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1 Orazio Miglino, Maria Luisa Nigrelli, Luigia Simona Sica (Editors) ROLE-GAMES, COMPUTER SIMULATIONS, ROBOTS AND AUGMENTED REALITY AS NEW LEARNING TECHNOLOGIES: A GUIDE FOR TEACHER EDUCATORS AND TRAINERS. 2011

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ROLE-GAMES, COMPUTER SIMULATIONS, ROBOTS AND AUGMENTED REALITY AS NEW LEARNING TECHNOLOGIES: A GUIDE FOR TEACHER EDUCATORS AND TRAINERS

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Orazio Miglino, Maria Luisa Nigrelli, Luigia Simona Sica

(Editors)

ROLE-GAMES, COMPUTER SIMULATIONS,

ROBOTS AND AUGMENTED REALITY AS

NEW LEARNING TECHNOLOGIES: A GUIDE

FOR TEACHER EDUCATORS AND TRAINERS.

2011

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ISBN: 978-84-8021-848-1

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INDEX

Preface .............................................................................................................. 7

PART ONE

THEORETICAL AND PRACTICAL BASES OF LEARNING WITH NEW TECHNOLOGIES

Chapter I. Social, cultural and cognitive processes and new technologies

in education ...................................................................................................... 13

John Jessel

I.1 Introduction .................................................................................... 13

I. 2 Technology Enhanced Learning .................................................... 14

I. 3 Perspectives on learning ............................................................... 14

I. 4 The psychological dimension ........................................................ 15

I. 5 The social dimension: Sociocultural theory .................................. 19

I. 6 Dialogism ...................................................................................... 23

I. 7 Situated learning ........................................................................... 25

I. 8 A community of practice ................................................................ 26

I. 9 Theoretical perspectives: a summary ............................................ 30

I. 10 Using new digital technologies to support learning ................... 32

I. 11 Virtual Game-Based Learning .................................................... 37

I. 12 Role of the teacher ....................................................................... 40

I. 13 Role of the learner ....................................................................... 41

I. 14 Conclusion ................................................................................... 42

Chapter II. A classification scheme for using new technologies in educational

practices: how to choose those most suitable ................................................... 49

Angelo Rega, Orazio Miglino

II. 1 Introduction …………………………………………………… 49

II. 2 Experiment ................................................................................... 51

II. 3 Conduct relational experiences ................................................... 55

II. 4 Explore Worlds ............................................................................ 57

II. 5 Conclusion ................................................................................... 62

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PART TWO

HOW TO USE NEW TECHNOLOGIES: A TRAINING MODEL

Chapter III. A model for training in the use of new technology ...................... 67

Luigia Simona Sica, Maria Luisa Nigrelli, Orazio Miglino

III. 1 Introduction ................................................................................ 67

III. 2 The importance of training in the use of new technologies ........ 68

III. 3 Proposal for a training model .................................................... 69

III. 4 Fundamental activities: getting to know the kinds of technology

and choosing the most suitable ones ................................................... 70

III. 5 Where, how and for how long: the six days of training .............. 71

III. 6 Before and after: the importance of assessment ......................... 73

III. 7 Conclusion .................................................................................. 75

Chapter IV. Developing innovation in technology-use and learning in the school

setting ................................................................................................................ 77

John Jessel

IV. 1 The UK context ........................................................................... 77

IV. 2 Entering the school setting .......................................................... 79

IV. 3 Developing a training course ...................................................... 84

IV. 4 Course principles ........................................................................ 85

IV. 5 Summary ..................................................................................... 93

PART THREE

EXAMPLES: THREE PILOT STUDIES IN GREAT BRITAIN, SPAIN AND ITALY

Chapter V. Trial with teachers in Great Britain. Innovative practice

and technology: training as creative synthesis .............................................. 107

John Jessel

V. 1 Introduction ............................................................................... 107

V. 2 Approaching schools ................................................................. 108

V. 3 A radio news programme ........................................................... 112

V. 4 Using the VLE with mathematics teaching ................................ 117

V. 5 A poetry forum ........................................................................... 120

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V. 6 Reflections on the course ........................................................... 124

V. 7 Summary and conclusion ........................................................... 131

Chapter VI. A training course in new learning technology for university

teachers ........................................................................................................... 137

Juana Bretón-López, Soledad Quero, Cristina Botella, Rocío Herrero, Luis

Farfallini and Rosa Baños

VI. 1 Introduction .............................................................................. 137

VI. 2 Our perspective on teaching ..................................................... 139

VI. 3 Our own experience .................................................................. 140

VI. 4 The trainees and recruitment process ...................................... 145

VI. 5 The workshop ........................................................................... 145

VI. 6 Conclusion and discussion ....................................................... 151

Chapter VII. A training course in new learning technologies for Corporate

Trainers .......................................................................................................... 157

Roberto Vardisio, Michela Fiorese

VII. 1 Introduction ……………………………………………...….. 157

VII. 2 Didactical-training goals and choice of tools within TEL

corporate programs ................................................................ 161

VII. 3 Delivery and management of corporate TEL initiatives ......... 169

VII. 4 Evaluation of a corporate TEL project ................................... 174

VII. 5 Conclusions ............................................................................. 184

Chapter VIII. A methodological framework to evaluate training courses in new

learning technology for teachers, educators and trainers ............................... 189

Soledad Quero, Juana Bretón-López, Rosa Baños, Yolanda Vizcaíno, Cristina

Botella

VIII. 1 Introduction ........................................................................... 189

VIII. 2 A common methodology for e-learning training ................... 190

VIII. 3 Main results of the trials in the three contexts ..................... 195

VIII. 4 Final Reflections ................................................................... 198

Appendix A .................................................................................................... 203

Appendix B .................................................................................................... 207

Editors ............................................................................................................ 209

Chapter Author ............................................................................................... 211

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Preface

The present handbook was created as part of the T3-Teaching to

Teach Technology Project, which began in 2009 and ended in December

2011. The Project’s aim was to explore the use of new technologies

(video games, robots, augmented reality and Web 2.0) in educational

contexts at different levels (schools, universities and companies), and in

three countries (Italy, Spain, and Great Britain). The project was divided

into several elements, including: the creation of a taxonomy for

technology selection; a final report on the results of trials in three

different areas of training; case studies; training workshops for trainers;

interviews with participants; as well as a number of inputs and materials

(which can be found on-line); and, finally, the present book.

More information on the T3-Teaching to Teach Technology Project

is available at this link: http://www.t3.unina.it.

This book is intended for educators interested in using new

technologies in their curricula. It provides information for understanding

the pedagogical benefits of new technologies and for learning how to use

them as a teaching resource and as a means of promoting learning

processes.

The aim of this handbook is to enable trainers to select and use

new technologies in learning environments (schools, universities,

companies) in more competent way.

More specific objectives are: to understand what benefits using

new technologies can provide; to evaluate the effective use in different

contexts, understanding differences between technologies and their

respective advantages for the processes of teaching and learning; to

choose more appropriate technologies; to become more familiar with

them and to understand how to create and plan their educational uses in

schools, universities, and companies.

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The book is divided into three parts. The first contains: a

description of a theoretical framework, specifying what is meant by the

process of teaching and learning, and clarifying the most recent research

paradigms in this field (Chapter I); a description of the technologies

used in the training (Chapter II). The second part contains the results of

trials performed in the T3 project, and, in more detail, proposes a model

for using new technology in learning contexts: a basic course

programme (Chapter III) and an applicative guide for traditional

learning contexts (Chapter IV).

The third part of the book presents a description of training

courses conducted with secondary schools teachers in the UK (Chapter

V), with university professors in Spain (Chapter VI) and corporate

trainers in Italy (chapter VII). Finally, the book provides practical tools

for the evaluation of educational experiments, illustrating how to obtain

information on the success/failure of new tecnologies use, benefits of

their use compared to traditional teaching methods, and practical

suggestions for their management (Chapter VIII).

In summary, this handbook is a practical guide aimed at spreading

theoretical and practical information and providing a bibliography of

resources such as articles, books and websites where to get further

information.

Additional contents, as well as a practical guide step by step guide

for using new technologies in learning contexts together with examples

can be found at: http://www.t3.unina.it/videototurial

O. Miglino,

M. L. Nigrelli,

L. S. Sica

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T3- Teaching to teach with technology has been funded with support from the

European Commission.

This publication reflects the views only of the authors, and the Commission

cannot be held responsible for any use which may be made of the information

contained therein.

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PART ONE

THEORETICAL AND PRACTICAL BASES OF LEARNING WITH

NEW TECHNOLOGIES

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I.

Social, cultural and cognitive processes and new technologies in education

John Jessel

I.1 Introduction

Digital technologies are becoming increasingly diverse and

increasingly available and their use is providing many new opportunities

for learning. Computers continue to become ever smaller, more powerful

and more economic and there is an array of highly portable devices

available to a variety of users of all ages in the classroom, the workplace,

the home and on the street. More recently, however, a key development

that has occurred alongside digital technologies is connectivity. In

contrast to earlier Web 1 technologies, the connectivity between digital

devices that is afforded by Web 2.0 is two-way and as connectivity

becomes faster, cheaper and more available we are drawn into a society

that is networked in many ways. In particular the widespread use of Web

2.0 technologies can provide an ever-present communicative and

collaborative and interactive dimension to learning. The speed and the

power of digital technology also enables a viable multimedia dimension

so that transactions in different modalities through a range of digital

resources allows learning activity can take place in a variety of settings at

any time and place.

Through digital technologies that are connective, learning is no

longer an entirely solitary relationship between the user and a computer.

Through digital devices learning can now take on a social dimension in a

way that even a few years ago would not have been feasible.

Connectivity has its implications for learning both through networked

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computers in the classroom as much as through hand held devices on the

street. Regardless of institutional intervention, digital technology is used

by one and all and recognizing and exploiting its potential for learning

presents a creative challenge to teachers and learners alike.

I. 2 Technology Enhanced Learning

Technology is pervasive and, rather than being considered as a

discrete topic or narrowly defined set of activities within a learning

curriculum, ‘Technology Enhanced Learning’ is perceived as a broader

and far-reaching vision regarding the impact on learning and also

teaching (JISC, 2009). In turn, this implies that rather than regarding

learning models specifically as e-learning models the approach adopted

is the e-enhancement of models of learning that already exist (Mayes &

De Fritas, 2004).

However, the mere availability of technology is not a guarantee

that effective learning will happen automatically. From experience we

know that the methods of old technologies are an inheritance that is

difficult to shake off. Connectivity in learning is a social and cultural

process – for it to occur effectively requires a cultural shift where

understanding and practices are shared and reciprocated. Although this

process may evolve naturally, some understanding of it may be helpful in

order to tap into it productively. In an attempt to capture the potential of

new technologies in learning we may for a moment shift the focus from

the technology itself towards ideas we have about learning and what we

may want out of learning, and, the role of the teacher and the learner in

relation to these.

I. 3 Perspectives on learning

What counts as learning can vary. On the one hand we might think

of learning as the uptake and recall of factual content, while, equally, we

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might regard learning to be about developing our ability to think

critically and to be analytical, to use information effectively, to make

decisions, to think imaginatively, creatively and critically and to be

sensitive to situations when these qualities are applicable. Rather than a

single theory being generated in an attempt to account for such an array

of possibilities, different ideas about learning have emerged. These ideas

have been grouped, for example, by Greeno, Collins & Resnick (1996)

into three broad perspectives; associationist, cognitive and situative, the

latter viewing learning as participation in social practice. While the

associationist perspective is often regarded as ‘traditional’ more recently

interest has shifted towards explorations of the social. dimension. This

interest, as we shall see later, has been reflected in Sfard’s (1998)

metaphor of learning-as-participation and contrasts with what she

describes as an ‘acquisition metaphor’.

In attempting to provide a perspective on different ideas about and

approaches to learning this chapter will begin with a brief account of

associationist assumptions before expanding of some of the ideas derived

from cognitive psychology to include contributions from a sociocultural

perspective before finally introducing the notions of situated learning and

learning as participation. These groupings will also be looked at in terms

of their implications for teaching and the role of technology.

I. 4 The psychological dimension

I. 4 a An associationist perspective

In the mid 20th

century a systematic approach to learning based

upon association and repeated practice developed by behaviourists such

as Skinner gained appeal in that learning could be treated as something

relatively observable. The idea was to break down what was to be taught

into a sequence of elementary tasks or behavioural objectives that were

presented to the learner who was given immediate feedback on their

responses. Patterns of tasks arranged in a ‘bottom-up’ fashion from those

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more basic components to those of increasing complexity could be

devised so that through repetition and reinforcement the learner’s

behaviour was gradually ‘shaped’ towards that required. Hierarchical

analyses of different learning outcomes that have been linked to this

approach were carried out by those such as Bloom (1956) and Gagné

(1985).

The pedagogy based on associationist principles involves

identifying component learning competences, sequencing these in terms

of complexity, providing clear tasks and immediate feedback and then

adjusting the sequence or ‘pathway’ according to the learner’s

performance. This approach was reflected in the technology of the time:

teaching machines were developed that were based upon learning

principles such as simple repetition, feedback and reinforcement through

external reward. The assumption was that learning was a matter of

building on earlier behaviours; a quantitative increase where existing

knowledge and procedures were merely added to. Although teaching

machines may be historical artefacts, behaviourist principles continue to

underlie methods such as Computer Assisted Instruction (CAI) where

rapid feedback is given on the ‘correctness’ of the learner’s response.

Typical examples include drill-and-practice programs for learning

spellings or vocabulary or mathematical routines and, more popularly,

are often presented in the form of a game with extrinsic rewards such as a

point scoring system.

While there may be a role for behaviourist approaches, it also

widely acknowledged that they are limited in many ways and leave little

scope for higher order and more complex thinking and do not explain

mental leaps that can occur in learning when suddenly, we see things

differently (e.g., Nunes & McPherson, 2003). The pedagogy is

essentially didactic with the learner regarded as passive recipient of

knowledge that is transmitted. These sorts of criticisms led to an interest

in mental representations and their manipulation that form the basis of

cognitive psychology.

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I. 4 b A cognitive perspective

A cognitive perspective is concerned with inner mental functioning

of a higher order such as thinking and reasoning and representation in

memory. In contrast to learning as something than is merely handed on

through the programming of observable behaviours, knowledge

acquisition is seen as the development of schema or symbolic mental

constructions. Such development can arise from active thoughtful

participation whereby learning arises from the interaction of new

experiences with existing schema. Over the last few decades, cognitive

theories and the methods used to investigate them have proliferated and

figures such as Piaget and Vygotsky are well known for their work on

how cognition develops within the individual, and the social effects upon

this.

Those acting within a cognitive perspective are concerned with

how we represent knowledge and develop our concepts and

understandings. To this end cognitive approaches refer to notions such as

perception, concept formation, mental models and our reflections on our

own learning; our metacognitive processes. They also include the notion

of learning styles, most notably developed as a theory of multiple

intelligences by made popular through the work of Gardner (2006).

Importantly, however, central to cognitive approaches is the idea of

learning as the development of understanding through thoughtful

interaction. We learn as a result of the interaction between new

experiences and existing structures representing understandings that have

already been created (McKendry, 2006).

The application of cognitive theory places emphasis on mental

activity such as reasoning and providing tasks that challenge learners,

allowing them to work out their own rules through experience of

interacting with materials in the learning environment. The possibility of

understandings gained through activity rather than being delivered

through instruction led to the development of constructivist approaches

(Brown et al., 1989).

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I. 4 c Constructivism

The qualities identified within the cognitive perspective provide a

base from which constructivism has been developed. Constructivist

approaches to learning focus on the role of the individual in the process

of the continual building and development of mental structures. Teaching

strategies based on constructivism encourage students to learn by taking

initiative and becoming involved through self-directed activities

including problem solving and experimentation. The idea is to encourage

learners to build their own mental structures through interacting with an

environment. Where possible, authentic contexts are used that are related

to real-life situations which students can relate to with the point of the

activity made evident. Importance is placed on learners finding out for

themselves: they are encouraged to make their own discoveries, raise

questions, test their own hypotheses, make their own inferences, and

draw their own conclusions. The form of encouragement, however, is

critical and in regard to this Wood et al. (1976) have used Vygotsky’s

(1978) notion of ‘scaffolding’ to suggest that an apprentice role is taken

by the learner who, with the assistance of someone more experienced,

can achieve something they would be otherwise be unable to. The role of

the teacher as scaffolder involves guiding students towards activities that

they are likely to find engaging and from which they will learn.

However, rather than playing a didactic role, the teacher may encourage

students to think for themselves and raise issues and questions in relation

to the activity and to identify problems which they can tackle. Effective

scaffolding can occur as a learner’s abilities fall within a ‘zone of

proximal (or potential) development’ (ZPD) and, as noted by McKendry

2006, the teacher’s role is to locate learning within that zone.

In sum, constructivist pedagogy is based on:

• Creating an environment in which learners can become actively

involved

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• Setting up activities that encourage experimentation and

discovery

• Activities that are interactive and student-centred

• Locating learning within the ZPD

• Scaffolding through encouragement and support for raising

questions and reflecting on principles

I. 4 d Constructivism and digital technology

With regard to new technologies, approaches based on

constructivism have influenced the development of exploratory spaces

such as some of the early educational computer-based simulations and

microworlds within which learners can engage in problem-solving

settings and in learning as experimentation, discovery and reflection

(Crook, 2001). Crook also argues that constructivism has often

reinforced a conception of knowledge as something to be acquired from

autonomous and, often, solitary investigation. Intelligent Tutoring

Systems have also been designed in an attempt to use technology to

interact ‘intelligently’ with the learner in order to promoting explorative

learning activity (Mandl & Lesgold, 1988). However, it may be the mode

of use of the simulations rather than the simulations themselves that give

rise to computer simulations being seen as a solitary activity.

I. 5 The social dimension: Sociocultural theory

While cognitive theory has been largely concerned with the development

of the learner as an individual there has, arising from the work of

Vygotsky (1978; 1934/86), been a distinct shift of emphasis towards

learning arising within a social context through which individuals form

their own understandings (Cole, 1991). Sociocultural theory is concerned

with how society contributes to individual development – it emphasizes

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the interaction between the learner and the culture in which they are

located. In this sense, those playing a teaching role are also acting as

agents of culture (Trevarthen, 1988). Another concept fundamental to

sociocultural theory is that our relationship with others and with

ourselves, and in turn our thinking, is mediated (Lantolf, 2000).

Mediation occurs through the use of symbolic tools such as language. In

this way language plays a central role – in addition to having a

communicative function it allows us to represent and manipulate our

ideas; it becomes an intellectual tool. More generally, then, language can

be included along with other cultural tools and symbol systems which

can be used in conjunction with new technologies for sharing and jointly

developing knowledge as well as for organizing thoughts, reasoning,

planning, and reviewing our actions (Conole et al., 2004). As language

and other symbol systems are part of our cultural inheritance, Lantolf

(2000) also points out that these along with other physical tools are also

modified as they are used and passed on from one generation to another.

An important implication of this is that what is learned and the tools for

learning are not fixed or static; they change in relation to the needs and

nature of society and that those taking the role of learners as well as

teachers contribute to that change.

I. 5 a Social constructivism

In the constructivist approach outlined earlier, learning was seen as

a process where meaning is created through the interactions of the

individual within the world. Reflecting sociocultural approaches as

opposed to cognitive approaches, social constructivism moves the

emphasis away from the individual towards the group. For example,

while scaffolding can be regarded as a two-way process, it is also about

how one individual benefits from the interaction with another individual.

Although the role of teacher as scaff older is interactive and could also be

seen as collaborative, the emphasis is on a more knowledgeable member

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of a society interacting with the learner. However, this view of

scaffolding can be challenged, particularly with regard to its asymmetry

and the relatively passive role of the learner that may be implied (Stone,

1998). If the learner is to take a more active role then a shift in the

quality of the interpersonal dimension is needed. Rogoff (1990) has used

the term ‘guided participation’ to suggest a more active role played by

learners where they can collaborate with, as well as be guided by others.

The symmetry implied in guided participation can be applied more

broadly and, by contrast, social constructivism marks a shift from a

relatively monological view of scaffolding to one where understanding

evolves from more than one voice or viewpoint.

There are different views on what counts as social constructivism

(O’Connor, 1998). However, a general feature is that meaningful

knowledge, as opposed to something that already exists and waiting to be

passed on, is socially and culturally constructed on a more symmetrical

basis: meanings are created through human interaction and with the

environment (Kukla, 2000). Although this inevitably involves some form

of communication, here communication is not regarded solely as the

transfer of ready-made thoughts (Linnell, 2003). Knowledge emerges as

it is ‘constructed and reconstructed between participants in specific

situated activities, using the cultural artefacts at their disposal, as they

work towards the collaborative achievement of a goal’ (Wells, 1999:

140). In turn, learning is also viewed as a social process through which

individuals become meaningfully engaged and form shared

understandings (McMahon, 1997).

In sum, while constructivism focuses mainly on the individual,

social constructivism takes a step further towards explaining learning as a

socially collaborative process. Social constructivist pedagogy is typically

based on:

• Creating an environment in which learners can collaborate and

become actively involved

• Activities that encourage joint experimentation and discovery

• Activities that encourage collaboration through sharing of ideas

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• Use of language to share ideas and jointly develop knowledge

• Use of language as an intellectual tool for thinking, reasoning,

planning, and reviewing our actions

• Encouragment and support for peer reflection, evaluation,

experimentation and discovery

Some of the above qualities are shared with constructive

approaches and the distinction between social constructivism and

constructivism can sometimes become blurred with many so-called

constructivist approaches reflecting those that could be characterized as

social constructivist.

I. 5 b Social constructivism and digital technology

Collaboration and learning interactions can occur, at or around or

in relation to the computer. However, these can also occur through

computers (Crook, 1994). With regard to the connective affordances of

new technologies there is a growing interest in the use of these to provide

opportunities for the social dimension in learning. Asynchronous and

synchronous communication can offer the potential for diverse and richer

forms of dialogue amongst students, tutors and peers, as well as the

access to a range of materials and resources (Conole et al., 2004).

Although verbal text has been the dominant mode through which

interactions take place, the speed and power of new technologies can

provide a reliable infrastructure that allows a variety of other modalities

such as auditory, and visual, including 3D graphics.

Whilst the use of verbal text makes few demands in terms of the

technology, the intellectual demands for the learner and the pedagogical

and managerial demands for the teacher can present a challenge. These

demands will be returned to after some other theoretical accounts

stemming from sociocultural theory, namely, dialogism, situated

learning, distributed cognition and activity theory have been introduced.

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I. 6 Dialogism

Links can be made between social constructivism and Mikhail

Bakhtin’s concept of dialogism in that, in either case, meaning is

generated through social interaction. Although Vygotsky’s contributions

are frequently cited by many sociocultural theorists, Bakhtin’s work on

dialogism could also provide a foundation for this (Wells, 1999). With

dialogism, however, language is the prime vehicle through which

meaning is negotiated. When introducing Bakhtin’s (2004) notion of

dialogism Vaagan (2006: 168) draws attention to links in literary theory

where ‘dialogue’ signifies ‘the interplay of different voices, minds or

value systems in such a way that none is superior to another’. He

contrasts this with the more classical notion of dialogue that was

regarded by figures such as Socrates and Plato as a means of persuasion:

the aim being for one person or group to accept the ideas of another.

Vaagan also notes that through studying Dostoevsky’s novels, Bakhtin

argued that dialogue is fundamental in literary language and that

language originates in the interaction between two or more people. In

turn the concept of ‘self” is dialogic; in a dialogic text the author’s views

are not authoritative or final, as they would be in a monologic text, but

only one among other voices in the dialogue that is presented.

I. 6 a Dialogism in practice

Bakhtin’s understanding of dialogue stresses mutual testing,

contesting and creation of ideas (Vaagan, 2006). In attempt to provide a

framework that can be applied to learning occurring among groups of

children working with computers Wegerif and Mercer (1997) have drawn

on Bakhtin’s notion of dialogism. Through this, thinking becomes a

social process through which ‘mutual understanding’ or

‘intersubjectivity’ is achieved. Within this process language-use plays a

central role – thinking as a mutual act is expressed through this mode of

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communication. They also drew on work by Fisher (1997) who identified

three types of educationally significant talk when working with children

at computers: disputational talk, cumulative talk and exploratory talk.

The types of talk cited by Wegerif and Mercer (1997: 53) ‘represent

ways in which learners orient themselves towards each other’ and are

presented in terms of ‘social modes or thinking’. The types of talk

‘represent ways in which pupils or students orient themselves towards

each other’ and are presented in terms of ‘social modes of thinking’. It is

not intended that all talk can be encoded as disputational, cumulative or

exploratory but this offers reference points for analyses that emerged

when learners talk together in collaborative activities.

With regard to talk in the classroom, a further contribution comes

from Alexander (2008) who distinguishes dialogic teaching from routines

such as question-answer or listen-tell. For Alexander, the notion of

dialogue is purposeful; ‘cumulation’ being central in that ideas or

utterances from each individual can be linked into coherent line of

enquiry. This can be contrasted with conversation which does not

necessarily aim to lead anywhere, or debate, where the aim might be to

persuade or posit one point of view over others, or dialectic insofar that

logic or argument is used to resolve disagreement. Dialogic teaching is

reciprocal and extended. In approaching this Alexander (2008: 112/113)

has identified five fundamental principles underlying dialogic teaching:

1. collective: teachers and children address learning tasks

together, as a group or as a class

2. reciprocal: teachers and children listen to each other, share

ideas and consider alternative viewpoints

3. supportive: children articulate their ideas freely, without fear

of embarrassment over ‘wrong’ answers; and they help each other

to reach common understandings

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4. cumulative: teachers and children build on their own and each

other’s ideas and chain them into coherent lines of thinking and

enquiry

5. purposeful: teachers plan and steer classroom talk with specific

educational goals.

The place of dialogue is consistent with participation in learning

that, again, places the emphasis on social rather than individual activity

of the learner. Participation in learning has been developed in relation to

the notions such as situated learning, learning as participation and a

‘community of practice’. These are now outlined.

I. 7 Situated learning

Situated learning relates to learning through activities directly

relevant to how the learning is applied and that take place within a the

applied setting and culture, or one similar to the context where the

learning will be applied (Brown et al., 1989). Situated learning as taking

place in an ‘authentic’ or real life setting can be contrasted with learning

derived from principles that have been formalized or abstracted from a

context of use. Working in the complexity of an authentic environment

provides the opportunity not only to develop understandings but also to

develop the skills needed to apply our understandings. Knowledge

becomes contextualized; we can determine how and when the concept is

used (Duffy and Jonassen, 1992). Cognitive apprenticeship has been

proposed as an effective constructivist model of learning that attempts to

‘encultrate students into authentic practices through activity and social

interaction in a way similar to that evident, and evidently successful, in

craft apprenticeship’ (Ackerman, 1996: 25).

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I. 7 aLearning as participation

Situated learning also includes participation as a key concept. In,

contrast to what she describes as an ‘acquisition metaphor’ Sfard (1998)

has developed a model of learning-as-participation. Here, participation is

seen as ‘taking part’ and ‘being a part’ with contextualization in learning

regarded as critical. Importantly, however, Sfard does not argue that one

metaphor should necessarily be adopted at the exclusion of the other; in

fact she argues (p. 10) ‘When a theory is translated into an instructional

prescription, exclusivity becomes the worst enemy of success’.

Teaching strategies based upon participation can encourage

collaboration amongst learners and with practitioners (Lave & Wenger,

1991; McMahon, 1997). Notably, learners can become part of the

community. The mechanisms for this can be illustrated through the

notion of a ‘community of practice’.

I. 8 A community of practice

So far, learning has been characterized in terms of the uptake of

information or the development of mental structures through interaction

in the environment and the development of ideas through interaction with

more knowledgeable others or developing ideas conjointly with others.

More recently the notion of learning has been taken to include

participation in and becoming part of a community. A community of

practice (Lave and Wenger, 1991; Wenger, 1998) occurs when people

jointly engage socially in a common enterprise or activity, and through

this learn together. Wenger (1998) describes three components that are

necessary for the development of a community of practice:

1. A domain: an area of shared interest to which members of the

community are committed. This could be a profession such as

teaching or a sport or in area such as music or mathematics.

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Importantly, however, it has to be more than a passing interest

amongst random people or a group of friends.

2. A community: people need to interact, develop relations over a

period of time, help each other and share information within

shared activities and learn from each other and in this way

become active members.

3. A practice: this moves beyond merely having an interest in

something. Members should be practitioners so that they can

develop a shared repertoire of resources such as helpful tools,

ways of handling typical problems, recounts of experience.

Development of practice may often occur informally through a

variety of methods including solving problems together, using

each other’s experience and through conversation.

At first, participation may be relatively peripheral as far as the

main activities of the community are concerned. Through observation

and practice, those participating become more ‘legitimate’ and take on

the identity of the community as they become more central (Wenger

1998). Apprentices need opportunities to participate legitimately – even

if these are low-risk activities. Through participation learning in effect

can become an apprenticeship in thinking (Rogoff, 1990).

Communities of practice can arise in a variety of ways, including

taking part in everyday life. However, in the above respect ‘community’

is more than working proximity, or an organised group for a given

purpose; its social fabric develops over time around things that matter so

that it is possible to gain a sense of trust and belonging. Through this, a

community of practice develops a ‘shared repertoire’ of resources, such

as vocabulary, routines, understandings and artefacts, over an extended

period. Rather than being an individual pursuit or academic exercise

largely confined to the classroom, learning is ‘situated’ within the

framework provided by the community of practice through which

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participation can take place. Through this learning can be acquired

incidentally rather than intentionally.

In the above respects many traditional educational settings can be

seen as fundamentally different to the joint enterprise of a community of

people committed to a domain. However, with regard to education, there

may be scope for developing some of these qualities. Two key concepts,

then, may be drawn from the idea of a community of practice: learning as

situated and learning as participation. These concepts entail forms of

cooperation rather than competition and in that sense are non-

individualistic. A division of skills and acknowledgement of the

complementary qualities of individuals replaces a more totalitarian role

of the practitioner.

In sum, situated learning is based on:

• Learners participating in the social practices of a community

• Opportunities to develop enquiry and learning skills

• Dialogue to facilitate learning

Situated learning also involves immersion in a culture populated

not only by human actors but with an array or artefacts and tools.

