3. Defining the learning environment
Narrow definition: classroom
Wider definition: physical and social
environment that surrounds a learner,
including learning resources, technical
equipment, curriculum, fellow learners,
teacher (with her implicit learning theories
and teaching methods) etc.
Is the learning environment changing?
4. Learning environment IS changing
2400 years ago: Socrates banned the (text)books
500 years ago: learning environment = working environment
150 years ago: village schools
100 years ago: learning environment was
rationalized/industrialized
30 years ago: subject-specific classrooms
10-15 years ago: virtual learning environment: initially a copy
of a lecture room, then a database system
10. Three generations of TEL systems
Dimension 1.generation 2.generation 3.generation
Software
architecture
Educational software Course management
systems
Digital Learning
Ecosystems
Pedagogical
foundation
Bihaviorism Cognitivism Knowledge building,
connectivism
Content
management
Integrated with code Learning Objects,
content packages
Mash-up, remixed,
user-generated
Dominant
affordances
E-textbook, drill &
practice, tests
Sharing LO’s, forum
discussions, quiz
Reflections, collab.
production, design
Access Computer lab in
school
Home computer Everywhere – thanks
to mobile devices
11. Estonian Strategy for Lifelong Learning 2020
Shift in teaching and learning paradigm
Competent teachers and school leaders
Meeting the job market needs
Higher participation rates, effective funding models
Digital turn in formal education system
Integrating digital culture into teaching and learning
Quality digital learning resources for all curricula
Access to digital infrastructure, incl. 1:1 computing
Digital competences of teachers and students
12. Digital turn towards 1:1 computing:
promise and failures
Horizon Report 2012: the main technology trend in education
with 1 year time to adoption
Radical shift in learning environment, re-definition of teaching
and learning processes
Failures:
OLPC Peru: 2.4 million laptops, no effect on learning
Tiger Leap laptop schools: “Please, take these laptops away!”
Success stories:
Odder, Denmark: iPads for 200 teachers and 2000 students
Essa Academy, UK: technology as an essential component of
radical school improvement
13. Whole school turn towards 1:1 computing
The training and support is oriented on the level of a teacher
Diffusion of innovations (Rogers, 1992), OECD study (2002)
Evidence-based school-level intervention models are needed
14. Innovative tools for teachers
Edmodo.com, Eliademy.com, Schoology.com: Web-based
learning environments + mobile apps
Kahoot.it, Socrative: rapid response (voting) systems
LearningApps: tool for creating interactive assignments
Scoop.it: contnent curatiion
Aurasma, Layar: augmented reality apps, QR codes
Educational resource cloud services: Dikaios
EdShelf: personal toolbox of educational apps
15. Trialogical learning
Monological learning: teacher talks, pupil listens
Socratic method: dialogical learning
Trialogical learning (Paavola et al): where learners
are collaboratively inquiring, developing,
transforming, or creating shared objects of activity
(such as conceptual artefacts, practices, products)
in a systematic fashion (knowledge creation
metaphor for learning)
Vision of Students Today – a viral Youtube video
16. Pedagogical innovation
Innovative pedagogical scenarios from LEARNMIX
project (re-conceptualizing e-textbook):
Flipped classroom: learn from video tutorial, then groupwork
Project-based learning: outcome-focused teamwork
Problem-based learning: solving, then designing problems
Inquiry-based learning: hypothesis, data collection & analysis
Game-based learning: fun, competition, learning, rewards
Think of a trialogical learning scenario in line with one of the
above involving QR codes (you can use ITEC scenario template)
17. An exercise
E-textbook of the future:
E-book (e-pub)?
Online course?
Mobile app?
Standardised content package?
A bundle of Web links?
Think outside the box and propose a concept for innovative e-textbook
of the future, that is:
Usable on all personal smart devices
Allowing annotations, creative adaptations, remixing
Creative learning tool