Mobiililaitteilla tuettu oppiminen (BYOD): miten suunnitella tämän vuosisadan ydintaitoja tukevaa osaamisen kehittämistä?
1. Jari Laru, KT, yliopistonlehtori, teknologiatuettu oppiminen ja opetus. Kasvatustieteiden
tiedekunta, Suomi, Finland
Mobiililaitteilla tuettu oppiminen (BYOD): miten
suunnitella tämän vuosisadan ydintaitoja tukevaa
osaamisen kehittämistä?
4. Mobiiliteknologian ja oppimisen
lyhyt yhteinen taival. Historia
pikakelauksella.
Laru, J., Naykki, P., & Jarvela, S. (2014). Four stages of research on the
educational use of ubiquitous computing. Learning Technologies, IEEE
Transactions on , vol.PP, no.99, pp.1,1
doi: 10.1109/TLT.2014.2360862
5. Jari Laru, Ph.D (Educational Sciences).
Learning & Educational Technology
Research Unit (LET). University of Oulu,
Finland. CSCL 2013, University of
Technology trigger
Peak of inflated
Expectations
Trough of
Disillusionment
Slope of
Enlightenment Plateau of productivity
First generation:
PocketPCs
First steps (R&D)
Personal Digital
Assistants
2nd generation:
Wireless Internet
Learning Devices
(Smartphones)
3rd
generation:
Out of the
box tools,
social media
integration
Case study I
Case study II
Case study
III
time
Visibility
Ubiquitous future
6. Jari Laru, Ph.D (Educational Sciences).
Learning & Educational Technology
Research Unit (LET). University of Oulu,
Finland. CSCL 2013, University of
Technology trigger Peak of inflated Expectations
First generation:
PocketPCs
First steps (R&D)
Personal Digital
Assistants
Case study I
time
Visibility
1. First years of research: mobility &
PDAs
• Beliefs that mobile devices
would revolutionize
education (Trifonova, 2003)
• ”M-learning or mobile
learning” (Keegan, 2005;
Quinn, 2000) as extension
of e-learning (Quinn, 2000).
• Definition of mobile
learning (Sharples, 2000).
• Era of technology
determinism started
7. Case study 1: Designing a new virtual
master’s programme
Collective task
Jari Laru, Ph.D (Educational Sciences). Learning & Educational Technology Research Unit (LET). University of Oulu, Finland. CSCL 2013, University
Existing master’s programs
New master’s program
Knowledge building activity
• The participants (n=10) shared a
major problem: to design a new
distance education program in
new domain
• Instructional design was
simplified: a mobile device
equipped with knowledge
building tool was just embedded
into existing practises.
• Dissappointing results
Laru, J., & Järvelä, S. (2008). Social patterns in mobile technology
mediated collaboration among members of the professional distance
education community. Educational Media International, 45(1), 17-32.
8. Jari Laru, Ph.D (Educational Sciences).
Learning & Educational Technology
Research Unit (LET). University of Oulu,
Finland. CSCL 2013, University of
time
Visibility
2. ”Wireless internet learning devices together
with pedagogically ambitious learning goals”
2nd generation:
Wireless Internet
Learning Devices
(Smartphones)
Case study II
Trough of Disillusionment
• ”tool support of most
projects is not
pedagogically ambitious”
(Frohberget et. al, 2009).
• In order to ensure engaged
learners, a proper design is
needed (Looi et. al, 2009)
• Seminal WILD paper
(Roschelle & Pea, 2002)
[was ahead of the time
when was published]
• Role of teacher, scaffolding
etc.
Slope of Enlightenment
9. Case study 2: Field trip (K12-education)
Jari Laru, Ph.D (Educational Sciences). Learning & Educational Technology Research Unit (LET). University of Oulu, Finland. CSCL 2013, University
• The participants’ (n=22,
age=12) participated one-day
field trip to nature park
• Their shared problem was to
explore inanimate and
animate traces
• Smart phones with bluetooth
mobile encounter networks
• Core-activity was aimed at
scaffolding argumentative
discussions in small groups
during inquiry learning (soft
and hard scaffolds)
• Design included also pre- and
post-structuring activities.