Encompassing the complexities of this inherent in learning is a challenge

to be faced at a practical as well as a theoretical level. With regard to the

latter, distributed cognition and activity theory are now briefly outlined.

I. 8 a Distributed cognition

Distributed cognition is a theory that embraces social aspects of

cognition as well as artefacts and the environment. It was developed by

Hutchins in the 1980s at a time when cognition and the processing of

information was generally regarded as localized within the individual.

Importantly, then, cognition could be seen as something distributed

among people, sets of representations, tools, technological artefacts and

other objects within the environment. Salomon (1993) regards cognition

occurring, for example, among people to be ‘shared’ through

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conversation around a common activity. Through this interaction a

continual change in cognition can arise as ideas arising from more than

one person are clarified and ‘tools’ such as note taking or a calculator

allow some of the cognitive demands to be ‘off-loaded’, the notes also

acting as an extension of memory. An insight offered through the idea of

distributed cognition is the interconnectedness of learners, artefacts and

culture. While this can offer some important insights (Halverson, 2002),

in practice analyses of distributed interactions may not be straightforward

(Nardi, 2002).

I. 8 b Activity theory

Activity encompasses a set of principles for understanding how a

wide range factors work together to impact on humanwork or activity. It

was initially developed by the Soviet psychologist A. N. Leontiev (1978)

and also leads on from the work of Vygotsky. Insofar that it relates to the

development of human culture and the individual it can be regarded as

sociocultural.

Bannon & Bødker (1991) give an account of human activity as the

basic unit of analysis which is driven by certain needs in order to achieve

a certain purpose. Crucially, human activity is usually mediated by

instruments or tools. In contrast to animals that are perceived as having

only one world, the world of objects and situations, many of our actions

as humans are informed from prior experience or history brought into the

into the current activity; the World Wide Web greatly expanding the

range of this uniquely human capability (Ryder, 1998). Ryder uses

picking mushrooms for eating as an example of an activity that is ill-

advised without some form of mediation such as a guide book, prior

education, or advice from an experienced mushroom forager. As teachers

our actions would be similarly informed through language, books,

pictures and diagrams. Such artefacts are not only available to us when

introduced to an activity but can also be a product of, and changed

through, the activity: this view of ‘mediation’ being regarded as essential

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in the ways artefacts can be understood through activity theory (Bannon

& Bødker, 1991).

Engeström (1987) has developed a model of an activity system

which emphasises the social aspect of mediation. An activity is

undertaken by a human agent (subject) who is motivated toward the

solution of a problem or purpose (object), and mediated by tools

(artifacts) in collaboration with others (community). The structure of the

activity is constrained by cultural factors including conventions (rules)

and social strata (division of labor) within the context. Engeström calls

attention to the mediational role of the community and that of social

structures including the division of labor and established procedures.

Engeström’s model attempts to describe how a wide range factors may

work together to impact upon an activity, how that activity is mediated

by artefacts, the organization or community, the rules that affect activity

and how a participant works as part of the community to achieve an

object and any division of labour involved.

I. 9 Theoretical perspectives: a summary

In looking across the range of perspectives on learning offered

above I have moved from different psychological accounts of learning

which range from the acquisition or as uptake of reified information by

the tutored individual through to a more constructive model where the

position of the learner to take initiative and set directions in their own

learning is acknowledged. Moreover, I have also included a social and

cultural dimension where interaction with others is seen as central to the

learning process, and, that a more symmetrical view recognising the

learner’s own contributions in this process are recognised through joint

collaboration and participation. Along this journey I have also

acknowledged the situated nature of learning – learning that is less

abstract and formal and that may be picked up incidentally through

practice. I have also looked at accounts that draw into this forum the

broader role of cultural tools and artefacts. Inevitably the different

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accounts of learning overlap in many respects and the intention is not to

claim exclusivity or superiority of one over another. Moreover, within

the space of this chapter it is not intended to present a detailed practical

application of each theoretical perspective. Instead, the intention is to

open up a range of perspectives upon activities that could count as

learning and to acknowledge the range of influences on these. This

chapter, then, is intended to present a context from which a discourse on

learning and new technologies can be developed.

A framework that attempts to summarize the main learning

perspectives is shown in Figure 1. It is designed to provide a convenient

reference and basis for conceptualizing, articulating and developing a

discourse amongst those interested in promoting effective learning using

new technologies.

Figure 1 A framework for mapping technology-use according to learning

perspective (Jessel, 2011)

Rather than regarding different technologies as having intrinsic

properties in relation to the kind of learning they may support, the

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framework places emphasis on how a technology is used. Digital

technologies, like any other resource, can be mapped into the space

delineated by the two axes, but only according to how they are used. In

other words, according to use, a given technology could take up one of

many different positions, or spread over a more inclusive area. Extending

this notion, any one learning episode can take on a range of cognitive and

sociocultural qualities that can be cycled through as learners and teachers

engage within an activity.

Learning paradigms arranged along the horizontal axis begin with

those aligned with an associative perspective. The remainder of the axis,

however, is representative of a cognitive or constructivist perspective and

acknowledges an increasing level of initiative and creativity on behalf of

the learner. Although the kinds of learning are reminiscent to those

identified by Bloom (1956) the perspective can be regarded as primarily

cognitive. The social and cultural dimension is marked out on a vertical

axis. In its most basic form, social involvement in learning is

characterized by a relatively didactic transmission of information at the

lowest point of the axis. Moving up the axis is the kind of interaction

characteristic of scaffolding within a social constructivist approach where

a teacher or more experienced peer engages within an activity so that

learners are helped to develop their own understandings. Further up the

axis social and cultural engagement becomes more symmetrical, dialogic

and participatory in nature. Participatory approaches can entail an

authentic quality (Brown et al., 1989) and, of course, notions of

distributed cognition and activity would include cultural tools and

artefacts. For simplicity, however, these elements has not been

represented explicitly on the axes shown and could be represented along

a third orthogonal axis.

I. 10 Using new digital technologies to support learning

In this second part of the chapter an outline some of the

implications of the above theoretical perspectives for new connective

digital technologies will be presented. This will also include the impact

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that different uses of these may have on the role of the teacher and the

learner. In particular the emphasis will be on the role of the learner as an

active agent in their own development in a sociocultural setting which

includes the role of new digital technologies which offer connectivity.

I. 10 a Computer-supported collaborative learning

The term ‘computer-supported collaborative learning’ (CSCL) has

been used to describe an emerging area of interest that focuses on how

learning can take place among people with the help of computers. The

interest in CSCL marks a move away from the learner as an isolated

individual with the computer: it aims to bring learners together through

creative activities involving intellectual exploration and social interaction

(Stahl et al., 2006). This is also seen by Stahl et al. to contrast with a

vision e-learning as a means of dissemination of classroom content to

large numbers of students, avoiding logistical costs such as buildings and

transport and with little continuing involvement of teachers. In view of

the learning perspectives implicated it also implies changes in the role of

educational institutions and the role of teachers and learners.

Drawing on sociocultural theory, CSCL can allow learning to be

socially constructed through knowledge-building communities

(Scardamalia & Bereiter, 1994) where interaction can occur with others

with other resources allowing cognition to be distributed. In many

educational institutions participation in learning could occur through

digital networks such as virtual learning environments (VLEs) and the

Internet. Although online learning provides scope for learners to

collaborate at a distance there is also a role for CSCL within the same

institution or classroom. Here, the mode of communication through, for

example, collaborative writing and discussion forums taking place

through a network can enhance the way language is used through peer

interaction.

In terms of the exchange of written text, building a common

ground is considered an essential part of coordinating collaborative

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activities and knowledge sharing (Clark & Brennan, 1991; Dillenbourg &

Traum, 1999; Koschmann, et al., 2001). Students and teachers need to

develop reciprocal learning relationships through language and other

means (Wolfe et al., 2008). This necessitates creating through networked

learning environments expressions that can act as indicators of reciprocal

interaction and understanding. This is a key challenge which, apart from

requiring further exploration, may have influenced the relatively slow

take-up of CSCL.

The importance for teachers to agree on rules for talk and

establishing a collaborative ethos ‘with a view to discovering new and

better ways of jointly making sense’ has been noted by Mercer (1995).

Weinberger & Fischer (2006) have analysed multiple process dimensions

of knowledge construction in CSCL, namely (1) the participation

dimension, (2) the epistemic dimension, (3) the argument dimension, and

(4) the dimension of social modes of co-construction.

Blogs have become established as interactive spaces which many

learners already use to share and develop ideas and expertise. In this way

the potential for learning offered by the technology is distinct (Lehtinen

et al., 1999). Among the possible benefits for CSCL cited by Lipponen

(2002) are that by removing time and space constraints computer

networks break down physical and temporal barriers of learning.

Asynchronous communication allows time for reflection in interaction

and writing as a visible record can help students reflect on their own and

others’ ideas and share expertise. Shared discursive spaces can offer

multiple perspectives for students with varying knowledge and

competencies, greater opportunities to share and solicit knowledge and

the stored communications can function as a collective memory for a

learning community and allow revisions and future use. CSCL can also

be extended to include the shared exploration of a virtual world or

environment within which problems may be encountered and solved

collaboratively. As noted below, some elements of this connect with the

idea of virtual game based learning.

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I. 10 b The VLE as a space for dialogic interactions (using electronic

text):

With regard to new technologies, Bakhtin’s notion of dialogism

can be applied to language and other forms of communication occurring

in a variety of modes conveyed through a range of technologies. Internet,

e-mail, SMS and chat groups. VLEs as a CSCL facility are available in

many institutions and also offer access to those participating outside.

Through the VLE a variety of materials such as images, wtitten

documents, video or sound files can be uploaded or tagged with sutable

brief descriptions. The VLE can act as a forum for reciprocal teaching or

peer collaboration; learners can help each other to solve a problem more

effectively than if they had worked alone. The technology can also

support cognitive apprenticeships, problem-based instruction, webquests

or enquiry-oriented activities where most of the information is from the

Web (Shunk, 2000).

Some key attributes offered through VLEs:

• A means of communication

• Peer interaction and peer-teacher interaction

• Learning as knowledge building rather than merely being

‘delivered’

• Electronic chat that can be retained for reflection (talk is more

ephemeral)

• Users can pause and have time to think before replying

• …but replies can also be relatively immediate

• Contributed ideas can accumulate and used or selected according

to need

• Arguments can be rehearsed

• Learning can be connected to own experiences

However, dialogic interactions have to be sustained. This raises a

range of strategic pedagogical issues:

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• Dialogue can be resourced (e.g., multimodally)

• Teacher seen as committed (e.g., daily logging on to a discussion

forum)

• Teacher can provide questions/activities that give structure to

students’ learning

• Teacher strategy might be to ask questions only

• Use activities that require sharing of information and joint

decision making (Mercer, 1995)

• Teachers agree on rules for talk and establishing a collaborative

ethos ‘with a view to discovering new and better ways of jointly

making sense’ (Mercer, 1995)

• Strategies needed to guide the dynamics of interaction

• Strategies needed to sustain dialogue

With regard to the role of the teacher, some strategies that can be

derived from Alexander’s (2008) work on dialogic teaching can also be

applied within a digitally connected setting such as a VLE can be

summarised as:

• Prompting and challenging thinking and reasoning

• Use questions that are structured to provoke thoughtful answers

• Use leading questions sparingly

• Students ask questions and provide explanations

• Answers are used to provoke further questions to act as building

blocks for further dialogue

• Ideas contributed by individuals are chained into coherent lines of

enquiry

• Maintaining a balance between encouraging participation and

extending understanding

• Establish a shared routines for turn taking that avoids competitive

bidding

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• Allowing students to have the confidence to make mistakes and

learn from them

• Respect minority viewpoints

• Encourage students toparticipate and share ideas

• Encourage students to build on contributions

• Provide feedbackthrough using praise discriminatingly and

appropriately

I. 11 Virtual Game-Based Learning

Another possible forum for learning that has gained interest is the

game. The idea of learning through play has remained an attractive one

within education. The notion of play is often associated with pleasure;

play is invariably self-chosen and enjoyable rather than imposed (Lindon,

2001). In turn games have evolved as a means of formalizing many of the

qualities of play, often through setting goals to be achieved within a set

of constraints or rule systems (Dempsey et al., 1996). Games can also

have a competitive element and can take place in a variety of settings

which can motivate through challenge, fantasy and curiosity (Randel et

al., 1992).

In many respects digital technology acts as yet another medium

through which games can be expressed. As Buckingham (2007) has

noted, play invites experimentation, learning by doing and can involve

cognitive activities such as remembering, hypothesis testing, predicting

and strategic planning. At a more basic level games allow the possibility

of repetition: in addition to an associationist reinforcing of behaviours

that allow a particular goal to be achieved, when these are not successful

then a game can be repeated and different strategies adopted.

The qualities that games bring to learning appear in Prensky’s

(2001) characterisation of computer games as six structural elements,

namely, rules, goals and objectives, outcomes and feedback,

conflict/competition/challenge/opposition, interaction, representation or

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story. These elements act together to motivate and engage. Prensky used

the term ‘digital game-based-learning’ and, similarly, the term ‘virtual

game-based learning’ (VGBL) has become synonomous and this can

include ‘serious games’ or computer games for educational rather than

entertainment purposes. The array of digital games can include drill-and-

practice and knowledge games, training simulations or modelling, games

which can invoke role play such as adventure games, management and

strategy games (Kaptelinin & Cole, 2001). ‘Edutainment’ refers to those

games that link educational objectives with entertainment elements and

the range of commercial computer games, sometimes referred to as

‘video games’, that put the player in a virtual environment where they

have to act against some form of opposition (Griffiths, 1996).

An important feature of VGBL is that it can create a learner-

centred, learner-guided environment insofar that learners can have

control over where they go and what they do within a game. The virtual

game setting can also provide a context for problem solving; it can also

allow the freedom to explore and experiment. As the learner plays the

game, he or she may adapt to the environment, infer the rules and pick up

relevant vocabulary. Through those games that are connected by

narrative learners may undertake tasks, accept rewards and progress to

more complex levels.

Many digital games can be thought of as simulations in that they

can be said to model some aspect of the real world. Through this,

learners can study phenomena that otherwise would be less accessible

because of such factors as expense or time scale. Additionally,

simulations can allow exploration within a safe environment. Through

inviting role-play and participation VGBL may also offer an element of

experiential learning through a setting within which learners can engage.

VGBL can also be regarded as a form of situated learning in that it

actively engages learners with an environment which they can explore

and make decisions. As learners interact with the game environment,

they appropriate information and adapt new knowledge to fit what they

already know, which are also key elements of situated learning

environments (Kirshner & Whitson, 1998). Playing a game also requires

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constant readjustment arising from the causes and consequences of each

interaction (Gee, 2003) that in turn could act as a model for proactive

self-reflective critical learning (Begg, Dewhurst & Ellaway, 2003).

Through digital devices that are connected VGBL can easily take

place among a number of players. In this way VGBL also provides a

social area where shared methods and resources for constructing and

communicating meaning are developed and, in turn, a literacy needed to

operate in terms of the meanings accepted within that domainis acquired

(Gee, 2004). Within this social arena ideas have to be articulated and

decision making needed to agree goals. With game-based learning

around the computer, or through digital connectivity, the social

dimension can also become manifest through working as a team when

playing against others.

Williamson (2009) has identified some of the major ideas

underlying games and learning. With regard to the construction of

knowledge he argues that games encourage exploration, trying out ideas,

communicating and decision making. Through this, players become

‘active in the construction of knowledge’. With some games the social

and participative dimensions can be expressed through players working

as a team, as in ‘SimCity’, ‘Urban Science’ and ‘Civilisation’ to create a

complex economic system and to review and revise these in the light of

testing them out. Williamson also acknowledges the capacity of games to

offer situated or authentic practices. However, Buckingham (2007) has

warned of the dangers where computer games enthusiasts can over-claim

the value of games and typically set these in contrast to a caricature of

classroom practice as abstract and divorced from reality. The role of the

teacher is important here and strategies for management this may need to

be carefully planned.

The list of potential benefits may appear to be a long one, however,

VGBL is not without its critics. As McFarlane (2002) has noted, games

demand substantial investments of time, both by teachers when preparing

to introduce them in an educational setting and by learners when using

them. This applies particularly to more complex games which require a

sustained period of apprenticeship (Gee, 2004). McFarlane et al. (2002)

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also questions whether in view of the relatively large time investment,

any generic thinking and collaborative skills acquired are enough to

justify their use. Although engagement and immersion have an appeal,

debriefing is important and likely to be difficult unless time is carefully

set aside. Additionally, gender issues are also a consideration.

In relation to the virtues of a meaningful situated learning context,

Buckingham (2007) reminds us of the necessity of the practice of

abstract decontextualized skills such as playing scales on a musical

instrument or techniques in a sport such as football. Also, with regard to

collaboration, problem solving skills, risk taking and decision making

that may characterize some aspects of VGBL, transfer may not be

automatic: the learning being situated or embodied and specific to

particular social practices. In other words, as Buckingham suggests, there

is a place for a structured curriculum with specialist teachers who have

the necessary theoretical and conceptual knowledge to act as guides as to

what is important to learn.

I. 12 Role of the teacher

Innovation arising from new technologies makes a variety of

demands upon the role of the teacher. At one level, teachers may need to

become acquainted with the technology themselves in order to be able to

support and relate to learners in the many ways required within and

without the classroom setting. While familiarity with today’s

technologies may be acquired by tomorrow’s teachers, technologies

continue to evolve and, in turn, new technical demands will continue to

arise. At another level, the introduction of innovation makes major

demands upon teachers’ pedagogical, professional and managerial skills.

Insofar that teachers can also play a managerial role outside the

classroom and operate at policy level within an institution a further set of

demands can be made. Returning to the classroom, a shift towards the

role of teacher as facilitator and maintaining engagement of the students

by prompting discussion while students are carrying out activities

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(DeVries et al., 2002) has implications for online learning as well as

traditional face-to-face contexts (Bailey & Card, 2009). The possibilities

that new technologies allow for learning through participation make

demands on the actions of teachers as social managers as well as

managers of resources for learning. Although students may be able to

work together and generate their own knowledge and understandings,

this may not happen automatically. If a community of practice model is

adopted then this will entail a new role for the teachers: a different set of

pedagogical skills is required that focus on helping students collaborate

with each other in order to develop personal understanding of course

content, linking to learning resources and encouraging initiative

(Knowlton, 2000; Knowles et al., 2008).

I. 13 Role of the learner

A consideration within the context of innovation that should not be

forgotten is the role of the learner. Learners, whether they are young or

old, will have to some extent become encultrated into the practices of the

classroom, formed expectations about what is required of them as

learners and, in turn, formed expectations of what they require from

teachers. Changes in approaches to learning through the introduction of

new methods arising from new technologies carry implications for the

learner’s role such as the student as a collaborator in learning in view of

the interaction modalities afforded CSCL. Learners have to organize their

skills in complex ways, suitably to differing contexts and changing

needs. For example, to what extent do new technologies allow learners to

be self-directed, to be a resource for their own learning, to learn from

peer feedback and apply their learning to real-world problems? These so

called ‘andragogic principles’ (Knowles, 1980) have hitherto been

primarily associated with adult learners. Knowles also refers to learners

as being transformed from simple ‘containers’, passive in learning, to

protagonists of education. Learners need to operate in many different

modes; sometimes they may feel part of a community while at other

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times they may want autonomy. Sometimes learners may want to be told,

at others they may want to find out things themselves or with others.

This, perhaps, returns us to the role of the teacher who may also need to

recognize the flux of different modes and understand when to intervene

and when to let go.

I. 14 Conclusion

In this chapter an outline of the many ways that learning can be

accomplished and the thinking behind these have been presented.

Accounting for the mechanisms of learning has been a challenge that has

been addressed by many theorists. The views on learning that have been

presented range from those located within the learner to those where

learning is distributed across society, culture and a potentially huge array

of tools and artefacts – all which can be seen to be an integral part of the

learning process. It is not surprising, then, that new technologies can also

play a part. The part that they play could depend upon the technologies

themselves. However, by virtue of human ingenuity the part that new

technologies can play can vary according to the context in which they are

used. This presents an interesting challenge both to teachers and to

learners – one that will be addressed in the remainder of this book.

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II

A classification scheme for using new technologies in

educational practices: how to choose those most suitable.

Angelo Rega, Orazio Miglino

II.1. Introduction

The goal of this chapter is to enable teachers, university professors

and corporate trainers to use, implement and integrate new learning

technologies in their teaching curricula. So the technological solutions

that may actually be proposed must be easy to understand, low cost and

widespread. Fortunately there is a wide range of valid technological

systems that can be easily retrieved and used for relatively low costs. In

addition, a substantial scientific literaturehas shown that technologies

developed for other purposes (commercial, recreational and research) can

be effectively used in educational and training courses. However, most of

the technologies used for the objectives of the Project belong to one of

the following families:

a) Open systems (high-level programming languages, authoring

systems, hybrid construction kits of equipment hardware and

software);

b) Closed systems (commercial games, serious games, robots,

etc.).

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The first are development environments to create educational

materials, training (TEL Serious Games or systems) that can be used

even by non-experts in computer science (a particular example of this

category is the programming language LOGO1); the second areself-

containedapplicationsthat proposeactivities in a particulardomainand

precisespecification, for example, the video game SimCity 2 has been

frequently used as a laboratory for the exercise of managerial skills. In

January 2008, the company that developed SimCity decided to distribute,

free of charge, its own games for educational use based on the product

which had been used in many learning contexts.

It should be emphasised that, as we will describe later, open

systems have an increasingly high level of interactivity and ease of use.

In this way teachers can use them both to develop their own teaching

materials, and for supervising a group of learners to whom is entrusted

the task of creating a particular application (computer simulation of a

given phenomenon, realisation of a particular role-playing game,

development a three-dimensional digital world, etc.).

The classification method we propose can be considered as a

useful frame of reference for understanding the macroscopic properties

of each technology and, especially, the pedagogical uses. Table 1

summarises a way of classifying and identifying learning technologies

and indicates some particularly representative and prototypical systems.

The following pages explain the contents of the table in more detail.

1 Logo: a programming language with a strong focus on graphics. The basic geometry

has been developed with the aim of being clear and simple, so that it can be easily

learnt. 2 SimCity: a video game that allows the player to take the role of the mayor of a virtual

city and have to deal with all kinds of problems arising in that situation. The player is

put in a position where they need to carefully plan every move so that they can meet the

needs of citizens without sending the municipality into bankruptcy.

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Type of teaching

Verify/construct

hypotheses

Experiencinginterp

ersonal dynamics

Explore worlds

Type of

technology

Closed

System

Avida

Dread-Ed 3

Age of Empires 4

Open System

NetLogo 5

Eutopia 6

E-adventure 7

Table 1: Classification and identification of appropriate learning technologies to support

the processes of teaching and learning centered on the direct experience of the learner.

II.2. Experiment

The heart of teaching in many disciplines is primarily to conduct

experiments. In fact, the design of an experimental session takes place in

parallel to the assimilation of a general body of theory that explains the

generative mechanisms of a given phenomenon. An understanding of the

theory can lead to the prediction of empirically observable behaviors.

The experimental verification of research hypotheses is therefore based

3 Dread-Ed: is a piece of software developed as part of a European project of the same

name. It consists of a virtual environment through which students and educators work

together online and learn to understand, communicate and decide quickly in the face of

stressful or emergency situations (earthquakes, fires, etc.). Web Site: www.dread-ed.eu 4 Age of Empires: is a real-time strategy game (RTS) in a historical setting. In this game

you control a civilisation that will progress from the Stone Age, through the Classical

Age, to the Iron Age, trying to become strong economically and militarily. Web Site:

http://www.microsoft.com/games/empires/ 5 NetLogo: is a modeling language designed for teaching simulation in many fields.

You can download a version of the software at: http://ccl.northwestern.edu/netlogo/ 6 Eutopia: is a software platform for creating and organising role playing (EMORPG)

according to a psycho-pedagogical methodology. This approach allows a small group of

people to organise sessions for a role-playing game online, or for psychological or

educational purposes, through the use of immersive three dimensional graphics. Web

Site: http://www.nac.unina.it/eutopia/ 7 E-Adventure: is a research project that aims to facilitate the integration of educational

games and simulations in educational processes in general and in virtual learning

environments (VLEs) in particular. Web Site: http://e-adventure.e-ucm.es/

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on the controlled and repeated manipulation of one or more independent

variables that go to influence the observable behavior of one or more

dependent variables. In recent decades, thanks to the enormous increase

in computing power, many scientific theories relating to different fields

of knowledge have been transformed into computer programs or reified

in the form of physical machines. The scientist of our time often

performs experiments in these"simulations"of reality.

This methodology can be applied with relative ease to the teaching

and learning context. In fact, you can find professional software offering

"virtual" laboratories for a variety of disciplines. This kind of software

falls into the category of closed systems (see Table 1) as a focusin the

reproduction of a very specific"piece of reality”. Robofarm8 is a good

example of this approach; it is an integrated software/hardware system

where a player or trainer raises robots to achieve, as quickly as possible,

a goal. The robot, once trained, can challenge others robots in a web-

tournament. The winner is the player who has trained their robots to

move through the space in an optimal manner. The users or players,

playing with Robofarm, learn some of the methods of artificial

intelligence and robotics, and this may reflect on the mingling between

engineering, biology and psychology. Generally, because robots are

programmed by humans using appropriate programming languages they

decide the robot's behaviour in detail. In contrast, with Robofarm the

behaviour is shaped indirectly by two techniques: the selection of

behaviours and artificial evolution. With the first technique, the player

can select the robot that appears best, make duplicates and apply small

random changes to their systems of control in an attempt to improve their

behaviour. With the second technique this process is automatic for

several generations of robots. Having finished this ‘training’ process,

each player’sthe robots can challenge those of the other players in a

tournament online, (Figure 1).

8 Web Site: http://eutopia.unina.it/robofarm

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Figure 1: Screenshot of the first version of Robofarm during the challenge of a robot

opponent

With Robofarm, in addition to using a virtual lab, teachers and

learners have the ability to independently explore artificial models of

different types of phenomena. In fact, programming and development

environments are available that enable the development of computer

simulations and physical machines (like robots), even for those without

highly technical-computing skills. Teachers and students through these

platforms (similar to the type of open systems, see Table 1) can choose

freely, natural events orpsychological and social factors to be played on a

small scale in an artificial way. In short, they assume the role of the

scientist-modeller. Once created, the artificial model must still be

evaluated in terms of its adherence to empirical data and it is therefore

necessary to carry out a true experimental design. The artificial models

built directly by teachers and students become a virtual lab where

experiments can be performed.

The NetLogo programming language and the Lego-Mindstorms

construction kit are good examples of this particular type of learning

technology. The NetLogo is a programming environment for agent-based

simulations and was developed by the Centre for Connected Learning

and Computer-Based Modelling at Northwestern University. NetLogo

was designed with the aim of the realisation of simulation agents to

explore and experience emerging phenomena that evolve and develop

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54

over time. For this purpose, it is equipped with a large library that is

useful when reproducing experiments in economics, biology, physics,

chemistry, psychology and other branches of natural and social sciences.

With this tool you can pass instructions to hundreds of independent

agents that can operate in a concurrent and collaborative way. The

environment available in NetLogo makes this possible, therefore,

exploring the connection between the micro level of individual behaviour

/ agency with the macro patterns that emerge from the interaction of

many individuals / individual agents. NetLogo is available free of charge

and is being used in a wide range of educational settings ranging from

the primary school to the university. Many teachers make use of NetLogo

in their educational programmes with the aim of providing students with

a simulation environment in which to perform experiments with the

support of the simulation. In this way you can experience a phenomenon

or behavior in a variety of conditions (Figure 2).

Figure 2: Screenshot of a simulation of conduction in metals developed with NetLogo

Lego MindStorms9 allows apreviously developed artificial modelto

be experimented with in real environment. The product, sold specifically

for educational purposes, consists of a set of bricks, sonar sensors,

motors and a programmable central unit, thus providing everything

needed to build integrated intelligent systems that can exhibit behaviours

and can interact with the surrounding environment. Thanks to Lego

9 Web Site: http://mindstorms.lego.com/

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55

Mindstorms you have the opportunity to build and program robots that

act in the environment and change their behaviour in relation to a

continuous and dynamic interaction with it.

The sensors are the elements that allow the robots to explore and

interact with their surroundings and react accordingly. Engines allow the

movement of the robot, and its central processing unit (brick) contains

the entire program that processes information from sensors and

determines the dynamic behaviour. In the current context, the use of new

educational technologies in robotics education is gradually acquiring a

prominent position because through this discipline learners can

understand a natural phenomenon through a rebuilding process that

passes through its imitation, simulation and emulation in the form of a

machine (in software or hardware form). In short, Lego Mindstorms kits

offer different opportunities to restructure and articulate concepts and to

experiment with different levels of complexity.

II. 3 Conduct relational experiences

In addition to theoretical knowledge and technical education,

training agencies are now required to transfer to students a set of skills

for relating with professional communities and social culture. Examples

of such skills (commonly referred to as soft skills) include the ability to

cope with emergency situations, the ability to conduct a negotiation, the

ability to take part in collective decisions and the willingness to

understand a point of view. In general, the teaching of soft skills is

mainly experiential where a teacher organises, supervises and encourages

small groups (in some cases consisting of dyads) of learners in activities

that take the form of group games and particular types of representations

(sociodrama, role playing, etc.). Most of these techniques for teaching or

training of soft skills are easily transferred to technology platforms.

There are many educational games where the player-learner assumes a

particular role and must pursue the objectives assigned by the teacher or

trainer. Again you can find the games that are dedicated to a particular

segment of the transfer of knowledge or skills (closed systems) and

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56

platforms that allow teachers and learners to develop their own

educational scenarios (open systems). An example of the first type of

learning technology is represented by Dread-Ed (Figure 4). Dread-Ed is a

multi-useronlineSerious Game. The game objective is to manage

unexpected situations, making decisions as a group under conditions of

limited communication and knowledge.

Each learner or player takes on the role of an area manager in an

organisation and has to decide, together with colleagues, how to employ

their own staff.

