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FASTER AND BETTER LEARNING
LEARNING WITH(IN) SMART
LEARNING ENVIRONMENTS
ROB KOPER
OPEN UNIVERSITY OF THE NETHERLANDS
EMADRID WORKSHOP ON SMART EDUCATION, TOLEDO, 2-12-2019
INTRODUCTION
Objective of Research into Learning Technologies:
The use of technologies to create new learning environments in
which:
• new types of learning events are embedded,
• new types of learning resources are embedded
• learners are supported to perform their learning activities,
• teachers are supported to perform their teaching activities,
GENERATIONS OF APPROACHES
Some historic examples:
- Computer Assisted Instruction (CAI)
- Computer Assisted Testing (CAT)
- Intelligent Tutoring Systems (ITS)
- Hypertext / hypermedia
- Multimedia systems for learning
- Personalised Hypertext systems
- Learning Management Systems (LMS)
- Learning Networks
- Mobile Leaning
- Virtual and Augmented Learning Environments
AND NOW?
How to make everything in this field ‘smarter’:
• smart support of learners to perform their learning
activities better or faster (with or without teachers),
• smart support of teachers to perform their teaching
activities better or faster,
• to create smarter types of learning resources, and/or
• to create smarter types of learning events.
More in general: how to create smarter learning
environments enabling people to learn better or faster
SMART LEARNING ENVIRONMENTS?
Physical (real) environments that are:
• enriched with digital, context-aware
and adaptive, devices or services,
• to promote better and faster
learning
PHYSICAL (REAL) ENVIRONMENTS
DOES THIS DEFINITION EXCLUDE
VIRTUAL REALITY ENVIRONMENTS?
INCLUDES AUGMENTED REALITY, EG
HOLOLENS
INCLUDES ROBOTICS IN LEARNING
INCLUDES ‘INTERNET OF
THINGS’ IN LEARNING
• Mobile apps like Google Lens for identification of objects
• Early example: smart boards
• Domotica: eg classroom climate/lightning for optimal
learning
• Etc.
BUT, … HOW TO PROMOTE
BETTER OR FASTER LEARNING?
WHAT IS LEARNING?
A relatively permanent change
in behavior as a result of experience
behavior = the way a person acts or reacts
in a situation
Experience = is the knowledge or mastery of
an event or subject gained
through involvement in, or
exposure to it
INTRODUCTION OF THE CONCEPT OF
“HUMAN LEARNING INTERFACES” (HLI)
• Human Computer Interaction
“how humans can instruct a machine in order to
perform some tasks”
=> User Interface
• Smart Learning
(the other way around):
“how can machines support humans to facilitate their
learning
=> Human Learning Interface
THE CONCEPT OF
“HUMAN LEARNING INTERFACES” (HLI)
OBSERVABLES
• verbal utterances as input
• non-verbal facial expressions, hand movements, etc.
• Eye movements, heart pulse, blood pressure, muscle
tension, pupil size, etc.
Using sensors of all types (camera’s, microphones, activity
trackers, wearables for health measurement, etc.)
INTERVENTIONS
4 types of interventions:
1. Ask the learner a question
2. Assign a task to the learner
3. Provide something to the learner (information,
materials)
4. Conditioning of the environment (eg, incentives)
In order to implement educational services in smart
learning environments, all of these basic interventions
should be available.
5 TYPES OF OBJECTIVES
IDENTIFICATION
IDENTIFICATION:
LABELS AND STORIES
SOCIALIZATION
CREATION
PRACTICE
REFLECTION
TO LEARN SOMETHING PROPERLY
YOU NEED ALL 5 OBJECTIVES
• However, in many schools and universities this is often
reduced to only one or some more per situation.
• Also, many digital applications focus on one (or two)
objectives.
This is not a problem, when the other objectives are also
provided.
How to develop
smart learning environments
that enable people
to learn better and faster
ANSWER: UTILIZE THE HLIs
CORE FUNCTIONS OF THE
DIGITAL DEVICE FOR SMART LEARNING
MAKE IT POSSIBLE TO SET A CONCRETE
OBJECTIVE OF A CERTAIN TYPE
SUPPORT ONE OR MORE
OBJECTIVE TYPES (MOST
APPLICATIONS ARE SPECIALIZED)
SUPPORT THE NEEDED INTERVENTION
TYPES, E.G. TO ASK QUESTIONS TO THE
LEARNER
ONE OR MORE INTERVENTIONS, BUT
APPROPRIATE FOR THE OBJECTIVES
MAKE IT POSSIBLE TO INPUT
OBSERABLE DATA (KEYBOARD, SPEACH,
VISION, EYED-MOVEMENTS, ETC.)
AND CONNECT TO OTHER HUMANS AND
RESOURCES (OUTSIDE/INSIDE THE
FYSICAL ENVIRONMENT)
MAKE A CONTROL MECHANISM TO
ADAPT INTERVENTIONS UNTIL THE
OBJECTIVE IS OBTAINED
AND WHAT NEXT….
• This is only the technology,…
• Needed is also a suitable pedagogical strategy for each of
the 5 types of learning objectives
• But that is another story for another talk…
THANK YOU!
READ MORE?
TINYURL.COM/ROBKOPER
KOPER, R. (2014). CONDITIONS FOR EFFECTIVE SMART
LEARNING ENVIRONMENTS. SMART LEARNING
ENVIRONMENTS, 1(1), 5.

