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Kiss the frog

Fig.1. ELearning Network team exercise

Throughout my career I have relished the company of like-minds that comes from being part of a ‘trade association’. Since I was a teenager I was part of the IVCA – the communications industry and the extensive use of video in training and communications.

Over the last decade, with the digital takeover and the demise of video in favour of faster, personalised delivery mechanism and smart learning online new associations have emerged. Personally, a Master of Arts in Open and Distance Education (MA ODE) has convinced me that video is a blunt, even bland and potentially forgettable and disengaging response to a learning need – well written text can be read at a pace set by the participant.

I joined the ELearning Network doing a bit online and following various stories. Last Friday I joined 30 or so for a day long series of talks. I was impressed. It worked.

Over the course of five hours there were five presenters – the format was engagement rather than lecture.

It gave me the perspective of the industry I wanted as I contemplate taking my interest in an academic approach to the next step – PhD research.

Where is the ‘smart e-learning’ and what can I isolate into a piece of original research that warrants three years of research and a 100,000 thesis?

I gained insights on:

  1. Composing questions
  2. The role of games and gamification
  3. Tools
  4. Design for social interaction
  5. Designing interaction: games, social, tutorial …

In the process our table invented a game called ‘Kiss the Frog’ where participants have to battle against the odds and each other to ‘kiss the frog’ – so that they too can become a frog and live happily ever after and a game to explain genetics in relation to colour-blindness.

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How great is the impact of anything on the brain?

Fig.1. From Prof. Susan Greenfield’s 2012 presentation on consciousness

My belligerent stance on the impact of computers to the brain – not much in my view, we’re too complex, our brains too massive (94 billion neurons) has been tipped on its head courtesy of a short interview on good old BBC’s Woman’s Hour last Thursday. The interviewee was Susan Greenfield (Professor & Baroness).

She invited listeners to get in touch if they wanted the facts on ‘mind change’ – as big as ‘climate change’ in her view, that as the brain is affected by everything that hours spent in front of a 2 dimensional world (sound and vision) our minds, especially younger, plastic brains, will form connections that make these people different.

I particularly liked the thought that all the time a child spends in front of a screen is time NOT spent ‘climbing trees, interacting face to face and having hugs’. I may be adrift at the moment but have a reading list for the summer.

Shell-shock – there’s evidence of the impact of circumstances on the brain. But playing on your computer for too long? Too much free will to cause ‘damage’?

Augment Reality used on mobile (smart phones) for learning purposes.

English: Wikitude - location-based Augmented R...

English: Wikitude – location-based Augmented Reality explained. (Photo credit: Wikipedia)

 

‘What was once seen by many as being a mere gimmick with few applications outside of training, marketing/PR or sport and entertainment, is now becoming more mainstream with real opportunities for it to be used for educational purposes’.  FitzGerald et al (2012)

 

‘One of the most compelling affordances of AR is its resonance with immediate surroundings and the way in which information can be overlaid on top of these surroundings, enabling us not only to learn about our environment but also giving us the tools to annotate it’. FitzGerald et al (2012)

 

‘Being able to augment one’s immediate surroundings with electronic data or information, in a variety of media formats that include not only visual/graphic media but also text, audio, video and haptic overlays’. FitzGerald et al (2012)

 

  • Context
  • Explicit intentions

 

‘Mobile AR brings in new aspects: most importantly, it fosters the mobility of the user; their geographical position; the physical place where learning can occur (and also a means to bridge these different places); it can also enable formal learning to connect with informal learning’. FitzGerald et al (2012)

 

  • a portable experience
  • which lends itself to both personal and shared interactions.

 

Problems

 

  • Internet Access
  • Accuracy (outside 10m)
  • Loss of signal/bandwidth
  • Cost of equipment
  • Battery life
  • Sunlight (or artificial light indoors)
  • Durability (water, physical damage)
  • Compromised learning to cope with the limitations of the device
  • Device sharing or loss

 

Opportunities

 

  • Appeal to students of using their devices (Lickin and Stanton Fraser, 2011)
  • Personalised learning through kit and software tools
  • Independent learning
  • Encourages problem solving
  • Collaboration through synchronised interaction
  • Eyetap technology in Google Glass
  • Exploitation of ‘dead time’ (Petit and Kukulska-Hulme, 2007)

 

‘Most noteworthy to teachers was how the technology-enhanced curriculum enacted students’ identities as problem solvers and knowledge builders rather than as compliant consumers of
information…”.’ (Squire, 2010)

 

CONCLUSION

 

What is clear is that we currently have the opportunity to provide immersive, compelling and engaging learning experiences through augmented reality, which are situated in real world contexts and can provide a unique and personal way of making sense of the world around us. FitzGerald et al (2012)

 

REFERENCE

 

FitzGerald, Elizabeth; Adams, Anne; Ferguson, Rebecca; Gaved, Mark; Mor, Yishay and Thomas, Rhodri (2012). Augmented reality and mobile learning: the state of the art. In: 11th World Conference on Mobile and Contextual Learning (mLearn 2012), 16-18 October 2012, Helsinki, Finland (forthcoming).

