113,183 research outputs found

    The pedagogical challenges to collaborative technologies

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    Collaborative technologies offer a range of new ways of supporting learning by enabling learners to share and exchange both ideas and their own digital products. This paper considers how best to exploit these opportunities from the perspective of learners' needs. New technologies invariably excite a creative explosion of new ideas for ways of doing teaching and learning, although the technologies themselves are rarely designed with teaching and learning in mind. To get the best from them for education we need to start with the requirements of education, in terms of both learners‘ and teachers‘ needs. The argument put forward in this paper is to use what we know about what it takes to learn, and build this into a pedagogical framework with which to challenge digital technologies to deliver a genuinely enhanced learning experience

    Reinventing discovery learning: a field-wide research program

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    © 2017, Springer Science+Business Media B.V., part of Springer Nature. Whereas some educational designers believe that students should learn new concepts through explorative problem solving within dedicated environments that constrain key parameters of their search and then support their progressive appropriation of empowering disciplinary forms, others are critical of the ultimate efficacy of this discovery-based pedagogical philosophy, citing an inherent structural challenge of students constructing historically achieved conceptual structures from their ingenuous notions. This special issue presents six educational research projects that, while adhering to principles of discovery-based learning, are motivated by complementary philosophical stances and theoretical constructs. The editorial introduction frames the set of projects as collectively exemplifying the viability and breadth of discovery-based learning, even as these projects: (a) put to work a span of design heuristics, such as productive failure, surfacing implicit know-how, playing epistemic games, problem posing, or participatory simulation activities; (b) vary in their target content and skills, including building electric circuits, solving algebra problems, driving safely in traffic jams, and performing martial-arts maneuvers; and (c) employ different media, such as interactive computer-based modules for constructing models of scientific phenomena or mathematical problem situations, networked classroom collective “video games,” and intercorporeal master–student training practices. The authors of these papers consider the potential generativity of their design heuristics across domains and contexts

    Model-driven description and validation of composite learning content

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    Authoring of learning content for courseware systems is a complex activity requiring the combination of a range of design and validation techniques. We introduce the CAVIAr courseware models allowing for learning content description and validation. Model-based representation and analysis of different concerns such as the subject domain, learning context, resources and instructional design used are key contributors to this integrated solution. Personalised learning is particularly difficult to design as dynamic configurations cannot easily be predicted and tested. A tool-supported technique based on CAVIAr can alleviate this complexity through the validation of a set of pedagogical and non-pedagogical requirements. Courseware validation checks intra- and inter-content relationships and the compliance with requirements and educational theories

    DIGITAL: multidisciplinary and multidimensional in the classrooms

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    In this paper our aim is to analyse and present some pedagogical paths that prefigure and guide the teaching-learning devices developed "around" the digital tools. In this context issues related to the implementation with teaching methodologies and teaching techniques acquire a new dimension due to the need of transpose them into online learning environments (technologies to teach to technologies to learn). This starting point is a deep understanding from the analysis of actors in the online learning process: student, teacher, platform and e- contents. Thus, it is our goal in this chapter to promote digital education, think of teaching methods, tools and learning processes, to adapted to eLearninginfo:eu-repo/semantics/publishedVersio

    Designing and Building immersive education spaces using Project Wonderland: from pedagogy through to practice

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    This paper presents work on the JISC funded SIMiLLE project to build a culturally sensitive virtual world to support language learning. This builds on the MiRTLE project (funded by Sun Microsystems), which created a mixed-reality space for teaching and learning. The aim of the SIMiLLE project is to investigate the technical feasibility and pedagogical value of using virtual environments to provide a realistic socio-cultural setting and content for language learning interaction. The paper starts by providing some background information on the Wonderland platform and the MiRTLE project, and then outlines the requirements for SIMiLLE, and how these requirements will be supported through the use of a virtual world based on Project Wonderland. We then present our plans for the evaluation of the system, with a particular focus on the importance of incorporating pedagogy into the design of these systems, and how we can support good practice with the ever-growing use of 3D virtual environments in formalised education

    Design Gateway: Pedagogical Discussion of a Second-Year Industrial Design Studio

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    This presentation was part of the session : Pedagogy: Procedures, Scaffolds, Strategies, Tactics24th National Conference on the Beginning Design StudentMost industrial design programs focus the beginning design curriculum on the learning of core design principles. These core principles are seen as not specific to any one discipline (architecture, industrial design, interior design, etc.), but rather as fundamentals germane to all design fields. These core principles focus on the analysis of built artifact (structures, products, systems) to develop an understanding of geometry, structure and composition through looking and exploring. Students develop skills in representing, communicating and analyzing what they see and experience. These skills are nurtured in early studios. As students move into later studios, more discipline-specific knowledge and skills are integrated into their educational pedagogy. In the beginning years of design education, there is a transition from the learning of general 'core' design fundamentals to specialized principles that is inherent to their specific disciplines. As students move from abstract ideas to 'real-world' projects, they seem to have difficulty transitioning between the abstract concepts they previously learned and reality that requires application to new settings [1]. Students perceive learned concepts as specific to a particular studio project, rather than realize that design education is a continuum of practiced principles [1]. This presents a disconnect between knowledge transfer from one studio project to the next. The curriculum of the second-year industrial design studio at the Georgia Institute of Technology is designed to address this disconnect and help students successfully transition from the core design fundamentals to industrial design knowledge. Throughout the second year education, students engage in the making and communication of form and they do it through design exercises dealing with the fundamentals as well as knowledge base, both simultaneously and repeatedly, According to ----, a design education that offers a component of repetitive experience encourages students to be cognizant of the iterative nature of both the design process as well as design education [2]. This paper discusses the approach, designed by the authors, evident in the sophomore-year industrial design curriculum at Georgia Tech. While emphasis is placed on rigor, exploration and articulation of concepts throughout the studio period, this approach adopts a pedagogy based on a series of modules that scaffold the introduction of new concepts with the reinforcement of previously learned ones. Individual modules follow a path of concept introduction (lecture), analysis, practice, and finally refinement. Upon completion of several modules, students engage in a 'module project' which demonstrates synthesis and realization of the learned concepts. A final semester-end design project provides for aggregation and demonstration of all subject matter learned throughout the semester. This pedagogical approach bridges the gap of disconnect between previous studios and promotes a continuous layering and practice of beginning design fundamentals
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