ws3 learning lab

4
ALTERNATIVE CLASSROOM BLENDED LEARNING SPACES WITH MEMORY INTERACTIVE ENVIRONMENTS LEARNING BY DOING TOOLS FOR REAL-TIME CAPTURING AND EDITING Location based learning: FabLab, internship, field research, fairs, events, exhibitions Progress through dialogue: designLAB, critical thinking, interactive white board, Dropbox Crossing media: School environment, social media networks, blended learning, online study MARCO GHEZZI, STEFANIJA NAJDOVSKA, TAMER ASLAN, JESSICA BALA, ABEL KORSMIT The design based synergy created between the corporate, the research and the educational institutes give rise to opportunities that can greatly enrich and enhance the situated learning process. On a very simple level, by converging technologies through design, the spaces can be loaded with more functionality to help the participants. An example issue regarding this topic is the capturing and editing of the content flow in the location. Until recently, the approaches in the educational systems have been rather classical; the content production has been coming after the actual learning process instead of going parallel with. This has been forming a bigger limitation especially in the design education, as it is essential for the people involved to produce content, constructing the idea of learning by doing. Fortunately, as design driven approaches become more potent by providing tools for real-time capturing and editing of content, environments are becoming much more supportive as well. The changes in the interactivity of the environment can be summarized in three categories: Emergence of interactive surfaces, easy and transparent information capture, and spaces with memory . Although these provide new and innovational solutions for design education, they also bring up the issue of carefully designing the environments and tools. So, the problem becomes how “situated learning” and the other emergent interaction models can be co-designed to enrich the learning process, making it the basis of this research. The investigation takes the relationship between the design scene and the educational spaces as its base, and tries to scan and analyze existing work to find leads for potentialities. However, instead of directly focusing on the issue of space, it follows a deductive method starting from the broader notion of learning in design education. Later, the focus is narrowed down to situated learning and the concept of “learning laboratory”. Before building up the research maps, the three paradigms of learning - behaviorism, cognitivism and constructivism - were analyzed to choose a theoretical basis for the structure. It was seen that constructivist approach was successful in understanding and explaining the contemporary design education. Constructivism’s essence, which suggests that learning is based on interactions of experiences, is in fact quite coherent with “learning through doing” approach of design education. After setting the theoretical background; the main branches of the map are structured, starting with the input relationships that exist in the process. When looked at the contemporary scene, it was seen that different characters are becoming involved in the learning process, making it necessary to understand and use these relations. Also, the nature of created material is included to understand the output structure. Another important aspect is the time span of the learning process, evaluating if the process is temporary, long-term or real-time. For understanding the methods and the media employed, the term blended learning has been quite helpful. Blended learning considers mixing of different environments like situated learning and e-learning, as well as merging synchronous and asynchronous instruction. Therefore, the media and methods were investigated considering this approach specifically. Finally, the notion of space is analyzed to understand possible contexts the potentialities can lay within. Having structured a basis map, the next step focuses on laying three possible directions on top of this map, matching the properties of these potentialities with the terms structured. The first focal point is the multi-platform, where blended learning approach is applied to create environments that support interactivity and information layers. The second focal point considers the activity and workshop areas which can suggest better fabrication, prototyping and teamwork modalities. The last one draws from need for replicating the in-class experience in other spaces, so that the quality obtained in the actual environment can be carried to distances. Finally, based on these focal points, possible future scenarios were formed. LEARNING LABORATORY As the contemporary design scene is having a transformational period because of the innovational currents, its relationships with different institutes are becoming greatly affected as well. One of these important intersections is with education and the learning processes; and in this section, the notion of educational spaces is specifically explored. TRADITIONAL CLASSROOM

Upload: tamer-aslan

Post on 25-May-2015

264 views

Category:

Education


1 download

TRANSCRIPT

Page 1: Ws3 learning lab

ALTERNATIVECLASSROOM

BLENDED LEARNING

SPACES WITHMEMORY

INTERACTIVEENVIRONMENTS

LEARNING BYDOING

TOOLS FOR REAL-TIME CAPTURING AND EDITING

Location based learning:FabLab, internship, field research, fairs, events, exhibitions

Progress through dialogue:designLAB, critical thinking, interactive white board, Dropbox

Crossing media: School environment, social media networks, blended learning, online study

MARCO GHEZZI, STEFANIJA NAJDOVSKA, TAMER ASLAN, JESSICA BALA, ABEL KORSMIT

The design based synergy created between the corporate, the research and the educational institutes give rise to opportunities that can greatly enrich and enhance the situated learning process. On a very simple level, by converging technologies through design, the spaces can be loaded with more functionality to help the participants. An example issue regarding this topic is the capturing and editing of the content flow in the location. Until recently, the approaches in the educational systems have been rather classical; the content production has been coming after the actual learning process instead of going parallel with. This has been forming a bigger limitation especially in the design education, as it is essential for the people involved to produce content, constructing the idea of learning by doing.

