Next generation of digital tools for teaching and learning
Post on 13-Jun-2015
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Next generation of digital tools for teaching and learningMart Laanpere :: Centre for Educational Technology, Tallinn University
Everything is changing?
Defining the learning environment
Narrow definition: classroom
Wider definition: physical and social environment that surrounds a learner, including learning resources, technical equipment, curriculum, fellow learners, teacher (with her implicit learning theories and teaching methods) etc.
Is the learning environment changing?
Learning environment IS changing
2400 years ago: Socrates banned the (text)books
500 years ago: learning environment = working environment
150 years ago: village schools
100 years ago: learning environment was rationalized/industrialized
30 years ago: subject-specific classrooms
10-15 years ago: virtual learning environment: initially a copy of a lecture room, then a database system
Outdoor learning environment
Technological generation shifts
Shop
Scho
ol ?
Socio-technical transitions
(Geels 2002)(Geels 2002)
Mobile communication generations
Moodle servers: global stats
Three generations of TEL systems
Dimension 1.generation 2.generation 3.generation
Software architecture
Educational software Course management systems
Digital Learning Ecosystems
Pedagogical foundation
Bihaviorism Cognitivism Knowledge building, connectivism
Content management
Integrated with code Learning Objects, content packages
Mash-up, remixed, user-generated
Dominant affordances
E-textbook, drill & practice, tests
Sharing LO’s, forum discussions, quiz
Reflections, collab. production, design
Access Computer lab in school
Home computer Everywhere – thanks to mobile devices
Estonian Strategy for Lifelong Learning 2020
Shift in teaching and learning paradigm
Competent teachers and school leaders
Meeting the job market needs
Higher participation rates, effective funding models
Digital turn in formal education system Integrating digital culture into teaching and learning Quality digital learning resources for all curricula Access to digital infrastructure, incl. 1:1 computing Digital competences of teachers and students
Digital turn towards 1:1 computing: promise and failures
Horizon Report 2012: the main technology trend in education with 1 year time to adoption
Radical shift in learning environment, re-definition of teaching and learning processes
Failures: OLPC Peru: 2.4 million laptops, no effect on learning Tiger Leap laptop schools: “Please, take these laptops away!”
Success stories: Odder, Denmark: iPads for 200 teachers and 2000 students Essa Academy, UK: technology as an essential component of radical
school improvement
Whole school turn towards 1:1 computing
The training and support is oriented on the level of a teacher
Diffusion of innovations (Rogers, 1992), OECD study (2002)
Evidence-based school-level intervention models are needed
Innovative tools for teachers
Edmodo.com, Eliademy.com, Schoology.com: Web-based learning environments + mobile apps
Kahoot.it, Socrative: rapid response (voting) systems
LearningApps: tool for creating interactive assignments
Scoop.it: contnent curatiion
Aurasma, Layar: augmented reality apps, QR codes
Educational resource cloud services: Dikaios
EdShelf: personal toolbox of educational apps
Trialogical learning
Monological learning: teacher talks, pupil listens
Socratic method: dialogical learning
Trialogical learning (Paavola et al): where learners are collaboratively inquiring, developing, transforming, or creating shared objects of activity (such as conceptual artefacts, practices, products) in a systematic fashion (knowledge creation metaphor for learning)
Vision of Students Today – a viral Youtube video
Pedagogical innovation
Innovative pedagogical scenarios from LEARNMIX project (re-conceptualizing e-textbook): Flipped classroom: learn from video tutorial, then groupwork Project-based learning: outcome-focused teamwork Problem-based learning: solving, then designing problems Inquiry-based learning: hypothesis, data collection & analysis Game-based learning: fun, competition, learning, rewards
Think of a trialogical learning scenario in line with one of the above involving QR codes (you can use ITEC scenario template)
An exercise E-textbook of the future:
E-book (e-pub)? Online course? Mobile app? Standardised content package? A bundle of Web links?
Think outside the box and propose a concept for innovative e-textbook of the future, that is: Usable on all personal smart devices Allowing annotations, creative adaptations, remixing Creative learning tool
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