In this workshop you will work in a small team to design a collaborative online learning activity. You will have the opportunity learn about the principles involved, experiment with tools that can help you structure and analyse your ideas and learn from case studies of successful activities tried and tested on Open University modules. At the end of the workshop you will have produced an initial design which you can then develop further to be used in your online teaching activities.
The workshop is being offered as part of the Metis Project (http://www.metis-project.org/), and it is one of three pilot workshops being run across different educational sectors across Europe. You will use several paper-prototyping tools and the Integrated Learning Design Environment (ILDE), a bespoke environment for the co-design of learning, developed by the Metis Project. The ILDE aims to support practitioners in completing the "learning design" lifecycle from conceptualising designs to deploying them in virtual learning environments (VLEs) for enactment and eventual redesign. In particular, you will use WebCollage, an online tool specifically designed to assist you in creating collaborative learning activities ready to run in a VLE.
Please keep in mind that this is a pilot workshop and the ILDE is a prototype. We look forward to your critical feedback in assisting the project to further improve the production of this prototype into a working system.
Other resources used in this workshop are available from a pilot version of the ILDE: http://ilde.upf.edu/ou/v/b37 .
Based on DO 16, s, 2017, here are slides in understanding the technicalities of making an Action Research, DepED Style. Hope you'll find this useful. Note: Ethical Issues Not Included yet.
Based on DO 16, s, 2017, here are slides in understanding the technicalities of making an Action Research, DepED Style. Hope you'll find this useful. Note: Ethical Issues Not Included yet.
Principles of effective teaching and learningmavs morales
Hi. This is Marvin Morales, i hope this slide will help you in your studies in as an Bachelor of Secondary Education Major in English. i just want to share.
How to contextualize, localize, and "indigenize" lesson plans. That is why we don't agree to some proposal of lazy educators to have a common lesson plan for all teachers.
Collaborative learning activity involves learners working together in order to complete a task. Collaboration increases the opportunities a student has to use the target language, and thereby develop their skills in it. Employ teaching and learning strategies and collaborative activities in your classroom and be an innovative teacher.
Principles of effective teaching and learningmavs morales
Hi. This is Marvin Morales, i hope this slide will help you in your studies in as an Bachelor of Secondary Education Major in English. i just want to share.
How to contextualize, localize, and "indigenize" lesson plans. That is why we don't agree to some proposal of lazy educators to have a common lesson plan for all teachers.
Collaborative learning activity involves learners working together in order to complete a task. Collaboration increases the opportunities a student has to use the target language, and thereby develop their skills in it. Employ teaching and learning strategies and collaborative activities in your classroom and be an innovative teacher.
Multiple Methods and Techniques in Analyzing Computer-Supported Collaborative...CITE
5 March 2010 (Friday) | 09:00 - 12:30 | http://citers2010.cite.hku.hk/abstract/69 | Dr. Jingyan LU, Research Assistant Professor, Faculty of Education, HKU
Executive Summary
In the current era, with the implementation of technology almost in all the fields is causing dramatic changes in the functionality and working processes. The technology innovations are impacting on education systems too. The Skillout – Collaborative Learning Cloud is a proof of new innovative ideas helping tear down the walls of the current education system.
This is the 2nd part of a 3 part presentation I gave for UNOi in Los Cabos, Mexico. It shares the "why " of creativity in 21st century education and the nature of creativity, punctuated by interactive experiences as it addresses the "how".
Interaction: What Every Digital-Age Classroom Needs!Staci Trekles
The most important key to good e-learning is not a particular tool or technology - it’s interaction! Learn how to take advantage of today’s digital trends toward 1:1, flipped classrooms, and personalized learning environments with practical tips, examples, and strategies that any teacher can use to reach all students.
Online collaborative learning with audiencefeedbackAndrea Stone
Online course quality measures recommend student interaction and group activities, but these can be difficult. This session offers strategies for facilitation of online group work.
