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Learning Technology: vision and reality

Learning Technology: vision and reality. Tom Boyle Learning Technology Research Institute School of Informatics and Multimedia Technology. Introduction. Context Vision Pedagogically informed design pedagogical framework and principles case studies and examples Structure the domain

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Learning Technology: vision and reality

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  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 • Moore’s 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

  5. 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

  6. 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

  7. 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’?

  8. 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

  9. 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’

  10. 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

  11. 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

  12. 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

  13. 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

  14. 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

  15. 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

  16. 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)

  17. 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

  18. Other CORE systems DOVE Dynamic Observation in Virtual Environments

  19. VirCom Build your own virtual computer

  20. Wider applicability Screen-to-Screen multimedia decision support system

  21. The domain: layers of impact • Dealing with the complexity of the domain • Re-usability and extendibility • Theoretical analysis • Layering the problem space

  22. Educational Use Resources 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)

  23. Courseware Classware Resources Layering the problem space

  24. 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

  25. ‘In dreams begins responsibility’ W. B Yeats

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