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Framework for designing learning objects Jorma Enkenberg & Henriikka Vartiainen This project has been funded with support from the European Commission. This publication [communication] reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

Framework for designing learning objects Jorma Enkenberg & Henriikka Vartiainen This project has been funded with support from the European Commission

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Page 1: Framework for designing learning objects Jorma Enkenberg & Henriikka Vartiainen This project has been funded with support from the European Commission

Framework for

designing learning

objectsJorma Enkenberg

&Henriikka Vartiainen

This project has been funded with support from the European Commission.This publication [communication] reflects the views only of the author, and theCommission cannot be held responsible for any use which may be made of theinformation contained therein.

Page 2: Framework for designing learning objects Jorma Enkenberg & Henriikka Vartiainen This project has been funded with support from the European Commission

LEARNING OBJECT – our definition

As learning objects we mean digital representations about real objects that represent phenomenon in question and tools for constructing meaning about it. Representations refer directly or indirectly to real objects and context where the objects are situated.  

Representations allow perceiving the objects from different perspectives. Physical and cognitive tools enhance the negotiation of meaning about them.  

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Page 3: Framework for designing learning objects Jorma Enkenberg & Henriikka Vartiainen This project has been funded with support from the European Commission

3Structure of learning object described in activity theoretical framework

Page 4: Framework for designing learning objects Jorma Enkenberg & Henriikka Vartiainen This project has been funded with support from the European Commission

What are our challenges in Case Forest?

a) Development of digital representations about real objects and their integration into design resources for later use (model needed - described in the following) 

b) Applying existing and developed objects and other design resources for studying and finding answers to formulated question(earlier described Lusto method)

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Page 5: Framework for designing learning objects Jorma Enkenberg & Henriikka Vartiainen This project has been funded with support from the European Commission

5Model for developing digital objects

Page 6: Framework for designing learning objects Jorma Enkenberg & Henriikka Vartiainen This project has been funded with support from the European Commission

Descriptions of the used concepts

SCAFFOLDS Social, conceptual and functional assistance offered to support learning, e.g. reflective questions and worked examples.

GUIDELINES Ideas how to use the object in practice.

AGENCY Description about social setting and the roles during the activity.  

INFORMATION RECOURSES Possible domain experts, existing research data, literature, www-materials etc. 

GLOSSARY, TAGSLanguage / keywords that refers to the phenomenon and objects.

DOMAIN PERSPECTIVESPoints of views and chosen expert cultures to study phenomenon and object in question.

 

REPRESENTATIONSVideos, pictures, drawings, text, sound, map, animations and their combinations. 

TOOLSPhysical (e.g. hammer) and cognitive tools (e.g. tree structure) for the construction and in use of learning object. 

CASE STUDIESResearch reports (case studies), own observations, measurements, interviews etc. related to the phenomenon.  

MODEL, SIMULATIONDifferent conceptual creations e.g. scale models, diagrams, operation /action models etc.

REAL OBJECTExisting physical artefact or object in the nature, culture environment or elsewhere.

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Page 7: Framework for designing learning objects Jorma Enkenberg & Henriikka Vartiainen This project has been funded with support from the European Commission

RECOGNITION THE PHENOMENONThe starting-point of the learning process may be a visit to the authentic environment and existing digital resources that represents the environment.

CHOOSING THE DRIVING QUESTION RELATED TO THE PHENOMENON

CHOOSING THE REAL OBJECTS TO STUDYObjects in the nature and culture environment that mediate the phenomenon and provide answers to the driving question. DESIGNING THE STRUCTURE Choosing and preliminary designing the digital representation of the chosen object.

REAL VISIT - COLLECTION OF DATATaking photos, video clips, making interviews, observations, measurements etc.

CHOOSING, ORGANIZATION AND INTEGRATION THE COLLECTED DATA ABOUT REAL OBJECTS

DESIGNING AND IMPLEMENTATION THE SUPPORT FOR CONTEXTUALIZATION Description of agency, guidelines, scaffolds, information resources and glossary for application of the developed learning object.

TECHNICAL INTEGRATION OF CONSTRUCTED DIGITAL RESOURCES FOR THE LEARNING OBJECTIntegration to the chosen environment (e.g. wiki).

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Page 8: Framework for designing learning objects Jorma Enkenberg & Henriikka Vartiainen This project has been funded with support from the European Commission

Phases in the construction process

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•Choosing the objects

•Preliminary analysis of the objects for construction of the design for digital representations

•Collection design resources (in nature or museum)

•Organizing and elaboration design resources

•Contextualization

•Technical implementation

Page 9: Framework for designing learning objects Jorma Enkenberg & Henriikka Vartiainen This project has been funded with support from the European Commission

Examples of (research)learning objects

Biologis´t perspective http://www.edu.joensuu.fi/kuvagalleriasokl/

Kohteet/album/Biologi/index.html

Engineer´s perspective http://www.edu.joensuu.fi/kuvagalleriasokl/

Kohteet/album/Insinoori/index.html

Economis´t perspective http://www.edu.joensuu.fi/kuvagalleriasokl/

Kohteet/album/Ekonomi/index.html

Antropologis´t perspective http://www.edu.joensuu.fi/kuvagalleriasokl/

Kohteet/album/Antropologi/index.html