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Oppimisratkaisut: Kansainvälisten oppimisverkostojen työpaja 28.3.2011, Hannele Niemi, Helsingin yliopisto. Siirretty toiselta tililtä 21.11.2013, jolloin katsojia oli ollut 1131 (views).
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FINNABLE 2020CICERO Learning –Network
Professor Hannele Niemi, Scientific DirectorRaija Latva-Karjanmaa, Coordinator
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Boundless LearningLearning as empowerment
• Schools• Companies• Non-formal learning environments: libraries,
hobbies, leisure time• Social media• Technology for individual growth collaboration
Tekes Learning Solutions Programme• Tekes has established a new programme for developing new
learning environments, teaching methods, educational content, testbeds, and lifelong learning. The programme targets both individuals and organisations.
• Tekes - the Finnish Funding Agency for Technology and Innovation is the main public funding organisation for research, development and innovation in Finland.
• Tekes provides funding for research projects and for the preparation of commercialising research findings. Tekes encourages research teams to engage in international cooperation, extensive research projects, Tekes programmes, researcher mobility schemes and long-term research team expertise development.
Kuva © Tekes, Pasi Hytti
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ACCESS, AVAILABILITY, MOBILITY:All are partners producing contents and communication
Stories: my ways in learning
Games for learning
Tools for evaluation
Tools of new learning skills
Tools forcollaboration
Videos for peerlearning
Leadershiptraining/mentoring
FINNABLE Rajaton oppiminen - Boundless Learning
Tools forwell-being
Tools for curriculum based learning
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Research aim: Global Sharing Pedagogy and Enablement
• New concepts
• Testing
• Piloting
•Modelling
Technological user testing,
iteration cycles
WP4. Emergent Learning Technologies
and CommunitiesLead: prof. Jari
Multisilta, Univ. of Helsinki.
WP2. Mobile Learning, Games and
Multisensory LearningLead: prof. Jari
Multisilta, Univ. of Helsinki.
WP1. Boundless Classroom
Lead: prof. HanneleNiemi, Univ. of
Helsinki
WP3. Learning Hubs and Media SpacesLead: prof. Teemu
Leinonen, Aalto Univ.
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Partners (not completed, under negotiations)Helsingin yliopisto•Media Education Research Group •Technology in Education Research Group •(TEdu), Matematiikan laitos, •Oettajankoulutuslaitos, •Käyttäytymistieteiden laitos
Ammattikorkeakoulu Metropolia
Tampereen yliopistoTampere Research Center for Information and Media
Tampereen teknillinen yliopisto Advanced Multimedia center
Stanford UniversityH-STAR Institute
WSOYPro, ja monia muita
GoogleNokia
Curriki.com
Cities of Pori, Vantaa, Järvenpää, Espoo, Helsinki
Kansallista yhteistyötäLapin yliopisto
Aalto yliopisto•Media Lab•Taiteen ja median laitos
University of MelbourneExertion Games Group
Porin aikuiskoulutuskeskus
Global School of Silicon Valley, San Jose, CA, USA
Mid-Penisula High School, Menlo Park, CA, USA
Meri-Porin lukio
Brokers of Expertise
3-4 muuta suomalaista koulua:Järvenpää, Sipoo, Vantaa
Monta Vista High School, Cupertino, CA, USA
Schools in Latin America and Asia
National Institute of EducationNayang Tech Univ, Singapore
Opetushallitus
Laajasalon kristillinen opisto
Kansainvälistä yhteistyötä
Lisää yrityspartneita etsitään
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2. Research in FINNABLE
The research work in FINNABLE is realized through four interlinked packages involving totally 16 research teams integrated to them. The research activities are lead by advanced researchers, who are widely published in their field. The research has four focus areas:
– Boundless Classroom– Mobile & Multisensory Learning and Games– Learning Hubs and Medial spaces– Emergent Learning Technologies and communities
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Research package 1. BOUNDLESS CLASSROOM (RAJATON LUOKKAHUONE)
The overall aim of this research package is to study how digital tools, learning environments and communication technologies such as mobile devices, videos, games and video conferencing can assist schools through following aspects
Theme 1. Technology advancing the learning of students and their learning outcomes
Theme 2. Technology advancing teachers work
Theme 3. Technology advancing global and boundless communication and sharing culture
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Research package 2. MOBILE & MULTISENSORY LEARNING, AND GAMES
Theme 1. Mobile multiplayer games-How ExerGames can be used to support team building, the meeting of different cultures and attitudes towards teams goals? (AMC – Avaced Multimedia Center, TUT)- How the Games can be enriched with tracing the eye movements (UTA; Tauchi)
Theme 2. mobile video stories for learning and mobile and social media based learning – How mobile social media support teams and groups to build video by adding a challenge and
game-like features to content production?– What are the existing social media and web 2.0 based tools for learning?– How are they currently adopted and used at schools in Finland and USA?
