Two Articles on CSCL Design Presented by Arne Valen 27'4' 2006 PowerPoint PPT Presentation

presentation player overlay
1 / 21
About This Presentation
Transcript and Presenter's Notes

Title: Two Articles on CSCL Design Presented by Arne Valen 27'4' 2006


1
Two Articles on CSCL DesignPresented by Arne
Valen 27.4. 2006
  • Use and Abuse of Reusable Learning objects
  • ITCOLE Project

2
Use and Abuse of Reusable Learning
ObjectsPithamber R. PolsaniLearning Technology
Center, University of Arizona, USA
  • Movements in the Learning Object Economy
  • Historical summary showing various definitions
    and criticizing them
  • Towards a Concept of the Reusable Learning Object
    (LO)
  • Setting the principles of LO foundation
  • Creating Learning Objects
  • LOs and principles of learning intent and
    reusability
  • Developing Learning Objects
  • Conceptualization and Collaborative development
  • Standards and Specifications for Developing
    Learning Objects
  • Standards enables genuinely sharable and reusable
    content objects
  • Learning Objects and Electronic Books
  • Differences between e-books and material books
  • The role of LOs in the construction of e-books
  • Conclusion

3
Abstract
  • Learning object (LO) first popularized by Wayne
    Hodgins in 1994.
  • Serious lack of conceptual clarity and reflection
    in the multitude of definitions and uses of LOs.
  • Objectives
  • Assess current definitons and uses of LOs
  • Articulate foundational principles for developing
    concept of LOs
  • Provide methodology and broad set of guidelines
    for creating LOs

4
Movements in the Learning Object Economy
  • Efforts towards facilitating a common method for
    identifying, searching and retrieving Learning
    Objects (LOs).
  • Question What may the common metadata elements
    be?
  • Examples of groups working on such question are
  • IEEE Learning Technology Standards Committee
    (LTSC) Learning Object Metadata Working Group.
  • IMS Global Learning Consortium, Inc.
  • The Dublin Core Metadata Initiative
  • Existing a broad understanding about the
    functional requirements of LOs
  • Accessibility the LO should be tagged with
    metadata so that it can be stored and referenced
    in a database
  • Reusability once created, a LO should function
    in different instructional contexts
  • Interoperability the LO should be independent of
    both the delivery media and knowledge management
    systems

5
Multiple Definitions of Learning Objects
  • Definitions of LOs (samples)
  • Draft Standard for Learning Object Metadata v6.1
  • LO is defined as any entity, digital or
    non-digital. Non-digital objects such as computer
    hardware and digital objects like images enjoy
    the same conceptual status, thereby making it
    impossible to use the term Learning Object in a
    meaningful way.
  • Wiley, David. A. (2002)
  • LO is any digital resource that can be reused to
    support learning. a broad characterization
    classifying every digital asset as a LO.
  • Wisconsin Online Resource Center
  • Definition includes the arbitrary imposition of
    time
  • http//www.wisc-online.com/Info/FIPSE20-20What
    20is20a20Learning20Object.htm
  • L'Allier, James J. (1997)
  • LO is the smallest independent structural
    experience that contains an objective, a learning
    activity and an assessment."

6
Towards a Concept of the Reusable Learning Object
  • Foundation Learning and Reusability
  • Learning Intention
  • Form as the framework that sets a media asset on
    the path to becoming a LO
  • Relation that occurs between the user and
    computer interface
  • Form and relation provide a mechanism for the
    internal constitution of a LO
  • The LO is a totality that combines its digital
    element and an exposition
  • Reusability accords value to LO
  • LOs should be predisposed for reuse by multiple
    developers in various instructional contexts
  • LOs should not favor one or other instructional
    methodology
  • It is through exchangeability /reusability that
    the LOs acquire value
  • Based on theese foundational principles LO can be
    defined as
  • A Learning Object is an independent and
    self-standing unit of learning content that is
    predisposed to reuse in multiple instructional
    contexts

7
Creating Learning Objects
  • LO should not be coded by any specific teaching
    methodology or instructional theory
  • Genuine reusability and optimum functionality of
    a LO can be achieved only when the LO attains a
    high level of abstraction
  • Although LO is abstract, it can be understood and
    shared among users
  • Several LOs should be put together as words in a
    sentence
  • Granularity - the size of a LO
  • If a LO consists of more then one idea, one of
    these should be the main idea and the others
    should be derived from it or be dependent on it.
  • Composition
  • The formal composition of a LO is the arrangement
    of elements (text, image, video, animation,
    glossary, assessment, multimedia, etc.)
  • LO should be a combination of multiple elements,
    facilitating learning based on learners' choices
    and learning characteristics.