Mobile Technology, Teaching &. Learning and ICT StrategyMark S. Steed
A presentation on how Mobile Technologies are transforming Education and how to go about making the strategic decision to provide the network infrastructure to support it. The presentation includes a series of topics for discussion including The use of screen-casting in education, Storage and Backup solutions, Printing Solutions for schools, Mobile devices and Examinations, An introduction to MOOCs and How Heads can use Twitter for CPD. This presentation was given by Mark S Steed, Principal of Berkhamsted School to the Irish Division of HMC on Friday 6th June, 2014
Continuous, collaborative learning: making it work for your orgCammy Bean
Presentation by Cammy Bean of Kineo on June 6, 2013. What is continuous, collaborative learning? How can you make it work with your organization? This webinar was hosted by Citrix/GoToTraining and Training Magazine.
Powerpoint for talk on working together virtually for ALA's Emerging Leaders, 2009. The text can be found at: http://wikis.ala.org/emergingleaders/images/a/a1/Working_virtually_text.pdf
How to design Collaborative learning activitiesMETIS-project
In this workshop you will work in a small team to design a collaborative online learning activity. You will have the opportunity learn about the principles involved, experiment with tools that can help you structure and analyse your ideas and learn from case studies of successful activities tried and tested on Open University modules. At the end of the workshop you will have produced an initial design which you can then develop further to be used in your online teaching activities.
This workshop has been created by the METISProject (http://metis-project.org/), and it is one of three workshop structures that heave been developed for different educational sectors across Europe. You will use several paper-prototyping tools and the Integrated Learning Design Environment (ILDE), a bespoke environment for the co-design of learning, developed by the Metis Project. The ILDE aims to support practitioners in completing the "learning design" lifecycle from conceptualising designs to deploying them in virtual learning environments (VLEs) for enactment and eventual redesign. In particular, you will use WebCollage, an online tool specifically designed to assist you in creating collaborative learning activities ready to run in a VLE. The overall design of this workshop is based on a meta-design template produced by the Metis project (Brasher & McAndrew, 2015) .
References
-----------------------------
Brasher, A., & McAndrew, P. (2015). METIS deliverable D3.4: Final workshops packages: workshops for different educational levels and education contexts
Collaborative Design of Teaching ScenariosMETIS-project
A hands-on workshop exploring tools and techniques for designing successful online collaborative learning activities for vocational training.
This workshop has been created by the Metis Project, and it is one of three workshop structures that have been developed for different educational sectors across Europe. You will use several paper-prototyping tools and the Integrated Learning Design Environment (ILDE), a bespoke environment for the co-design of learning, developed by the Metis Project. The ILDE aims to support practitioners in completing the "learning design" lifecycle from conceptualising designs to deploying them in virtual learning environments (VLEs) for enactment and eventual redesign. In particular, you will use WebCollage, an online tool specifically designed to assist you in creating collaborative learning activities ready to run in a VLE. The overall design of this workshop is based on a meta-design template produced by the Metis project http://metis-project.org/.
How to design Collaborative Learning activitiesAndrew Brasher
A hands-on workshop exploring tools and techniques for designing successful online collaborative learning activities in higher education.
In this workshop you will work in a small team to design a collaborative online learning activity. You will have the opportunity learn about the principles involved, experiment with tools that can help you structure and analyse your ideas and learn from case studies of successful activities tried and tested on Open University modules. At the end of the workshop you will have produced an initial design which you can then develop further to be used in your online teaching activities.
This workshop has been created by the Metis Project, and it is one of three workshop structures that have been developed for different educational sectors across Europe. You will use several paper-prototyping tools and the Integrated Learning Design Environment (ILDE), a bespoke environment for the co-design of learning, developed by the Metis Project. The ILDE aims to support practitioners in completing the "learning design" lifecycle from conceptualising designs to deploying them in virtual learning environments (VLEs) for enactment and eventual redesign. In particular, you will use WebCollage, an online tool specifically designed to assist you in creating collaborative learning activities ready to run in a VLE. The overall design of this workshop is based on a meta-design template produced by the Metis project http://metis-project.org/.
As part of TL5112 ‘Technology Enhanced Learning - Theory and Practice’ (6 credits). This module aims to inspire and challenge teaching practice in relation to the use of technology-enhanced learning (TEL). It is targeted at those interested in experiencing, exploring and learning more about existing and emerging learning technologies. Teaching innovations in TEL are designed, implemented and evaluated within the context of appropriate learning theories.
