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Exploring the
  potential of new
   open, social and
 participatory media
for learning, teaching
    and research
                 Gráinne Conole,
             The Open University, UK
         Estonian e-University Conference
                  7th April 2011
Outline
• The characteristics of new
  media
• The changing landscape of
  education
• Innovative approaches
• Harnessing the potential
  through representation
  and dialogue
• Key questions and issues
Limitless
• Unbounded
  intelligence
• Unlocking
  potential
• Distributed
  cognition (people
  and technologies)
                 Trailer
The machine is Us/ing us
Peer
critiquing




             The machine is Us/ing us
Peer
critiquing



  User
generated
 content




             The machine is Us/ing us
Peer
critiquing



  User
generated
 content




Networked
             The machine is Us/ing us
Peer                                 Open
critiquing



  User
generated
 content




Networked
             The machine is Us/ing us
Peer                                   Open
critiquing



  User
                                         Collective
generated
                                        aggregation
 content




Networked
             The machine is Us/ing us
Peer                                   Open
critiquing



  User
                                         Collective
generated
                                        aggregation
 content




Networked                               Personalised
             The machine is Us/ing us
Evidence
•   Horizon report, 2011

•   NSF Cyber-infrastructure
    report, 2008

•   IPTS e-learning 2.0 report,
    2008

•   Review of Web 2.0 tools &
    practices, 2010
Horizon report 2011
•   Abundance of resources challenging
    traditional educational roles
•   People expect to be able to work &
    learn anywhere, anytime
•   World of work increasingly
    collaborative
•   Technologies increasingly cloud based
•   Importance of digital literacies
•   New evaluation metrics for new forms
    of scholarship and publishing
•   New business models needed
•   Challenge of keeping abreast of new
    technologies
Technologies to watch
•   E-books

•   Mobiles

•   Augmented learning

•   Game-based learning

•   Gesture-based learning

•   Learning analytics
Conole and Alevizou, 2010
   Effective use of new technologies requires a
radical rethink of the core learning and teaching
processes; a shift from design as an internalised,
 implicit and individually crafted process to one
  that is externalised and shareable with others.
Change in practice may indeed involve the use of
  revised materials, new teaching strategies and
beliefs - all in relation to educational innovation.
                                                        Gill Clough
                                                       Giota Alevizou
A typology of new technologies
 Technology                              Examples

 Media sharing                           Flckr, YouTube, Slideshare, Sketchfu

 Media manipulation and mash ups         Geotagged photos on maps,
                                         Voicethread
 Instant messaging, chat, web 2.0        MSN, Paltalk, Arguementum
 forums
 Online games and virtual worlds         WorldofWarcraft, SecondLife
 Social networking                       Facebook, Myspace, Linkedin, Elgg,
                                         Ning
 Blogging                                Wordpress, Edublog, Twitter

 Social bookmarking                      Del.icio.us, Citeulike, Zotero

 Recommender systems                     Digg, LastFm, Stumbleupon

 Wikis and collaborative editing tools   Wikipedia, GoogleDocs, Bubbl.us

 Syndication/RSS feeds                   Bloglines, Podcast, GoogleReader
Conole and Alevizou, 2010), Review of Web 2.0 tools in Higher Education
http://www.heacademy.ac.uk/assets/EvidenceNet/Conole_Alevizou_2010.pdf
Pedagogies of e-learning




              A




                       Conole, 2010a
Pedagogies of e-learning

      Associative
      Focus on individual
      Learning through
      association and
      reinforcement


                            A




                                Conole, 2010a
Pedagogies of e-learning

      Associative               Constructivist
      Focus on individual       Building on prior
      Learning through          knowledge
      association and           Task-orientated
      reinforcement


                            A




                                                    Conole, 2010a
Pedagogies of e-learning

      Associative               Constructivist
      Focus on individual       Building on prior
      Learning through          knowledge
      association and           Task-orientated
      reinforcement


                            A



      Situative
      Learning through
      social interaction
      Learning in context