Theme 3. Mobile Learning environments
Theme 4. Multimodal learning environment-Crossing the learning and communication borders by support of multimodal (multisensory) interaction technologies; Oppimista tukevat moniaistista oppimista tukevat teknologiat oppimisen tiloissa
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Research package 3. LEARNING HUBS AND MEDIAL SPACES
Theme 1. SPATIAL LEARNING SOLUTIONS- to prototype Learning Hubs in university milieu, e.g. in libraries and other spaces.
• to create media enriched places for self-organized learning in teams, study groups etc. • to build location and context services, e.g. to inform students which group of students are
gathering and where and for what purpose trough mobiles
- to prototype Media Forums for citizens in public libraries. • to build spaces where citizens can actively participate, find and create knowledge together
-to prototype a “Learning Works” system in global industrial setting (Pöyry)
Theme 2. MEDIA BASED KNOWLEDGE PRACTICES WHEN IN TRANSITION TO WORKING LIFE
- to test and evaluate mobile communities as support to transition to working life (Mobiili-yhteisölliset mediakäytänteet) – mobile phone assisted peer and mentoring ystem- to prototype development of knowledge practices and cotacts to working life in universtity teaching
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Subproject 4. EMERGENT LEARNING TECHNOLOGIES AND COMMUNITIES - The art of impossible in learning
Stanford University ,H-Star research institute research collaboration 2011 2014 inside FINNABLE project
This subproject aims at creating future scenarios of learning, which are not immediately visible today, but can be foreseen by the most talented researchers, the art of the impossible in learning and self-initiated activities of individual learners and groups. – In the first phase, the research problems are:a) to develop a pedagogical model, exploiting mobile technologies and electronic
learning environments for educational and company settings (e.g. for tourism) b) to evaluate, develop and test mobile digital story telling applications/platforms
(MoViE, TUT; Moblzt, Stanford; Google Video, Google etc.) c) to develop and evaluate new learning paradigms that depend on virtual spaces,
mixed reality technologies and multiplayer gaming environments.d) to investigate and modeling social practices of global sharing in digital learning
environments
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FINNABLE annual and monthly workshops
Advanced International face-to-face research workshops 2012, 2013, 2014 in Stanford and FinlandThe workshops are realized through videoconferencing and face-to-face meetings at university of Sanford and Finland
Audience in Stanford: Invited high level researchers, OECD, Tekes, NSF, representatives of ministries, national and state level educational departments and representatives of FINNABLE partner companies and companies from Silicon Valley: e.g. Elisa, Google, Nokia, Cisco, Face Book, FxPhal (suggestions welcome).
Audience in Finland: National and local stakeholders: Ministries, municipalities, companies, parents, citizens, researchers, students
Monthly virtual workshops between Stanford and Finnable researchersThe researchers of FINN-STAN research package have monthly virtual workshops through videoconferencing.
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Techno-logical user testing,
iteration cycles
Global Sharing Pedagogy and EnablementScientific outcomes
Artifacts and products
•New concepts
• Testing
• Piloting
•Modelling
WP4. Emergent Learning
Technologies and Communication
WP2. Mobile Learning, Games and Multisensory
Learning.
WP1. Boundless Classroom
WP3. Learning Hubs and Media
Spaces
Disseminations, implementations, products for business and exportScientific breakthroughs