Figure 3: Main software screen of Dread-Ed

Playing with Dread-Ed a small group of learners is guided in the

acquisition of soft skills such as collective decision making, effective

communication, sharing and proper management of common resources

(information, time, personnel to be used, etc.). This activity, carried out

under a project with the same name and funded by the European

Community, has been tested and validated in business contexts

(Ahlstrom-France), non-profit organisations (Civil German Defence and

Civil Protection of Abruzzo-Italy) and in academia (University of Naples

and Duissburg).

The platform Eutopia, however, is an example of a learning

technology defined as an open system. It is an online platform that allows

you to organise simulations or role-playing games with educational

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goals. The methodology of educational role-playing allows a small group

of actors or students to stage a story and develop it for experiment (and

learn) various soft skills (such as: the ability to conduct a negotiation, the

ability to make collective decisions, the power to mediate between

various requirements, etc.). The actors / learners are represented by 3D

avatars that "act" in a three-dimensional virtualenvironment (scene). A

teacher writes the plot of the story (writer), organises, and in some cases

drives the stage action (act), and finally analyses the play from a psycho-

pedagogical point of view (debriefing10

). Eutopia, was presented at the

Universal Exhibition in Shanghai 2010 and is currently used in

educational contexts of different countries of the European community.

Figure 4: Screenshot of Eutopia.

II. 4 Explore Worlds

Humans share with many other animals an innate propensity to

explore environments within which they are located. Many educational

practices exploit the exploratory instinct of people to transfer knowledge

and skills. Perhaps the best known example of this is represented by the

many versions of the ancient educational treasure hunt. In this game one

10

Il Debriefing: is a structured psychological intervention on a group, led by an expert

psychologist, and aims to analyze the emotional consequences and / or what is

generated by psychological experience.

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58

or more players-students are encouraged to explore a space where there

are scattered and hidden items of information which, if collected, will

allow the treasure to bereached. The space can be of arbitrary dimensions

(a room, a garden, a country, etc.), and the retrieval of information can

take different forms (resolution of puzzles, answering questions, passing

a test of physical ability, etc.). This traditional recreational activity is the

basis of a widespread class of games known as Adventure Games11

.

In this context, the pattern of the treasure hunt is used in the design

of games that take place within artificial universes and digital worlds that

can be fantastic and surreal. Paradoxically, in recent years, the

appearance on the market of advanced, low cost technology products is

making the treasure hunt game a tangible reality.

However, it is a reality that is modified and enhanced by

technology. The player or explorer is immersed in an environment where

there are dispersed invisible systems of sensors and actuators that can be

activated and simultaneously produce a variety of responses (lights are

lit, sound propagates, doors open, etc.).Augmented Reality12

, as we

define the experiences described above, is where the player moves in a

world full of technology that provides useful information to enrich their

own feelings and perceptions.

Adventure Games and Augmented Reality platforms with

educational purposes are now numerous. Age of Empiresis a good

example for this type of closed systems.

Age of Empires is a strategy game in a historic setting. The player

controls civilisations (Egyptians, Assyrians, Babylonians, Persians,

Phoenicians, etc.) That will move from the Stone Age, through the

classical age to the Iron Age, trying to become strong economically and

militarily. Many historical matrix games are used in school curricula in

order to convey educational content through these historically rooted

forms of video games. They allow us to study, in a playful context, the

11

Adventure Game: a game where the player assumes the role of protagonist in an

interactive story 12

Augmented reality: (augmented reality in English, abbreviated RA) is the

superposition of levels of information (multimedia and virtual elements, geo data, etc.)

on actual every day experience. The elements that "increase" the reality may be added

through mobile device, such as a cell phone, generation.

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59

geographical position and the political, economic, social and religious

culture of situations arising within the game. Such tools also provide a

supplement to the lesson in terms of fun and functionality, allowing you

to use a student-centred approach that gives learners or players the

chance to explore a world of thousands of years ago.

The spread of this type of instrument is demonstrated by the

existence of specific manuals that give clear indications of how to

integrate traditional video games in school curricula. In the case of Age

of Empires a manual was developed entitled"Age of Empires - Age of

Kids: a teacher guide"13

.

There are open systems that allow trainers to create adventure

games in a digital environment (computer software) such as E-

Adventure, and also tools to develop augmented reality games usingthe

Sony PSP console, mobile and smartphones, or I-Phone. Here the player

can use a mobile device andexplore the world through it to get more

information about the surroundingobjects.

The platform E-Adventure, for example, is the result of a research

project aimed to facilitate the integration of educational games and

simulations in educational processes in classical and virtual learning

environments (VLEs). It was developed by e-UCM, a research group on

e-learning from the Universidad Complutense de Madrid, with three

main objectives: reducing the cost of game development in education,

integration of features specific to learning in a development tool and

promoting the integration of video games and educational games in e-

learning courses.

E-Adventure (Figure 5) allows the creation of interactive adventure

games "point and click" providing a complete development environment

that follows the teacher / developer throughout the process of creating the

game, from the definition of scenarios, rules and content, until export of

the finished project for integration using e-learning systems such as

SCORM and Docebo. Researchers have developed E-Adventure with the

idea that the use of interactive adventure games makes the process of

13

Download manual at : http://www.brainmeld.org/TeachingGuideLibrary/BrainMeld-

AgeOfEmpires-Newmark.pdf

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learning not only fun, but can stimulate cooperation and competition,

promote the development of adaptive learning and can even provide an

innovative mechanism for evaluating the learned skills.

Figure 5: Screenshot of the software design of E-Adventure

In the same category of open systems for making games based on

the principle of augmented reality is RoboProf 14

. This is an integrated

system of sensors, actuators and software with which you can build

augmented reality environments that can be used for the purposes

ofrecreation, education and rehabilitation. In essence, RoboProf allows

you to enhance the usual living spaces (games room, classrooms, gyms,

etc.) with objects that, when touched and stimulated by the user-player,

respond in various ways (such as producing sounds, turning on lights,

opening boxes, triggering video clips and making robots move). With

this instrument the educator or trainer can develop a type of "technology"

treasure hunt where players-students are encouraged to actively explore

the environment in which they are immersed, and the same exploratory

behaviour gradually puts them in contact with educational content and

teaching. For example, you can engage learners in acquiring the

14

Web Site: http://www.nac.unina.it/wandbot

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vocabulary of a foreign language, in logical-mathematical problems and

in solving increasingly complex conceptual relationships between

different types of objects.

Currently, RoboProf is at the prototype stage and is being tested in

different institutions such as Italian schools, laboratories for cognitive

rehabilitation centres, and science centres (Figure 6).

Figure 6: Image showing a game designed with RoboProf for a famous science center

In the same category as RoboProf are various forms of application

of QRCode (Figure 6). A QR Code is a two-dimensional matrix barcode

consisting of black and white modules arranged in a square pattern.

These codes are used to store information that is generally intended to be

read with devices such as a mobile phone, smartphone or handheld

gaming consoles like the Sony PSP. The name is an acronym for QR

quick response, as the code was developed to allow rapid decoding of its

content. This application is already in use within curricula as it allows

easy provision of an immediate link to multimedia content. QRCode

labels can be used in addition to the normal paragraphs of text books so

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as to provide links to other media formats (often Web sites or video) on

the subject matter. The QR Code can be implementedby using software

that generates the matrix with the link to the media. This can then be

printed on plain or adhesive paper and applied to various objects such as

books, maps, periodic tables and other models.

Although this type of tool is spreading due to its ease of use, more

importantly, this may be due to the fact that the decoding uses devices

now available to everyone such as the modern cell phone.

Figure 7: QR Code image

II.5. Conclusion

We have briefly presented and classified which types of video

games, programming environments and serious games can represent new

experiences in education and training.

We have also tried to define how new learning technologies can be

integrated into a training plan. However, the proposed classification is

not intended to provide a strict definition of categories. In fact, there are

role-playing games that incorporate computer simulations, or "closed"

systems that allow the user a high degree of customisation. It should also

be noted that the proposed technologies may only be a useful for

introductory training, and with familiarity, trainers will consciously and

autonomously find the best solution to their teaching contexts.

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References

Greitzer F. L., Kuchar A. O. & Huston K. (2007). Cognitive science

implications for enhanc ing training effectiveness in a serious game al of

Educational Resources in Computing, 7(3).

Lund, H. H, Miglino, O., Pagliarini, L., Billard, A., Ijspeert A. (1997).

Evolutionary Robotics. - A Children Games. Proceedings of International

Conference on Evolutionary. Computation 1997, pp. 100-104. IEEE

Computer Society Press.

Miglino O., Di Ferdinando A., Rega A. & Benincasa B. (2007). SISINE:

teaching negotiation through a Multiplayer Online Role Playing Game.

In D. Remenyi (Ed.), Proceedings of the 6th European Conference on e-

Learning, pp. 439-448, Academic Conferences Limited, Reading (UK).

Miglino O., Di Ferdinando A., Rega A. & Ponticorvo M. (2007). Le nuove

macchine per apprendere: simulazioni al computer, robot e videogiochi

multi-utente. Alcuni prototipi. Sistemi Intelligenti 1: 113-136.

Miglino, O., Rega, A., Nigrelli, M. (2010). Quali videogiochi possono essere

usati a sostegno dei processi di insegnamento/apprendimento. Una prima

classificazione. In Ferrari,G. ,Bouquet, P. ,Cruciani, M. ,Giardini, F.

(Ed.) Pratiche della Cognizione (pp. 62-66). ISBN 978-88-8443-349-7

Miglino, O., Walker, R., Venditti, A., Nigrelli, M., Rega, A. (2010). Teaching

to teach with technology – An EACEA project to promote advanced

technology in education. In A. Jimoyiannis (ed.), Proceedings of the 7th

Pan-Hellenic Conference with International Participation «ICT in

Education», vol.I, pp. 171-175 Kafai, Y., & Resnick, M. (1996).

Constructionism in practice: Designing, thinking, and learning in a digital

world. Mahwah, NJ: Lawrence Erlbaum

Rega, A., Iacono, I., Scoppa,A., (2009) .Magic Glove: An Interactive

Hardware/Software System to Animate Objects. An Exploratory Study in

Rehabilitation Setting. In Proceedings of IDC 2009 – The 8th

International Conference on Interaction Design for Children pp. 313-316

.New York, NY, USA: ACM – ISBN:978-1-60558-395-2

Sica, L. S., Nigrelli, M. L., Rega, A., & Miglino, O. (2011). The “Teaching to

Teach with Technology” Project: Promoting Advanced Games

Technologies in Education. In Editore, S. (editor), ICT for Language

Learning

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Sitography

Teaching to Tech with Technology (2010). T3 Project Home Page. Retrieved 1

Semtember 2010 from http://www.t3.unina.it

Digital Evolution Laboratory (2008). Avida Software home Page. Retrieved 1

October 2010 from http://devolab.msu.edu/

TILS (2009). The Dread-Ed Project. Retrieved 10 September 2010 from

http://www.dread-ed.eu

Wikipedia (2010).Age of Empites pages. Retrieved 1 October 2010 from

http://en.wikipedia.org/wiki/Age_of_Empires

Uri Wilensky(2010). NetLogo-multi-agent programmable modeling

environment. Retrieved 1 Semtember 2010 from

http://ccl.northwestern.edu/netlogo/

Eutopia-MT (2009). The Eutopia MT Project. Retrieved 10 June 2010 from

http://www.lanas.unina.it/eutopia

<e-Adventure>(2010). Educational game engine. Retrieved 1 Semtember 2010

from http://e-adventure.e-ucm.es/

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PART TWO

HOW TO USE NEW TECHNOLOGIES: A TRAINING MODEL

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III

A model for training in the use of new technology

Luigia Simona Sica, Maria Luisa Nigrelli, Orazio Miglino

III.1. Introduction

The aim of this chapter is to provide a guide to training in the use

of new technology in learning contexts.

As seen in the previous chapters, the teaching and learning

processes described use technology in ways that have been developed

with the aim of improving results.

However, these days the use of new technology in different

learning contexts seems to follow an improvised, unstructured path based

more on the initiative of teachers interested in technological development

than on an approved programme or previously established results. For

this reason, the T3 Project has tested a training model in different

learning scenarios (universities, schools and businesses) that has led to a

training programme of our own being drawn up.

This chapter briefly describes the results of work carried out in

the T3 project, describing the training procedure that was drawn up after

the European experimentation (Sica, Rega, Nigrelli & Miglino, 2011).

In subsequent chapters in the third part of this volume, the tests

performed during the project in three European contexts are described in

detail. These chapters serve to exemplify how to design, conduct and

complete a training programme.

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III.2. The importance of training in the use of new technologies

The principles governing education and training programmes, as

seen in Chapter I, take into account not only the teacher’s attributes and

students’ demands, but also the context in which the educational/training

interaction takes place and the means used to foster this interaction.

Furthermore, the purpose of any training process is to achieve optimal

results, which in practice means effective learning by students, whether

this is in terms of understanding or in terms of reproduction and use of

the content learnt.

For this reason it seems appropriate to choose and use suitable

means of fostering learning (Sica, Delli Veneri and Miglino, in press). To

do this, in addition to traditional teaching and training tools, it is possible

to introduce innovative technological tools that can add to traditional

curricula new ways of creating knowledge, stimulating the motivation to

learn not only in “extrinsic” terms but also in “intrinsic” terms such as

enjoyment and “fun” while learning. This does not necessarily mean that

enjoyment and fun cannot be produced, obtained and stimulated through

traditional teaching methods, but we believe that in some specific

contexts - and particularly with young people today - the use of new

kinds of technology may be a means of communication with which they

are more familiar in ordinary, daily life.

We therefore consider that introducing new technology may lead

to new communication tools being used that already exist in other areas

of everyday life, a way of experimenting with new forms of knowledge

production and, not least, the possibility of creatively stimulating new

ideas and ways of teaching.

But to begin using new technology in real contexts it is necessary

to start by taking a step back, in other words not using direct

experimentation in learning contexts, but training the teaching staff and

all those who intend to use new technology in their own classes.

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This training seems even more urgent, when teaching staff may

not be familiar with the use of technology in the way that, for

generational, cultural and educational reasons, many students are today.

III.3. Proposal for a training model

In putting forward a programme we first focus directly on training

teachers and then, indirectly, on applying new technology in teaching

contexts with students such as in schools, universities and businesses.

Teachers are therefore our first training priority.

The six-day training programme we propose below is based, as noted, on

an experiment carried out in the European context. In view of this, we

regard it as valid in that it leads to tangible results and, above all, that it

can be carried out in a short time, attracting the interest of teaching staff.

III.3.a. Who is it for?

This training programme can be used in any learning context, i.e.,

in all settings aimed at providing not only the theory and content

associated with the learning of a subject, but also acquiring empirical

knowledge through experimentation.

Within the scope of our T3 Project, we have worked

experimentally with school teachers, university lecturers and business

trainers. In all cases, the results have been positive. As seen in the last

chapter of this text, the programme has attracted the interest of teaching

staff and encouraged them to use technology in ‘real’ learning contexts

with students. It has resulted in the creation of specific curricula and

motivated teaching staff to introduce some specific kinds of technology

as part of their own teaching or training methods.

In summary, we have obtained encouraging results that have

reaffirmed our approach to this training programme itself as the basis for

drawing up training curricula that can be changed and adapted according

to real, specific teaching/learning situations.

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III.3.b. Before starting

At this point, before explaining the training programme, it should

be noted that any learning environment requires flexibility on the part of

teachers and progressive knowledge of the context in which to plan a

training course that takes into account students’ resources and strengths,

but also their limitations and shortcomings.

Any didactic or pedagogical training in practice is based on this

knowledge of the context and the ability to stay flexible and in keeping

with the context of the teacher, lecturer or trainer. Any programme is

therefore intended as a guide, a starting point, a move towards creating

and adapting one’s own specific programme.

However, there are some guidelines in the training programme for

using new kinds of technology that have already been experimented with

and recorded. This provides a starting point and a means of avoiding

getting bogged down in unsuitable or ineffective initiatives. We ask you

to find a balance between individual creativity and drawing up prescribed

guidelines!

It is also important to note that the process of knowledge creation

is never a one-way process in which one simply transfers content to

another, but above all it is a process of joint construction of meaning and

content where all parties are involved and actively participate in

producing knowledge. Thus, teachers and students are involved in the

same way in the teaching and learning process and both are involved in

building a programme to be followed in order to achieve a common goal:

to know more about a particular topic.

III.4. Fundamental activities: getting to know the kinds of technology

and choosing the most suitable ones

In order to suggest using new technology in any learning

environment, it is necessary to know the potential this technology has

and its purposes, as well as to understand what it is for, how it is used,

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and to assess how it can be used effectively in the particular "classroom"

context.

Therefore, we encourage all teachers firstly to explore new kinds

of technology, trying out some games and using some augmented reality

systems. To do this, you can find useful instructions in Chapter II of this

volume and in the interactive content on the net.

⇒⇒⇒⇒See the online contents at this link: http://www.t3.unina.it/videototurial

Exploring how the chosen kinds of technology work enables one

to understand their advantages and disadvantages, their potential and

limitations, and also the effect their use has on students.

The choice of technology, as explained in detail in Chapter II, is a

very delicate decision because we have to consider the suitability of a

technology’s functions to the purpose for which we intend to use it. Not

all kinds of technology serve the same teaching or training purpose or are

handled in the same way, or enable the same level of teacher/trainer

intervention. It is therefore important to carefully read the functions of

various types of technology before planning how to use them (see

Chapter II) and adapt them to the learning processes one aims to

encourage and facilitate (see Figure 1, Chapter II).

After choosing and experimenting with the most suitable

technology depending on the teaching or training purpose, one can plan

to use and experiment with the technology in the learning contexts

available.

III.5. Where, how and for how long: the six days of training

Table 1 summarises the six steps proposed for training in the use

of new forms of technology.

This lasts for six meetings, of about six hours' duration each,

during which one becomes familiariar with and reflects upon new kinds

of technology and upon experimentation with them in context.

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Table 1– The training programme.

PHASES ACTIVITIES AIMS TO BE TAKEN

INTO ACCOUNT

Step

one

Selection of

participants

(volunteers)

Use means of

invitation:

E.g.: E-mail invitation

1. Finding participants

actually interested in

using new technologies.

2. Creating a training

group

1. Time and space

links.

2. Outsourcing

options.

3. Number of

people participating

in the course

4. Planning group

or individual

activities

5. Planning

activities:

motivational aspects

PRELIMIN

ARY

PHASE -

ORGANIS

ATION &

PLANNIN

G

Step

two

Needs

analysis

Introduction to the course

Using questionnaires about

new technology:

E.g.: Questionnaires in

Appendix a

1. Discovering the

participants’ different

interests as regards the

technological

applications used in

teaching practice

2 Assessing their prior

knowledge about using

technology

3. Exploring one’s own

experience as regards

technology in general

INTROD

UCTION

[FIRST

DAY)

Step

three

Presenting

each kind of

technology in

detail,

accompanied

by specific

exercises

Drawing up an example of

applying the different kinds

of technology to one’s own

educational subject or

content

Group discussion on what

has been drawn up

Going from theory to

practice, creating

practical examples

DAY 2-3

Step

four

Creating

scenarios

Practical sessions:

Brainstorming on the

content

Choice of technology for

each student

Creating scenarios

Assessment through group

discussion of the

scenarios created

Giving the participants

the opportunity to create

real scenarios that can

be used in their own

learning contexts

1. Feedback (to

involve, motivate or

correct);

2. Instruments and

styles for teaching

(directed,

supportive, or

participative)

DAY 5-6

Step

five

Final

assessment

Assessment questionnaire:

See Appendix b,

"Satisfaction with

technology

questionnaire",

"Course evaluation

questionnaire"

Drawing conclusions

Verifying the effects of

the training

DAY 6

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The next chapter explains the programme in detail with the school

used as an example of a learning setting. The methodological approach is

regarded as transferable and can be used in any setting that intends to

encourage learning with new kinds of technology. The details that appear

in Chapter IV can be used as a guide and in the third part of this volume

there are specific examples of how to apply the model in school,

university and business settings. Box 1 gives a summarised guide of the

main steps in the training of teaching staff.

III.6. Before and after: the importance of assessment

Any programme carried out for a specific purpose, as when

planning an educational/training programme, needs to compare the

"before" and "after", i.e., to be able to assess and verify if the stated

objectives have been achieved completely, partially or not at all.

Assessment is a very important point that provides useful

indicators for changing the programme, and also for discovering what

students’ needs may be, what skills the programme has effectively

stimulated, and therefore for assessing how to act in future with creativity

and innovation in teaching processes.

For this reason, we suggest that before an educational course

begins, useful materials are used to gather information (see Appendix a),

with the help of specific questionnaires that enable one to describe the

basis the users have as regards the exact content one intends to promote

in the course.

On completion of the training, some of the materials or

questionnaires can be used again to assess gains (either in quantitative or

qualitative terms) in knowledge about the specific content that one

intended to promote using new kinds of technology (see Appendix b).

III.7. Conclusions

This chapter has presented the guidelines for a training model for

teaching staff. This outline is given in greater detail in Chapter IV. The

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model proposed provides a basis applicable to settings such as schools,

universities and businesses.

Moreover, when planning it is always necessary to consider

features related to the context and users, and to make a final choice

regarding the kinds of technology that can be used to meet the

educational objectives and to motivate students. It is also advisable to

conduct "pre-" and "post-" training assessment in order to provide clues

that may help in subsequent training and suggestions for introducing new

kinds of technology in real contexts and for creating customised

curricula.

It should also be noted that the most important step is to learn to

become familiar with new technology and to be aware that these are the

means, instruments and tools that enable content to be transmitted and to

create new content. Technology is not content in itself, nor does it

substitute the ongoing dialogue between teacher and student. The latter is

in the end a unique system in which knowledge is constructed jointly and

not simply transmitted.

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References

Sica, L. S., Delli Veneri, A., Miglino, O. (in stampa) “Exploring new

technological tools for education: Some prototypes and their pragmatical

classification”. In Elvis Pontes (eds.),E-learning / Book 1 , Technological

Research Institute of São Paulo (IPT), São Paulo, Brazil. ISBN 979-953-

307-241-7.

Sica, L.S., Nigrelli, M.L., Rega, A., Miglino, O. (2011). The “Teaching to

Teach with Technology” Project: Promoting Advanced Games

Technologies in Education. Proceedings International Conference “The

future of Education”, Firenze, Italy: Simonelli Editore - University Press,

vol. 2, 169-173.

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IV

Developing innovation in technology-use and learning in

the school setting

John Jessel

IV.1. The UK context

The school setting is one that is unique in terms of its breadth of

compass. Unlike other workplaces or other educational settings, schools

in the UK, as well as in many other countries, are entrusted with the

responsibility of enabling students to become conversant with and to

develop understandings in a variety of fields or subject areas and to

develop in their maturity as learners and as expressive and creative

individuals. In addition to this the school curriculum is also one that is

charged with attending to the pastoral needs and moral welfare of

students, as well as to their development in their own right as citizens.

The school has also to cater for students with very differing backgrounds,

interests, abilities, ages and very differing levels of maturation. Over

their years of schooling, students will have developed markedly and in

many different ways. Regardless of any technology, the implications of

this for methods of teaching and learning are huge.

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In this chapter the challenges of introducing a new technology into

the school setting are examined. At one level there are the issues

connected with finding opportunities for schools and teachers to take up

and develop the use of a new technology. At another level consideration

has to be given to the design of a training programme for teachers so that

the technology can be utilised effectively for student learning.

In view of the range of demands upon schools it would perhaps be

surprising if the introduction of any new technology into the school

setting would be met with predictable and uniform widespread success.

Indeed, despite major investment, the use of innovative technology and

e-learning is relatively patchy (Ofsted, 2009). Moreover, each school is

very different: while a given technology for learning may work

effectively in one setting this does not guarantee it will work well in

another. The need for the effective integration of technology in the UK

school curriculum has been a recurrent concern of different governments

over recent years. In a strategy paper published in 2005 the belief was

stated that future development of ICT in education could ‘transform

teaching and learning and help improve outcomes for children and young

people, through shared ideas, more exciting lessons and online help for

professionals’ (DfES, 2005: 4).

Although there has since been a change of government, with the

current Schools White Paper (DfE, 2010) not directly specifying a role

for technology, the pervasiveness and availability of technology made

available through initiatives following the 2005 Strategy raises key

questions about the part technology can continue to play.

With regard to promoting the use of new digital technology in the

school setting, successful innovation in teaching and learning does not

occur in isolation. It has long been recognised that innovation involving a

new technology brings with it new materials, new practices and new

beliefs and understandings (Fullan & Smith, 1999). This means that

simply knowing how to use a new piece of hardware or software is not

enough to enable teachers to use the technology effectively in the

classroom. In particular, as Oswald (2003) has reported, it is the

pedagogical issues rather than the technological changes that are

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essential to technology integration into classrooms. With the current

availability of advanced technologies, knowing how to use a piece of

equipment may be acquired through personal use. However, closing the

gap between this and classroom use requires teachers to develop their

knowledge of pedagogical practices across many aspects of their

planning, implementation and evaluation (Ertmer & Ottenbreit-Leftwich,

2010). The notion of innovation within the remit of the T3 Project, then,

is expressed as much by the teaching approaches disseminated as it is by

the technologies themselves.

There is, however, a further element in the successful introduction

of new practices involving technologies that are widely and readily

available in the real world. This relates to the fact that teachers and

students already live in a world that is pervaded by the discourse and

artefacts of innovation. In view of this they will have already developed

knowledge, understandings and perceptions drawn from a variety of

sources. We are therefore operating within a landscape of attitudes and

expectations that have to be acknowledged and managed. A successful

teaching programme then, in addition to taking account of the technology

and the pedagogy, will also need to take account of the social and

cultural dynamics to which all those involved, including partners on the

T3 Project, will inevitably contribute. In sum, developing innovative

practice is a potentially sophisticated and complex process that has to be

negotiated rather than imposed.

IV.2. Entering the school setting

The focus of the T3 Project in the UK is on mainstream secondary

schooling. This represents an important stage before students enter

further or higher education such as university and where, to a greater

extent, they will be expected to work independently. With regard to the

use of technology, it is at this stage where establishing more productive

patterns of technology-use can have lasting benefits. As noted, secondary

schools in the UK typically have an intake of students with a wide

variety of interests and abilities and from a wide variety of backgrounds,

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and these are reflected in the demands that are made upon teachers.

Students usually fall within the 11 to 18 age-range and for their first five

years up to the age of 16 follow a wide range of subjects across the

curriculum before specialising in a smaller subset of subjects for their

final two years up to the age of 18. Teaching is largely subject-based

with maths, English and science regarded as a core. Some teaching may

be cross curricula, such as in the form of a project, and other work of a

cross-curricula nature may occur in schools that have some form of a

baccalaureate scheme, but these instances are less frequent. For students

up to the age of 16, schools are required to meet the requirements of a

National Curriculum which stipulates the provision of the range of

subjects. Concepts and content are outlined for each subject but schools

may use different teaching approaches and different course materials. In

addition to regular assemblies with larger groups of students, many

schools also have short ‘form’ or ‘tutor’ period on a daily basis where, in

addition to administrative matters such as registration, activities of a

more general or pastoral nature may take place.

The schools that were targeted were either in, or close to London

and could be regarded as fairly typically mainstream. Apart from one

being for girls and another for boys, the remainder of the schools that

participated were non-selective with pupils of mixed sex from a variety

of backgrounds. The main computer facilities in these schools, again

fairly typical, consisted of one or two rooms dedicated as IT suites with

approximately thirty machines, thereby allowing individual student

access for those classes that were booked these facilities. An alternative

provision in these schools, and representative of a current trend, was a set

of laptop computers that could be borrowed and used in the normal class

setting. Apart from the larger clusters of computers, most classrooms had

a single machine with a data projector. All computers were networked.

Access by students to IT equipment outside of lesson time was usually

limited to a handful of machines in locations such as a library.These

might be available during breaks between lessons but not usually after

school hours.

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IV.2.a. Selecting a technology to be developed by teachers

Rather than imposing the use of a specific technology regardless of

expressed need, initial investigations was carried out in order to find out

what technologies might be regarded as innovative or advanced, but were

also currently available in schools and where there might be benefits

from further development of their use. Staff from the City Learning

Centre for the area were consulted about possible candidate technologies.

The Centre supported the development of the use of digital technologies

across all schools covering the area of London for which it had

responsibility. Staff from the Centre worked closely with teachers on a

frequent and regular basis and were considered to be aware of current

needs and classroom concerns. It was also regarded as important to gauge

directly from teachers what technologies teachers they might be

interested in using and so discussions were also carried out independently

with teachers in prospective schools in order to identify any other

technologies they might suggest.

There appeared to be a widespread interest in developing the use of

the Virtual Learning Environment (VLE). This technology was also in

line with a need expressed as part of a strategy by the UK Government’s

then Department for Education and Skills (DfES, 2005) for a common

digital infrastructure or ‘learning platform’ to support transformation and

reform within schools. Rather than being a singular product, learning

platforms were taken to include a collection of tools, integrated web-

based applications and interactive online services. Also referred to as

Virtual Learning Environments, or sometimes as Managed Learning

Environments (MLEs) or Managed Virtual Learning Environments

(MVLEs), the intention was that these could provide teachers, learners,

parents and others involved in education with information, tools and

resources to support and enhance teaching and learning as well as its

management and administration (Jewett et al., 2009). VLEs are typically

closed to an institution and in that sense regarded as relatively secure and

different rights can be given to users such as students, teachers and more

remote potential users such as parents or carers. Well-known systems in

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the UK university sector are Blackboard and Moodle, while systems such

as Frog, Fronter and SIMS Learning Gateway are available in many

schools. Although there are differences between each system, most have

the facilities noted above and for the purposes of this article VLEs will

be treated generically.

In the years following the 2005 Strategy, VLEs have been

introduced into the primary and secondary sectors and the number of

schools equipped in England and Wales has increased steadily.

According to a survey carried out by Becta in 2010, ownership of a VLE

had reached 67 per cent for primary and 93 per cent for secondary

schools, an increase of 14 per cent from the previous year (Becta, 2010).

