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Critical aspects of digital tools in learning processes during the near future

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“We tend to overestimate the effect of a technology in the short run and underestimate the effect in the long run.” Roy Amara. Therefore we may predict or at least get an idea on what will happen next by closely following the technology development and by having a active role in it. The design and development of digital tools for learning or tools in general that are adapted to teaching and learning is not unproblematic. The three mega trends in technology; (1) Internet-based networks, (2) growing computing capacity and (3) automatization and robotics are providing new pedagogical and societal opportunities but also new challenges. The most interesting research themes related to the digital learning tools are the future of formal and informal learning, virtual social environments and analytics and adaptation. Working with the themes as a design researcher and designer one should be highly aware of the possible ethical issues related to these. To analyze the impact, positive and negative, we can use so called McLuhan’s Laws of Media, four questions we present to new media / tools.

The slides are from the teaching demonstration 20.9.2016. A lecture and exercise designed for the DOM-E5024 Introduction to Media Art and Culture course.

Published in: Education

Critical aspects of digital tools in learning processes during the near future

  1. 1. Teemu Leinonen www.teemuleinonen.fi Critical aspects of digital tools in learning processes during the near future
  2. 2. DOM-E5024 Introduction to Media Art and Culture 28.02.2017-17.03.2017
  3. 3. Ilya Yfimovich Repin (1844-1930): Portrait of Leo Tolstoy in His Study, Moscow, The State Literature Museum
  4. 4. Teemu Leinonen www.teemuleinonen.fi Critical aspects of digital tools in learning processes during the near future
  5. 5. Four things 1. Future 2. Digital tools in learning 3. Critical aspects 4. Exercise: media / tool analyze
  6. 6. Four objectives of the class 1. Understand how technology affects our life and how we have an affect to technology. 2. Know the major trends in the design of digital learning tools. 3. Understand what kind of critical and ethical issues are related to the design of digital tools. 4. Learn to do a quick media / tool analyze.
  7. 7. Pre-reading materials Two pages from the book: Leinonen, T. (2010) Designing Learning Tools. Methodological Insight. Aalto University, Helsinki, Finland. Two pages from the article: Durall, E. & Leinonen, T. (2015). Why Do We Want Data for Learning? Learning Analytics and the Laws of Media. in The Future of Ubiquitous Learning. Edit by Gros, Kinshuk & Maina. Springer International Publishing. DOI: 10.1007/978-3-662-47724-3_4
  8. 8. Critical aspects of digital tools in learning processes during the near future
  9. 9. Critical aspects of digital tools in learning processes during the near future 1/4
  10. 10. Critical aspects of digital tools in learning processes during the near future ?
  11. 11. “We tend to overestimate the effect of a technology in the short run and underestimate the effect in the long run.”
  12. 12. “We tend to overestimate the effect of a technology in the short run and underestimate the effect in the long run.” Roy Amara (Amaras Law) The Institute for the Future / Stanford Research Institute
  13. 13. Effect Time What we think that will happen
  14. 14. Effect Time What we think that will happen What really happens
  15. 15. Effect Time short run: overestimate long run: underestimate What really happens What we think that will happen
  16. 16. Effect Internet-based networks growing computing capacity robotics What really happens What we think that will happen
  17. 17. What we think that will happen Effect The Web Tim Berners-Lee: World Wide Web Wikipedia Facebook Google YouTube Twitter What really happens 1991 2006
  18. 18. Effect 1991 20061998 Future Learning Environment Tim Berners-Lee: World Wide Web Wikipedia Facebook Google YouTube Twitter
  19. 19. Future Learning Environment / Fle3
  20. 20. Future Learning Environment / Fle3
  21. 21. Future Learning Environment / Fle3
  22. 22. Future Learning Environment / Fle3
  23. 23. Pokémon GO Effect Mobile augmented reality Pokémon GO What really happens What we think that will happen 1980 Steve Mann: Wearable computer system 2016
  24. 24. Effect Pokémon GO 1980 2016 Steve Mann: Wearable computer system Pokémon GO What really happens What we think that will happen 2006 Shedlight: Augmented reality with virtual annotation
  25. 25. Critical aspects of digital tools in learning processes during the near future
  26. 26. Critical aspects of digital tools in learning processes during the near future 2/4
  27. 27. ? Internet-based networks growing computing capacity automatization and robotics
  28. 28. ? Internet-based networks growing computing capacity automatization and robotics
  29. 29. Formaland informallearning Virtualsocial environments Analyticsand adaptation ?
  30. 30. Formal and informal learning Virtual social environments Analytics and adaptation ?
  31. 31. Formal and informal learning Põldoja, H., Duval, E., Leinonen, T. (2016) Design and evaluation of an online tool for open learning with blogs. Australasian Journal of Educational Technology 32 (2). Virtual social environments Pejoska, J., Bauters, M., Purma, J., Leinonen T. (2016) Social augmented reality: Enhancing context‐dependent communication and informal learning at work. British Journal of Educational Technology 47 (3), 474-483. Analytics and adaptation Durall, E. & Leinonen, T. (2015). Why Do We Want Data for Learning? Learning Analytics and the Laws of Media. The Future of Ubiquitous Learning. Part of the series Lecture Notes in Educational. Springer International Publishing.
  32. 32. Critical aspects of digital tools in learning processes during the near future
  33. 33. Critical aspects of digital tools in learning processes during the near future 3/4
  34. 34. ? Internet-based networks growing computing capacity automatization and robotics
  35. 35. . . . linking people (and machines) . . . . . . people (and machines) sharing, trading and collaborating. (Michael Wesch 2007)
  36. 36. We’ll need to rethink few things copyright, authorship, identity, ethics, aesthetics, rhetorics, governance, privacy, commerce, love, family, ourselves. (Michael Wesch 2007)
  37. 37. Random Darknet Shopper !Mediengruppe Bitnik Carmen Weisskopf & Domagoj Smoljom 2014
  38. 38. (Random Darknet Shopper !Mediengruppe Bitnik Carmen Weisskopf & Domagoj Smoljom 2014)
  39. 39. (Random Darknet Shopper !Mediengruppe Bitnik Carmen Weisskopf & Domagoj Smoljom 2014)
  40. 40. We’ll need to rethink a few things copyright, authorship, identity, ethics, aesthetics, rhetorics, governance, privacy, commerce, love, family, Ourselves. (Michael Wesch 2007)
  41. 41. ? Internet-based networks growing computing capacity automatization and robotics
  42. 42. Critical aspects of digital tools in learning processes during the near future
  43. 43. Exercise: media / tool analyze Critical aspects of digital tools in learning processes during the near future 4/4
  44. 44. location-based dating service (Tinder) augmented reality (Pokémon GO) peer-to-peer transportation (Uber)
  45. 45. What does it enhance or intensify? What does it render obsolete or displace? What does it retrieve that was previously obsolete? What does it produce or become when taken to its limit? McLuhan’s Laws of Media.
  46. 46. 1. Enhance or intensify 2. Render obsolete or displace 3. Retrieve 4. Taken to its limit
  47. 47. location-based dating service (Tinder) augmented reality (Pokémon GO) peer-to-peer transportation (Uber)
  48. 48. Conclusion: Four things 1. Future 2. Digital tools in learning 3. Critical aspects 4. Exercise: media / tool analyze
  49. 49. ?
  50. 50. Thank you. Kiitos. !

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