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Understanding design for learning

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a skilful, creative activity which can be improved on with reflection and scholarship ... a highly valued activity in the new information economy. a discipline ... – PowerPoint PPT presentation

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Title: Understanding design for learning


1
Understanding design for learning
  • Dr. Rhona Sharpe
  • rsharpe_at_brookes.ac.uk
  • Oxford Centre for Staff and Learning Development

2
Previous projects
  • Rich descriptions of existing practice and
    theoretical approaches Models projects
  • Some suggestive taxonomies and tables to
    describe/model practice Practitioners project
  • Range of evaluation tools, with common rationale
    LAMS and LD tools projects, case study projects
  • Planning and evaluating tools, case study
    template Effective Practice publication and
    workshop materials
  • Evaluated case studiesEffective Practice and
    Innovative Practice case studiesWork on case
    studies with HEA subject centres
  • Evaluated examples of specific tools in useLAMS
    and LD tools projects and associated examples
    of practice

3
Design for learning is
  • a systematic approach with rules based on
    evidence and/or tacit, diverse, complex decisions
    which are rarely expressed.
  • a set of contextualised practices that are
    constantly adapting to circumstances.
  • a skilful, creative activity which can be
    improved on with reflection and scholarship
  • a highly valued activity in the new information
    economy
  • a discipline that has come into its own

4
We have seen that there is demand for
  • guidance on how to make best use of the available
    technologies, and blend them productively with
    established modes of teaching.
  • a tool that can help practitioners to think in
    terms of learning activities, and to orchestrate
    these as part of their planning process
  • examples of good practice that have been proven
    to work which show learners experience

5
We have seen that there is demand for
  • guidance on how to make best use of the available
    technologies, and blend them productively with
    established modes of teaching.
  • a tool that can help practitioners to think in
    terms of learning activities, and to orchestrate
    these as part of their planning process
  • examples of good practice that have been proven
    to work which show learners experience

6
Blended learning includes
  • Wide scale use of virtual learning environments
    to provide supplementary course resources
  • Radical, transformative course (re)designs to
    improve learning
  • A holistic view of technology, including use of
    own technologies to support learning and
    sometimes in unexpected ways.

7
Learning activities
  • The job of the educator or instructional
    designer then is not simply to create materials
    in which concepts are clearly explained, but to
    create learning situations in which students find
    themselves actively engaging with the concepts
    they are learning..

Gary Alexander (1998)
8
Outline of a learning activity
Identities preferences, needs, motivations
Competences skills, knowledge, abilities Roles
approaches and modes of participating
learner(s)
specific interaction of learner(s) with other(s),
using specific tools and resources, oriented
towards specific outcomes
learning activity
learning outcome(s)
learningenvironment
New knowledge, skills and abilities Artefacts of
the activity process Feedback (intrinsic or
extrinsic)
Tools, resources, artefacts Affordances of the
physical and virtual environment for learning
other(s)
Other people involved and the specific role they
play in the interaction e.g. support, mediate,
challenge, guide
9
The learner perspective
  • HEIs need to move from an inside out approach
    where those on the inside know what is best, to
    an outside in position where we research and
    evaluation students perceptions and attitudes to
    learning
  • (Lea, Stephenson Troy, 2003)
  • Students are making use of their own technology
    as well as those provided for them and they are
    doing this in ways that are not planned for,
    difficult to predict and may not be immediately
    visible to their teachers and researchers.

10
Challenges for the D4L programme
  • Linking together and analysing many examples
    collected with developing models of practice
  • Encouraging practitioners to share and reuse
    learning designs
  • Communicate the insights from the theoretical and
    case studies projects
  • Influence the standards and systems that will
    support practice in the future
  • Making use of the findings from the learner
    experience studies.
  • ..

11
We will hear from..
  • Existing projects
  • LADIE reference model supports Learning Activity
    Authoring - the design and construction of
    learning activities and the discovery,
    specification, sequencing and packaging of
    content through use cases of learning activities
  • Unfold adoption of open e-learning standards for
    multiple learners and flexible pedagogies through
    creating communities of practice
  • New projects
  • Models of practice project will describe
    exemplary practice models of learning activities
    with technology
  • Two pedagogic planning tool projects will develop
    online planning tools (wiki LAMS) for designing
    learning activities with technology

12
  • Different communities need different
    representations, focus on target audience
  • Artefacts need communicative facilitates
  • Supporting communities can build capacity
  • The value of communities talking to each other
  • Flexible tools are needed to suit all
  • Successful tools reflect current practices of
    real practitioners
  • Designing is an iterative and a social process
  • Practice is contextualised, how can we abstract
    generic tools, resources, models out of such
    practice?
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