Oppimisratkaisut: Kansainvälisten oppimisverkostojen työpaja 28.3.2011, Hannele Niemi, Helsingin yliopisto. Siirretty toiselta tililtä 21.11.2013, jolloin katsojia oli ollut 1131 (views).
4. FINNABLE Rajaton oppiminen - Boundless Learning
Videos for peer
learning
Stories:
my ways in
learning
Tools for
collaboration
Leadership
training/mentoring
ACCESS, AVAILABILITY,
MOBILITY:
All are partners
producing contents and
communication
Tools of new
learning skills
Games for
learning
Tools for
evaluation
Tools for
curriculum based
learning
Tools for
well-being
4
5. Research aim: Global Sharing Pedagogy and Enablement
Technological user testing,
iteration cycles
WP2. Mobile
Learning, Games and
Multisensory Learning
Lead: prof. Jari
Multisilta, Univ. of
Helsinki.
• New concepts
• Testing
• Piloting
WP1. Boundless
Classroom
Lead: prof. Hannele
Niemi, Univ. of
Helsinki
WP3. Learning Hubs
and Media Spaces
Lead: prof. Teemu
Leinonen, Aalto Univ.
WP4. Emergent
Learning Technologies
and Communities
Lead: prof. Jari
Multisilta, Univ. of
Helsinki.
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6. Partners (not completed, under negotiations)
Helsingin yliopisto
•Media Education Research Group
•Technology in Education Research Group
•(TEdu), Matematiikan laitos,
•Oettajankoulutuslaitos,
•Käyttäytymistieteiden laitos
Tampereen teknillinen yliopisto
Advanced Multimedia center
Ammattikorkeakoulu Metropolia
Lapin yliopisto
Aalto yliopisto
•Media Lab
•Taiteen ja median laitos
Tampereen yliopisto
Tampere Research Center for Information
and Media
Cities of Pori, Vantaa,
Järvenpää, Espoo,
Helsinki
Porin aikuiskoulutuskeskus
Meri-Porin lukio
Google
Nokia
3-4 muuta suomalaista koulua:
Järvenpää, Sipoo, Vantaa
Kansainvälistä yhteistyötä
Global School of Silicon Valley,
San Jose, CA, USA
Brokers of Expertise
Curriki.com
Laajasalon kristillinen opisto
Kansallista yhteistyötä
WSOYPro, ja monia muita
Lisää yrityspartneita
etsitään
Stanford University
H-STAR Institute
Mid-Penisula High School, Menlo
Park, CA, USA
Monta Vista High School,
Cupertino, CA, USA
Schools in Latin America and Asia
University of Melbourne
Exertion Games Group
National Institute of Education
Nayang Tech Univ, Singapore
Opetushallitus
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7. 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
7
8. 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
8
9. 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
9
10. 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
10
11. 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
11
12. FINNABLE annual and monthly workshops
Advanced International face-to-face research workshops 2012, 2013,
2014 in Stanford and Finland
The 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 researchers
The researchers of FINN-STAN research package have monthly virtual workshops
through videoconferencing.
12
13. Disseminations, implementations, products for business and export
Scientific breakthroughs
Global Sharing Pedagogy and Enablement
Scientific outcomes
Artifacts and products
• New
Technological
user
testing,
concepts
• Testing
• Piloting
WP1. Boundless
Classroom
• Modelling
WP2. Mobile
Learning, Games
and Multisensory
Learning
.
iteration
cycles
WP3. Learning
Hubs and Media
Spaces
WP4. Emergent
Learning
Technologies and
Communication
13