Harnessing learning design as a new approach to rethinking curriculum Gráinne Conole, Open University, UK AECT conference, Louisville, Kentucky 30 th October 2009 More info, slides and references: http://cloudworks.ac.uk/cloud/view/2581
Outline
Converging practices (technology/education), but lack of uptake
Learning design – a definition
The OU Learning Design Initiative (OULDI)
Evidence base
Collaboration
Representation
Connection
Reification
The OLnet initiative
Towards the idea of “open design”
Case study: Repurposing a Spanish OER
Converging practices
Modern technologies
Modern learning & teaching
Web 2.0 practices
Location aware technologies
Adaptation & customisation
Second life/ immersive worlds
Google it!
“ Expert badges” , World of warcraft
User- generated content, freely available
Blogging, peer critiquing
Cloud computing
From individual to social
Contextualised and situated
Personalised learning & teaching
Experiential learning & teaching
Inquiry learning & teaching
Peer learning & teaching
Open Access Movement & Open Educational Resources
Reflection
Distributed cognition
The gap between promise & reality
Common reactions:
“ I haven’t got time ”
“ My research is more important”
“ What’s in it for me ?”
“ Where is my reward ?”
“ I don’t have the skills to do this”
“ I don’t believe in this, it won’t work”
Common resistance strategies:
I’ll say yes (and do nothing )
Undermine the initiative
Undermine the person involved
Do it badly
Classic mistakes :
Emphasis on the technologies , not the people and processes
Funding for technology developments but not use and support
OER Little reuse Array of technologies Not fully exploited
Addressing the “What’s in it for me? ”
The inertia dilemma – why has so little innovation spread?
Common reactions
Too difficult , bewildering, no incentive or support, no recognition
Changing practice – new ways of interacting and communicating
The problem
A socio-technical “space”
Improving the design process How can we design learning activities that make effective use of technology and that are pedagogical informed? How can we represent and share designs? What kind of help and support can we provide? Assessment Learning outcomes Tasks Aspects of design
Learning design: a definition
A methodology for enabling teachers/designers to make more informed decisions in how they go about designing, which is pedagogically informed and makes effective use of appropriate resources and technologies
Covers design of resource and individual learning activities up to whole curriculum level
Helps make the design process more explicit and shareable
Includes resource, tools and activities
What do we know about design?
How do teachers go about the design process ?
Where do they get ideas and inspiration from?
How do they represent their design process?
To what extent do they share their design ideas with others?
Where do they get help and advice ?
How do they evaluate the effectiveness of their designs?
Design strategies Design process creative, messy, iterative Sharing and reuse difficult, but valuable Serendipitous routes to support Every teacher does it differently Different aspects to design - focus and level of granularity No one perfect design tool or approach Different aspects – resources, tools, outcomes, support, etc.
Design creativity vs. design practice The vision… Open plan, with creative spaces, “quiet rooms”, hot desking areas, technology-enhanced, lots of social space The Jennie Lee Building, The Open University, UK
Understanding the design process Evidence base (interviews, surveys, observation, web stats, expert panels, focus groups) Development (resources, methods, tools, session types, interventions) Trialing (within the OU, workshops & conferences, project partners) An evolving empirical evidence base
A simple design Learning activity Output Learning outcome Resource Role End of activity Task Tool
Key features
Time allocation for tasks
In-situ help
Conditional branching
Design templates
Summary
Visual maps with icons + connections
Generic icon set + customised design icon set
Multiple layers , maps within maps
Drag and drop different file formats (images, videos etc.)
In-situ design help –customised google search and links to cloudworks
Aggregation of task times by roles
Design templates
Flexible export options from picture to interactive web page
Facets of OULDI work
Harnessing web 2.0 practices Teachers/design want examples , want to share/discuss ! Many repositories of good practice , but little impact Can we change practices through use of web 2.0 ideas? Blogging Facebook Twitter Slideshare Flckr Youtube Commenting Live commentary Tagging RSS feeds Embedding Following
Open design: Social and collective
Key concepts: Clouds Clouds: Ideas Design or case studies Tools or resources Questions or problems
Key concepts: Cloudscapes Cloudscapes: Conferences Workshops Course team Student cohort Research theme Project
Filtering and serendipity
Filtering – personalisation and tailoring
RSS feeds for people and cloudscapes
Different levels of email alert
Activity streams
Public activity stream (all activities on the site), Cloudscape activity streams, User activity streams
Tabbed views – all, clouds, cloudscapes, comments links, references, extra content
Theoretical perspectives “ Social objects” Social networking makes little sense if we leave out the objects that mediate the ties between people Engeström Design framework for sociality Enabling practice Mimicking reality Building identity Actualising self Bouman et al .
