Conole cs ued_keynote

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  • §
  • Instrumental knowledge and skills for digital tool and media usage; 2) Advanced skills and knowledge for communication and collaboration, information management, learning and problem-solving, and meaningful participation; 3) Attitudes to strategic skills usage in intercultural, critical, creative, responsible and autonomous ways. Instrumental knowledge and skills are a precondition for developing or using more advanced skills.
  • Conole cs ued_keynote

    1. 1. National Teaching Fellow 2012Digital literacies for a changing learning context Gráinne Conole, University of Leicester 6th November 2012 CSU edConference WaggaWagga, Charles Sturt University
    2. 2. Outline• The technological context• Learner experience• Digital literacies• Pedagogical approaches• Disaggregation of education• Learning design• Changing practices
    3. 3. Multimedia resources 80s 93 The Internet and the Web 94 Learning objects Learning Management Systems 95 Mobile devices 98 Learning Design 99 Gaming technologies 00 E-Learning timeline 01 Open Educational Resources Social and participatory media 04http://halfanhour.blogspot.be/2012/02/e-learning-generations.html Virtual worlds 05 07 E-books and smart devices 08 Massive Open Online Courseshttp://scienceoftheinvisible.blogspot.co.uk/2012/08/a-ramble-through-history-of-online.html
    4. 4. CollectivePeer critiquing aggregationUsergenerated OpencontentNetworked Personalised
    5. 5. Technological trends• Mobiles and e-books• Personalised learning• Cloud computing• Ubiquitous learning• BYOD (Bring your own device)• Technology-Enhanced learning spaces• Learning analytics
    6. 6. Technologies• Transforming everything we do• New forms of communication and collaboration• Multiple rich representations• Tools to find, create, manage, share• Networked, distributed, peer reviewed, open• Complex, dynamic and co- evolving http://www.flickr.com/photos/oceanflynn/6638184545/
    7. 7. Technologies for learning• Audio-graphics • Podcasts• Blogs • RSS feeds• E-Books • Second life• E-Portfolios • Social bookmarking• Games • Twitter• Instant Messaging • Video Mesaging• Mashups • Wikis• Mobile learning • Video clips and YouTube• Photo sharing • Video chat Rennie and Morrison, 2012
    8. 8. Learning Management Systems CommunicationLibrary Content tools Registration Collaboration AssessmentFinance tools tools TimetablingStudent Upload Trackingrecords tools tools Conole, forthcoming, UNESCO briefing paper
    9. 9. The MATEL study http://www.menon.org/matel/• Productivity and creativity• Networked collaboration• Content creation• Visualisation and simulation• Learning Management Systems• Learning environment• Games• Devices, interfaces and connectivity http://www.flickr.com/photos/wfryer/462376660/
    10. 10. Aspects of learningIndividual CollaborativeCreating and Learningaccessing content organisation
    11. 11. Google glasses project• Can ‘see’ the Internet on glasses• Context sensitive information• Context lenses plannedhttp://www.youtube.com/watch?v=9c6W4CCU9M4
    12. 12. Game changers• Harnessing the power of new media• Need to rethink education• Key questions – How can we reach more learners, more effectively? – What is the impact of free resources, tools and expertise? – What new business models are emerging? – What new digital literacies are needed? http://www.educause.edu/game-changers
    13. 13. Learner experience • Technology immersed • Learning approaches: task- orientated, experiential, jus t in time, cumulative, social • Personalised digital learning environment • Mix of institutional systems and cloud-based tools and services • Use of course materials with free resources Sharpe, Beetham and De Freitas, 2010 http://www.educause.edu/studentsAndTechnologyInfographic
    14. 14. Digital literacies • Range of terms and definitions – Information literacies – Digital literacies – Digital competences – E-skills Digital literacies = Tool knowledge + Critical thinking + Social engagement (Fraser)www.guardian.co.uk/higher-education-network/blog/2012/may/15/digital-literacy-in-universities
    15. 15. Digital literacies: definition• Set of social practices and meaning making of digital tools (Lankshear and Knobel, 2008)• Continuum from instrumental skills to productive competence and efficiency http://ftp.jrc.es/EURdoc/JRC67075_TN.pdf
    16. 16. IPTS report• Confident/critical use of technologies for work, leisure and communication• Digital divide• The network is key• More participatory and open practices
    17. 17. Benefits• Social• Health• Economic• Civic• Cultural• Societal http://www.flickr.com/photos/mediaquell/4329902002/
    18. 18. Issues• Personal safety and privacy• Responsible, ethical, and legal issues• Understanding digital media• Inequalities and the digital divide http://www.flickr.com/photos/29233640@N07/3668208527/
    19. 19. Digital literacies Creativity Play Collective intelligencePerformance JudgementSimulation Transmedia navigationAppropriation Networking Multitasking Negotiation Distributed cognition Jenkins et al., 2006 http://www.flickr.com/photos/r8r/4109502436/
