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CLAN SOFT LEARNING VIRTUAL ENVIRONMENT September 19, 2008 Kaunas 2nd Meeting

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CLAN SOFT LEARNING VIRTUAL ENVIRONMENT. September 19, 2008 Kaunas 2nd Meeting. The SO.le Model (soft learning). General principles: - personalised timetable - learning by enjoying - personalised contents - creating permanent communities of learners - PowerPoint PPT Presentation

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Page 1: CLAN SOFT LEARNING VIRTUAL ENVIRONMENT

CLANSOFT LEARNING VIRTUAL

ENVIRONMENT

September 19, 2008

Kaunas

2nd Meeting

Page 2: CLAN SOFT LEARNING VIRTUAL ENVIRONMENT

The SO.le Model (soft learning)

• General principles:

- personalised timetable

- learning by enjoying

- personalised contents

- creating permanent communities of learners

- increasing interest and participation

Page 3: CLAN SOFT LEARNING VIRTUAL ENVIRONMENT

How

Personalised timetable

First step : the communities have to “know who are the participants”, exchanging information about the single profiles

Second step: every participant has to engineer his/her own timetable planning when to act. Just one task: Keeping in touch with the community

The moderator has the task to gather any useful information about the timetable organisation

The community decides if and when to meet in presence

Page 4: CLAN SOFT LEARNING VIRTUAL ENVIRONMENT

How

Learning by enjoying

Some activities are actually games:e.g.

Short quiz shows Competitions (which Clan takes the best picture telling something about the local history and post it in Picture Blog)Role games (using virtual Worlds as they are in the Project Learning Village ) ….

Page 5: CLAN SOFT LEARNING VIRTUAL ENVIRONMENT

How

Personalised contents In the Clan Communities there aren't teachers and students. They are communities of Peers. The Moderator has to let them be able to create their contents. The communities can invite experts to take part to the activities to give their contributions to the Clan (e.g. if the contests is about local history the Community can invite a local historian to explain something or to suggest some book to read)

Page 6: CLAN SOFT LEARNING VIRTUAL ENVIRONMENT

How

Creating permanent communities of learners

The Clan user has to feel not a mere experimenter but a member of the community.

The aim is to continue the activities after the project is “legally” finished

Page 7: CLAN SOFT LEARNING VIRTUAL ENVIRONMENT

How

Increasing interest and participation The learning process has to be active and

cooperativeThis means that:

The learners have to be involved in the activities The learners have to consider the activities as

socially and personally interesting and respondent to their needs

The learners have to feel something to share with the others

Page 8: CLAN SOFT LEARNING VIRTUAL ENVIRONMENT

The organisation of the Clan Village

The Clan Village is:

• A place where the communities can meet and exchange information and contents

• Each Clan has its own place in the village where it is possible to find many resources

• Each Clan member has his/her own “hut” where he/she can invite some friends

Page 9: CLAN SOFT LEARNING VIRTUAL ENVIRONMENT

Clan village could be…

Page 10: CLAN SOFT LEARNING VIRTUAL ENVIRONMENT

The project experimentation steps

The Curricula foreseen in the project are:

History of knowledge and places

Citizenship rights

Digital knowledge

Page 11: CLAN SOFT LEARNING VIRTUAL ENVIRONMENT

The project experimentation steps

1. Each Clan takes possession of the village and the members meet each other

2. Each Clan chooses a moderator (one of the member or an external resource)

3. Each Clan creates the timetable and start the activities

Page 12: CLAN SOFT LEARNING VIRTUAL ENVIRONMENT

The Phases

Phase I - Network facilities (Digital Contents)

The objective of this phase is to verify the familiarity with internet and its functionalities

Each Clan will be asked to develop some simple activities

(such as to create a blog, to publish a video on YouTube,

to upload the photo of their families, to search a famous painting and to describe it, to look for a quotation etc…)

Page 13: CLAN SOFT LEARNING VIRTUAL ENVIRONMENT

The Phases

Phase II - Knowledge of history

The objective of this phase is to describe the traditions through images, tales, quotations…

Each Clan, through the use of the identified tools, will be asked to create a

framework of objects to tell their story to the others, through the following

areas:

- Senses (taste, sight etc…)

- Voices (music and sounds)

- Images (photos and videos)

Page 14: CLAN SOFT LEARNING VIRTUAL ENVIRONMENT

The PhasesPhase III - Citizens Rights

The objective of this phase is to choose a hot topic about the dimension of citizenship

Each Clan will:

Discuss (in presence or in the village) with a guest (expert invited to join the Clan)

Create some content using the e-environment (contents are related to the chosen topic. The moderator creates an index, the members have to choose how to comment the index, posting video, pictures, texts and anything is considered useful to identify the individual point of view about the chosen topic.

Page 15: CLAN SOFT LEARNING VIRTUAL ENVIRONMENT

Number of the CLAN experimenters

7-10 for each CLAN

Main characteristics:- Homogeneous Features- Groups with similar characteristics - Different formal learning

Before the experimentation each partner organization will have to :- organize a meeting with the experimenters- propose a questionnaire for a deep anaysis on the different CLANs characteristics

Number and characteristics of the CLAN experimenters

Page 16: CLAN SOFT LEARNING VIRTUAL ENVIRONMENT

The CLAN experimenters will work in an on-line soft learning environment

Educational technology is seen as key factor for CLAN experimentation

CLAN e-learning environment needs: - a high degree of autonomy for the adult learner- to be open to eclectic sources- to support soft informal learning activity- to allow evolution both in the experience of the learner and in the context in which this occurs

So to:- embed learning in a natural environment- make participants to be immerse into a mixed reality composed by physical, educational and social space.

On-line soft learning environment

Page 17: CLAN SOFT LEARNING VIRTUAL ENVIRONMENT

Main characteristics 

Syncronous and asynchronous interaction (the social aspect)User-friendly interface (the ICT aspect)Learning centred method (didactical aspect)

So to guarantee:- Active learners - Motivation and enthusiasm- Student-centred learning

Page 18: CLAN SOFT LEARNING VIRTUAL ENVIRONMENT

Main tools Forum discussion Curricula Glossary Resources (including links to the library, study skills materials, electronic resources, search engines, and personal notes) Wiki space Student area (including students’ own marks, personal homepages, student groups, chat rooms) Data gathering Blog Web meeting Educational games Digital streaming video, audio, screen capturing, animated text, chat, discussion board, etc...

Page 19: CLAN SOFT LEARNING VIRTUAL ENVIRONMENT

Thanks for your attention!

September 19, 2008

Kaunas, Lithuania

2nd Meeting