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Transferring an Outcome-Oriented LearningArchitecture to an IT Learning GameBirgit Schmitz, Roland Klemke, Michael Totschn...
Background: the SpITKom project• Goal: Teach IT-Knowledge to learners difficult to reach• Target group: participants of th...
HOW TO REACH THE TARGETGROUP?
Game-based Learning in SpITKom• Idea: develop an IT learning game that uses an outcome-  oriented learning approach• Incre...
IT-Learning in the SpITKom-Game
IT-Learning in the SpITKom-Game
IT-Learning in the SpITKom-Game
HOW TO TACKLE THELEARNING PROCESSES?
Outcome-oriented Learning• Goal: prepare students for requirements of professional life• Assumption: Learners are individu...
Learning Outcomes & Content in SpITKom• Basis: European Computer Driver License (ECDL)   – See: ecdl.org• ECDL Syllabus de...
Outcome-orientation in ICOPER      ICOPER collects and further develops     best practices for interoperable content suppo...
Open ICOPER Content Space (OICS)                                  Application Layer                                      L...
OICS Transfer                                         SpITKom         Game                                CCT             ...
Conclusion• Successful transfer of a higher education focussed service-  based architecture to a learning game for third c...
Thank you!              Questions?            Dr. Roland KlemkeCenter of Learning Sciences and Technology       Open Unive...
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Transferring an Outcome-Oriented Learning Architecture to an IT Learning Game

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Transcript of "Transferring an Outcome-Oriented Learning Architecture to an IT Learning Game "

  1. 1. Transferring an Outcome-Oriented LearningArchitecture to an IT Learning GameBirgit Schmitz, Roland Klemke, Michael Totschnig,André Czauderna, Marcus SpechtEC-TEL 2011Palermo, 23.09.2011Roland.Klemke@ou.nl
  2. 2. Background: the SpITKom project• Goal: Teach IT-Knowledge to learners difficult to reach• Target group: participants of third chance education programm in the building sector• Target group not acquainted with computer use but experienced in gaming• Targeted Level: European Computer Driver License (ECDL)• Target group is not motivated for learning!
  3. 3. HOW TO REACH THE TARGETGROUP?
  4. 4. Game-based Learning in SpITKom• Idea: develop an IT learning game that uses an outcome- oriented learning approach• Increase motivation and engagement by offering attractive, appealing game-learning environment• Approach – “Hide” learning activities in the game process – Use ECDL Syllabus as base for the definition of learning outcomes – Personalise learning process according to progress and success
  5. 5. IT-Learning in the SpITKom-Game
  6. 6. IT-Learning in the SpITKom-Game
  7. 7. IT-Learning in the SpITKom-Game
  8. 8. HOW TO TACKLE THELEARNING PROCESSES?
  9. 9. Outcome-oriented Learning• Goal: prepare students for requirements of professional life• Assumption: Learners are individual and different• Process – Define Outcomes to achieve rather than resources to use – Aim for fine grained definition of these outcomes instead of large curricula – Select resources fitting the purposes of an outcome and the situation of a learner• Benefit: outcome-oriented learning processes can be personalised, continuously monitored, and adapted• Challenge: – Individualised learning processes and tools require interoperability issues to be solved
  10. 10. Learning Outcomes & Content in SpITKom• Basis: European Computer Driver License (ECDL) – See: ecdl.org• ECDL Syllabus defines Learning Outcomes – Syllabus organised in 7 Modules, defines fine grained individual skills to achieve: e.g. “Understand that a cell in a worksheet should contain only one element of data, (for example, first name detail in one cell, surname detail in adjacent cell).” – Basis for defintion of IT-Skills in SpITKom• Learning Content – Learning modules, – Simulations• Assessment – Assessment questions integrated in gameplay
  11. 11. Outcome-orientation in ICOPER ICOPER collects and further develops best practices for interoperable content supporting competency-driven higher education Learning Needs & Instructional Content Learning Assessment &Opportunities Modeling Development Delivery Evaluation Planning Activities at Higher Education Institutions that the ICOPER project investigates co-funded by the 11 European Community eContentplus programme
  12. 12. Open ICOPER Content Space (OICS) Application Layer Learning Widgets, Desktop Management 3rd Party Tools, Applications Systems ... Service Layer Open ICOPER Content Space Learning Learning Teaching Learning AssessmentOutcome Outcome Methods Designs/ ResourcesDefinitions Profiles (TM) Units of Learning (QTI) (LOD) (PALO) (LD / UoL) Content Push/Pull Interface (OAI PMH, SPI)OER Provider Authoring Tools Content Repositories ... Content Providers
  13. 13. OICS Transfer SpITKom Game CCT QTI Engine Service Layer Open ICOPER Content SpaceLearning Outcome Learning Outcome Learning Designs/ Assessment Definitions Profiles Units of Learning Resources (LOD) (PALO) (LD, UoL) (QTI) Content Push/Pull Interface (OAI PMH, SPI) ECDL Learning ECDL Assessment ECDL Syllabus Content Items Content Providers
  14. 14. Conclusion• Successful transfer of a higher education focussed service- based architecture to a learning game for third chance education• Ongoing: – Full evaluation planned for early 2012 – Motivating first feedback from the target group• However: target group is better equipped with mobile devices than with PCs/Laptops – A mobile version is planned
  15. 15. Thank you! Questions? Dr. Roland KlemkeCenter of Learning Sciences and Technology Open Universiteit Nederland Roland.Klemke@ou.nl
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