Curriculum design, employability and digital identityJisc
From Jisc's student experience experts group meeting in Birmingham on 21 April 2016.
https://www.jisc.ac.uk/events/student-experience-experts-group-meeting-20-apr-2016
What Is Learning Experience Design (And Does Adopting It Require You to Leave...Saul Carliner
Over the past few years, the term “learning experience design” has crept into the
instructional design lexicon. But what is it really? This session provides an overview.
Specifically, taking a design- sprint approach, this session engages participants in performing some the essential practices of learning experience design, including the development of use cases and personas, learning journeys, and prototyping; explains the benefits of these practices; explores the benefits of learning experience design to the overall effectiveness of instructional programs; and suggests how these practices integrate into the I4PL Competencies and existing instructional design processes
The presentation comes from a workshop I presented at RAISE 2013 in Nottingham, UK about the development of an online toolkit to support collaborative curriculum design activities and academic professional development. The workshop presentation, which includes a link to the online toolkit, asks "How can we inspire learner engagement in the methoids we use to teach at University?"
Activity level Learning Design representations to enhance curriculum designAndrew Brasher
This exploratory study builds on existing approaches in using Learning Design representations in order to enhance curriculum design processes. Our lightning presentation reports on the first stage of the project, which aims to develop and test paper and software-based tools. These tools are envisaged to enable teams to design students’ learning journeys in detail, at activity level, with clear links to assessment and learning outcomes. In the lightning presentation we will showcase a first draft of the prototype tools, and discuss the strategies developed in order to iteratively design and evaluate these tools.
Designing and evaluating incidental learningAndrew Brasher
Presented at the CALRG Annual Conference, June 2015. http://www.open.ac.uk/research-groups/calrg/conferences/annual-conference
Abstract
Over the past three years we have been developing a framework intended to facilitate both the occurrence and evaluation of incidental learning. This work has been part of the MASELTOV project, supported by the European Commission, eInclusion programme FP7-ICT-7. The project intends to exploit the potential of mobile services for promoting integration and cultural diversity in Europe, and is focusing on support for immigrants with particular needs e.g. those who have not learned foreign languages, and who have a cultural background that contrasts with that of their host country.
The goal of the Incidental Learning Framework is to facilitate the creation of technology rich learning opportunities which emanate from incidental learning i.e. learning that is spontaneous and unplanned. As a design tool its use should encourage links and triggers to structured and reflective learning to back up and deepen learning that happens incidentally. The framework is a descriptive mechanism that enhances analysis and evaluation of incidental learning, and a generative tool to support discussions around software system design. It facilitates the communication of learning design ideas both visually and textually.
Initial work was presented at the CALRG conference in 2012, and the framework has been under development since that time (Brasher et al., 2012, Gaved et al., 2013, Kukulska-Hulme et al., in press). Development of the framework has included expert evaluation, and changes in response to data acquired from field trials of a mobile app intended to support language and cultural learning. In this paper we describe the development, use and evaluation of the framework to date, and reflect on lessons learnt.
Learning lessons of innovation from MOOCs, OER and crowdsourcing environments.
A presentation from the Open Educational Innovation and Incubation project funded by the EU Lifelong Learning Programme.
Presented by Patrick McAndrew at OER13 http://www.medev.ac.uk/oer13/128/view/ and discussed by the Times Higher http://www.timeshighereducation.co.uk/news/us-mooc-platforms-openness-questioned/2002938.article
Supporting integration through incidental learningAndrew Brasher
The Maseltov project (“Mobile Assistance for Social Inclusion and Empowerment of Immigrants with Persuasive Learning Technologies and Social Network Services”, http://www.maseltov.eu/ ) project recognises major risks for social exclusion of immigrants and identifies the potential of mobile services for promoting integration and cultural diversity in Europe.
The project intends to exploit the potential of mobile services for promoting integration and cultural diversity in Europe, and is focusing on support for immigrants with particular needs e.g. those who have not learned foreign languages, and who have a cultural background that contrasts with that of their host country.
