If you want to read a brilliant application of some of the ideas in Too Big to Know to our educational system, read A New Culture of Learning by Douglas Thomas and John Seely Brown. And by “application of” I mean “It was written a year before my book came out and I feel like a dolt for not having known about it.”
DT and JSB are thinking about knowledge pretty much exactly the way 2b2k does. What they call a “collective,” I call a “knowledge network.” With more than a hat tip to Michael Polanyi, they talk insightfully about “collective indwelling,” which is the depth of insight and topical competency that comes from a group iterating on ideas over time.
Among other things, they write provocatively about the use of games and play in education, not as a way to trick kids into eating their broccoli, but as coherent social worlds in which students learn how to imagine together, set goals, gather and synthesize information, collectively try solutions, and deepen their tacit knowledge. DT and JSB do not, however, so fetishize games that they lose site of the elements of education a game like World of Warcraft (their lead example) does not provide, especially the curiosity about the world outside of the game. On the contrary, they look to games for what they call the “questing disposition,” which will lead students beyond problem-solving to innovation. Adding to Johan Huizinga‘s idea that play precedes culture, they say that games can help fuse the information network (open and expansive) with the key element of a “bounded environment of experimentation” (116). This, they say, leads to a new “culture of learning” (117). Games are for them an important example of that more important point.
It’s a terrific, insightful, provocative book that begins with a founding assumption that it’s not just education that’s changing, but what it means to know a world that is ever-changing and now deeply connected.