Connecting ict learning insights & methods

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The problem with digital natives
Beyond surveys, behind LEGO
The LEGO Session methodology
Results
Outlooks

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Connecting ict learning insights & methods

  1. 1. Connecting ICT learning insights & methods Emanuele Rapetti, ph.d. New media in Education Laboratory Università della Svizzera italiana emanuele.rapetti@usi.ch Luca Botturi, ph.d. Dipartimento Formazione e Apprendimento Scuola Universitaria Professionale della Svizzera italiana luca.botturi@supsi.ch 1
  2. 2. Agenda • • • • • The problem with digital natives Beyond surveys, behind LEGO The LEGO Session methodology Results Outlooks 21/01/2014 2
  3. 3. Digital technologies connecting formal and informal leaning 1. THE PROBLEM WITH DIGITAL NATIVES 3
  4. 4. ICTs Generation of digital learners 4
  5. 5. It is now clear that First sample Prensky (2001) today’s students think and process information fundamentally differently from their predecessors 5
  6. 6. Digital natives, go to the Internet not to store knowledge in their minds, but to retrieve material and pass it along. Second sample Bauerlein (2008) 6
  7. 7. 7
  8. 8. Third Sample Schulmeister (2008) The expected media competence of young learners solely consists of being able in locating information in the net 8
  9. 9. One of our research questions… What is the relevance of digital experiences for learning? See the full dataset: http://doc.rero.ch/record/30474 9
  10. 10. Developing a new qualitative research method 2. BEYOND SURVEYS, BEHIND LEGO 10
  11. 11. Some research questions… • … address our values and behaviors, not what we think about it. • … require us to look at out inner narratives • Projective methods are instruments to collect data that answer such research questions. 11
  12. 12. 21/01/2014 12
  13. 13. Projective methods, adults & LEGO • Adults have “lost” their • LEGO bricks provide support expressive skills (drawing, for “nice” products with low acting, etc.) effort • Adults are not used to “play” • LEGO are a status-symbol of with expression and media “intelligent games” • Adults fear the loss of • Participants are asked to control intrinsic to non-verbal verbally narrate their own media creations 21/01/2014 Gauntlett, D. (2007). Creative explorations. New approaches to identities and audiences. London: Routledge, 141-142. 13
  14. 14. RIGHT EMISPHERE CREATIVE EXPRESSION LEGO MODEL DEVELOPMENT LEFT EMISPHERE RATIONALIZATION VERBAL METAPHOR “This model represent the many connections That I make every day thanks to digital technologies” SOCIALIZATION CREATING A LANDSCAPE AND GENERATING A COMMON STORY 14
  15. 15. LEGO bricks as a research tool 3. THE “LEGO SESSION” METHODOLOGY 15
  16. 16. Rapetti, E., Butti, M., Misic, S., Botturi, L., & Cantoni, L. (2009). Realizing the technological potential of young employees with LEGO bricks. 16 In Ethnographic Praxis in Industry Conference Proceedings Chicago
  17. 17. 21/01/2014 17
  18. 18. Typical setting for a ‘Lego session’ 18
  19. 19. Details of qualitative sample • 2 LEGO sessions – involving 24 people, • split in 19 active participants • and 5 observers 19
  20. 20. Young people, digital media and learning 3. SOME RESULTS 20
  21. 21. Build yourself using ICTs: “the centre of the world” 21
  22. 22. “lecture in classroom” “computer” Build your favourite technology to learn 22
  23. 23. Socialization vs isolation because of the internet
  24. 24. The technological hand
  25. 25. 25
  26. 26. 26
  27. 27. Next steps for research 3. OUTLOOKS 27
  28. 28. Methodological outlooks • Fine-tuning the method for different age groups and settings • Integrating LEGO sessions with quantitative methods 28

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