109 research outputs found
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Design narratives: an intuitive scientific form for capturing design knowledge in education
This paper provides a brief introduction to design-based research in education, its rationale and principles. It then highlights some of the challenges in reporting on design research, and proposes design narratives as a suitable form to address these challenges. Design narratives are characterized as a form of scientific discourse, and guidelines are proposed for their construction
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A Learning Design Studio in Mobile Learning
Mobile learning is a young and vibrant field of research and practice. Teaching a university course on mobile learning is a challenge: how do you connect the theories and case studies to students’ experience, and make them relevant for their educational practice? This paper reports on one such course which was conducted using a Learning Design Studio format: working in groups, students identified an educational challenge, conducted independent search and analysis of the relevant literature, devised an innovative solution and evaluated it. The studio approach has been used successfully by several researchers in the past. The course described here was conducted at the University of Haifa in spring 2012. During the course, students engaged with core literature, reviewed case studies, and designed, implemented and evaluated six mobile learning projects. We argue that the Learning Design Studio format is particularly suitable for teaching about mobile learning, as it situates students learning in a genuine context and allows them to learn through conducting meaningful research
Towards a narrative-oriented framework for designing mathematical learning
This paper proposes a narrative-oriented approach to the design of educational activities, as well as a CSCL system to support them, in the context of learning mathematics. Both Mathematics and interface design seem unrelated to narrative. Mathematical language, as we know it, is devoid of time and person. Computer interfaces are static and non-linear. Yet, as Bruner (1986; 1990) and others show, narrative is a powerful cognitive and epistemological tool. The questions we wish to explore are - - If, and how, can mathematical meaning be expressed in narrative forms - without compromising rigour? - What are the narrative aspects of user interface? How can interface design be guided by notions of narrative? - How can we harness the power of narrative in teaching mathematics, in a CSCL environment? We begin by giving a brief account of the use of narrative in educational theory. We will describe the environment and tools used by the WebLabs project, and report on one of our experiments. We will then describe our narrative-oriented framework, by using it to analyze both the environment and the experiment described
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Guess my X and other techno-pedagogical patterns: toward a language of patterns for teaching and learning mathematics
Most people see learning mathematics as a demanding, even threatening, endeavour. Consequently, creating technology-enhanced environments and activities for learning mathematics is a challenging domain. It requires a synergism of several dimensions of design knowledge: usability, software design, pedagogical design and subject matter. This paper presents a set of patterns derived from a study on designing collaborative learning activities in mathematics for children aged 10-14, and a set of tools to support them
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SNaP! Re-using, sharing and communicating designs and design knowledge using scenarios, narratives and patterns
In order to enable a culture of critical, informed and reflective design practice we need a linguistic framework for communicating design knowledge: the knowledge of the characteristic features of a domain of practice, the challenges which inhabit it, and the established methods of resolving them. Such an infrastructure must “serve two masters”; on one hand, it should adhere to the requirements of scientific rigor, ensuring that the proposed conditions and challenges are genuine and the solutions effective. On the other hand, it should maintain pragmatic adequacy, ensuring that the insights it encapsulates are readily available for practitioners to implement in real-world situations. Several representations have been proposed to this effect: design narratives (Mor, 2011; Barab et al, 2008; Bell, Hoadley and Linn, 2004; Hoadley, 2002; Linn & Hsi, 2000), design principles (Kali, 2006, 2008; Linn, Bell, & Davis, 2004; Merrill, 2002; Quintana et al., 2004; van den Akker, 1999), and design patterns (Derntl & Motschnig-Pitrik, 2005; Goodyear, 2005; Mor & Winters, 2007; Retalis et al, 2006), to name a few. The aim of this chapter is to characterise two of these forms – design narratives and design patterns, and propose a third form – design scenarios, and suggest how these could be embedded in a cycle of reflective learning design
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Context is what we take for granted: addressing context in design-centric teacher training
This paper discusses two recent graduate courses in educational technology, and contrasts them with previous work in the context of Participatory Pattern Workshops (Mor, Winters, and Warburton, 2010). Both courses were based on a design studio model, where students worked in teams and were asked to identify an educational challenge and address it using an appropriate technology. The paper considers the importance of developing an awareness of context for the training of educational designers, and presents a particular tool, called force-mapping, used for this purpose. It contrasts the success of this tool in one setting with the relative difficulties it encountered in the other, and suggests some possible explanations for this discrepancy
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Editorial
In August, 2012, four months after opening, Coursera—one of several Massive Open Online Course (MOOC) providers quickly gaining traction on the Internet—registered one million students, from nearly 200 countries. This is only one of the many staggering statistics that could be shared about the sudden popularity of MOOCs, the total of which speak to the worldwide interest in accessing university courses online.
The large number of people enrolling in MOOCs, coupled with university interest in expanding online content, has put this new model in the spotlight. The term MOOC dates from 2008, developed initially as a pedagogical experiment focused on creating a more connected and democratic learning environment. However, since 2011, universities have used the term to describe course offerings geared toward a worldwide student body. Today, “MOOC” describes a range of pedagogical models. George Siemens distinguishes between “cMOOCs” which follow the original “connectivist” model and the more institutionalised and tightly structured “xMOOCs”. Despite the differences, the emergence of MOOCs as a whole poses a set of challenges to the educational community. Many of us seem to believe that MOOCs are finally delivering some of the technology-enabled change in education that we have been waiting nearly two decades for.
This issue aims to shed light on the way MOOCs affect education institutions and learners. Which teaching and learning strategies can be used to improve the MOOC learning experience? How do MOOCs fit into today's pedagogical landscape; and could they provide a viable model for developing countries?
We must also look closely at their potential impact on education structures. With the expansion of xMOOC platforms connected to different university networks—like Coursera, Udacity, edX, or the newly launched European Futurelearn—a central question is: what is their role in the education system and especially in higher education?
This special issue of eLearning Papers brings together in-depth research and examples from the field to generate debate within this emerging research area
The learning design studio: collaborative design inquiry as teachers' professional development
The learning design studio is a collaborative, blended, project-based framework for training teachers in effective and evidence-based use of educational technology. Arguably, teachers are the primary change agents in any educational system. Several decades of research have produced an extensive body of scientific knowledge of effective ways to use technology to support learning. Yet, if we want to mainstream this knowledge and use it to improve educational systems, we need to make this knowledge available to educational practitioners. The dominant model of teacher education assumes that teachers should be provided with a solid theoretical curriculum, which they will then apply in their practice. This article argues for an alternative - the design-inquiry model and presents the learning design studio as a manifestation of this model
A design approach to research in technology enhanced mathematics education
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