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Model for Blending Technology & Entrepreneurship into Learning Design Best Practices
Learning Design Frameworks
§ TPACK § Learning by Design § Pedagogical Infrastructure Framework
Component Essential design features of the setting (set prior to course)
Shortcomings in the design and suggestions for improvements
Technical • Basic tools: blog & iPads • Various mLearning apps for personal and
collaborative use for writing, taking pictures and video, for browsing and concept-mapping
• Cloud services and resources tutoring the use of apps and other resources (e.g. Youtube)
• Social media platforms that link formal, nonformal and informal learning
• ICT infrastructure: wifi, apple TV, projectors
•
Social • Group activities: hands-on work for constructing knowledge&skills
• Structured group settings like duel discussions and evaluation discussions
• Unstructured personal and group settings like mobile qr track
• Analysis and participation in the community of practice in InnoOmnia
• Informal get-together party
•
Epistemological • Theoretical framework partly provided by facilitators, partly on students’ own activity (group work)
• Information on the Finnish educational system and vocational education and training
• Device and app training provided • Cloud services and social media platforms
partly assisted and partly as their own group work
• Edutech application cases and examples partly presented by facilitators, partly accessed as students’ own activity
• "Fuzzy" knowledge to be gathered about the InnoOmnia community of practice
•
Cognitive • The sessions start with an introduction to the objectives and end with a reflective round-up. During and after the sessions the students are expected to write about their process both on the blog and on their personal learning environments.
• As is often the case with adult education, students are expected to be active, to take initiative and to have self-regulated learning skills and positive attitude to their own process.
•
Blended Learning
§ Multiple sources and actors, mixed by design
§ Design is flexible, not cast in stone
§ Encouraging flow, process and tacit knowledge
§ Agility for reflection, feedback and adjustment
Blended Learning
§ Authentic environments / Simulated reality § Real life interaction / Mediated presence / Databases § Students / Teachers / Entrepreneurs § Different domains of learning § Synchronous / Asynchronous § Mixing the roles of participants § Versatility in didactic practices
Community of Practice
§ Constructing knowledge together § Value of tacit knowledge § Various roles one can take § InnoOmnia community § Facility and its spaces § Serendipity
Knowledge Building Community
§ 21st century skills § On-campus business partnerships § Young entrepreneur programmes § Cooperative arrangements
§ Example: Edupreneur Bootcamp § A journey to entrepreneurship...