330 likes | 338 Views
Designing for Deeper Learning: How Can Learning Objects Help?. Kathy Bennett, University of Tennessee Patricia McGee, the University of Texas at San Antonioå. Learning at Brick & Mortar. Environments . Classrooms, the field, home, hallways…
E N D
Designing for Deeper Learning: How Can Learning Objects Help? Kathy Bennett, University of Tennessee Patricia McGee, the University of Texas at San Antonioå
Learning at Brick & Mortar Environments. Classrooms, the field, home, hallways… Strategies.Cooperative learning, lecture, demonstration, modeling… Activities. Practice, inquiry, observation, debate… Assessments. Quizzes, exams, papers,projects…
Learning @ New Academy Environments. e-mail, WebCT, Blogs, Wikis, discussion forums, gaming, shopping… Strategies. Computer Supported Collaborative Learning(CSCL), WeQuests, Webliography… Activities. Practice, inquiry, observation, debate… Assessments. Digital papers, Power Point Presentations, Web Pages, Communities of Practice…
Topics for Learning • Must be learned by different people at different times. • Is used in different contexts for different purposes. • May be required for review or updating skills. • Involves interaction with content, manipulation of data, practice, etc. that is not easy to accomplish in a classroom or training session.
Learning Objects A “learning object” is “any digital resource that can be reused to mediate learning” (Wiley & Edwards, 2002) Learning Objects should serve us: • Just enough – if you need only part of a course, you can use the learning objects you need. • Just in time – learning objects are searchable, you can instantly find and take the content you need. • Just for you – learning objects allow for easy customization of courses for a whole organization or even for each individual.
Active • Contextual
Active • Contextual
Active • Contextual • Social
Active • Contextual • Social
Active • Contextual • Social • Engaged
Active • Contextual • Social • Engaged
Active • Contextual • Social • Engaged • Ownership
Active • Contextual • Social • Engaged • Ownership
Thinking • Problem solving • Analyzing
Assignments • Discovery • Experiential and field-based • Apprenticeship
Projects • Group • Case studies • Products
Projects • Group • Case studies • Products • Assessment • Formative • Self
Deeper Learning Strategies • Problem-solving (provide solution to a real world problem) • Inquiry (generate question(s) about a topic and find answers) • Research (hypothesize, generate research questions, and support a conclusive answer) • Creative (generate something new, e.g game, model) • Debate (support a position with evidence and refute arguments) • Prototyping or field-testing (new product, strategy, process)
Design Process Step 1: Identify Scope Step 2: Determine Scenario/Context Step 3: Identify and Select Resources Step 4: Determine Learner Deliverables. Sep 5: Create Learner Activities Step 5: Decide on Assessment Measures
Reflection • What are challenges? • What is the greatest potential?
References & Resources • A Learning Object on Learning Objectshttp://people.cohums.ohio-state.edu/dagefoerde2/NLII_LO/examples.htm • Learning Objects Key Theme Pagehttp://www.educause.edu/nlii/keythemes/learningObjects.asp • Learning Object Glossary http://educ3.utsa.edu/pmcgee/nlii/glossary/