61,077 research outputs found
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E-learning for Networked Living
Networked Living is a Level 1 course in Information and Communication Technologies (ICT) offered by the UK Open University. The first two presentation of the course, in 2005 and 2006, attracted over 3000 students between them. Networked Living introduces students to ICT concepts and issues in a range of contexts. The course adopts a blended learning approach, using printed texts, web resources, DVD and computer conferencing.
All the above media are used where appropriate to support students' learning. About 60% of the material is print-based â teaching texts, together with selected third-party articles. About 20% is web-based â using a comprehensive course web site, but also requiring students to find and use third-party sites. The remaining 20% is based on offline computer resources (e.g. spreadsheets) and collaborative activities using computer conferencing.
The course web site contains short animations, quizzes and several interactive activities where students contribute information and commentaries, and can then see the collated contributions of other students. The DVD contains longer animations, simulations and software. Computer conferencing is used for tutor-group and whole-cohort conferences, and for online tutorials, with both asynchronous and synchronous discussion. The course web site provides a new, shareable 'online journal' facility, where students can record their work for the course.
This paper discusses the various e-learning elements of Networked Living, based on the first two presentations of the course. The paper considers how e-learning can be combined with printed resources to create a successful blended learning experience for students
Machinima interventions: innovative approaches to immersive virtual world curriculum integration
The educational value of Immersive Virtual Worlds (IVWs) seems to be in their social immersive qualities and as an accessible simulation technology. In contrast to these synchronous applications this paper discusses the use of educational machinima developed in IVW virtual film sets. It also introduces the concept of media intervention, proposing that digital media works best when simply developed for deployment within a blended curriculum to inform learning activity, and where the media are specifically designed to set challenges, seed ideas, or illustrate problems. Machinima, digital films created in IVWs, or digital games offer a rich mechanism for delivering such interventions. Scenes are storyboarded, constructed, shot and edited using techniques similar to professional film production, drawing upon a cast of virtual world avatars controlled through a humanâcomputer interface, rather than showing realâlife actors. The approach enables academics or students to make films using screen capture software and desktop editing tools. In studentâgenerated production models the learning value may be found in the production process itself. This paper discusses six case studies and several themes from research on ideas for educational machinima including: access to production; creativity in teaching and learning; media intervention methodology; production models; reusability; visualisation and simulation
From Fragmentation to Function: Critical Concepts and Writings on Social Capital Markets' Structure, Operation, and Innovation
We hope to see a future in which more funds flow to investments seeking the generation of social and/or environmental value in conjunction with some level of financial performance. As the 'capital markets' moniker would suggest, we would like to see these capital flows be performance-based (so that funds advance the work of high-performance investees, while being less accessible to lower-performing and/or riskier ventures). Furthermore, we would like to see these investments adopt structures that more completely address the diverse needs and interests of investors and investees. Our ambition is that by better organizing the ideas and initiatives of the many individuals who have worked to frame this emerging market, these goals may be advanced. The paper's secondary goals are to help focus future research and praxis on efforts that build on the significant body of existing work without unduly re-treading well-worn analytical paths. This paper seeks to promote an elevated discussion of the social capital markets, a discourse focusing on high-leverage issues. The paper also invites experts from related academic and practical fields to engage in a conversation that has to this point largely been conducted between social sector professionals turning their attention to capital flows and finance professionals placing their expertise in the service of social purposes
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Sustainable eLearning in a Changing Landscape: A Scoping Study (SeLScope)
The report begins by exploring the concept of sustainable e-learning - defining it and establishing its characteristics in the context of Higher Education. To ensure a sound and systematic process, the review is informed by a five-phase methodological framework for scoping reviews by Arksey and O'Malley (2005). Examples and perspectives on the concept of sustainable e-learning are summarised and key factors impacting on sustainability are abstracted. highlights potential gaps and suggests directions for further research on the topic
Online communication and information technology education
Blended Learning, a learning facilitation that incorporates different modes of delivery, models of teaching, and learning styles, introduces multiple media to the dialog between the learner and the facilitator. This paper examines online communication as the link between established theory of learning and literature on e-learning in order to better understand the appropriate use of blended learning in an actual Information Technology course. First, previously defined theoretical constructs that utilize communication as a facilitator for learning are considered. Then, using the Interpretivist standpoint, we examine data gathered from focus groups and interviews to gauge the experience of staff and students who were participants in a Blended Learning course.
There are four previously defined theoretical constructs of greatest relevance to blended learning. Vygotskyâs Zone of Proximal Development highlights the importance of communication with capable peers who can provide stimuli and feedback to a learning individual. Wegnerâs Communities
of Practice are groups of individuals who share a common practice interest and rely on a dialogue to facilitate learning. Laurillardâs Conversational Framework includes a pragmatic 12- step model that teachers can use to structure their learning facilitation. Finally, Salmonâs EModeration considers five stages of online communication in terms of how the moderator might facilitate dialogue among learners. These four theoretical models form the basis for understanding the implementation of blended learning discussed here.
