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A Human Learning Ecosystem For Our Times 我们时代的人类学习生态系统
Pub Date : 2023-02-14 DOI: 10.24135/pjtel.v5i1.167
K. Bartlett
Trendsetter Presentation This talk discusses the creation and development of The Common Ground Curriculum. The Common Ground Collaborative (CGC) is a global non-profit network of schools and individuals united in a common purpose expressed in our simple mission: Everybody Learns. We work together in schools and school systems to build an interconnected human context for learning, comprising Learning Cultures and Learning Communities. Within that human context, we create a complete, connected Learning Curriculum, framed by Five Elements that together build towards a fully coherent Learning Ecosystem, designed to provide a school with everything it needs for consistent, high-quality planning, teaching, leading and assessing for learning. We co-create with every school a shared Learning Culture supported by all learning stakeholders in an inclusive Learning Community. Within this very human context we co-create a coherent Learning Curriculum. Everything is connected. It’s a Human Learning Ecosystem for Our Times. We are flexible and friendly and radically non-bureaucratic. We don’t compromise on quality and we are guided unfailingly by our Mission, Everybody Learns and by our Principles. We set out to develop learning experts. Experts have a deep understanding of the central concepts of their field and the relationships among them. Experts are highly skilled in the competencies of their field. More than ever, we surely need expert human beings with strong, positive moral character. These insights led to our Definition of Learning as the consolidation and extension of Conceptual understanding, Competency and Character. Three kinds of learning, always interacting. A triple helix, the DNA of learning. W.Edwards Deming said, ‘ If you can’t explain what you are doing as a process, then you don’t know what you’re doing’ (Common Ground Collaborative, (n.d.)). We agree, so our definition focuses on the process of learning, so that it can drive the process of teaching. We provide, for each of our ‘3Cs’ , a simple, accessible, 3-stage learning/teaching process supported by a comprehensive toolkit for teachers. These processes are embedded in our Learning Modules and have field-tested, proven success in supporting deep learning. In this session I will talk about how schools are notoriously complex, compartmentalized and slow to change. This interactive professional learning conversation suggests that the reason we frequently fail to make sustained progress is that we tinker with the parts instead of re-imagining a new 'whole'. The Common Ground Collaborative (CGC) is co-creating change with schools all over the world by building a new, coherent Learning Ecosystem. The system is driven by 5 Questions, each of which drives the development of one key element in the system: DEFINE: What is learning? DESIGN: What's worth learning? DIVERSIFY: How does everyone access learning? DELIVER: How do we build learning cultures? DEMONSTRATE: How do learners provide e
这个演讲讨论了共同基础课程的创建和发展。共同基础协作组织(Common Ground Collaborative,简称CGC)是一个全球性的非营利网络,由学校和个人组成,他们的共同目标体现在我们简单的使命中:人人都能学习。我们在学校和学校系统中共同努力,建立一个相互关联的人类学习环境,包括学习型文化和学习型社区。在这种人文环境中,我们创建了一个完整的、相互关联的学习课程,以五大要素为框架,共同构建一个完全连贯的学习生态系统,旨在为学校提供一致的、高质量的学习规划、教学、领导和评估所需的一切。我们与每所学校共同创造一种由所有学习利益相关者在包容性学习社区中支持的共享学习文化。在这种非常人性化的背景下,我们共同创建了一个连贯的学习课程。一切都是相连的。这是我们时代的人类学习生态系统。我们灵活、友好,完全不官僚。我们不会在质量上妥协,我们始终以我们的使命为指导,每个人都学习我们的原则。我们开始培养学习专家。专家对其领域的核心概念及其之间的关系有深刻的理解。专家们在各自领域的能力方面都有很高的技能。我们比以往任何时候都更需要具有坚强、积极道德品质的专家。这些见解使我们将学习定义为概念理解、能力和品格的巩固和扩展。三种学习,永远互动。三螺旋结构,学习的DNA。w·爱德华兹·戴明说过,“如果你不能把你正在做的事情解释为一个过程,那么你就不知道你在做什么”(Common Ground Collaborative, n.d.)。我们同意,所以我们的定义关注学习的过程,这样它就能推动教学的过程。我们为每个“3c”课程提供了一个简单易懂的3阶段学习/教学过程,并为教师提供了一个全面的工具包。这些过程嵌入到我们的学习模块中,并经过现场测试,证明在支持深度学习方面取得了成功。在这节课中,我将谈谈学校是如何出了名的复杂、划分和变化缓慢。这个互动的专业学习对话表明,我们经常无法取得持续进步的原因是我们修补了部分,而不是重新想象一个新的“整体”。共同基础协作(CGC)通过建立一个新的、连贯的学习生态系统,与世界各地的学校共同创造变革。系统由5个问题驱动,每个问题驱动系统中一个关键元素的发展:定义:什么是学习?设计:什么是值得学习的?多样化:每个人如何获得学习?交付:我们如何建立学习型文化?演示:学习者如何提供学习的证据?当我们一起打开这个系统时,我们也将了解这种方法如何建立和维持文化、课程和社区。如果这听起来像“理论”,CGC是由实践者领导的。我们今天讨论的一切都是“实地工作”。CGC以实践为基础。共同基础协作。(无日期)。目的:实践。2023年2月12日检索自https://www.commongroundcollaborative.org/purpose/practices-clone
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引用次数: 0
Developing online teaching and learning 发展网上教学
Pub Date : 2023-02-14 DOI: 10.24135/pjtel.v5i1.168
D. Forbes
Trendsetter Presentation https://doi.org/10.26188/22106807.v1   As an enthusiastic online teacher for more than two decades, I have learned a great deal over the years. This presentation will highlight a few selected lessons, from early realisations to covid-inspired learning. I will share a little of what I have learned from working with esteemed collaborators, including a glimpse of university students’ online learning experiences, and insights into developing online teaching in higher education through continuing professional learning. On the basis of research and experience, this presentation will draw parallels between learning online and learning to teach online. Key themes discussed will include diversity, agency, social learning, creativity, and continuity. Participants will be invited to reflect upon their own experiences and epiphanies as online teachers and learners.