                                                    Conole, 2010a
Pedagogies of e-learning

      Associative               Constructivist
      Focus on individual       Building on prior
      Learning through          knowledge
      association and           Task-orientated
      reinforcement


                            A



      Situative                 Connectivist
      Learning through          Learning in a
      social interaction        networked
      Learning in context       environment



                                                    Conole, 2010a
Pedagogies of e-learning
E-assessment
Drill & practice   Associative               Constructivist
                   Focus on individual       Building on prior
                   Learning through          knowledge
                   association and           Task-orientated
                   reinforcement


                                         A



                   Situative                 Connectivist
                   Learning through          Learning in a
                   social interaction        networked
                   Learning in context       environment



                                                                 Conole, 2010a
Pedagogies of e-learning
E-assessment                                                     Inquiry learning
Drill & practice   Associative               Constructivist      Resource-based
                   Focus on individual       Building on prior
                   Learning through          knowledge
                   association and           Task-orientated
                   reinforcement


                                         A



                   Situative                 Connectivist
                   Learning through          Learning in a
                   social interaction        networked
                   Learning in context       environment



                                                                 Conole, 2010a
Pedagogies of e-learning
E-assessment                                                     Inquiry learning
Drill & practice   Associative               Constructivist      Resource-based
                   Focus on individual       Building on prior
                   Learning through          knowledge
                   association and           Task-orientated
                   reinforcement


                                         A



                   Situative                 Connectivist
                   Learning through          Learning in a
                   social interaction        networked
                   Learning in context       environment
Experiential,
Problem-based
Role play
                                                                 Conole, 2010a
Pedagogies of e-learning
E-assessment                                                     Inquiry learning
Drill & practice   Associative               Constructivist      Resource-based
                   Focus on individual       Building on prior
                   Learning through          knowledge
                   association and           Task-orientated
                   reinforcement


                                         A



                   Situative                 Connectivist
                   Learning through          Learning in a
                   social interaction        networked
                   Learning in context       environment
Experiential,                                                    Reflective
Problem-based                                                    Dialogic
Role play                                                        Personalised
                                                                 Conole, 2010a
Use in teaching         Web 2.0 tools          Use in research
                              Ability to
                            customise and        Personalised digital
 Personalised learning
                          personalise, use of   research environment
                            RSS feeds, etc
 Situated, experiential,
                          Location aware        Field data collection
problem-based learning,
                         devices, 3D-worlds     virtual ethnography
        role play
                         Search engines,
                                            Access to research
   Role play, inquiry-  online resources
                                          materials and expertise,
       learning         User-generated
                                           publishing of data and
Resource-based learning content tools,
                                             research findings
                       media repositories

                            Blogs, wikis, e-
Reflective, dialogic and                         Communication and
                           portfolios, social
 peer-based learning                              collaboration
                              networks
Open resources
Open resources
Open resources
Open resources
Open courses
Open design
     Shift from belief-based, implicit
   approaches to design-based, explicit
               approaches


               Learning Design
           A design-based approach to
         creation and support of courses


Encourages reflective, scholarly practices
   Promotes sharing and discussion

                                             Conole, 2010b
Making design explicit
Making design explicit




                  Course map
Making design explicit


                               Learning outcomes




                  Course map
Making design explicit


                                Learning outcomes




                   Course map

Pedagogy profile
Making design explicit


                                Learning outcomes




                   Course map

Pedagogy profile
                                                    Course dimensions
Making design explicit


                                Learning outcomes




                   Course map

Pedagogy profile
                                                    Course dimensions




                                Task swimlane
Open research
Open research
Open research
Open research
Cloudworks
New digital literacies



           Participatory culture shifts the
            focus of literacy from one of
              individual expression to
            community involvement. The
              new literacies almost all
           involve social skills developed
             through collaboration and
                     networking




                                              Jenkins et al., 2006
New digital literacies
              Play                               Collective intelligence