While the use of VLEs in universities and colleges is relatively

established (UCISA, 2008; 2010), this is not the case in many schools

today (Ofsted, 2009). According to the 2010 Becta survey, while the use

for uploading and storing digital learning resources for lessons and

homework is frequent, communication between learners and discussion

forums are used less frequently. The same survey also reported that

nearly three quarters of secondary school senior leaders regarded the use

of a learning platform as a top priority for the coming three years (Becta,

2010).

There is therefore scope for exploring the potential of VLE

technology to be used in ways that meet the wide range of demands

within schools in terms of curriculum and approaches to teaching and

learning. In terms of innovation, the importance of VLEs arises from

their connectivity; as computer-based systems they offer facilities such as

e-mail, bulletin boards, forums and newsgroups together with ways of

storing and presenting course materials. In many respects, and in contrast

to the internet of the last decade, as a manifestation of Web 2.0

technology they allow exchanges that are many to many or ‘interactive’

rather the than one-to-many characteristic of a ‘broadcast’ (Selwyn,

2008).

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IV.2.b. Needs analysis

Following the initial discussions about a possible candidate

technology, a needs analysis that included a small-scale survey was given

to a sample of 30 teachers representing a range of curriculum specialisms

and teaching experience in the 5 schools that would be participating in

the T3 Project.

The questionnaire used for the survey was designed to find out

what kind of technology was available, whether it was currently used and

whether the technology itself, or its use, were perceived as innovative.

Further questions addressed those technologies teachers were interested

in becoming more familiar with. With regard to the VLE, it was found

that the technology was available in all of the schools surveyed and that

it had been used by around half (17) of the teachers.All of the teachers

reported their perceptions of the technology as innovative but only three

teachers regarded their own use as innovative. Most teachers (28) stated

that they were interested in finding out more about VLEs.

Use of the VLE was also of interest insofar that it encompasses a

range of other technologies; in particular, the communicative potential of

the VLE was recognised and linked to the read/write capabilities of Web

2.0 technologies. Some teachers, for example, regarded the classroom

use of YouTube as innovative and they saw the use of this kind of facility

as something that could be embedded within the VLE. Similarly, it was

felt that links between the use of hand-held devices such as smartphones

and Play Station Portables could also be made with the VLE.

IV.2.c. VLE as the focus technology

In view of the widespread availability and interest it was decided to

focus on the VLE within the T3 Project. A further quality of the VLE is

that together with its associated technologies its use could be developed

within and across a range of curriculum areas. The Project work would

therefore explores the issues of VLE-use at a time when the technology is

expected to play a major role in learning. In particular, attention would

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also be given to the communicative function of the VLE at a time when

strategies for realising its potential for learning are relatively unexplored.

IV.3. Developing a training course

Given the choice of the VLE as the focus technology, the main

challenges are two fold. Firstly, strategies for using it effectively in the

school setting have to be identified, developed and imparted. Connected

with this is the need to understand more fully why the technology may or

may not function as anticipated in different teaching contexts and, in the

light of this, to develop methods that might help establish ways or

working that may take advantage of the distinctive contributions that e-

learning technology could make. Secondly, the development of

innovation in technology use has to be done in a way that empowers

teachers. In relation to this, attention would also be given in trying to

understand the issues facing teachers in the classroom. In addition to the

above main aims it was also intended to monitor how the course worked

at teacher and student level and how the work might interlock with senior

management and at policy level.

With regard to the school setting, for any one subject, students

attend lessons spread over many months and which are punctuated by

lessons in other subjects that might not be related. This stands in contrast

to some of the shorter intensive training programmes that may exist in

industry. The value of a given technology may be enhanced if it can be

used over a period of time and adapted in relation to different needs

within a given subject area. In turn, assessment of the effectiveness of the

technology will need to embrace a variety of learning outcomes; some

developing slowly (and not always easily identifiable) over a longer

period of time.

Distributed use, as opposed to intensive use, relates to different

parts of a curriculum area with a wide range of learning outcomes that

could involve different modes of use of a technology. It could take time

for teachers to establish how particular technologies may be applied and

used effectively with a large number of students where the availability of

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resources may be limited. The limited availability and reliability of

resources may also compromise extended habitual or coherent use of a

given technology. While some of these problems may be offset with

students in further or higher education having access to the technology

outside timetabled sessions, these may be less easy to resolve in the

secondary schools where alternative access to equipment could be very

limited.

IV.4. Course principles

Teachers as experts

Developing the use of a technology in the school setting not only

requires expertise in the technology itself, but also an expertise in the

curriculum to be taught and the school context, including what can be

expected from a widely varying group of students. A training course

must therefore recognise and build on the expertise of teachers. Cuban

(2001) regards teachers’ perspectives as essential to the success of

integrating technology into the classroom. In this case he has noted that

the kinds of questions teachers ask when considering the use of computer

technology in their classrooms range from its reliability to its versatility,

whether the technology can be used in more than one teaching situation,

and whether the use of the technology will weaken classroom authority.

Without attention to these kinds of details the risk of earlier failures in

the uptake of a new technology are liable to be repeated.

In addition to the teacher’s agenda there is, of course, the agenda of

a training program. Rather than being at odds, these agendas can be seen

in terms of a common purpose. Through this common purpose there is

scope for ownership, where training is negotiated according to need

rather than pre-defined. In Chapter 1 the idea that practice could be

improved by people who have a common professional goal engaging in

shared enquiry and learning was considered in relation to a community of

practice (Lave & Wenger, 1991; 1998). This idea is also echoed in

Newmann, King & Young’s (2000) contention that innovation in the

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work setting can be realised through becoming part of such a

professional community. With regard to new technologies, Schlager and

Fusco’s (2004) view of a community of practice as evolving and self-

reproducing and distinct from and extending beyond formal

organisational structures is also pertinent. Members of a community can

come from different organisations drawn together for social and

professional reasons. New practices are brought into the community by

leaders, newcomers and outsiders and adopted by the community through

the discourse of its members and the evolution of practice over time.

From the perspective of a community of practice, work and professional

development are inextricably linked with those with whom one works.

This confluence can also be seen as central to the development of

innovative practice in schools. Teachers will bring experience and

expertise into the group setting and contribute along with those who have

expertise in the technology. In this sense the training course can be seen

as a community of practice where experts work together to further

develop their expertise. However, this process of development is also

ongoing. For example, Mueller et al., (2008) have noted that because the

available technology is always being developed then teachers are

perpetual novices in the process of technology integration. Mueller at

al.’s observation can also apply to the trainer’s role when introducing the

technology. In this sense teachers and technology specialists can be seen

as both experts and novices. This was seen as an important guiding

principle in terms of how the T3 Course was approached.

In situ training and sustainability

Teaching demands can vary considerably according to each school.

Although the requirements of the National Curriculum have to be met,

the way these are achieved will vary and may depend, for example, on

the nature of the students and the materials and resources available. In

view of this, there could be cosiderable benefits in situating the training

as far as possible within the school setting normally used by the teachers

and in relation to the teaching methods and materials used in different

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curriculum areas. A uniform or common training input delivered off-site

to a group was considered to be less likely to be effective. Although more

labour intensive, it was judged that the costs would be offset through not

having to rely on third party facilities and, importantly, through the level

of commitment and ownership that might occur. Training could be

adjusted in accordance with local conditions and needs with an increased

element of realism. Such an approach is supported by empirical evidence

of the effectiveness of ‘authentic professional learning’ that is situated

within the workplace (Webster-Wright, 2009). Here, genuine problems

can emerge with individuals engaged in addressing these as part of their

professional practice (Burbank & Kauchak, 2003). It was thought that

training situated in this way could engage teachers to the extent that they

would, in turn, further disseminate or cascade their skills to others within

the same institution. This has implications for sustainability and also

attunes with the growing move within schools towards more internal

continuing professional development. Linked in more formally at policy

level, such as through a school’s development plan there is the possibility

of establishing a self-perpetuating model.

Curriculum-led

Of importance to teachers is the curriculum that is taught, and part

of situating training in the school setting is acknowledging that

curriculum. Although the nature and content of a curriculum can vary,

the key point here is that the intention is not to introduce the technology

as an entity that is separated from its use. Many attempts have been made

to teach computers and information technology as a separate subject.

However, the success of such a decontextualized approach relies heavily

on learners being able to transfer of what is taught to other subject areas.

Hammond and Mumtaz (2001), for example have noted that, with this

approach, not only were the purposes of learning about the various IT

applications not likely to be communicated to students but also transfer

of what was learned in IT as a separate subject to other subjects was

often problematic.

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In view of the importance of subject-based aspects of the secondary

curriculum the strategies adopted within the T3 Project were designed to

accommodate this. As the school curriculum can include elements than

span different subject areas, and also includes PSHE and other activities

outside the subject classroom such as tutorial sessions, it was recognised

that, in turn, a curriculum-led approach could also addess these aspects.

The starting point, then, was that any innovative methods would initially

relate to existing curriculum objectives and their assessment. Through

this the technology-use could be regarded as an essential component that

could play an enhancing role rather that something of interest but

ultimately dispensable when teachers are faced with other pressures.

Curriculum transformation

Strict adherence to an existing curriculum, however, is ultimately

backward-looking in nature and would fail to take account of any new

challenges and practices that arise as a result of the impact of technology

itself. In this sense the scope for curriculum transformation and the

consolidation of this are also regarded as important. A curriculum-led

approach is therefore seen more as a starting point.

The notion of curriculum transformation brings with it questions

regarding what is meant by ‘curriculum’ and views on this vary widely

(e.g., Marsh, 2009; Pinar, 2004). In a formal sense, a curriculum can

specify the learning that is expected to occur during a course or

programme of study. Taken at this level the curriculum would be no

more than a content list, or syllabus, with little guidance to distinguish

between items judged to be more important and those more trivial. If

what is to be learned is seen simply as a body of content then education

becomes a matter of transmission or delivery and how this can be made

most effective (Blenkin et al., 1992).

The idea of curriculum as the achievement of an end product has

emerged from the work of those such as Bobbitt (1918; 1928) and Tyler

(1949). This linked closely with analysing various tasks into component

parts that could be systematically managed. Many training programs of

the day were concerned with systematic management of the uptake of

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these component elements within the work setting. While this might have

been seen as a recipe for efficiency for particular groups of employees in

certain work settings, it leaves very little scope for the learner to have a

‘voice’ and operate creatively. Taken to extreme there is very little room

for manoeuvre in the role of the teacher who would then become an

administrator.

More recently, elaborated sets of end products or behavioural

objectives developed by those such as Bloom (1956) have continued to

have influence, and learning objectives and competences remain a live

part of educational discourse. While there are attractions in the

preciseness to which learning can be specified and assessed, the

criticisms that are often voiced refer to an undue emphasis on long lists

of trivial competences that are easily measurable while higher levels of

learning involving problem solving and creativity that are more difficult

to express satisfactorily as behavioural objectives can be marginalised

(Kelly, 2009; Marsh, 2009).

An alternative to a product model is a process model (Stenhouse,

1975) whereby students and teachers can play a part in deciding the

nature of the learning activities they engage in and where the emphasis is

more on learning skills as students and teachers work together. Here

there is also scope for raising the level of activity in terms of cognitive

involvement through problem solving and creativity as well as scope for

the teacher to bring their own vision into the learning arena. As

Stenhouse would acknowledge, to be effective this can make greater

demands upon the teacher, and, finding suitable content in some areas to

which activities can be related can have its difficulties (Neary, 2002).

The part played by social context in relation to the curriculum has

been emphasised by Cornbleth (1990: 5) as ‘an ongoing social process

comprised of interactions of students, teachers, knowledge and milieu’.

Similarly, if there is scope for the voice of the student and the teacher

then a variety of attributes such as learning styles, strengths, preferences

and age will influence the way people receive, create and share

knowledge which in turn will impact upon the curriculum (Dede, 2005).

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The curriculum then, far from being a fixed entity, can be viewed as

something that is negotiable and shaped by context.

With regard to the communicative technologies characteristic of

Web 2.0 the fluidity of the curriculum is further extended. Curriculum

experiences are no longer confined to the school or the classroom. As

Kennedy (2005) has noted, there is an increasing gap between ‘official’

knowledge imparted by the school and ‘real-world’ knowledge available

to students through technology that in turn raises curriculum issues where

individual control is more powerful. A ‘hidden curriculum’ arising from

exposure to a physical or social environment, or the ‘culture and ethos of

an organisation’ such as a school, can bring with it norms, beliefs,

attitudes and values and expectations that may be acquired (Seddon,

1983). Similarly, the impact of technology on the modus operandi of

learning can bring with it a hidden curriculum where attitudes to

knowledge, its arbiters and its availability are taken for granted and in

turn impact upon more formal aspects of a curriculum.

In sum, the curriculum is not a singular agreed entity. There may

be very little consensus on what should be learned and the way that it

should be learned. While some aspects of the curriculum may be subject

to conscious control others may elude this. In turn the impact of

technology may be wide-ranging; sometimes in ways that are predictable

and sometimes less so. The experience of learning can also in turn be

impacted upon by the existence and use of technology. Sometimes the

use of technology may enhance learning by allowing it to take place

more efficiently and reliably. Alternatively, in view of the different forms

that a curriculum can take, the use of technology could also transform

learning.

From whole to part

Technological devices can appear very complex; exploration of the

menus of even the most familiar applications such as wordprocessors and

spreadsheets very quickly reveals an overwhelming range of options and

facilities, many of which are likely to appear meaningless to many users.

The VLE is no exception. When confronted by such a technology it may

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appear inherently logical to analyse in detail how it can be operated and

then present a sequence of tasks of increasing difficulty and technical

complexity until a complete end goal is reached when the learner is

assumed to be in total control. This thinking underlies a ‘systems

approach’ or instructional design (Gagné, 1985) based on a hierarchical

model of tasks and can be a tempting feature in training programs.

An alternative to approaching technology-use by beginning with an

extensive series of sub-skills is through taking a conceptual approach

where certain procedures are used in relation to a need or intention

arising within a meaningful context of use. The ‘concept’ in this case

would relate to a particular function of the technology rather than

precisely how it might be achieved. This approach can be linked to a

constructivist perspective (e.g., Brooks & Brooks, 1993) with the learner

moving from whole to part by initially seeking larger patterns that have

meaning within which something new can be integrated. A more

meaningful framework for new knowledge is likely to be constructed if

this is driven more directly and interactively by our own ideas

(Johannsen et al., 1999).

Using either a systems approach or a constructivist approach can

be seen as extremes and many approaches to learning and teaching can

fall in between. Grubb (2008) for example refers to evidence of the

positive effects of more ‘balanced’ approaches that are applicable in a

variety of learning contexts and where teachers have more control over

the curriculum. In these cases, though, specific skills and procedures are

acquired in combination with a broader conceptual understanding.

The ideas and thinking and the intentions for their own classrooms

that teachers bring to the implementation of new technology are

important driving forces in its uptake. In view of this an approach that

emphasises the move from whole to part was to be adopted in the T3

course. Although concerns could arise as a result of apparent gaps in

operational knowledge of the technology, within the time available it was

thought more productive to encourage the development of a broader

conceptual frame within which meaningful use of the VLE could be

sited. The parallel that came to mind was that many seasoned users of

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applications such as wordprocessors and spreadsheets manage very

successfully without needing to know all the operational intricacies.

A theoretical framework

A further design consideration underlying the T3 course concerned

the quality of student engagement and learning. In response to the earlier

suggestion that pedagogical issues rather than technological changes are

essential to effective technology integration (Oswald, 2003) there are

grounds for invoking some of the differing perspectives on learning that

underlie pedagogical practice. These, of course, were introduced in

Chapter 1 and the summary diagram (Figure 1 in that chapter) was

considered a central component of the course. The idea was not to

introduce any of the learning perspectives in detail but to use the diagram

as a means of activating the key concepts and a means of articulating

these. The main idea was to draw attention to a principal feature of the

framework that different technologies can be used in many different

ways within the learning context. Importantly, the framework made

provision for the capacity of the VLE for connectivity so bringing in a

further social and collaborative dimension into learning. The framework,

then, allows a given technology to be mapped anywhere within a social

and paradigmatic space for learning according to how it is used; there is

no ‘right’ or ‘wrong’ place for any one technology. In other words it is

the ‘technology-use’ rather than the technology itself that is mapped into

the space delineated by the summary diagram.

At a more theoretical level, identification of learning goals and

assessment opportunities were also included in the sessions as were

considerations of the role of the student, the teacher and the technology

in relation to these.

Field trials

Field trials prototyping resources and methods with the teachers

and students were planned in conjunction with the workshops. It was

anticipated that these would provide important feedback and allow for

refinement of teaching strategies any materials produced. They would

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also allow an opportunity for the student’s perspective to feature within

the Project.

IV.5. Summary

Implementation of a successful training programme has to operate

at a number of levels. Consideration has to be given to the capacity of an

institution such as a school to take on board an innovation. The nature of

the innovation itself has also to be carefully considered; in this case a

needs analysis leading to the selection of an appropriate technology.

Developing innovative practice has its costs in terms of a school’s

resources, notably the availability of teachers and, in turn, the effect this

may have on the continuity of maintaining high quality cover for students

by experienced and established staff. Innovation invariably occurs in

context of other initiatives, pressures or changes within an institution

rather than in isolation. In view of this, points of entry and their timing

have to be negotiated. Linked with this is the breadth of demands upon a

school, many of which are not predictable and have to be accommodated

on a day-to-day basis. As a result, some flexibility in scheduling of course

provision may be necessary.

Then there is the design of the training programme itself. At a

fundamental level trainers are not simply passing on an established body

of knowledge: trainers collaborate with teachers; there is a sense in

which both are experts and both can be novices learning from each other

by bringing together curriculum, teaching and technical experience. In

this way the notion of training can be reframed as a jointly creative

enterprise. Through creating something new there is an opportunity for

all participants to gain a sense of ownership of what is produced within

the course. Through this a sense of collective responsibility for the

sessions can emerge. The benefits of in situ training have been put

forward together with their implications for sustainability. The

importance of the context where training takes place is expressed through

a curriculum-led approach, but importantly, this is an approach where

scope for curriculum transformation is recognised. It is also recognised

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that meaningful involvement in human learning can defy a logic of

learning as a simple accretion of factual detail such as that needed to

operate a technological device. The alternative to this part-to-whole

approach that then presents itself is the move from whole-to-part. The

whole can be seen as a common and meaningful purpose sought within a

community of practice. Finally, with regard to the pedagogical practice

that inevitable accompanies the use of a new technology, it has been

argued that there is a need for a summary theoretical framework on

learning perspectives.

Box 1 shows the outline of a course developed in relation to the

above principles. The course was run with teachers in schools and the

technology trialled with students and carefully monitored. The data from

this are presented and discussed in Chapter 5.

Box 1

Suggested Teaching Programme Structure (UK Schools)

Day 1

Introduction to the Project; its background, aims and goals.

A curriculum-led approach to the use of technology: in other words the

aim is to use the technology to enhance and develop and existing

curriculum or programme of study that the teachers are teaching. Discuss

the implications of this in relation to them thinking about specific course

topics that they might consider relating the use of the technology to.

Learning models and the use of new technology: introduce

diagram showing the framework drawing out both cognitive and social

aspects of learning.

Introduce ways of classifying technology-use in relation to

educational paradigm and social/collaborative learning skills. Explain

that the intention is to map the technologies that will be used into this

two dimensional space in the framework diagram, aiming to exploit the

dimensions as fully as possible.

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Introduce examples of the technology and the main concepts

underlying its use. This introduction will not address how to use the

technology; precise operational and technical details will be introduced

later on and within the course planning context.

Teachers work as a group to identify through discussion possible

curriculum areas and objectives or learning outcomes to which a selected

technology could be applied. This is an idea-raising session: the

technique is to note down as many ideas as possible without trying to

filter them in terms of their appropriateness, practicality etc. The ideas

are then reviewed in terms of the extent to which they are appropriate

and realisable.

Technology introduced in more detail: this may be by carrying

out a simple activity, or by producing a basic example of a resource

based on the teachers’ initial ideas, or by seeing the use of the technology

with students modelled.

More viable ideas are selected and considered regarding

sequencing and timing in relation to a specific part of the curriculum to

be taught. Learning outcomes considered in terms of their perceived

importance (more trivial outcomes discounted) and the extent to which

students’ progress in these outcomes is likely to be formally assessed.

Plenary: teachers share key issues arising and link these to the

theoretical and pedagogical issues introduced earlier in the day. Teachers

identify any course documents or other materials that they will need in

for further work with the new technology in the next session.

Day 2

The focus of the day’s sessions is on developing specific

curriculum applications of the selected technology. It is workshop-based

and teachers may need to bring the curriculum documents that they are

required to address in their courses.

The session begins with a discussion to clarify learning outcomes

to be addressed and the resources to be prepared. The value in this

discussion is in the sharing or ideas and approaches with a view to

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teachers developing a broader awareness of the possibilities of a

particular technology.

Teachers devise and prepare resources, ways of working and teaching

plans for use with their students. This will be done in small common-

interest subgroups. In line with the principle of the work with the

technology being curriculum-led, this is likely to involve detailed

reference to course documents and other materials that the teachers

normally work with. The tutor plays a supporting role sharing

information and technical knowledge.

Teachers test the resources and methods of using them on each

other or between subgroups and obtain feedback. Discuss ideas for

further developing and refining the methods and resources and identify

tasks to be carried out in relation to this in the next session. (Further

examples of new technologies or software may need to be considered

here.)

General discussion and debriefing and sharing ideas on the

teaching methods and roles of the technology, the teacher and the student

within the context of the technology use.

Teachers identify and note points regarding the use of the

technology that they would wish to pass on to other teachers who had not

used the technology before. Teachers work with the tutor to begin a

document drawing together the above points.

Day 3

Discussion on the main planned learning outcomes and how they

will be achieved using the technology. Consider how the learning

outcomes map onto the two-dimensional space in the Framework

diagram.

Discussion on the opportunities and methods for assessment of

the learning outcomes and continued work on devising and refining

resources, ways of working and teaching plans.

Teachers test the resources, including methods of assessment, on

each other or and obtain feedback. Discuss ideas for further developing

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and refining the methods, resources and means of assessment. Identify

further tasks to be carried out in relation to the above issues in the next

session.

General discussion, debriefing and sharing ideas on the teaching

methods and resources with a focus on the methods of assessment. In

particular the extent to which the assessment methods address aspects

such as depth of understanding, problem solving and creativity in

addition to retention of knowledge and development of discrete skills

will be considered in relation to what the teachers have specifically

developed and in relation to the scope for further development or

technology-related activities.

Teachers identify and note further points regarding the use of the

technology and assessment that they would wish to pass on to other

teachers who had not used the technology before.

Day 4

Teachers begin with a brief recap on the main intended learning

outcomes and methods of assessment and how they will be achieved

using the technology.

Discussion on the role of the student as a collaborator in learning,

rather than acting just as an individual. The implications of the social

dimension within learning will be discussed in relation to the framework

for innovation and the learning culture or community that the teachers

may wish to develop amongst their students.

In relation to the idea of a learning culture, there will be a

discussion on the extent to which the andragogic principles identified in

relation to the framework are applicable to the students and the teaching

and learning setting in view of the interaction modalities afforded by new

technologies.

In line with the framework for innovation, wider issues on

assessment including peer involvement will be discussed and

opportunities for using such methods identified.

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Finalise the materials, resources and methods for initial trials with

students. This will include planned assessments on how students can

demonstrate their learning, the criteria for student assessment, and

methods of record keeping.

Discuss and introduce the data gathering methods to be used by

teachers in the initial trial period.

Teachers identify and note further points regarding the use of the

technology that they would wish to pass on to other teachers who had not

used the technology before.

(INITIAL TRIAL PERIOD – Teachers teach a segment of a course where

the technology is used and gather data)

Day 5

Evaluation of the methods and materials introduced and trialled

with students. This may take account of factors such as resource

demands, ease of use of the technology and its reliability, planning time

needed, the number of students that can be supported concurrently in any

one teaching session, student accomplishment, student feedback, etc.

Discuss, plan or carry out any further development of resources,

ways of working and teaching plans for use with students in the light of

the evaluation. (approx. 1 hour)

Discuss, plan and refine the teaching method and ways of

enabling effective roles of the teacher, the student and the technology

within the context of the technology-use. (approx. 30 mins)

Discuss, plan or refine the assessment process and the criteria for

student assessment. (approx. 1 hour)

Review the coverage of the curriculum area/s or the possible uses

of a given technology across the curriculum. Identify further areas for

development and prepare materials or methods that could be used in a

further trial period.

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In relation to the initial trial, teachers identify and note further

points regarding the use of the technology that they would wish to pass

on to other teachers who had not used the technology before.

(FURTHER TRIAL PERIOD – Teachers either use materials or methods that have been

further developed or refined, or, with additional segments of the course, trial instances

where innovative technology or methods are used and gather data)

Day 6

Evaluation of the effectiveness of the refined or additional

methods and materials.

Complete a short questionnaire on the design and usability of the

software.

Final session to further develop resources, ways of working or

teaching plans for use with students in the light of the evaluation.

Similarly, refine the teaching methods and roles of the teacher and the

student within the context of the technology-use, and the assessment

process and the criteria for student assessment.

Finalisation of teaching resources and methods, including the

drafting of any explanatory material or user interfaces, so that these can

be used by other teachers.

In relation to the initial trial, teachers identify and note further

points regarding the use of the technology that they would wish to pass

on to other teachers who had not used the technology before. Teachers

continue work with the tutor to finalise the document drawing together

relevant points including those on assessment and social dimensions in

learning.

Discuss methods of teacher dissemination to other teaching

colleagues and collate key points to be appended to the above document.

Evaluate the T3 Teaching Programme. This is based on the goals

and criteria detailed in the T4.1 Methodology document and will utilise

the course evaluation questionnaire in T4.2.

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References

Becta (2010). Harnessing Technologies School Survey: 2010. Coventry,

BECTA.

Bobbitt, F. (1918). The Curriculum, Boston: Houghton Mifflin

Bobbitt, F. (1928). How to Make a Curriculum, Boston: Houghton Mifflin

Blenkin, G.M., Edwards, G and Kelly, A.V. (1992). Change and the

Curriculum. London: Paul Chapman.

Bloom, B.S. (1956) Taxonomy of Educational Objectives, Handbook 1: The

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Acknowledgements

My thanks go to the staff and students in the schools involved in the T3

Project in the UK, and to Zali Collymore-Hussein and Grahame Smart

for their extensive and valuable contributions to this work.

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PART THREE

EXAMPLES: THREE PILOT STUDIES IN GREAT BRITAIN, SPAIN

AND ITALY

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V

Trials with teachers in Great Britain

Innovative practice and technology: training as creative

synthesis

John Jessel

V. 1 Introduction

This chapter continues the story begun in Chapter 4 wherein a

rationale was provided for an outline course designed to encourage the

take-up and development of innovative technology-use for learning in the

context of the mainstream school classroom in the UK. We now move

into the school settings and examine how some of the initial ideas and

strategies for developing innovative uses of advanced digital

technologies worked out in practice. I report on how the perceptions

those teachers had of the technology changed as they worked with it and

some of the ways that the technology was trialled with students. I look at

some of the ideas that emerged and consider the impact of the technology

on the school curriculum and report some of the views of the students on

their classroom experiences. For those who might find themselves in a

situation where there is a wish to bring new technological developments

(of any kind) into practice I also attempt to draw together some of the

principles that appeared to be successful when developing new uses for a

technology and outline some of the obstacles to innovation and how they

might be navigated.

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The focus, in particular, is on the uses of the technology in two

different curriculum areas; English and mathematics. These curriculum

areas have been chosen because they are not only seen to be of central

importance, but also can make very different demands in terms of

teaching and learning. Regarding the technology, a rationale leading to

the selection of the Virtual Learning Environment (VLE) as an example

of an advanced and communicative technology was presented in Chapter

4. Apart from one school that used SIMS Learning Gateway, all of the

schools used the Fronter VLE system that is widely available across

London. Both systems offer the facilities expected of a VLE such as e-

mail, bulletin boards, forums, chat and newsgroups and also allowed

course materials to be stored and presented. As already noted, although

there are differences between each system, both VLEs will be treated

generically since the current focus is on the pedagogical concepts

underlying their use rather than a detailed account of how each system

might be operated.

V. 2 Approaching schools

Participating schools were recruited in consultation with a City

Learning Centre that was responsible for the development of e-learning

in schools across a large area of south London. The schools also worked

in an initial teacher training partnership with the university department

coordinating the UK part of the Project. Altogether six secondary schools

in or very close to London became involved. All of these schools had

qualities typical of many mainstream inner-city schools, having between

600 and 900 students of 11 to 18 years of age with a very wide range of

backgrounds and ability.

All of the schools that participated exemplified the complexity of

large institutions that have a variety of responsibilities that must be

concurrently accommodated. From initial discussions with senior

personnel as well as with teachers it was evident that all of the schools

were subject to meeting targets in term of performance figures such as

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those in terms of the percentage of pupils achieving A to C grades in

public examinations such as the General Certificate if Education (GCSE)

or ‘A’ Level.

The trainers were fully qualified and very experienced teachers

who had developed an interest and build up a body of experience and

expertise in the use of the VLE and its associated technologies with their

own teaching. They were also known to the schools where the training

would be carried out. These qualities were perceived to be important, not

only in lending credibility to the work of the T3 Project but also as a

factor when approaching schools who might participate.

V. 2 a Points of entry for innovation

With regard to recruitment of participating schools and teachers,

it was found that introducing innovation in the school setting is a

potentially complex process; the schools had a variety of responsibilities

and demands to be concurrently accommodated. Points of entry for

innovative practice that were voiced by senior personnel and teachers

ranged from those driven by national or local policy, introduction of new

syllabuses, new examination requirements, requirements in terms of

literacy or numeracy, by impending crises, pressing social or pastoral

needs and changes of staff. In other words the programme of

development did not occur in isolation and was timed and attuned in

relation to other demands, circumstances or initiatives; it needed to be

negotiated and flexible. Even with assured financial resources needed for

cover, flexibility was still required in arranging sessions in view of

unforeseen demands that were not unusual in the schools concerned.

