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Conole digital literacies

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Conole digital literacies

  1. 1. National Teaching Fellow 201221st Century Digital literacies Gráinne Conole, University of Leicester 17th December 2012 Library presentation
  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, just 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. Educational technology trends• Social networking skills• Transliteracyskills• Maintaining Privacy Beetham et al. (2009)• Managing Identity http://tinyurl.com/beetham_DL• Creating content• Organising and sharing Lea and Jones (2011) http://tinyurl.con/lea_jones_DL content• Reusing/repurposing content• Filtering and selecting content• Selfbroadcasting http://tinyurl.com/wheeler-DL
  18. 18. Digital literacies Creativity Play Collective intelligencePerformance JudgementSimulation Transmedia navigationAppropriation Networking Multitasking Negotiation Distributed cognition Jenkins et al., 2006
  19. 19. Transmedia navigationhttp://www.youtube.com/watch?v=eW3gMGqcZQc
  20. 20. Distributed cognitionAcross FilteringnetworksTools and AggregationpeopleNetworked Personalised Salamon, 1993
  21. 21. Playhttp://www2.le.ac.uk/projects/swift/
  22. 22. Networking
  23. 23. Collective intelligence
  24. 24. Performance• Digital identity• Degree of openness• Communication and collaboration
  25. 25. 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, relationships and create meaningful new ideas, forms, methods, interpretations http://www.flickr.com/photos/vaxzine/2278300537/
  26. 26. 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
  27. 27. 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
  28. 28. 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
  29. 29. Pedagogical approachesDrill & practice Mobilelearning learningSituated Immersivelearning learning
  30. 30. Drill and practice learning
  31. 31. Mobile learningStudy calendarsE-booksLearning resourcesOnline modulesAnnotation toolsMind mapping toolsCommunication mechanisms
  32. 32. Situated learningArcheological digsMedical wardsArt exhibitionsCyber-lawVirtual language exchangeBeyond formal schooling http://www.jibbigo.com/
  33. 33. Immersive learning
  34. 34. Disaggregation of educationResources Learning pathwaysSupport Accreditation http://openclipart.org/
  35. 35. Resources• Over ten years of the Open Educational Resource (OER) movement• Hundreds of OER repositories worldwide• Presence on iTunesU
  36. 36. 100 million adults can’t afforduniversity (UNESCO) Image by James Cridland
  37. 37. State of the art in OER• Builds on a UNESCO conference on HE (09)• Discourse on policy and practice• How do institutions reposition themselves in an information rich world where tools and resources are freely available? http://www.col.org/resources/publications/Pages/detail.aspx?PID=412
  38. 38. Combating social exclusion• Completely open• Free• Education for all• Easy to access and use• Crosses boundaries• Access to new knowledge and expertise• Aggregation of resources• Sharing ideas and practice• Facilitates the development of networks
  39. 39. The OPAL metromapEvaluation shows lack of uptakeby teachers and learnersShift from development tocommunity building andarticulation of OER practice http://www.oer-quality.org/
  40. 40. 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
  41. 41. Free Distributed global community Social inclusion MOOCs High dropout ratesLearning income not learning outcome Marketing exercise http://tinyurl.com/moocascilite
  42. 42. Learning pathways• Guided pathways through materials• Can promote different pedagogical approaches – Didactic – Constructivist – Situative – Connectivist Collaborative Pedagogical Patterns
  43. 43. Support• Computer assisted• Peer support• Tutor support• Community support• Mentoring http://www.flickr.com/photos/24289877@N02/5851058394/
  44. 44. AccreditationPeer to Peer University www.p2pu.org/en/ OER University wikieducator.org/OER_university/ Mozilla badges http://openbadges.org/
  45. 45. Promise and realitySocial andparticipatory mediaoffer new ways tocommunicate andcollaborate Not fully exploitedWealth of free Replicating bad pedagogyresources and tools Lack of time and skills
  46. 46. 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
  47. 47. Conceptualise What do we want to design, who for Course features and why? Course map Activity profile The 7Cs ofLearning Design Consolidate Evaluate and embed your design
  48. 48. Course features• Pedagogical approaches• Principles• Guidance and support• Content and activities• Reflection and demonstration• Communication and collaboration
  49. 49. Theory based Practice based CulturalAesthetics Professional PrinciplesPolitical SustainableInternational Serendipitous Community based
  50. 50. Course map
  51. 51. Activity profile• Assimilative – Reading, viewing, listening• Information handling• Communicative• Productive• Experiential• Adaptive• Assessment
  52. 52. Cloudworks
  53. 53. Changing practices• Nature of learning, teaching and research is changing• It’s about – Harnessing new media – Adopting open practices• New business models are emerging
  54. 54. 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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