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Learning Technology: vision and reality

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CLEM - CORE Learning Environment for Modula-2. CLEM. CLEM ... Use and Evaluation of CLEM. 240 students in year 1. Observation - Questionnaire - Focus groups ... – PowerPoint PPT presentation

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Title: Learning Technology: vision and reality


1
Learning Technology vision and reality
  • Tom Boyle
  • Learning Technology Research Institute
  • School of Informatics and Multimedia Technology

2
Introduction
  • Context
  • Vision
  • Pedagogically informed design
  • pedagogical framework and principles
  • case studies and examples
  • Structure the domain
  • Build deep and precise theoretical knowledge
  • Summary

3
Context
  • Revolutionary change
  • driven by developments in IT
  • Moores law
  • processor power doubles every 18 months
  • The IT revolution has a transformative effect
  • captured in phrases such as e-commerce and
    e-learning

4
Tsunami waves of change
  • Microcomputers
  • - from the early eighties
  • Hypertext
  • - mid to late eighties
  • Multimedia
  • - early nineties
  • Internet and the Web
  • mid nineties
  • hypertext/hypermedia
  • electronic communications

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The Reality challenge
  • A period of huge, technologically driven change
  • Challenge of of adapting to this revolutionary
    change and trying to control its shape
  • We are at a key, pivotal point
  • In education the success with which we adapt
    will shape the educational experience, for good
    or ill, of generations to come

7
Getting it wrong
  • The salutory story of the querty keyboard
  • Huge pressure to adapt quickly
  • Produce sub-optimal solutions that become set as
    standards
  • Immediate opportunistic adaptation to the new
    reality is essential, but
  • So is a sense of vision driven by deeper
    theoretical understanding

8
Striving to get it right
  • Need a vision of
  • where we are going
  • what we are engaged in
  • Develop a deeper theoretical understanding
  • driven by technological opportunity?
  • driven by pedagogy?
  • Apply this theoretical understanding at the level
    of design
  • a highly creative creative discipline
  • Build a discipline of Learning technology?

9
A vision of what we are engaged in
  • At the highest level
  • Alan Kay and story of the printing press
  • Jerome Bruner
  • biology and culture
  • cultural artifacts and ratiocinative amplifiers
  • Kay - the interface as an amplifier of human
    abilities
  • Fourth class of amplifier
  • - cultural amplifier of learning

10
The Challenge
  • Stop chasing the technology (all of the time)
  • Pedagogical based drive
  • to guide the creative exploitation of the
    technology
  • interactive design
  • Develop a deep theoretical base
  • Build an effective discipline of learning
    technology

11
Pedagogy
  • Instructional systems design
  • Formal didactic method of developing computer
    based teaching systems
  • underpinning traditional CBT (computer based
    training)
  • the computer as teaching machine
  • Constructivism
  • The computer not as a teaching machine but as a
    learning environment

12
Constructivism?
  • The person as a constructor of their knowledge of
    the world
  • Rejection of a simple transmission model of
    learning
  • Piaget and Vygotsky
  • Translated as principles for educational design
  • Variants of constructivism

13
The Psychological Base
  • Piaget
  • The person as a constructor of their knowledge of
    the world
  • Vygotsky
  • the social dimension
  • Modern research in language and cognitive
    development
  • Context and scaffolding

14
Principles of Constructivism
  • Rich user-centred interaction
  • e.g. active discovery versus formal instruction
  • Use of authentic problem situations
  • use of multimedia
  • Collaborative learning
  • peer to peer (e.g. Linn 1996)
  • tutor/student (Cognitive Apprenticeship)
  • Deep learning experience of and with
  • the knowledge construction process

15
Constructivist Learning Environments
  • Virtual Clayoquot
  • CaBLE in management training
  • active goal driven
  • the use of war stories
  • The Virtual Factory
  • Lake Nardoo
  • Similar learning principles mapped on to a
    variety of
  • media

16
Learning to program
  • A highly structured problem domain
  • Teaching through lectures, textbooks and practice
  • the CORE - guided discovery learning approach
  • Applying ideas from natural language acquisition
  • CLEM - CORE Learning Environment for Modula-2

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20
CLEM
  • CLEM - CORE Learning Environment for Modula-2
  • Guided discovery approach - based on natural
    language acquisition
  • Example (micro-problem) based learning
  • Active learning - where students construct for
    themselves the rules of the language
  • Hypertext tool environment (Guide)

21
Use and Evaluation of CLEM
  • 240 students in year 1
  • Observation - Questionnaire - Focus groups
  • Module results
  • Reductions in failure rate of between 32 to 47
  • Interpreting results

22
Other CORE systems
  • DOVE
  • Dynamic
  • Observation in
  • Virtual
  • Environments

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26
VirCom
Build your own virtual computer
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28
Wider applicability
Screen-to-Screen multimedia decision support
system
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30
The domain layers of impact
  • Dealing with the complexity of the domain
  • Re-usability and extendibility
  • Theoretical analysis
  • Layering the problem space

31
Partitioning the problem space
  • We need to articulate the nature of the problem
    space
  • Student centred/resource based learning
  • Resource layer and pedagogical layer
  • Fits with hypertext paradigm (Hall)

32
Layering the problem space
33
Summary
  • Context
  • A vision - a fourth class of amplifiers -
    cultural amplifiers of learning
  • Pedagogically informed design
  • Layering the problem space
  • The need for theory-guided deep design

34
In dreams begins responsibility
W. B Yeats
35
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