V. 2 b Perceptions of the VLE and innovative practice

In all of the schools that participated the VLE was perceived as

innovative, ubiquitous in application, yet largely unexplored. Curriculum

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objectives were regarded paramount; any innovative methods were to

sub-serve these, if not, then what is done would become an optional

extra. Developments in the use of new technology, as with any other

innovation, rather than in terms of their own merits, were seen initially in

terms of their contribution to the curriculum to be offered and assessed.

V. 2 c Securing teacher time

Student achievement was seen to be dependent on continuity and

stability regarding teachers. Also, as is typical in mainstream schooling

in many urban areas, students coming from a range of backgrounds,

including those from homes that are less supportive of educational needs,

make a range of demands. Effective management of these demands from

experienced teachers who know the students they are teaching is

necessary in that student behaviour could become a major issue. In view

of this it was not easy to release teachers for large blocks of time as

teachers were reluctant to hand their classes over to others. Extended

time for staff development therefore had to be negotiated. Typically this

had to be timed at those points in the year such as towards the end of the

summer term after the examination period when some groups of students

in the later years had left, thereby partly freeing up the timetable. It was

found that agreements in terms of staff availability were subject to

change at short notice due to a range of unanticipated events. In relation

to this, the offer of remuneration for staff cover from the Project

appeared low among the priorities of importance.

As teacher time out of the classroom is a scarce commodity,

finding the equivalent of six days when several teachers can be available

at the same time, even during a less busy period in the school year, was a

challenge. In all of the schools flexibility was needed and the course had

to be run very often in units of half a day and included some twilight

sessions. Some sessions also had to be rearranged at short notice.

In sum, whilst it was recognized that the benefits of achievement

depend on the development of new teaching methods, curricula and

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learning in relation to formal assessment as societal needs change, there

was a dilemma that had to be negotiated in view of the perception that

new methods incur costs in terms of time, stability, student achievement

and exam results as well as any financial costs.

V. 2 d The participating teachers

Altogether twelve teachers from six schools took part with one

having to withdraw because of an unanticipated restructuring of

departmental staff and another due to illness. The teachers were from

mathematics departments for three of the schools and from English

departments for the remainder. All the teachers who participated were

specialists in their own subject and were either in their early or mid

career. Senior management staff from the participating schools were also

interviewed. In addition to one of the trainers, the coordinator for the UK

part of the Project was present for some of the sessions either to

introduce the initial theoretical framework, or, to act in a data gathering

capacity.

Sessions were held on site with access to the relevant

departmental facilities for each school and with the teachers working

with a trainer from the Project. Similarly, trials with pupils were either on

site or, in two instances at a local sports venue familiar to both the

teachers and students.

V. 2 e A curriculum-led approach to technology-use

Linking the use of a new technology to an existing curriculum

was seen as an important starting point for all of the teachers and broad

areas of interest had been negotiated as part of process of recruiting

participating schools. In particular, applications of VLE technologies in

teaching mathematics and English were explored. The workshop sessions

followed the pattern outlined in Chapter 4 with examples of uses of the

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VLE technology shown in the first session. The initial challenge was for

the teachers to identify a viable curriculum area and develop the use of

the VLE in relation to it. This formed the principal agenda throughout the

sessions. The proposed use of the VLE was also informed by the

theoretical framework developed to include the social and cognitive

aspects of learning that were outlined in Chapter 1.

The dynamic between the trainers and the teachers that was

central to the training course was reflected in a mutual recognition of

expertise. The teachers were not only regarded as experts in the

curriculum area to be taught but also in the teaching context and what

could be expected from their students. Although the trainers had an

expertise with the technology, their own experience as teachers allowed a

meaningful working dialogue to be generated around the development of

teaching strategies and materials for learning. The six day generic

programme was found to provide a helpful guiding framework within

which ideas could be developed and at the same time had sufficient

flexibility to accommodate the needs arising from the nature of each

curriculum topic and school context. The activities arising in some of the

workshop sessions comprising the T3 course are now discussed in more

detail.

V. 3 A radio news programme

Two schools were involved in developing the use of the VLE in

the English curriculum relating to the Functional Skills Levels 1 and 2

for Writing, Speaking and Listening. The work was planned in relation to

an existing scheme of work based upon a BBC School Report (BBC,

2011) initiative with Year 8 (12-13 year old) students. The aim of the

School Report project is for students to develop the functional skills

through learning to make a news broadcast for a real audience.

However, instead, as is often done, of using television studio

facilities that were external to the school such as a recording studio for

producing the broadcast, and a designated School Report Day in

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coordination with other schools as the means of dissemination, the

School Report project was planned in relation to a radio news

programme using, the school’s VLE, and other technology available in-

house. This included handheld EasySpeak recording microphones and the

use of Audacity for sound editing. The radio programme would be made

available as a podcast and the initial idea was for the VLE to play a key

role in its dissemination. Additionally, as we shall see, the VLE was also

to play other key learning roles that hitherto would not have been

possible.

V. 3 a Early views of the VLE

As with the majority of London schools, the VLE used was

Fronter. In response to being asked about his initial understanding of

Fronter one teacher replied ‘I think it is a virtual learning environment.

It’s modelled like a virtual school where there are different rooms and

corridors and pupils can go into rooms and teachers will be in certain

rooms. Just like a classroom, there are resources in there.’ At this stage

the perceived potential for learning was in line the more prevalent uses of

VLEs mentioned earlier, for example: ‘I think Fronter is a really good

place to store resources so any child who’s got access to a computer at

home can carry on with their work.’ ‘Children are allowed to upload

work that they’ve done so they can hand in work for the teacher to mark.’

‘You can set work, upload resources and set tasks in Fronter.’ In other

words, the main advantage of the VLE was that students could access

those resources at home rather than waiting to be given to them by a

teacher.

These comments about the VLE were also echoed by teachers

from other schools: ‘I think it’s a way of communicating with the

students when they’re at home, and a way of letting the parents know

what is going on in school as well, homework tasks.’ ‘It supports the

child in terms of resources but in terms of actual learning I don’t think it

does anything at all, I don’t know how to get it to be like interactive

learning.’

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V. 3 b Radio news

To produce a radio news programme some, initial preparation

would be needed in developing an understanding of the media the

students were to use. Attention would have to be given to what

constitutes a news story, how to go about finding a story and how stories

could be put together to form a final sequence. It was decided to select

and upload audio files and video files into the VLE to trigger discussion

about what was effective and what were the features that made that type

of broadcast different because it is for radio as opposed to one that might

be for TV.

The subject for the radio programme was to be the annual school

sports day; an event held towards the end of the summer term at a local

stadium. Using popular radio programmes such as Newsbeat as

examples, the planning included how to introduce a sports programme,

the kind of language that might be used, what kind of coverage would be

recorded, who might be interviewed and how the students would use

different handheld technologies. The students would then go out on

sports day, some would carry out interviews and some would do pods or

pieces to the microphone. These would then be edited in Audacity and

uploaded to the London Grid for Learning (LgFL; a network specifically

designed for use by schools across London) podcasting channel so that it

could then be published and downloaded. With a view to its wider

availability, some time was also given to checking that the podcast could

then be downloaded onto a smartphone belonging to one of the teachers.

V. 3 c More detailed planning for classroom work

Early on in the planning the discussion focused on ways that an

editorial meeting could be set up in the classroom so that after the

students had gathered some stories they could decide which were their

best stories, which should go into the broadcast and which should not and

what sequence they want to place them in. This might normally have

been done as a live simulation of an editorial discussion. However, it was

also thought that the VLE could be used and discussions could take place

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through one of the chatrooms or discussion forums in Fronter. The idea

was that a discussion forum could take place between students seated at

their own computers within the same classroom. To allow this to happen

a ‘no talking rule’ was planned, the students not being allowed to speak

to each other directly but to communicate only through the discussion

forum. Although this might have appeared strange, the idea was that it

would be a completely different approach to discussion and

collaboration. Students can chat online and they can immediately respond

to different stimuluses and resources that they see through the VLE. As

one teacher put it: ‘I was quite interested in getting the kids to evaluate

the way that they have discussions and getting kids to think about how do

they respond differently in a discussion when it’s an online forum to the

way that they might discuss face to face. Do they use language in a

different way and do they argue in different ways? Are they more

receptive to people’s ideas? Does it give then more time to reflect on

what they are going to say to each other?’

V. 3 d Setting up a forum

One of the rooms to be created in Fronter was for a second part of

the School Report scheme of work relating to ‘What is a news story?’

and ‘What makes a news story?’ Some time was spent selecting pictures,

videos and sound clips to be used as stimuli so that the students could

discuss which would be relevant to a target audience, which are not and

why. From this the students could go on to have discussions about

whether the topic would be worth making into a news story for teenagers.

For example, there might be images or video clips embedded from

YouTube, each contained within a discussion forum with a suggestion

such as ‘Research, what is the news story relating to this clip?’ This was

to encourage the students to research on the internet and discuss.

V. 3 e A theoretical framework for learning as participation

The idea was that a suitably designed forum could provide the

framework within which students could learn through collaboration.

‘One of the best things that Fronter can do is be a medium through which

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you can actually share dialogue with each other and work together and

they can collaborate, not so much in the sense that they can work from

home but you can actually have online discussions and debates and they

can upload their own resources and their own ideas and they can discuss

them in groups and we can organize them and define the kind of groups

and the kind of discussions that they have.’ Although the teachers would

have a measure of control by defining the forums and the types of

discussions that might be generated, and the topics that would be

discussed, they were also keen to allow quite a lot of freedom. Students

can generate whatever ideas they come up with rather than teachers

directing the discussion. ‘So you can establish and set up a framework

for the discussion but then you give them a bit of freedom as to what to

discuss and the idea is that with that sense of freedom they might come

up with more interesting ideas, or they might be prepared to take more

risks, or they might feed off each other.’ It was thought that if students

were given that freedom then they would get a greater sense of

ownership and engagement.

The kind of discussions and arguments that students might have

with each other and the way that they learn from each other would not be

mediated by what a teacher thinks is interesting or what a teacher thinks

should be interesting, but mediated much more directly by the students

themselves.

V. 3 f Authenticity for the students

Many of the above qualities link to the model of learning as

participation. Moreover, the notion of a community of practice

introduced in Chapter 1 carried with it the notion of authenticity. This

notion of authenticity through the use of the VLE was aptly recognized

by one of the teachers: ‘Obviously the possibility is that kids can have

discussions about their work beyond the classroom so the School Report

project is the whole teamwork aspect where they work together as teams.

So those teams could continue to work together and discuss beyond the

lesson, you know, at home, and get a real sense of being involved with

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the project, and they’re kind of like a community that’s working together

towards a common goal.’

V. 3 g Later views of the VLE

Towards the end of the course there was some discussion on how

ideas on the key qualities of the VLE had changed: ‘What we’ve

discovered with Fronter is that it’s capacity for cooperation and

discussion online that makes it much more than a tool just for uploading

resources.’ In addition, then, to the scope for participation in learning, it

was also recognized that the VLE was instrumental in conveying a sense

of real audience: ‘The other thing about the VLE and the publishing and

sharing and the LGfL and the podcasting channels and the video

channels is its very very instant and the kids can use the technology

they’ve got themselves, they can use their phone or they can use their

Playstation or whatever it is, so that there’s a direct instant audience.

They can produce a piece of work, they can upload it onto the internet, it

can be published and be shared and it can be downloaded by their phones

to their family at home to anyone anywhere in the world.’

It was also realized that the VLE was not the only facility

available when it came to disseminating work and using it alongside

other communicative technologies was also necessary: ‘I also thought

Fronter was going to be a place where kids can publish and share their

work, but as we went on we discovered that wasn’t the best use of a

virtual learning environment and you could discover some other areas

where kids can publish and share their work using the LGfL website and

the podcasting channel and their own video files. So we’ve actually been

using lots of different software and lots of different websites for different

purposes.’

V. 4 Using the VLE with mathematics teaching

What had been observed in the more detailed account of the

School Report Project reported above was also reflected in work with the

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VLE that was developed in other areas. Teachers from three of the

schools working on the T3 Project were interested in developing the use

of the VLE within the mathematics curriculum. Possible uses of the VLE

for topics such as the calculation of percentages and adding fractions

were explored. One approach that was modeled by the trainer as a means

of introducing the technology at the beginning of the course was to

embed animated sequences within the VLE that illustrated mathematical

techniques that could be used by students when working on computers

with access to the VLE in the classroom. For example, illustrations of the

maths connected with working out interest rates and different methods of

interest payment and a series of problem solving tasks were demonstrated

with classes of students in the schools where the teachers worked. This

idea was taken up and adapted by a teacher who recorded illustrations of

two methods of working out percentages using BB FlashBack as a screen

recorder. Similarly, a spreadsheet was constructed that presented a series

of problems using the technique shown and subsequently embedded in

the VLE. Macros were used within the spreadsheet so that immediate

feedback on the students’ responses was also possible. Apart from ease

of dissemination and submission of work, neither of these resources

could be said to necessitate the use of a VLE. However, possibilities of

enhancing students’ learning through collaboration were also discussed.

The first stage of this was to use the VLE to present a voting system so

that the students could indicate which of the methods they liked best. In

the trials with students this was then followed with a request for them to

give a reason for their choice. The students were also asked to show how

confident they feel on what percentages are about, and to evaluating how

they liked doing this kind of work. Getting students to write their own

comments, however, is only one step in encouraging online collaboration

and participation. As important as writing comments is reading them, and

it was thought that in this context, strategies would be needed to get the

students to look back at their own writing or that of their peers. In order

to begin to encourage this within the confines of the lesson a further very

basic request was made: ‘Carefully read all of the contributions on the

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Forum that you wrote from the lesson. Please tell us whose post (by

name) you thought was best and why.’

V. 4 a Value of immediate feedback to students to teachers

When trialled, comments from the students related to the

immediate feedback offered by the system: ‘You find out if you got it

right or wrong straight away.’ ‘You can change it straight away.’

Comments also arose relating to students working on their own

machines: ‘I did enjoy the lesson because we got to work independently

and I did prefer laptops than books because we don’t need to write.’

Although the students were aware of the communicative potential of the

VLE, there was also a sense of privacy: ‘Much quicker and easier to

understand and don’t worry about getting it wrong because no one’s

going to see it.’ Comments reflecting the communicative potential of the

system included: ‘I preferred it because we could communicate more

with out classmates’ and ‘I think jacks comment is best because he tells u

dat 1 method was breaken down so he found it easier to understand’.

The value of this kind of feedback to teachers was also picked up.

As one maths teacher put it: ‘One of the things that’s developed this year

for me is giving children time to reflect and feed back: “What did you

learn?” “How did you learn it?” “How would you improve what you

did?” “How could other people improve what they did?” Again, it’s

making a bit more time for this top end type of learning, and it’s “Do

they really understand it or can they just do the sum?” It’s something I

always feel passionately about.’ She had planned and trialled the use of

VLE for feedback with her students: ‘I think I’ve got a more concrete

way now of actually getting the feedback from the children through using

the feedback sheet and the hand-in folders. It’s just a different way for

me for getting a real grasp of what they are able to do.’

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V. 5 A poetry forum

In view of perceived benefits that may arise from the

communicative potential of new technologies, another example of work

developed within T3 is briefly outlined. The aim, as part of the English

curriculum, was to discuss and annotate Wilfred Owen’s poem ‘Dulce et

Decorum Est’. This illustrates more extended peer-to-peer

reflection through the VLE that was evident from a session with six Year

10 students (14-15 years of age) using Elluminate Live! (now Blackboard

Collaborate); a web conferencing tool which allowed a virtual space or

‘Liveroom’ to be created where the students and their teacher could meet.

Although the conferencing tool was capable of operating in a range of

modalities, the use on this occasion was confined to live chat section in

the form of written text alongside a whiteboard facility where the poem

was displayed and where the students could contribute through

highlighting in different colours key phrases and words in the poem as

part of the discussion. Although the peer-to-peer engagement formed a

substantial part of the exchanges, the teacher acted as a ‘moderator’

gently steering the discussion while leaving open the opportunity for the

students to contribute their own ideas within that frame.

In the trial, the students understood how to use Liveroom very

quickly and an extended discussion lasted for half an hour. As none of

the students studied Latin they had to use Google to find out what the

title might mean and from looking at the exchanges in the Liveroom

forum (Box 1) it is evident that they were able to support each other in

picking up the irony conveyed by the title of the poem and its sequel in

the last line.

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Box 1 Text from the chat section of LiveRoom used to discuss ‘Dulce et

Decorum Est’ by Wilfred Owen.

(Students’ names abbreviated as single letters)

Moderator: Why do you think this poem was written?

Moderator: Are there any words in the poem that give you a clue?

D: I think ‘Gas! Gas! Quick boys’ kinda gives us a clus about this

poem.

Moderator: What clue does it give? – B? J? L? any idea?

Moderator: I am going to highlight some key images to help you…

D: also the poem mentions ‘clumsy helmets…

Moderator: OK… so what do these phrases link to?

D: well I thought they were references to the war, although the

date at the top

disagrees…

Moderator: War is the right topic… which war?

E: The Somme?

Moderator: Which was a battle in the war…

D: I just realised… maybe world war one?

Moderator: Do you think D is right?

S: First Matabele War

L: that’s what I thought

E: yesss

D: whats the Matabele war…?

Moderator: The poem is describing a gas attack in the trenches in France in

the first world war.

E: Is the title in French?

S: There’s two, the first Matabele war (from 1893-1894) of the

second Matabele War from 1896-97…

Moderator: It’s Latin – who can google and find out what it means?

E: yep this is defo the somme then

L: is it Latin?

Moderator: Well doneL!

D: wait wait…google the poem title?

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Moderator: Can anyone find and highlight a simile that describes the gas

attack?

S: sweet and fitting it is

L: helmets – an early name for gas masks

Moderator: Use the pink to highlight the similes

S: That’s what it says: “Sweet and fitting it is”??

Moderator: Yes – look at the last line – that gives you the rest of the Latin

phrase

B: does it mean it ‘is sweet and right’?

J: ‘Fitting the clumsy helmets just in time’. I think the same as L,

are they talking about the gas masks?

Moderator: I think the helmets definitely represent the masks – well

deduced!

D: I highlighted a simile☺

E: loool D

Moderator: That’s D – well done. Can anyone else find another one in the

2nd

stanza?

L: it is sweet and horrible to die for ones country

B: according to one website, the last line reads ‘it issweet and right

to fight for your country.’

B: and die

D: I think I highlighted the other simile… ;)

L: I did too☺

Moderator: What do you think about the last line – does the poem make

death sound ‘sweet and honourable’?

S: To die for one’s country. IS THE LAST LINE ☺

D: I think it makes death at this time of war seem like the right

‘patriotic’ thing to do.

E: yeaa. The poem portrays that despite the pain of death at war, it

is a good & honourable thing to do

J: The part ‘under a green see, I saw him drowning’, it said on

google that the symptoms of gas was like drowning.

Moderator: Owen makes the gas attck sound horrific – he describes the

men drowning in the gas. Use the blue highlighter to highlight

negative and violent images in the poem.

Moderator: Do you all agree eith E’s point above? Anyone disagree?

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L: I do agree because of the translation although it does show a lot

of the negative point which could be trying to sat that it’s not a

good thing

Moderator: Look at how many inames you’ve highlighted in blue – does

that change your opinion of the poem’s tone and meaning?

D: I think the poem does seem quite harsh and seious, as well as

quite violent

B: Definitely, looking over the poem in depth shows more of a

negative tone to the poem…

E: I think the writer was trying to create some contrast between

the content of the poem & then the title & last line

S: I think the poems showing that in war, dying shows you’ve

fought for your country BUT war is a nasty, deadly place. The

poem is very negative.

E: context

Moderator: He’s being ironic – do you know what that means?

S: like sarcasm?

E: yess but I don’t know how to describe it

Moderator: It is like sarcasm, you are right, but it is more subtle, not as

rude.

Feedback from the students underlined the collaborative aspect in

learning realized through the technology: ‘I found the liveroom chat very

helpful because when all of us were talking about the poem, we were

helping each other fill in the gaps on things we didn't know and it helps

me understand the poem we’re focusing on more clearly. I think it could

be useful mainly in lessons where the whole class can join in & just get

to learn more.’ ‘The liveroom would also be good for students to help

each other rather than constantly relying on a teacher.’ ‘I also liked the

feature where you were able to chat to others as well as your teachers on

live room, as i found that a good way of learning and having discussions,

where we could all put our personal inputs in.’

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Additionally, the students also voiced other uses of the VLE: ‘I

think that using the liveroom was a good way of getting discussions

across among the students. I also think it would be a useful way of

getting students to communicate when at home for things like revision.’

‘I thought using live room quite easy to use, and i do think it is quite a

good idea as it's easily accessible and would be useful for revision as

well as to catch up with English work.’

V. 6 Reflections on the course

From the above accounts and through many observations that

were made during the sessions with the teachers, a pattern of training has

emerged that has been in part contributed to by those in the role of the

trainer as expert in a particular technology, and, in part contributed to by

teachers as experts in their own field. Importantly, what has emerged

from the training in terms of resources and teaching strategies, even

though it might have been judged as innovative and beneficial, was not

always predictable; both trainers as well as teachers learnt from the ideas

that were generated. This has important implications; rather than training

being regarded as a simple one-way transfer of knowledge and expertise,

a more symmetrical process emerges where both trainer and trainee were

pooling their expertise and training became a creative synthesis. Through

this model of experts working together, an innovation is itself expressed

in many unforeseen forms.

V. 6 a Whole to part

The decision to take a curriculum area and possible learning

outcomes as the starting point when getting to grips with a potentially

complex technology was presented in Chapter 4 as one of defying the

logic of beginning with smaller parts and from thence building a more

complex holistic structure. The teachers, however, were not working in

isolation; they were working with an accomplished trainer who was in a

position to allow them to keep a balance with the broader curriculum and

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pedagogical concerns alongside the operational detail of the technology.

Through this form of ‘situated technical support’, rather than introducing

a comprehensive coverage of technical detail, the technical concepts

were picked up in context and learnt through application. This provided a

framework from which other gaps could be filled.

Some insight into the depth of technical knowledge gained can be

judged from one of the teachers working on the School Report project

introduced above:

‘I got really frustrated because I spent about 3 hours trying to create 3

containers in a Fronter room that looked the same size and each

contained a YouTube clip. What I found myself doing was getting really

would up because I could embed the YouTube clips, and that was fine

and the kids would have been able to go on there and access it, but I was

really bothered about what it looked like partly because each of the 3

containers wasn’t exactly the same size or exactly the same kind of

background. Following a one-day training course I wouldn’t have been

bothered at all about that. I think it’s because I knew that I was trying to

create something that I wanted the kids to use therefore I wanted it to

look good; as there was a real audience a real end product then I became

quite bothered about these, to me, quite trivial details. But because it’s a

real audience and I want this to last for years I started getting really

obsessed with how you do that and so I started really exploring how

Fronter could do that and started going into HTML code to look at how

we could centre something within a text box. So I guess I learnt a lot

more detail about how Fronter works and about the glitches with it that I

would normally have even bothered with. I learnt a lot that session and

now I can do it and I don’t think that would have happened if there

hadn’t been that real context at the end of it.’

V. 6 b On site – authenticity in training and ownership

Other insights into the effect of the course being held over a

period of time on site and relating to a particular teaching context also

arose from interviews with the teachers: ‘I’ve found it more interesting

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doing it in school as opposed to a day away because I think that in school

it just makes it more the scheme of work. You can see how it might pan

out with your students; you are not just constrained to one day and that

was it, but with this I can see angles like creating forums.’ ‘What I’ve

found is that working very intensively just with [others in the

Department] has allowed us really to get to grips very quickly with

something that’s quite complicated in terms of using Fronter. We’ve had

lots of technical issues with the thing working but we’ve actually been

able to get to grips with it practically in a very hands-on way and start

creating and building and designing resources and designing frameworks

that the kids can collaborate with, and one of the best things about it is

that we haven’t been on a training course where we have been learning to

use a piece of software.’

In the same way that authenticity in learning within a community

of practice was seen to be applicable earlier on regarding students, the

same notion of authenticity was found to apply to the teachers: ‘I think

you can only use a tool if you have a job to do with it. You can’t just

learn to use the tool for its own sake. Because we’ve got a real job to do

and we’re really trying to create this scheme of work that’s going to

work, it does force you to concentrate and focus and really look at it and

you have to learn very quickly about how to use Fronter.’ This can be

linked to a principle of ownership: the need for teachers to take

ownership and negotiate and augment aims to serve their interests was

considered essential at many different levels: ‘rather like a lesson plan

innovation is developed within an institution; [Innovation is] something

you develop yourself and have control over rather than have it thrust

upon you’.

V. 6 c A theoretical framework

An element that was considered central to the development of the

course, even though relatively little time was allotted to it, was the

theoretical framework that attempted to give a coherent overview to the

more theoretical perspectives relating to the social and cognitive aspects

of learning. This was introduced early on in the course by way of

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discussion of the diagram shown in Figure 1 in the first chapter of this

book. Through this, attention was drawn to the largely cognitive modes

of learning along a horizontal axis and the kinds of social engagement

expressed in a vertical axis. It was found that the idea of mapping a

lesson activity such as the use of a technology into a space was instantly

assimilated and discussion typically related to each of the axes and also

to the relationships between the social and cognitive dimensions evoked

by the space delineated by the axes. Taking the horizontal axis first, we

have the comments of an experienced maths teacher who relates it to the

VLE technology: ‘I found the learning models very relevant; I was

focused on Key Stage 3 students, middle ability kids who by the time

they get into Year 8 often think that they can’t do maths and therefore

they get stymied in terms of being creative and in terms of being able to

solve problems, and I think what the new technology has allowed them to

do is to tackle maths in a different way so they don’t feel like they have a

page of sums to do. They feel like they have a problem to solve. It also

allowed then to work in groups, the technology has removed that fear for

getting things wrong, and then you sort of move down the learning

paradigms to where they become more creative mathematicians.’ The

same teacher also brought into the discussion the social aspects

represented on the vertical axis of the model: ‘It has also allowed them to

work in teams and working in groups because maths can be a subject that

you just do yourself.’ Another point counterbalancing the exactness often

associated with mathematics was also made in relation to the way the

opportunity for discussion and feedback arose when the use of the VLE

was modelled by the trainer: ‘…to say “How did you do that bit?” and to

get involved in those discussions without being right or wrong which

maths often can be…’ was regarded as important.

The quality of social involvement represented by the vertical axis

of the model was also commented upon from an English teacher’s point

of view: ‘The model was very relevant and a bit of a revelation in that it

allowed me to see the VLE technology in a different way. […] You start

off looking at the VLE as a way of sharing resources with the kids but

when we looked at those different learning models, like when the kids

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work interactively or collaborate with each other and their movement

away from more teacher-led to more communities of practice, then it

transformed the way I thought about VLEs. Tools for collaboration, tools

for dialogue, discussion and setting your own kind of agenda in terms of

the projects the kids want to explore it became more relevant: kids set

their own agenda more and broaden out their own learning communities

beyond just the teacher and the classroom.’

As noted in Chapter 1, the idea of a community of practice (Lave

& Wenger, 1998) brings with it an activity that is authentic, situated, and

one where there is a common purpose. The kind of learning that arose

through this was also illustrated through the work carried out in the

School Report Project: ‘Normally what the kids produce is just for the

teacher. The idea of having a real audience and a real product […] lent

itself well to the VLE and to the learning model. But that’s the way the

whole BBC journalism project works: it’s about real context and about

real audiences and transforming the way kids learn because the audience

is not just the teacher. In any schemes of work that I develop I’d like to

give that quite an important role.’ Another connection with the

authenticity and the impact of technology on the school environment was

alluded to by the remark that ‘the model fits very closely to the real

world of business or work or the creative industries.’

All of the teachers stated that discussion of the learning models

was extremely helpful and introduced the idea of ‘learning as

participation’ very effectively. ‘The framework was very relevant and

opens up a variety of learning’ was representative of the general

conclusions voiced. One teacher suggested that she would use the model

for mapping a whole lesson. With regard to sustaining the work of the T3

Project, the model was also widely regarded by the teachers as something

they would use with other teachers: ‘If I was to share this with other staff

then I think I’d take the discussions about learning models as a starting

point as it informs why we are using a VLE to do this.’

When probed during the evaluation to see if anything might be

changed or added, suggestions were very few. One concerned how the

teacher leads the classroom and builds relationships, has confidence or

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takes risks. The idea of adding a third dimension was discussed but the

issue was whether this was more heavily weighted towards the teacher

rather than the learner.

In sum, the theoretical framework on learning appeared to be

comprehensive, widely applicable to the use of different technologies in

learning and easily understood. Importantly, it was found to have a

‘discourse setting’ effect through opening up or activating some learning

dimensions to be explored and provided a means by which they could be

conceptualized and articulated. The model was also seen to promote an

aspirational element in that all of the teachers strove in their planning to

fill the social and cognitive space.

V. 6 d Sustaining technology use

The impact of innovation can sometimes be short lived and could

be as much to do with the nature of the innovation itself as the way it is

introduced into a particular setting. As noted, the decision to focus on the

use of the VLE was based on careful consideration of its availability and

scope for applicability. From working with the schools the VLE appeared

to be acceptable on both of these counts. With regard to availability and

applicability it was remarked that ‘…in particular, the key thing for me is

the connections that can be made using the current technologies that we

have such as the use of smartphone technology.’ The wide availability of

VLEs offering similar facilities across schools in London allowed inter-

institutional comparisons. Because the trainers worked across schools

that were known to each other there was interest in how these other

institutions were approaching particular curriculum areas and solutions to

common problems were shared. There were instances where a teacher

from one school visited the school where the trainer taught to see

particular methods in action. Although this could have been a recipe for

uniformity, it was felt that one institution was never a blueprint of what

happened in another and so this was regarded as a form of enrichment.

The VLE was also seen as opening up a host of opportunities across

schools. A deputy head from one of the schools was keen to ‘explore

Liveroom activities across different schools and different countries; we

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are a humanities school and have a link with China we would like to

develop.’

More direct forms of sustaining use of the technology within the

course took place through the teachers cascading what they had learnt to

other teachers they work with: ‘I’ve learnt a new skill. I’ve really been

able to develop that skill and I’ve cascaded that to other colleagues in

other departments.’ Cascading was sometimes on a one-to-one basis and

extended along the principles underlying the T3 course. Alternatively,

sustaining use took place through subject department or school staff

meetings. This was inevitably raised awareness, but took place in a

context where the staff concerned were available and could be consulted

at different times. In some cases, such as with the School Report radio

programme the results were tangible in that they were shown both

teachers and students in a whole-school assembly.