Fortunately, as design driven approaches become more potent by providing tools for real-time capturing and editing of content, environments are becoming much more supportive as well. The changes in the interactivity of the environment can be summarized in three categories: Emergence of interactive surfaces, easy and transparent information capture, and spaces with memory. Although these provide new and innovational solutions for design education, they also bring up the issue of carefully designing the environments and tools. So, the problem becomes how “situated learning” and the other emergent interaction models can be co-designed to enrich the learning process, making it the basis of this research.

The investigation takes the relationship between the design scene and the educational spaces as its base, and tries to scan and analyze existing work to find leads for potentialities. However, instead of directly focusing on the issue of space, it follows a deductive method starting from the broader notion of learning in design education. Later, the focus is narrowed down to situated learning and the concept of “learning laboratory”.

Before building up the research maps, the three paradigms of learning - behaviorism, cognitivism and constructivism - were analyzed to choose a theoretical basis for the structure. It was seen that constructivist approach was successful in understanding and explaining the contemporary design education. Constructivism’s essence, which suggests that learning is based on interactions of experiences, is in fact quite coherent with “learning through doing” approach of design education.

After setting the theoretical background; the main branches of the map are structured, starting with the input relationships that exist in the process. When looked at the contemporary scene, it was seen that different characters are becoming involved in the learning process, making it necessary to understand and use these relations. Also, the nature of created material is included to understand the output structure. Another important aspect is the time span of the learning process, evaluating if the process is temporary, long-term or real-time.

For understanding the methods and the media employed, the term blended learning has been quite helpful. Blended learning considers mixing of different environments like situated learning and e-learning, as well as merging synchronous and asynchronous instruction. Therefore, the media and methods were investigated considering this approach specifically. Finally, the notion of space is analyzed to understand possible contexts the potentialities can lay within.

Having structured a basis map, the next step focuses on laying three possible directions on top of this map, matching the properties of these potentialities with the terms structured. The first focal point is the multi-platform, where blended learning approach is applied to create environments that support interactivity and information layers. The second focal point considers the activity and workshop areas which can suggest better fabrication, prototyping and teamwork modalities. The last one draws from need for replicating the in-class experience in other spaces, so that the quality obtained in the actual environment can be carried to distances. Finally, based on these focal points, possible future scenarios were formed.

LEARNINGLABORATORYAs the contemporary design scene is having a transformational period because of the innovational currents, its relationships with different institutes are becoming greatly affected as well. One of these important intersections is with education and the learning processes; and in this section, the notion of educational spaces is specifically explored.