    20. 20. Transmedia navigationhttp://www.youtube.com/watch?v=eW3gMGqcZQc
    21. 21. Distributed cognitionAcross FilteringnetworksTools and AggregationpeopleNetworked Personalised Salamon, 1993
    22. 22. Playhttp://www2.le.ac.uk/projects/swift/
    23. 23. Networking
    24. 24. Collective intelligence
    25. 25. Performance• Digital identity• Degree of openness• Communication and collaboration
    26. 26. Creativity• Derived from Latin ‘creo’ to create/make• Creating something new (physical artefact or concept) that is novel and valuable• Ability to transcend traditional ideas, rules, partners, relatio nships and create meaningful new ideas, forms, methods, inter pretations http://www.flickr.com/photos/vaxzine/2278300537/
    27. 27. Why is it important?• Essential skill to deal with today’s complex, fast and changing society• Discourse and collaboration are mediated through a range of social and participatory media
    28. 28. Stages• Preparation: identifying the problem• Incubation: internalisation of the problem• Intimation: getting a feeling for a solution• Illumination: creativity burst forth• Verification: idea is consciously verified, elaborated and applied http://www.flickr.com/photos/williamcromar/5230835657/
    29. 29. Technologies• Can promote creativity in new and innovative ways• Enable new forms of discourse, collaboration and cooperation• Access and repurpose knowledge in different forms of representation• Aggregation and scale – distributed and collective
    30. 30. Augmented Reality Games (ARGs) • Began with a code 91211 • Twitter hash tag • Mysterious character Rufus • Series of clues – real and virtual • Video screen in Manchester spontaneously playing students’ videos Helen Keegan http://www.youtube.com/watch?v=qESNQMDupfY Keynote, Eden Research Workshop, Leuven, 24th October 2012
    31. 31. Pedagogical approachesDrill & practice Mobilelearning learningSituated Immersivelearning learning
    32. 32. Drill and practice learning
    33. 33. Mobile learningStudy calendarsE-booksLearning resourcesOnline modulesAnnotation toolsMind mapping toolsCommunication mechanisms
    34. 34. Situated learningArcheological digsMedical wardsArt exhibitionsCyber-lawVirtual language exchangeBeyond formal schooling http://www.jibbigo.com/
    35. 35. Immersive learning
    36. 36. Disaggregation of educationResources Learning pathwaysSupport Accreditation http://www.flickr.com/photos/emclibrary/2459359483/
    37. 37. Resources• Over ten years of the Open Educational Resource (OER) movement• Hundreds of OER repositories worldwide• Presence on iTunesU
    38. 38. The OPAL metromapEvaluation shows lack of uptakeby teachers and learnersShift from development tocommunity building andarticulation of OER practice http://www.oer-quality.org/
    39. 39. POERUP outputs• An inventory of more than 100 OER initiatives http://poerup.referata.com/wiki/Countries_with_OER_initiatives• 11 country reports and 13 mini-reports http://poerup.referata.com/wiki/Countries• 7 in-depth case studies• 3 EU-wide policy papers
    40. 40. MassiveOpenOnlineCourses http://www.olds.ac.uk/
    41. 41. Support• Computer assisted• Peer support• Tutor support• Community support• Mentoring http://www.flickr.com/photos/24289877@N02/5851058394/
    42. 42. AccreditationPeer to Peer University OER University www.p2pu.org/en/ wikieducator.org/OER_university/
    43. 43. Promise and realitySocial andparticipatory mediaoffer new ways tocommunicate andcollaborate Not fully exploitedWealth of free Replicating bad pedagogyresources and tools Lack of time and skills
    44. 44. Learning Design Shift frombelief-based, implicit approaches todesign- based,explicit approaches Learning Design A design-based approach to creation and support of courses Encouragesreflective,scholarly practicesPromotessharing and discussion
    45. 45. Conceptualise What do we want to design, who for and why? Carpe Diem: 7Cs of learning Design Consolidate Evaluate and embed your designhttp://beyonddistance.wordpress.com/2012/02/07/carpe-diem-the-7cs-of-design-and-delivery/
    46. 46. Changing practices• Nature of learning, teaching and research is changing• It’s about – Harnessing new media – Adopting open practices• New business models are emerging
    47. 47. Digital scholarship• Exploiting the digital network• New forms of dissemination and communication• Promoting reflective practice• Embracing the affordances of new technologies Weller: http://nogoodreason.typepad.co.uk/
    48. 48. My digital environment
    49. 49. Citation indicators
    50. 50. The future of learning• Changing nature of education• New forms of communication and collaboration• Rich multimedia representation• Harnessing the global network
    51. 51. Implications• Blurring boundaries• New business models• More open practices• Changing roles• Importance of new digital literacy skills• Disruptive and complex
    52. 52. http://www.slideshare.net/GrainneConolehttp://www2.le.ac.uk/departments/beyond-distance-research-alliance grainne.conole@le.ac.uk http://e4innovation.com

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