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FINNABLE 2020
CICERO Learning –Network

Professor Hannele Niemi, Scientific Director
Raija Latva-Karjanmaa, Coordinator
1
Boundless Learning
Learning as empowerment
• Schools
• Companies
• Non-formal learning environments: libraries,
hobbies, leisure time
• Social media
• Technology for individual growth collaboration

2
Tekes Learning Solutions Programme
•

•

Tekes - the Finnish Funding Agency for Technology and
Innovation is the main public funding organisation for research,
development and innovation in Finland.

•

Kuva © Tekes, Pasi Hytti

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 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.
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
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.
5
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
6
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
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
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
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
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
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
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
FINNABLE –hankkeen yhteystiedot:

professori Hannele Niemi, konsortion johtaja
hannele.niemi@helsinki.fi
040-5558975

14

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Oppimisratkaisut: Kansainvälisten oppimisverkostojen työpaja 28.3.2011, Hannele Niemi, Helsingin yliopisto

  • 1. FINNABLE 2020 CICERO Learning –Network Professor Hannele Niemi, Scientific Director Raija Latva-Karjanmaa, Coordinator 1
  • 2. Boundless Learning Learning as empowerment • Schools • Companies • Non-formal learning environments: libraries, hobbies, leisure time • Social media • Technology for individual growth collaboration 2
  • 3. Tekes Learning Solutions Programme • • Tekes - the Finnish Funding Agency for Technology and Innovation is the main public funding organisation for research, development and innovation in Finland. • Kuva © Tekes, Pasi Hytti 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 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.
  • 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. 5
  • 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 6
  • 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
  • 14. FINNABLE –hankkeen yhteystiedot: professori Hannele Niemi, konsortion johtaja hannele.niemi@helsinki.fi 040-5558975 14