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Approaches to curriculum and learning design

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Approaches to curriculum and learning design

  1. 1. Approaches to Curriculum & Learning Design Helen Beetham, Sheila MacNeill 21 November 2022 #jiscexperts22
  2. 2. Session overview • Overview of project - Background, rationale, how you can engage(10 mins) • Activity 1 – Developing a shared process model (20 mins) • Activity 2 – Space, place and modes of participation (10 mins) • Activity 3 – Thinking ahead (10 mins) • Feedback and next steps (10 mins)
  3. 3. Review of learning and curriculum design 2022 • Literature review: past projects; models and frameworks in use; studies of curriculum practice from the last 2 years • Survey of current curriculum practice in higher education • Interviews and vignettes Outputs • Survey report • Summary of models in use • Recommendations to HE curriculum providers and to Jisc & partners
  4. 4. Definitions • Curriculum Design: reviewing, planning and developing a course of study Formal departmental and institutional process; mapping to graduate outcomes, benchmarks and professional standards; producing documentation • Learning Design: defining how learning will be supported within each course, module or unit Defining activities, tools and technologies, core content, class sessions and groupings, mode(s) of participation, assignments and assessments, opportunities for interaction and feedback; producing learning materials • Terms are often used interchangeably and processes often overlap or iterate We use 'Curriculum and Learning Design' to mean all the processes of planning and designing a course of study and how students will learn
  5. 5. Survey responses Add url for report & maybe pic of it
  6. 6. Models, methods and frameworks in use Insights from review of around 30 models •Generic processes include design sprints, ‘intensives’, ABC workshops, Carpe Diem • Principles include constructive alignment, accessibility and inclusivity, sustainability, authentic assessment and many more - some general, some institutionally defined • Prompts support decision making e.g. ABC cards, activity types, session types, other taxonomies, use of specific tools/platforms, checklists, pro-formas…
  7. 7. Recommendations & focus of phase 2 Explore challenges and opportunities (based on current practice), and develop: • core learning/curriculum design process • guidance on the pedagogies of diverse spaces, places and modes of participation • whole curriculum design through a pedagogical lens • Implications for organisational planning e.g. staff workload, estates, platforms, digital divide… • exemplar case studies • terminology/definitions to reflect real world challenges and practices
  8. 8. Activity 1: Developing a process model Insert footer 8
  9. 9. Macro •Process(es) - contextual organisational/QA /discipline/professional standards Meso •Principles – guiding pedagogical/contextual approaches e.g. frameworks/principles models Micro •Prompts – making learning experiences e.g. Learning design workshop cards, Curriculum Design: Process, principles & prompts Curriculum Design Learning Design Curriculum and learning design is an entangled space - working across different levels, spaces, places and modes of participation
  10. 10. A general process model Workshop process or design sprint (90 mins-half day) involving curriculum team and other professionals, ideally students Relevant information e.g. learning outcomes, learner data, business case, prof body requirements, teacher reflections, student feedback Aspects to be determined e.g. aims, outcomes, sessions, activities and assessments, media and materials Principles to be applied Prompts (decision support) e.g. typologies, checklists, algorithms, heuristics, flash cards, personas, design rubrics Prototype, design, outline, plan etc showing decisions made Course handbook with learning outcomes, skills required and developed etc Timetable or session plan, workload/assignment map, learner journey Spaces & places, learning environments, real world locations, rules and roles Materials e.g. readings, notes, recordings, interactive content
  11. 11. Over to you bit.ly/LCDExperts • Edit the generic model • Upload your own process model or framework
  12. 12. Activity 2: Pedagogies of time, place, modes of interaction Insert footer 12
  13. 13. Process model (curriculum design) Workshop process or design sprint (90 mins-half day) involving curriculum team and other professionals, ideally students Relevant information e.g. learning outcomes, learner data, business case, prof body requirements, teacher reflections, student feedback Aspects to be determined e.g. aims, outcomes, sessions, activities and assessments, media and materials Principles to be applied Prompts (decision support) e.g. typologies, checklists, algorithms, heuristics, flash cards, personas, design rubrics Prototype, design, outline, plan etc showing decisions made Course handbook with learning outcomes, skills required and developed etc Timetable or session plan, workload/assignment map, learner journey Spaces & places, learning environments, real world locations, rules and roles Materials e.g. readings, notes, recordings, interactive content
  14. 14. Curriculum model (one version) Synchronous and asynchronous session types making different demands on staff/student time and providing for different kinds of interaction Online and real world spaces, personal or hosted by the university, affording different interactions (teachers-learners-materials) and activities Materials in different media, accessed in different sessions and spaces to support learning activities and interactions Curriculum formally connected by course handbook, principles/rationale, outcomes etc Curriculum informally connected by learners using their own conceptual frameworks and motives, devices, apps and skills
  15. 15. Managing learning in time and space • There have always been shared times and spaces (e.g. lectures), and own times/spaces (e.g. private study) • Now both kinds of space can be on site or online • With their own devices, students can link spaces, even at the same time • Digital spaces can link shared time and own time interactions (e.g. design boards, collaboration environments) • Students also (expect to) have more choice about time and space • Digital access can support curriculum integration… • …but curriculum time and resource, the work done by teachers and students, are still finite
  16. 16. Everything is blended  Terms such as hybrid, hyflex, blended are only useful if we understand how different spaces support different activities and interactions  What combinations of (own and shared) time and space support learning for different students?  What choices should students have? How do their practices develop? What are the trade-offs?  ‘Blended’ not an achieved fact but a work of integration – how do learners gain the tools and skills to deal with different modalities?  What shared terms are useful for curriculum design? For teaching and communicating with learners? For developing study skills?
  17. 17. Over to you – a choice 1. Go to www.menti.com and use the code 3868 2230 • To discuss the advantages of synch vs asynch for learning and for learners 2. Go to bit.ly/LCDSessions and edit the google slides • To share synch and asynch session types, online and on site
  18. 18. A pedagogy first approach can inform: o timetabling, student calendars and learning journeys, assessment management o staff workload allocation o estates planning o virtual estate (digital platform) development o developing organisational and individual digital capabilities
  19. 19. Activity 3: Shared terms and expectations •Q1 : Where and how do we share expectations about time (for students and staff)? E.g. timetables, session plans, workload models. Where are the gaps? •Q2: Where and how do we share expectations about space and place (physical and digital)? Where are the gaps? https://padlet.com/sheilamacneill/activity2
  20. 20. Get in touch … Sarah Knight sarah.knight@jisc.ac.uk Helen Beetham helen.beetham@gmail.com Sheila MacNeill sheilamacneill@me.com Except where otherwise noted, this work is licensed under CC-BY
  21. 21. Process, Principles & Prompts •Curriculum and learning design is an entangled space - working across different levels, spaces, places and modes of participation

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