In the JuxtaLearn learning process work package 3 is step 4 – perform, right in the middle of the JxL process, interlinking the starting pedagogy with the later steps – edit and share. To perform, is a means for students to reflect on the threshold concepts that the teacher has interpreted for them. Turning that reflection into a video performance demonstrates the quality of their understanding and their engagement with the concepts.
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/.
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.
Workshop presentation when with experts in fields of age, gerontology, IT, caring and research we discussed how we'd tackle researching motivations, advantages, obstacles & risks to senior citizens participating in online communities
Scol starting research-2012-09-15 (ss)
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/.
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.
Workshop presentation when with experts in fields of age, gerontology, IT, caring and research we discussed how we'd tackle researching motivations, advantages, obstacles & risks to senior citizens participating in online communities
Scol starting research-2012-09-15 (ss)
"Designing Leadership Training in 3D Virtual Worlds"
Designing instructional events for virtual worlds requires new competencies for even the most experienced instructional systems designers. The environments, the courses, and the interactions are limited only by one’s imagination. Practice your emergency response to a virtual bioterrorism in a NY city subway with key players from around the world. Teach a medical student how to stop a heart attack from inside a virtual heart/classroom. Do old instructional design strategies even apply? In this highly interactive game-board session, we will see if Robert Gagné’s classic Nine Events of Instruction apply to 3D virtual worlds.
Hive NYC Project Learning Lab: Reel Works Presentationvalleraj
A presentation prepared by Reel Works in preparation for an Hive NYC's Project Learning Lab. This is a working document intended to share resources and get feedback on an ongoing project funded by The Hive Digital Media Learning Fund.
On time. In budget. What they need (even if that changes!). These are moving targets and yet, you're expected to deliver all three. The software development industry is embracing Agile project management to address these issues and there is much that we in learning & development can learn from them. Agile provides a framework for adapting to change as it happens and working with the project sponsor to deliver the content most needed by learners.
In this session, you'll learn about the Agile project management methods adapted specifically for instructional design & development projects — Lot Like Agile Management Approach (LLAMA®)—and how to use them on the job. We’ll cover everything from kicking off a project with a solid definition of scope all the way through the process of estimating and planning the work. Your takeaways include templates and techniques for goal alignment, learner personas, scope definition, estimating, planning, and iterative development.
Campus Technology Fall Forum 2014: Best Practices for Designing Online and Bl...Keitaro Matsuoka
In this presentation, I will share what I learned from designing the online and blended courses, how the class works, what ingredients are needed for a successful course, recommended digital tools (live demo!), best practices (how do you foster presence?), and the feedback I have received. Most importantly, I will demonstrate how fun all this is!
Using Game Design & Virtual Worlds for Creation of Interesting & Engaging Lea...Cathie Howe
Presentation on the successes and challenges use of game design and virtual worlds by Macquarie ICT Innovations Centre in an school setting to engage students in learning.
How the Heck do you Teach Level Design? Educating in the StudioChristopher Totten
Ask anyone who has trained a new level designer or taught level design students, and they will tell you that a major challenge is balancing training for the technical aspects of the job while also teaching them "good" level design. In the studio environment, you also have to teach communication, documentation, designing for specific types of gameplay, or the elements of your studio's "style." How can we effectively mentor newcomers without taking time away from other ongoing design work?
This talk by a level designer and educator with 13+ years of experience examines processes that studios can use to onboard new designers in productive and accessible ways. It does so through topics such as setting "learning goals", assigning quick-but-usable level design exercises, incorporating "style" into task specifications, and how to structure feedback. This talk incorporates both on-the-job knowledge and examples collected from education to build a roadmap for effective mentorship.
Vicki Davis and Julie Lindsay shared pedagogy and projects to do with Flat Classroom and global collaboration. Included updates from Flat Classroom Projects and Flat Classroom Conference and Live Events Inc.
A presentation delivered by Courtney Hermann at the 2012 University Film and Video Association meeting.
From 2008-2012, Courtney Hermann and her Documentary Production students participated in the International Documentary Challenge, a timed filmmaking competition where teams from across the world are given a documentary subgenre and a theme, and must create a 4-7 minute film from start to finish in just 5 days.
