

On digital artefacts

I recently recorded 3 short YouTube lectures on developing digital artefacts. Previously, I’ve outlined how I use the concept of digital artefacts in my piece on teaching digital media in a systemic way. In brief, the digital artefact assessment framework I developed gives students the opportunity to work on projects with real-world implications and relevance, that is, projects with nonlinear outcomes aimed at real stakeholders, users, and audiences. The only criteria for a digital artefact are that 1] artefacts should be developed in public on the open internet, therefore leveraging non-linearity, collective intelligence and fast feedback loops, and 2] artefacts should have a clearly defined social utility for stakeholders and audiences outside the subject and program. Below is my lecture outlining the key aspects of the digital artefact development process.

Fail Early, Fail Often [#fefo] is a developmental strategy originating in the open source community, and first formalized by Eric Raymond in The Cathedral and the Bazaar.  In the context of teaching and learning, FEFO asks creators to push towards the limits of their idea, experiment at those limits and inevitably fail, and then to immediately iterate through this very process again, and again. At the individual level the result of FEFO in practice is rapid error discovery and elimination, while at the systemic level it leads to a culture of rapid prototyping, experimentation, and ideation. Below is my lecture outlining the use of the #fefo philosophy in developing digital artefacts.

Fast, Inexpensive, Simple, Tiny [#fist] is a developmental strategy developed by Lt. Col. Dan Ward, Chief of Acquisition Innovation at USAF. It provides a rule-of-thumb framework for evaluating the potential and scope of projects, allowing creators to chart ideation trajectories within parameters geared for simplicity. In my subjects FIST projects have to be: 1] time-bound [fast], even if part of an ongoing process; 2] reusing existing easily accessible techniques [inexpensive], as opposed to relying on complex new developments; 3] constantly aiming away from fragility [simple], and towards structural simplicity; 4] small-scale with the potential to grow [tiny], as opposed to large-scale with the potential to crumble. Below is my lecture outlining the use of the #fefo methodology in developing digital artefacts.

Drones, not droning on

Late last year I was in Hong Kong to establish our school’s media program at the City University College, and while there I gave an interview to The Standard, which is Hong Kong’s widest circulation English daily newspaper. Here is a reprint of the piece by Kelis Wong.

At first glance, communication studies and drones seem like an unlikely pairing. If the study of how human produces, processes and exchanges information is a subject in the social sciences, then learning how to operate a flying robot will be a matter of engineering.

But think about the purpose of a drone. Apart from the sheer pleasure of controlling an aerial vehicle, a commercial drone performs the function of gathering visual information in the form of pictures and videos for other people to consume.

That’s why Teodor Mitew, senior lecturer in digital media and communication at the University of Wollongong in Australia, kickstarted last year in his classes a technology exploration project called PlayMake Sessions.

“Any technology which allows digitalization, which allows the translation of materials into digital is an object of study for us,” said Mitew.

Every week, Mitew presents to a group of media and communication majors a trolley filled with quadcopters, mini cube action cameras, virtual reality headsets, gesture control devices, computer circuit boards and 3D printers.

One goal of the sessions is to encourage undergraduate students to play with the gadgets, and come up with a novel use for them in their digital lives.

A project, which originated from these sessions, created a digital archive of the university library, translating still images into virtual reality.

In another student project, some first year students started an open page on Facebook, called UOW Admirers, which posts love notes sent in anonymously. One year on, the page is still active, and has become a well-known matchmaking site on campus.

“The process of random experimentation without a goal is very important,” said Mitew. “That’s how students discover the affordance of a medium. So it’s not about me telling them do this and that, it’s about me telling them take the drone and see what happens.”

In the new school year, the University of Wollongong has introduced Mitew’s exploration project to a group of students enrolled in a top-up degree program taught at the community college of the City University of Hong Kong.

The students who take Mitew’s class are asked to engage in classroom activities which some people might find unconventional. A part of the course requires the students to get active on Reddit, Twitter, YouTube and WordPress.

