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Flexible learning planning guide

March 12, 2008 in Learning technology, Pedagogy

For a large institution, selecting a flexible learning software platform is a major undertaking, requiring careful consideration of many factors. Such a process can seem like overkill, however, when a smaller-scale development is planned. For example, one or more teachers in an institution might decide to pilot an online learning component as an action-research project. Or a small provider might decide to ‘put their toe in the water’ with flexible learning. From my experience, the people involved in such projects need some guidance but are not prepared to undertake a full needs analysis and evaluation process.

I started putting together the Flexible Learning Planning Guide for just these sorts of situations. It’s informed by my own work and also by research such as Chickering and Gamson’s 7 Principles, which I’ve found very useful as a framework for developing teaching and learning.

I believe there’s a need for something like this to complement the sorts of rigorous development processes called for in models such as the eLearning Maturity Model: not because they are not valid but because small-scale projects sometimes just need a bit of guidance to get started.

The guide is based around pedagogical processes rather than software features. And I deliberately left out many aspects of good practice because I wanted to keep the list short – it currently comprises just ten practices and I’ve had to resist the temptation to add to this. For example, I’ve deliberately left out any practices relating to assessment as that is often excluded from such ‘first steps’ projects because it’s such a high stakes component.

The guide reflects my interest in constructivist approaches to learning and the use of tools such as blogs and wikis. It also avoids providing a simple checklist of features – because good practice doesn’t arise automatically from software features, but from how effectively they are used.

Download the guide

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Being critical of the technology

March 4, 2008 in Learning technology

Technology delusions

I’ve recently been reading In the Kingdom of the Unabomber* by Gary Greenberg. The Unabomber of course is Theodore Kaczynski, who was sent to jail for using letter bombs to carry out a campaign of terror, killing 3 people. As someone one who’s been enthusiastically promoting the use of technology in education for many years, I find myself challenged by one section:

Technology not only helps us to accomplish things, with the occasional failure or accident or frustration; it also constructs us as the kind of people who are hard-pressed to be sufficiently critical of technology… no one really understands how we can listen to another report about the greenhouse effect even as we drive our cars, festooned with ‘Save the Earth’ bumper stickers, to fetch a loaf of bread.

We tend to ignore evidence of rising climatic temperatures.Now it’s pretty hard to argue that there isn’t some truth in this last statement, although thankfully few people are driven to Kaczynski’s reaction to technology!

Is education immune?

To assume that this type of technological delusion applies to other applications of technology in society, but not to education technology, doesn’t seem supportable. So as education technology enthusiasts, in what ways might we be deluded about the real impacts of technology on education? I suspect one key delusion is that we still too often see technology as an enabler for doing what we’ve always done in the past, only faster and more conveniently. Education technology specialists need to be sceptical as well as enthusiastic, and avoid the delusions about technology that we see elsewhere in society.

Graph by Hanno

* In The Best of McSweeney’s Vol 1, Dave Eggers (ed), Penguin, London 2004.

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Can computers replace musical instruments?

February 11, 2008 in Learning technology, Pedagogy

It’s important to temper our enthusiasm for new technology with a deep understanding of its full effect on learning.

In a recent post, Stephen Downes claimed that ‘in comparison with what they replace – everything from books to musical instruments to art supplies – computers are more cost effective.

Music software couldn't replicate the complete experience of this musician.Now I don’t believe that computers replace books – yet, anyway. And I certainly don’t believe that they should replace art supplies or musical instruments. Both of these provide direct sensory experiences which are qualitatively different from using a computer, and result in creative work which is qualitatively different.

Real vs virtual

Music tools on a personal computer can provide more effective and convenient tools for things such as composition and recording. But they can’t replace the tactile experience of playing a real instrument. Furthermore, group improvisation may involve a sort of ‘social construction’ of music, and individual performance may involve a deeply reflective solitary experience. Using computers would fundamentally change the nature of either of these modes of musical creativity.

Certain high schools here in Auckland attract talented students because they provide intensive music education using real instruments in ‘big band’ and other live performance modes. Playing real instruments in a group setting is clearly a big attraction for many young people. That’s not to say that composing via a computer isn’t also very attractive – it’s just different, both as a process and in its ‘products’.

The closest analogy I can think of is this: the motor car hasn’t ‘replaced’ the bicycle despite being more ‘effective and efficient’ in various ways. Too many people value the bicycle for its low cost or its looks, the health benefits, or the feeling of the wind in their hair…

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Integrating Moodle and Mediawiki

December 18, 2007 in Learning technology

Recently I was involved in a project where Moodle had been integrated with Mediawiki for an online community site. The integration of the two systems was limited to a single sign-on facility and consistent visual design through style sheets and graphics. Not full integration, but at first glance a useful start.

Integration issues

But it soon became apparent that this level of integration had some detrimental aspects…

  1. User permissions in Moodle, which are quite finely-grained, didn’t transfer across to Mediawiki. Not only was it not possible to map roles across the platforms, a user who was given admin rights in Moodle did not automatically become an admin in Mediawiki, even though users seemed to expect this.
  2. The single sign-off didn’t work as well as single sign-on, so users could log out from one system and still be logged in to the other for some time. Even when the sign-off did work across both, users often perceived they were still logged in as the two systems launched in different windows by default. Users often didn’t fully understand the way web browsers and sessions work and found this confusing.
  3. Given the lack of real integration between the two systems, the consistent themes caused problems since users didn’t always know which system they were using. Given the limitations of the integration, it would have been better to differentiate the look and feel of the two sites rather than try to make them visually seamless.

Is integration always desirable?

My conclusion was that the project did not really benefit from this limited form of integration, and that the implications for users need to be carefully considered when planning an integration project. In particular, a limited form of integration may be less useful than none at all: the benefits are only achieved when systems are fully integrated, and anything less is likely to cause problems.

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Using a wiki for a simple text-based game

October 14, 2007 in Learning technology

Wikis are great for presenting factual information, and Mediawiki is widely used for this. The only problem I’ve found with managing my own wiki is having to deal with all the spam that an open wiki site attracts.

My current Mediawiki site is my second attempt: this time around, it’s not a collaborative wiki, since it’s really there for my own personal publishing needs. And there are plenty of other collaborative wikis around.

Recently I’ve been playing with ideas around how Mediawiki could be used to implement a simple adventure game. Partly because I enjoy playing with the software, but also because I’m always keen to find ways to include problem-based learning into my professional development activities. So I spent a few hours developing the Learning Design Challenge.

Using a wiki for a simple text-based game.

It’s primitive – my first thought was to include a graphical component but I’ve decided I rather like the text-only format. Something to do with the relative ‘imaginative openness’ of text for the reader: maybe that’s why graphical novels are only a small part of the fiction market.

I’ve abandoned the idea of including objects that individual users can pick up etc – this would require a major coding effort. And the whole point of this is it’s very low-tech and very easy to implement!

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