955 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

    Modelling benefits-oriented costs for technology enhanced learning

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    The introduction of technology enhanced learning (TEL) methods changes the deployment of the most important resource in the education system: teachers' and learners' time. New technology promises greater personalization and greater productivity, but without careful modeling of the effects on the use of staff time, TEL methods can easily increase cost without commensurate benefit. The paper examines different approaches to comparing the teaching time costs of TEL with traditional methods, concluding that within-institution cost-benefit modeling yields the most accurate way of understanding how teachers can use the technology to achieve the level of productivity that makes personalisation affordable. The analysis is used to generate a set of requirements for a prospective, rather than retrospective cost-benefit model. It begins with planning decisions focused on realizing the benefits of TEL, and uses these to derive the likely critical costs, hence the reversal implied by a 'benefits-oriented cost model'. One of its principal advantages is that it enables innovators to plan and understand the relationship between the expected learning benefits and the likely teaching costs

    The teacher as action researcher : Using technology to capture pedagogic form

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    The paper argues that we make best use of learning technologies if we begin with an understanding of educational problems, and use this analysis to target the solutions we should be demanding from technology. The focus is to address the issue from the perspective of teachers and lecturers – the 'teaching community', and to consider how they could become the experimental innovators and reflective practitioners who will use technology well. Teachers could become 'action researchers', collaborating to produce their own development of knowledge about teaching with technology. For this to be possible, they must be able to share that knowledge, and the paper proposes the use of an online learning activity management system (LAMS) as a way of capturing and sharing the pedagogic forms teachers design. An action research approach, like all research, needs a theoretical framework from which to challenge practice, and paper shows how teachers could use the Conversational Framework to design and test an optimally effective learning experience. Examples of 'generic' learning designs illustrate how such approach can help the teaching community rethink their teaching, collectively, and embrace the best of conventional and digital methods. In this way they will be more likely to harness technology to the needs of education, rather than simply search for the problems to which the latest technology is a solution

    Technology, Pedagogy, and Education: Concluding Comments

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    Academics' use of courseware materials: A survey

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    Learning technology has yet to enter the mainstream of higher education. The UFC-funded Teaching and Learning Technology (TLT) programme is attempting to change this by sponsoring projects concerned with courseware production and delivery. These efforts could be thwarted if the Not Invented Here syndrome prevents the use of technology-based teaching and learning materials outside the originating departments. To gain a clearer understanding of why academics have been rejecting much existing courseware, and to establish the extent of the Not Invented Here syndrome, we carried out a survey of 800 academics in eight UK universities. The survey proved to be exceptionally revealing

    Foreword to Learning Design: Conceptualising a Framework for Teaching and Learning Online

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    Learning number sense through digital games with intrinsic feedback

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    The paper proposes a new interdisciplinary approach to helping low attaining learners in basic mathematics. It reports on the research-informed design and user testing of an adaptive digital game based on constructionist tasks with intrinsic feedback. The approach uses findings from the neuroscience of dyscalculia, cognitive science research on conceptual understanding in mathematics, and mathematical education research to inform the detailed pedagogic design. It is interdisciplinary in the sense that it synthesises the results from multiple disciplines in the design principles. It then exploits the new capabilities of digital technologies to develop the design for testing with learners, and capturing appropriate data. The initial pilot has shown that the game supports learners age 5-7 years for independent learning of the kind that low attaining learners will need in order to keep pace with mainstream learners. The experimental work will evaluate this and similar games for learners of all ages who have low numeracy. In general, the approach is to (i) focus on a problem at the intersection of robust evidence in both education and neursocience; and (ii) use this data to design and test a digital intervention that fully exploits the adaptive and interactive features of learning technology
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