                                                             Judgement
Performance          Participatory culture shifts the
                      focus of literacy from one of
                        individual expression to
                      community involvement. The               Transmedia
Simulation
                        new literacies almost all              navigation
                     involve social skills developed
                       through collaboration and
Appropriation                  networking                    Networking




      Multitasking                               Negotiation

                         Distributed cognition
                                                        Jenkins et al., 2006
Creativity   • Derived from Latin ‘creo’
               to create/make
             • About creating
               something new (physical
               artefact or concept) that
               is novel and valuable
             • Ability to transcend
               traditional ideas, rules,
               partners, relationships
               and create meaningful
               new ideas, forms,
               methods, interpretations
Why is it important?
• Essential skill to deal
  with today’s
  complex, fast and
  changing society
• Discourse and
  collaboration are
  mediated through a
  range of social and
  participatory media
Stages
• Preparation: identifying
  the problem
• Incubation: internalisation
  of the problem
• Intimation: getting a
  feeling for a solution
• Illumination: creativity
  burst forth
• Verification: idea is
  consciously verified,
  elaborated and applied
Technologies
• Can promote creativity in
  new and innovative ways
• Enable new forms of
  discourse, collaboration
  and coopertation
• Access and repurpose
  knowledge in different
  forms of representation
• Aggregation and scale -
  distributed and collective
Key questions
•   What is the nature of creativity?

•   What are its key characteristics?

•   What is the relationship between
    creativity and general intelligence?

•   How can creativity be fostered and
    supported?

•   What is the nature of collaborative
    creative practices?

•   How can technologies be used to
    promote and support creativity?
Final thoughts
Open, participatory and social media enable new forms
 of communication and collaboration
Communities   in these spaces are complex and
 distributed
Learners  and teachers need to develop new digital
 literacy skills to harness their potential
We   need to rethink how we design and support learning
Open, participatory and social media can provide
 mechanisms for us to share and discuss teaching ideas
 in new ways
We  are seeing a blurring of boundaries: teachers/
 learners, teaching/research, real/virtual spaces, formal/
 informal modes of communication and publication
The future?
• Limitless potential of
  technologies
• Individual, tools and
  collective
• Augmented and
  gesture technologies
• Blurring the
  boundaries of real       World Builder
  and virtual worlds
References
 Conole, G. (forthcoming), Designing for learning in an open world, Springer
 Conole, G. (2010a), Review of pedagogical models and their use in e-learning, http://
  cloudworks.ac.uk/cloud/view/2982
 Conole, G. (2010b), Learning design - making practice explicit, ConnectEd conference, Sydney, 28th
  June 2010, http://cloudworks.ac.uk/cloud/view/4001
 Galley, R., Conole, G. and Alevizou, P. (submitted), Community Indicators: A framework for building
  and evaluating community activity on Cloudworks, Interactive Learning Environments.
 Conole, G, and Alevizou, P. (2010), A literature review of the use of Web 2.0 tools in Higher
  Education, HE Academy commissioned report, http://www.heacademy.ac.uk/assets/EvidenceNet/
  Conole_Alevizou_2010.pdf
 Galley, R., Conole, G. and Alevizou, P. (2010), Case study: Using Cloudworks for an Open Literature
  Review, An HE Academy commissioned report.
 Alevizou, P., Conole, G. and Galley, R. (2010), Using Cloudworks to support OER activities, An HE
  Academy commissioned report.
 Conole, G., Galley, R. and Culver, J. (2010), Frameworks for understanding the nature of
  interactions, networking and community in a social networking site for academic practice, The
  International Review of Research in Open and Distance Learning.
 Conole, G. and Culver, J. (2010) 'The design of Cloudworks: applying social networking practice to
  foster the exchange of learning and teaching ideas and designs' Computers and Education, 54(3):
  679 - 692.
 Conole and Culver (2009), Cloudworks: social networking for learning design, Australian Journal of
  Educational Technology, 25(5), pp. 763–782, http://www.ascilite.org.au/ajet/ajet25/conole.html.
References
•   Jenkins, H., Clinton, K., Purushotma, R., Robison, A.J. and
    Weigel, M., (2006), Confronting the challenges of participatory
    culture: media education for the 21st Century, http://
    digitallearning.macfound.org/atf/cf/%7B7E45C7E0-A3E0-4B89-
    AC9C-E807E1B0AE4E%7D/JENKINS_WHITE_PAPER.PDF