TRADITIONAL CLASSROOM

ALTERNATIVECLASSROOM

Page 2: Ws3 learning lab

GROUP

SELF

TEACHEREXTERNAL

LECTURE

WORKSHOP

PRACTICE

ON FIELD

LITERATURE

DEBATE

PITCH

DISCUSSION

BRAINSTORMING

PRESENTATIONREFERENCES

DOCUMENTATION

EXPLAIN

DIALOGUE

EVALUATE

SHARE

METHODS

WEBSITE

BLOG

PROCESS MAPPRESENTATION

TUTORIAL

SKETCHESNOTESLINKS

COLLECTIVEPERSONAL

OUTPUT

SELF REFERENTIALGROUP CONTRIBUTIONINSPIRE

COACH

INDICATE DIRECTION

ANCHOR POINTS

TEACH

EXPLAIN

STAKEHOLDERS

PROFESSIONALS

STUDENTS

TEACHERSINPUT

SERVER

LIVE STREAMLITERATUREEMAIL

PLATFORM

TUTORIALS

CHAT

BOOKS

WORK SPACES

BOARD

NOTEBOOK

AUDIO/ VISUAL SYSTEM

MACHINES

OFFLINE

ONLINE

MEDIA

CLASSROOMLIBRARYWORKSHOP

HALL

CANTINECOMPANYFACTORYEVENTPUBLIC SPACEBUILDING SITE

HOME

REMOTE

ON THE GOSCHOOL INSTITUTION

PROFESSIONAL ENVIRONMENT

ON FIELD

OTHER

SPACE

FIXEDFLEXIBLE

CONTEXTPARTICIPATION

PARALLELCOMPLIMENTARY

TEMPORARY AVAILABLELONG-TERM DOCUMENTATION

REAL-TIME FEEDBACK

TIMESPAN

CO

LLEC

T R

ELEV

AN

TKN

OW

LED

GE

EXPE

RIEN

CE

AN

D P

RAC

TIC

E

ENG

AG

EIN

AC

TIO

N

EXPL

ORE

AN

DEX

PERI

MEN

T

LOC

ATIO

N B

ASE

D

LEA

RN

ING

CROSSING KNOWLEDGE

STUDENTGENERATEDCONTENT

RELEVANT

REFERENCE

LINKINGRESOURCES

ENRICHING

LAYER OF

INFORMATION

PRO

GR

ESS

TH

ROU

GH

DIA

LOG

UE

BRID

GE

PLAT

FORM

SA

ND

CO

MPE

TEN

CIE

S

BRA

INST

ORM

WO

RK A

ND

EVA

LUAT

E TO

GET

HER

DO

CU

MEN

TIN

GPR

OG

RESS

PRO

CES

S

TRA

NSP

ARE

NC

Y

LEARNINGLABORATORY

GROUP

SELF

TEACHEREXTERNAL

LECTURE

WORKSHOP

PRACTICE

ON FIELD

LITERATURE

DEBATE

PITCH

DISCUSSION

BRAINSTORMING

PRESENTATIONREFERENCES

DOCUMENTATION

EXPLAIN

DIALOGUE

EVALUATE

SHARE

METHODS

WEBSITE

BLOG

PROCESS MAPPRESENTATION

TUTORIAL

SKETCHESNOTESLINKS

COLLECTIVEPERSONAL

OUTPUT

SELF REFERENTIALGROUP CONTRIBUTIONINSPIRE

COACH

INDICATE DIRECTION

ANCHOR POINTS

TEACH

EXPLAIN

STAKEHOLDERS

PROFESSIONALS

STUDENTS

TEACHERSINPUT

SERVER

LIVE STREAMLITERATUREEMAIL

PLATFORM

TUTORIALS

CHAT

BOOKS

WORK SPACES

BOARD

NOTEBOOK

AUDIO/ VISUAL SYSTEM

MACHINES

OFFLINE

ONLINE

MEDIA

CLASSROOMLIBRARYWORKSHOP

HALL

CANTINECOMPANYFACTORYEVENTPUBLIC SPACEBUILDING SITE

HOME

REMOTE

ON THE GOSCHOOL INSTITUTION

PROFESSIONAL ENVIRONMENT

ON FIELD

OTHER

SPACE

FIXEDFLEXIBLE

CONTEXTPARTICIPATION

PARALLELCOMPLIMENTARY

TEMPORARY AVAILABLELONG-TERM DOCUMENTATION

REAL-TIME FEEDBACK

TIMESPAN

CO

LLEC

T R

ELEV

AN

TKN

OW

LED

GE

EXPE

RIEN

CE

AN

D P

RAC

TIC

E

ENG

AG

EIN

AC

TIO

N

EXPL

ORE

AN

DEX

PERI

MEN

T

LOC

ATIO

N B

ASE

D

LEA

RN

ING

CROSSING KNOWLEDGE

STUDENTGENERATEDCONTENT

RELEVANT

REFERENCE

LINKINGRESOURCES

ENRICHING

LAYER OF

INFORMATION

PRO

GR

ESS

TH

ROU

GH

DIA

LOG

UE

BRID

GE

PLAT

FORM

SA

ND

CO

MPE

TEN

CIE

S

BRA

INST

ORM

WO

RK A

ND

EVA

LUAT

E TO

GET

HER

DO

CU

MEN

TIN

GPR

OG

RESS

PRO

CES

S

TRA

NSP

ARE

NC

Y

LEARNINGLABORATORY

Page 3: Ws3 learning lab

“Our reference” is a tablet and laptop application for in-class environment. It is enhancing the learning process, by bringing up relative contents and analyzing the interest of the students.

The lecture is sound and video recorded, and stored on the school server, accessible by the whole community, inside and outside the insitution. Simultaneously, keywords are generated from the speech and displayed on the personal devices of the students, along with relative links. The students, make their notes by adding keywords, comments, or attaching other content. All these inputs create relevant “notebook”, where every item has a time stamp linked to the lecture, to be refferenced even later by the student. Looking at the time stamps, an interest graph showing the amount of activity is generated. As all individual plots are combined, a collective class interest plot is achieved. This can either be used to evaluate the lecture for feedbacks, or be displayed in school common areas to create a flow of knowledge way beyond the classroom walls.

eg. youtube videos sticky notes

“Revision table” is a classroom set up for improved work reviews and discussions. The driving force behind it comes from the need to easily follow, capture and share the project, or work process.

