2.01 E-learning 2.0 - Social Computing in the Future of Learning Daniel K. Schneider TECFA – FPSE - Université.

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Presentation transcript:

E-learning Social Computing in the Future of Learning Daniel K. Schneider TECFA – FPSE - Université de Genève ICOOL 2007

6/11/2007 Part I: Web 2.0 ? E-learning 2.0 ? What do we mean by this ?

2.0 Refers to Web 2.0 (1) Web 2.0: A set of technologies that enables an approach to deal with Information & communication An approach that in turn creates new technologies at a rapid pace. 1.0 …vs Unstructured small texts Structured large texts Structured small texts Isolated databases Data everywhere, microformats RepositoriesFeeds HTML formsAJAX (nice interfaces) Monolithic applications Aggregation through services (APIs) loginsAn identity MetadataFolksonomies

2.0 What is web 2.0 ? (2) The web as platformFeeds, services … Mashups (combine, mix) A networkConnect people, information, things, … (= social software) Read/writeContribute, have an identity, be present,… Three important characteristics:

2.0 Social software = (tools + services + aggregation) ^scale:  Sharing of links and feeds (Del.icio.us, Feedburner)  Sharing of digital artifacts (YouTube,FlickR,Furl..)  Social citations and reference managers (CiteSeer,Connotea)  Social shopping (Amazon,..)  Social networking (LinkedIn, FOAF)  Reputation systems and collaborative filtering  Large Wikis (Wikipedia, …)  Office 2.0 (iGoogle)  Web 2.0 mashups (Pakeflakes, …) People Digital artifacts Collections Meta collections

2.0 Social software is about (self-organizing) collections and “markets” People Digital artifacts Google maps YouTube films Connotea references Collections Meta collections mashups FlickR photos Blog entries, photos, films, learning objects, textbooks, assignments, slides, Blogs, wikis,… Portfolios, profiles, digital identities, virtual identities News feeds, ratings, “43 things”, reading lists, friends of friends, research lists,… Best conferences on a google map, virtual portfolios, public webtops,… objects Collections, links Specialized markets markets mashups

2.0 E-learning 0.5 to 2.5: growing social soft. 0.5 (1967-) 0.5 (1980’s) 1 (1995,-) 2 (2000,-) 2.5 (2005,-) “Official” Plato TenCore Virtual classrooms CBT/CBL WEST WebCT Metadata SCORM Moodle LAMS LD Personal Learning Environments e-framework (SOA) “Teacher-driven” BasicBBS Hypercard Web servers, Forums, CGI Scripts Blogs, Wikis, Portals (old social software) Mashups, “Trendy” Social software Social software

6/11/2007 Part II: E-learning 2.0 / social software in education Some use cases ….

2.0 Use cases for education 1.Manage the information space 2.Write to the information space 3.Computer enhanced project-oriented learning 4.Personal learning environments 5.Integrated authoring and management of activities 6.Microlearning  … more

) – Manage the Information space  Bookmarks  References  Feeds  Aggregations  Mashups  Teachers  Students  Others  ….. Organize own productions Organize other’s productions Share all that E.g. blog portfolio factories like ELGG

) – Write to the information space  Digital story telling  “Be there” with (multimedia) stories  Connect them to other stories, to resources,..  Kids to it all the time, some teachers do it too MySpace, YouTube, Blogs, ….  Contribute to expertise  Add articles to wikis, post podcasts to YouTube, upload slides to Furl, …  Fix / comment productions  Link ideas, remix productions

) Project-oriented learning (design example)  Organizing and augmenting the information space does not guarantee formal learning …  Teachers have to engage in storyboarding:  Orchestrate  Monitor  Scaffold (Tutor)  Levels of cooperation between learners:  Individual, group  Class, school (social environments !)  Virtual community, world (social environments !)