We will present the first iteration of an incidental learning framework developed within the Maseltov project. This framework is intended to facilitate the coordination of existing technologies, content, pedagogies, processes and practices into learning services that can be used effectively by immigrants, their networks and mentors so as to increase immigrants’ ability to function in an unfamiliar society. When fully developed, the framework is intended to support the design of learning experiences which show
(i) how incremental, opportunistic, social and game-based learning can be applied to immigrants problems, (ii) which content areas can be offered and combined (from among language, culture, information access, mobility, health care, etc.), and (iii) which technologies are best suited for each type of content and interaction.
A full description of the Incidental Learning Framework is provided by Brasher et al (2012).
Brasher, Andrew; Dunwell, Ian; Akiki, Oula and Gaved, Mark (2012). MASELTOV Deliverable D7.1.1: Incidental Learning Framework. MASELTOV Consortium, Graz, Austria. http://oro.open.ac.uk/39524/1/MASELTOV_D7.1.1_2012-09-02_IncidentalLearningFramework_final.pdf
A few slides to prompt Open University staff to think about how to facilitate and exploit mobile learning within OU courses. This slideshow has been put together for the OU's 'Mobile Learning Winter Festival' http://cloudworks.ac.uk/cloud/view/4967.
Note that some of the links are accessible to Open University staff only.
Social Networking for Student and Staff LearningAndrew Brasher
This slideshow describes a project aimed at working out practical teaching and learning scenarios for social bookmarking and RSS feeds
in order to get OU teachers to use these tools in their courses and student support
Funded by
The Open University Practice Based Professional Learning Centre for Excellence in Teaching and Learning: http://www.open.ac.uk/pbpl
This slideshow describes some features of CompendiumLD which can help you lay out and manage your learning designs.
It shows how you can
- Add timing information
- Drag and drop files
- Lay out maps
- Save and share designs
- Hide/show menu options
- Manage maps & designs using workspaces and the outline view
Getting Started With CompendiumLD (version 1)Andrew Brasher
This slide show describes how to get started using CompendiumLD, a tool for creating visual representations of learning activities.
Teachers and media developers go through a complex decision making process when designing new learning experiences – working towards an effective pedagogical mix, combining resources, tools, student and tutor support.
For an individual media developer or teacher, the process of creating a visual map of a learning activity clarifies their own understanding of the mix. For teams comprised of individuals focused on different aspects, a visual representation supports communication about issues that need to be resolved before the activity is delivered to students.
The Indian economy is classified into different sectors to simplify the analysis and understanding of economic activities. For Class 10, it's essential to grasp the sectors of the Indian economy, understand their characteristics, and recognize their importance. This guide will provide detailed notes on the Sectors of the Indian Economy Class 10, using specific long-tail keywords to enhance comprehension.
For more information, visit-www.vavaclasses.com
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
How to Create Map Views in the Odoo 17 ERPCeline George
The map views are useful for providing a geographical representation of data. They allow users to visualize and analyze the data in a more intuitive manner.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
This is a presentation by Dada Robert in a Your Skill Boost masterclass organised by the Excellence Foundation for South Sudan (EFSS) on Saturday, the 25th and Sunday, the 26th of May 2024.
He discussed the concept of quality improvement, emphasizing its applicability to various aspects of life, including personal, project, and program improvements. He defined quality as doing the right thing at the right time in the right way to achieve the best possible results and discussed the concept of the "gap" between what we know and what we do, and how this gap represents the areas we need to improve. He explained the scientific approach to quality improvement, which involves systematic performance analysis, testing and learning, and implementing change ideas. He also highlighted the importance of client focus and a team approach to quality improvement.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
We all have good and bad thoughts from time to time and situation to situation. We are bombarded daily with spiraling thoughts(both negative and positive) creating all-consuming feel , making us difficult to manage with associated suffering. Good thoughts are like our Mob Signal (Positive thought) amidst noise(negative thought) in the atmosphere. Negative thoughts like noise outweigh positive thoughts. These thoughts often create unwanted confusion, trouble, stress and frustration in our mind as well as chaos in our physical world. Negative thoughts are also known as “distorted thinking”.
