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Models for Learning (Mod4L) Final Report: Representing Learning Designs
The Mod4L Models of Practice project is part of the JISC-funded Design for Learning Programme. It ran from 1 May – 31 December 2006. The philosophy underlying the project was that a general split is evident in the e-learning community between development of e-learning tools, services and standards, and research into how teachers can use these most effectively, and is impeding uptake of new tools and methods by teachers. To help overcome this barrier and bridge the gap, a need is felt for practitioner-focused resources which describe a range of learning designs and offer guidance on how these may be chosen and applied, how they can support effective practice in design for learning, and how they can support the development of effective tools, standards and systems with a learning design capability (see, for example, Griffiths and Blat 2005, JISC 2006). Practice models, it was suggested, were such a resource.
The aim of the project was to: develop a range of practice models that could be used by practitioners in real life contexts and have a high impact on improving teaching and learning practice.
We worked with two definitions of practice models. Practice models are:
1. generic approaches to the structuring and orchestration of learning activities. They express elements of pedagogic principle and allow practitioners to make informed choices (JISC 2006)
However, however effective a learning design may be, it can only be shared with others through a representation. The issue of representation of learning designs is, then, central to the concept of sharing and reuse at the heart of JISC’s Design for Learning programme. Thus practice models should be both representations of effective practice, and effective representations of practice. Hence we arrived at the project working definition of practice models as:
2. Common, but decontextualised, learning designs that are represented in a way that is usable by practitioners (teachers, managers, etc).(Mod4L working definition, Falconer & Littlejohn 2006).
A learning design is defined as the outcome of the process of designing, planning and orchestrating learning activities as part of a learning session or programme (JISC 2006).
Practice models have many potential uses: they describe a range of learning designs that are found to be effective, and offer guidance on their use; they support sharing, reuse and adaptation of learning designs by teachers, and also the development of tools, standards and systems for planning, editing and running the designs.
The project took a practitioner-centred approach, working in close collaboration with a focus group of 12 teachers recruited across a range of disciplines and from both FE and HE. Focus group members are listed in Appendix 1. Information was gathered from the focus group through two face to face workshops, and through their contributions to discussions on the project wiki. This was supplemented by an activity at a JISC pedagogy experts meeting in October 2006, and a part workshop at ALT-C in September 2006. The project interim report of August 2006 contained the outcomes of the first workshop (Falconer and Littlejohn, 2006).
The current report refines the discussion of issues of representing learning designs for sharing and reuse evidenced in the interim report and highlights problems with the concept of practice models (section 2), characterises the requirements teachers have of effective representations (section 3), evaluates a number of types of representation against these requirements (section 4), explores the more technically focused role of sequencing representations and controlled vocabularies (sections 5 & 6), documents some generic learning designs (section 8.2) and suggests ways forward for bridging the gap between teachers and developers (section 2.6).
All quotations are taken from the Mod4L wiki unless otherwise stated
Coordinating Knowledge Work in Multi-Team Programs: Findings from a Large-Scale Agile Development Program
Software development projects have undergone remarkable changes with the
arrival of agile development methods. While intended for small, self-managing
teams, these methods are increasingly used also for large development programs.
A major challenge in programs is to coordinate the work of many teams, due to
high uncertainty in tasks, a high degree of interdependence between tasks and
because of the large number of people involved. This revelatory case study
focuses on how knowledge work is coordinated in large-scale agile development
programs by providing a rich description of the coordination practices used and
how these practices change over time in a four year development program with 12
development teams. The main findings highlight the role of coordination modes
based on feedback, the use of a number of mechanisms far beyond what is
described in practitioner advice, and finally how coordination practices change
over time. The findings are important to improve the outcome of large
knowledge-based development programs by tailoring coordination practices to
needs and ensuring adjustment over time.Comment: To appear in Project Management Journa
The Gene Ontology: enhancements for 2011
The Gene Ontology (GO) (http://www.geneontology.org) is a community bioinformatics resource that represents gene product function through the use of structured, controlled vocabularies. The number of GO annotations of gene products has increased due to curation efforts among GO Consortium (GOC) groups, including focused literature-based annotation and ortholog-based functional inference. The GO ontologies continue to expand and improve as a result of targeted ontology development, including the introduction of computable logical definitions and development of new tools for the streamlined addition of terms to the ontology. The GOC continues to support its user community through the use of e-mail lists, social media and web-based resources
Teaching and learning guide for: Imagined intergroup contact: Theory, paradigm, and practice
A goal shared enthusiastically amongst many social psychologists is the improvement of intergroup relations. Conflict between groups is usually related to distinct, and in many cases opposing, identities, based on (for example) ethnicity, nationality, and religion, but also gender, age, sexual orientation and political or individual preferences. Our research has developed a new intervention for improving intergroup relations based on an integration of theory and empirical work on social cognition and intergroup relations. We've called the technique Imagined Contact because it is based on the mental simulation of intergroup contact experiences. Collectively, our research has focused on refining and evaluating imagined contact as an effective tool for the enhancement of intergroup relations.
