Conole athens sep


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  • VW: 3D space; represented by avatarCreate any context in which to learnSimulation – real, imagined, impossibleDemo: SWIFT Genetics lab (experiential; computer as tutor)Demo: Language-learning in context / with nativesDemo: SWIFT XP3 (Abstract)Demo: Artistic (Castle)SL; OpenSim; HTML5
  • PBL:Constructivist approach to learningLearner focusedLearners develop problem-solving, self regulated learning and team based learning skillsGeared toward “real world” tasks; projects or problems have more than one approachEmphasis on authentic, performance based assessmentContext: EU-funded;10 partner organisations ; 6 languages; adapted for each culture (GR,RO,IT,TU,PG,EN)Theoretical andpracticalelements - participants work alone &in groups  engaging and interactiveEmploysSalmon’s (2002) E-tivity model:Stage 1 - Access and motivationStage 2 - On-line socializationStage 3 - Information exchangeStage 4 - Knowledge constructionStage 5 - DevelopmentVirtual Facilitator: expert system to guide learners in designing PBL sessions by asking questions/offering suggestions.An open access area for participants to share their own PBL scenarios / designPBL repository: An open access area for participants to share their own PBL scenarios / design
  • Conole athens sep

    1. 1. Harnessing technologies to prevent early school leaving Gráinne Conole, University of Leicester 20th September 2013 ETUCE Workshop – ICT and early school leaving Athens, Greece National Teaching Fellow 2012 Ascilite fellow 2012EDEN fellow 2013
    2. 2. About me… • Irish but living in England • PhD in Chemistry • Two girls (14 and 18) • Professor of Learning Innovation at the University of Leicester
    3. 3. Institute of Learning Innovation • Research • Teaching • Supervision • Consultancy • Visiting scholars • Institutional advice
    4. 4. Outline • Why e-learning? • E-learning timeline and digital landscapes • Emergent technologies • Pedagogical approaches • Learning design and digital literacies • Challenges for education
    5. 5. Why e-learning? • For learning – Potential to support interaction, communication and collaboration – Developing digital literacy skills – Promoting different pedagogical approaches – Fostering creativity and innovation – Connecting students beyond the formal course – Helping to prevent early school drop out • For life – Preparing students for an uncertain future – Improving employability opportunities – Increased importance of technology in society
    6. 6. E-Learning timeline Multimediaresources 80s TheInternetandtheWeb 93 LearningManagementSystems 95 OpenEducationalResources 01 Mobiledevices 98 Gamingtechnologies 00 Socialandparticipatorymedia 04 Virtualworlds 05 E-booksandsmartdevices MassiveOpenOnlineCourses 07 08 LearningDesign 99 Learningobjects 94
    7. 7. Digital landscapes Open Social Distributed Participatory Distributed Networked Complex Dynamic Conole and Alevizou, 2010
    8. 8. Technological trends • MOOCs • Tablet computing • Games and gamification • Learning analytics • 3D-printing • Wearable technologies
    9. 9. Innovating pedagogy • MOOCs • Badges to accredit learning • Learning analytics • Seamless learning • Crowd learning • Digital scholarship • Geo-learning • Learning from gaming • Maker Culture • Citizen inquiry
    10. 10. Pedagogical approaches Drill & practice learning Mobile learning Situated learning Immersive learning
    11. 11. Drill and practice learning
    12. 12. Study calendars E-books Learning resources Online modules Annotation tools Mind mapping tools Communication mechanisms Mobile learning
    13. 13. Mobile is important • In mid-2012, 51% of UK citizens owned a smartphone (The Paypers, 2012) • 14% of adults in Europe owned tablet in 2012 (Lomas, 2013) • 35% of UoL Medical School 3rd years own an iPad Terese Bird
    14. 14. Flexibility and mobility Small, compact size Readability Easy on the eyes Access from a single device without internet Portability Capacity Long battery life Continue reading, Bookmark Photo by Kzeng on Flickr Photo by Yummy Pancake on Flickr Terese Bird
    15. 15. Situated learning Archeological digs Medical wards Art exhibitions Cyber-law Virtual language exchange Beyond formal schooling
