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Learn to Use and Use to Learn: Designers as a Tool for Innovative Collaboration Kecia J. Waddell Naimah N. Wade Wayne State University 2012 AECT International Convention - Louisville, Kentucky Learning in the Age of Globalization October 30- November 3, 2012

Learn to Use and Use to Learn: Designers as a Tool for Innovative Collaboration

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Presented at the 2012 AECT International Convention, Naimah Wade and Kecia Waddell discuss the study that also served as a model of technology application by providing a practical demonstration of how to utilize innovative social tools for learning and virtual collaboration. The benefit of this model is that it can be used inform instructional design decisions and guide the successful integration of technology into the learning strategy. Additional analysis of the data from this original study uncovered to emergent themes: the designer as a tool for innovative collaboration and strategies for navigating the technology learning curve. *NOTE: SLIDE #3 is a video presentation of the integrative collaborative functions of Google Applications (To view visit - http://youtube.googleapis.com/v/kcOUWjkGBUY)

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Page 1: Learn to Use and Use to Learn: Designers as a Tool for Innovative Collaboration

Learn to Use and Use to Learn: Designers as a Tool for Innovative Collaboration

Kecia J. WaddellNaimah N. Wade

Wayne State University

2012 AECT International Convention - Louisville, Kentucky Learning in the Age of Globalization

October 30- November 3, 2012

Page 2: Learn to Use and Use to Learn: Designers as a Tool for Innovative Collaboration

• How We Got Here

• Description of the Study

• What Happened

• Key Themes

• Learn to Use Implication

• Use to Learn Implications

• Summary of Recommendations

Agenda

Page 3: Learn to Use and Use to Learn: Designers as a Tool for Innovative Collaboration
Page 4: Learn to Use and Use to Learn: Designers as a Tool for Innovative Collaboration

PURPOSE : The purpose of the original Google Applications Study was to develop an innovative intervention incorporating Google Applications in a graduate instructional design course to model effective use of technology integration to support individual and peer learning.• Documenting the process of creating a higher

education course utilizing Google Applications• Student perceptions of the function of Google

Applications and its impact on learning

How We Got Here

2 year study

Page 5: Learn to Use and Use to Learn: Designers as a Tool for Innovative Collaboration

Google Apps Impact on Peer Learning

• Google Apps improved peer learning by:• Timely/relevant feedback• Ease of use• Effective activity design• Reduced frustration with DB threads• Useful Conversation Tracking features

• Google Apps hindered peer learning: • Didn’t like constant editing to docs by other group members when

graded individually within group• Groups Documents being edited without permission or discussion.• Word processing features not as functional as Word• Group document got too large

Findings

Page 6: Learn to Use and Use to Learn: Designers as a Tool for Innovative Collaboration

Google Apps Impact on Learning

• Google Apps helped learning by: • Reducing frustration with Discussion Board threads• Allowing for rich/meaningful responses teacher-to-student• Providing a useful conversation tracking feature • Real-time collaboration features

• Google Apps hindered learning by: • Generating frustration due to unfamiliarity with Google Apps

Findings (Con’t)

Page 7: Learn to Use and Use to Learn: Designers as a Tool for Innovative Collaboration

METHOD • Reflective journals that captured learner perceptions were analyzed using

constant-comparison (Ruona, 2005)• Discourse Analysis (Wordle.com)  

RESEARCH QUESTIONS THAT EMERGED • How might failing to overcome challenges that accompany learning new

and emerging tools for learning and collaborative outweigh the benefits of their use?

• To what degree does the quality of the learning strategies implemented by the designer impact student collaboration in Google Applications?

Key Themes

Page 8: Learn to Use and Use to Learn: Designers as a Tool for Innovative Collaboration

Reflective Journals

Page 9: Learn to Use and Use to Learn: Designers as a Tool for Innovative Collaboration

What does it mean?

• How can designers best utilize innovative social tools for learning and virtual collaboration? By proactively learning to use them.

• How can designers ensure that students excel in online learning environments built on new/unique platforms? By helping them gain required proficiency (learn to use ).

• What can designers and those who train designers do to help students to gain this required proficiency and excel innovative learning platforms? Manage the technology learning curve

Learn to Use

Page 10: Learn to Use and Use to Learn: Designers as a Tool for Innovative Collaboration

Learn to Use Implications

Strategies for Managing the Learning Curve

• Understand the phases of the innovation learning curve as it relates to designing online instruction. o Diffusion of Innovation (Rogers,

1995) o Technology Acceptance Model

(Bagozzi, Davis & Warshaw, 1992) • Anticipate Learning Barriers

o Technological anxiety and frustration (Saade & Kira, 2006)

• Accelerate acceptance of the selected technology by proactively orienting students to the tools and providing opportunities for them to practice

Image Courtesy of Wikipedia

Page 11: Learn to Use and Use to Learn: Designers as a Tool for Innovative Collaboration

What does it mean?

• How should instructional designer approach and solve challenges confronted by learners using online productivity tools for collaboration? Use principles of design thinking

• What is the role of the instructional designer with increased use of online productivity tools for collaboration? Coach

• How does the instructional designer as the human instrument impact productivity tool use to learn? Disposition & Competency of the ID

Use to Learn

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Instructional designers are the human instrument in the successful creation and support of effective digital-age learning environments

DISPOSITIONS• Tolerance for ambiguity• Creativity and flexibility• Deep commitment to student learning• Perseverance• Optimism and enthusiasm (Danielson, 2006)

Use to Learn Implications

Essential Strategies for Online Collaboration• Cognitive Apprenticeship (McLellan, 1994; Weigel, 2002)

• Collaborative Learning

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http://goo.gl/ujeXu

Interact with the Tool

Uses and Benefits:

5 Ideas in 5 Minutes:

Page 14: Learn to Use and Use to Learn: Designers as a Tool for Innovative Collaboration

Interact with the Tool

VISIThttp://goo.gl/ujeXu

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References

Cross, N. (2011). Design thinking : understanding how designers think and work. Oxford; New York: Berg.

Danielson, C.  (2006).  Teacher leadership that strengthens professional practice. Alexandria,VA:  ASCD (Association for Supervision and Curriculum Development

McLellan, H. (1994). Situated learning: Continuing the conversation. Educational Technology 34, 7- 8.

Saade, R.G., & Kira, D. (2006). The Emotional State of Technology Acceptance. Issues in Informing Science and Information Technology Volume 3.

Surry, D.W., & Ely, D.P. (2001). Adoption, Diffusion, Implementation and Institutionalization of Educational Technology. In R. Reiser & V.L. Dempsey (Eds.), Trends & Issues in Instructional Design and Technology, 183-193, Upper Saddle River, NJ: Prentice-Hall.

Unger, K. L. (2012). Examining the factors of a technology professional development intervention. Wayne State University).ProQuest Dissertations and Theses, 258. Retrieved from http://search.proquest.com.proxy.lib.wayne.edu/docview/1010417547?accountid=14925. (1010417547).

Weigel, V. (2002). Deep learning for a digital age: Technology’s untapped potential to enrich higher education. New York: Jossey-Bass.

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Contact Us

Kecia J. Waddell - [email protected]

Naimah N. Wade - [email protected]