 

Luckin, R. and Stanton Fraser, D. (2011). “Limitless or pointless? An evaluation of augmented reality technology in the school and home.” International Journal of Technology Enhanced Learning 3(5): 510-524.

 

Pettit, J. and Kukulska-Hulme, A. (2007). “Going with the grain: mobile devices in practice.” Australasian Journal of Educational Technology 23(1): 17-33.

 

Squire, K. D. (2010). “From Information to Experience: Place-Based Augmented Reality Games as a Model for Learning in a Globally Networked Society.” Teachers College Record 112(10): 2565-2602.

 

 

H810: Accessibile online learning

Past experience tells me that being able to apply daily practice to the module is helpful.

I’ve not been in this position for 3 of the 4 modules I have so far completed, however, for H810 I not only find myself working for an e-learning agency, but had a long discussion today about accessibility in relation to the e-learning we produce for one of our clients. The problem surrounds Flash and video – how best to make such interactive content accessible. The simple answer is a word document, or possibly a reversioned earlier expression of the module in PowerPoint. Screenreaders don’t cope well with complex interactivities, which sometimes aren’t even chronological being more of a ‘journey of discovery’.

There needs to be an understanding of the needs of disabled learners so that this is written into the brief and the right kind of accommodations are made – if only to allow readily available software to do their job zooming frames, adjusting backgrounds and fonts to make them easier to read for dyslexia or partially sighted, while making the job of a screen reader easier for those with more severe sight disabilities.

At some point their is surely an inevitable compromise between the requirements of the DDA, the needs and expectations of the client (in relation to their mission or brand too) and cost.

Images

  • Those with a learning purpose require description.
  • Those for visual effect probably do not
  • Charts that are integral to the learning require description.

Are pages compatible with industry standard software such as JAWS?

Keep it simple

  • Word

Decades ago working in linear video we brought in a presenter who would sign in front of a blue screen (later green, these days possibly just a white infinity curve) while the projected the video played through.

Supporting workbooks could be offered in various forms.

A facilitator would be on hand – the learning was blended.

The best chance of getting it right is when the audience is primarily a distinct disability group form whom the project can be tailored and certainly seeking their expert input.

More on ‘Rethinking pedagogy for a digital age’.

Why does the OU put the novice and expert together in the MAODE?

Although I praise this approach and after two years have been a beneficiary I wonder if the research points to the need for greater flexibility and mixing, more akin to several cohorts of students being able to move around, between their own tutor group, contributing to discussions with the newcomers while also being able to hobnob with the experts?

The learning theory that I am coming to understand does not favour a fixed approach. It isn’t simply a case of playing to the individual, though this is certainly very important as some people will favour being the teacher or the taught, or simply relish periods when they sit at the feet of the expert or stand up in front of newcomers. Rather it is apparent that people learn well within a peer group of like-minds, with people at a similar stage to themselves while having planned opportunities to hear and participate with ‘great minds’ while also from time to time contributing to the efforts and feeding off the enthusiasms of the ‘new minds’. Nothing is fixed, neither learning vicariously (Cox), or learning from the periphery to the centre (Seely Brown).

Stage one of my approach to reading these days is to highlight, even share quotes and notes on Twitter as I go through a book.

I then type up my notes and add further thoughts either by cutting and pasting from the aggregates notes in my Twitter feed (eBooks don’t allow you to cut and paste) or from handwritten notes I take on cards.

Then I share my notes here, tagged so that I can revisit and others can draw on my notes too or take the hint and read the chapter or book for themselves.

This too is but a stage – next step is to wrap up my developing thoughts, comments and other conversations and put a version of this entry into my external blog my mind bursts.

Sometimes an exchange here or elsewhere develops my thinking further – today I will be sitting down with a senior learning designer, one of five or six in the office of an international e-learning agency to talk learning theory and educational principles.

Chapter 2

Regarding Quality Assurance – there should be no inconsistencies between:

  • Curriculum
  • Teaching methods
  • Learning environment
  • Assessment procedures

So align assumptions:

  • Learning outcomes
  • Suitable assessment

N.B. Each outcome requires a different kind of theoretical perspective and a different pedagogical approach. L757

(Easy to say in theory, not so easy to deliver in practice?)

Three clusters of broad perspectives:

  • Associationism
  • Behaviourism
  • Connectionism

Associationist: gradual building of patterns of associations and skill components. Therefore activity followed by feedback.

Simple tasks prerequisites to more complex.

Gagne (1985 and 1992)

  • Instructional task analysis of discrimination, classifications and response sequences.
  • Simpler tasks built step by step followed by coordination to the whole structure.

