Reusable Learning Designs: information and communication technologies and their role in flexible learning - PowerPoint PPT Presentation

About This Presentation
Title:

Reusable Learning Designs: information and communication technologies and their role in flexible learning

Description:

Reusable Learning Designs: information and communication technologies and their role in flexible learning Core Team: Barry Harper, Ron Oliver, John Hedberg & Sandra Wills – PowerPoint PPT presentation

Number of Views:155
Avg rating:3.0/5.0
Slides: 35
Provided by: BarryH54
Category:

less

Transcript and Presenter's Notes

Title: Reusable Learning Designs: information and communication technologies and their role in flexible learning


1
Reusable Learning Designs information and
communication technologies and their role in
flexible learning
Core Team Barry Harper, Ron Oliver, John
Hedberg Sandra Wills
2
project aims
  • to maximise opportunities for university teachers
    to create high quality, flexible learning
    experiences for students
  • to create reusable resources based on generic
    learning designs
  • to facilitate uptake of the learning designs by
    Australian university teachers by offering these
    resources via a web site

3
project strategies
  • identify learning designs which contribute to
    high quality learning experiences
  • select learning designs which have potential for
    redevelopment as reusable templates
  • produce a redevelopment plan and costing
  • undertake the development of some learning
    designs in a generic form
  • develop a series of guidelines for good practice
    in the use of the templates in new contexts

4
project participants
  • core team
  • Barry Harper, Ron Oliver, John Hedberg, Sandra
    Wills, and Shirley Agostinho (project manager)
  • research team
  • Jan Herrington, Catherine McLoughlin, Lori
    Lockyer, Gary Hoban
  • international reference group
  • Tom Reeves, Betty Collis, John O'Donoghue,
    Peter Twining, Erik Duval, Chuck Schneebeck,
    Curtis Bonk
  • AUTC steering committee
  • Shirley Alexander, Diana Laurillard, David Rich,
    Sue Johnston

5
project overview
  • learning designs
  • student learning experiences may be at the
    level of a whole course, program, subject, or
    modules
  • high quality learning experiences
  • experiences which encourage students to seek
    understanding and which encourage the development
    of lifelong learning skills
  • flexible learning
  • meets the diverse needs of students, focuses on
    how ICT can be used for flexible opportunities
    for students

6
project deliverables
  • Milestone One (May 2001)
  • development of the evaluation and redevelopment
    framework (ERF)
  • Milestone Two (November 2001)
  • identification and documentation of learning
    designs that foster high quality learning
    experiences
  • Milestone Three (June 2002)
  • development of a selected number of learning
    designs in a generic form to at least prototype
    stage.
  • Milestone Four (December 2002)
  • development of learning designs in a generic
    form, development of good practice guidelines in
    Web format

7
the project challenges
  • to understand learning designs
  • to articulate these ideas
  • removing context whilst retaining the essence
  • learning designs and learners
  • creating guidelines for non-expert teachers
  • managing one size fits all

8
our learning process
  • learning designs
  • quality indicators
  • developing a common language
  • a framework for learning designs
  • describing learning designs
  • describing generic forms

9
constructing the ERF
  • David Boud and Michael Prosser wrote a background
    document with four focus areas
  • how do learning activities support learner
    engagement?
  • how does the learning design acknowledge the
    learning context?
  • how does the learning activity seek to challenge
    learners?
  • how does the learning activity provide practice?

10
constructing the evaluation framework
  • workshops were held with key members of the
    project to
  • review the application of the principles to a
    real evaluation task
  • revise the question list to make it usable as an
    evaluation instrument (v1)
  • several groups applied the instrument to two
    learning designs to refine the instrument
  • a second workshop was held with a role play of
    the review process (v2)
  • a third version of the instrument was produced
    for distribution to groups of evaluators (v3)

11
modifications to the ERF
  • the original version started with many questions
    as Boud and Prosser had provided 5-6 questions
    under each topic
  • missing elements were
  • assessing the technology and
  • how technology was employed
  • each reviewer was asked to identify the key
    attributes of the learning design

12
final version of the ERF
  • a three stage process
  • submission some of the attributes are
    identified and documentation is collated
  • review process conducted by a team of two or
    more evaluators who seek to define the attributes
    and reusable 'pieces' of the design
  • decision to redevelop the 'pieces' new
    knowledge domains, new components, new
    combinations, templates or guidelines

13
project participation
  • 52 learning designs submitted
  • diversity of learning outcomes
  • variety of ICT
  • range of discipline areas
  • documented quality
  • 64 volunteer evaluators

14
step through of process
  • identify the key attributes which make it a good
    example
  • identify what can be shared with others
  • two examples Virtual Records a web-based
    simulation for communications students and
    Mathematics Assessment a CD-ROM that can be used
    as a common web shell

15
challenges at this point
  • isolating learning design from context?
  • level of granularity?
  • particular teacher dependent?
  • design reusability?
  • identifying key attributes?
  • generic templates or shells?
  • judging transferability to other domains?
  • dissemination and supporting change?

