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Knowledge Garden Cultivation: How to stay ahead of the curve and deliver Just In Time Learning using crowd-sourced student content.

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Digital Curriculae & Cross Disciplinary CollaborationThe evolution of the Knowledge Garden initiative

The Knowledge Garden Philosophy• Just In Time educational experiences (Perpetual BETA)• Non-linear/hierarchal learning• Mapping Complexity and Metacognition• Crowdsourcing Educational Content• Student Curation of Learning Activities (Process Portfolios)• Social Learning Tools & Environments• Empowering non-design educational domains with creative

tools.• Mobile Publishing• Evaluation, Metrics & Monetization

The Challenges• Technology is ubiquitous• Technology innovation cycles are aggressive. The product

ecosystem is expanding hyperbolically and this makes it increasingly difficult to manage in large organizations.

• Moving from avoidance, to coping and on through to effective, agile adaptation to the turbulence caused by rapid (12 month) cycles of technological innovation/obsolescence.

• We have moved from manufacturing to the knowledge economy and all sectors of our economy need to bring innovative products and services to market.

• There are access gaps to the tools needed to create these cutting edge products and services.

The Vision• Faculty, students, innovation companies, IT work together to solve problems for

community clients (Applied Research model) in ways that allow students and faculty to engage with technologies at the earliest possible phase of diffusion (BETA) and in ways that allow them to provide input into the evolution of these technologies.

• Students engage in exploration of these technologies and MAP their exploration in order to provide simplified pathways and workflows through a rabbit warren of technologies.

• Students document and share their experiences via journaling, messaging, discussion boards, audio and video.

• Students curate and structure their activities in a WIKI repository that is accessible and searchable by others. Students become co-researchers, co-authors.

• Faculty harvest exemplary work and reference it in the LMS.• Publish work for Mobile consumption and use metrics to monitor content

engagement to inform design.• Monetize activity.• Promote digital literacy and access to digital tools throughout the college via strategic

Educational License Agreements (School of Design students have access to full $2,000.00 CS6 master suite for $120 materials fee. College wide would cost $50/student.

Potential• May-June Intensive Workshop: social networks and tools,

WIKIS and content creation, curation, Video Podcasting and Mobile Publishing.

• Cross-disciplinary course that brings together faculty and students from design and busines (and other disciplines) to explore new paradigms of learning, media creation and curation tools.

• Collaborative research projects with mobile publishing targeted as a distribution vehicle.

• Students from all college areas gain access to, and expertise in, Digital content authoring tools.

The Innovation Diffusion Cycle12-18 Month Lag Phase in Learning

The Linear Production ParadigmThe Factory Model

Backlog: Shortcomings of Linear Deployment Chains

Round Table Re-org.

SynchronicityThe Move to Perpetual BETA

Enter the Knowledge Garden:• It is predicated on engaging students with a basket of enabling

technologies that facilitate collaborative, cross-disciplinary, project-based, applied learning/research opportunities.

• It seeks to solve problems for community partners (internal and external).

• It promotes direct engagement with innovation drivers (technology partners like Adobe) at the earliest possible phase of diffusion (BETA) in order to facilitate Just In Time Learning.

• It crowd-sources the development of knowledge assets from the student population and harvests exemplary assets—making them available to the broader community in a searchable repository.

• The Knowledge Garden seeks to make its assets compatible with mobile delivery.

• The Knowledge Garden hopes to explore the possibility of monetizing the products and services it creates.

The Core Technologies• Open Source Social Networks (on.georgebrown.ca)• Open Source Project Management tools (Project Pier)• Visual Understanding Environments for mapping complex

workflows.• Adobe BETA releases for early product engagement.• Adobe CS tools for content creation and authoring.• Adobe DPS for publishing and mobile deployment.• WIKIS for content curation and podcasting.• Other ancillary products, preferably in BETA, are incorporated

into the discovery process and their efficacy is evaluated.

Environments:Building a Community

Environments:Connecting a Community of Learners via the Virtual Classroom: Adobe Connect.

Environments:Connecting a Community of Learners via the Virtual Classroom: Blackboard Collaborate.

Environments:Project Management

Environments:Collaborative Spaces—Acrobat.com

Environments:Research—Zotero

Tools:Visual Understanding Environments (VUEs)—Inspiration/Webspiration

Tools:Mobile/Interactive Content Design and Publishing

Knowledge Transfer:Student Resources—How To Manuals

Knowledge Transfer:Student Resources—How To Manuals

Knowledge Transfer:Student Resources—How To Manuals

Knowledge Transfer:Student Resources—Podcasts

Content Curation:Growing and Tending and Harvesting The Knowledge Garden

Content Curation:Growing and Tending and Harvesting The Knowledge Garden

RISK (Rapid Integration of Skills and Knowledge):Moving to Perpetual Beta

Promoting Best Practices:Faculty workshops

Building Capacity:Adobe DPS Research Pilot in Cross-platform publishing for education

Building Capacity:Adobe DPS Research Pilot—A cross-disciplinary approach

• Strategic Partnership with Innovation Company (Adobe)• Integrate DPS capacity in Teaching Innovation & Learning to create an

interactive digital publication/app with a content focus on e-Learning.• Distribute to faculty.• Marketing student to collect and analyze engagement metrics• Design student to design and publish content.• Business student provides logistical/project management support.• Students document and map workflows, provide analysis, support

and documentation to facilitate curriculum development (Marketing and Design) and/or the founding of a digital academic press and/or internal communications infrastructure.

• Key faculty provide project oversight• Potential for structuring as an applied research project with support

from the research office.

Leading a transformation in Teaching and Learning• Knowledge Design I course created to build skills in 2nd year

design students for creating and curating learning content.• Knowledge Design II created as a follow-up which applies skills

learned in a live project environment that serves either external or internal clients.

• KD II designed to bring faculty and students from KD I into the same environment to collaborate on creating learning content.

• KD II is offered to faculty throughout the college to assist in content generation.

• KD II students provide mentoring and production capacity.• KD II students are ideally paid via a fee for service model from

departmental budgets, grants and/or private sector funding.

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