Transcript
Page 1: Design principles for developing blended learning environments

Design principles fordeveloping blended learning environments

Michael RoweDepartment of PhysiotherapyUniversity of the Western Cape

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Background

Technology in education is about engendering transformative learning.

Wilson, Parrish, & Veletsianos (2008)

It is not about reinforcing current educational structures and making them more efficient.

Veletsianos (2011)

Or, about controlling access to expert knowledge.Herrington et al., 2009

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Blended learning

Integration of online & physical spaces;

where the learning experiences move between spaces;

and the teacher makes use of the affordances of each space;

to achieve objectives that would be difficult – or impossible – to do otherwise.

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Aim

The aim of this project was to develop a practical framework for the design and implementation of a blended learning approach in the context of health professions education.

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Method

Design-based research adapts to the non-linear dynamics of complex systems, and does not lead to judgements based on performance against predetermined criteria.

Herrington, Reeves, & Oliver (2010)

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Phase 1: Problem analysis

Phase 2: Development of solutions

Phase 3: Iterative testing

Phase 4: Design principles

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1. Facilitate interaction

Interaction can be between people, content and devices

Digital content is not inert; transforms interactions by responding and adapting over time

Content is a framework around which interaction can take place; can be distributed over networks and devices

Interaction happens in a range of contexts; not limited to time or space

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2. Require articulation

Articulation gives form & substance to ideas; exposes understanding

Committing to a statement, supported by evidence

Public accountability

Allows thinking to be challenged / reinforced

Incomplete understanding is not a point of failure

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3. Build relationships

Knowledge can be developed through interaction between people, content and devices, over networks

Relationships are built in collaborative activities where responsibility for learning is shared

Facilitators are not gatekeepers; they are locksmiths

Create a space where “not knowing” is as important as “knowing”

Relationships = changing power differentials

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4. Embrace complexity

Develop spaces that are more, not less, complex

Create activities that have poorly defined boundaries that defy simple solutions

Reflect the dynamic & complex environments in which graduates must practice

Incorporate multiple perspectives

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5. Develop artifacts

Artifacts representative of personal knowledge creation

Created through iterative activity that includes discussion and feedback

Should be progressively shared with others; enables interaction around products & process

Scaffolding for development of artifacts should be appropriate to the students' level

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5. Incorporate feedback

Feedback is integrated into the activity, not tacked on at the end

Feedback is a step towards another activity, or an iteration of the previous one

Feedback should be given by peers as well as facilitators

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6. Stimulate reflection

Reflection should be built in from the start

It should have a consequence; the outcome of the reflection should be an action towards an objective

Must be modelled by the facilitator

Should be shared with other students

The value of the reflection is determined by the student, not the facilitator

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7. Acknowledge emotion

Create a non-judgemental space for students & facilitators

Validate students emotional responses

Facilitators should share personal values and their own emotional response, normalising and scaffolding the process

Cover sensitive topics in face-to-face sessions

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8. Design for flexibility

Anticipate change and design the learning environment to respond to it

The learning environment should be flexible enough to adapt to students' needs but structured enough to scaffold their learning

Facilitators should be flexible so that they too can adapt

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9. Immersion

Activities should be cognitively real

They should enable students to think and behave as they would in the real world

Activities should use the social norms and discourse of the profession to introduce students to the culture of the profession

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Conclusion

Design-based research is a useful method of conducting research in the educational context.

These guidelines represent a generic framework for the development of blended learning environments

They are agnostic with respect to technology

They highlight that the relationship between teacher and learner is paramount.

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Thank [email protected]

@michael_rowemrowe.co.za/blog


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