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Examples of mapping learning technologies with learning theories
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Pedagogical aspects of learning technologies -‐ examples
Lecture for KAK6003
Kai Pata
Linking learning theories with learning technology
• Oliver´s framework: – Individual – Where the individual is the focus of learning. – Social – learning is explained through interacHon with others (such as a tutor or fellow students), through discourse and collaboraHon and the wider social context within which the learning takes place.
– ReflecHon – Where conscious reflecHon on experience is the basis by which experience is transformed into learning.
– Non-‐reflecHon – Where learning is explained with reference to processes such as condiHoning, preconscious learning, skills learning and memorisaHon (Jarvis, Holford, & Griffin, 1998).
– InformaHon – Where an external body of informaHon such as text, artefacts and bodies of knowledge form the basis of experience and the raw material for learning.
– Experience – Where learning arises through direct experience, acHvity and pracHcal applicaHon.
Linking learning theories with learning technology
Oliver´s framework: The representation emphasises the relationships between the ends of the spectrum in the form of an octahedron:
• Individual – Social. • Reflection – Non-reflection. • Information – Experience.
The representation is useful in terms of helping to identify learning pathways
Linking learning theories with learning technology
Linking learning theories with learning technology
Linking learning theories with learning technology
Linking learning theories with learning technology
Task • Form a list of acHviHes what are present in one of your invesHgated learning technology
• Evaluate acHviHes in the 3 dimensions: – Individual – Social – ReflecHon – Non-‐reflecHon – InformaHon – Experience
• Decide what learning theories might be supported by this learning technology
• What metafors may apply to these learning technologies – for what you would use the learning environment?
Drill programs
• Chemistry equaHons
Show answer!
Check answer!
3 x Show answer => new problem
New task
Results: solved/correct
Drill programs • Math 1 • Math 2
Choose activity and numbers
Check answer
Timer
correct/wrong answers
Interactivity Competition Feedback
Drill programs Language learning
Check answer
Choose topic
Feedback Test
Drill programs Music
Sounds -feedback from program
Drill programs Find correct!
Feedback
Trials and error method
Punishing system
Game elements
Phases: drilling and testing knowledge
Biology
Behavioural elements in computer games
• System of tokens in computergames serves as the rewarding element.
• Rewards and tokens are the source of extrincic moHvaHon.
• When behaviour is condiHoned with tokens the behaviour itself becomes pleasant and can turn into the source of intrincic moHvaHon to play the game.
Behavioural elements in computer games
Gaining experience to proceed in levels
Gaining points to earn money to buy new weapons
Warrock
Behavioural elements in computer games
Decisions give resourse-‐ or environment points and you can make the environment be`er.
When your health points decrease you can see that the environmental condiHons get worse.
www.honoloko.com
ApplicaHons of “informaHon processing” metaphor
• h`p://mudelid.5dvision.ee/
Co-lab
Rock Cycle game
Software http://edu.technion.ac.il/Faculty/Faculty.asp?FM=Yaelk
Inquiry learning applicaHons h`p://bio.edu.ee/
BGUILE http://www.letus.org/bguile/
“Young ScienHst”
h`p://bio.edu.ee/noor/
Home water-usage simulaator
http://www.emlab.uow.edu.au/ Lake Illuka
PDA for taking water-proofs
Algae simulator
Investigating highly polluted river
Nardoo river
http://learningteam.org/htmls/nardoo.html
ConstrucHvist learning systems • Concept-‐mapping elements Gliffy h`p://gliffy.com/
• Brainstorming tools
Joint construcHon
Belvedere h`p://lilt.ics.hawaii.edu/belvedere/
CSILE environment
Environment for knowledge building in communiHes
Fle3 DEMO h`p://fle3.uiah.fi/demo/
Synergy DEMO http://bscl.fit.fraunhofer.de/pub2/bscl.cgi/0/4
demo/demo
CollaboraHve learning environments
PossibiliHes for ubiquitous learning
(Pa`en et al., 2006)
PossibiliHes for ubiquitous learning
(Pa`en et al., 2006)
WISE
http://wise.berkeley.edu kai pata2 tihane
CollaboraHve inquiry learning environment
Self-‐directed learning at the course
MOOC: ConnecHvism course example
Hybrid course ecosystem
Pata, 2010