1. How to design Collaborative learning activities
A hands-on workshop exploring tools and techniques for
designing successful online collaborative learning activities
http://www.mentis-project.org/
2. A1: Introduction
• Context
• Today’s activities
• Tools and techniques to support you
• Your knowledge
Our knowledge as facilitators
Your goal: to design a collaborative online activity that will form part of a module
―Learning design is the act of
devising new practices, plans of
activity, resources and tools aimed at achieving particular educational aims
in a given situation‖ (METIS project, 2012)
4. A1: Learning design
• Design is ‗concerned with how things ought to
be, with devising artifacts to attain goals‘
(Simon, 1996, p. 114)
and
• Design: ‗creating new artefacts of good quality‘
vs.
• Craft: ‗creating artefacts of good quality‘
(Mor, Y., Craft, B., & Hernández-Leo, D. 2013)
Simon, H. A. (1996). The Sciences of the Artificial (3rd ed.). Cambridge, Massachusetts: MIT Press
.
Mor, Y., Craft, B., & Hernández-Leo, D. (2013). The art and science of learning design. Research in Learning Technology, 21(22513).
doi: 10.3402/rlt.v21i0.22513
5. A1: Learning design
Two strands
1. How to represent teaching practice from a technical
perspective in the development and delivery of online
learning environments; and
2. how to represent teaching practice in an appropriate form to
enable teachers to share ideas about innovative online
pedagogy and think about the process of design.
Agostinho, S., Bennett, S., Lockyer, L., & Harper, B. (2011). The future of learning design.
Learning, Media and Technology, 36(2), 97-99. doi: 10.1080/17439884.2011.553619
7. A1: Overview of today‘s activities
Introduction
Investigate /Work on/with ideas for
Re-investigate
design, e.g. creation of
representations of design
elements and their
interconnections, understanding
of the context and expected
users
Evaluate
Implement
Apply an authored learning
design using a specific VLE, a
particular group of students and
set of tools
Conceptualize /
Re-conceptualize
Author
Produce a prototype: a
detailed, formal and reusable
definition of a learning design
9. A1: Using ILDE
• The ILDE is located here http://ilde.upf.edu/ou
– Login using username and password emailed to you
• When you upload resources, please tag them with the name
of your group, i.e. use one of:
»hsc
»mct
»oubs
»science
11. A2: How to ruin a collaborative
learning activity (20 minutes)
1.
2.
3.
Individually, write down 3 (or more ways) to ensure that an activity you are
designing will fail!. Write each on an individual Post-Its (5 minutes);
As a team, place all your Post-Its on a sheet of A1 paper and structure them in a
way that seems useful (e.g. by themes or arrange into a map) (10 minutes);
Make your representation of ways to ‗ruin a collaborative learning activity‘
available to the other teams by taking a picture and uploading it to the ILDE
(remember to tag it with the name of your team), and by affixing your sheet to the
wall nearest you using blu-tack. (5 minutes).
ILDE rich text editor
12. A3: Barriers and challenges
(40 minutes)
What are the barriers and challenges of collaborative learning from a
learner’s perspective?
•
•
•
•
Technical challenges?
Motivational challenges?
Temporal challenges?
Other challenges and barriers?
ILDE rich text editor
Personas
13. A3: Barriers and challenges
(40 minutes)
Pick 2 student personas each.
1.
2.
3.
4.
Individually, write down up to 4 barriers or challenges to collaborative learning—
from a learner‘s perspective—for your particular teaching and learning context.
Write each barrier/challenge on a separate green post-it. (5 minutes)
Collaborate with the others on your team by placing your Post-Its on an A1 page.
Collaborate to arrange them in some order or map. From the map identify
guidelines or heuristics that you believe a successful collaborative learning
activity should follow. Write these heuristics on yellow Post-Its. (15 minutes)
Present map to the workshop. Your team will have about 4 minutes to make its
present.
(20 minutes)
Make your map available to other teams by displaying it and by taking a photo of
it and uploading it to the ILDE.