引领潮流的演讲https://doi.org/10.26188/22106807.v1作为一名热情的在线教师,我在过去的二十多年里学到了很多东西。本次演讲将重点介绍一些精选的经验教训,从早期认识到受新冠病毒启发的学习。我将分享一些我从与受人尊敬的合作者的工作中学到的东西,包括对大学生在线学习经验的一瞥,以及通过继续专业学习发展高等教育在线教学的见解。在研究和经验的基础上,本报告将对在线学习和在线教学进行比较。讨论的关键主题将包括多样性、能动性、社会学习、创造力和连续性。参与者将被邀请反思自己作为在线教师和学习者的经历和顿悟。
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引用次数: 0
Professional Development in Online Teaching and Learning at Tertiary Level During Pandemic: A Quest for Student's Care 大流行期间高等教育在线教学的专业发展:对学生关怀的探索
Pub Date : 2023-02-13 DOI: 10.24135/pjtel.v4i3.151
Parisa Tadi, Anienie Veldsman, A. Sadeghi
This article explores the developments of educators' knowledge and practices in online teaching and learning as their professional development during the COVID-19 pandemic. The study begins with the question, "How do I improve my online teaching and learning knowledge?" The research is grounded in two models: the CRASP model (teachers' Critical attitude, Research into teaching, Accountability, Self-evaluation leading to Professionalism) proposed by Zuber-Skerrit (1992) and Fuller’s (1969) Concerns Based Model of Teacher Development (CBMoTD. The educators' critical attitude and skills towards their own knowledge of online teaching and learning were identified as areas that required professional development to support students' achievement at tertiary levels. Participants were two educators working with tertiary students (N=250) in the Initial Teacher Education in New Zealand. Data were collected through observations and collaborative discussions. The educators' investigation of their own practice highlighted the need for developing insights in their own professional development, including online teaching and learning, maintaining the objectives and quality of the course, and quality assessment. Interpretive Phenomenological data Analysis and Inductive methods were utilised to analyse the data. The findings highlighted students' accomplishments when a caring approach was implemented instead of a traditional task-driven approach. The findings will benefit course developers, educators, and students in online teaching settings by prioritising student care as the core of any educational settings.
本文探讨新冠肺炎大流行期间教育工作者在线教学知识和实践的发展情况。这项研究以“我如何提高我的在线教学和学习知识”这个问题开始。该研究基于两个模型:Zuber-Skerrit(1992)提出的CRASP模型(教师的批判态度、教学研究、问责制、自我评价导致专业主义)和Fuller(1969)提出的基于关注的教师发展模型(CBMoTD)。教育工作者对自己的在线教学知识的批判态度和技能被确定为需要专业发展的领域,以支持学生在高等教育水平的成就。参与者是在新西兰初级教师教育项目中与大学生一起工作的两名教育工作者(N=250)。通过观察和协作讨论收集数据。教育工作者对自己实践的调查强调了在自己的专业发展中培养洞察力的必要性,包括在线教学和学习,保持课程的目标和质量,以及质量评估。采用解释现象学数据分析和归纳法对数据进行分析。研究结果强调了当采用关爱方法而不是传统的任务驱动方法时,学生的成就。这一发现将有利于课程开发者、教育工作者和在线教学环境中的学生,因为它将学生关怀作为任何教育环境的核心。
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引用次数: 0
Transforming Energy and Pedagogy 能源转型与教育学
Pub Date : 2023-02-10 DOI: 10.24135/pjtel.v5i1.164
G. Buskes, Thomas Cochrane, Lionel K. W. Lam
Engineers ultimately work in multi-disciplinary workplaces, yet degree structures and siloing of subjects typically prevent students from interacting with those outside of their own discipline. As products and technology become increasingly complex, engineers can no longer do design in isolation. Learning designs need to mirror real world complex team projects. In this project we provide an example of how Design-Based Research can be used as a meta methodology to design a learning experience that is implemented through a design-based collaborative student team project. An important part of the design process is to understand the interface with other disciplines of engineering and be able to specify appropriate requirements and verify that those requirements are being met. If these groups of students do not interact while at university, they are ill-prepared to do such design across disciplinary boundaries in the workplace. Moreover, if they are incapable of being able to formally specify what they require from other engineers, then they would not be able to verify that the design meets those specifications. This capstone project seeks to address these issues through the following objectives:   Develop a multi-disciplinary team design project that can be rolled out to two core, candidate subjects in different departments in the Faculty of Engineering and Information Technology (FEIT); Develop appropriate learning activities that support the project and promote cohort interaction outside of traditional discipline / departmental boundaries; Design relevant feedback and evaluation mechanisms in order to monitor student team progress and gauge the effectiveness of the approach in building cohort, enhancing student graduate outcomes and employability skills; Enhance students’ communication and project management skills; Expose students to real-world engineering practices through the involvement of an industry partner in the scoping and design process.   The project takes a Design-based Research (DBR) (McKenney and Reeves, 2019) approach that aligns with the four stages of DBR that is mirrored in both the design of the learning experience and in the student design project itself: Analysis – problem identification (Threshold Concepts: transdisciplinary collaboration, authentic learning), literature review, establishment of a collaborative learning design team Design prototype intervention (design of authentic learning environment) Evaluation (implementation of prototype with stakeholders – students/industry partner) - Re-Design / Evaluation Iterative Loop Development of Transferable Design Principles for designing authentic (real world) transdisciplinary learning environments in collaboration with industry   Designing a speaker system, which contains electrical and mechanical systems that interact in a complex transfer of energy from electrical to mechanical to acoustic energy, is an inherently multidisciplinary endeavour consistin