Courtney and her students have produced 10 films in all--4 were selected as contest finalists and premiered at the Hot Docs International Film Festival in Toronto. One film garnered additional commendations as the winner of the POV/American Documentary award. Three were selected for inclusion in the "Best of Doc Challenge" DVD, distributed by Typecast Releasing and KDHX Community Media.
This Power Point document, created for a workshop Courtney was invited to present at the University Film and Video Association meeting in 2012, uses experiences with the International Documentary Chalenge as case studies to address how instructors might manufacture a scenario where there’s enough at stake to motivate students to commit themselves to the cause of a collaborative project, and in the process open up a wealth of opportunities to learn about filmmaking and about themselves as filmmakers.
"Designing Leadership Training in 3D Virtual Worlds"
Designing instructional events for virtual worlds requires new competencies for even the most experienced instructional systems designers. The environments, the courses, and the interactions are limited only by one’s imagination. Practice your emergency response to a virtual bioterrorism in a NY city subway with key players from around the world. Teach a medical student how to stop a heart attack from inside a virtual heart/classroom. Do old instructional design strategies even apply? In this highly interactive game-board session, we will see if Robert Gagné’s classic Nine Events of Instruction apply to 3D virtual worlds.
Hive NYC Project Learning Lab: Reel Works Presentationvalleraj
A presentation prepared by Reel Works in preparation for an Hive NYC's Project Learning Lab. This is a working document intended to share resources and get feedback on an ongoing project funded by The Hive Digital Media Learning Fund.
On time. In budget. What they need (even if that changes!). These are moving targets and yet, you're expected to deliver all three. The software development industry is embracing Agile project management to address these issues and there is much that we in learning & development can learn from them. Agile provides a framework for adapting to change as it happens and working with the project sponsor to deliver the content most needed by learners.
In this session, you'll learn about the Agile project management methods adapted specifically for instructional design & development projects — Lot Like Agile Management Approach (LLAMA®)—and how to use them on the job. We’ll cover everything from kicking off a project with a solid definition of scope all the way through the process of estimating and planning the work. Your takeaways include templates and techniques for goal alignment, learner personas, scope definition, estimating, planning, and iterative development.
Campus Technology Fall Forum 2014: Best Practices for Designing Online and Bl...Keitaro Matsuoka
In this presentation, I will share what I learned from designing the online and blended courses, how the class works, what ingredients are needed for a successful course, recommended digital tools (live demo!), best practices (how do you foster presence?), and the feedback I have received. Most importantly, I will demonstrate how fun all this is!
Using Game Design & Virtual Worlds for Creation of Interesting & Engaging Lea...Cathie Howe
Presentation on the successes and challenges use of game design and virtual worlds by Macquarie ICT Innovations Centre in an school setting to engage students in learning.
How the Heck do you Teach Level Design? Educating in the StudioChristopher Totten
Ask anyone who has trained a new level designer or taught level design students, and they will tell you that a major challenge is balancing training for the technical aspects of the job while also teaching them "good" level design. In the studio environment, you also have to teach communication, documentation, designing for specific types of gameplay, or the elements of your studio's "style." How can we effectively mentor newcomers without taking time away from other ongoing design work?
This talk by a level designer and educator with 13+ years of experience examines processes that studios can use to onboard new designers in productive and accessible ways. It does so through topics such as setting "learning goals", assigning quick-but-usable level design exercises, incorporating "style" into task specifications, and how to structure feedback. This talk incorporates both on-the-job knowledge and examples collected from education to build a roadmap for effective mentorship.
Vicki Davis and Julie Lindsay shared pedagogy and projects to do with Flat Classroom and global collaboration. Included updates from Flat Classroom Projects and Flat Classroom Conference and Live Events Inc.
A presentation delivered by Courtney Hermann at the 2012 University Film and Video Association meeting.
From 2008-2012, Courtney Hermann and her Documentary Production students participated in the International Documentary Challenge, a timed filmmaking competition where teams from across the world are given a documentary subgenre and a theme, and must create a 4-7 minute film from start to finish in just 5 days.
Courtney and her students have produced 10 films in all--4 were selected as contest finalists and premiered at the Hot Docs International Film Festival in Toronto. One film garnered additional commendations as the winner of the POV/American Documentary award. Three were selected for inclusion in the "Best of Doc Challenge" DVD, distributed by Typecast Releasing and KDHX Community Media.