• Mixed results
LARU, Jari; JÄRVELÄ, Sanna; CLARIANA, Roy B. Supporting collaborative inquiry
during a biology field trip with mobile peer-to-peer tools for learning: a case study
with K-12 learners. Interactive Learning Environments, 2012, 20.2: 103-117.
10. Jari Laru, Ph.D (Educational Sciences).
Learning & Educational Technology
Research Unit (LET). University of Oulu,
Finland. CSCL 2013, University of
time
3. Combining affordances of social software and
mobile learning
Case study III
• Personal and wirelessly networked
technologies and social software
tools are (currently) becoming more
prevalent in the live of learners
(Lewis et. Al, 2010; Lewis, Pea &
Rosen, 2009)
• Mobile social media (Multisilta &
Milrad, 2009) in education is stitching
formal and informal learning contexts
together and briding individual and
social learning, which leads to
seamless learning
• However, very few papers discuss the
mechanisms of bridging the
individual and collaborative activities
(Wong & Looi, 2011). Slope of Enlightenment
3rd generation:
Out of the box tools,
social media
integration
11. Case study III: a course in the context
of higher education
Jari Laru, Ph.D (Educational Sciences). Learning & Educational Technology Research Unit (LET). University of Oulu, Finland. CSCL 2013, University
• The participants (n=21)
undergraduate teacher
education students.
• Learners’ core task was to
integrate selected individual
blog reflections and visual
representations into coherent
and comprehensive wiki
• Multiple individual and
collective phases before the
wiki activity where content
was elaborated multiple times
• Role of the mobile device was
smaller than earlier studies
• Positive resultsLaru, J., Näykki, P., & Järvelä, S. (2012). Supporting small-group learning using
multiple Web 2.0 tools: A case study in the higher education context. The Internet
and Higher Education, 15(1), 29-38.
12. Jari Laru, Ph.D (Educational Sciences).
Learning & Educational Technology
Research Unit (LET). University of Oulu,
Finland. CSCL 2013, University of
time
4. Ubiquitous tomorrow: learning environment
consisting of an amalgam of tools around the corner
• Research and educational use is
currently in the phase of the plateau
of the productivity
• World is entering the age of mobilism
(Norris & Soloway, 2011)
• Mobile phones are nowaday
connected computing devices that
offer multitude services (Pea &
Maldonado, 2006)
• Contemporary human interaction
paradigms (RFID, QR-Codes etc. Are
becoming regarded as mainstrea, in
current mobile devices
• Multiple device-student ratios (e.g.
1:1 or 1:all) set new challenges for
instructional designers (Wong & Looi,
2011)
Plateau of productivity
13. Jari Laru, Ph.D (Educational Sciences).
Learning & Educational Technology
Research Unit (LET). University of Oulu,
Finland. CSCL 2013, University of
Technology trigger Peak of inflated Expectations
time
Visibility
Conclusion
Trough of
Disillusionment
Slope of
Enlightenment Plateau of productivity
16. E
I
HIDASMUUTOS”(tieto)allinto tietää pedagogia paremmin”; ei ole rahaa
uudistuksiin; koulut ovat homeessa; opettajajohtoinen opetus; ei
ole täydennyskoulutusta riittävästi; ei ei..
