2,065 research outputs found
Transforming pre-service teacher curriculum: observation through a TPACK lens
This paper will discuss an international online collaborative learning experience through the lens of the Technological Pedagogical Content Knowledge (TPACK) framework. The teacher knowledge required to effectively provide transformative learning experiences for 21st century learners in a digital world is complex, situated and changing. The discussion looks beyond the opportunity for knowledge development of content, pedagogy and technology as components of TPACK towards the interaction between those three components. Implications for practice are also discussed. In today’s technology infused classrooms it is within the realms of teacher educators, practising teaching and pre-service teachers explore and address effective practices using technology to enhance learning
Teaching and learning in virtual worlds: is it worth the effort?
Educators have been quick to spot the enormous potential afforded by virtual worlds for situated and authentic learning, practising tasks with potentially serious consequences in the real world and for bringing geographically dispersed faculty and students together in the same space (Gee, 2007; Johnson and Levine, 2008). Though this potential has largely been realised, it generally isn’t without cost in terms of lack of institutional buy-in, steep learning curves for all participants, and lack of a sound theoretical framework to
support learning activities (Campbell, 2009; Cheal, 2007; Kluge & Riley, 2008). This symposium will explore the affordances and issues associated with teaching and learning in virtual worlds, all the time considering the
question: is it worth the effort
GLUE!: an architecture for the integration of external tools in virtual learning environments
La integración de herramientas externas en VLE (Virtual Learning Environments - Entornos deAprendizaje Virtual) tiene como objetivo enriquecer las actividades de aprendizaje que los profesionales de la educación pueden diseñar y poner en marcha. Tradicionalmente, las herramientas externas han sido integradas mediante desarrollos ad hoc, siendo esta solución muy poco eficiente a medida que aumentaba el número de VLE y herramientas utilizados por estos profesionales. Además, aquellas aproximaciones genéricas que abordan la integración de múltiples herramientas en múltiples VLE no han conseguido obtener una amplia adopción, principalmente debido al alto esfuerzo de desarrollo necesario para integrar nuevas herramientas y VLE, y a las restricciones impuestas sobre los proveedores. Algunos trabajos recientes han intentado superar estas dos limitaciones proponiendo una integración ligera de herramientas. Sin embargo, estos trabajos no facilitan la instanciación y puesta en marcha de situaciones de aprendizaje colaborativo, lo que impide de forma significativa que se puedan emplear las propiedades colaborativas específicas que proporcionan los VLE para la gestión de usuarios y grupos. Esta tesis propone una arquitectura middleware de integración denominada GLUE! (Group Learning Uniform Environment - Entorno Uniforme de Aprendizaje en Grupo) que permite la integración ligera de múltiples herramientas externas existentes en múltiples VLE existentes, superando estas limitaciones. GLUE! fomenta esta integración imponiendo pocas restricciones sobre los proveedores de VLE y herramientas, así como demandando un esfuerzo asumible por parte de los desarrolladores. Además, GLUE! facilita la instanciación y puesta en marcha de situaciones de aprendizaje colaborativo desde los VLE, aprovechando las propiedades específicas de éstos para la gestión de usuarios y grupos. Por medio de GLUE!, los profesionales de la educación pueden utilizar herramientas externas como si fueran herramientas nativas de los VLE, y además sin tener que renunciar a los VLE a los que están acostumbrados. GLUE! ha sido evaluado con la ayuda de tres situaciones de aprendizaje colaborativo auténticas, las cuales fueron diseñadas para cubrir las necesidades pedagógicas de tres cursos de educación superior. Estas tres situaciones se utilizaron en cuatro experimentos diferentes con educadores y estudiantes reales. Los resultados de esta evaluación mostraron que GLUE! permite la instanciación y puesta en marcha de situaciones de aprendizaje colaborativo que requieran la integración de herramientas externas, reduce la carga asociada a la instanciación de actividades colaborativas complejas, y facilita a los estudiantes la realización de estas actividades en colaboración. Curiosamente, el esfuerzo de desarrollo necesario por el software de integración fue similar al de otras aproximaciones de integración genéricas que ofrecen un menor grado de funcionalidad.Departamento de Teoría de la Señal y Comunicaciones e Ingeniería Telemática2012-11-2
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Fostering Open Sensemaking Communities by Combining Knowledge Maps and Videoconferencing