This Power Point document, created for a workshop Courtney was invited to present at the University Film and Video Association meeting in 2012, uses experiences with the International Documentary Chalenge as case studies to address how instructors might manufacture a scenario where there’s enough at stake to motivate students to commit themselves to the cause of a collaborative project, and in the process open up a wealth of opportunities to learn about filmmaking and about themselves as filmmakers.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Thinking of getting a dog? Be aware that breeds like Pit Bulls, Rottweilers, and German Shepherds can be loyal and dangerous. Proper training and socialization are crucial to preventing aggressive behaviors. Ensure safety by understanding their needs and always supervising interactions. Stay safe, and enjoy your furry friends!
MATATAG CURRICULUM: ASSESSING THE READINESS OF ELEM. PUBLIC SCHOOL TEACHERS I...NelTorrente
In this research, it concludes that while the readiness of teachers in Caloocan City to implement the MATATAG Curriculum is generally positive, targeted efforts in professional development, resource distribution, support networks, and comprehensive preparation can address the existing gaps and ensure successful curriculum implementation.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
4. Work package 3:
aims
1. Understand relationship
between performance and
engagement.
2. Specify reflective
performance requirements
3. Understand & orchestrate
situated filming, editing and
sharing.
4
5. We’ve delivered
• D3.1 in-situ orchestration factors (month 9)
were identified & mapped, based on
workshops & interviews
• D3.2 performance framework (month 12)
provides requirements for performance
5
6. Next deliverables
• D3.3 Performance specification (month 18)
• D3.4 Use case workshops (month 24)
• D3.5 Service scenario documentation (month 30)
6
7. Performance – the process
•
•
•
•
•
Development
Pre-production
Production
Post-production
Upload & screening
7
8. Aiming to orchestrate
• Orchestration factors:
– the interplay of classroom
activities, timing and guidance
• Orchestrating a classroom or a
performance
8
9. Roles: the orchestrator
A performance has a
director, a producer,
actors and an
audience.
• Who directs a
JuxtaLearn
performance?
• Who directs the
learning?
• Who produces the
learning?
9
11. Creativity
• “Arrive at a new idea
when you need one”
(Claxton, 1998)
• Juxtapose new
solutions with standard
11
12. How does performance link with WP2?
Boundary objects
“Objects that are shared and
sharable across different key
parties are boundary objects”
(Carlile, 2002, Bechky, 2003, Star and
Griesemer, 1989)
• Pedagogical
palette
• Story board
• Performance
scripts
Knowledge
boundaries
• Syntactic
• Semantic
• Pragmatic
12
13. How WP3 helps interpret
Object role
To transfer
knowledge
JuxtaLearn objects
Pedagogical palette of threshold concepts,
and storyboard
(syntactic boundary)
To translate
knowledge
Storyboard and script work at the preproduction stage.
(semantic boundary)
To transform
knowledge
(Pragmatic boundary)
Script but teacher intervention is required
to reduce conflict, guide students & draw
their attention to TC.
At production stage, the editing process
works on the unfinished video product.
13
14. JuxtaLearn video making is participative
Participative video making informs the
JuxtaLearn process:
students collaboratively interpret, perform,
edit & share their understanding of concepts
through video, to reflect and learn.
14
15. Performance is dramatic play
Dramatic playing that
assumes intent to share
with an audience
(Bolton, 1984).
“they have to
understand what they
are presenting to an
audience and how that
audience is going to
understand it.” (drama teacher)
15
The knowledge of performance that we bring to the project is central.
In the Jxl learning process WP3 is step 4 – perform, right in the middle of the JxL process. It interlinks the starting pedagogy with the later steps – edit and share. To perform, for students is a means to reflect on the TC that the teacher has interpreted for them. Turning that reflection into a video performance demonstrates the quality of their understanding and their engagement with the concepts.
In the Jxl learning process WP3 is step 4 – perform, right in the middle of the JxL process. It interlinks the starting pedagogy with the later steps – edit and share. To perform, for students is a means to reflect on the TC that the teacher has interpreted for them. Turning that reflection into a video performance demonstrates the quality of their understanding and their engagement with the concepts.
We’ve delivered twice already.