Approach
Agile development : initially build in Drupal, now Codeigniter
Series of phases: design decisions, development, evaluation
Empirical evidence
Web stats including google analytics
Interviews
“ Cloudfests” and focus groups
Workshops and conferences
Observation and reflective diaries
Critical friends group and design summits
Principles
Open , drawing on web 2.0 practices
Clouds as core objects – social, cummulative, intelligent
Intentionally both built around “communities”/’clusters of interest”
Cross-boundary , both filtering/personalisable and serendipitous
Dynamic and evolving through use alongside real events as well as virtual ones
Variety of types of activities and uses, but focus always on sharing, finding and discussing educational ideas and designs
Describing the curriculum Cloudscape: http://cloudworks.ac.uk/cloudscape/view/1907
Task swim line
Based on:
Roles – student, tutor, etc.
Tasks – read, discuss, etc.
Tools and resources
Outputs
Advantages
Makes design explicit
Maps out design
Sharable with others
Good at activity level
Pedagogy profile
Map of student tasks to time periods (weeks, semesters, etc)
Six types of student tasks + assessment
Each cell indicates the amount of time spent in that period on each type of task
Widget provides graphical view
Guidance & support Evidence & demonstration Information & experience Communication & interaction Thinking & reflection Course map
Gives an “at a glance view”
Five components to any course
Uses:
Represent a course
Compare
Design
Course map/At a glance representation Guidance and support “ Learning pathway” Course structure and timetable Course calendar, study guide, tutorials Information and experience “ Content and activities” Could include course materials, prior experience or student generated content Readings, DVDs, podcasts, lab or field work, placements Communication and interaction “ Dialogue” Social dimensions of the course, interaction with other students and tutors Course forum, email Thinking and reflection “ Meta-cognition” Internalisation and reflection on learning In-text questions, notebook, blog, e-portfolio, Evidence and demonstration “ Assessment” Diagnostic, formative and summative Multiple choice quizzes, TMAs, ECA
KE312 Working Together for Children 60pt course over 32 weeks 3 blocks/20 learning guides Whole weeks devoted to TMAs Consolidation week (week 22)
Practice related
Aligned to latest prof framework for mult-agency working
Rich case studies
Read – relate to practice – reflect – write
Course map example Mick Jones Evidence & demonstration 6 TMAs – submitted online (505 of overall score) 3hr examination (50% of overall score) Thinking & reflection Activities throughout learning guides (4-7 per guide) 5 website ‘interactives’ Journal space in MyStuff Core questions, thinking points and summaries in course books Communication & interaction Course-wide Café forum Tutor group forums with sub-forums for each block F2F tutorials near beginning, middle and end of course (some regional variation) Information & experience PDF resources Links to e-journal articles and other websites 3 co-published course books (21 chapters/ 960pp) DVD – videos of 3 practice settings + interviews (XXmin) Plus own experience and practice Guidance & support Study planner 20 Learning guides General assessment guidance TMA questions Course guide Study calendar Tutor support – 1:20; 21 contact hrs; band 7
Bringing together: Learning design, OER, and pedagogical patterns research
Towards “open design” Characteristics of good pedagogy Personalised Situative Social Experiential Reflective Affordances of new technologies Adaptive Contextual Networked Immersive Collective “ Open Design” Explicit Shareable Cross boundary Collective Cummulative
Open design and mediation Can we develop new innovative mediating artefacts? How can we make the design more explicit and sharable ? Designer Design Has an inherent Learning activity or OER Creates Mediating artefacts
Mediating artefacts
Visualisation: CompendiumLD
Methods: Schema & patterns
Sharing: Cloudworks
User – can now repurpose
Mediating artefacts
Individuals use a range of mediating artefacts to achieve something – write a paper, design a learning event
With new technologies there is now a greater range of MA and new ways for individuals to connect and communicate with others
Taking a socio-cultural approach allows us to make sense of this because it helps articulate the MA and look at the context of use – rules, community, division of labour, as well as look over time at the evolving system as user-practice changes and co-evolves with the technologies
Open Design: Visualising and sharing
Explicit design
Design, use, reuse Designer OER Design Creates Deposits Deposits Learner A OER Design Learner B Tutor Chooses Uses Quiz + beginners route Uses Quiz + advanced route Repurposes & deposits
Process design Prior designs & resources New designs Content: (OER repositories, etc) Designs: (Pedagogical Patterns, CompendiumLD designs) New OER & designs
Conclusions
Motivation : helping teachers/designers make more innovative use of technologies to create better learner experiences
Approach : development of a range of resources, tools, methods and events to support this
Evidence-base and agile development : on-going evaluation and reflection to enhance understanding and drive future developments
Reflection : How effective is this? Where to next? Is it transferable? How “open” can we really expect teachers/learners to be?
Harnessing learning design as a new approach to rethinking curriculum Gráinne Conole, Open University, UK AECT conference, Louisville, Kentucky 30 th October 2009 More info, slides and references: http://cloudworks.ac.uk/cloud/view/2581
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