8
Developing Learning Objects
  • Two processes Conceptualization and
    Collaborative development
  • Conceptualization
  • LO modeling requires a double vision
  • Global understanding of curricula
  • to conceive a content object as part of larger
    whole
  • Micro vision to create content as standalone
    information for it to function as a reusable
    object
  • Framework should proceed in three steps
  • 1 Selecting a topic or theme
  • 2 Identifying different levels and depths -
    providing an intensity map
  • 3 Design LOs for a varied level of instruction
  • Collaborative development
  • The role of experts from all fields is crucial
    for the successful development and use of LOs
  • Knowledge experts should develop only 'events' of
    knowledge that can combine with other 'events' to
    develop into a 'program' on demand.

9
Standards and Specifications for Developing LOs
  • LO development is a collective enterprise among
  • The programmers - creating the information space
  • The graphic designers - design and develop
    interfaces to facilitate the management
  • The subject experts - providing the
    ideas/concepts stored as information bits
  • A commonly agreed on standard enables genuinely
    sharable and reusable content objects
  • Technical standards
  • Interoperability of LOs - selection of language
    for producing LOs
  • Editorial Requirements
  • Agree on editorial standards to ensure the
    consistency of language across the LOs
  • Stylistic Considerations
  • Specifications for use of color, fonts, and
    layout of images and text
  • Several interface and stylistic environments that
    are user-controlled

10
Learning Objects and Electronic Books
  • The role of LOs in the construction of e-books
  • Tension between the e-book and the material book
  • Three levels of the book's existence Concept -
    Object - Metaphor
  • Conceptually a book is a compendium of printed
    pages turned by the reader
  • E-book is organized like volumen through which
    one scrolls
  • The Book as a three-dimensional object offers a
    plurality of sensual experiences
  • The e-book as a visual mode of presentation, is
    limited since it does not offer the same sensual
    experience as the material book
  • Life as a book one of metaphors arrived from
    our long relation with the book
  • E-books belong to the information sphere which
    space is temporal
  • The fundamental differentiation with the book
    should become the foundation for building the
    e-book
  • E-books should create a unique form of new and
    different experiences for its audience

11
Conclusion
  • LOs are the most meaningful and effective way of
    creating content for e-learning
  • The current definitions and practices of LOs are
    confusing and arbitrary
  • They will never be able to avail themselves of
    the flexibility, scalability and speed offered by
    information technology
  • Necessary with a commonly accepted, accurate and
    functionally effective definition of a LO
  • Establish a concept of the LO that clearly lays
    out the principle basis on which it is founded
  • Need to reengineer the design and development
    process of LOs
  • Developers should embrace a multidisciplinary and
    cooperative model of development

12
ITCOLE ProjectDesigning Innovative Tecnology for
Collaborative Learning and Knowledge
BuildingLeinonen et al. (2001)
  • Abstract
  • Describing pedagogical background and design
    rationale of ITCOLE (Innovative Technology for
    Collaborative Learning) software.
  • Central metaphor of the ITCOLE system is that of
    shared electronic workspaces which students and
    teachers use for asynchronus and synchronus
    collaboration.
  • The system will provide tools for community
    building as well as include awareness tools that
    help users to manage their joint knowledge
    building by providing real time information on
    various aspects of collaboration.
  • ITCOLE software is avaliable free of charge in a
    downloadable pilot version titled Future Learning
    Environment 2 (Fle2) (now Fle3).
    http//fle3.uiah.fi/

13
Introduction
  • Collaborative knowledgebuilding is one of the
    most promising innovations to increase quality of
    education with the help of modern collaborative
    technology
  • ITCOLE system will be designed to provide tools
    to facilitate the development of the students
    skill of collaborating.
  • The functionality and the interface of the system
    will be derived from pedagogical considerations
    and can be adapted to different school
    environments.
  • Knowledge Building (KB) environments differ
    substantially from other networked learning
    environments, as they are designed to facilitate
    collaborative KB within a local or virtual
    learning community.
  • KB learning environments must be easy to use, and
    made accessible to teachers.
  • The project focuses on crossing boundaries
    between software developers, pedagogical
    researchers, and the users of KB technology -
    teachers and students.