    16. 16. SWIFT – Learning in virtual worlds Features: • Harnesses imagination • Experiential learning • Creates learning context • Computer as personal tutor Example applications: • Practical subjects • Language practice • Abstract concepts • Artistic creation Paul Rudman
    17. 17. SCENE – Problem-Based Learning (PBL) Aims: • Promote the use of PBL as a teaching method in the EU • Train teachers, trainers and head teachers on PBL pedagogy Online course video, discussion forums, virtual classrooms PBL repository To share PBL scenarios Virtual Facilitator To assist learners Paul Rudman and Pal Edirisingha
    18. 18. Immersive learning
    19. 19. Promise and reality Social and participatory media offer new ways to communicate and collaborate Wealth of free resources and tools Not fully exploited Replicating bad pedagogy Lack of time and skills
    20. 20. The 7Cs of Learning Design Conceptualise Vision CommunicateCapture ConsiderCollaborate Activities Combine Synthesis Consolidate Implementation
    21. 21. Conceptualise • Vision for the course, including: – Why, who and what you want to design – The key principles and pedagogical approaches – The nature of the learners Conceptualise Course Features 6 design frames Personas
    22. 22. Course features • Pedagogical approaches • Principles • Guidance and support • Content and activities • Reflection and demonstration • Communication and collaboration
    23. 23. Principles Theory based Practice based Cultural Aesthetics Political International Serendipitous Community based Sustainable Professional
    24. 24. Pedagogical approaches Inquiry based Problem based Case based Dialogic Situative Vicarious Didactic Authentic Constructivist Collaborative
    25. 25. Guidance & Support Learning pathway Mentoring Peer support Scaffolded Study skills Tutor directed Help desk Remedial support Library support Step by step
    26. 26. Content & Activities Brainstorming Concept mapping Annotation Assimilative Jigsaw Aggregating resources Learner generated content Information handling Pyramid Modeling
    27. 27. Reflection & Demonstration Diagnostic E-Assessment E-Portfolio Formative Summative Peer feedback Vicarious Presentation Reflective Feed forward
    28. 28. Communication & Collaboration Structured debate Flash debate Group project Group aggregation Group presentation Pair debate For/Against debate Question & Answer Group project Peer critique
    29. 29. Capture • Finding and creating interactive materials – Undertaking a resource audit of existing OER – Planning for creation of additional multimedia such as interactive materials, podcasts and videos – Mechanism for enabling learners to create their own content Capture Resource Audit Learner Generate Content
    30. 30. Communicate • Designing activities that foster communication, such as: – Looking at the affordances of the use of different tools to promote communication – Designing for effective online moderating Communicate Affordances E-moderating
    31. 31. Collaborate • Designing activities that foster collaboration, such as: – Looking at the affordances of the use of different tools to promote collaboration – Using CSCL (collaborative) Pedagogical Patterns such as JIGSAW, Pyramid, etc. Collaborate Affordances CSCL Ped. Patterns
    32. 32. Consider • Designing activities that foster reflection • Mapping Learning Outcomes (LOs) to assessment • Designing assessment activities, including – Diagnostic, formative, summative assessment and peer assessment Collaborate LOs/Assessment Assessment Ped. Patterns
    33. 33. Combine • Combining the learning activities into the following: – Course View which provides a holistic overview of the nature of the course – Activity profile showing the amount of time learners are spending on different types of activities – Storyboard: a temporal sequence of activities mapped to resources and tools – Learning pathway: a temporal sequence of the learning designs Combine Course View Activity Profile Storyboard Learning Pathway
    34. 34. Course View E-tivity Rubric: Purpose: To start mapping out your module/course, including your plans for guidance and support, content and the learner experience, reflection and demonstration, and communication and collaboration.