工程师最终在多学科的工作场所工作,但学位结构和学科的竖井通常阻止学生与本学科以外的人互动。随着产品和技术变得越来越复杂,工程师不能再孤立地进行设计。学习设计需要反映现实世界中复杂的团队项目。在这个项目中,我们提供了一个例子,说明如何将基于设计的研究作为一种元方法来设计学习体验,并通过基于设计的协作学生团队项目来实现。设计过程的一个重要部分是理解与其他工程学科的接口,能够指定适当的需求并验证这些需求是否得到满足。如果这些学生群体在大学期间没有互动,他们就没有准备好在工作场所进行跨学科的设计。此外,如果他们不能正式地说明他们对其他工程师的要求,那么他们将无法验证设计是否符合这些规范。该项目旨在通过以下目标来解决这些问题:开发一个多学科团队设计项目,该项目可以在工程与信息技术学院(FEIT)不同部门的两个核心候选科目中推广;开展适当的学习活动,以支持项目,并促进传统学科/部门界限之外的群体互动;设计相关的反馈和评估机制,以监测学生团队的进展,并衡量该方法在建立队列,提高学生毕业成果和就业技能方面的有效性;提高学生的沟通和项目管理能力;通过行业合作伙伴在范围界定和设计过程中的参与,使学生接触到现实世界的工程实践。该项目采用基于设计的研究(DBR) (McKenney和Reeves, 2019)方法,该方法与DBR的四个阶段相一致,这反映在学习经验的设计和学生设计项目本身中:分析-问题识别(Threshold Concepts:跨学科合作,真实学习),文献综述,建立协作学习设计团队设计原型干预(真实学习环境的设计)评估(与利益相关者-学生/行业合作伙伴实施原型)重新设计/评估迭代循环开发可转移设计原则,用于与行业合作设计真实(现实世界)的跨学科学习环境设计扬声器系统它包含电气和机械系统,这些系统在从电气到机械再到声能的复杂能量传递中相互作用,是一个本质上由电气和机械工程概念组成的多学科努力。该项目将由两个顶点团队完成,一个专注于机械工程,另一个专注于电气工程,他们将密切互动,以生产一个工作扬声器系统,并由行业合作伙伴进行测试和评估,创造一个真实的学习体验(Herrington et al., 2014)。项目团队将首先选择特定的扬声器应用程序(例如,PA扬声器,书架扬声器,乐器扬声器,录音室监视器),并由团队确定相应的设计目标。车队将被要求选择合适的扬声器驱动器,由行业合作伙伴提供,以形成(最小)双驱动器扬声器系统的电气和机械设计的基础,利用既定的设计原则(Theile, 1971a, 1971b;Small, 1972,1973a, 1973b)。扬声器系统设计(电气)项目团队将专注于设计扬声器系统的电气/电子方面,包括建模、构建和测试无源和有源类型的分频器,以达到所选应用所需的性能,并考虑频域性能、功率、热量和成本等方面。电气项目团队必须与机械项目团队沟通,以了解放置扬声器的外壳的机械特性,从而设计他们的分频器。扬声器系统设计(机械)项目团队将专注于设计扬声器系统的机械/声学方面,包括设计,建模低频响应,构建和测试一个合适的外壳,以尽量减少振动和衍射,并确保适合所选应用的性能特征,考虑外部结构材料,设计几何形状,高频扩散模式,通风和内部吸收材料,以尽量减少共振。
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引用次数: 0
Teaching and learning with innovative technologies and practices at primary school level. 在小学阶段采用创新技术和实践进行教学。
Pub Date : 2023-02-09 DOI: 10.24135/pjtel.v5i1.165
Sarah Washbrooke
The introduction of computer science to primary schooling age is relatively new, as traditionally it was primarily set aside for secondary and tertiary level learning (Heintz et al., 2016). Experts agree that even young children can understand fundamental concepts of computational thinking (CT), and that it is important to develop skills related to CT from a young age (Boccini et. al, 2016, p.48).   Increasingly computer science is becoming a compulsory area of curriculum for many countries across the world, as reported by Bocconi et al. and there has been a recent increase in the integration of CT and computer science in mandatory education, as evidenced by the recent changes in educational curricula (p9., 2016). In New Zealand, the Technology curriculum was recently refreshed with the main revisions being the addition of CT and designing and developing digital outcomes as technological areas (Ministry of Education, 2017a). The intention of digital technologies curriculum content is to “significantly contribute to students developing the knowledge and skill they need as digital citizens and as users of digital technologies across the curriculum” (Ministry of Education, 2017b, p.3).   There is also an expectation that all teachers are responsible for building capacity in digital fluency and literacy. It is the teacher's responsibility to effectively use these tools, and to in turn educate students on how to take advantage of these tools for their learning (Wright, 2010, p.46). The main rationale for introducing CT in many countries is to promote the development of 21st century skills necessary for full engagement in the digital realm (Bocconi et al.,  2016, p.8).   ByteEd, a New Zealand based educational resource company, have recently developed a new approach to the teaching of computer science at a primary school level that incorporates 21st century skill development. The Play Code Learn series of STEM (Science, Technology, Engineering and Mathematics) kits utilise an unplugged-to-digital methodology and explore future-focused technologies of Augmented Reality (AR) and programming.   Based on the research of Bell and Vahrenhold (2018), who state unplugged activities for students engage them with lasting ideas in computer science. Integrating physical digital tasks along with unplugged tasks proves to be more beneficial for learning. The kits enable students to learn and understand digital concepts before transitioning to putting skills and knowledge into action in a digital environment.   This presentation delves into the impact of the first Play Code Learn kit, Dinosaur Steps, on teaching and learning in two New Zealand classrooms. The use of an unplugged approach has proven to be advantageous to learners and highlights a significant shift in knowledge retention and the understanding of concepts, skills and literacy after using the Dinosaur Steps kit and related teaching resources during Term 4 2022.
