11,222 research outputs found
Connectivism: a knowledge learning theory for the digital age?
<b>Background</b> The emergence of the internet, particularly Web 2.0 has provided access to the views and opinions of a wide range of individuals opening up opportunities for new forms of communication and knowledge formation. Previous ways of navigating and filtering available information are likely to prove ineffective in these new contexts. Connectivism is one of the most prominent of the network learning theories which have been developed for e-learning environments. It is beginning to be recognised by medical educators. This paper aims to examine connectivism and its potential application.<p></p>
<b>Content</b> The conceptual framework and application of connectivism are presented along with an outline of the main criticisms. Its’ potential application in medical education is then considered.<p></p>
<b>Conclusions</b> While connectivism provides a useful lens through which teaching and learning using digital technologies can be better understood and managed, further development and testing is required. There is unlikely to be a single theory that will explain learning in technological enabled networks. Educators have an important role to play in online network learning
Connectivism: Its place in theory-informed research and innovation in technology-enabled learning
The sociotechnical context for learning and education is dynamic and makes great demands on those trying to seize the opportunities presented by emerging technologies. The goal of this paper is to explore certain theories for our plans and actions in technology-enabled learning. Although presented as a successor to previous learning theories, connectivism alone is insufficient to inform learning and its support by technology in an internetworked world. However, because of its presence in massive open online courses (MOOCs), connectivism is influential in the practice of those who take these courses and who wish to apply it in teaching and learning. Thus connectivism is perceived as relevant by its practitioners but as lacking in rigour by its critics. Five scenarios of change are presented with frameworks of different theories to explore the variety of approaches educators can take in the contexts for change and their associated research/evaluation. I argue that the choice of which theories to use depends on the scope and purposes of the intervention, the funding available to resource the research/evaluation, and the experience and philosophical stances of the researchers/practitioners
Do tablets cure the pedagogy headache?
Tablet devices have made a huge impact in schools and in 2015 they were predicted to outsell personal computers (Gartner, 2014). 70 per cent of UK schools are estimated to be using tablets (BBC, online) and across Europe, “laptops, tablets and net-books are becoming pervasive” (EU schoolnet, 2014). As these devices become established in schools they both support and develop existing practice (Burden, Hopkins, Male, Martin and Trala, 2012; Baran, 2014), but are also starting to challenge some existing models of thinking and pedagogy (Fullan and Langworth, 2014; Kearney, Schuck, Burden and Aubusson, 2012) and also teachers’ attitudes towards learning and teaching (Ertmer, 1999; Burden and Hopkins, 2015). In offering opportunities for learning to become more authentic, personal and collaborative (Kearney et al., 2012) there are opportunities for teachers to start to redesign the ways in which learning is taking place (Puentedura, 2010; McCormick and Scrimshaw, 2001). Traxler defines mobile learning as “an educational process, in which handheld devices or palmtops are the only or dominant used technology tools” (2007: 2) and Kearney et al. (2012) argue that it has the potential to revolutionise the learning process in allowing individuals to determine their own independent paradigms and frameworks of learning. These devices are also sophisticated producers of digital artefacts and children and teachers are capable of being co-producers of learning materials
Social media, social justice? Consideration from a career development perspective
Inside the overall context of careers development, this article will explore how social media relates to social justice through exploring two contrasting perspectives. Firstly we will consider the potential of social media to enhance social justice by democratising social life and so address inequalities related to career development. We will secondly consider if social media develops new forms of inequalities in the forms of the network it creates which harm the progression of social justice. It will be argued that these two perspectives coexist, presenting social media as both disrupting and intensifying inequality in society. This will be particularly highlighted through attaching these positions to different schools of thought related to social capital
New format for online courses: the open course "Future of Learning"
Since 2007 the concept of open online courses came up leading to many discussions of this new format in blog posts and articles especially in the US and Canada. 2011, the first German open online course was started addressing the Future of Learning.
The article discusses the concept of open online courses, the experiences with the first German course, and gives some perspectives on further developments which partly were implemented in a new course that was just started in 2012
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Games-Based Online Course Design: Prototype of Gamification for Online Tutors
With the ubiquity of interactive games in students’ lives and the rise of gamified experiences across the web and mobile applications, online tutors and practitioners of technology enhanced learning have been inspired to incorporate games-based elements. This paper introduces a prototype of an online application that helps online tutors to embed gaming to design their online course. We developed a framework for online course leaders which explains how Wikis (as an online learning platform) can support students’ learning, interaction, and sharing of knowledge in the online community. We are presenting a metaphor for the course design in a gameboard like “snakes and ladders”. This metaphoric game enables online tutors to elaborate online interaction among their students. The game methodological design approach for this metaphoric game merges different pedagogical theories such as (socio-constructivism) with practice in online learning (Wiki) and gives the online tutor an idea about what theory/approach is used when selecting any technological tool or moving forward in the game. This framework could help tutors, educational institutions and students to use a common language with students to describe their teaching and learning activities. Primarily, it helps tutors to make decisions about learning activities, facilitate, guide and support students’ communication and collaboration
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A pedagogy of abundance
The digitisation of content combined with a global network for delivery and an open system for sharing has seen radical changes in many industries. The economic model which has underpinned many content based industries has been based on an assumption of scarcity. With a digital, open, networked approach we are witnessing a shift to abundance of content, and subsequently new economic models are being developed which have this as an assumption. In this article the role of scarcity in developing higher education practice and pedagogy is explored. The shift to abundant content has as profound implications for education as it has for content industries. The possible contenders for a ‘pedagogy of abundance’ are examined and the necessary requirements for such a pedagogy outlined
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