ILDE rich text editor
Personas
14. A4: Conceptualize learning
outcomes (30 minutes)
•
•
Describe your vision for
a collaborative learning
activity.
Focus on describing the
effects the activity is
intended to have on the
learners.
15. A4: Learning Outcomes View
The Learning Outcomes view is a
notational view which shows how
the
learning
activities
and
assessment tasks are aligned with
the intended learning outcomes of
the course or module. The view is
informed by Biggs’ work on
Constructive
Alignment
(Biggs, 1999). The premise behind
this model is twofold:
• Students construct meaning from
what they do to learn
• The teacher aligns the planned
learning activities with the
learning outcomes
Biggs, J. (1999). What the Student Does: teaching for
enhanced learning. Higher Education Research &
Development, 18(1), 57-75. doi:
10.1080/0729436990180105
16. A4: Conceptualize learning
outcomes (30 minutes)
•
1.
2.
3.
4.
5.
6.
Describe your vision for a collaborative learning activity. Focus on
describing the effects the activity is intended to have on the learners.
Listen to the introduction to the Learning Outcomes View and this activity (2
minutes)
As individuals, each write down one or more learning outcomes for a collaborative
learning activity, each on a separate Learning Outcome post-it. Use the supplied
verbs!
(3 minutes)
As a team, collaborate to choose and refine one or more learning outcomes that
your activity will produce (10 minutes)
As individuals, each write down one or more outputs a learner could produce to
show that they have reached one or more of these outcomes. Use a separate
Learner Output post-it for each output.
(5 minutes)
As a team, collaborate to choose and refine the definition of the learner outputs
(10 minutes)
As a team, collaborate to produce a Learning Outcomes View showing the
relationships between learners' outputs and learning outcomes. Upload to the ILDE
and display it (10 minutes)
Learning outcomes view
17. A4: Conceptualize learning
outcomes (30 minutes)
•
Describe your vision for a collaborative learning activity. Focus on
describing the effects the activity is intended to have on the learners.
Learning outcome verbs and phrases
particularly relevant to collaboration
analyse, build on, co-create, contribute, debate
with, discuss with, engage
with, enhance, improve
on, motivate, perform, share
……..and any others you can think of
Learning outcomes view
18. A5: Evidence and examples of
collaborative learning
(45minutes)
• Listen to the case studies of collaborative learning
activities and patterns (15 minutes)
• Working individually and as a team select features of the
patterns and case studies that are applicable to the
Learning Outcomes view you created in activity 4.
(30 minutes)
ILDE rich text editor
19. A5: Evidence and examples of
collaborative learning (45minutes)
1.
Listen to presentation about the case study (15 minutes)
2.
As individuals, think about which features of the examples and patterns
could be applied to your teaching context and used to support your
learners reach the learning outcomes you specified in Activity 4
―Conceptualize: Learning outcomes‖.
• Keep in mind the heuristics, barriers, challenges and ways to ruin an
activity you identified earlier.
• Pick one or more of the patterns or case studies, and for your chosen
one(s) write down ―pros‖ on green Post-Its, and ―cons‖ on red Post-Its
and attach them to the relevant print out. (5 minutes);
ILDE rich text editor
20. A5: Evidence and examples of
collaborative learning (45minutes)
3.
As a team, use the annotated print outs as prompts to discuss and agree on
features of the patterns and examples that you can reuse. (Nominate a note taker
to create a list of the pros and cons and other features you think will be useful in
the ILDE) (15 minutes)
4.
Using the ILDE, the note taker will create a rich text document describing these
pros, cons and features and tag it with their team‘s name. To create a rich text
document use the menu.
• NewLdS->Conceptualize-> For other conceptualizations.
• The other team members should check and advise on the content of the
document as it is being created (10 minutes).
ILDE rich text editor
21. A6: Conceptualize: Storyboard
(45 minutes)
Things to think about include:
• Which parts of the activity should be synchronous, and which should be
asynchronous?
• Which tools have the right affordances for your activity?
22. A7: Author - using WebCollage
(75 minutes)
•
A prototype is a way of demonstrating how a design will work.
Not the final product, but enough to clarify the functionality and technical issues for
meeting the user requirements.