将计算机科学引入小学教育年龄相对较新,因为传统上它主要用于中学和大学水平的学习(Heintz et al., 2016)。专家们一致认为,即使是年幼的孩子也能理解计算思维(CT)的基本概念,从小培养与CT相关的技能非常重要(Boccini et. al, 2016, p.48)。根据Bocconi等人的报道,计算机科学正日益成为世界上许多国家的必修课程领域,而且最近在强制性教育中,计算机科学和计算机科学的整合有所增加,这可以从最近教育课程的变化中得到证明(p9)。, 2016)。在新西兰,技术课程最近进行了更新,主要修订是增加了CT和设计和开发数字成果作为技术领域(教育部,2017a)。数字技术课程内容的意图是“显著促进学生发展他们作为数字公民和数字技术用户所需的知识和技能”(教育部,2017b, p.3)。还有一种期望是,所有教师都有责任培养数字流畅性和读写能力。教师有责任有效地使用这些工具,并反过来教育学生如何利用这些工具进行学习(Wright, 2010,第46页)。在许多国家引入CT的主要理由是促进全面参与数字领域所需的21世纪技能的发展(Bocconi等人,2016年,第8页)。ByteEd是一家总部位于新西兰的教育资源公司,最近开发了一种新的小学计算机科学教学方法,将21世纪的技能发展纳入其中。Play Code Learn系列STEM(科学、技术、工程和数学)工具包采用不插电的数字方法,探索面向未来的增强现实(AR)和编程技术。根据Bell和Vahrenhold(2018)的研究,他们为学生提供了不插电的活动,让他们在计算机科学中获得持久的想法。事实证明,将物理数字任务与不插电的任务结合起来对学习更有益。这些工具包使学生能够在过渡到将技能和知识在数字环境中付诸行动之前学习和理解数字概念。这个演讲深入探讨了第一个游戏代码学习工具包,恐龙步骤,在两个新西兰教室的教学和学习的影响。在2022年第4学期,使用恐龙步骤工具包和相关教学资源后,使用不插电方法对学习者有利,并突出了知识保留和对概念,技能和读写能力的理解的重大转变。
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引用次数: 1
Honey, I shrunk the subject! 亲爱的,我缩小了主题!
Pub Date : 2023-02-07 DOI: 10.24135/pjtel.v5i1.158
Alex Tsirgialos
Presentation Link: Pre-Recorded Pecha Kucha https://www.pechakucha.com/presentations/alex-tsirgialos-sotel   The consistent Learning Management System (LMS) design of large subjects with multiple instructors/coordinators can prove very challenging. Instructors have the freedom to organise their materials in different ways (without specific training on how to do this effectively) which often impacts students’ ability to find key resources in a timely manner (Holmes and Prieto-Rodriguez, 2018). Students in two large subjects at the Melbourne Dental School reported this in subject evaluations: accessing learning materials that were essential prior to campus activities and searching resources for revision was proving impossible.      LMS navigation design is seen as important to students’ perceived usefulness of the system (Zanjani et al. 2013). Students will often compare their LMS experience against other (sophisticated) online services, expecting the same standards (Naveh et al. 2012). For Blended Learning (BL) subjects Diep et al. (2017) argue that “institutions should enhance the LMS functionality and design in such a way that they are easier to use, more user-friendly, functional, and personalized” (p.474).    Most designs for online learning strive for learning experiences – this is true for online courses where all or most study is asynchronous. In these cases, the learning designer will aim to incorporate a ‘chunked’ or ‘step-by-step’ approach to the curriculum. This results in the familiar sight of modules consisting multiple pages which represent this linear learning experience that begins and ends in the LMS. In Blended Learning courses however, the asynchronous component delivered via LMS is often limited to very few resources and activities that represent only the starting and/or end point in a learning sequence, but not the entire experience.    This presentation will showcase how designing the way students interact with the LMS by re-arranging the site’s navigation and structure aims to improve students’ affective domain while maintaining the same cognitive outcomes (no changes have been made to the existing content). It will also show how the design, moving away from the established ‘module as a learning sequence’ approach, is enabling multiple instructors to curate the curriculum in large year-long subjects with improved flexibility.    The subjects’ LMS sites have been designed to accommodate the projected student activity. Central to the design is a concise Subject Schedule in which the multiple instructors can ‘curate’ their component’s learning for each week to include single Topic Pages (learning materials and activities), instructions for the Campus activities and reminders for Assessment tasks. Workbooks intended for Campus activities have been removed from the LMS (which isn’t an ideal place for file sharing) and hosted in Microsoft Sharepoint instead. Each subject component has a Component Hub (for all the compon
演示链接:预先录制的Pecha Kucha https://www.pechakucha.com/presentations/alex-tsirgialos-sotel采用多名教师/协调员的大型科目的一致性学习管理系统(LMS)设计非常具有挑战性。教师可以自由地以不同的方式组织他们的材料(没有关于如何有效地做到这一点的具体培训),这往往会影响学生及时找到关键资源的能力(Holmes和Prieto-Rodriguez, 2018)。墨尔本牙科学校两个大学科的学生在学科评估中报告了这一点:在校园活动之前获取必要的学习材料和搜索复习资源被证明是不可能的。LMS导航设计对于学生感知系统的有用性非常重要(Zanjani et al. 2013)。学生经常会将他们的LMS体验与其他(复杂的)在线服务进行比较,期望达到相同的标准(Naveh et al. 2012)。对于混合式学习(BL), Diep等人(2017)认为,“机构应该增强LMS的功能和设计,使其更容易使用,更用户友好,更实用,更个性化”(第474页)。大多数在线学习的设计都力求获得学习体验——这对于所有或大部分学习都是异步的在线课程来说是正确的。在这种情况下,学习设计师的目标是将“分块”或“一步一步”的方法纳入课程。这就产生了我们熟悉的由多个页面组成的模块,这些页面代表了在LMS中开始和结束的线性学习体验。然而,在混合学习课程中,通过LMS交付的异步组件通常仅限于非常少的资源和活动,这些资源和活动仅代表学习序列中的起点和/或终点,而不是整个体验。本演讲将展示如何通过重新安排网站的导航和结构来设计学生与LMS互动的方式,旨在提高学生的情感领域,同时保持相同的认知结果(现有内容没有改变)。它还将展示这种设计是如何摆脱既定的“模块作为一个学习序列”的方法,使多名教师能够以更高的灵活性策划为期一年的大型课程。科目的LMS网站的设计是为了适应预计的学生活动。设计的核心是一个简明的主题时间表,其中多位教师可以“策划”他们的组件每周的学习,包括单个主题页(学习材料和活动),校园活动的指导和评估任务的提醒。用于校园活动的工作簿已经从LMS(这不是一个理想的文件共享场所)中删除,并托管在Microsoft Sharepoint上。每个主题组件都有一个组件中心(用于所有组件相关信息)和一个视频管理系统空间,以便在需要时托管研讨会的视频记录。这种重组使每个主题的页数从几百页减少到不到50页。将对设计进行评估,以确定干预措施在多大程度上改善了学生与LMS的“关系”,以及教师灵活控制预期课程结构的能力。参考文献Diep, A-N。,朱,C, Struyven, K., Blieck, Y.,(2017)在不同的混合学习模式中,谁或什么因素对学生满意度有贡献?《英国教育技术杂志》第48卷,第474页DOI 10.1111 / bjet.12431Holmes, K. A.和Prieto-Rodriguez, E.(2018)。学生和教职员对教师教育中混合式学习的学习管理系统的看法。《教师教育》,第43期(3)。Naveh, G., Tubin, D., & Pliskin, N.(2012)学生对学习管理系统的满意度:一个关键成功因素的镜头。科技、教育学与教育,21(3),337-350。DOI:10.1080/1475939X.2012.720413 Zanjani, N., Nykvist, S., & Geva, S.(2013)什么使LMS有效:当前文献的综合。在Foley, O, Restivo, M T, Helfert, M和Uhomoibhi, J(编辑)第五届计算机支持教育国际会议论文集。sciitepress - Science and Technology Publications,葡萄牙,第574-579页。DOI 10.5220 / 0004384905740579
