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A holistic approach to design for learning – a vision for the future
Gráinne Conole, Open University, UKAnnual International CODE Symposium, Chiba, Japan, 18th February 2010
More info, slides and references:http://cloudworks.ac.uk/cloud/view/2695
+Context
My background:IrishPhD ChemistryProfessor of e-learning
Open University, UK:1st ‘Open University’More than 200, 000 students570 courses in 70 subjectsSupported Open Learning:(Materials+Tutor+Assessment)7,000 tutors20 partnerships in 30 countriesExpertise in e-learningLearning innovation
Learning environment: Moodle+YouTube channeliTunesOpenLearnSecondLife
+Outline Context
Recent key reports and research Convergence of technology and pedagogy? Paradoxes created by ‘digital’ and educational dilemmas The gap between the promise and the reality
Daring to think differently Designing for learning
Representing and guiding design Discussing and sharing
Drawing on related research
A framework for intervention Research evidence Policy direction The learner voice Academic practice
The landscape of the web 2.0 world….
Exploring new digital territories
+ Technologies: changing, evolving…
Abundance of online resourcesUbiquitous, just-in-time, learningMobile technologiesIT services decentralised (Cloud computing)
+Virtual learning
+Redefining content
+The learner voice Technologically immersed
Learning processes Task orientated, experiential,
cummulative
Attitudes and approaches group orientated, experiential,
able to multi-task, just in time mindset, comfortable with multiple representations
Disconnect between student & institutional approaches
Caution re: net gen claims, importance of taking account of student differences
Do seem to be age related changes taking place and these are strongly linked to social networking and the use of a range of new
Netgeneration, Digital Natives.... (Oblinger, Prensky, etc.), Ecar reports, Kennedy survey, Chris Jones, Mary Thorpe, JISC LEX projects, Sharpe and Beetham (forthcoming)
+Personalised and mobile Individualised Personal
Learning Environment
Synchronised information across devices
Location and context aware
Have we crossed a threshold?
The i-phone as truly transformative
….but what’s next?
+Reflection: e-portfolios
+New learning spaces Combining the
affordances of new technologies with good pedagogy
Taking account of context, location and time
Blurring of real and virtual
SKG: Learning Spaces project, Australia
+
12 3
bac+
Inspire by Pea &Wallis, 2008
We can now interactat a distance, accessing complex & useful resources in ways unimaginable in early eras
What’s the next stage of the co-evolution?
Tool-user co-evolution Internet
Mobile devices
TV
Radio
Smart tools
Phone
+Converging practices
Modern technologies Modern pedagogy Web 2.0 practices
Location aware technologies
Adaptation & customisation
Second life/immersive worlds
Google it!
“Expert badges”, World of warcraft
User-generated content
Blogging, peer critiquing
Cloud computing
From individual to social
Contextualised and situated learning
Personalised learning
Experiential learning
Inquiry learning
Peer learning
Open Educational Resources
Reflection
Distributed cognition
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Expansive knowledge domain
Death of expertise/everyone an expert
Hierarchy & control less meaningful
Multiple pathways/lost in cyberspace
Increasingly complex digital landscape
Beyond ‘digital space’/New metaphors
Content distributed, everything is miscellaneous
Multiple (co-)locations/loss of content integrity
Collective intelligence
Social collective/digital individualism
Free content & tools, open APIs and mash ups
Issues re: ownership, value, business models
Paradoxes created by the digital
+Expansive knowledge domain
Challenges the role of the teacher
Hierarchy & control less meaningful
Need for new learner pathways
Increasingly complex digital landscape
Widening skills gap between ‘tech savy’/others
Content distributed, everything is miscellaneous
Need to rethink the design process
Collective intelligence
Potential for new forms of learning
Free content & tools, open APIs and mash ups
Lack of uptake
Educational dilemmas
+Digital literacies Jenkins twelve skills for participatory culture
Play – experimentation/problem solving Performance – alternative identities Simulation – construct models of real-
world processes Appropriation – sample and remix of
media content Multitasking – scanning and then focusing
on salient details Distributed cognition – interaction to
expand mental capacities Collective intelligence - to pool knowledge
with others Judgment – evaluation reliability of
different information Transmedia navigation – follow the flow of
stories across modalities Networking – search for, synthesize and
dissemination information Negotiation – travel diverse communities,
multiple perspectives Visualisation – different data
representations for ideas, patterns, trends
+The gap between promise & reality Common reactions:
“I haven’t got time” “My research is more important” “What’s in it for me?” “Where is my reward?” “I don’t have the skills to do this” “I don’t believe in this, it won’t work”
Common resistance strategies: I’ll say yes (and do nothing) Undermine the initiative Undermine the person involved Do it badly
Classic mistakes: Emphasis on the technologies, not the people and processes Funding for technology developments but not use and support
Free resources Little reuse
Array of technologies
Not fully exploited
+Daring to think differently
Can we develop new technology-enabled approaches to support ‘core’ learning and teaching? Finding (resources, information, tools,
expertise) Creating and adapting (resources) Designing/aggregating (learning activities or
pathways) Communicating (peer-peer, learner-teacher) Reflection (assessment, professional
development)
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Representing pedagogy
Guiding design Sharing ideas
Empirical evidence base
Andrew Brasher, Paul Clark, Gráinne Conole Simon Cross, Juliette Culver, Rebecca Galley & Paul Mundin
Designing for Learning
OULDIOpen University Learning Design Initiative
+OULDI….
