Next generation of digital tools for teaching and learning

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Presenation at Pestalozzi seminar 8th Oct 2014 in Tallinn

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  • 1. Next generation of digital tools for teaching and learningMart Laanpere :: Centre for Educational Technology, Tallinn University

2. Everything is changing? 3. Defining the learning environment Narrow definition: classroom Wider definition: physical and socialenvironment that surrounds a learner,including learning resources, technicalequipment, curriculum, fellow learners,teacher (with her implicit learning theoriesand teaching methods) etc. Is the learning environment changing? 4. Learning environment IS changing 2400 years ago: Socrates banned the (text)books 500 years ago: learning environment = working environment 150 years ago: village schools 100 years ago: learning environment wasrationalized/industrialized 30 years ago: subject-specific classrooms 10-15 years ago: virtual learning environment: initially a copyof a lecture room, then a database system 5. Outdoor learning environment 6. Technological generation shiftsSchool Shop? 7. Socio-technical transitions(Geels 2002) 8. Mobile communication generations 9. Moodle servers: global stats 10. Three generations of TEL systemsDimension 1.generation 2.generation 3.generationSoftwarearchitectureEducational software Course managementsystemsDigital LearningEcosystemsPedagogicalfoundationBihaviorism Cognitivism Knowledge building,connectivismContentmanagementIntegrated with code Learning Objects,content packagesMash-up, remixed,user-generatedDominantaffordancesE-textbook, drill &practice, testsSharing LOs, forumdiscussions, quizReflections, collab.production, designAccess Computer lab inschoolHome computer Everywhere thanksto mobile devices 11. Estonian Strategy for Lifelong Learning 2020 Shift in teaching and learning paradigm Competent teachers and school leaders Meeting the job market needs Higher participation rates, effective funding models Digital turn in formal education system Integrating digital culture into teaching and learning Quality digital learning resources for all curricula Access to digital infrastructure, incl. 1:1 computing Digital competences of teachers and students 12. Digital turn towards 1:1 computing:promise and failures Horizon Report 2012: the main technology trend in educationwith 1 year time to adoption Radical shift in learning environment, re-definition of teachingand learning processes Failures: OLPC Peru: 2.4 million laptops, no effect on learning Tiger Leap laptop schools: Please, take these laptops away! Success stories: Odder, Denmark: iPads for 200 teachers and 2000 students Essa Academy, UK: technology as an essential component ofradical school improvement 13. Whole school turn towards 1:1 computing The training and support is oriented on the level of a teacher Diffusion of innovations (Rogers, 1992), OECD study (2002) Evidence-based school-level intervention models are needed 14. Innovative tools for teachers Edmodo.com, Eliademy.com, Schoology.com: Web-basedlearning environments + mobile apps Kahoot.it, Socrative: rapid response (voting) systems LearningApps: tool for creating interactive assignments Scoop.it: contnent curatiion Aurasma, Layar: augmented reality apps, QR codes Educational resource cloud services: Dikaios EdShelf: personal toolbox of educational apps 15. Trialogical learning Monological learning: teacher talks, pupil listens Socratic method: dialogical learning Trialogical learning (Paavola et al): where learnersare collaboratively inquiring, developing,transforming, or creating shared objects of activity(such as conceptual artefacts, practices, products)in a systematic fashion (knowledge creationmetaphor for learning) Vision of Students Today a viral Youtube video 16. Pedagogical innovation Innovative pedagogical scenarios from LEARNMIXproject (re-conceptualizing e-textbook): Flipped classroom: learn from video tutorial, then groupwork Project-based learning: outcome-focused teamwork Problem-based learning: solving, then designing problems Inquiry-based learning: hypothesis, data collection & analysis Game-based learning: fun, competition, learning, rewards Think of a trialogical learning scenario in line with one of theabove involving QR codes (you can use ITEC scenario template) 17. An exercise E-textbook of the future: E-book (e-pub)? Online course? Mobile app? Standardised content package? A bundle of Web links? Think outside the box and propose a concept for innovative e-textbookof the future, that is: Usable on all personal smart devices Allowing annotations, creative adaptations, remixing Creative learning tool

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