The students also have to write short essays in an exercise which Mitew calls digital artefact. Here are things that the students have to hand in every week: one blog post, three tweets and three online comments.

“You can also make podcasts and memes. I love memes,” said Mitew in his first lecture.

Under the guise of juvenile fun, Mitew explained that his students are acquiring the cognitive skill sets which prepare them for a paradigm shift toward an information economy in which everyone can produce their own digital content from anywhere.

The paradigm shift will affect aspiring media professionals as they will face great career challenges in the proliferation stage of digitization.

“If you are in the legacy media industry, be it news, book publishing, or music and film, this is a terrible challenge because digitization entirely destroys your business model. You cannot charge for your content like you used to do,” said Mitew.

“Look at the content produced today in newspapers, then look at the online content produced by so-called amateurs. A lot of that stuff online are more professionally done, aesthetically more pleasing, and of much better quality.”

“This dichotomy will only increase in size as the pressure on legacy media increases, and as more and more people join the internet to the realization of everyone being a content producer.”

But producing interesting content is a big challenge. Some students will struggle with the task as they are confined by the reality, their educational experiences and the environment, said Mitew.

So, creating materials that others will find amusing is the ultimate goal. Writing on a deadline, writing different copies, making do on the go, and self- directed learning are also the abilities that Mitew expects his students to master.

And by making, aggregating and curating content in the online public sphere, students demonstrate their competencies in these aspects.

“I don’t teach technology. It’s more important to teach students how not to be afraid of technology,” said Mitew.

“We try to prepare our students for a radically different reality, giving them the opportunity to work on a self chosen project in public.”

Teaching digital media in a systemic way, while accounting for non-linearity

Recently I have been trying to formulate my digital media teaching and learning philosophy as a systemic framework. This is a posteriori work because philosophies can be non-systemic, but systems are always based on a philosophy. I also don’t think a teaching/learning system can ever be complete, because entropy and change are the only givens [even in academy]. It has to be understood as dynamic, and therefore more along the lines of rules-of-thumb as opposed to prescriptive dogma.

None of the specific elements of the framework I use are critical to its success, and the only axiom is that the elements have to form a coherent system. By coherence, I understand a dynamic setting where 1] the elements of the system are integrated both horizontally and vertically [more on that below], and 2] the system is bigger than the sum of its parts. The second point needs further elaboration, as I have often found even highly educated people really struggle with non-linear systems. Briefly, linear progression is utterly predictable [x + 1 + 1…= x + n] and comfortable to build models in – i.e. if you increase x by 1, the new state of the system will be x +1. Nonlinear progression by contrast is utterly unpredictable and exhibits rapid deviations from whatever the fashionable mean is at the moment – i.e. x+1= y. Needless to say, one cannot model nonlinear systems over long periods of time, as the systems will inevitably deviate from the limited variables given in the model.

Axiom: all complex systems are nonlinear when exposed to time [even in academy].

The age of the moderns has configured us to think exceedingly in linear terms, while reality is and has always been regretfully non-linear [Nassim Taleb built a career pointing this out for fun and profit]. Unfortunately this mass delusion extends to education, where linear thinking rules across all disciplines. Every time you hear the “take these five exams and you will receive a certificate that you know stuff” mantra you are encountering a manifestation of magical linear thinking. Fortunately, learning does not follow a linear progression, and is in fact one of the most non-linear processes we are ever likely to encounter as a species.

Most importantly, learning has to be understood as paradigmatically opposed to knowing facts, because the former is non-linear and relies on dynamic encounters with reality, while the latter is linear and relies on static encounters with models of reality.

With that out of the way, let’s get to the framework I have developed so far. There are two fundamental philosophical pillars framing the assessment structure in the digital media and communication [DIGC] subjects I have been teaching at the University of Wollongong [UOW], both informed by constructivist pedagogic approaches to knowledge creation [the subjects I coordinate are BCM112, DIGC202, and DIGC302].

1] The first of those pillars is the notion of content creation for a publicly available portfolio, expressed through the content formats students are asked to produce in the DIGC major.