16
learning designs
  • fifteen learning design exemplars identified from
    ERF for redevelopment
  • documentation of designs for access by higher
    education instructors-
  • exemplars, (aprox 30 rich descriptions)
  • Guidelines and templates
  • Tools (to support learning design implementation)
  • representation of elements of a design
  • frameworks to conceptualise and represent designs
  • represent as web environment

17
exemplars
  • rich descriptions of learning designs
    incorporating the voice of the designer/s and
    the evaluators
  • context of Boud and Prosser principles embedded
  • each accompanied with its own learning design
    sequence.
  • descriptions can serve as implicit guidelines.

18
guidelines
  • The generic learning design abstracted from the
    exemplar and described in detail. Implementation
    tips and advice on how to develop a similar
    learning design are included.

19
tools
  • Software tools Generic software tools (with
    accompanying documentation for use) developed to
    facilitate the reuse of particular learning
    designs.

20
learning design frameworks
  • Purpose-
  • to ensure coverage of range of strategies,
    investigate clustering of similar designs from
    our exemplar pool and to facilitate user access
  • Process
  • Grounded learning design categorisation
  • Literature review of learning design
    categorisation
  • Development of learning design categorisation
    frameworks

21
learning design frameworks
  • A framework for representing problem based
    strategies
  • Rule focussed learning design The focus is to
    apply standard procedures and rules in a
    solution.
  • Incident focussed learning design The focus is
    to reflect and make decisions based on actions
    and events.
  • Strategy focussed learning design The focus is
    to develop strategy tasks require strategic
    planning.
  • Role focused learning design The focus is to
    understand and appreciate the issues, processes
    and interactions of complex, non-predictive
    situations by participating as a player in a
    setting which models a real world application.
  • Outcome- enabled project team to ensure breadth
    of examples identify gaps in exemplars, BUT
    not effective for access

22
learning design access
  • Discipline/ focus/author-designer/ICTs used
  • Learning design focus
  • Problem Based Learning focusemphasis on the
    process of students solving a real world problem.
  • Project/Case Study focus emphasis on creating a
    product or artefact.- process may be supported by
    case materials.
  • Role Play focus emphasis on subrogation
    walking in the shoes of others.
  • Collaborative focus emphasis on interacting and
    collaborating with peers to facilitate
    construction of knowledge.
  • Concept/Procedure Development focus emphasis on
    understanding and/or consolidating learning about
    concepts and/or procedures.

23
critical elements of learning designs
  • Analysis of variety of designs (Oliver and
    Herrington)
  • Learning tasks as basis for learner experience
  • Resources and supports as discrete components

24
representation of a learning design
  • learning sequence as a representation of a
    learning design
  • designer identification of task, supports and
    resources
  • visual representation of tasks/ supports and
    resources

25
a learning design sequence
resources tasks
supports
26
products of the project
  • the Boud and Prosser principles for high quality
    student learning in Higher Education
  • the Evaluation and Review Framework (ERF)
  • the Learning Design construct
  • the Learning Design Sequence construct
  • a Learning Design Classification Framework
  • rich descriptions of learning design exemplars
  • four generic software tools
  • explicit generic guidelines for design,
    development and implementation of learning
    designs

27
illustrating the design
  • web overview file///less/beta5/index.html
  • Role Play guideline suite
  • Demo of tool Investigate eShell
  • Example of a guideline

28
Credits
29
role play guidelines
  • Process of development
  • 7 LDs submitted with role play focus - built
    matrix
  • formed online role play expert reference group of
    20
  • 2 email icebreaker activities - collected 46 tips
    - agreed 16 word statement why we use role play
    in teaching
  • 1 day national summit on online role play design
    - share role play learning designs, discuss draft
    documents, outline what other teachers would need
    in order to adopt role play
  • video interviews of 11 teachers and 3 classes
  • literature review

30
role play guidelines
  • Products (1)
  • Design Decision Points
  • Designers Guide
  • Designers Template
  • Moderators Checklist
  • Moderators Guide
  • Teacher Checklist
  • Platforms Checklist

31
role play guidelines
  • Products (2)
  • Flat Tyre on High Street Demo Role Play
  • Johns Quick Start Role Play
  • Maureens Quick Start Role Play
  • Email Role Play Templates
  • Tips List
  • Video Clips List
  • Learning Design Descriptions Matrix

32
illustrating the design
  • web overview file///less/beta5/index.html
  • Role Play guideline suite
  • Demo of tool Investigate eShell
  • Example of a guideline

33
how should we define reusability?
  • isolating learning design from context?
  • level of granularity?
  • particular teacher dependent?
  • design reusability?
  • identifying key attributes?
  • generic templates or shells?
  • judging transferability to other domains?
  • ? dissemination and supporting change?

34
Credits
  • The authors would like to acknowledge that this
    project was made possible through participation
    in the 2000-2002 Australian Universities Teaching
    Committee project funded through the Higher
    Education Innovation Programme (HEIP) via the
    Department of Education, Training and Youth
    Affairs.
Write a Comment
User Comments (0)
About PowerShow.com