{"title":"Honey, I shrunk the subject!","authors":"Alex Tsirgialos","doi":"10.24135/pjtel.v5i1.158","DOIUrl":"https://doi.org/10.24135/pjtel.v5i1.158","url":null,"abstract":"Presentation Link: \u0000Pre-Recorded Pecha Kucha https://www.pechakucha.com/presentations/alex-tsirgialos-sotel \u0000  \u0000The consistent Learning Management System (LMS) design of large subjects with multiple instructors/coordinators can prove very challenging. Instructors have the freedom to organise their materials in different ways (without specific training on how to do this effectively) which often impacts students’ ability to find key resources in a timely manner (Holmes and Prieto-Rodriguez, 2018). Students in two large subjects at the Melbourne Dental School reported this in subject evaluations: accessing learning materials that were essential prior to campus activities and searching resources for revision was proving impossible.    \u0000  \u0000LMS navigation design is seen as important to students’ perceived usefulness of the system (Zanjani et al. 2013). Students will often compare their LMS experience against other (sophisticated) online services, expecting the same standards (Naveh et al. 2012). For Blended Learning (BL) subjects Diep et al. (2017) argue that “institutions should enhance the LMS functionality and design in such a way that they are easier to use, more user-friendly, functional, and personalized” (p.474).  \u0000  \u0000Most designs for online learning strive for learning experiences – this is true for online courses where all or most study is asynchronous. In these cases, the learning designer will aim to incorporate a ‘chunked’ or ‘step-by-step’ approach to the curriculum. This results in the familiar sight of modules consisting multiple pages which represent this linear learning experience that begins and ends in the LMS. In Blended Learning courses however, the asynchronous component delivered via LMS is often limited to very few resources and activities that represent only the starting and/or end point in a learning sequence, but not the entire experience.  \u0000  \u0000This presentation will showcase how designing the way students interact with the LMS by re-arranging the site’s navigation and structure aims to improve students’ affective domain while maintaining the same cognitive outcomes (no changes have been made to the existing content). It will also show how the design, moving away from the established ‘module as a learning sequence’ approach, is enabling multiple instructors to curate the curriculum in large year-long subjects with improved flexibility.  \u0000  \u0000The subjects’ LMS sites have been designed to accommodate the projected student activity. Central to the design is a concise Subject Schedule in which the multiple instructors can ‘curate’ their component’s learning for each week to include single Topic Pages (learning materials and activities), instructions for the Campus activities and reminders for Assessment tasks. Workbooks intended for Campus activities have been removed from the LMS (which isn’t an ideal place for file sharing) and hosted in Microsoft Sharepoint instead. Each subject component has a Component Hub (for all the compon","PeriodicalId":384031,"journal":{"name":"Pacific Journal of Technology Enhanced Learning","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-02-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128120143","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Blended Synchronous Learning Case Study 混合同步学习案例研究
Pub Date : 2022-12-20 DOI: 10.24135/pjtel.v4i1.153
Stuart Barber
This article describes a blended synchronous learning (BSL) case study program in veterinary science, including the physical space for the program. The student cohort in this program was diverse with students from more than ten countries and four continents. Traditionally, the program was only provided in a face-to-face (F2F) format, before moving to completely on-line during the early COVID pandemic and then to the current BSL format with most learners located in the F2F location. The 145 students in the program were broken into two classes with groups of up to eight students working together in each class with some students online and some F2F in each group. Tools used to aid the integration of the blended class included Canvas learning management system (LMS), Zoom, Padlet, Peerwise, 4D Virtual Farm and Poll Everywhere. Students were instructed on the use of the technologies on the LMS platform and in the initial case study as part of the cohort getting to know each other. The use of the BSL environment allowed all students to participate in each case study irrespective of their physical location and allowed production of review material.  The technology allowed students to interact within and between groups well, albeit there were challenges with audio in small group Zoom breakouts, depending on the device being used.