    35. 35. Activity profile • Types of learner activities – Assimilative – Information Handling – Communication – Production – Experiential – Adaptive – Assessment
    36. 36. Start End Learning Outcomes LO1 LO2 LO3 LO4 Assessment LO1 LO2 LO3 LO4 Week 1 Topic 1 Week 2 Topic 2 Week 3 Topic 3 Week 4 Topic 4
    37. 37. Consolidate • Putting the completed design into practice – Implementation: in the classroom, through a VLE or using a specialised Learning Design tool – Evaluation of the effectiveness of the design – Refinement based on the evaluation findings – Sharing with peers through social media and specialised sites like Cloudworks Combine Implementation evaluation Refinement Sharing
    38. 38. The METIS Integrated Learning Design Environment • Conceptualize • Author • Implement
    39. 39. Challenges facing edcuation • Disaggregation of Education • The new for new digital literacy skills • Supporting learning from enrolment to completion
    40. 40. Resources Learning pathways Support Accreditation Disaggregation of education
    41. 41. Resources • Over ten years of the Open Educational Resource (OER) movement • Hundreds of OER repositories worldwide • Presence on iTunesU
    42. 42. The OPAL metromap Evaluation shows lack of uptake by teachers and learners Shift from development to community building and articulation of OER practice
    43. 43. POERUP outputs • An inventory of more than 100 OER initiatives • 11 country reports and 13 mini-reports • 7 in-depth case studies • 3 EU-wide policy papers
    44. 44. OER community case studies • 7 case studies – Futurelearn – OER University – MOOC UVA – BC Campus – Wikiwijs – HwB – Book in progress • Data collection – Survey – Interviews • Methodology – Social Network Analysis to identify the nature of the interactions and key players POERUP outputs
    45. 45. The emergence of MOOCs • CCK08 – Connectivist MOOC (cMOOC) – Siemens, Downes and Cormier – Evaluation (Fini, 2009) – • Emergence of large-scale xMOOCs • UK-based FutureLearn • What are MOOCs? – • List of MOOCs – • EFQUEL series of blogs –
    46. 46. Massive Open Online Courses (MOOCs) Free Distributed global community Social inclusion High dropout rates Learning income not learning outcome Marketing exercise
    47. 47. Dimension Characteristics Context Open Degree to which the MOOC is open Massive How large the MOOC is Diversity The diversity of the learners Learning Use of multimedia Extent of use of rich multimedia Degree of communication Amount of communication incorporated Degree of collaboration Amount of collaboration incorporated Amount of reflection Ways in which reflection is encouraged Learning pathway Degree to which the learning pathway is supported Quality assurance Degree of quality assurance Certification Mechanisms for accreditation Formal learning Feed into formal learning offerings Autonomy Degree of learner autonomy A taxonomy of MOOCs
    48. 48. Learning pathways • Guided pathways through materials • Can promote different pedagogical approaches – Associative – Constructivist – Situative – Connectivist Collaborative Pedagogical Patterns
    49. 49. Support • Computer assisted • Peer support • Tutor support • Community support • Mentoring
    50. 50. Accreditation Peer to Peer University OER University Mozilla badges
    51. 51. Tackling early school leaving • Technologies can assist by providing virtual support on: – Advice on effective study skills – Listening to students’ concerns – Creating a virtual community of peers – Providing rich multimedia resources – Offering ideas on post-school opportunities
    52. 52. Conclusion • Nature of learning, teaching and research is changing • Changing roles • Technology Enhanced Learning spaces • It’s about – Harnessing new media – Adopting open practices • New business models are emerging
    53. 53.
    54. 54. References • Conole, G. (2010) Review of pedagogical frameworks and models and their use in e-learning, • Conole, G. and P. Alevizou (2010) Review of the use(s) of Web 2.0 in Higher Education. • Conole, G., M. Dyke, et al. (2004). "Mapping pedagogy and tools for effective learning design." Computers and Education 43(1-2): 17-33. • Dewey, J. (1916). Experience and Nature. New York, Dover. • Jarvis, P. (2004). Adult education and lifelong learning. London, RoutledgeFalmer. • Laurillard, D. (2002). Rethinking university teaching, Routledge %@ 0415256798, 9780415256797. • Secker, J.(2011), literacy-e-learning-and-the-changing-role-of-the-librarian • Learning Design workshop resources workshop