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Designs for Learning: Technology Affordances and Limitations

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Presentation at the final conference for HIPON project focusing on elearning for medical education.

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Designs for Learning: Technology Affordances and Limitations

  1. 1. Designs for Learning: Technology Affordances and Limitations Charalambos Vrasidas, Executive Director, CARDET Professor & Associate Dean for e-learning, UNic www.vrasidas.com www.cardet.org pambos@cardet.org
  2. 2. Overview • Trends - challenges • Affordances • Designs for learning • Case Studies • Possibilities • Challenges
  3. 3. • Society more connected but conflict rife • World changing, education must too • New literacies needed for society of tomorrow • Learning throughout life in a complex and changing world http://unesdoc.unesco.org/images/0023/002325/232555e.pdf
  4. 4. Challenges Engagement Interaction Authenticticy Needs Knowledge Information 21st Century Skills
  5. 5. Important Developments in Educational Technology in European Schools (2014)
  6. 6. Characteristics of ICT • Personalized • Access • Collaboration • Immediacy • Connections • Communication • Presence • Support
  7. 7. Life Skills Collaboration Communication Empathy Reflection Resilience Problem Solving Global Citizenship Critical Thinking Creativity
  8. 8. New Media Literacies (Jenkins) Performance Play Simulation Appropriation Multitasking Distributed Cognition Collective Intelligence Judgment Networking Transmedia Navigation Negotiation http://www.newmedialiteracies.org/
  9. 9. Play: The ability to capacity to experiment and explore various solutions to problems. http://tinyurl.com/po9ry3v http://tinyurl.com/oh7p6ct
  10. 10. Performance: The capacity to embrace new identities and to explore and discover new worlds. http://tinyurl.com/nay45jq
  11. 11. Multitasking: The ability to engage in multiple scans simultaneously. http://tinyurl.com/owwgg3t http://tinyurl.com/owyz8ar
  12. 12. Judgment: The ability to access, evaluate and decide on the use of various sources of information. http://tinyurl.com/otgggjx
  13. 13. LEARNING DESIGN
  14. 14. “Design thinking can be described as a discipline that uses the designer’s sensibility and methods to match people’s needs with what is technologically feasible” (Kelley)
  15. 15. Characteristics of Design Thinking • Creative process • Human centered • Situated and contextualized • Culture and people roles (not with ICT) • A participatory system
  16. 16. Design thinking as a framework encourages us to act as LEARNING ARCHITECTS
  17. 17. The Design Process http://www.ideo.com
  18. 18. Iterative design research McKenny 2001
  19. 19. GAMES
  20. 20. Game Affordances •Motivation •Multimodal •Engagement •Competition •Collaboration •Interaction •Feedback •Levels •Adaptation •Assessment http://www.questatlantis.org/
  21. 21. Games are FUN!
  22. 22. FLOW (Csikszentmihalyi, 1990, 1997; Csikszentmihalyi & Csikszentmihalyi, 1988; Yerasimou, 2011).
  23. 23. Improved Skills • Multitasking • Problem Solving • Collaboration • Leadership • Strategy
  24. 24. Gamification
  25. 25. One of the earliest examples of gamification…
  26. 26. http://tinyurl.com/cprprsb
  27. 27. http://tinyurl.com/d3t7nrl
  28. 28. iStockPhoto.com http://tinyurl.com/4c6qvfu
  29. 29. The context of use matters… GAME Rules Structure Interaction levels feedback Aims
  30. 30. Καταμέτρηση μέσω εναέριας παρακολούθησης Δημιουργία κατάλληλου συνδυασμού προϊόντων Παροχή βοήθειας Ανασύσταση κοινωνίαςΠομπή φορτηγώνΑγορά τροφίμων World Food Program – Food Force
  31. 31. http://www.play2prevent.org
  32. 32. Opportunities Engaging and motivating environment Knowledge construction Authentic Contexts Better understanding of the role of the teacher Knowledge transfer – in real classroom Challenges Language, content Time, Curriculum, Assessment Teacher PD and need for more feedback Technology issues

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