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Peter Bryant
London School of Economics
@peterbryantHE
http//www.peterbryant.org
A design for
learning
Learning experience...
We need to challenge
the distinctions between old and new
learning
NOTold and new
technology
How is
https://www.flickr.com/photos/pagedooley/14089406581/
learning
changing?
Gutierrez (2014)
From Individual to Collaborative Learning
From Passive to Active Learning
The Rise of Differentiated Inst...
Designing
Experience
that achieves the objectives
builds on the art
principles of line,
space, colour,
texture and unity
learnin
g
Malcom Knowl...
are the connective tissue and sinew, they weave the gaps
knowledge and skills, integrating the problems, scenarios,
applic...
POST-DIGITAL
LEARNING EXPERIENCES
FOUND
MAKING
PLAY
IDENTITY
AUTHENTICITY
DISCONTINUITY
COMMUNITY
FOUND
MAKING
PLAY
AUTHENTICITY
IDENTITY
DISCONTINUIT
Y
https://www.flickr.com/photos/everythingdigital/438395519
COMMUNITY
HACK!
WE WON!
NOW
WHAT?
What is our next trick?(Illusion)
THE TASK
In small groups, you will be given four cards.
Two cards will have a learning technology tool
that most of us use...
THE RULES
Rule 1: You are the learning technologist and you are working with the
academic, productively and collaborativel...
“When consumers
adopt new
technologies, they
do old things in new
ways. When they
internalize
technology, they
begin to do...
THANK YOU
A design for learning? Learning experiences for the post-digital world
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A design for learning? Learning experiences for the post-digital world

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A copy of my ALT-C workshop/talk held at the Association for Learning Technology conference in Warwick, UK on 6th September 2016

Published in: Education
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A design for learning? Learning experiences for the post-digital world

  1. 1. Peter Bryant London School of Economics @peterbryantHE http//www.peterbryant.org A design for learning Learning experiences for the post-digital world
  2. 2. We need to challenge the distinctions between old and new learning NOTold and new technology
  3. 3. How is https://www.flickr.com/photos/pagedooley/14089406581/ learning changing?
  4. 4. Gutierrez (2014) From Individual to Collaborative Learning From Passive to Active Learning The Rise of Differentiated Instruction The Phenomenon of Multi-tasking
  5. 5. Designing Experience
  6. 6. that achieves the objectives builds on the art principles of line, space, colour, texture and unity learnin g Malcom Knowles (1980)
  7. 7. are the connective tissue and sinew, they weave the gaps knowledge and skills, integrating the problems, scenarios, applications and schemas in the learner’s brain through the thematic links within and between disciplines. Learning experiences https://www.flickr.com/photos/pshab/3360494165
  8. 8. POST-DIGITAL LEARNING EXPERIENCES FOUND MAKING PLAY IDENTITY AUTHENTICITY DISCONTINUITY COMMUNITY
  9. 9. FOUND
  10. 10. MAKING
  11. 11. PLAY
  12. 12. AUTHENTICITY
  13. 13. IDENTITY
  14. 14. DISCONTINUIT Y https://www.flickr.com/photos/everythingdigital/438395519
  15. 15. COMMUNITY
  16. 16. HACK!
  17. 17. WE WON!
  18. 18. NOW WHAT?
  19. 19. What is our next trick?(Illusion)
  20. 20. THE TASK In small groups, you will be given four cards. Two cards will have a learning technology tool that most of us use & two cards will be learning experiences. Your task is to hack these learning technology tools to be able to deliver the learning experiences on your cards. For example, how could you make lecture capture deliver a community led learning experience?
  21. 21. THE RULES Rule 1: You are the learning technologist and you are working with the academic, productively and collaboratively Rule 2: Despite the chatter, all the tech ‘works’ - the digital is here, we are digital institutions. Digital is not the innovation Rule 3: We are here to build not smash, so you can’t shut the system/tool/platform/practice down Rule 4: This is not about the kit, it is about what it does Rule 5: You moan (rehearse systemic reasons why you can’t effect change), you get no beer (wine, juice, love, peace, etc.) Apologies to some people called Peter Bryant and Dave White for stealing their hack rules
  22. 22. “When consumers adopt new technologies, they do old things in new ways. When they internalize technology, they begin to do new things.” James McQuivey
  23. 23. THANK YOU

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