At senior management level one deputy head teacher who had

been involved with the T3 Project saw the next step in terms of

sustaining the initiative to ‘…embed in all subjects and schemes of work;

more planned and part of every day work.’ Another deputy head drew

attention to the importance of the school improvement plan ‘…because I

think in most schools now with all the costing and funding the way it is

unless it is part of the school improvement plan it will not happen.’

Within this, there would be scope for developing innovative use of a

technology outside the subject arena: ‘…the other thing we are trying to

do is Period 6 Tutor Time; we try to make it very structured. Again, it’s

trying to take those ideas and trying to work a structure from a school’s

point of view. I think that’s the only way it’s going to become part of

practice.’

The importance of involving a person who has enough influence

across a school was also underlined, especially to avoid the risk of a

project becoming an isolated piece of work. The idea of going after

people who are in senior positions not only within a school but also

working with the local authority was another factor mentioned. However,

it was also emphasized that, as well as getting them together in one room,

it was also about ‘…having enough time to go and work with those

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schools individually because people want to feel like the work that

they’re doing in their school is important as well.’ The tensions between

so called ‘top-down’ and ‘bottom-up’ influences in terms of

organisational hierarchy are, of course, well rehearsed (e.g., Fullan,

2001) and a role for teacher-level influence is also widely acknowledged.

The issue regarding points of entry for innovation raised at the

beginning of this chapter re-emerged during discussions with the deputy

heads: ‘The other thing that I have tried to do this year is to wrap this

project around a number of other things that we’re doing in this school;

around literacy and extended writing, and to look at the London Region

Innovations Grant because there are pockets of money out there to

develop what we’re trying to do.’ ‘The way English and maths is being

taught is now changing considerably, especially maths, more about skills;

I see that opportunity. Also, the way English is now being assessed no

coursework now; I see that as an opportunity.’

V. 7 Summary and conclusion

In drawing the work with teachers in the UK schools together two

main threads are detectable. The first concerns the method of

introduction and take-up of innovative practice linked to a technology.

The second arises from what was learned about the use of the

technology, in this case the VLE, itself.

V. 7 aIntroduction and take-up of innovative practice linked to

technology

Although the there are many new technologies that may have the

potential to enhance learning, effective uptake may not occur

automatically. At one level this may be to do with the choice of the

technology. Schools, like many other institutions, work on limited

budgets and the returns of any investment in a technology will be

reflected in terms of its adaptability – particularly across the school

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curriculum which is characterized by its breadth. The reliability and

availability of the technology to those using it are, inevitably, other

considerations.

It was noted that innovation within the school setting is

something that does not occur in isolation and has to be considered along

with other initiatives, changes and demands occurring within that

context. In view of this points of entry for innovation have to be carefully

judged and timed. Innovation also has its costs, these are not only

reflected in staff time and any other resources but also in terms of the risk

to student progress, particularly if skilled and experienced teachers have

to be withdrawn from the classroom for significant periods of time for

any training or professional development. In view of this teacher

availability has to be carefully negotiated; often simple financial

remuneration not being the solution.

More fundamentally, perhaps, is that the use of a new technology

not only requires familiarity with the mechanics of its operation but also

makes innovative demands on pedagogy and practice – both by learners

as well as teachers. Time is needed to identify and adapt suitable

resources, to structure content and develop new ways of working. Much

of the work associated with development may appear ‘invisible’ in that it

is done in advance of the use of the technology. Schools are charged with

making a curriculum available to their students and success is judged by

student accomplishment in relation to this. Although the nature of a

curriculum may be changed as a result of innovation, for those at the

forefront of change the starting point will be linked to an existing

curriculum. In addition, rather than knowledge about the technology

being an end in itself, any development rests on more meaningful

technology-use that is curriculum-led. In relation to this, the training

approach adopted within the workshops used curriculum learning

outcomes as a starting point from which operational detail of the

technology followed: a whole to part approach where the trainer played

an important role providing situated technical support so that a balance

between pedagogical and technical issues could be kept. Other qualities

of the training were reflected in its being on site and authentic. It was

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also found that through this a sense of ownership and commitment was

engendered. It has also been argued that learning is in many ways

multifaceted and a variety of social and cognitive factors may come into

play in its accomplishment. In view of this a theoretical framework was

presented and found to have a discourse-setting effect. Finally, with

regard to the workshop sessions it was recognized that innovation can

take many forms. These may be largely context-dependent and

unpredictable to the trainer as well as the trainee. In this sense rather than

being conceived as the transfer of pre-existing knowledge from trainer to

trainee, a view was put forward of training as a creative synthesis arising

from an interaction of different bodies of expertise.

The continued life of any innovation remains a further issue and

factors linked to sustainability included those relating to the development

of effective practice by teachers acting in harmony with broader issues of

school management.

V. 7 b Learning and the VLE

As a technology that was explored, the VLE was regarded as

innovative, particularly in terms of its potential for connectivity. It was

also seen as available and potentially adaptable in its use across the

school curriculum. Initial views of the VLE were based upon its ability to

store a range of learning resources that can be accessed remotely.

Through working on the course the communicative potential of the VLE

for learning was explored. Although communication between individuals

at a distance is seen as an obvious direction for development of the use of

the VLE, it was also realized that its use in communication between

students in the same classroom could be exploited in terms of its learning

value. Immediate feedback available through the VLE through embedded

applications, or through blogs or forums was regarded as useful to both

students and teachers. The use of communication facilities such as live

chat and forums can lead to learning through peer-to-peer participation

and collaboration. However, it was also found that the teacher plays an

important role in learning through by acting as a moderator and

providing a framework within which participation and collaboration can

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occur but also within which there is room for freedom of student

expression.

V. 7 d An enhanced or transformed curriculum?

Earlier in this chapter the idea of the development of the use of

the VLE being curriculum-led was proposed as a pragmatic starting

point. In this way the same learning accomplishments could take place

but might be more efficiently and reliably achieved and the learning

could be seen as technology enhanced. Alternatively, through the use of

the VLE, scope was seen for new accomplishments resulting from shifts

in the way learning is approached and encouragement to move beyond

existing practices: a technology transformed curriculum.

The use of the VLE was seen to have implications both for the

role of the teacher and the learner. The project work highlighted the fact

that the teacher was not solely instrumental in passing on an established

body of knowledge. Teachers acted as facilitators bringing together their

experience as scholars in a joint learning enterprise with their students.

Although an existing curriculum will inevitably be a starting point

for the development of the use of the VLE in learning there is scope for

realization of paradigmatic shifts in the way learning is approached.

Insofar that a curriculum can be viewed not only in terms of learning

outcomes but also in terms of their means of accomplishment and

provision within a wider learning context, there are implications

regarding the impact of VLE technologies.

With regard to the two main threads identified above, then, it is

hoped that the work reported in this chapter has illustrated how a method

of introduction and take-up of innovative practice that recognizes

training as a creative synthesis between participants with different bodies

of expertise may lead to technology not only being used to enhance

existing curriculum objectives, but also to technology being used to

transform an existing curriculum and introduce new challenges.

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References

BBC (2011). BBC News School Report.

http://news.bbc.co.uk/1/hi/school_report Date of access: 5:6:11.

Lave, J., and Wenger, E. (1998). Communities of Practice: Learning, Meaning,

and Identity: Cambridge: Cambridge University Press.

Acknowledgements

My thanks go to the staff and students in the schools involved in the T3

Project in the UK, and to Zali Collymore-Hussein and Grahame Smart

for their extensive and valuable contributions to this work.

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VI

A training course in new learning technology for university

teachers

Juana Bretón-López, Soledad Quero, Cristina Botella, Rocío Herrero,

Luis Farfallini and Rosa Baños

VI.1. Introduction

Education is a right for everyone. No one doubts that education can

open doors to many opportunities that would have never been possible if

we would not have received it. Unfortunately, there are problems facing

Spanish education system. These can have negative effects on the quality

of the education students are receiving. As educators our commitment is

to try to improve our work solving these problems as much as we can and

to provide our students with the best possible education.

We can find, at the initial levels of state schooling, complaints such

us: too many students in the classroom, not enough resources or text

books, and, students unable to sit quietly or focus on the teacher. This

happens too in private schools but students are less affected (Boyer, &

Hamil, 2008).These are all very complex problems, and a possible factor

that could explain this is the massive demand, the resources available to

address it and a matter of budget allocation for learning activities.

At a higher level, university education, these problems are

sometimes repeated, albeit on a smaller scale. Usually, in this context

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student motivation becomes a more evident problem. Motivation is

necessary to succeed in learning, especially when learners are working at

a distance (Keller, & Suzuki, 2004). What does this exactly mean?

Motivation is a very developed and studied concept within Psychology,

but it is also a very complex one to define. There are many theories and

labels that serve as subtitles to the definition of motivation, but summing

up we could define it as the forces that account for the arousal, selection,

direction, and continuation of behaviour (Fernández-Abascal, Martín

Díaz & Domínguez Sánchez, 2001). Current theories distinguish two

main types of motivation: intrinsic and extrinsic. Intrinsic motivation is

internal. It occurs when people do something out of pleasure, importance,

or desire. Extrinsic motivation occurs when external factors compel the

person to do something. Motivation is a central concept if we think

about how to promote behaviour in a person, and a possible key to

improve academic performance in university students (Porter, Bigley &

Steers, 2003). Increasing student motivation is one of the most important

tasks a teacher has to face. In the case of university education, one of the

sources of motivation comes from the very student’s choice. When

talking of intrinsic motivation, most students “wish” to know and acquire

knowledge, skills and certain competences that they will need to apply

later on. But often this intrinsic motivation is not enough to continue with

a task and some “external factors”, or extrinsic ones, promoted by the

teacher are needed. One way this can be done is by improving university

professors’ teaching methods, including tools that allow them to be more

efficient and, at the same time students learn more.

When using strategies and tools that promote learning and ease the

acquisition of certain skills and knowledge, it can be very useful to

introduce information and communication technologies (ICTs) within

teaching methods. This is especially relevant to the university population

considering the fact that they are people who have lived a good part of

their lives with them, or in some cases can even be regarded as digital

natives (Prensky, 2009). In addition, ICTs provide certain advantages:

they make available to students a wide range of information; facilitate the

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updating of information and content, and student autonomy; ICTs can

also facilitate group and collaborative training (Cabero Almenara, 2006).

To carry out this implementation, we first need to know in detail

the opinions of teachers, regardless the subject they teach, about the

usefulness of certain technological tools for their teaching (Davis, 1989;

Davis, Bagozzi & Warshaw, 1989; Toral, Barrero& Martínez-Torres,

2007). In the following pages we will describe in detail our experience

with a training course in new learning technology for university teachers.

VI.2. Our perspective on teaching

Many studies have shown that the more student-student and

student-teacher interaction that occurs, better results in learning are

achieved (Lytras, & Ordóñez de Pablos 2007, 2009; Phielix, Prins &

Kirschner, 2010; Zhao, & Ordóñez de Pablos, 2010a, 2010b). To

improve and enlarge integration between students and teachers, it is

important to use new and intuitive mechanisms that also allow

improvement in learning.

At the Universitat Jaume I (UJI) we focused our participation in the

T3 Project on the validation of some new ITCs developed for the e-

Learning context (Bretón-López, Botella, Vizcaíno, Quero, Baños&

Molés, 2010; Bretón-López, et al., 2011). New ICTs can be very helpful

and their use in different fields has been developed in the last decade.

This is shown in the fact that, in recent years, a huge range of

methodologies, tools and resources have been generated for the use of

technology in learning and teaching as part of the process of any

discipline. Despite an increase in the use of technology in learning and

teaching, in practice, in terms of quality, its use is quite limited. The

majority of what is currently known as e-learning (learning through new

technologies) is still based on the use of videos, through web pages or

through a virtual classroom in order to facilitate access to the materials

and contact with students. In this sense, ICTs may help boost the

acquisition of determined skills, making learning more interactive,

flexible and appealing plus letting the user spend their time well.

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In this chapter we present the results of the start of a six-day

workshop (trial) where university teachers of different disciplines were

trained in three useful systems for university teaching (Bretón-López,

Quero, Botella, Baños, Farfallini, & Herrero, 2011). The technologies are

e-Adventure, Palma and Eutopia. We collected relevant data with the aim

of improving university teaching being the first purpose of the project.

From this, the aim was to develop a new programme that would improve

the process of teaching and, therefore, the acquisition of knowledge in

different areas and, more specifically in our case, in the university

context. A second important purpose was to find out how satisfied

teachers were with the technologies used, incorporating the previous data

of interest.

The following trial description is an operational example about

how videogames and 3D environments can be used as a tool in education

or an e-Learning context.

VI.3. Our own experience

Our team, LabPsiTec, is a research team specialised in psychology

and ICTs. This particular interest and our years of experience with

university teaching led us to participate in the T3 Project.

We contacted the Teacher Training Center of the Universitat Jaume

I of Castellón, which showed its interest in the objectives of T3 Project

and invited us to introduce it in the teachers´ training plan. An analysis

about the adequacy of the methodology to teach the technology to

university teachers was carried out. It was concluded that the

implementation of a workshop would be suitable in order to teach the

chosen systems, their main functions and the specific use for the

university teaching.

With support of the University, a workshop titled "The Use of New

Technologies of Information and Communication for Improving

Teaching" was organised. The aim of the workshop was to show a series

of tools designed to highlight the possibilities offered by new

technologies as powerful tools to enhance learning in the university

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context. The technologies used in the workshop were selected according

to the principles described earlier in this chapter. The classification of the

e-Learning technologies took into account two variables: the type of the

technology (based on instructions, or a more constructivist one and the

type of teaching (experimenting, experiencing soft skills or exploring).

According to this classification and taking into account the

university context, in relation to the relevance to a global intake of

students, especially since Bologna began, we considered that

experiencing “soft skills” and exploring would be relevant topics as the

aim of the workshop. Besides, we thought that a constructive approach

would be best for teaching the content. As we mentioned before, three

technologies were selected as the most adequate to achieve our goals: e-

Adventure, Eutopia, and Palma. A brief description of these systems is

now provided.

VI.3.a. e-ADVENTURE

The e-Adventure platform is the result of a research project aimed

to facilitate the integration of educational games and game-like

simulations in educational processes. It was produced by the e-learning

research group at Universidad Complutense de Madrid (e-UCM) for the

development of classic adventure computer games with educational

purposes. The platform includes both the game and the editor. The main

advantage of the editor platform is that instructors can be directly

involved in the production of the games (Torrente, Moreno-Ger,

Fernández-Manjón, & del Blanco, 2009). The game editor allows having

different scenes to be connected to others. Also it is possible to include

objects, characters and dialogues (Martínez-Ortiz, Moreno-Ger, Sierra&

Fernández-Manjón, 2006).

E-Adventure provides specific features for education such as the

possibility to define different assessment rules that are triggered when a

set of conditions in the games are satisfied. When the game is completed

an assessment report is generated with all this information. The

instructors can access the results via the web, and the information can be

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displayed to the students as feedback. Figure 1 shows a screenshot of the

e-Adventure editor. For more details about the tool you can visit http://e-

adventure.e-ucm.es/

Figure 1. e-Adventure editor

VI.3.b. EUTOPIA

Eutopia is a platform designed to support distance learning. It is a

useful when creating and organising Educational Multiplayer On-Line

Role Playing Games (EMORPG). This approach allows a small group of

people to give a theatrical performance for educational or psychological

purposes. Each user controls an avatar and interacts with other avatars in

a 3D virtual scenario. The trainers have different functions: they can

define and assign roles, goals, characters and personalities of the

individual avatars that will be represented by online players. Once the

game is in progress, the trainer can observe what is going on, get

involved at any moment, send messages to players, or activate special

events or happenings. When the game session is over, the trainer can lead

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a debriefing session through group discussion, analyzing the

communication and behavior strategies adopted by the players.

In an educational context Eutopia allows real-time interaction

between students. It also allows the teacher to see the students’

interactions, give feedback and interact with one or all of them. Figure 2

shows a screenshot of the Eutopia editor. For more details about the tool

you can visit http://www.nac.unina.it/eutopia/download.htm

Figure 2 – Eutopia Editor

VI.3.c. PALMA

PalMa is a serious game conceived as a software tool with a

specific learning outcome. PalMa can be used when developing high

level managerial skills such as: leadership, negotiation, effective

communication, speech and persuasiveness, co-worker management,

customer management, personal incisiveness and commercial skills. The

reference unit of PalMa is a scenario; a situation within which the player

is asked to achieve a predefined goal (see Figure 3). The player acts

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through an avatar. The interlocutor of the player is a ‘bot’, a software

agent conceived to interact with the avatar answering in a certain way. In

each situation, a target to accomplish will be established: to persuade

someone to perform a task, to solve a conflict, to act as intermediary

between people, to encourage a co-worker, etc. At the end of the played

scenario, PalMa will give detailed feedback on the player’s performance.

The interaction and feedback is predefined by trainers according to their

objectives.

Within education, PalMa allows teachers to design exercises with

different levels of difficulty in order to train and test their students on

previously selected specific skills. Figure 3 shows a screenshot of PalMa.

For more details about the tool you can visit

http://www.entropykn.net/edugames/Pagine/Palma.htm

Figure 3 – Palma scene

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VI.4. The trainees and recruitment process

In the process of selecting the technology to be used in the

workshop, we started to contact the participants who would take part.

Information about the workshop was e-mailed to teachers who

participated in the training courses for university teachers organised by

UJI. The teachers interested in the workshop requested admission to the

course. Initially, 22 people were registered for the seminar. Two

participants failed to start the course because of scheduling difficulties,

and four of them did not meet the minimum required attendance in order

to be considered in the final sample. Finally, the group was composed of

16 participants: 10 women and 6 men.

The participants had a range of academic backgrounds: five were

psychologists, six were engineers, two were chemists, one was a

translator, one was specialised in information science and Publicity and,

finally, one had a computing degree. This was an important point

because our proposal was to include these new technologies as an

experience of e-learning without taking into account the background of

the teachers and the subjects they teach.

All participants were teachers at UJI, but with different types of

contracts: six were predoctoral fellows, four were assistant professors,

three associate professors, two were contracted research staff and one

was a member of the research teaching personnel. In this way members

of the group, who had been teaching between one and eight years,

offered a varied profile in terms of their teaching areas and experience

with technology.

VI.5. The workshop

When the technologies were selected and the participants recruited,

the workshop started. It was organised into six sessions, each one lasting

for around six hours and it was applied with the purpose of teaching the

selected technologies to university teachers participating in the Spanish

trials. The seminar was taught by two teachers and researchers of our

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team, specialised in the field. Both were psychology graduates, with a

master degree, and PhD students in their teaching phase. Both were

trained in the specific contents of the workshop and had more than three

years’ experience in the use of new technologies in psychology.

The main objectives of the first session were to give a general

presentation about the T3 Project and find out the different interests of

the participants in relation to the application of new technologies in their

own teaching practice, their knowledge about the topic, and their general

experience with the new technologies. Moreover, a pre-evaluation

protocol was applied; specifically a “Technology Profile” questionnaire.

The aim of this first questionnaire was to find out which out of 23

technologies had been used by the trainees in their teaching contexts. The

participants’ answers could range from 1 (never) to 5 (very often). In

addition, the questionnaire included items on socio-demographic data

and academic background. After that, a presentation of all the tools was

made.

The main objectives for the second, third and fourth sessions were

to show each tool in detail with a particular exercise to be completed. A

more precise description of these sessions is now described:

For the second session, a theoretical introduction about “soft skills”

was given at first in order to contextualise the use of the different tools

that the participants would see throughout the workshop. After that,

PalMa tools were explained and their possibilities and limitations

outlined. Once participants knew the programme a practical session was

set up which consisted of designing of a small example showing how it

would be used. Each participant applied what they learned to a schema of

a hypothetical application in their own subject. After that, the

participants’ experience during the practical session was discussed and

conclusions were drawn regarding future uses of the programme with

students.

During the third session, an explanation about the Eutopia editor

was given with attention to its characteristics and its similarities and

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differences with PalMa. This was followed by a practical session that

focused on the use of Eutopia. Participants were put into different groups

and, using an existing example, interacted with Eutopia. After the

practical finished, the experience of taking part in the exercise and

possible applications of Eutopia were debated.

In the fourth session, we followed the same structure. First, we

gave a theoretical explanation of e-Adventure tools. Once the participants

knew the programme a practical session was carried out using the tool.

During the practical session, each participant had to follow a guideline to

construct a game using e-Adventure. After the practical had been

completed, a debate about the experience and possible applications of the

programme took place.

The fifth and sixth sessions were entirely practical. The main

purpose of these sessions was to give participants opportunities to design

real scenarios for their own teaching. With that objective in mind the

teachers first shared their different ideas and then they selected the right

tools to make these possible. After each participant decided what they

wanted to do, they then started to build their own scenario. At the end of

this sixth session each participant shared their own project and received

feedback from their partners. Then we applied the post-evaluation

protocol and obtained the participants’ opinions of the workshop.

At the end of the workshop two questionnaires were applied: the

“Tool evaluation questionnaire” which aimed to evaluate each

technology used in the workshop in terms of its design and usability

through 13 items; and the “Workshop Evaluation Questionnaire” which

aimed to find out participants’ opinions on how helpful the course was in

understanding new learning concepts, how innovative and useful the

technologies are and the future application of the tools.

The main results obtained from the measures included in the

workshop are presented in the next sections.

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VI.5.a. Technological profile of the teachers

First, regarding the technology profile, Figure 4 summarises the

information about the main technological tools used by teachers who

participated in the trials. As shown in Figure 4, the most frequently used

technologies on teaching practice were the associated with generic

software tools with an average of 4.88 on the 1 to 5 scale. These tools are

PowerPoint, graphics, audio and video editing, data handling, word

processing and publishing. In second place came the use of conventional

desktop or laptop computers, with an average of 4.75; then all types of

communication tools, like Skype, e-mail and chat averaged 4.69; finally,

the frequency of use of Internet, as a data and information resource came

to an average of 4.5. It is important to mention that the classrooms of

University Jaume I are mainly equipped with these technologies and, in

addition, these technologies are an important resource in teaching across

the subjects. It is also essential to mention that UJI is a very

technological institution; so, independently of each particular profile, all

teachers have access to other different teaching technological tools.

Figure 4 - Technological tools used by teachers

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In Figure 4 we also observed other technologies falling within the

middle range of frequencies of use on teaching practice (tools with a

mean ranging between 2 and 4), with virtual environments, or virtual

learning environments (VLEs), being the most used in this category

(average = 3.13) followed by Web 2.0 technology (wikis, social

networking software etc.) tools for collaborative learning (average =

3.06). Finally, the tools with lowest frequency of use in teaching (with a

score ranging from 1 to 2) were hand-held technologies with an average

of 1.44 and, lastly, the use of robots or other computer-controlled devices

with average of 1.38. The complexity of the use of these technologies,

their specific use, plus the cost of these kinds of devices could be

influencing these results.

VI.5.b. Technologies and course valoration by the teachers

Results obtained in the post-evaluation protocol are presented in

two parts: First, a general evaluation of each technology as tools for the

teachers’ educational setting and second, the participants´ opinion about

the course of training in these technologies.

With regard to opinions about the tools, the participants considered

the three tools as good tools to implement in their educational setting. As

shown in Figure 5, e-Adventure seems to be the most adequate tool

according participants opinion with an average of 4.05, the second tool is

Eutopia with an average of 3.66 and finally PalMa with and average of

3.33.

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Figure 5 – Tool Evaluation.

Finally, results regarding opinions about the workshop are

presented in Figure 6. Participants indicated that it was helpful to

understand new concepts of learning supported by new technologies

(‘Understand’ mean: 3.81). They also indicated the technologies they

used were innovative (‘Innovative’ mean: 4), and useful (‘Useful’ mean:

3.72). With regard to the possibility of implementing these technologies

in the future, the teachers stated that they will keep using them and will

encourage others to use them as a learning method (‘Future Application’

mean: 3.54). The consideration by the teachers about using these

technologies in the future is very important in giving continuity to the use

of the learned tools and to apply this to the secondary beneficiaries of the

workshop: university students.

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Figure 6 – Workshop Evaluation.

VI.6. Conclusion and discussion

Using technology as an educational tool can result in greater

student motivation as well as renewing or updating methods and teaching

techniques (Martínez-Torres, Toral, Barrero, Gallardo, Oliva& Torres,

2008). On this basis, innovative technologies allow new ways of

providing education and, especially, learning through activities, serious

games and educational tools. This can be very attractive to university

students.

The objective of the workshop was to show a series of tools

designed to highlight the possibilities that ICTs can offer as powerful

tools for learning within a university environment. Overall, this means

developing more accessible teaching methodologies, and also bringing

the university closer to the European Higher Education System.

Participants in the workshop evaluated the technologies used as

appropriate and easy to use. All the systems had a score above 50 per

cent of the scale. However, one application stood out above the others

two: e-Adventure. This is probably due to the fact that this tool is more

versatile and easier to adapt to a specific context of teaching across the

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different of areas of knowledge (psychology, engineering, chemistry,

computing, etc.).

During the implementation of this project it was necessary to train

the teachers in detail about the selected technologies. A significant

feature in the methodology used is the important amount of time we

allowed the teachers to incorporate the knowledge involved in every

system. We put special emphasis on the theory relating to each tool, on

developing practical examples of the systems, and on let teachers become

involved in a personal project with the focus technology. The final

purpose was to facilitate a clearer understanding of the systems. In this

way the teachers could gain adequate knowledge of the technologies in

order to incorporate these when teaching their students.

Concerning the workshop, the teachers’ assessment and opinion

were found to be favorable both for the pedagogy and the teaching

methodology used, which facilitated the understanding of the various

tools shown as well as the innovative nature of the contents of the

seminar. Moreover, in the evaluation, the teachers also highlighted the

vast possibilities of use the tools in the future, highlighting their

usefulness in teaching. In addition, the data obtained in the trial are of

interest because we asked the teachers directly about their satisfaction

with the tools and, specifically, about their teaching.

Without doubt, ICTs have important potential in university

education. However, there are still unsolved problems. Different

professors and different students have different opinions regarding the

use of ICTs as useful tools to improve teaching. We have seen here that

some ICT tools were very popular (such as PowerPoint) among the

teaching staff, whereas others were much less used. We have also seen

that, although all the tools that were used at the workshop were positively

assessed by the participants, the most versatile tool was most widely

accepted. Finally, we have also found it was necessary to dedicate time

and effort for the participants’ training. It is thus possible to extract some

important conclusions that may help to promote the use of ICTs in

teaching. On the one hand, it seems to be necessary, firstly, for those

tools to be easier to use. Making people succeed and use them will make

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them more involved in using other possible tools in the future. Secondly,

it also appears that designing ICT for broad spectrum of learning, with

versatility, is important. Finally, it is necessary to design entertaining

ways that may be incorporated to make the application introduce and

explain itself. No doubt, we will manage to do this in the near future. We

have already takenthe first step, and in general we can conclude that we

have found a great acceptance among the teachers of the technologies

presented. This suggests that the next step would be to implement these

tools in the university teaching context with students as the final users.

A new reality at the present time is that teachers, students and ICTs

coexist together. In consequence an important purpose is to integrate

them in teaching. However, a first phase should be to let teachers start

using them, identify the existing difficulties and develop solving

strategies. The main objective of the workshop described in this chapter

is to bring near the teachers to the existing ICTs for their teaching. A

benefit of primary importance will be to increase intrinsic motivation,

very relevant in teaching tasks. A second and very relevant benefit will

be to further the accomplishments of graduate students and bring with

this more satisfied teachers.

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R. (2011).El Proyecto Europeo T3:Resultados preliminares del uso de

nuevas tecnologías para la docencia universitaria.SPDECE-2011.

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VII

A training course in new learning technologies for

Corporate Trainers

Roberto Vardisio, Michela Fiorese

VII. 1 Introduction

According to the Global Information Technology Report 2010-

2011, recently released by the World Economic Forum (WEF), Italy

ranks 51st in the ranking on the ability to exploit new technologies as a

vehicle for economic and social development. Preceded by countries

such as Tunisia (35th) and Estonia (26th), Italy suffers a marked retreat

from, for example, the 2006 standings in which Italy was positioned

38th.

Going into the detail behind the reasons leading to this kind of

WEF ranking against our country, we discover some interesting

implications. It is not the spread of mobile phones and the Internet per se

that affect the Italian position (indeed, Italy is one of the countries with a

large diffusion of these), but, rather, it is the quality of education and

national policies that promote innovation and development.

The difficulty of our country to understand and exploit the potential

of new technologies as tools for development takes on different forms

depending on the areas they affect. For those who work daily within

Italian companies, a case of particular interest is the use of these

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technologies with respect to training programs and organisational

learning.

Althoug he-learning has found some success in the recent past,

particularly within large organisations; it is also true that it is notable to

definitively overcome the “threshold of credibility” that has now been

finally passed in other countries (e.g., Germany and Great Britain). An

awareness of the educational potential of so-called ‘Technology

Enhanced Learning’ (using serious games, augmented reality, robotics

education, etc.), already well employed in North European countries, is

currently not even at an embryonic stage.

The difficulty of introducing such tools and their potential into the

educational practices of companies appears to derive in part from

structural factors (lack of technological infrastructures, difficulties in

making investments, problems of dialogue between the research world

and the world of work, etc.) but is also due to a lack of update for those

who work in corporate learning that sometimes turns into distrust, or

even into cultural resistance. Therefore, the WEF's analysis clearly

demonstrates a critical element that those who work daily in the service

of Italian companies live by their own efforts when utilising new

technologies.

Apart from the economic context, with the phantom of a general

recession at this corner of world economy, there is an urgency in terms of

what modern corporate training is asked to do to be competitive and in

turn make companies competitive. The corporate T3 programme seeks

precisely to make a contribution in this direction: the goal is to convince

corporate trainers of the validity and the possibilities inherent in

technology for learning, elaborating meta-models for their use and

providing tools for the acquisition of new mental frames.