本文描述了兽医学的混合同步学习(BSL)案例研究计划,包括该计划的物理空间。这个项目的学生群体是多样化的,学生来自十多个国家和四大洲。传统上,该计划仅以面对面(F2F)格式提供,然后在早期COVID大流行期间完全在线,然后切换到当前的BSL格式,大多数学习者位于F2F位置。该项目的145名学生被分成两个班级,每组最多8名学生,每组一些学生在线学习,每组一些学生在线学习。用于帮助整合混合类的工具包括Canvas学习管理系统(LMS), Zoom, Padlet, Peerwise, 4D虚拟农场和无处不在的投票。学生们被指导使用LMS平台上的技术,并在最初的案例研究中作为队列相互了解的一部分。使用BSL环境允许所有学生参与每个案例研究,无论他们的物理位置如何,并允许制作复习材料。这项技术允许学生在小组内部和小组之间进行良好的互动,尽管根据所使用的设备,在小组Zoom突破中存在音频挑战。
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引用次数: 0
Enhancing coding skills with CloudStor SWAN 使用CloudStor SWAN增强编码技能
Pub Date : 2022-02-16 DOI: 10.24135/pjtel.v4i1.148
S. Morgan
CloudStor SWAN (AARNet, 2022) is a research-focused web service for running analyses that is available to staff and students at many research institutes and Universities across Australia and New Zealand. In 2021, we used SWAN as a teaching tool in the master-level subject, Computational Genomics (COMP90016) at The University of Melbourne. This subject aims to teach students how to analyse large genomic datasets using best practices software tools, pipelines and student-written, custom code.    Although CloudStor SWAN was not conceived as a teaching tool, we worked with their technical staff to tailor the service to our use case. This innovative use of existing research infrastructure allowed us to effectively transition the subject to remote learning. Students and staff could log in to the service using their existing University credentials, from anywhere in the world, without the use of a VPN. The ability to access the platform from a web browser allowed for a consistent computing environment for all students regardless of operating system, and without having to worry about software installations on local machines. This presented a significantly improved experience from the custom servers that had been used in the past.   We used SWAN for weekly workshops during semester and for assessment in the form of assignments and an exam. It allowed us to format subject material in Jupyter notebooks where we could seamlessly integrate text, graphics and code. Additionally, assessed code questions can incorporate automatic marking and written submissions can be checked for plagiarism. SWAN also allowed us to introduce students to the UNIX command line, an important skillset that was not previously taught in the University of Melbourne Master of Science (Bioinformatics) program.   From a student perspective, SWAN allowed for a practical skillset to be developed alongside theoretical knowledge from other aspects of the course. The platform was simple to learn and allowed students to focus on the subject content and the tasks asked of them, rather than on the interface. From a teacher’s perspective, having a unified platform allowed for a single set of clear instructions, improved troubleshooting and clearer management of tool versions and software dependencies. The use of Jupyter notebooks simplified lesson plans and assessments by integrating multiple elements into single documents. This element also made the lessons more easily sharable between colleagues and collaborators.   Our integration of this technology into our tertiary teaching has served as a model for a similar use at a different Australian university. We hope to share the lessons learned from this subject, the advantages of using CloudStor SWAN in a teaching environment for both staff and students and provide some advice for others who may want to adapt it to fit their own teaching needs. Presentation link: https://youtu.be/8tutCO1hd9c References   AARNet. (2022). CloudStor: Access,
CloudStor SWAN (AARNet, 2022)是一个以研究为重点的网络服务,用于运行分析,供澳大利亚和新西兰许多研究机构和大学的工作人员和学生使用。2021年,我们将SWAN作为墨尔本大学计算基因组学(COMP90016)硕士水平学科的教学工具。本课程旨在教学生如何使用最佳实践软件工具、管道和学生编写的自定义代码来分析大型基因组数据集。虽然CloudStor SWAN并不是一个教学工具,但我们与他们的技术人员一起为我们的用例定制了服务。这种对现有研究基础设施的创新使用使我们能够有效地将这门学科过渡到远程学习。学生和教职员工可以在世界任何地方使用他们现有的大学证书登录该服务,而无需使用VPN。通过网络浏览器访问平台的能力为所有学生提供了一个一致的计算环境,而不考虑操作系统,而不必担心在本地机器上安装软件。这大大改善了过去使用的自定义服务器的体验。我们在学期中使用SWAN进行每周的研讨会,并以作业和考试的形式进行评估。它允许我们在Jupyter笔记本中格式化主题材料,我们可以无缝地集成文本,图形和代码。此外,评估的代码问题可以包括自动标记和书面提交可以检查抄袭。SWAN还允许我们向学生介绍UNIX命令行,这是墨尔本大学理学硕士(生物信息学)课程中以前没有教授的重要技能。从学生的角度来看,SWAN允许实践技能与课程其他方面的理论知识一起发展。该平台易于学习,允许学生专注于主题内容和任务,而不是界面。从教师的角度来看,拥有一个统一的平台可以提供一套清晰的指令,改进故障排除,更清晰地管理工具版本和软件依赖关系。使用Jupyter笔记本通过将多个元素集成到单个文档中简化了课程计划和评估。这个元素也使课程更容易在同事和合作者之间分享。我们将这种技术整合到我们的高等教育教学中,已经成为澳大利亚其他大学类似使用的典范。我们希望分享从这个主题中吸取的教训,在教职员工和学生的教学环境中使用CloudStor SWAN的优势,并为其他可能想要调整它以适应自己教学需求的人提供一些建议。演讲链接:https://youtu.be/8tutCO1hd9c参考资料AARNet。(2022). CloudStor:在一个地方访问、存储、共享和使用您的数据。https://www.aarnet.edu.au/network-and-services/cloud-services/cloudstor