Design methods:schema & patterns
Tools: Visualisation & guidance
Events:
Cloudworks: sharing & discussing
+VisualisationTo support effective design
Identifying key requirements at different levels
Integrating design advice and support at key points in the process
+CompendiumLD
Tool for visualising designs
Based on: Roles – student, tutor, etc. Tasks – read, discuss, etc. Tools and resources Outputs
Advantages Makes design explicit Maps out design Sharable with others Good at activity level
+Course map &Pedagogy profile
Course map Gives an ‘at a glance’ view Based on 5 mains aspects of a
course Can differentiate ‘real’ & digital
Pedagogy profile Maps to types of activities the
students do Can look at different timeframes
Advantages Profiles pedagogical overview Can compare with other courses
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Guidance and Support“Learning pathway”: Course
structure and timetablee.g. course calendar, study
guide, tutorials
Thinking and reflection“Meta-cognition”: Internalisation and
reflection, e.g. in-text questions, blog, e-portfolio
Evidence and demonstration
“Assessment”: Diagnostic, formative or summative, e.g.
multiple choice questions, TMAs, ECAs
Information and experience
“Contents and activities”: Course materials, prior
experience, learner-generated content, e.g.
reading, DVDs, podcasts, labwork
Communication and Interaction
“Dialogue”: Social dimensions of the course,
interaction between learners and tutors, e.g.
course forum, email
Course Map View: Course title
Course summaryLevel, credits, duration, key features
Key worksDescription words indicating pedagogical
approach, special features
Course map
+Pedagogy profile
Map of student tasks to time periods (weeks, semesters, etc)
Six types of student tasks + assessment
Each cell indicates the amount of time spent in that period on each type of task
Widget provides graphical view
24
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Key part of informal process
Sharing best practice
Ideas, support and advice
Enhancing professional knowledge
Collaboration
Cloudworks
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+Key concepts
Clouds: core objects in Cloudworks
Cloudscapes: collections of clouds
Activity streams: dynamic filters of new activity
Follow and be followed: Personal activity stream
and peer recognition
+ToolboxBringing together tools, resources and frameworks
developed over a number of years across projects
Mapped to ‘touch-points’ and gaps identified
Supporting advice and guidance
Trialled across a range of teaching and learning environments
LD Toolbox
+Training and supportActivities graded:
introductory, intermediate and advanced
4 interventions offered (Independent, community peer support, tailored events, side-by-side mentoring)
Co-creative approach to ensure relevance and uptake
+
+
Policy
Research & development
Teacher practice
The learner’s experience
A framework for interventionInstitutional & national fundingEmbedding in strategyAligning to technology trends
Changing user behaviourDrivers and challenges
Actual use in practiceWhat’s in it for me?
Evidence of impact
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A holistic approach to design for learning – a vision for the future
Gráinne Conole, Open University, UKAnnual International CODE Symposium, Ciba, Japan, 18th February 2010
More info, slides and references:http://cloudworks.ac.uk/cloud/view/2695
+Flickr images
Treasure island 1 http://www.flickr.com/photos/tontoncopt/2075310775/
Web 2.0 city http://www.flickr.com/photos/4everyoung/313308360/
Grand challenges http://www.kamaelia.org/GrandChallengesCover.png
Flexible Open Space InQbate CETL in Creativity University of Sussex http://www.flickr.com/photos/jiscinfonet/403331689/
Secondlife image http://www.flickr.com/photos/ramona538/ / CC BY 2.0