In this paper, our aim is to investigate the role of Compendium maps for both learners and educators to share and debate interpretations in FlashMeetingTM (FM) videoconferences in the context of OpenLearn, an online environment for open learning. This work is based on a qualitative study of knowledge maps and web videoconferencing interactions, and quantitative data presented in diagnostic reports about both tools. Our theoretical approach is based on the sensemaking concept and an existing framework for three learning scenarios. Our findings describe four applications of knowledge maps in videoconferencing: (i) Mind Maps for a FM virtual lecture (transmission scenario); (ii) Learning Path Map which integrates a FM conference (studio scenario); (iii) Concept Maps during a peer-to-peer event (negotiation scenario) and (iv) Web Maps for a FM replay (assessment scenario)
EOSC Synergy WP6: Initial review of systems, initiatives and development of selection criteria of the online learning/training platforms and initiatives
This report describes a review of possible learning platforms and tools, and relevant previous and current projects and initiatives in the area of Open Science and EOSC training and education. It also includes reflections on the criteria we will use to select the platform and tools for the EOSC-Synergy project.European Commission. The report is a deliverable of EOSC-synergy project (INFRAEOSC-05(b)), Grant agreement ID: 857647.Peer reviewe
Social networks research for sustainable smart education
Social networks research has grown exponentially over the past decade. Subsequent empirical and conceptual advances have been transposed in the field of education. As the debate on delivering better education for all gains momentum, the big question is how to integrate advances in social networks research, corresponding advances in information and communication technology (ICT) and effectively employ them in the domain of education. To address this question, this paper proposes a conceptual framework (maturity model) that integrates social network research, the debate on technology-enhanced learning (TEL) and the emerging concept of smart education
Facilitating immersion, engagement and flow in multi-user virtual environments
Virtual worlds are providing myriad opportunities for the development of innovative curricula for tertiary educators. They provide a virtual meeting space for those students and lecturers who are geographically remote from one another, rendering distance irrelevant and facilitating the formation of community. This paper will look at those factors - physical, social, virtual and those related to pedagogy - which facilitate immersion in virtual worlds; that suspension of disbelief which generates the feeling of presence or 'being there', crucial to promoting student engagement and ultimately, flow
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Learning design – making practice explicit
New technologies have immense potential for learning, but the sheer variety possible also creates challenges for learners in terms of navigating through an increasingly complex digital landscape and for teachers in terms of how to design and support learning interventions. How can learners and teachers make informed decisions about what technologies to use in the design and support of learning activities? This presentation will consider this question and present a new methodology for design – 'learning design', which aims to shift the creation and support of learning from what has traditionally been an implicit, belief-based practice to one that is explicit and design based. Learning design research at the Open University, UK has included the development of a set of conceptual design views, a tool for visualising designs (CompendiumLD) and a social networking site, for sharing and discussing learning and teaching ideas and designs (Cloudworks). An overview of this work will be provided, along with a discussion of the perceived benefits of this new approach to educational design
Cloudworks: Social networking for learning design
Can we apply the best of Web 2.0 principles to an educational context? More specifically can we use this as a means of shifting teaching practice to a culture of sharing learning ideas and designs? This paper describes a new social networking site, Cloudworks, which aims to provide a mechanism for sharing, discussing and finding learning and teaching ideas and designs. We describe the development of the site and the key associated concepts, 'clouds' and 'cloudscapes'. We provide a summary of recent activities and plans for the future. We conclude by describing the underpinning theoretical perspectives we have drawn on in the development of the site and in particular the notion of 'social objects' in social networking and a framework for 'sociality' for transforming user practice online
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