John G. Hedberg
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julz
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Disruptive Technologies - disrupting pedagogies
elearning
effective elearning requires rethinking of learning activities and identifying the right technologies for the tasks
the extent to which a student gains the same pedagogical benefit from a printout of your web resources...
How teachers use elearning
top is access to materials, etc. information presentation
bottom is the group and interactive experiences
teachers not using creatively but students find use important and personal benefits
learning connections
discuss ideas
stay connected to others
gauge progress on discussion board
see other students qs
benchmarking against others
ask uncomfortable qs
connected to instructors
Disruptive innovations
a new technological innovation that displaces an existant dominant technology (clayton christensen, 2003)
John used photography as example
other examples
-the decline of aristotelian dialogue with ther rise of textbooks
-ramus and his "method" in the 1500s
On the surface seems great but with example of textbook, has gone from all text to almost all images and unless activity is set up so that student puts narrative back together then it doesn't make sense, look at worksheets that require one word answers...
the obverse of disruptive innovations, horse drawn automobile, street sweeping machine.
look at interactive whiteboard - sustaining innovation that doesn't change pedagogy and its this sort of technology that is easily adapted in classrooms
Mediating tools...
-increasing the ways in which the tools can be used
-instant movies
-conversion between representational formats
-rethinking the visual and interactive froms to create new interactions with content (cf Amazon vs. traditional bookstores)
Using what the technology affords!
-technology has enabled visual and aural informatin display within software
-tech supports constructivist philosophical orientation
-increased recognition of social cognition...
...
Anatomy of elearning
New learning taxonomy
Outcomes | Interactive activity | digital asset | support | assessment
add the descriptors
Examples
-games
-learning objects
-digital repositories
-creative uses of the tech )building on multiple modalities and multi literacies
-social networks
Games
Quest Atlantis - disrupts pedagogy, talking across grades, devising shared resources rather than working in silos, neg responses from those who weren't invited or those who were dragged in, much more interesting world for students
Digital asset reusability
there are some real probs with learning objects
they can do:
-information display
-conceptual models
-contextual rep
-LAMS - pedagogical assets, more meaningful than simple learning objects
LMS vs. Digital repositories (libraries)
G-portal project
PBL with digital libraries
Social networks and
-discussion forums, adding little photo totally changes the nature of the interaction
Authentic tasks for collaborative elearning
-cell phone activity of orientation and debate w/evidence sent back to class
-exercise in communication and geographical landscapes
-lenght of argumentative text messages were interesting and rather full considering small screen
Virtual field trip
-NASA, ACA, and ICT Innovations Centre
-overview of the site and resources
-focus on data for scientific exploration and inquiry processes
-extended CD resources with wiki
********************************
this makes me think about RETA curriculum, we should look at this and see if its possible to add collab tools to our existing stuff...
Activity types
rule focus
...
Searching for the disruptive!
Teacher use | Student use
presentational | Using ppt in a lecture |ppt to report back
generative
representational (transduction)
elearning possibilities
find chart
engagement | passive interest | dynamic interaction | Flow state
elarning | transfer | translate | transcend
applications | lists of activities
learning outcomes | lists of outcomes
he recommends blogs and wikis
next steps
recognize students' time poverty
increase authentic integration activities
...
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