•   Loveless, A M (2007) Creativity, technology and learning – a
    review of recent literature Futurelab, http://archive.futurelab.org.uk/
    resources/documents/lit_reviews/Creativity_Review_update.pdf

•   http://robwall.ca/2009/03/10/creativity-is-the-new-technology/

•   http://www.youtube.com/watch?v=nvIQP-EBPqc

•   http://vimeo.com/3365942

•   http://blogs.hbr.org/video/2010/05/andrew-klavan-on-how-21st-
    cent.html

•   Questionmark http://www.flickr.com/photos/crystaljingsr/3914729343/

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Conole estonia

  • 1. Exploring the potential of new open, social and participatory media for learning, teaching and research Gráinne Conole, The Open University, UK Estonian e-University Conference 7th April 2011
  • 2. Outline • The characteristics of new media • The changing landscape of education • Innovative approaches • Harnessing the potential through representation and dialogue • Key questions and issues
  • 3. Limitless • Unbounded intelligence • Unlocking potential • Distributed cognition (people and technologies) Trailer
  • 4. The machine is Us/ing us
  • 5. Peer critiquing The machine is Us/ing us
  • 6. Peer critiquing User generated content The machine is Us/ing us
  • 7. Peer critiquing User generated content Networked The machine is Us/ing us
  • 8. Peer Open critiquing User generated content Networked The machine is Us/ing us
  • 9. Peer Open critiquing User Collective generated aggregation content Networked The machine is Us/ing us
  • 10. Peer Open critiquing User Collective generated aggregation content Networked Personalised The machine is Us/ing us
  • 11. Evidence • Horizon report, 2011 • NSF Cyber-infrastructure report, 2008 • IPTS e-learning 2.0 report, 2008 • Review of Web 2.0 tools & practices, 2010
  • 12. Horizon report 2011 • Abundance of resources challenging traditional educational roles • People expect to be able to work & learn anywhere, anytime • World of work increasingly collaborative • Technologies increasingly cloud based • Importance of digital literacies • New evaluation metrics for new forms of scholarship and publishing • New business models needed • Challenge of keeping abreast of new technologies
  • 13. Technologies to watch • E-books • Mobiles • Augmented learning • Game-based learning • Gesture-based learning • Learning analytics
  • 14. Conole and Alevizou, 2010 Effective use of new technologies requires a radical rethink of the core learning and teaching processes; a shift from design as an internalised, implicit and individually crafted process to one that is externalised and shareable with others. Change in practice may indeed involve the use of revised materials, new teaching strategies and beliefs - all in relation to educational innovation. Gill Clough Giota Alevizou
  • 15. A typology of new technologies Technology Examples Media sharing Flckr, YouTube, Slideshare, Sketchfu Media manipulation and mash ups Geotagged photos on maps, Voicethread Instant messaging, chat, web 2.0 MSN, Paltalk, Arguementum forums Online games and virtual worlds WorldofWarcraft, SecondLife Social networking Facebook, Myspace, Linkedin, Elgg, Ning Blogging Wordpress, Edublog, Twitter Social bookmarking Del.icio.us, Citeulike, Zotero Recommender systems Digg, LastFm, Stumbleupon Wikis and collaborative editing tools Wikipedia, GoogleDocs, Bubbl.us Syndication/RSS feeds Bloglines, Podcast, GoogleReader Conole and Alevizou, 2010), Review of Web 2.0 tools in Higher Education http://www.heacademy.ac.uk/assets/EvidenceNet/Conole_Alevizou_2010.pdf
  • 16.
  • 17. Pedagogies of e-learning A Conole, 2010a
  • 18. Pedagogies of e-learning Associative Focus on individual Learning through association and reinforcement A Conole, 2010a
  • 19. Pedagogies of e-learning Associative Constructivist Focus on individual Building on prior Learning through knowledge association and Task-orientated reinforcement A Conole, 2010a
  • 20. Pedagogies of e-learning Associative Constructivist Focus on individual Building on prior Learning through knowledge association and Task-orientated reinforcement A Situative Learning through social interaction Learning in context Conole, 2010a