•
Author: Use WebCollage to produce a detailed, formal and reusable prototype of a
learning design
(by Daniel Y. Go)
WebCollage
(by Zach Hoeken)
23. A7: Author (75 minutes)
1.
2.
3.
4.
5.
6.
7.
Listen to the introduction to WebCollage (10 minutes);
This introduction will use a prototype for an online version of a face-to-face
activity ―Intervention and Reframing: Using Diagrammatic Thinking ‖ to show
you features of WebCollage.
Given that there is limited time available for this activity, you may want to
select a portion of your storyboard to author – the facilitators will help you with
this. (5 minutes);
Discuss and agree role to be played by each team member (use the role cards).
(5 minutes);
Use WebCollage to select the pattern that is most relevant to the storyboard. (5
minutes);
Customise the pattern to produce the first stage authored sequence. User of
WebCollage thinks-aloud during creation while other participants feed in
suggestions based on role. (40 minutes);
Note any issues related to your roles in a rich text document. To create a rich
text document use the menu.
New LdS->Conceptualize->For other conceptualizations (remember to tag it
with the name of your team) (5 minutes); &
Finalise the WebCollage prototype for presentation. (10 minutes)
25. A8: Implement your activity in a
VLE (30 minutes)
1.
2.
3.
Listen to the introduction to GluePS. (10 minutes);
The facilitators will elect one of the prototypes and show how it
can be converted to a runnable activity in Moodle. (15 minutes)
(If there is time, facilitators will support other teams to
complete conversions of their designs.);
The facilitators will review the ways in which the Moodle
implementation can be refined in WebCollage or other tools. (5
minutes).
ILDE guidance
GLUE!-PS
26. A9: Heuristic evaluation
(45 minutes)
Heuristic evaluation originates in usability research, as a technique for early
formative evaluation of digital systems. A team of experts is asked to assess a
particular design using a given set of heuristics or ―rules of thumb‖.
•
•
•
a low-fidelity rapid evaluation which often uncovers design flaws at an early
stage.
a group of experts ―walk through‖ the evaluated system as if they were
users (learners) engaged in a typical activity.
The experts use a set of design heuristics - ―rules of thumb‖ against which
they are asked to assess their experience.
27. A9: Heuristic evaluation (45
minutes)
1.
2.
3.
As a team, select a view or representation of your design that summarises its features.
For example, you could choose WebCollage‘s ‗Summary View‘, or your Storyboard (5
minutes);
Make your chosen representation available to another team, i.e. display the selected
ILDE view on your team‘s monitor or display the storyboard (5 minutes);
As a team, carry out a heuristic evaluation of the design you have been given using the
heuristics provided. Bear in mind all the ‗Ways to ruin a collaborative learning activity‘
and the ‗Barriers and challenges‘ identified in this workshop. Your team‘s note taker
should create a document summarising your findings. To create To create a document to
record your findings use the menu:. (15 minutes)
• New LdS->Conceptualize->Heuristic Evaluation (title it ―Evaluation of <team name>‘s
deign‖ and remember to tag it with the name of your own team);
• Each team will present its evaluation to the workshop participants and facilitators
(you will only have about 4 minutes per team, so lead with the most important points)
(20 minutes)
Other team‘s design
Other team‘s checklist
Heuristic evaluation guidance
Heuristic evaluation template
30. (Photo by
Daniel
Slaughter)
Slides put together by Andrew Brasher, with help from Patrick McAndrew, Yishay
Mor, Christopher Walsh, Rebecca Galley, Simon Cross
31. How to design online
collaborative learning
activities
Editor's Notes
How to design Collaborative learning activities by Andrew Brasher, The Open University is licensed under a Creative Commons Attribution-NonCommercial 3.0 Unported License.
The workshop today is about designing a learning design workshop on collaborative learning for your learners. You we will participate in a sequence of activities in which you will bring your expertise about the context in which you teach, and we will support you as we introduce you to some tools and methods which will help you design Context = the project, history of LD at the OU, design as a science vspractrice.