The course studied was a part-time Bachelor of Science degree in Information Technology (IT), delivered using Blended Learning. Students were required to attend one evening per week and make substantial use of Web based learning over a period of five years. Students were mature,
some already working in the IT field. Forty students in a first cohort and eighteen students in a second cohort were studied during the first year of their course. While students in the first cohort who succeeded in the course often found the discussion boards to be of considerable value in discussing assignments and sharing learning, the boards also could discourage those with less technical
backgrounds. There is data to suggest that a high rate of dropouts and failures among the first cohort after just one year may have been influenced by discouragement felt by those who could not keep up with the technical level of the discussion board posts. As a result of this data, for the second cohort, the number of online communications was reduced to one assessed online discussion that was closely monitored. As a result, discussions were more on-topic; however students reported significantly less sense of community. Again, a high dropout rate resulted.
Our results suggest that communication is both a challenge and an enabler for facilitating a successful blended learning course. Blended learning is not simply a matter of the combination of face-to-face and online instruction, but it has to have elements of social interaction. It appears to be important to allow students to bond together and to socialize. Knowing each other eases the communication barriers and reduces the fear of posting messages into an open forum. At its best, online communication can provide study help, social interaction, and a sense of community. We have evidence that when students are required more frequently to cooperate online, they share a common problem and on some level create their own âproblem solvingâ community. However, our data from the first cohort indicates that unguided communication of a Community of Practice can lead to undesirable effects. At the same time, our data from the second cohort indicates that a very structured approach is also undesirable. The ideal situation, it seems, is somewhere in the middle. However, the middle is not easily defined. Because the community depends on the individuals who are the main components of it, it is difficult to predict how the same environment would influence different individuals or different cohorts. Thus, the ultimate responsibility is on the lecturer to listen to the students and engage in continuous dialogue
Digital communities: context for leading learning into the future?
In 2011, a robust, on-campus, three-element Community of Practice model consisting of growing community, sharing of practice and building domain knowledge was piloted in a digital learning environment. An interim evaluation of the pilot study revealed that the three-element framework, when used in a digital environment, required a fourth element. This element, which appears to happen incidentally in the face-to-face context, is that of reflecting, reporting and revising. This paper outlines the extension of the pilot study to the national tertiary education context in order to explore the implications for the design, leadership roles, and selection of appropriate technologies to support and sustain digital communities using the four-element model
'5 Minutes With Matt': the Innovative use of Micro Video Blogging in Higher Education
Recent developments in online learning platforms and associated technologies have changed the dynamics of higher education by forcing practitioners to reconsider traditional assumptions of teaching and learning (Garrison & Kanuka, 2004). This has fundamentally changed the nature and parameters of pedagogy within higher education whilst also shifting the associated expectations of students (HEA, 2000). Today, face-to-face teaching alone is considered somewhat antiquated; instead an effective higher education practitioner is now someone who can draw upon a myriad of blended learning strategies (see HEFCE, 2009). Because of this, the author of this paper contends that it is a fundamental responsibility of higher education practitioners today to be responsive to such changes and to continually seek ways of innovatively âblendingâ traditional face-to-face methods of teaching and learning with new technologies and online platforms. In this vein, this short paper provides an example of how micro-video-blogging has been used as a blended learning tool within a social science programme
Learning architectures and negotiation of meaning in European trade unions
As networked learning becomes familiar at all levels and in all sectors of education, cross-fertilisation of innovative methods can usefully inform the lifelong learning agenda. Development of the pedagogical architectures and social processes, which afford learning, is a major challenge for educators as they strive to address the varied needs of a wide range of learners. One area in which this challenge is taken very seriously is that of trade unions, where recent large-scale projects have aimed to address many of these issues at a European level. This paper describes one such project, which targeted not only online courses, but also the wider political potential of virtual communities of practice. By analysing findings in relation to Wengers learning architecture, the paper investigates further the relationships between communities of practice and communities of learners in the trade union context. The findings suggest that a focus on these relationships rather than on the technologies that support them should inform future developments
How the internet changed career: framing the relationship between career development and online technologies
This article examines the inter-relationship between the internet and career development. It asks three inter-linked questions: How does the internet reshape the context within which individuals pursue their career? What skills and knowledge do people need in order to pursue their careers effectively using the internet? How can careers workers use the internet as a medium for the delivery of career support? The article develops conceptual architecture for answering these questions and in particular highlights the importance of the concept of digital career literacy
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