Instructional Systems Design

  • Analyse the domain into a hierarchy of small units.
  • Sequence the units so that a combination of units is not taught until its component units are grasped individually.
  • Design an instructional approach for each unit in the sequence.

Then add:

  • Immediate feedback
  • Individualization of instruction

Behaviourism: active learning by design. Immediate feedback on success, careful analysis of learning outcomes, alignment of learning objectives.

The Cognitive Perspective

  • Attention
  • Memory
  • Concept Formation

Knowledge acquisition as the outcome of an interaction between new experiences and the structures for understanding that have already been created. Therefore building a framework for learning vs. learning as the strengthening of associations.

Piaget (1970) Constructivist Theory of Knowledge.

‘Conceptual development occurs through intellectual activity rather than by the absorption of information’. L819

Vygotsky (1928:1931) Importance of social interaction.

Interactions – that e-learning teams call ‘interactivities’.

The Situative Perspective

  • Learning must be personally meaningful
  • Authentic to the social context

(problem-based learning and cognitive apprenticeship). L862

The concept of community practice

Wenger (1998) identify as a learner derived from the community. (Aspires, defines, accredited).

Mayes et al (2001) learning through relating to others. E.g. Master Class

Social-anthropological belonging to the community. L882.

Beliefs, attitudes, common endeavour, also ‘activity systems’ Engestrom 1993

Learning relationships

Identify, participate, individual relations. Dependent on: context, characteristics and strength of relationships in the group (Fowler and Mayes, 1999) L902

What was exotic in 2007 in common place today?

See Appendix 1 L912

Learning as a cycle through stages.

J F Vernon (2011) H809 assignments and end of module assessment. The concept of riding a thermal of gently rising circles.

Various references L923.

Fitts and Posner (1968)

Remelhart and Norman (1978)

Kolb (1984)

Mayes and Fowler (1999)

Welford (1968)

If ‘as it proceeds from service to expert, the nature of learning changes profoundly and the pedagogy based on one stage will be inappropriate for another’. L923

Fowler and Mayes (1999)

Primary: preventing information

Secondary: active learning and feedback

Tertiary: dialogue and new learning.

REFERENCE

Beetham, H and Sharpe, R. (2007) Rethinking Pedagogy for a Digital Age: Designing and delivering e-learning.

Cole, M and Engestrom, Y (1993) A cultural-historical approach to distributed cognition. In G.Salmon (ed.) Distributed cognitions: Psychological and Educational Considerations, New York, CVP.

Cox, R. (2006) Vicarious Learning and Case-based Teaching of Clinical Reasoning Skills (2004–2006) [online], http://www.esrcsocietytoday.ac.uk/ esrcinfocentre/ viewawardpage.aspx?awardnumber=RES-139-25-0127 [(last accessed 10 March 2011).

Gagne, R (1985) The conditions of learning. New York. Holt, Rhinehart and Wilson.

Jonassen, D.H. and Rohrer-Murphy, L (1999) ‘Activity theory as a framework for designing constructivist learning environments’. Educational Technology Research and Development, 47 (1) 61-80

Creative Problem Solving : Role Storming

Griggs (1985) idea generation as someone else.

Easier to be silly in character (see Superheroes)

1) start with conventional brainstorming to sift ideas.

2) individual or joint role play to develop it further.

Our subgroup we busy having a go with finger paints while our fellow participants went off with balloons and masks. One of this number then spent much of the afternoon, even after the session, with two balloons stuffed up the front of his jumper. (We’re an all male group).

The night before someone had played another participant’s wife in a ‘Human Sculpture’. You get used to the idea of this, yet another person had been ‘The Army, or MOD’ while yet another had been an ‘ego’ as distinct from the person.

This is the point of role play. Feels very Ibsenesque. Or Brecht. Theatre of the absurd.

REFERENCE

Griggs, R.E. (1985) ‘A Storm of Ideas’, reported in Training, 22, 66 (November)

Based on: VanGundy, A.B. (1988) Techniques of Structured Problem Solving, 2nd ed., Van Nostrand. Technique 4.48, p. 163

Creative Problem Solving Technique Library ‘Successive Element Integration’

Helmut Schlicksupp (1975)

Develop a list of solutions.

Take two of the solutions.

Merge the two solutions into a third.

REFERENCE

VanGundy, A.B. (1988) Techniques of Structured Problem Solving, 2nd ed., Van Norstrand Reinhold. Technique 4.52, pp. 168-9

Sometimes only paper will do (electronic paper is not always best)

Whilst I read books and papers using an eReader there are at times when only paper will do.

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Reading course notes in H800 of the Masters in Open and Distance Education, WK25.

The again, MindCreator, an App for the iPad is rather useful. Updating this Personal Learning Environment mindmap perhaps suggests I spend very little time ‘on paper,’ and a good deal of time ‘online’. I post this thinking it is up to date; having joined Google+ yesterday the interplay of tools here may change again.

Have we ever lived in such a fluid world?

Created in MindCreator

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