Muutos on tulossa, mutta pidetään ensiksi
muutama kokous
17. NOPEAMUUTOSLasten & nuorten mediamaailma; digitaalinen teknologia; sosiaalinen
media; luova tuho & mustat joutsenet; ongelmalähtöisyys elämässä
Opettajankoulutus
Oppilaitokset päiväkodeista korkeakouluihin
19. Vakioidut, tuetut ja hallinnoidut yliopiston
järjestelmät esim. Optima ja Noppa
Nuorten aikuisten
digitaalinen todellisuus
Työelämän digitaalinen
todellisuus
22. Pilvipalvelut Sovellukset
Opiskelijoiden käytössä
(ei henkilökunnalle, ei
sivustoja)
Pilottikäytössä Oulun yliopistossa.
tuotantokäytössä Oulun
normaalikoulussa.
Pikkusovelluksia joita voi hyödyntää
omassa opetuksessa
C/BYOT
26. ”To put it simply, the next great
advance in human ability comes from
being able to externalize the mental
models we spend our entire lives
creating”. (Granger, 2015)
http://www.chris-granger.com/
27. Laru, J., & Järvelä, S. (2015). Integrated Use of Multiple Social Software Tools and Face-to-Face
Activities to Support Self-Regulated Learning: A Case Study in a Higher Education Context. In Seamless
Learning in the Age of Mobile Connectivity (pp. 471-484). Springer Singapore.
35. Vakioidut, tuetut ja hallinnoidut yliopiston
järjestelmät esim. Optima ja Noppa
Nuorten aikuisten
digitaalinen todellisuus
Työelämän digitaalinen
todellisuus
36. 21th century skills
TPACK -taidot
Digiajan
osaaminen
Oppilaitoksen ja
opettajien
tekemät valinnat
Muutoshaasteet
Pedagoginen
muutos
it characterizes the typical progression of an emerging technology.
there are five stages of the Hype Cycle:
technology trigger, this first phase of cycle is breaktrough, product launch or other event
peak of inflated expectations is term to describe over-enthusiasm and unrealistic exceptations
trough of disillusionment, technologies or idea because thei fail to meet exceptations
slope of enlightenment, in this phase some business continue to explore benefits and practical application of the technology
plateau of productivity, technology reaches the plateau of productivity as the benefits of it become widely accepted.
Because the technology is at different levels of development during each of the five portions of the cycle, analysis of the educational use of the mobile technologies can be made in steps. From the slide you can see four major developmental steps.
In addition to exploration of the general idea of mobile devices in education, three empirical case studies are included in this paper as examples of the developmental stages.
The history of the educational use of ubiquitous computing begins with the era of technology triggers (stage 1), including the product launches by Apple Newton, Palm Pilot, and Nokia Communicator in the late 1990s, followed by Microsoft’s PocketPC in the early 2000s. Later devices are considered first-generation gadgets in this cycle.
These early developments in ubiquitous communication led to a peak of inflated expectations (stage 2) when some scholars thought that mobile devices would revolutionize education (Trifonova, 2003). It was typical during this period to refer to the educational use of mobile devices under the terms “mobile learning” and “m-learning” (Keegan, 2005; Park, 2011; Quinn, 2000).
While we researchers elaborate terms deeply in scientific practices, many still understand mobile devices and wireless networking technologies in education as “an extension of e-learning” (Quinn, 2000) or the mainstream, pervasive learning delivery medium.
The FIRST case study was conducted in realistic settings with the University Learning Center, which offers distance education on information processing sciences through several retraining programs in seven independent regional learning centers. The voluntary participants (N = 10) were split into three teams at two different locations in a northern area of Finland.
In this case study (Laru & Järvelä, 2008), the participants shared a major problem, which was to design a new distance education master’s program in a new domain.
The instructional design in this first case study was simplified: a knowledge-building tool was just embedded into existing practices.
The results were very disappoing because of nonparticipative behavior.
In the third stage, that of disillusionment, critical accounts toward technology determinism started to appear. A considerable amount of research effort in this decade was driven by technological challenges, and few studies dealt with questions of how meaningful and productive mobile technology-supported (collaborative) learning actually is (Järvelä, Näykki, Laru, & Luokkanen, 2007; Park, 2011).
