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Pedagogical aspects of learning technologies examples Lecture for KAK6003 Kai Pata

Learningprogramexamples kak6003

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Examples of mapping learning technologies with learning theories

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Page 1: Learningprogramexamples kak6003

Pedagogical  aspects  of  learning  technologies  -­‐  examples  

Lecture  for  KAK6003  

Kai  Pata  

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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.  

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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

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Linking  learning  theories  with  learning  technology  

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Linking  learning  theories  with  learning  technology  

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Linking  learning  theories  with  learning  technology  

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Linking  learning  theories  with  learning  technology  

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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?  

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Drill  programs  

•  Chemistry  equaHons  

Show answer!

Check answer!

3 x Show answer => new problem

New task

Results: solved/correct

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Drill  programs  • Math 1 • Math 2

Choose activity and numbers

Check answer

Timer

correct/wrong answers

Interactivity Competition Feedback

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Drill  programs  Language learning

Check answer

Choose topic

Feedback Test

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Drill  programs  Music

Sounds -feedback from program

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Drill  programs  Find correct!

Feedback

Trials and error method

Punishing system

Game elements

Phases: drilling and testing knowledge

Biology

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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.  

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Behavioural  elements  in  computer  games  

Gaining  experience  to  proceed  in  levels  

Gaining  points  to  earn  money  to  buy  new  weapons  

Warrock  

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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  

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ApplicaHons  of  “informaHon  processing”  metaphor  

•  h`p://mudelid.5dvision.ee/  

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Co-lab

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Rock  Cycle  game  

Software http://edu.technion.ac.il/Faculty/Faculty.asp?FM=Yaelk

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Inquiry  learning  applicaHons  h`p://bio.edu.ee/  

BGUILE http://www.letus.org/bguile/

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“Young  ScienHst”  

h`p://bio.edu.ee/noor/  

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Home water-usage simulaator

http://www.emlab.uow.edu.au/ Lake Illuka

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PDA for taking water-proofs

Algae simulator

Investigating highly polluted river

Nardoo  river  

http://learningteam.org/htmls/nardoo.html

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ConstrucHvist  learning  systems  •  Concept-­‐mapping  elements  Gliffy  h`p://gliffy.com/  

•  Brainstorming  tools  

Joint  construcHon  

Belvedere  h`p://lilt.ics.hawaii.edu/belvedere/  

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CSILE  environment  

Environment  for  knowledge  building  in  communiHes  

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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  

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PossibiliHes  for  ubiquitous  learning  

(Pa`en  et  al.,  2006)  

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PossibiliHes  for  ubiquitous  learning  

(Pa`en  et  al.,  2006)  

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WISE  

http://wise.berkeley.edu kai pata2 tihane

CollaboraHve  inquiry  learning  environment  

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Self-­‐directed  learning  at  the  course  

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MOOC:  ConnecHvism  course  example  

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Hybrid    course  ecosystem  

Pata,  2010