14
Description of the ITCOLE software
  • The pilot version FLE2 (now 3) is cross platform
    and HTML based for end users
  • The ITCOLE/ Fle3 environment will contain several
    tools
  • Virtual Web Top storing and sharing documents,
    java applets etc.
  • KB module facilitates between-user interaction,
    multiple discussions
  • Jam session encourages free flow of ideas
    allows experimentation
  • Meeting room collaborative multi-user
    applications (whiteboard, chat etc.)
  • Library - store, publish and browse diff.
    learning materials
  • Provide external structures that help a student
    to participate in expert like processing of
    knowledge without increasing the cognitive
    processing load.
  • Participation in depth learning, scaffolding the
    users
  • Tools for students to record and visually
    represent their activity
  • Challenge design interface helping users to
    manage knowledge produced
  • Important challenge of ITCOLE is to design tools
    that help to represent progress of discussions by
    graphical means.

15
Design Objectives of the ITCOLE software
  • The objective for ITCOLE is to build a
    pedagogical interface for educational use
  • The objective can be divided into three main
    aims
  • Scalability universal access for different
    user/browser configurations
  • Usefulness - full set of features to enable
    collaborative KB - system functionality
  • Usability user friendly and attractive
    graphical design flexible and customizable
  • Some screenshots from Fle3 http//fle3.uiah.fi/
    screen_shots/index.html

16
The ITCOLE System Architecture
  • Shared workspaces are the primary means of
    collaboration provided by ITCOLE
  • The overall system architecture
  • Objects in the workspace can be
  • accessed and manipulated
  • Users may up/download etc.
  • Around the kernel will be a set
  • of additional features and tools

17
Shared workspaces
  • Primary features built into shared workspace
    component of the ITCOLE system
  • Joint production of multimedia information in
    distributed environments
  • Comprehensive information about activities within
    the workspaces
  • Textual representation of information as well as
    varied graphical representations
  • Support the publication of the results of
    collaboration processes
  • Components for organizing and managing the
    collaborative learning process

18
Synchronous collaboration tools
  • Synchronous communication provides a means for
    participants
  • To interact socially
  • Learn about each other
  • Engage in social bonding
  • Creating the sence of community needed for
    engaging in intensive KB
  • To support this creation, these applications will
    be integrated in the ITCOLE tools
  • Whiteboards visualized by all collaborators
    simultaneously
  • Presenters must contain features that permit
    highlighting of particular objects
  • Chats must indicate name of users
  • The tools for synchronous communication can be
    located in avatar-world
  • E.g. Virtual Room Videoconferencing System
    developed in CERN
  • http//en.wikipedia.org/wiki/Virtual_Room_Videocon
    ferencing_System

19
Assessment Tools and Tutorware
  • ITCOLE system will also support more instruction
    based learning scenarios
  • Assessment tools will
  • Allow self-evaluation of students
  • Enable feedback between students and teachers
  • Create a suitable infrastructure for progress
    tracking and learning improvements based on
    feedback information.
  • Function simultaneously as a means for tutor or
    teacher to monitor participation of students in
    their interaction and communication.
  • Tutorware will
  • Allow the adaptation to the requirements and
    interests of each student
  • Support teachers in collecting and creating
    educational objects like
  • simulations - problem solving tasks other
    teaching materials

20
Pedagogical Evaluation and Testing
  • Information and Communication Technology (ICT) is
    used to
  • Build up social structures that encourage
    learning and reflective discourse
  • Help students and teachers gain knowledge and to
    deepen understanding
  • Evaluation process focuses on
  • How the software facilitates learning in various
    educational settings
  • Developing and analyzing innovative ways of using
    ITCOLE software for facilitating in-depth
    learning from elementary to high school.
  • The softwares technical as well as pedagogical
    usability and functioning.
  • Field test will continually provide feedback for
    design and development.
  • Second part of field test will involve
    experiments in scaling up networked learning
  • Investigators will examine and demonstrate
  • Collaboration with national school authorities
  • Involve a relatively large number of primary and
    secondary schools
  • Several participating countries

21
Can deep thinking and collaboration with
fellow students increase motivation in the
classroom?
Teachers do not just need basic information
and communication technology training, but they
need to reflect on how they can make use of the
technology in their own teaching.
http//www.euro-cscl.org/site/itcole/itcole_brochu
re.pdf
Write a Comment
User Comments (0)
About PowerShow.com