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Theory & practice of teaching and
learning with tablet computers
Mart Laanpere, senior researcher @ Tallinn University, E...
Technology generation shifts
InshopInschool
?
Changes in learning environment
 Learning environment: a range of contexts, components and
activities in which learning o...
Technology in learning environment
 1900: educational films, educational radio
 1960: B.F.Skinner: programmed instructio...
(Geels 2002)(Geels 2002)
Whole school digital turn
 The training and support is oriented on the level of a teacher
 Diffusion of innovations (Rog...
Digital turn towards 1:1 computing:
promises and failures
 Horizon Report 2012: the main technology trend in education
wi...
Pedagogical change
 Innovative learning (The Club of Rome 1979)
 Trialogical learning (Paavola): collaborative knowledge...
Five scenarios for tablet classrooms
 Flipped classroom: learning in advance of the lesson from short
videos and other re...
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Theory and practice of teaching with computers

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Theory and practice of teaching with computers

  1. 1. Theory & practice of teaching and learning with tablet computers Mart Laanpere, senior researcher @ Tallinn University, Estonia :: martl@tlu.ee Twitter hashtag: #TSP14a Tag (photos, notes etc): TSP14a
  2. 2. Technology generation shifts InshopInschool ?
  3. 3. Changes in learning environment  Learning environment: a range of contexts, components and activities in which learning occurs. Four dimensions: physical, relationships, structures and expectations, language and communication  Taken for granted, that’s why reform pedagogies usually start from breaking down the traditional learning environment (Pestalozzi, Montessori, Steiner, open classroom…)  Historical learning environments: Socrates and peripathetikos, apprenticeship, Rousseau Emile, early village schools  The first virtual learning environments: 3D copy of classroom  1:1 computing: a disruptive change in learning environment
  4. 4. Technology in learning environment  1900: educational films, educational radio  1960: B.F.Skinner: programmed instruction, learning machines  1970: Seymour Papert (MIT): LOGO  1990: CSCL, content is not important, learning is about collaboration and communication  2000: E-learning: Web-based course management systems  2015: 1:1 computing, tablet computers and smartphones (BYOD)  Learning from computers vs. learning with computers (Jonassen)
  5. 5. (Geels 2002)(Geels 2002)
  6. 6. Whole school digital turn  The training and support is oriented on the level of a teacher  Diffusion of innovations (Rogers, 1992), OECD study (2002)  Whole school intervention models are needed
  7. 7. Digital turn towards 1:1 computing: promises and failures  Horizon Report 2012: the main technology trend in education with 1 year time to adoption  Radical shift in learning environment, re-definition of teaching and learning processes, lecturing won’t work in 1:1 classroom  Failures:  OLPC Peru: 2.4 million laptops, no effect on learning  Tiger Leap laptop schools: “Please, take these laptops away!”  Success stories:  Odder, Denmark: iPads for 200 teachers and 2000 students  Essa Academy, UK: technology as an essential component of radical school improvement
  8. 8. Pedagogical change  Innovative learning (The Club of Rome 1979)  Trialogical learning (Paavola): collaborative knowledge building resulting with shareable digital artefacts  Learning in design mode vs belief mode (Bereiter, 2000)  Flipped classroom, game- and project-based learning  Self-regulated learning, changing role of the teacher  Re-conceptualising e-textbooks
  9. 9. Five scenarios for tablet classrooms  Flipped classroom: learning in advance of the lesson from short videos and other resources, making sense and applying new knowledge during the lesson (Khan Academy)  Inquiry-based classroom: learning like scientists do, by questioning, exploring, explaining, (in)validating  Project-based classroom: collaborative creation of artifacts  Problem-based classroom: solving and constructing problems  Game-based classroom: learning from playing and designing games (Quest2Learn school NY)

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