The next deliverable D3.3 grows from the requirements discussed in D3.2 The D3.4 Use case workshops is to refine the performance orchestration issues for filming, editing & sharing D3.5 Service scenario documentation (month 30) – this is guidance documentation for orchestrating filming, editing and sharing,
At development, research other videos. Get ideas.At pre-production, the logistics – get the props, do location recce, cast. Write script & draw up storyboard.At production, perform and shootAt post-production, reflect & edit.At the final stage, market & distribute the uploaded video to share with a wider audience. We need to think about performance and orchestrating that performance. We have orchestrating the classroom and orchestrating performance is a subset of that orchestration. Use hands to draw a large circle and then a smaller circle within it.
So you have orchestrating of performance within orchestration of a classroom.Teachers need guidance to orchestrate classroom activities, and video making is another activity. In the JxL process, both teachers and students need guidance. to clarify how orchestration of the classroom relates to orchestration of performance.the JuxtaLearn process involves the students in project management activities that are vital to a video making process
Remember these four roles – we come back to them.The students direct the film; the teacher is a producer and a director of learning in that he/she orchestrates the logistics of resources and time, and has the power to give permissions to use those resources. The teacher probably has the wherewithal to provide props. The teacher is a director - the director of learning, and the producer of learning. But that implies that students have no control over their own learning - a question .. , but perhaps is something that JxL is assuming, or is researching. Look up SugataMitra'sself-organising groups.
Look at creativity for a moment because the process of creativity involves interpreting associations between knowledge areas.
creativity could be the ability to innovate or to arrive at a good idea when you need one (Claxton, 2011). Creativity requires forming new patterns that meet the specification or are usefulThe process involves interpreting associations into useful new combinations. a creative answer is both useful within given requirements and original. The more familiar associations are, the less likely you are to find creative solutions. Conversely, the more associations evoked, the more likely it is that you will find a creative solution because something will mediate as a bridge to make combinations easier.This is the heart of the JuxtaLearn process – this is where we get juxtaposed understanding
Boundary objects associate across knowledge boundaries. At a syntactic boundary you find a shared and sufficient syntax At a semantic boundary you findthat differences of meaning exist/emerge, so individuals have different interpretations of word/event At a pragmatic boundary you findthat "differences in knowledge are not always adequately specified as differences in degree /interpretation, but that knowledge is localized, embedded, and invested in practice."
Participants use various objects and various stages, and these objects help to interpret by working with knowledge to transfer, translate and transform it. I’ll explain the objects’ influences on the JxL process.The pedagogical palette allows the teacher to transfer knowledge of the syntax and vocabulary to the students. so students and teacher develop a shared language, thus crossing the syntactic boundary.The storyboards and script allow students to translate and share their knowledge to something meaningful, thus crossing the semantic boundary.The script draws attention to conflicting understandings of the concepts. Teachers don’t understand what students don’t understand because the teachers’ knowledge is embedded in practice but the script draws attention to conflicts, so the teacher can help the students edit the words and reflect on their work, thus crossing the pragmatic boundary, Boundary objects help students and teachers creatively cross these knowledge boundaries.
Participative video making – you have to do this together. Doing reflection and learning together.High student participation means that teacher orchestration is essential for these activities, to manage a structured, equitable, and productive participation.Rick has run such workshops, which I observed and we reported on in D3.1What is performance? Consider two characteristics of performance.
We’re building the perform step round the idea of participative video making. We’re not talking about performance in terms of assessment, 9 out 10. We’re talking about drama here – acting, creating action to present to an audience. And we think about who that audience is. Which brings us to the second point:
Presenting yourself – as a scary black belt – with a wedding ring – what does that say about you?We all present something of ourselves. How we stand, what we wear says something. Here, the black belt on this tae kwon teacher says something about her skills, but the ring also says something about her life. In the WP3 video, you saw students dressed in white coats, thus parodying the stereotypical scientist, but remember they were also wearing googles, which you need for safety in a lab. Not only were the student imitating the scientist, but they were taking on the identity of the scientist, including safe behaviour.We need to bear the audience in mind at the perform step because at a later step students share their performance with others in public displays and on the web. Not only then, but earlier, at that perform step, students collaborate to create the video. So they are presenting themselves to each other, some personalities stronger, some shyer.
WP3 feeds into the web design and large screen displays. In D3.1 and D3.2, we have identified options of roles, genres, and performance types from which we’re designing a palette of performance options that will include Performance options: dance, sock puppets,Technology: codecs, iPads, DSLR or flip videoGenre: comedy, documentaryRoles: the previous four mentioned but others such as sound recordistProps: Marilyn Monroe’s white skirt, audio, text,