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2_12_2016 «Un aprendizaje más inteligente en el futuro». Rob Koper

  • 1. FASTER AND BETTER LEARNING LEARNING WITH(IN) SMART LEARNING ENVIRONMENTS ROB KOPER OPEN UNIVERSITY OF THE NETHERLANDS EMADRID WORKSHOP ON SMART EDUCATION, TOLEDO, 2-12-2019
  • 2. INTRODUCTION Objective of Research into Learning Technologies: The use of technologies to create new learning environments in which: • new types of learning events are embedded, • new types of learning resources are embedded • learners are supported to perform their learning activities, • teachers are supported to perform their teaching activities,
  • 3. GENERATIONS OF APPROACHES Some historic examples: - Computer Assisted Instruction (CAI) - Computer Assisted Testing (CAT) - Intelligent Tutoring Systems (ITS) - Hypertext / hypermedia - Multimedia systems for learning - Personalised Hypertext systems - Learning Management Systems (LMS) - Learning Networks - Mobile Leaning - Virtual and Augmented Learning Environments
  • 4. AND NOW? How to make everything in this field ‘smarter’: • smart support of learners to perform their learning activities better or faster (with or without teachers), • smart support of teachers to perform their teaching activities better or faster, • to create smarter types of learning resources, and/or • to create smarter types of learning events. More in general: how to create smarter learning environments enabling people to learn better or faster
  • 5. SMART LEARNING ENVIRONMENTS? Physical (real) environments that are: • enriched with digital, context-aware and adaptive, devices or services, • to promote better and faster learning
  • 7. DOES THIS DEFINITION EXCLUDE VIRTUAL REALITY ENVIRONMENTS?
  • 10. INCLUDES ‘INTERNET OF THINGS’ IN LEARNING • Mobile apps like Google Lens for identification of objects • Early example: smart boards • Domotica: eg classroom climate/lightning for optimal learning • Etc.
  • 11. BUT, … HOW TO PROMOTE BETTER OR FASTER LEARNING?
  • 12. WHAT IS LEARNING? A relatively permanent change in behavior as a result of experience behavior = the way a person acts or reacts in a situation Experience = is the knowledge or mastery of an event or subject gained through involvement in, or exposure to it
  • 13. INTRODUCTION OF THE CONCEPT OF “HUMAN LEARNING INTERFACES” (HLI) • Human Computer Interaction “how humans can instruct a machine in order to perform some tasks” => User Interface • Smart Learning (the other way around): “how can machines support humans to facilitate their learning => Human Learning Interface
  • 14. THE CONCEPT OF “HUMAN LEARNING INTERFACES” (HLI)
  • 15. OBSERVABLES • verbal utterances as input • non-verbal facial expressions, hand movements, etc. • Eye movements, heart pulse, blood pressure, muscle tension, pupil size, etc. Using sensors of all types (camera’s, microphones, activity trackers, wearables for health measurement, etc.)
  • 16. INTERVENTIONS 4 types of interventions: 1. Ask the learner a question 2. Assign a task to the learner 3. Provide something to the learner (information, materials) 4. Conditioning of the environment (eg, incentives) In order to implement educational services in smart learning environments, all of these basic interventions should be available.
  • 17. 5 TYPES OF OBJECTIVES
  • 24. TO LEARN SOMETHING PROPERLY YOU NEED ALL 5 OBJECTIVES • However, in many schools and universities this is often reduced to only one or some more per situation. • Also, many digital applications focus on one (or two) objectives. This is not a problem, when the other objectives are also provided.
  • 25. How to develop smart learning environments that enable people to learn better and faster
  • 27. CORE FUNCTIONS OF THE DIGITAL DEVICE FOR SMART LEARNING
  • 28. MAKE IT POSSIBLE TO SET A CONCRETE OBJECTIVE OF A CERTAIN TYPE
  • 29. SUPPORT ONE OR MORE OBJECTIVE TYPES (MOST APPLICATIONS ARE SPECIALIZED)
  • 30. SUPPORT THE NEEDED INTERVENTION TYPES, E.G. TO ASK QUESTIONS TO THE LEARNER
  • 31. ONE OR MORE INTERVENTIONS, BUT APPROPRIATE FOR THE OBJECTIVES
  • 32. MAKE IT POSSIBLE TO INPUT OBSERABLE DATA (KEYBOARD, SPEACH, VISION, EYED-MOVEMENTS, ETC.)
  • 33. AND CONNECT TO OTHER HUMANS AND RESOURCES (OUTSIDE/INSIDE THE FYSICAL ENVIRONMENT)
  • 34. MAKE A CONTROL MECHANISM TO ADAPT INTERVENTIONS UNTIL THE OBJECTIVE IS OBTAINED
  • 35. AND WHAT NEXT…. • This is only the technology,… • Needed is also a suitable pedagogical strategy for each of the 5 types of learning objectives • But that is another story for another talk…
  • 36. THANK YOU! READ MORE? TINYURL.COM/ROBKOPER KOPER, R. (2014). CONDITIONS FOR EFFECTIVE SMART LEARNING ENVIRONMENTS. SMART LEARNING ENVIRONMENTS, 1(1), 5.

Editor's Notes

  1. Microsoft hololens
  2. Internet of cognitive support things: Smart Learning Environments Internet of educational things
  3. What are mental repesentations?
  4. EVENTUEEL OVERSLAAN!!!!
  5. How to develop digital learning devices that enable people to learn better and faster
  6. Answer: tp utilize HLIs to optimize the intruction to learners in a smart way: