5,767 research outputs found
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Networked learning environments
This chapter introduces the idea of networked learning environments and argues that these environments provide the totality of surrounding conditions for learning in digital networks. It provides illustrative vignettes of the ways that students appropriate networked environments for learning. The chapter then examines the notion of networked learning environments in relation to the idea of infrastructure and infrastructures for learning and sets out some issues arising from this perspective. The chapter suggests that students and teachers selectively constitute their own contexts and that design can only have an indirect effect on learning. The chapter goes on to argue that design needs to be located at the meso level of the institution and that a solution to the problem of indirect design lies in refocusing design at the meso level and on the design of infrastructures for learning
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A literature review of the use of Web 2.0 tools in Higher Education
This review focuses on the use of Web 2.0 tools in Higher Education. It provides a synthesis of the research literature in the field and a series of illustrative examples of how these tools are being used in learning and teaching. It draws out the perceived benefits that these new technologies appear to offer, and highlights some of the challenges and issues surrounding their use. The review forms the basis for a HE Academy funded project, ‘Peals in the Cloud’, which is exploring how Web 2.0 tools can be used to support evidence-based practices in learning and teaching. The project has also produced two in-depth case studies, which are reported elsewhere (Galley et al., 2010, Alevizou et al., 2010). The case studies focus on evaluation of a recently developed site for learning and teaching, Cloudworks, which harnesses Web 2.0 functionality to facilitate the sharing and discussion of educational practice. The case studies aim to explore to what extent the Web 2.0 affordances of the site are successfully promoting the sharing of ideas, as well as scholarly reflections, on learning and teaching
A Pedagogy for Original Synners
Part of the Volume on Digital Young, Innovation, and the UnexpectedThis essay begins by speculating about the learning environment of the class of 2020. It takes place entirely in a virtual world, populated by simulated avatars, managed through the pedagogy of gaming. Based on this projected version of a future-now-in-formation, the authors consider the implications of the current paradigm shift that is happening at the edges of institutions of higher education. From the development of programs in multimedia literacy to the focus on the creation of hybrid learning spaces (that combine the use of virtual worlds, social networking applications, and classroom activities), the scene of learning as well as the subjects of education are changing. The figure of the Original Synner is a projection of the student-of-the-future whose foundational literacy is grounded in their ability to synthesize information from multiple information streams
Understanding Communication Patterns in MOOCs: Combining Data Mining and qualitative methods
Massive Open Online Courses (MOOCs) offer unprecedented opportunities to
learn at scale. Within a few years, the phenomenon of crowd-based learning has
gained enormous popularity with millions of learners across the globe
participating in courses ranging from Popular Music to Astrophysics. They have
captured the imaginations of many, attracting significant media attention -
with The New York Times naming 2012 "The Year of the MOOC." For those engaged
in learning analytics and educational data mining, MOOCs have provided an
exciting opportunity to develop innovative methodologies that harness big data
in education.Comment: Preprint of a chapter to appear in "Data Mining and Learning
Analytics: Applications in Educational Research
Challenging the Computational Metaphor: Implications for How We Think
This paper explores the role of the traditional computational metaphor in our thinking as computer scientists, its influence on epistemological styles, and its implications for our understanding of cognition. It proposes to replace the conventional metaphor--a sequence of steps--with the notion of a community of interacting entities, and examines the ramifications of such a shift on these various ways in which we think
Towards an Appropriation Infrastructure: Supporting User Creativity in IT Adoption
Research on the adoption of information systems (IS) often stated technology as a fixed entity. Following the ’practical turn’ in IS we argue that information technology artefacts are mainly ’cultural artefacts’, which are shaped in a social process of appropriation where software usage is accompanied by processes of interpretation, negotiation or change in organizations. We elaborate on a (neo-)Marxian interpretation of appropriation from a design-oriented perspective in order to investigate the possibilities of technological support of activities of appropriation work. To capture the different facets of appropriation, we combine theoretical concepts of social capital and activity-based learning. With the help of this theoretical orientation, we systemize empirical evidence from several research projects in order to detect recurring patterns. We use these patterns to develop a generic architecture for actively supporting the social activity of appropriating the cultural artefact in context of its usage
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