  • 21. Pedagogies of e-learning Associative Constructivist Focus on individual Building on prior Learning through knowledge association and Task-orientated reinforcement A Situative Connectivist Learning through Learning in a social interaction networked Learning in context environment Conole, 2010a
  • 22. Pedagogies of e-learning E-assessment Drill & practice Associative Constructivist Focus on individual Building on prior Learning through knowledge association and Task-orientated reinforcement A Situative Connectivist Learning through Learning in a social interaction networked Learning in context environment Conole, 2010a
  • 23. Pedagogies of e-learning E-assessment Inquiry learning Drill & practice Associative Constructivist Resource-based Focus on individual Building on prior Learning through knowledge association and Task-orientated reinforcement A Situative Connectivist Learning through Learning in a social interaction networked Learning in context environment Conole, 2010a
  • 24. Pedagogies of e-learning E-assessment Inquiry learning Drill & practice Associative Constructivist Resource-based Focus on individual Building on prior Learning through knowledge association and Task-orientated reinforcement A Situative Connectivist Learning through Learning in a social interaction networked Learning in context environment Experiential, Problem-based Role play Conole, 2010a
  • 25. Pedagogies of e-learning E-assessment Inquiry learning Drill & practice Associative Constructivist Resource-based Focus on individual Building on prior Learning through knowledge association and Task-orientated reinforcement A Situative Connectivist Learning through Learning in a social interaction networked Learning in context environment Experiential, Reflective Problem-based Dialogic Role play Personalised Conole, 2010a
  • 26. Use in teaching Web 2.0 tools Use in research Ability to customise and Personalised digital Personalised learning personalise, use of research environment RSS feeds, etc Situated, experiential, Location aware Field data collection problem-based learning, devices, 3D-worlds virtual ethnography role play Search engines, Access to research Role play, inquiry- online resources materials and expertise, learning User-generated publishing of data and Resource-based learning content tools, research findings media repositories Blogs, wikis, e- Reflective, dialogic and Communication and portfolios, social peer-based learning collaboration networks
  • 32. Open design Shift from belief-based, implicit approaches to design-based, explicit approaches Learning Design A design-based approach to creation and support of courses Encourages reflective, scholarly practices Promotes sharing and discussion Conole, 2010b
  • 35. Making design explicit Learning outcomes Course map
  • 36. Making design explicit Learning outcomes Course map Pedagogy profile
  • 37. Making design explicit Learning outcomes Course map Pedagogy profile Course dimensions
  • 38. Making design explicit Learning outcomes Course map Pedagogy profile Course dimensions Task swimlane
  • 44. New digital literacies Participatory culture shifts the focus of literacy from one of individual expression to community involvement. The new literacies almost all involve social skills developed through collaboration and networking Jenkins et al., 2006
  • 45. New digital literacies Play Collective intelligence Judgement Performance Participatory culture shifts the focus of literacy from one of individual expression to community involvement. The Transmedia Simulation new literacies almost all navigation involve social skills developed through collaboration and Appropriation networking Networking Multitasking Negotiation Distributed cognition Jenkins et al., 2006
  • 46. Creativity • Derived from Latin ‘creo’ to create/make • About creating something new (physical artefact or concept) that is novel and valuable • Ability to transcend traditional ideas, rules, partners, relationships and create meaningful new ideas, forms, methods, interpretations
  • 47. Why is it important? • Essential skill to deal with today’s complex, fast and changing society • Discourse and collaboration are mediated through a range of social and participatory media