Our article in Social and Personality Psychology Compass provides a summary of the basic theory underlying imagined contact, a review of empirical findings to date, and a framework for developing practical applications of the intervention (in particular as a school-based intervention). We wanted to offer a teaching and learning guide for this article because we believe that the imagined contact task provides a flexible, effective, and easy-to-use tool for teachers, seminar leaders, students, and practitioners. The task can be used as a basis for encouraging more positive and open attitudes towards other groups, a way of preparing people for future intergroup encounters, a stimulus for discussions about the value in experiencing social diversity, and a way of illustrating the power of mental processes in forming and challenging attitudes about others
Learners’ continuance participation intention of collaborative group project in virtual learning environment: an extended TAM perspective
The aim of this study is to explore learners’ intention to return to the electronic environment through the use of wikipages. The survey is based on students’ participation in a collaborative group project over a one semester course on business information systems. A research model based on the extended Technology Acceptance Model (TAM) has been proposed to investigate what factors will influence learners’ continuance participation in the electronic learning environment. 75% of students returned the questionnaire and the data analysis results based on the extended TAM Shows that the learners’ intention to return to the electronic learning environment was highly associated with their attitude towards the electronic learning tool and the affection associated with the tool
Digital tools disrupting tertiary students’ notions of disciplinary knowledge: Cases in history and tourism
This paper reports on the findings from a two year research project that explored the potential of digital tools in support of teaching–learning across different disciplinary areas at a New Zealand university. Two courses (in History and Tourism) are case studied using data collected through interviews with lecturers, tutors and their students, and an online student survey. Findings from the research revealed that both lecturers and students were challenged in learning about the affordances and use of the lecturer selected digital tools as a mediational means. The tools were not initially transparent to them, nor were they able to be easily deployed to undertake their primary task—teaching for the lecturers, and, learning and demonstrating learning for the students completing assigned tasks. The process of learning and using the tools disrupted participants’ prior thinking and led to new understandings of both disciplines and of effective pedagogies for the two disciplines. The findings increase our understanding of the ways digital tools can develop, challenge and expand tertiary students learning and have implications for practice
Media Culture 2020: collaborative teaching and blended learning using social media and cloud-based technologies
The Media Culture 2020 project was considered to be a great success by all the partners, academics and especially the students who took part. It is a true example of an intercultural, multidisciplinary, blended learning experience in higher education that achieved it goals of breaking down classroom walls and bridging geographical distance and cultural barriers. The students with different skills, coming from different countries and cultures, interacting with other enlarges the possibilities of creativity, collaboration and quality work. The blend of both synchronous and asynchronous teaching methods fostered an open, blended learning environment, one that extended the traditional boundaries of the classroom in time and space. The interactive and decentralized nature of digital tools enabled staff and students to communicate and strengthen social ties, alongside participation in the production of new knowledge and media content. For students and lecturers, the implementation of social media and cloud platforms offered an innovative solution to both teaching and learning in a collaborative manner. By leveraging the interactive and decentralised capabilities of a range of technologies in an educational context, this model of digital scholarship facilitates an open and dynamic working environment. Blended teaching methods allow for expansive collaboration, whereby information and knowledge can be accessed and disseminated across a number of networked devices
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