Building on experience of OU learning design experience and experience of partners. The learning design tools and workshops will be evaluated in three contexts:HE represented by the OU, vocational training represented by KEK ΕUROTraining , and non-formal training represented by Agora.ΕUROTraining SA is a Vocational Training Centre specialising in the sectors of Finance & Management, IT and Tourism. The centre’s seminars are aimed at people wishing to upgrade their qualifications and abilities in the labour market. The Association of participants Àgora is a non-profit making organization of adults who do not have any academic degree and is dedicated to the non-formal training of lifelong learners, especially those who are socially excluded, i.e. people coming from scholastic failure, immigrant people, elder people, disabled people, etc. It was created in 1986 to cover the lack of educational and cultural services addressed to these collectives in the neighbourhood. Àgora provides a daily educational setting for about 1600 participants, more than 120 volunteers and four hired staff. It offers a wide range of activities, including language learning, basic literacy, ICT training groups and dialogic literary circles among many other workshops. Àgora acts in METIS as user group focused on adult education.
Instructions, resources and tools to be used
Instructions, resources and tools to be used
This time line shows projects which focus on learning design as a whole. Learning design has been implicit in many other OU initiatives and projects.See also Timeline of Leaning design in the Larnaca declaration. http://larnacadeclaration.files.wordpress.com/2013/04/ld-timeline.png
IntroductionYou will be working in groups, focusing on the needs of learners and teachers for a particular context.Typical design cycle:Investigate the context that you are designing for: technical, physical, temporal constraints, nature of learners and teachers (you will use personasExamine teaching approaches that have worked in the past in similar contexts, chose an approachConceptualize In these activities each team will describe their vision for collaborative learning for the context they are focusing on (e.g. Science level 2 students, FBL level 1 students). This is a first draft, and it may be modified during the workshop. Author In this activity, each team will produce a prototype, adding details to the their conceptualised vision. The prototype is not the final product, but enough to clarify the functionality and technical issues for meeting the user requirements.ImplementProduce a runnable version of the activity in a specific VLE.EvaluateCarry out a heuristic evaluation using the checklists produced during the ‘Investigate’ phase.Then use the results of your evaluation to revise your design and start the cycle again.
Authoring tools include WebCollage, an online tool for authoring collaborative learning activities, and you will be using this later in the workshop. WebCollage allows the production of detailed learning designs which are ready to use with learners.
The workshop today is about designing a learning design workshop on collaborative learning for your learners. You we will participate in a sequence of activities in which you will bring your expertise about the context in which you teach, and we will support you as we introduce you to some tools and methods which will help you design
Instructions, resources and tools to be used
Instructions, resources and tools to be used
Instructions, resources and tools to be used
Facilitators present overview of activity, and introduce the course map and learning outcomes view (10 minutes).Describe your vision for acollaborative learning activity. This is a first draft, and it may be modified during the workshop. Focus on describing the effects the activity being designed is intended to have on the learners.Use a Learning Outcomes View to help structure your discussions and describe your vision. You can use the Learning Outcomes View to describe the activity you will implement. If time is available, you can develop a Module Map to describe the module it will fit into. However in most case we do not think there will be enough time to develop a module map, so for the purposes of the workshop knowledge of the module will be largely knowledge that is tacit within a team or discussed verbally.
In pilot workshop, the case studies were drawn from Mary Thorpe’s review of forum use.https://intranet7.open.ac.uk/collaboration/iet-learning-design-best-practice/_layouts/WordViewer.aspx?id=/collaboration/iet-learning-design-best-practice/Forums/FORUM%20DESIGN_FIN.doc&Source=https%3A%2F%2Fintranet7.open.ac.uk%2Fcollaboration%2Fiet-learning-design-best-practice%2FForums%2FForms%2FAllItems.aspx&DefaultItemOpen=1&DefaultItemOpen=1Two case studies were presented, along with the patterns they are based on.
Demonstration of WebCollage followed by participant activity, i.e. use WebCollage to construct a prototype of the conceptual design produced in activity A6.
Demo of GluePS.
Note: You can create a map by using the post-its for visualising learning designs to show the relationships between tools, outcomes, resources and activities).Use WebCollage to construct a prototype of the conceptual design you produced in activity A6.