SWIM
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SWIM. Streaming Webbased Information Modules. Initation. 1998 – pedagogical innovation New educational design Learning Resource Center Multimedia – E-learning. SWIM – What is it?. Purpose (next slide...) Multimedia system Role play Web distribution Flexibility

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SWIM

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Swim

SWIM

Streaming Webbased Information Modules


Initation

Initation

  • 1998 – pedagogical innovation

  • New educational design

    Learning Resource Center

    Multimedia – E-learning


Swim what is it

SWIM – What is it?

  • Purpose (next slide...)

  • Multimedia system

  • Role play

  • Web distribution

  • Flexibility

  • Pedagogy – learning via reflection


Swim s treaming w ebbased i nformation m odules

SWIM – Streaming Webbased Information Modules

  • Purpose

  • animprovement of students’ information competence

  • a high degree of accessibility through the Internet

  • flexible use

  • Framework - the educational model at Aalborg University

  • project-organised problem-based learning

  • students working in groups

  • students define topics and problems

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Scenario

Scenario

  • You’re assigned to a project

  • You’re working in a project group

  • Different personalities

  • Different competences

  • Different work methods

  • Group dynamics/Conflicts


Swim development concept

SWIM – Development concept

  • SWIM is a ”social simulator”

  • SWIM is a game

  • You are one of the actors

  • Your choices are decisive

  • You learn through reflection

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Swim multimedia system

SWIM Multimedia System

Narrative: Social simulation

Recommended information modules: tutorials


Mapping of concepts

Mapping of concepts


Ideas and concept

Ideas and Concept

  • Social simulation

  • Strategies and methods most important

  • Information searching process divided into feasible tasks

  • Flexibility via detailed modules


Characteristics

Characteristics

Work methods and Information searching strategies

  • Anna is a grasser – qualifications

  • Mette is a hunter – competences

  • Thor is a browser – creativity


Implementation of swim

Implementation of SWIM

  • 3 scenarios

    • Student – AUB web (just in time)

    • Student – library staff – library courses

    • Student – university teacher – curriculum integrated course


Teaching methods and learning processes

Teaching methods and learning processes

A hierarchy of learning

Self-created learning in play,

art, science, craft etc.

Independent learning inside a framework.

School learning, instruction.

Programmed learning.

Conditioned reflexes.

(Bjørgen p. 259 in Hiim and Hippe’s ”Læring gjennom oplevelse, forståelse og handling)

Highest level of learning

Responsibility

Determined

Lovest level of learning


Structure in the programme

Structure in the programme

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Act 2


Swim

SWIM – Streaming Webbased Information Modules

iPoster


Swim

SWIM – Streaming Webbased Information Modules

iPoster


Swim

SWIM – Streaming Webbased Information Modules

iPoster


Swim

SWIM – Streaming Webbased Information Modules

iPoster


Swim

SWIM – Streaming Webbased Information Modules

iPoster


Swim

SWIM – Streaming Webbased Information Modules

iPoster


Swim

SWIM – Streaming Webbased Information Modules

iPoster


Swim

SWIM – Streaming Webbased Information Modules

SWIM Score Card

Situation

  • At the end a “state machine” computes a

  • Grade between 6 and 11 (grading scale from 00 to 13)

  • Video feedback from censor and supervisor

  • Recommendation of text based training modules to study

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Swim

iPoster

Narrative structure

Purpose & Framework

Credits

SWIM Score Card

Learning systematic

SWIM – Streaming Webbased Information Modules

Play


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