37,577 research outputs found
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Innovating Pedagogy 2015: Open University Innovation Report 4
This series of reports explores new forms of teaching, learning and assessment for an interactive world, to guide teachers and policy makers in productive innovation. This fourth report proposes ten innovations that are already in currency but have not yet had a profound influence on education. To produce it, a group of academics at the Institute of Educational Technology in The Open University collaborated with researchers from the Center for Technology in Learning at SRI International. We proposed a long list of new educational terms, theories, and practices. We then pared these down to ten that have the potential to provoke major shifts in educational practice, particularly in post-school education. Lastly, we drew on published and unpublished writings to compile the ten sketches of new pedagogies that might transform education. These are summarised below in an approximate order of immediacy and timescale to widespread implementation
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
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Innovating for Learning: Designing for the Future of Education
Teaching has moved online as the world has moved online and learning is losing its sense of physical location with the availability of many different options from mobile to MOOC (Massive Open Online Course). The impact of online learning is not confined to distance learning; when a student attends a campus university they are now as likely to meet with their fellow learners virtually as face to face. The education sector has yet to fully adapt to what this means, and indeed there strong signs of a built in resilience from providers, employers and students themselves which may mean an apparent evolution is more likely than a revolution. At the same time, there are some quiet changes underway that mean we should be preparing to innovate for the revolution to come. Some of those changes are considered in work undertaken at The Open University that has been disseminated in a series of Innovating Pedagogy reports. These reports allow the academic authors to be more speculative than is usual practice and engage in considering the future, while remaining based on a view of what is happening in the sector. In particular they adopt a position focused on pedagogy that balances technology-based futurology that can dominate yet fail to resonate with those actually involved in the teaching process. The annual Innovating Pedagogy reports cover 10 topics each, with some deliberate overlap from year to year and development of themes that show innovations moving into teaching practice. This is illustrated by two cases, the impact of MOOCs and the application of learning design and analytics. The development of MOOCs demonstrates the value of reviewing pedagogy that aligns with technology. While the use of learning design and learning analytics demonstrates how improvements in the way we describe our learning processes and the way we understand learner behaviour is helping determine how choices in pedagogy impact on student satisfaction, progression and success
Student-Centered Learning: Functional Requirements for Integrated Systems to Optimize Learning
The realities of the 21st-century learner require that schools and educators fundamentally change their practice. "Educators must produce college- and career-ready graduates that reflect the future these students will face. And, they must facilitate learning through means that align with the defining attributes of this generation of learners."Today, we know more than ever about how students learn, acknowledging that the process isn't the same for every student and doesn't remain the same for each individual, depending upon maturation and the content being learned. We know that students want to progress at a pace that allows them to master new concepts and skills, to access a variety of resources, to receive timely feedback on their progress, to demonstrate their knowledge in multiple ways and to get direction, support and feedback fromâas well as collaborate withâexperts, teachers, tutors and other students.The result is a growing demand for student-centered, transformative digital learning using competency education as an underpinning.iNACOL released this paper to illustrate the technical requirements and functionalities that learning management systems need to shift toward student-centered instructional models. This comprehensive framework will help districts and schools determine what systems to use and integrate as they being their journey toward student-centered learning, as well as how systems integration aligns with their organizational vision, educational goals and strategic plans.Educators can use this report to optimize student learning and promote innovation in their own student-centered learning environments. The report will help school leaders understand the complex technologies needed to optimize personalized learning and how to use data and analytics to improve practices, and can assist technology leaders in re-engineering systems to support the key nuances of student-centered learning
Next Generation Evaluation: Embracing Complexity, Connectivity, and Change
This Learning Brief draws from literature and research, as well as more than a dozen interviews with foundation leaders, evaluation practitioners, and social sector thought leaders, with the intention of starting the conversation in the field around Next Generation Evaluation characteristics and approaches
Project sanitarium:playing tuberculosis to its end game
Interdisciplinary and collaborative projects between industry and academia provide exceptional opportunities for learning. Project Sanitarium is a serious game for Windows PC and Tablet which aims to embed learning about tuberculosis (TB) through the player taking on the role of a doctor and solving cases across the globe. The project developed as a collaboration between staff and undergraduate students at the School of Arts, Media and Computer Games at Abertay University working with academics and researchers from the Infection Group at the University of St Andrews. The project also engaged industry partners Microsoft and DeltaDNA. The project aimed to educate students through a workplace simulation pedagogical model, encourage public engagement at events and through news coverage and lastly to prototype whether games could be used to simulate a virtual clinical trial. The project was embedded in the Abertay undergraduate programme where students are presented with real world problems to solve through design and technology. The result was a serious game prototype that utilized game design techniques and technology to demystify and educate players about the diagnosis and treatment of one of the worldâs oldest and deadliest diseases, TB. Project Sanitarium aims to not only educate the player, but allows the player to become a part of a simulated drug trial that could potentially help create new treatments in the fight against TB. The game incorporates a mathematical model that is based on data from real-world drug trials. The interdisciplinary pedagogical model provides undergraduates with workplace simulation, wider industry collaboration and access to academic expertise to solve challenging and complex problems
Pirate plunder: game-based computational thinking using scratch blocks
Policy makers worldwide argue that children should be taught how technology works, and that the âcomputational thinkingâ skills developed through programming are useful in a wider context. This is causing an increased focus on computer science in primary and secondary education.
Block-based programming tools, like Scratch, have become ubiquitous in primary education (5 to 11-years-old) throughout the UK. However, Scratch users often struggle to detect and correct âcode smellsâ (bad programming practices) such as duplicated blocks and large scripts, which can lead to programs that are difficult to understand. These âsmellsâ are caused by a lack of abstraction and decomposition in programs; skills that play a key role in computational thinking. In Scratch, repeats (loops), custom blocks (procedures) and clones (instances) can be used to correct these smells. Yet, custom blocks and clones are rarely taught to children under 11-years-old.
We describe the design of a novel educational block-based programming game, Pirate Plunder, which aims to teach these skills to children aged 9-11. Players use Scratch blocks to navigate around a grid, collect items and interact with obstacles. Blocks are explained in âtutorialsâ; the player then completes a series of âchallengesâ before attempting the next tutorial. A set of Scratch blocks, including repeats, custom blocks and clones, are introduced in a linear difficulty progression. There are two versions of Pirate Plunder; one that uses a debugging-first approach, where the player is given a program that is incomplete or incorrect, and one where each level begins with an empty program.
The game design has been developed through iterative playtesting. The observations made during this process have influenced key design decisions such as Scratch integration, difficulty progression and reward system. In future, we will evaluate Pirate Plunder against a traditional Scratch curriculum and compare the debugging-first and non-debugging versions in a series of studies
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