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引用次数: 0
Future ready? Engaging learners and building transferable skills through authentic assessment and digital literacy 未来准备好了吗?通过真实的评估和数字素养吸引学习者并培养可转移的技能
Pub Date : 2022-02-13 DOI: 10.24135/pjtel.v4i1.139
J. Stokes, John Pike
Students are excited by the possibilities presented through digital technologies and their applicability across a broad range of industries. Digital literacy has been identified as a foundational 21st Century skill by the Australian Government (2020, p. 4), which is ‘essential for individuals to participate effectively in today’s society’. The need for strong transferable skills has accelerated during the pandemic as many industries have migrated to digital contexts. Digital literacy is a transferable skill sought after by employers, alongside other emerging transferable skills required for 21st Century success, including critical thinking, creativity and problem-solving (FYA 2017, p. 8). In this paper, we will provide a case study of authentic assessment in an innovative digital literacy course at an Australian university, designed to support students from underrepresented backgrounds to build transferable skills for degree study and future careers.   Authentic assessment provides opportunities for meaningful learning as students complete assessments aligned with their aspirations and career interests: ‘Authenticity automatically gives relevance to the learning journey; relevance encourages engagement and enthusiasm, which should bring about meaningful learning’ (ACEL 2016). The scaffolded course design focuses on embedding professional practice through authentic assessment. Recent student projects include: an infographic of wellbeing techniques for children designed for educational contexts, an informative website to support refugees, a share-economy inspired app for deep cleaning, an infographic on sustainable architecture, a blog on brand development, and a review of robot programming for IT students.  We will provide strategies for authentic assessment through technology-enhanced learning, which will offer insight and inspiration for educators interested in adopting these approaches. Choice is a key element of course design, allowing students to demonstrate key concepts through the creation of unique and meaningful projects. First, students demonstrate threshold concepts, then they follow industry practice to pitch and produce an individual digital project. Course design is grounded in Universal Design for Learning (UDL) and enabling pedagogy (Stokes 2017). UDL techniques, including multiple modes of representation, action and expression, and engagement, support the learning of all students (CAST 2011). Enabling pedagogical approaches work to support the development of confidence, capability and agency, while valuing the strengths individual students bring (Stokes 2021). Students aiming for diverse fields have followed their interests to create digital projects aligned with their career aspirations, from game development to health apps, business sites to educational modules, critical digital reviews to music videos, animations to augmented and virtual reality content. Production work is negotiated with tutors, who provide guidance and men
学生们对数字技术及其在广泛行业中的适用性所带来的可能性感到兴奋。数字素养已被澳大利亚政府确定为21世纪的基本技能(2020年,第4页),这是“个人有效参与当今社会的必要条件”。疫情期间,随着许多行业转向数字化环境,对强大的可转移技能的需求加快了。数字素养是雇主追求的一种可转移技能,与21世纪成功所需的其他新兴可转移技能一样,包括批判性思维、创造力和解决问题的能力(FYA 2017,第8页)。在本文中,我们将提供一个案例研究,在澳大利亚一所大学的创新数字素养课程中进行真实评估,旨在支持来自代表性不足背景的学生培养可转移技能,以获得学位和未来的职业生涯。真实的评估为学生提供了有意义的学习机会,因为学生完成的评估与他们的愿望和职业兴趣相一致:“真实会自动赋予学习过程相关性;相关性鼓励参与和热情,这应该带来有意义的学习”(ACEL 2016)。架式课程设计侧重于通过真实的评估嵌入专业实践。最近的学生项目包括:一个为教育背景设计的儿童健康技术信息图,一个支持难民的信息网站,一个受共享经济启发的深度清洁应用程序,一个关于可持续建筑的信息图,一个关于品牌发展的博客,以及一个针对IT学生的机器人编程综述。我们将提供通过技术增强学习进行真实评估的策略,这将为有兴趣采用这些方法的教育工作者提供见解和灵感。选择是课程设计的关键要素,允许学生通过创造独特而有意义的项目来展示关键概念。首先,学生演示阈值概念,然后他们遵循行业实践来推销和制作个人数字项目。课程设计以通用学习设计(UDL)和使能教学法为基础(Stokes 2017)。UDL技术,包括表现、行动和表达以及参与的多种模式,支持所有学生的学习(CAST 2011)。使教学方法能够支持自信、能力和能动性的发展,同时重视学生个人带来的优势(Stokes 2021)。从游戏开发到健康应用程序,从商业网站到教育模块,从关键的数字评论到音乐视频,从动画到增强和虚拟现实内容,瞄准不同领域的学生都按照自己的兴趣创建与自己的职业抱负相一致的数字项目。制作工作是与导师协商,他们提供指导和指导,遵循制作公司的精神。学生在评估中遵守版权和道德实践的行业标准,同时为未来的成功建立自己的专业组合和技能。数字素养和真实评估的结合激励学生追随他们的激情,创造他们关心的数字产品。这种方法带来了出色的学生评价和学习成果,高于平均水平的保留率,并通过数字学习引用获得机构认可。重要的是,这种方法支持学生为新兴行业和未来的职业机会建立专业技能和知识。ACEL引用。(2016)。真实学习:什么,为什么,如何?e-Teaching 10。http://www.acel.org.au/acel/ACEL_docs/Publications/e-Teaching/2016/e-Teaching_2016_10.pdf澳大利亚政府。(2020). 基础技能为您的未来计划:数字扫盲技能框架,堪培拉:澳大利亚联邦。澳大利亚技术网络。(2020). ATN关于真实性评估的联合声明,澳大利亚技术网络。https://www.atn.edu.au/news-and-events/latest-news/atn-joint-statement-on-authentic-assessment。(2011)。通用设计学习指南2.0版。麻萨诸塞州:韦克菲尔德。澳大利亚青年基金会(2017)。新工作很有趣。https://www.fya.org.au/report/the-new-work-smarts Stokes, J.(2017)。设计的包容和参与:在澳大利亚一所大学的支持项目中,创建一个数字扫盲课程来激励不同的学习者。社会参与的国际研究,4(2),65-78。https://novaojs.newcastle.edu.au/ceehe/index.php/iswp/article/download/85/103 Stokes, J.(2021)。面向世界的技能:通过大学扶持项目发展资本。高等教育学报,28(2),133-146。2327 - 7955 . DOI: 10.18848 / /本金保证产品/ v28i02/133 - 146