Broad reasons why companies and trainers might embrace TEL

initiatives are:

1. Expanding access: TEL can assist in meeting the

demand for training from general businesses, especially

because it offers the possibility of a flexibility to

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accommodate the many time and space constraints imposed

by personal responsibilities and commitments;

2. Alleviating capacity constraints: being mostly or

entirely conducted off-site, TEL systems reduce the demand

on institutional infrastructure such as buildings;

3. Making money from emerging markets: TEL

fosters an increasing acceptance from the population of the

value of lifelong learning, even in the corporate training

sector, and companies can benefit financially by reducing

training costs. Additionally, the corporate sector for business

executives and HR managers is more lucrative than traditional

markets;

4. Acting as a catalyst for institutional

transformation: the competitive modern marketplace demands

rapid change and innovation, for which TEL programs can

play a part;

5. Acting as a catalyst for a methodological shift: due

to the complexity of modern training issues, the TEL

approach allows one to face and learn how to manage a wide

variety of situations, providing paths especially designed and

tailored.

Thus, TEL initiatives can not only represent a valuable answer to

the economic crisis which poses new demands, but also to the need of a

paradigm shift and a “language” change inspired by new technologies

and driven by a new generation’s training needs. Following this

direction, the technologies and examples provided during the training

path aimed to cover the widest potential of employment in corporate

settings, according to different training aims.

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Technologies Examples

provided

Training aims

Serious games PalMa

Inside disaster

Game4manager

IBM City One

Get Marketing

Underground

Mining

Soft managerial skills

Problem solving

Managerial skills

(corporate business)

Managerial skills

(complex systems)

Managerial skills

(corporate business)

Safety and prevention

issues

Augmented

Reality

Inglobe

technologies tools

Procedural

knowledge

Multiplayer

Virtual Worlds

Sinapsi

Second Life

Digital spaces

Active Worlds

Blue Mars

Project

Wonderland

Cobalt

Soft skills (training

and assessment)

Soft skills (training,

assessment)

Procedural

knowledge

Soft skills (training)

Soft skills (training)

Soft skills (training)

Soft skills (training)

Web 2.0

Online content

editors

Feed +

aggregators

Mush ups

Social

bookmarking

Crowd sourcing

E-portfolios and

PLEs

Web Operating

Systems

Knowledge and

content building

Knowledge sharing

Knowledge sharing

Reference sharing and

networking

Professional

networking

Knowledge and

content building

Productivity

enhancement

Multiplayer

Role Games

Dread-Ed Problem solving

Table 1. Technologies and examples provided

A TEL programme must obviously be sustainable even in the short

period in terms of costs, general efficiency and effectiveness. Indeed, the

return of investment (ROI) and a positive downfall on human resource

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(HR) performances are perceived as pressing indicators of the success of

a TEL training program.

As a consequence, the choice of the best technology to fit training

aims is a fundamental step.

VII.2. Didactical-training goals and choice of tools within TEL

corporate programs

When coping with training issues in the corporate field, the

employment of such new technologies and new media highlights the

need of a double focus for trainers and for HR managers: from one side,

a deep awareness of potentialities and possible ways of use of each of

these technologies and, from the other side, the ability to keep centered

on the human resources’ needs, thus on specific training goals.

The T3 corporate programme highlighted in a very clear manner

the strength of influence of each technological tool on the nature of the

training course itself. This opens for trainers some fundamental questions

about the aims of the programme. Besides, in this more complex

situation there arises a need of an original framework to fully understand

points of strength and weakness, along with opportunities and threats (in

few words, a SWOT analysis) of each tool and, as a consequence, the

need to detect which is the direct link between specific technological

tools and didactical/training objectives.

When moving to the general planning of TEL corporate programs,

the starting point should be the definition of training goals. With

traditional face to face programs, there is a further question: which are

the technological tools that best fit those goals?

What today’s training experts are asked to consider is a rethinking

of the whole training process, implementing it with a new tools-goals

approach. Thus, they are called to go further with a radical paradigm

shift, moving from traditional programs towards a more comprehensive

approach, with results widened and deepened by an effective integration

of new technology tools along with more involving ways of achieving

old and new training objectives.

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Initially, a useful thing to do is focus on the particular kind of

knowledge the trainer wants to develop through the TEL program. In

more detail, the trainer must question if aim of the programme is to

develop declarative or propositional knowledge (i.e., knowledge that is

by its nature expressed in declarative sentences or indicative

propositions), or procedural knowledge (i.e. knowledge of how, and

especially how best, to perform some task).

A linked question that a corporate trainer must address is

represented by the nature of the fruition of the program itself. In

particular, what best fits learning aims? Is it a self-learning and

individual mode or a program focused on the social dimension of

learning?

Obviously, as mentioned above, the choice of a particular

instrument (or combination of instruments) is influenced by the nature

itself of the technological tools as well as by the underlying learning

paradigm they promote.

The following scheme (Figure 1) is presented as a practical guide

to corporate trainers to help them detect the “family” of tools they should

use for specific learning aims and specific training modes.

Figure 1 – Learning aims and training instruments

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With declarative knowledge aims and individual content training

activities (Quadrant 1) the tools that best fit the purpose are lessons

(multimedia or simply text-based ones) as well as web browsing through

hypertexts. These tools are defined as CBT (computer based training) or

WBT (web based training), depending on whether an internet connection

is used to deliver learning contents.

In the case of training projects that aim to develop declarative

knowledge adding a social dimension of learning (i.e., the chance to

contribute in building and sharing knowledge, communication and

eventually collaboration among trainees, Quadrant 2), some tools seem

to fit better than others namely: mind mapping software and blogs. The

first are tools to present a graphical display of concepts and relations

among concepts, which can be modified and enriched collaboratively.

The second are personal digital publishing tools on the web and represent

a valuable way to update and share information with a wider audience.

Considering the need to train on procedural knowledge (know-how)

through new technology mediated interactions and a social or

collaborative learning mode (Quadrant 3), the suggested tools are

moblogs (mobile blogs), MOOs (Multi-user Object Oriented domain,

(i.e., a particular kind of multi-player role simulation), collaborative

simulation games and collaborative virtual environments. All the above

mentioned tools share a common focus on active interactions among

participants and are found [c.f.r. Innovative Approaches for Learning and

Knowledge Sharing, Lecture Notes in Computer Science, 2006, Volume

4227/2006, 331-346 “Two Technology-Enhanced Courses Aimed at

Developing Interpersonal Attitudes and Soft Skills in Project

Management”]to be very effective in training so called soft-skills

(communicational, team-work and managerial skills).

If our aim is to train on procedural knowledge (know-how) but

without the need to go through mediated interactions, then a self-learning

mode seems to fit all our training purposes (Quadrant 4) and we should

employ one of the following tools (or a combination of them):individual

simulation games, augmented reality or robotics. Individual simulation

games allow participants to experiment with some likely reproduced

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164

situations and are particularly suitable for training problem solving skills.

Augmented reality tools allow users to display additional information on

real environment video flows and they are thus suited to training, for

instance, safety and prevention behaviors in given work environments.

Robotics allows real-world applications of mathematics and science

concepts through the use of engineering design, thus it is most suited for

science learning at different levels. The application of robotics could

hopefully arise in a corporate context, especially in training a workforce

for industrial process management.

Another useful framework for trainers interested in planning TEL

programmes is represented by the following scheme (Figure 2), which

can be linked to the same tools-goals approach mentioned above.

Figure 2 – T3 Framework: mapping technology-use into a learning space

In this case, the major focus is on learning paradigms and aims,

gathered into four main categories: memorising and understanding

(declarative knowledge), problem solving and creating (procedural

knowledge). Moreover, focusing as well on specific learning aims, the

trainer is called to question about what best fits the employment of new

technologies: an online program, a face to face programme or a blended

Lea

rnin

g t

ho

ug

h s

oci

al

inte

ract

ion

Learning paradigm

memorising understanding problem solving creating

solo

p

air

s

gro

up

com

mu

nit

y

w

orl

d-w

ide

modellingdrill &

practice

simulationscommercial

video games

wikis

browsing

educational games

MLEs

ind

ivid

ua

l

soci

al

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165

(mixed) one? Also, a trainer involved in planning a TEL programme

must be aware of the distinction between synchronous and asynchronous

tools.

Synchronous tools allow the delivery of contents where all

participants are "present" at the same time. It resembles traditional indoor

training methods even though the participants are located remotely. It

requires a timetable to be well organised. Conversely, in the

asynchronous training mode, participants can access course materials or

tools according to their own schedule and so is more flexible. Trainees

are not required to be together at the same time. These two methods can,

of course, be combined in the delivery of a single training program,

depending of our specific aims.

Along with the choice of the best technology (or combination of

technologies) and the best mode of delivery, to achieve the effectiveness

of a TEL program a great role is played by planning and organisation.

As for traditional training courses, the planning phase must focus

primarily on a needs analysis and a background study of constraints. For

instance, what tools can we effectively employ in the program and,

importantly, what is the level of technological proficiency displayed by

our target, thus depending on time and costs of previous training on

technological skills.

The following checklist summarises some key points for trainers

involved in planning TEL courses:

1 Needsanalysis of the target group

2 Identification of major and secondary training objectives

(declarative or procedural knowledge)

3 Background study of possible bonds and constraints

(available tools, technological proficiency, etc.)

4 SWOT analysis and choice of tools, according to specific

training goals

5 Delivery mode:

a. self-learning or social learning mode (or a

combination of them)

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b. online programme or face to face programme (or

mixed)

c. employment of synchronous or asynchronous

tools(or a combination of them)

Once the training objectives are clear, along with the selection of

tools and the best delivery mode, the trainer is asked to focus on planning

and organisational issues which also play a key role for the whole

effectiveness of a TEL program.

Planning and organisational issues of corporate TEL programs

The selection of tools and of a delivery mode is a fundamental

aspect of TEL initiatives, but this starting focus on technologies should

not detract from the major focus of a corporate training programme

which, even if technology mediated, must accord with trainees’ needs.

So, another question that a trainer has to address concerns how to

plan and organise to best fit these needs. To simplify, planning and

organisational issues mostly come down to time and space constraints.

This last point is particularly relevant if we decide to plan a face to face

or a blended training program.

Time and space constraints are mostly linked to opportunities and

threats highlighted during the background study of our TEL proposal,

and must be carefully taken into account. For instance, if our aim is to

train on specific behavioral or communicational skills (above all, team-

working issues) and we decide that the technology to fit these training

goals is a serious game but we don’t have enough time to build our own

one, then we should consider an outsourcing option, i.e. moving to locate

and use a tool that has already been developed for the same training goals

instead of developing a new one. Space constraints play a key role as

well in the planning and organisational phase of a TEL initiative, deeply

influencing the selection of tools we are going to employ during the

programme.

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If our aim is to reach a wide target group, with people spread

beyond delimited geographical boundaries, and we need also to reduce

the overall costs of the training program, then the employment of online

(synchronous or asynchronous) technologies will be likely to fit the

purpose better than face to face initiatives with the same goals. An

intermediate solution could also be found in the planning of a blended

program, i.e., the employment of online tools along with face to face

meetings.

Conversely, if our target group is relatively small and

geographically delimited, the trainer will choose traditional face to face

sessions in which the programme is enhanced by the use of other

technological tools (for instance individual or collaborative serious

games, depending of training objectives).

Another organisational issue is the number of people attending a

TEL course, which obviously will influence the choice of the best

delivery mode, as well as the particular kind of activities the participants

are expected to carry out, individual or collaborative.

For a large number of people attending a TEL program, a

collaborative sub-group activity is suggested to maximise effectiveness

in knowledge retention, as well as to train and experiment on specific

soft-skills. For a smaller target population and for declarative knowledge

aims, individual learning modes fit the purpose well.

Besides that, and compared to traditional training programs, plans

to monitor, track and control some TEL activities will require a firm

“training agreement” between trainers and trainees. This agreement

acquires even more significance if the learning path is mostly on-line.

Indeed, full control on trainee’s activities, especially in presence of

massive “technology mediated” attended projects, is hard to achieve.

Trainers and instructional designers are thus asked to provide particular

attention, also in the planning phase, to motivational aspects. For

instance, the inclusion of a competitive element within sub-group

activities (e.g., competition between different teams) should result in

fostering the in-group dimension, thus augmenting participants’ personal

involvement.

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The following checklistsummarises some points for attention

during the planning and organisational phase:

1 . Time and space constraints

2 . Outsourcing options

3 . Number of people attending the course

4 . Planning of activities: individual or collaborative

5 . Planning of activities: motivational aspects

This next checklist is presented as a guideline for use during the

planning and organisational phase to achieve a general coherence

between training aims and technological tools within the corporate

training path:

1 Training aims

- Hard skills

- Soft skills

- Declarative knowledge

- Values

- Problem solving

- Context information

2 Type of technology selected

- Life- and reality-like

- Metaphoric

- Observation

- Experimentation

- Problem solving (analysis and decision)

3 Scenario

- Individual fruition

- Group or social activities

4 Logic of functioning and use

5 Insertion within the training path

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VII.3. Delivery and management of corporate TEL initiatives

Generally speaking, as usually happens with traditional training

programs, a TEL initiative should combine and mix together some

introductory theoretical aspects with some practical ones along with

further analysis and debriefing of the activities.

This last point comes down to the concept of feedback, which

becomes more and more a key factor considering that not all the tools we

choose will have built-in feedback options, thus forcing us to find other

equally effective ways to carry on this fundamental training phase.

Regular feedbacks in TEL projects help to promote and animate

participation within the program, involving the participants in individual

or collaborative activities or inviting them to rethink and retain particular

aspects of the course.

Some corrective feedbacks may be needed while introducing and

carrying on a brand new corporate TEL initiative. For instance, in cases

where participants are “tempted” to employ older instruments or methods

they are more used to, that are not mediated by technologies, to carry on

or coordinate their work with others (above all, in face-to-face meetings

instead of using communicational tools). Usually, individuals or groups

preferring older ways to cope with TEL activities exhibit the worst

overall performance during training. Thus trainers are called to prevent

or correct such temptations.

Once again, regarding the effectiveness of a TEL initiative, the

paradigm shift towards new ways of training opened by the new

technologies has to be embraced not only by trainers planning and

organising the course, but also by the trainees that are at the very central

point of each training approach, innovative or traditional. Without this,

the technologies will be perceived more like obstacles than opportunities.

To prevent that, TEL activities and contents must be organised in a

coherent manner, using the same new “language”, allowing the whole

training system to be perceived as functional.

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The trainer must also be aware of some constraints that may

depend of the particular technology employed, for instance a downfall of

motivation using only online tools without some collaborative and

teamwork instruments, or without a warming e-tutoring support. The

increase or decrease of the level of self-motivation when attending TEL

programs is directly connected to the level of self governing and self

development awareness displayed by participants. In this case, the

particular tool or combination of tools employed in the programme

defines a particular training style, which can be directive, as well as

supporting.

Highly skilled and motivated trainees will not need a directive style

of training, but instead some kind of delegation and autonomy.

Conversely, low skilled and under-motivated trainees must be monitored

and regularly involved in the training activities, with corrective feedback

if needed.

Figure 3 – Training styles and levels of proficiency in the use of new

technologies

A coaching or more directive style get results in the delivery of

tightly scheduled activities (general work packages, with well defined

sub tasks and duties). Probably this depends on a defensive attitude

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towards innovation and change or a low level of proficiency showed by

participants in the use of some technological tools which might bring, in

some cases, to a bad self organization or an ineffective collaborative

work. To prevent that, peer to peer feedback should be delivered

regularly during the training path, at intermediate check points and used

by the groups to debrief on work contents, as well as on decisional and

communicational aspects.

From this point of view, delegating and supportive styles provide

participants with more open feedback strategies which can be solicited in

case of need, or simply delegated to the inner organisation of activities

by individuals and groups.

The following checklist summarises some points for attention

during the delivery phase:

1 Feedback (involving, motivating, or corrective)

2 Tools and training styles (directive, supporting, or

delegating)

Depending on the tools employed during the programme, further

aspects may need particular attention, especially for those technologies

used at a distance in an individual self-learning mode without any form

of e-tutoring support. The following list summarises some useful tips to

promote the effective use of some distinctive technologies during the

delivery phase.

VII.3.a. Serious games (PalMa – Managerial Gym)

This software application was developed using the same

technology as in the design of video games but with a primary purpose

other than entertaining. This aim coincides with specific learning

objectives. The main unit of the game consists of a scenario, a situation

in which the player is required to achieve a certain goal. The player acts

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through an avatar while the only tool available to the player is

represented by dialogue choices.

How can It be used?

PalMa can be employed in organisational and corporate contexts

according to:

1. Management and vocational training: strategy,

marketing, soft skills

2. Assessment and evaluation

3. Coaching and development

Main goals

The insertion of PalMa within a corporate training path allows

trainers and HR specialists to:

1. Have an objective measure of the effectiveness of certain

skills

2. “Train” strategic management skills

3. Work on specific development needs

4. Monitor progress over time with respect to the development

of specific skills

5. Contribute indirectly to the spread of internal culture and

values

6. Spread best practices through the formalisation of models of

efficiency recognised by the company

7. Build highly refined and calibrated tools with respect to the

referring corporate culture

Added value:

The main advantage of serious games, in particular, PalMa –

Managerial Gym, is the employment of simulation to understand,

through an experiential way, the inner functioning of a complex

phenomenon or problem. Besides that, an added value to corporate

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training is the chance to reflect on and build models of effectiveness

which force participants to focus on the work process and coping

strategies they are usually involved in so that new values can spread and

streng then, along with new personal attitudes and behaviors. Besides

that, the tool allows a high level of customisation in terms of scenarios,

dialogues and layouts. Thanks to the “game approach” and the

consequent emotive involvement, participation is facilitated.

Tips for use:

If used for training or development purposes, feedback at the end

of game sessions must be clearly designed to give indications about the

level of understanding related to the phenomenon and about the

effectiveness of the strategy adopted to face opportunities and threats of

the situation.

Otherwise, for assessment purposes, no feedback should be given

to participants as data coming from the game sessions will be used by

trainers for the evaluation.

VII.3.b. Multiplayer Role Games (MRGs, e.g., Dread-Ed)

Like serious games, these software applications are developed

using the technology and the design of video games but they are mostly

delivered online, in a synchronous mode, with simultaneous participation

of multiple users.

How can they be used?

The best way to insert MRGs, in particular Dread-Ed, into TEL

projects is a blended training programme with the aim of improving the

ability to make effective decisions and work in groups within simulated

emergency situations.

Main goals

Dread-Ed allows trainers and HR specialists to train, assess or

develop soft skills along with problem solving abilities. More

particularly, trainees will experiment through the tool, effective

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communication skills, information sharing strategies, resource

management, management of emotions and stress and decision making.

When involved in a collaborative strategy, to succeed in the game,

participants are forced to put to the test their own communicational and

social skills.

Added value:

The game allows participants to simulate real dynamics in the

safety of a simulated reality, while the debriefing session led by the tutor

allows participants to reflect on choices made by the group.

Tips of use:

The tutor has the chance to choose the “script”, record the sessions

and edit them with comments in order to provide feedbacks. A group

debriefing with the tutor before the game session is highly recommended.

Importantly, the tutor must check that participants are all online and

ready to start, assigning to each of them a particular role within the

simulation.

VII.4. Evaluation of a corporate TEL project

The main temptation in evaluating new TEL corporate initiatives is

employing some of the older instruments or categories from a traditional

method, which do not fit so well with the new training language. Besides

that, it is very difficult and generally not productive to compare

evaluation issues of TEL projects with traditional ones. For this reason it

becomes very important to take into account that a general coherence

between the training path and the evaluation protocol must be pursued.

Elements to be evaluated during TEL initiatives depend primarily

on which kind of technology (or combination of technologies) is used

and its role within the training path according to the general and specific

aims of the project. To elaborate, the evaluation protocol of a corporate

TEL project should take into account three main aspects (see Chapter 8

for a more detailed review):

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- Previous knowledge and practice of new

technologies (background study)

- Use of the technology within the training path:

- usability

- absorption

- acceptation

- Training goals and provided path

The aim of a background study introducing the use of a new

technology for corporate training should be primarily to find out what

technologies the target group have used in the work environment (e.g.

simulations, serious games, online communicational and team-work

tools, etc.), thus detecting how familiar are participants with this kind of

technology. Data coming from this study should result in the choice of

the tools and of activities to best fit training aims (for more details, see

planning and organisational issues of corporate TEL programmes), along

with the best feedback strategy (see in this case delivery and

management of corporate TEL initiatives).

Another key aspect of the evaluation of TEL programs is found in

the effectiveness of use of each technology within the training path along

the following dimensions: usability, absorption and acceptance. In more

detail, the usability dimension refers to the ease of use and to the level of

accessibility of the tools when needed. The evaluation of this dimension

should focus primarily on detecting if things needed by participants were

clearly visible and easy to find, and if operating instructions were visible

and easily accessible.

To continue, the absorption dimension takes into account the level

of involvement during the use of the technology and, conversely, the

difficulty in being hooked using it for training aims. Furthermore, linked

to both previous dimensions is the perception of usefulness of the tools

employed within the training path, in other words, the acceptance of the

instruments as a training tool. The instruments must be accepted by the

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target group, i.e., people would recommend to others or would enrol in

future courses that use similar methodologies and technologies.

Overall, the above dimensions play a key role in the evaluation of

each new tool inserted in the programme, compared with traditional ones.

For instance, if the employment of a technology promises some kind of

improvement, but at the end its results are not fully usable or there is a

generally low level of involvement by participants then training aims are

achieved with more difficulty compared to traditional methods.

Another aspect to take into account is that, once the delivery phase

has started, those involved in the initiative usually deepen their ability to

use the different tools and may suggest some improvements to the system

according to their own needs. For this reason, mid-point evaluation and

feedback are suggested, even during the development of a TEL

programme (for further details, see the following corporate case history,

Par. 5).Apart from that, a feedback evaluation strategy should always

keep a regular communicational channel open to participants’ ideas for

improvement and suggestions.

A common mistake is in this sense is to relegate the evaluation

phase to the very end of the training project, thus not allowing trainers

and HR specialists to take needed corrective actions in time. The lack of

regular or intermediate feedback is likely to result, in some cases, in the

unsuccessful development of TEL training possibilities, or even in the

failure of the initiative.

Last but not least, the evaluation of training aims and of the

provided pathshould be planned according to both the general and

specific goals of the Project, with particular attention to the role played

by the tools employed during the programme and to the training activities

carried out to achieve each particular goal.

VII.4.b. A corporate case history: Auriga All Stars project - Rai Way

The chance to test some of the new technologies presented during

the T3 trial, both to direct and indirect beneficiaries, came from an HR

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development activity planned by Rai Way, the major Italian public

company in the telecommunications sector.

This activity involved around 100 participants across the national

territory over a period of 3 months, starting in April and ending in mid

June. All the participants attended previous projects (with traditional and

experiential training methodologies) from 2005 up to 2010, so that the

“all stars” project can be considered as a follow-up moment to the whole

Auriga training path.

The need for a new opportunity to meet and refresh skills carried

out along previous editions had been addressed several times by

participants in the project, along with the need to create a moment of

global sharing between groups of different years. Starting from these

requirements, the proposal finally set 4 main objectives:

1 Offer a moment for development of personal skills that

invokes the main content covered during the previous edition of

the project;

2 Spread and streng then values, personal ties, and the

positive climate generated by the project through an activity that

involves participants of different editions;

3 Use a challenging and innovative methodology meeting

the technological challenges that Rai Way is actually facing;

4 Deliver an advanced training path whose results will be

made available across the enterprise as a learning tool on

managerial skills.

The general aim of the activity was to develop managerial skills

and support and enhance collaborative teamwork. The technology

selected to fit this purpose was a web 2.0 portal (Moodle 2) in which

trainees used a variety of communication tools (instant messaging, chat,

news forums and project forums) along with collaborative tools for

online content editing (wikis). This collaborative content editing activity

was finalised through storyboarding the dialogues to be implemented in a

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serious game (PalMa – Managerial Gym), which they also tested at the

very beginning of the training program.

Technologies Aims Delivery mode

Serious games

(PalMa)

Development of soft

managerial skills

In presence

Web 2.0 portal

(Moodle 2)

support/enhance

collaborative teamwork

Online

Web 2.0 tools

(online content

editors)

Knowledge and

content building

Online

Table 2 – Auriga “all stars”: technologies, aims and delivery modes

Participants (divided into 10 groups) were asked to design the

content (dialogues) of a customised educational videogame to be used by

themselves and their colleagues to train their own managerial skills.

The main unit of the game consists of a scenario, a situation in

which the player is required to achieve a specific goal. The player acts

through an avatar, a virtual body of which he/she decides the behavior.

The player's interlocutor consists of a BOT, i.e. a software agent

programmed to answer in a certain way depending by the choices of the

player. In each situation a goal is explained, such as convincing someone

to do a task, solving a conflict, mediating between two parties,

motivating an employee, so that the player will influence the evolution of

the virtual conversation through his or her dialogue choices. At the end

of the game session, PalMa provides detailed feedback on the

performance of the users allowing an assessment which is also in terms

of personal development of ideas.

The training path was thought as a challenge both from the creative

point of view and from that of group work (supported by the project site,

to allow remote working, and by regular asynchronous e-tutoring

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activity). However the design of the gyms represented not just an

opportunity for discussion and collaborative problem-solving, but also

proved to contain an important element of personal development.

Having to design a dialogue based on a specific managerial

competence, the participants were forced to rethinkin an analytical way

about the kind of competence. This is perhaps one of the major

advantages of the so called simulation method: to simulate and reproduce

the behavior of a certain phenomenon it should be fully 'understood' in

advance.

The project identified four key moments (Start-up, Check, Switch-

off and Showcase) which, except for the switch-off phase, should be

attended face-to-face by all participants. As a consequence, the formula

chosen was a blended training methodology. The first face-to-face

meeting introduced the project, providing also main goals and an

overview of the TEL instruments. The second one aimed to check the

middle work done by participants and define the guiding lines for the

completion of the gyms. The switch-off of the project was aimed to “fine

tune” the artifacts to be finally presented during the showcase event at

the very end of the training path.

Figure 4 – Auriga “all stars”: key moments of the blended strategy

To facilitate remote collaborative work, the project planned a series

of milestones, specific goals and middle outputs. Indeed, this provided

general work packages, with sub-tasks to be completed and output

deliverables tightly scheduled. This organization was consistent with the

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180

mid-low level of proficiency in the use of new technologies (and in

particular TEL ones). Indeed an higher grade of autonomy in the

completion of work packages should have caused a leakage in their

effective completion (cfr. training styles and proficiency of use

mentioned in delivery and management of corporate TEL

initiatives).Upon completing the collaborative work, the system also

allowed the contributions of each participant to be tracked so that

“imbalances” amongst those involved in sub-group activity could be

prevented orrectified.

Internal feedback was scheduled at the end of WP1 and WP2, to

meet the needs of peer to peer evaluation of the collaborative work.

During the development of the programme, feedback was given regularly

on the participants’ work through project forums on the Moodle

platform. Some proposals to improve the tools provided came soon after

completion of the first internal peer to peer feedback; one particular

suggestion being to insert open ended questions to give more customised

feedback to colleagues. With respect to training styles and proficiency of

use, the fact that only a small percentage of participants finally used

these questions once they were improved may be taken as an indicator of

a low group maturity. Besides that, an e-tutoring activity covered the

whole training program, providing guidelines both on process and

content issues, and a support on technical instances.

The following scheme summarises the detailed activities carried by

participants and trainers during the project.

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181

Work

Packages

Participant’s tasks E-tutoring Feedback

campaigns

WP 1: Start

up

1.1 Detect a skill to train

1.2 Decline the idea

1.3 Define the goal of

the gym

1.4 Storyboard (macro)

- Process

- Content

- Technical

support

Sub-groups work

activity internal

feedback

WP 2: Check

2.1 Storyboard (micro)

2.2 Define the equation

of efficiency

- Process

- Content

- Technical

support

Sub-groups work

activity internal

feedback

WP 3: switch

off

3.1 Fine tuning of the

customised gyms

(dialogues of the Serious

Game)

- Process

- Content

- Technical

Support

None

WP 4:

Showcase

None None Evaluation of the

path

external feedback

from a jury of

training manager

experts

Table 3 – Auriga “all stars”: work packages, tasks, e-tutoring and

feedback campaigns

Overall, the training path was found to bring different advantages:

- was highly innovative in content and methodology

- thanks to the customisation options of the instrument

PalMa, the output was fully pertinent with respect to the

internal corporate language and culture of Rai Way

- was able to generate learning at both individual and group

level, both in theoretical and experiential-practical terms

- allowed to continue and deepen the previous Auriga

training paths, recreating the positive climate of the initiative

- provided tangible feedback about the quality of work and

therefore about the whole effectiveness of groups

- providing to those who have never participated in Auriga a

concrete example of the themes that are covered

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182

- conveyed the values of the project, related to personal and

organisational development, even outside the company

Data coming from the feedback and from the evaluation protocol at

the end of the project fully supported the above advantages. Moreover,

the technologies adopted allowed experimentation with new problem

solving strategies. The team work was effectively supported and the

feedback opportunities were useful in supporting the professional growth

of participants. The development of a serious game was perceived as

useful in thinking about group dynamics so that compared overall to

previously attended training paths (with a traditional methodology), the

technologies employed in Auriga “all stars” could be seen to add value to

the corporate training.

1; 5%

2; 20%

3; 32%

4; 34%

5; 9%

1

2

3

4

5

Figure 5. The technologies adopted allowed experimentation with new problem

solving strategies

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183

1; 15%

2; 16%

3; 34%

4; 24%

5; 11%

1

2

3

4

5

Figure 6. The technologies employed to collaborate within the group effectively

supported the team work

1; 15%

2; 22%

3; 34%

4; 21%

5; 8%

1

2

3

4

5

Figure 7. Feedback received during the project was useful to my professional

growth

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184

1; 1%

2; 11%

3; 15%

4; 49%

5; 24%

1

2

3

4

5

Figure 8. The development of a serious game was useful when thinking about

group dynamics

A few areas of improvement also emerged from the feedback and

can be summarised as follows:

- need of more face-to-face meetings

- workload and calendar

The total number of face-to-face meetings as well the schedule of

activities carried out, although dictated by cost/effectiveness

considerations during the planning phase along with some organisational

constraints, seemed to fit the purposes of the project. Regarding the first

point, the finding that trainees’ need more face-to-face meetings can be

considered a direct consequence of the defensive attitude towards

innovation and change, as already evidenced by the background study.