Nowadays it is widely accepted that In order to ensure engaged learners, a proper pedagogical or lesson design is needed for when enthusiasm for using the new technologies begins to wear out (Looi et al., 2009). First scholars who suggested proper theoretical ideas for designing mobile learning activities were Jeremy Roschelle and Roy Pea in 2002.
Roschelle and Pea (2002) predicted how mobile technology might revolutionize the role of teachers by breaking contrastive teaching paradigms of teacher-centered instruction and (teacher-guided discovery. Instead, they offered the idea of “conductor of performances,” which has been further developed by other scholars (Dillenbourg & Jermann, 2010) using the term “orchestration”.
The participants in the second case study were primary school students (N = 22, all 12 years of age) who participated in a one-day learning project during a field trip to a nature park in a wilderness forest setting in northern Finland
The major problem in this study was to explore inanimate and animate traces of nature in small groups in order to create argumentative knowledge claim messages (Laru, Järvelä, & Clariana, 2012). The tools used in this case were smartphones and prototype of mobile peer-to-peer application with ad-hoc connectivity.
From the perspective of instructional design (see Figure 3), a collaborative core activity was aimed at scaffolding co-construction of argumentative messages in small groups during inquiry learning.
Learning activities were structured with “soft” scaffolding, provided by tutors and the nature guide, and “hard” argumentation scaffolds, provided by the messaging tool (sentence openers). In addition, the instructional design included pre-structuring activities that provided procedural scaffolding in the form of storyboard messages as well as post-structuring activities that included debriefing and conclusive synthesis at the end of each task at the collective level.
The developments described for the previous phase, together with new affordances of mobile technologies, led to the Hype Cycle stage of enlightenment.). Currently, the increasing use of mobile social media in education is stitching learners’ formal and informal learning contexts together and bridging individual and social learning, which leads to seamless learning.
However, most papers considered in the extensive literature review made by Wong and Looi (2011) tend to discuss or analyze personalized and social learning in their studies separately or to only focus on one of these aspects. Further, very few papers discuss the mechanisms of bridging individual and collaborative activities.
For the third case study, the research participants were 21 undergraduate students in a five-year teacher education program at the Faculty of Education. All students were enrolled in a required course entitled Future Scenarios and Technologies in Learning sciences
The third case study in the current paper is focused on bridging individual and collaborative activities as well as face-to-face and mobile social media activities. It includes a full activity design, as suggested by Wong and Looi (2011), with multiple phases; the mobile-mediated conceptualization activity was just one phase of the instructional design. Products created in that phase can be characterized as artifacts that were used as a mediating tool for reflections, elaborations, reviews, and knowledge building (Wong & Looi, 2011).
In this experiment, the learners’ core task was to integrate selected individual blog reflections and visual representations into coherent and a comprehensive wiki (see Figure 4). Although this wiki was also the main outcome of the activity (the end goal for their activities), it was not specified as such. There were also multiple individual and collective phases before the wiki activity, where the same content was elaborated multiple times when students encountered multiple representations of each of the content topics using different analogues, examples, and metaphors.
From the present perspective, this field of research is currently in the phase of the plateau of productivity.
The world is entering the Age of Mobilism (Norris & Soloway, 2011).
Ubiquitous computing has evolved from Weiser’s initial ideas about the interplay between the human world and communication technologies with the widespread adoption of mobile devices that require proactive involvement rather than the calm computing originally suggested by Weiser.
Current trends are increasingly focusing on effective personal learning environments as being characterized by an amalgam of technology devices, software, and services; access to a variety of digital tools simultaneously for everyone, anywhere, anytime; and choices about which technology is most appropriate in a given situation (van’t Hooft & Swan, 2007).
Western students today may have “one or more devices per student” if needed, but the number of devices in the ubiquitous environment is quite variable. These diverse device-user ratios set new challenges for instructional designers, because each ratio provides different dynamics of interaction and collaboration (Wong & Looi, 2011).