With people logging in to the table before work, their personal files related to the project, are brought on the table - creating a physical Dropbox. Familiar gestures are associated with operations like highlighting, pointing, moving, zooming, or grouping and saving. As the movements and changes in the documents are recorded along with sound, scanning through the work progress, and creating a narration path, are made possible. From this, a presentation document is recorded by merging the table contents in a workflow, enriched with an audio from the discussion. In this way, each project progress can be stored and shared in a much more dynamic format.

eg. http://www.youtube.com/watch?v=0U05WeXPGlk

The “External Classroom” aims to tie the learning environment outside the school institution with its body, by utilizing the student’s personal mobile technologies.

When a workshop is going to be performed outside the institution, students can add it on the digital calendar, for others to participate or follow. Between those participating in the workshop, a mobile application is distributed, enabling them to share the workshop material within the group, and to turn the group into content creators. In this way, through the group members point of view, the action is recorded and broadcasted live online. For those in the main institution following the workshop, these streams are displayed, enabling them to switch between point of views and access the workshop contents in a much richer way. As all material is archived, this will create student experience-generated library for further reference and use.

eg. http://www.ted.com/

Our referenceCrossing knowledge

Revision tableProgress through dialogue

External classroomLocation based learning

LEARNINGLABORATORY

MARCO GHEZZI, STEFANIJA NAJDOVSKA, TAMER ASLAN, JESSICA BALA, ABEL KORSMIT

Our referenceCrossing knowledge

LEARNINGLABORATORY

MARCO GHEZZI, STEFANIJA NAJDOVSKA, TAMER ASLAN, JESSICA BALA, ABEL KORSMIT

“Our reference” is a tablet and laptop application for in-class environment. It is enhancing the learning process, by bringing up relative contents and analyzing the interest of the students.

The lecture is sound and video recorded, and stored on the school server, accessible by the whole community, inside and outside the insitution. Simultaneously, keywords are generated from the speech and displayed on the personal devices of the students, along with relative links. The students, make their notes by adding keywords, comments, or attaching other content. All these inputs create relevant “notebook”, where every item has a time stamp linked to the lecture, to be refferenced even later by the student. Looking at the time stamps, an interest graph showing the amount of activity is generated. As all individual plots are combined, a collective class interest plot is achieved. This can either be used to evaluate the lecture for feedbacks, or be displayed in school common areas to create a flow of knowledge way beyond the classroom walls.

eg. youtube videos sticky notes

Page 4: Ws3 learning lab

Revision tableProgress through dialogue

LEARNINGLABORATORY

MARCO GHEZZI, STEFANIJA NAJDOVSKA, TAMER ASLAN, JESSICA BALA, ABEL KORSMIT

The “External Classroom” aims to tie the learning environment outside the school institution with its body, by utilizing the student’s personal mobile technologies.

When a workshop is going to be performed outside the institution, students can add it on the digital calendar, for others to participate or follow. Between those participating in the workshop, a mobile application is distributed, enabling them to share the workshop material within the group, and to turn the group into content creators. In this way, through the group members point of view, the action is recorded and broadcasted live online. For those in the main institution following the workshop, these streams are displayed, enabling them to switch between point of views and access the workshop contents in a much richer way. As all material is archived, this will create student experience-generated library for further reference and use.

eg. http://www.ted.com/

External classroomLocationbased learning

LEARNINGLABORATORY

MARCO GHEZZI, STEFANIJA NAJDOVSKA, TAMER ASLAN, JESSICA BALA, ABEL KORSMIT

“Revision table” is a classroom set up for improved work reviews and discussions. The driving force behind it comes from the need to easily follow, capture and share the project, or work process.

With people logging in to the table before work, their personal files related to the project, are brought on the table - creating a physical Dropbox. Familiar gestures are associated with operations like highlighting, pointing, moving, zooming, or grouping and saving. As the movements and changes in the documents are recorded along with sound, scanning through the work progress, and creating a narration path, are made possible. From this, a presentation document is recorded by merging the table contents in a workflow, enriched with an audio from the discussion. In this way, each project progress can be stored and shared in a much more dynamic format.

eg. http://www.youtube.com/watch?v=0U05WeXPGlk