2.0 Orchestrate: Activities, tools, products Teachers design projects that contain scenarios with smaller activities supported by some technology (web 2.0 tools). Activities lead to products. Scenario 1 Scenario 2 Activity.. Activity 1 Activity 3 Activity 2 Activity 4 Tool 1 Tool 2 Tool 3 + Coordination tools Product 1 Product 2 Product 3 Project & intermediary Products

2.0 Monitor A basic workflow: students make products & teacher monitors and engages Work is centered around a living digital artifacts system (web 2.0 places) Tool 1 Product 1 Product 2 Product 3 Students produce deposit Students + teachers discuss Tool 2 Tool 3 Aggregate to monitor and scaffold Information sources Tool 4

) Personal environment: a MY Space (Anderson & Hutrum 2006) My hobbies My calendar My social Life My school(s) My files My publications E-portfolios My profile My conversation(s) My work Learners do have an environment, and school is part of it But they organize it …

2.0 Personal learning environments (2)  The most compelling argument for the PLE is to develop educational technology […] which allows them to themselves shape their own learning spaces, to form and join communities and to create, consume, remix, and share material” (Graham Attwell)  There is no reason why schools should run the learning environment, the school should just teach (they throw away learner’s work anyhow ….)

2.0 The PLE is made with a collection of tools (M. Chatti) A PLE is a portfolio, generates profile and identity It’s private, but most is shared with different groups (e.g. a class), some shared with public Learner has control over his environment, Teacher has access to productions required for a class

2.0 (5) - Integrated authoring / management / repository  Can be found in the discourse of Learning Design (LD) systems …  Is not web 2, but nevertheless related, since sharing is made simple (not LOM !!)  LD is meant to be “source code” for education, i.e. distributable learning objects that convey pedagogical information

DialogPlus toolkit

LAMS

2.0 Learning Design environments of the future:  Simple to use (LAMS is)  Combine authoring and playing in the same environment (LAMS and CeLS do)  Integrate a large and useful toolset for teachers and also tie into social software, in particular productivity tools & digital artifact collections (hmm …)  Also missing: Some commonly accepted digital identity standard

2.0 (6) - Microlearning  Very simple learning objects (LOs), e.g. a few HTML pages, a Podcast, a small IMS/SCORM Content Pack.  Just-in-time open learning. User decides “on the spot” that he wants to engage in learning …  Reputation systems (what are the best learning objects, users rate/annotate)…. a true market (under construction)  Personal LO aggregators (e.g. Mindpicnic)

6/11/2007 Part III: E-learning 2.0 ? Is it just for informal learning or creative classroom teaching ? Or can institutional e-learning integrate some of it ?

2.0 Let’s summarize a bit web 2.0 It’s sort of a platform for the whole web (a toolbox) Feeds, services … Mashups (combine, mix) Lots of tools are networked and generate added value Connect people, information, things, … Read/write by usersHave an identity, be present Can we do this with normal e-learning tools ? No: e-learning is closed, does not connect and does not engage learners to participate

What’s most missing from e-learning 1.0 ? Flexibility Interoperability Variety A long way to go …. It’s not flexible, it’s not integrated with Internet, it’s a monoculture,….

2.0 SOA-based platform (Rehak/JISC/..) ?

2.0 Personal Learning environment (PLE) as aggregator (Jafari/Epsilen) ?

2.0 PLE as aggregator (Wilson/PLEX) ? How about personal teacher environments ?

2.0 The near future  Old style e-learning  will survive in its niche market  will survive through general purpose campus portals  will survive by integrating (some) web 2.0  Next generation e-learning  May not work / be too expensive (it’s Java-based)  May have its own niche market  Web 2.0 light-weight technology  Will thrive with active teachers (all such Internet technology did ….)

What’s wrong with this talk ?  It’s propaganda  Good propaganda, since it is based on examples that really happen(ed)  The main issue  E-learning 2.0 is related to cultural change, needs “Internet thinking”. E-learning 1.0 is not !  E-learning 2.0 may not change e-learning 1.0, but add yet another paradigm/toolset to education.  Also worked in the past (and even now):  CBT, CBL (microworlds, simulations), ITS, CSCL, Teleteaching, WBT, simulation & gaming,…

Design-based research (Reeves) (Reeves)

2.0 Conclusion  There is immediate potential, in particular for:  Writing-to-learn and knowledge community-building environments (run by creative teachers)  Personal learning environments  For more we need:  Political change (acceptance of open and distributed services-based architectures)  Give up e-learning systems that were so expensive and difficult to set up (!)  Cultural change (in particular in teacher training and national policies)  Involvement of the education community

6/11/2007 MORE ? Talk 40: e-learning 2.0 Light-weight e-learning with WebTops Wed 10:05 Thanks for listening !