  • 48. Stages • Preparation: identifying the problem • Incubation: internalisation of the problem • Intimation: getting a feeling for a solution • Illumination: creativity burst forth • Verification: idea is consciously verified, elaborated and applied
  • 49. Technologies • Can promote creativity in new and innovative ways • Enable new forms of discourse, collaboration and coopertation • Access and repurpose knowledge in different forms of representation • Aggregation and scale - distributed and collective
  • 50. Key questions • What is the nature of creativity? • What are its key characteristics? • What is the relationship between creativity and general intelligence? • How can creativity be fostered and supported? • What is the nature of collaborative creative practices? • How can technologies be used to promote and support creativity?
  • 51. Final thoughts Open, participatory and social media enable new forms of communication and collaboration Communities in these spaces are complex and distributed Learners and teachers need to develop new digital literacy skills to harness their potential We need to rethink how we design and support learning Open, participatory and social media can provide mechanisms for us to share and discuss teaching ideas in new ways We are seeing a blurring of boundaries: teachers/ learners, teaching/research, real/virtual spaces, formal/ informal modes of communication and publication
  • 52. The future? • Limitless potential of technologies • Individual, tools and collective • Augmented and gesture technologies • Blurring the boundaries of real World Builder and virtual worlds
  • 53. References  Conole, G. (forthcoming), Designing for learning in an open world, Springer  Conole, G. (2010a), Review of pedagogical models and their use in e-learning, http:// cloudworks.ac.uk/cloud/view/2982  Conole, G. (2010b), Learning design - making practice explicit, ConnectEd conference, Sydney, 28th June 2010, http://cloudworks.ac.uk/cloud/view/4001  Galley, R., Conole, G. and Alevizou, P. (submitted), Community Indicators: A framework for building and evaluating community activity on Cloudworks, Interactive Learning Environments.  Conole, G, and Alevizou, P. (2010), A literature review of the use of Web 2.0 tools in Higher Education, HE Academy commissioned report, http://www.heacademy.ac.uk/assets/EvidenceNet/ Conole_Alevizou_2010.pdf  Galley, R., Conole, G. and Alevizou, P. (2010), Case study: Using Cloudworks for an Open Literature Review, An HE Academy commissioned report.  Alevizou, P., Conole, G. and Galley, R. (2010), Using Cloudworks to support OER activities, An HE Academy commissioned report.  Conole, G., Galley, R. and Culver, J. (2010), Frameworks for understanding the nature of interactions, networking and community in a social networking site for academic practice, The International Review of Research in Open and Distance Learning.  Conole, G. and Culver, J. (2010) 'The design of Cloudworks: applying social networking practice to foster the exchange of learning and teaching ideas and designs' Computers and Education, 54(3): 679 - 692.  Conole and Culver (2009), Cloudworks: social networking for learning design, Australian Journal of Educational Technology, 25(5), pp. 763–782, http://www.ascilite.org.au/ajet/ajet25/conole.html.
  • 54. References • Jenkins, H., Clinton, K., Purushotma, R., Robison, A.J. and Weigel, M., (2006), Confronting the challenges of participatory culture: media education for the 21st Century, http:// digitallearning.macfound.org/atf/cf/%7B7E45C7E0-A3E0-4B89- AC9C-E807E1B0AE4E%7D/JENKINS_WHITE_PAPER.PDF • Loveless, A M (2007) Creativity, technology and learning – a review of recent literature Futurelab, http://archive.futurelab.org.uk/ resources/documents/lit_reviews/Creativity_Review_update.pdf • http://robwall.ca/2009/03/10/creativity-is-the-new-technology/ • http://www.youtube.com/watch?v=nvIQP-EBPqc • http://vimeo.com/3365942 • http://blogs.hbr.org/video/2010/05/andrew-klavan-on-how-21st- cent.html • Questionmark http://www.flickr.com/photos/crystaljingsr/3914729343/

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