Rule of thumb: all content creation without exception has to be non-prescriptive, where students are given starting points and asked to develop learning trajectories on their own – i.e. ‘write a 500 word blog post on surveillance using the following problems as starting points, and make a meme illustrating your argument’.

Rule of thumb: all content has to be publicly available, in order to expose students to nonlinear feedback loops – i.e. ‘my video has 20 000 views in three days – why is this happening?’ [first year student, true story].

Rule of thumb: all content has to be produced in aggregate in order to leverage nonlinear time effects on learning – i.e. ‘I suddenly discovered I taught myself Adobe Premiere while editing my videos for this subject’ [second year student, true story].

The formats students produce include, but are not limited to, short WordPress essays and comments, annotated Twitter links, YouTube videos, SoundCloud podcasts, single image semantically-rich memetic messages on Imgur, dynamic semantically-rich memetic messages on Giphy, and large-scale free-form media-rich digital artefacts [more on those below].

Rule of thumb: design for simultaneous, dynamic content production of varying intensity, in order to multiply interface points with topic problematic – i.e. ‘this week you should write a blog post on distributed network topologies, make a video illustrating the argument, tweet three examples of distributed networks in the real world, and comment on three other student posts’.

 2] The second pillar is expressed through the notion of horizontal and vertical integration of knowledge creation practices. This stands for a model of media production where the same assessments and platforms are used extensively across different subject areas at the same level and program of study [horizontal integration], as well as across levels and programs [vertical integration].

Rule of thumb: the higher the horizontal/vertical integration, the more content serendipity students are likely to encounter, and the more pronounced the effects of non-linearity on learning.

Crucially, and this point has to be strongly emphasized, the integration of assessments and content platforms both horizontally and vertically allows students to leverage content aggregates and scale up in terms of their output [non-linearity, hello again]. In practice, this means that a student taking BCM112 [a core subject in the DIGC major] will use the same media platforms also in BCM110 [a core subject for all communication and media studies students], but also in JOUR102 [a core subject in the journalism degree] and MEDA101 [a core subject in media arts]. This horizontal integration across 100 level subjects allows students to rapidly build up sophisticated content portfolios and leverage content serendipity.

Rule of thumb: always try to design for content serendipity, where content of topical variety coexists on the same platform – i.e. a multitude of subjects with blogging assessments allowing the student to use the same WordPress blog. When serendipity is actively encouraged it transforms content platforms into so many idea colliders with potentially nonlinear learning results.

Adding the vertical integration allows students to reuse the same platforms in their 200 and 300 level subjects across the same major, and/or other majors and programs. Naturally, this results in highly scalable content outputs, the aggregation of extensively documented portfolios of media production, and most importantly, the rapid nonlinear accumulation of knowledge production techniques and practices.

On digital artefacts

A significant challenge across academy as a whole, and media studies as a discipline, is giving students the opportunity to work on projects with real-world implications and relevance, that is, projects with nonlinear outcomes aimed at real stakeholders, users, and audiences. The digital artefact [DA] assessment framework I developed along the lines of the model discussed above is a direct response to this challenge. The only limiting requirements for a DA are that 1] artefacts should be developed in public on the open internet, therefore leveraging non-linearity, collective intelligence and fast feedback loops, and 2] artefacts should have a clearly defined social utility for stakeholders and audiences outside the subject and program.

Rule of thumb: media project assessments should always be non-prescriptive in order to leverage non-linearity – i.e. ‘I thought I am fooling around with a drone, and now I have a start-up and have to learn how to talk to investors’ [second year student, true story].

Implementing the above rule of thumb means that you absolutely cannot structure and/or limit: 1] group numbers – in my subjects students can work with whoever they want, in whatever numbers and configurations, with people in and/or out of the subject, degree, university; 2] the project topic – my students are expected to define the DA topic on their own, the only limitations provided by the criteria for public availability, social utility, and the broad confines of the subject area – i.e. digital media; 3] the project duration – I expect my students to approach the DA as a project that can be completed within the subject, but that can also be extended throughout the duration of the degree and beyond.

