designs for learning: technology affordances and limitations

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Designs for Learning: Technology Affordances and Limitations

Charalambos Vrasidas, Executive Director, CARDET

Professor & Associate Dean for e-learning, UNic

www.vrasidas.com

www.cardet.org

pambos@cardet.org

Overview

• Trends - challenges

• Affordances

• Designs for learning

• Case Studies

• Possibilities

• Challenges

• Society more connected but conflict rife

• World changing, education must too

• New literacies needed for society of tomorrow

• Learning throughout life in a complex and changing world

http://unesdoc.unesco.org/images/0023/002325/232555e.pdf

Challenges

Engagement Interaction Authenticticy

NeedsKnowledge Information

21st Century Skills

Important Developments in Educational Technology in European Schools (2014)

Characteristics of ICT

• Personalized

• Access

• Collaboration

• Immediacy

• Connections

• Communication

• Presence

• Support

Life Skills

Collaboration Communication Empathy

Reflection ResilienceProblem

Solving

Global Citizenship

Critical

ThinkingCreativity

New Media Literacies (Jenkins)

Performance Play Simulation

Appropriation MultitaskingDistributed Cognition

Collective Intelligence

Judgment Networking

TransmediaNavigation

Negotiation

http://www.newmedialiteracies.org/

Play: The ability to capacity to experiment and explore various solutions to problems.

http://tinyurl.com/po9ry3v http://tinyurl.com/oh7p6ct

Performance: The capacity to embrace new identities and to explore and discover new worlds.

http://tinyurl.com/nay45jq

Multitasking: The ability to engage in multiple scans simultaneously.

http://tinyurl.com/owwgg3t

http://tinyurl.com/owyz8ar

Judgment: The ability to access, evaluate and decide on the use of various sources of information.

http://tinyurl.com/otgggjx

LEARNING DESIGN

“Design thinking can be described as a discipline that uses the designer’s sensibility and methods to match people’s needs with what is technologically feasible”

(Kelley)

Characteristics of Design Thinking

• Creative process

• Human centered

• Situated and contextualized

• Culture and people roles (not with ICT)

• A participatory system

Design thinking as a framework encourages us to act as

LEARNING ARCHITECTS

The Design Process

http://www.ideo.com

Iterative design research McKenny 2001

GAMES

Game Affordances

•Motivation

•Multimodal

•Engagement

•Competition

•Collaboration

•Interaction

•Feedback

•Levels

•Adaptation

•Assessment

http://www.questatlantis.org/

Games are FUN!

FLOW

(Csikszentmihalyi, 1990, 1997; Csikszentmihalyi & Csikszentmihalyi, 1988; Yerasimou, 2011).

Improved Skills

• Multitasking

• Problem Solving

• Collaboration

• Leadership

• Strategy

Gamification

One of the earliest examples of gamification…

http://tinyurl.com/cprprsb

http://tinyurl.com/d3t7nrl

iStockPhoto.com http://tinyurl.com/4c6qvfu

The context of use matters…

GAME

Rules

Structure

Interaction

levels

feedback

Aims

Καταμέτρηση μέσω εναέριας παρακολούθησης

Δημιουργία κατάλληλου συνδυασμού προϊόντων

Παροχή βοήθειας

Ανασύσταση κοινωνίαςΠομπή φορτηγώνΑγορά τροφίμων

World Food Program – Food Force

http://www.play2prevent.org

Opportunities

Engaging and motivating environment

Knowledge construction Authentic Contexts

Better understanding of the role of the teacher

Knowledge transfer – in real classroom

Challenges

Language, content

Time, Curriculum, Assessment

Teacher PD and need for more feedback

Technology issues

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