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Designs for Learning: Technology Affordances and Limitations
Charalambos Vrasidas, Executive Director, CARDET
Professor & Associate Dean for e-learning, UNic
www.vrasidas.com
www.cardet.org
Overview
• Trends - challenges
• Affordances
• Designs for learning
• Case Studies
• Possibilities
• Challenges
• Society more connected but conflict rife
• World changing, education must too
• New literacies needed for society of tomorrow
• Learning throughout life in a complex and changing world
http://unesdoc.unesco.org/images/0023/002325/232555e.pdf
Challenges
Engagement Interaction Authenticticy
NeedsKnowledge Information
21st Century Skills
Important Developments in Educational Technology in European Schools (2014)
Characteristics of ICT
• Personalized
• Access
• Collaboration
• Immediacy
• Connections
• Communication
• Presence
• Support
Life Skills
Collaboration Communication Empathy
Reflection ResilienceProblem
Solving
Global Citizenship
Critical
ThinkingCreativity
New Media Literacies (Jenkins)
Performance Play Simulation
Appropriation MultitaskingDistributed Cognition
Collective Intelligence
Judgment Networking
TransmediaNavigation
Negotiation
http://www.newmedialiteracies.org/
Play: The ability to capacity to experiment and explore various solutions to problems.
http://tinyurl.com/po9ry3v http://tinyurl.com/oh7p6ct
Performance: The capacity to embrace new identities and to explore and discover new worlds.
http://tinyurl.com/nay45jq
Multitasking: The ability to engage in multiple scans simultaneously.
http://tinyurl.com/owwgg3t
http://tinyurl.com/owyz8ar
Judgment: The ability to access, evaluate and decide on the use of various sources of information.
http://tinyurl.com/otgggjx
LEARNING DESIGN
“Design thinking can be described as a discipline that uses the designer’s sensibility and methods to match people’s needs with what is technologically feasible”
(Kelley)
Characteristics of Design Thinking
• Creative process
• Human centered
• Situated and contextualized
• Culture and people roles (not with ICT)
• A participatory system
Design thinking as a framework encourages us to act as
LEARNING ARCHITECTS
The Design Process
http://www.ideo.com
Iterative design research McKenny 2001
GAMES
Game Affordances
•Motivation
•Multimodal
•Engagement
•Competition
•Collaboration
•Interaction
•Feedback
•Levels
•Adaptation
•Assessment
http://www.questatlantis.org/
Games are FUN!
FLOW
(Csikszentmihalyi, 1990, 1997; Csikszentmihalyi & Csikszentmihalyi, 1988; Yerasimou, 2011).
Improved Skills
• Multitasking
• Problem Solving
• Collaboration
• Leadership
• Strategy
Gamification
One of the earliest examples of gamification…
http://tinyurl.com/cprprsb
http://tinyurl.com/d3t7nrl
iStockPhoto.com http://tinyurl.com/4c6qvfu
The context of use matters…
GAME
Rules
Structure
Interaction
levels
feedback
Aims
Καταμέτρηση μέσω εναέριας παρακολούθησης
Δημιουργία κατάλληλου συνδυασμού προϊόντων
Παροχή βοήθειας
Ανασύσταση κοινωνίαςΠομπή φορτηγώνΑγορά τροφίμων
World Food Program – Food Force
http://www.play2prevent.org
Opportunities
Engaging and motivating environment
Knowledge construction Authentic Contexts
Better understanding of the role of the teacher
Knowledge transfer – in real classroom
Challenges
Language, content
Time, Curriculum, Assessment
Teacher PD and need for more feedback
Technology issues