Digital artefact development rule of thumb 1: Fail Early, Fail Often [FEFO]

#fefo is a developmental strategy originating in the open source community, and first formalized by Eric Raymond in The Cathedral and the Bazaar. FEFO looks simple, but is the embodiment of a fundamental insight about complex systems. If a complex system has to last in time while interfacing with nonlinear environments, its best bet is to distribute and normalize risk taking [a better word for decision making] across its network, while also accounting for the systemic effects of failure within the system [see Nassim Taleb’s Antifragile for an elaboration]. In the context of teaching and learning, FEFO asks creators to push towards the limits of their idea, experiment at those limits and inevitably fail, and then to immediately iterate through this very process again, and again. At the individual level the result of FEFO in practice is rapid error discovery and elimination, while at the systemic level it leads to a culture of rapid prototyping, experimentation, and ideation.

Digital artefact development rule of thumb 2: Fast, Inexpensive, Simple, Tiny [FIST]

#fist is a developmental strategy developed by Lt. Col. Dan Ward, Chief of Acquisition Innovation at USAF. It provides a rule-of-thumb framework for evaluating the potential and scope of projects, allowing creators to chart ideation trajectories within parameters geared for simplicity. In my subjects FIST projects have to be: 1] time-bound [fast], even if part of an ongoing process; 2] reusing existing easily accessible techniques [inexpensive], as opposed to relying on complex new developments; 3] constantly aiming away from fragility [simple], and towards structural simplicity; 4] small-scale with the potential to grow [tiny], as opposed to large-scale with the potential to crumble.

In the context of my teaching, starting with their first foray into the DIGC major in BCM112 students are asked to ideate, rapidly prototype, develop, produce, and iterate a DA along the criteria outlined above. Crucially, students are allowed and encouraged to have complete conceptual freedom in developing their DAs. Students can work alone or in a group, which can include students from different classes or outside stakeholders. Students can also leverage multiple subjects across levels of study to work on the same digital artefact [therefore scaling up horizontally and/or vertically]. For example, they can work on the same project while enrolled in DIGC202 and DIGC302, or while enrolled in DIGC202 and DIGC335. Most importantly, students are encouraged to continue working on their projects even after a subject has been completed, which potentially leads to projects lasting for the entirety of their degree, spanning 3 years and a multitude of subjects.

In an effort to further ground the digital artefact framework in real-world practices in digital media and communication, DA creators from BCM112, DIGC202, and DIGC302 have been encouraged to collaborate with and initiate various UOW media campaigns aimed at students and outside stakeholders. Such successful campaigns as Faces of UOW, UOW Student Life, and UOW Goes Global all started as digital artefacts in DIGC202 and DIGC302. In this way, student-created digital media content is leveraged by the University and by the students for their digital artefacts and media portfolios. To date, DIGC students have developed digital artefacts for UOW Marketing, URAC, UOW College, Wollongong City Council, and a range of businesses. A number of DAs have also evolved into viable businesses.

In line with the opening paragraph I will stop here, even though [precisely because] this is an incomplete snapshot of the framework I am working on.

Technology Enhanced Learning

This is my prezi from two back-to-back seminars I gave yesterday on the tech-enhanced learning philosophy behind the digital media and communications [DIGC] stream which I convene at UOW. The key message I tried to transmit is that you can only achieve the multiplier effect from social media if they are integrated within the subject and across the program – that is vertically and horizontally. I managed to achieve that in the DIGC stream, and we are on our way in fully achieving it in the Bachelor of Communication and Media degree. Interestingly enough, a common response to these ideas has been that – ‘you guys are very far ahead’ – which is definitely not the case. If anything we are trying to keep up with the rapid changes overtaking the education sector. I am afraid however that too many academics are firmly stuck in thinking of digital technology as a set of tools for fixing failures in assessment design and pedagogic philosophy [that is if there is any]. A typical thinking paradigm here is – students are not attending lectures, so what internet tool can I use to make them do it… I am afraid this pedagogic philosophy will be becoming more and more a luxury.