Besides that, the generally low level of proficiency showed by

participants in the use of some technological tools, in particular

communication/teamwork tools, underlines a starting difficulty in coping

with this kind of new training methodology.

In addition to the above considerations, rather than being a delivery

or organisational issue, the proposal of less tightly scheduled activities

and a more even workload distribution throughout the duration of the

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185

project would seem to highlight the participants’ difficulty in achieving

certain levels of performance and coordination through the use of TEL

tools.

VII.5. Conclusions

TEL initiatives in corporate settings have the potential to foster

change both at individual and organisational levels, but to be fully

effective some key aspects have to be taken into account by trainers and

HR specialists. This chapter has tried to highlight the main possibilities

arising from the employment of TEL, with a particular reference to the

different phases and activities that HR experts are asked to plan and

manage. Possible bonds and constraints of a TEL initiative were also

highlighted, giving the reader some useful tips to direct choice towards

the best tools according to specific training needs.

Once the lack of up to date knowledge and skills generally

displayed by corporate workers, along with a certain cultural resistance

to new training methods, is finally overcome, then TEL projects could

represent a vehicle for true economic and social development.

This corporate training paradigm shift and “language” change will

become more and more evident, the more new technology-driven

projects are developed and carried out. The experience in the field

suggests that innovation in content and methodology of training is not

only possible, but also urgent and necessary. As a matter of fact, new

corporate training initiatives should take into account that so called

“digital natives” are more used to technologies than previous generations,

so that the employment of new TEL methodologies is not an option but,

rather, a need.

Furthermore, the poor ranking of our country on the ability to

exploit new technologies as a lever of innovation in the economic and

social field has to be recovered; otherwise there is a risk of abandoning

the prospective of future growth to the certainty of a general recession.

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186

Technologies can be a lever, but they have to be operated, thus

giving a new centrality to HR managers and trainers who now have the

chance to lead corporate training to the next new level.

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187

References

AA.VV. (2002), E-learning, il Sole 24 Ore, Milano.

Alberici, A. (2002), Imparare sempre nella società della conoscenza,

Mondadori, Milano.

Al-Sayed, R., Ahmad, K. (2003). Shared languages and shared knowledge, The

Electronic Journal of Knowledge Mangement, in Internet, URL:

http://www.ejkm.com

Argyris, C., Schön, D. A. (1995). Organizational Learning: Theory, Method

and Practice, Addison-Wesley, Palo Alto, CA; trad. it. Apprendimento

organizzativo. Teoria, metodo e pratiche, Guerini e Associati, Milano,

1998.

Attewell, J., Savill-Smith, C. (eds.) (2004). Learning with mobile device:

research and development. Learning and Skills Development Agency

(LSDA) Paper, in Internet, URL: http://www.mobilearn.org

Bonani, G.P. (2003), Formazione digitale, Franco Angeli, Milano.

Brown, J. S., Duguid, P. (1991), Organizational learning and communities of

practice: towards a unified view of working, learning and innovating,

Organization Science, vol. 2, nº 1.

Davenport, T. H., Prusak, L. (1998), Working Knowledge. How Organizations

Manage What They Know, Harvard Business School Press, Boston, MA;

trad. it. Il sapere al lavoro. Come le aziende possono generare, codificare

e trasferire conoscenza, Etas, Milano, 2000.

Dede, C. (2011). Immersive Interfaces for Engagement and Learning, Science,

Vol. 323 no. 5910, 2011

Dutta, S., Mia, I. (eds) (2011), The Global Information Technology Report

2010-2011 - Transformations 2.0, in Internet, URL:

http://www3.weforum.org/docs/WEF_GITR_Report_2011.pdf

Entropy Knowledge Network (2011) , T3 - Italian trial report, in Internet,

URL: http://www.t3.unina.it/index.php

Kuttan, A., Peters, L. (2003). From Digital Divide to Digital Opportunity,

Scarecrow Press, Oxford, UK.

La Noce, F. (2002). E-learning: la nuova frontiera della formazione, Franco

Angeli, Milano.

Mayer, R. E. (2001). Multimedia learning. New York: Cambridge University

Press.

Micelli, S. (2000). Imprese, reti e comunità virtuali, Etas, Milano.

Orlikowski, W., Gash, G. (1994), Technological frames: making sense of

information technology in organizations, ACM Transactions on

Information Systems, vol. 12, nº 2.

Pedler, M. Burgoyne, J., Boydell, T. (1991). The Learning Company, McGraw-

Hill, London, UK.

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188

Senge M. P. (1990). The Fifth Discipline: The Art and Practice of the Learning

Organization. New York: Doubleday Currency.

Sitography

Serious games

PalMa – Managerial Gym: http://www.entropykn.net/palma/

Inside disaster: http://insidedisaster.com/haiti/

Game4manager: http://www.insidedisaster.com/experience/Main.html

IBM City One:

http://www01.ibm.com/software/solutions/soa/innov8/cityone/index.jsp

Multiplayer Virtual Worlds

Sinapsi: http://www.nac.unina.it/sinapsi/

Second Life: http://www.secondlife.com

Active Worlds: http://www.activeworlds.com

Cobalt: http://www.opencobalt.org/

Project Wonderland: https://lg3d-wonderland.dev.java.net

Digital Spaces: http://www.digitalspaces.net

Blue Mars: http://www.bluemars.com

Augmented Reality

Inglobe technology tools: http://www.inglobetechnologies.com/it/

Web 2.0

Online content editors:

http://ckeditor.com/demo

Social bookmarking:

http://www.netvibes.com/it

http://digg.com/

http://www.pageflakes.com/

http://www.wikio.it/

E-portfolios and PLEs:

http://mahara.org/

http://elgg.org/index.php

http://moodle.org/

Web Operating Systems:

http://www.eyeos.org/

http://www.jolicloud.com/

https://www.oodesk.com/desktop/desktop.php

Multiplayer Role Games

Dread-Ed: http://www.dread-ed.eu/

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189

VIII

A methodological framework to evaluate training courses

in new learning technology for teachers, educators and

trainers.

Soledad Quero, Juana Bretón-López, Rosa Baños, Yolanda Vizcaíno and

Cristina Botella

VIII.1. Introduction

E-learning is emerging as a very relevant concept in the field of

education (Sun, Tsai, Finger, Chen, & Yeh, 2008). The technologies of

information and communication (ICTs) offer very useful tools for

teaching and learning processes. Indeed, some important skills,

knowledge and contents can be taught and improved via technologies.

ICTs include a variety of applications such as the internet, virtual

environments and serious games. In addition, these new tools can be

used in different educational contexts despite the background or the

specific issues to be taught and learned.

The strategic purpose of the T3 project is to develop and validate

an innovative teaching programme to promote the use of advanced e-

learning in different contexts. T3 comprised three trials in different

countries (United Kingdom, UK; Spain, SP; and Italy, IT) using a variety

of technologies (web-based, internet-based training and virtual learning

environments) in diverse educational contexts (secondary schools,

universities and commercial companies). In consequence, the targeted

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190

trainees for these trials were also different, corresponding to secondary

school teachers, university teachers and company staff. Overall, these

trials consisted of a training period with theoretical and practical classes.

Before and after completing the trials, participants were asked to

complete an assessment protocol in order to get relevant data for the

purpose of the project; that is, to give their views on the utility of some

technologies for teaching and e-learning. In previous chapters of this

book, the main results obtained in these experiences have been presented.

Although the training methodology and procedure has been adapted to

the characteristics and capabilities of the specific sample from each

country, it was constructed around a common methodological framework

to apply and to evaluate training courses in new learning ICTs.

In general, the T3 objectives have been successfully achieved.

Teachers in high school and university contexts and people who work in

companies (primary beneficiaries) have been directly involved in the

learning of new technologies to use in the future to teach others

(secondary beneficiaries). In this chapter we will firstly analyse the

common methodology that has been followed through the three trials.

The main final purpose is to offer a guide to be used when generating an

e-learning experience with different users (in educational and company

contexts). In addition, we will examine the similarities and differences

of the results obtained in the three contexts focusing, first, on the

samples’ characteristics and, second, on the opinion and satisfaction with

the selected technologies and the training course. This analysis will give

direction to readers about the specific features influencing the results of

an e-learning process. Finally, some reflections are added according to

the obtained data and their implications.

VIII.2. A common methodology for e-learning training

As mentioned, the T3 trials were aimed to validate the use of

technology for e-learning amongst teaching professionals. The major

differences among the trials were the specific technologies selected to be

included in the training and the specific target populations. Nevertheless,

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191

the methodology followed a common rationale and structure. Overall,

two key elements were evaluated in all trials: first, the previous

characteristics of the users who were to teach by e-learning and second,

their final opinion about the technologies and training courses. Both

types of variables (users’ characteristics and users’ opinions) can have an

important relation with the final satisfaction of the users and the

probability they will use this technology in their educational activities in

the future. A review of the literature was carried out in order to identify

the main variables linked to the users and to the technologies that could

affect satisfaction with ICTs. The final purpose was to know deeply what

variables are influencing acceptance and final usage of technologies,

specifically, those designed for e-learning.

Regarding user characteristics, some studies emphasise that

previous experience with computers and new technologies (experienced

versus inexperienced users of technological systems) is a key factor

influencing the decision whether or not to use these kinds of systems

(Mahmood, Burn, Gemoets& Jacquez, 2000; Taylor &Todd, 1995a, b;

Thompson, Higgins& Howell, 1994). According to these studies, this

characteristic is an important indicator of an individual predisposition to

utilise a technological tool and it can explain a high percentage of

variance in user satisfaction with these systems (Mahmood et al., 2000).

Other studies have suggested that past experience is related to engaging

in the behaviour of using technology (Ramayah, Ignatius & Aafaqi,

2004). A generated affinity or beliefs towards the technology could

influence the decision whether to use a new technological system

(Thompson, Higgins& Howell, 1994). Because user experience with

ICTs was found to be a key factor and is related to user satisfaction

(Guimaraes et al., 1992), it was included in the assessment protocol in all

trials.

Regarding user opinion about technologies, the Technology

Acceptance Model (TAM) is one of the most influential information

systems theories. TAM was developed by Fred Davis and Richard

Bagozzi (Bagozzi & Warshaw, 1992; Davis, 1989) as an extension of

Ajzen and Fishbeins´s Theory of Reasoned Action, TRA (Ajzen &

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192

Fishbein, 1980; Fishbein, & Ajzen, 1975).This model suggests that when

people use a new technology, the two most important determinants of

their satisfaction and utilisation are perceived usefulness and perceived

ease of use (see Figure 1). Davis (1989) has defined “perceived

usefulness” as “the degree to which a person believes that using a

particular system would enhance his or her job performance".

Furthermore, perceived usefulness is directly influenced by perceived

ease of use. According to Davis (1989) “perceived ease of use” is "the

degree to which a person believes that using a particular system would be

free from effort" (Davis, 1989, p. 320).

Figure 1- Technology Acceptance Model (TAM).

Source: Davis et al. (1989), Venkatesh et al. (2003).

User experience and the other variables identified in the TAM

model have been interrelated in some studies. For example, Taylor and

Todd (1995a, 1995b) found the TAM model to predict intention and

behaviour for both experienced and inexperienced users. However, in the

case of the experienced users, the relationship between intention and

usage was stronger than for those inexperienced. In a similar way,

Thompson et al. (1994) found that the variable ‘prior experience with

technology’ had a direct effect on beliefs, attitude and intention. Also,

these authors point out that the person's level of experience with a

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193

particular technology moderated the strength of the relationships between

beliefs, attitude and intention (Thompson et al., 1994).

In sum, satisfaction with the technology is connected to the

experience of the users and to the characteristics of the technologies, as

perceived ease of use or perceived usefulness are. In addition, these

variables facilitate the acceptance and usage of ICTs, as has been

established in the literature (Goya, Purohit & Bhaga, 2011; Hayden et al.,

2005; Norzaidi et al., 2008a, 2008b; Wixom & Todd, 2005).

In order to analyse the role of user experience, perceived

usefulness and ease of use, we developed three questionnaires to asses

these variables. To develop these questionnaires, we reviewed relevant

literature on the topic and conducted a number of expert meetings on new

technologies and training. The three resulting questionnaires are as

follows:

- Questionnaire 1: Frequency of Use with New Technologies

Questionnaire. This was designed to assess the previous experience of

the users with ICTs in their workplace. This questionnaire is composed

by 23 items with a scale of response ranging from 1 "never" to 5 "very

often”. The items corresponded to different technologies that the trainees

could have used in their educational contexts. In further analysis of the

data, the 23 items were classified into four categories: common tools (1),

advanced tools (2), internet and communication tools (3) and finally

educational tools (3). This questionnaire is an easy tool to use when

assessing the frequency of use of new technologies befores tarting an e-

learning process (users typically taking around 5 minutes to complete it).

The inclusion of this kind of questionnaire helps bring the trainer closer

to the technological profile of trainees who will learn e-learning systems

to teach others.

- Questionnaires 2 and 3: Technologies Satisfaction

Questionnaire and Training Course Evaluation Questionnaire. They

were designed to assess user satisfaction with the ICTs and with the

training course that they received. These questionnaires are composed of

8 items with a response scale ranging from 1 (Strongly disagree) to 5

(Strongly agree). With both questionnaires readers may find instruments

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194

that give them feedback about, firstly, satisfaction with the trained

technologies and, secondly, evaluation of training course after the

training process finishes. With these tools it is possible to evaluate the

adequacy of the technologies in which to be trained and the main

characteristics of the course used for training. The questionnaires can be

applied for multiple or varied types of technologies considered. The

administration of the two questionnaires takes around 3 to 4 minutes.

These questionnaires were common to the three trials and applied with

the three different samples. In Appendix 1 the reader can find the

complete evaluation protocol used with our e-learning training which

may be used as a possible guide for other similar training courses.

The common procedure for the three trials is shown in Figure 2.

A pre- and post-course evaluation was carried out in order to assess the

main variables for the purpose of the project. During the 6 training

sessions a cooperative strategy between trainers and trainees was used in

order to facilitate the theoretical and practical knowledge of the

technologies that were included in the trials. The major purpose of the

sessions in this kind of training process was to guarantee an adequate

knowledge of the ICTs by the trainees in order to use the technologies in

their educative contexts. Theoretical information about the technological

devices, and practical exercise linked to the curriculum of the user are

important features to be considered when developing e-learning training.

Other important points to be included in e-learning training are noted

inthe table in Appendix 2.

Figure 2- A common procedure for the three trials.

PRE-EVALUATION

- Frequency of use with

New Technologies

Questionnaire

WORKSHOP TRAINNING 6 SESSION – 8 HOURS

EACH SESSION

POST EVALUATION

-Technologies Satisfaction

Questionnaire

-Training Course Evaluation

Questionnaire

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195

Following these, the reader can review the main results found

with an e-learning experience using the defined structure about the

application and evaluation of the training.

VIII.3. Main results of the trials in the three contexts

In order to analyse the participants’ previous experience with

technologies in their job the Frequency of use with New Technologies

Questionnaire was applied. Specifically, we were interested in knowing

if participants were experienced users (with frequent use of the

technologies) and if there were differences among the three different

samples (secondary teachers, university teachers and company staff).

As can be seen in Figure 3, the three samples show a similar

frequency of use. The UK (secondary high school teachers) was the

country with the highest average use of technologies (mean of 2.77,

SD=0.96), followed by Spain (mean of 2.75, SD=1.05) and finally Italy

(mean of 2.40, SD=1.09). The three countries were at a mid point on the

use of technology for their job context. Furthermore, the most used

technologies were common tools (conventional desktop, generic

software, etc.), internet and communication tools (Skype, e-mail, chat,

etc.). The choice of these tools could be motivated by their easy

availability and management. In addition, these technologies have a low

above-line cost and are widespread in the general population. The less

used technologies were advanced tools (immersive technology, managed

learning environments, etc.) and educational tools (e-portfolios, e-

assessment, etc.). The reasons for this could have been higher economic

costs and more specific training needed to use some of them. The

resources and the technologies have been adapted by each professional to

the needs and abilities of their students or trainees.

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196

Figure 3- Frequency of use of new technologies in the three countries.

Figure 4 shows results from the Technology Opinion

Questionnaire. Again, similar findings across the three countries were

obtained, with a mean of 3.8 mean (SD= 0.42) for UK, IT with a mean of

3.84 (SD= 0.13) and finally SP, with a mean general satisfaction with the

technologies of 3.76 (SD= 0.14). The data show that the trainees had a

medium-high level of satisfaction with the technologies. It is important to

emphasise that the samples have been trained in different kind of

technologies aimed at e-learning. Specifically, the technologies were

assessed as easy to use and useful, with a clear and organised design and

with an understandable vocabulary.

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197

Figure 4- Level of user satisfaction with the technologies.

Finally, Figure 5 shows data from Training Course Evaluation

Questionnaire. A medium-high level of satisfaction was found. The UK

sample obtained a mean of 4.31 (SD= 0.22), followed by IT with a mean

of 4.12 (SD= 0.27) and finally SP with a 3.81 mean (SD= 0.24).

Specifically, the participants emphasised that the course had been

important in improving the acquisition of new concepts of e-learning, in

helping find ways to adapt the technology to the learning context and to

understand the use of technology for supporting their curriculum (in

educational or enterprise areas). In addition, participants also expressed

their satisfaction with the course as representing an innovative field and a

resource to identify and understand the benefits of technology in

education. Finally, most participants expressed an intention to continue

using the learned technologies in their areas of teaching.

1

2

3

4

5

1 2 3 4 5 6 7 8

UK IT SP

Easy to

use

Easy to

find

Clear

design

Clear

instructions

Useful

feedback

Understandable

language

Recommendable

to colleagues

Useful

technology

Sa

tisf

act

ion

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198

Figure 5- Participants’ opinion of the course.

VIII.4. Final Reflections

At the present time, we have different technological devices that

enable and enhance communication and knowledge transfer. Their

potential and utility in the field of education is notable. Therefore, it is

very important to incorporate these new technological tools in the best

way possible to promote new methods of learning, or, e-learning. E-

learning offers new environments where people have the opportunity of

learn in an interactive, efficient, easy and accessible way. Within the

academic context, students today are surrounded by new technologies

and the majority are “digital natives” (Hansen, 2003; Prensky, 2001).

These characteristics together with the rapid development of technology

over the last years have created a suitable context to facilitate an

important spread of this kind of learning worldwide.

Work is necessary in order to incorporate these tools as visible

elements in different learning contexts, together with an adequate

assessment of the usability of the technologies. The results obtained

during our experience are a contribution to this topic. Firstly, the data

support the use of a methodology that can be used in training courses

with similar characteristics. Secondly, our data summarise the experience

of trainees with these innovative technologies, concluding with a

1

2

3

4

5

1 2 3 4 5 6 7 8

Op

inio

n

UK IT SP

Understandable

concepts

Use technologies

in different context

Understand how

technologies

support curriculum

Technologies used

as innovative

Course as

innovative

Explain the

advantage of the

technologies

Continue to use

new technologies

Technologies as

relevant to own

teaching

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199

satisfactory opinion about the tools and the course. In general, these

results represent an initial step in spreading knowledge of multiple

innovative tools among people who teach others. An important second

step will be to implement these technologies with secondary

beneficiaries, such as students from university or high school contexts

and those who work in companies, and to analyse satisfaction with these

systems.

An important factor in the design of the T3 project was the

inclusion of three different countries with different education policies,

different technologies for e-learning, and three different teaching

contexts to be analysed. In this heterogeneous sample the evaluation

protocol and course schedule were tested, providing a body of interesting

data relating to the proposal for the project. The data show that previous

user experience and level of satisfaction with technologies and with the

training course were very similar among the three countries. Differences

in need could have been expected in these different contexts but similar

results were found regarding the use of the technologies and the

satisfaction with them. Therefore, these results suggest that it is viable to

include different kinds of technologies in different contexts with the

teaching and learning processes involved.

We would like to emphasise the importance of the methodology

used in T3 project. It was focused on the use of a training programme on

a variety of technologies. Some authors have noted the importance of the

training received by users (Mahmood et al., 2000). So, through the

workshop, in the theoretical classes, the features and benefits of new

technologies and a new way of teaching using them (e-learning) were

discussed. In the practical classes, trainees simulated the learning

sessions and became familiar with the ICT technologies and varied

environments. During this process they had the support of the trainers

involved. By design, the trainees were close to the emerging new

technologies and could provide the necessary help and feedback to

implement those for a particular educational purpose. Support, help and

feedback have to be essential ingredients when training in these areas.

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E-learning has created new ways of interaction in the educational

system. Future research should continue studying how ICTs can enhance

the teaching and learning process. The final goal is to offer the best

educational environments to the people centrally involved in these

important processes, that is, teachers and students. The

world's technological capacity will contribute to this goal in a strong and

definitive way. Furthermore, the increasing development of ICTs in the

world will offer other different and interesting ways of interaction for

learning in educational contexts in the future.

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References

Ajzen, I. & Fishbein, M. (1980). Understanding attitudes and predicting social

behavior. Englewood Cliffs, NJ: Prentice-Hall.

Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user

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Appendix A

Questionnaire 1

Frequency of Use of New Technologies

The aim of this questionnaire is to find out what technologies you have

used with students in the classroom/ in company where you work.

Please complete all the questions. You do not need to spend much time

on any one question. This questionnaire should only take a few minutes

to complete. All of your responses will be treated confidentially.

Please indicate the appropriate number to indicate how often you use the

following:

1. Conventional desktop or laptop computers

2. Generic software tools (e.g., PowerPoint, graphics, audio and

video editing, data handling, wordprocessing and publishing)

3. The internet (Web 1) as a data and information resource

4. Simulations (e.g., biological/physical, inter-social processes)

5. Games for educational purposes

6. Commercial video games

7. Serious games

8. Computer modelling

9. Web 2.0 technology (wikis, social networking software etc.) for

collaborative learning

10. Hand-held technologies

11. Virtual environments / Virtual learning environments (VLEs)

12. Managed learning environments (MLEs, e.g., Fronter)

13. E-portfolios

Never Rarely Sometimes Often Very often

1 2 3 4 5

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14. E-assessment

15. Digital cameras, audio recorders and video cameras

16. Digital audio / video editing / production

17. Immersive technology

18. The use of robots or other computer-controlled devices

19. Individual authoring tools (e.g., personal blog, portfolio)

20. Sharing information tools (e.g., glossary, repository, social

tagging)

21. Comunication tools (e.g., Skype, e-mail, chat)

22. Teamwork tools (e.g., Shared calendar, Mental maps)

23. Construction of knowledge tools (e.g., Wiki, Social Networking,

Blog)

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Questionnaire 2

Technologies Satisfaction Questionnaire

The aim of this questionnaire is to find out if you think the technologies

you have used are well designed and easy to use.

Please complete all the questions. You do not need to spend much time

on any one question. This questionnaire should only take a few minutes

to complete. All of your responses will be treated confidentially.

Your name/code:

Name of the technology used:

Please circle the appropriate number for each statement below:

1. I found the technology easy to use

2. Things I needed were visible or easy to find

3. The design was clear and uncluttered

4. Operating instructions were clearly visible and easily accessible

5. The system provided useful feedback when I needed it

6. Vocabulary and a mode of language were understandable

7. I would recommend the technology that I used to other colleagues

8. I found the technology useful

Strongly Disagree Neither agree Agree Strongly

Disagree nor disagree Agree

1 2 3 4 5

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Appendix B

Questionnaire 3

Course Evaluation Questionnaire

Name:

The aim of this questionnaire is to find out how helpful the different parts

of the course have been for you. Please complete all the questions. You

do not need to spend much time on any one question. This questionnaire

should only take a few minutes to complete. All of your responses will be

treated confidentially. Please circle to indicate how much you agree or

disagree with each statement.

1. Course helped me understand concepts such as Technology Enhanced

Learning

2. Course helped me find ways of using new technology in different

learning contexts

3. Course helped me understand how use of new technologies can

support curriculum

4. I regard the way the technology is used on the course as innovative

5. I regard technology itself used on the course as innovative

6. Course has helped me explain the advantages of the technologies

7. I will continue to use and experiment with new technologies

8. Course has helped me identify and understand technologies that are

relevant to my teaching/training

Strongly Disagree Neither agree Agree Strongly Disagree nor disagree Agree

1 2 3 4 5

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Table – Training Schedule

- Introduction.

- Overview of the technology: history, past/present

applications, perspectives.

- Introduction of concepts and common vocabulary in e-

learning.

- Special guests/experts presenting best practices in the field.

- Participants experimenting the technology in subgroups with

practical exercise.

- Participants involved in the design of specific exercise related

to their curriculum (teaching/training).

- Analysis and debriefing of activities.

- Round table discussion to share key issues arising about the

experience.

- Summing up and conclusions.

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Editors

Orazio Miglino

Full Professor of General Psychology at University of Naples “Federico

II”; President of Graduate School in Clinical Psychology at University of

Naples “Federico II”;Associate Researcher at Insitute of Cognitive and

Technologies Sciences, National Research Council, Rome. His research

activity is mainly concentrated with Cognitive Science and Artificial

Life. In particular, his interest is oriented towards the construction of

formal models based on Neural Networks, and mobile robots that

simulate cognitive, adaptive and learning processes of natural beings.

Moreover, his research group tries to extend artificial systems built up in

basic research into the edutainment context (science centres, e-learning

environments, therapeutic tools).

Maria Luisa Nigrelli

Works in ISTC CNR, managing European funded projects and taking

care of technical transfer from the research context to the business

environment. Her background is in foreing languages and educational

psychology; she took her master degree at University of Pavia in new

technologies for teaching and knowledge management strategy. She was

visiting scholar at Indiana University Bloomington, in Education

Psychology Department. Previuosly she worked in KPMG and in

Telecom Italia, with a special focus on international business

development, EU funded programs.

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Luigia Simona Sica

Psychologist, is post-doctoral researcher at the University of Turin. She

received her Ph.D. in Psychological Sciences from the University of

Naples “Federico II”. Her main research areas are related to

developmental psychology and narrative approach. More specifically:

identity development, creativity, impact of new technologies on the

definition of identity, normative and non normative biographical

transitions during adolescence and emerging adulthood.

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Chapter Authors

John Jessel. Head of the Mphil/PhD Programme in the Department of

Educational Studies at Goldsmiths, University of London. His research

interests focus on the social, cultural and cognitive processes that underly

learning and development, both inside and outside of institutional

settings, and in relation to the use of digital technologies. He had directed

a series of funded projects examining the influence of new technologies

in the language, literacy and thinking that arise through collaborative

activities among learners.

Rosa M. Baños is Full Professor in Psychopathology at the University of

Valencia, Spain. Her research interests include psychopathology, the

treatment of psychological disorders, and the application of Information

and Communication Technologies to Psychology. Dr. Baños is the

director of the master “Interventions for Eating Disorders and Personality

disorders” at University of Valencia.

Cristina Botella is Full Professor of Clinical Psychology at Jaume I

University (UJI) since 1992. Her main line of research is the design and

testing of clinical applications based on ICTs for the treatment of

emotional disorders. She has been principal investigator in more than 30

research projects, published over 100 papers in national and international

journals, as well as 20 books and over 30 book chapters.

Juana María Bretón-López got her Degree in Psychology at Granada

University (Spain) in 2001, and got her PhD in clinical psychology at the

same university. In 2006 she leaves Granada to join the research group

Labpsitec, run by Professor Cristina Botella. She is currently a Post-

Doctoral Lecturer of Clinical Psychology at Jaume I University (Spain).

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Rocio Herrero Camarano got her Degree in Psychology at the University

of Buenos Aires (Argentina) and her Master Degree in Psychopathology,

Health and Neuropsychology at the Jaume I University (Spain). She is

currently member of LabPsiTec team, a research group run by Professor

Cristina Botella. She has a pre-doctoral grant since 2009. She is currently

studying her Doctorate.

Soledad Quero is a Lecturer at Universitat Jaume I of Castellón (UJI)

since 2004. Her main research is the adaptation and validation of BCT

programs for different emotional disorders and the application of

Communication an Information Technologies to improve psychological

treatment. She has a PhD in Clinical Psychology from Universitat Jaume

I of Castellón.

Luis Farfallini got his Degree in Psychology at the University of Buenos

Aires (Argentina), and finished his Master Degree in Psychopathology,

Health and Neuropsychology at Jaume I University (Spain). He is currently

member of the research group Labpsitec, run by Professor Cristina Botella,

as Transfer Technician. He has taken part in the usability evaluation and

currently is studying his

Yolanda Vizcaíno Dragón got his Degree in Psychology and her Master

Degree in Psychopathology, Health and Neuropsychology at the Jaume I

University (UJI) in Castellón (Spain). She is currently member of a

research group run by Professor Cristina Botella, Labpsitec. Her research

interest is focused on the psychopathology and treatment of chronic pain.

Michela Fiorese is a labor psychologist with 9 years of experience in

human resource management in major national and international

organizations, including the Italian Posts and Daimler Chrysler. The main

focus of her work has been on the design and management of training for

management and sales staff, staff assessment and organizational research.

Since 2008 is involved as project manager in different innovative learning

project.

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Angelo Rega has a degree in Clinical Psychology and has a Ph.D in

Health Psychology focused on design and study of some experimental

prototypes in responsive and adaptive environments as cognitive

prostheses. His research activity is concentrated on Advanced Learning

Technologies and Artificial Intelligence, and their applications in several

domains, as e-Learning, Videogames, Educational Robotics and

Educational Software. Other research activities are assistive interactive

technology for cognitive rehabilitation and ambient intelligence in Health

Care.

Roberto Vardisio is a labor psychologist who has worked for the last 12

years in management training, personnel assessment and selection and

organizational research. Vardisio has been a senior consultant for Ernest

& Young, the international consultancy company, and has collaborations

with several important Italian universities including Università la

Sapienza di Roma and Università Federico II di Napoli.

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Acknowledgements

Thanks to John Jessel for the careful revision of the English version of this book.

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