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引用次数: 0
XR technologies and experience-based learning XR技术和基于经验的学习
Pub Date : 2022-02-11 DOI: 10.24135/pjtel.v4i1.146
A. Taheri, C. Aguayo
Since the first industrial revolution, a specific mechanical paradigm of teaching and learning has dominated western education tradition, known as concept-based teaching and learning. This paradigm has reverberated and affected research, curriculum design, and teaching practices since the early 1960s, as well as nourishing important ideas for current discussions on the importance of factual information in curricula (Medwell et al., 2019). One of the issues with this type of knowledge transfer is that it has a reductionist and linear mindset which leads to disconnected knowledge generation, and additionally, misses on transferring tacit knowledge and any knowledge with ‘qualia’ (i.e. ‘subjective’) quality on it (Crane, 2012; Jackson, 1982, 1986). The conventional roles of the student, the instructor, the learning environment, and the learning tools and technologies must be rethought in the twenty-first century. On the other hand, cognitive philosophers such as Andy Clark and David Chalmers describe technology as a kind of scaffolding of the mind, with technology operating as instruments that we use to extend our mind (Clark & Chalmers, 1998). They are a part of us, in the same way, a spider's web is a part of the spider. We are tool-making animals that have been in a symbiotic/reciprocal feedback loop with technology since the beginning of stone tools. If technology is the real skin of our species and the extension of our nervous system and human cognition, then it should work for us and help us grow and have a better understanding of the world around us. Yet the tendency in education today under the concept-based teaching paradigm is rather the opposite, where technology can easily make learners more distracted and less aware of the surrounding subjective and experiential world (Kurniawan et al., 2021).   If we want to react to today's calls for a better future, we not only need to focus on integrated and transversal knowledge development and transfer, but also on the real role, potential and opportunities that new immersive technologies, such as mixed reality (XR), can and should have in education. In this context, education ought to once again become interdisciplinary, founded on strong critical ethics and philosophical study of new alternative educational paradigms, with new epistemologies and technologies reflecting humanity's process of change and transition while reconnecting with old and ancient knowledge and methods of doing (Taheri & Aguayo, 2021). In the past, knowledge was seen to be a 'whole' obtained via journeys throughout people's lives, where individuals learned by doing and experiencing every facet of knowledge (Yazdi, 1992). Not all knowledge was thought to be transferable by teaching concepts; profound understanding of the world was only conceivable if one embarked on a long journey in life while learning (Netton, 2013).   In this presentation, we suggest that education ought to embrace experience-based learning as a reacti
自第一次工业革命以来,一种特定的机械教学范式主导了西方教育传统,被称为基于概念的教学。自20世纪60年代初以来,这一范式一直在回响和影响着研究、课程设计和教学实践,并为当前关于课程中事实信息重要性的讨论提供了重要的思想(Medwell等人,2019)。这种类型的知识转移的一个问题是,它有一个简化和线性的心态,导致断开的知识生成,此外,在转移隐性知识和任何具有“质”(即“主观”)质量的知识(Crane, 2012;Jackson, 1982, 1986)。在21世纪,必须重新思考学生、教师、学习环境、学习工具和技术的传统角色。另一方面,Andy Clark和David Chalmers等认知哲学家将技术描述为一种思维的脚手架,技术作为我们用来扩展思维的工具(Clark & Chalmers, 1998)。它们是我们的一部分,就像蜘蛛网是蜘蛛的一部分一样。我们是制造工具的动物,从石器时代开始,我们就与技术处于一种共生/互惠的反馈循环中。如果科技是我们这个物种真正的皮肤,是我们神经系统和人类认知的延伸,那么它应该为我们服务,帮助我们成长,更好地了解我们周围的世界。然而,在基于概念的教学范式下,今天的教育趋势恰恰相反,技术很容易使学习者更加分心,对周围的主观和经验世界的意识更少(Kurniawan et al., 2021)。如果我们想要对今天对更美好未来的呼吁做出反应,我们不仅需要关注综合和横向知识的开发和转移,还需要关注混合现实(XR)等新型沉浸式技术在教育中能够而且应该发挥的真正作用、潜力和机会。在这种背景下,教育应该再次成为跨学科的,建立在对新的替代教育范式的强烈批判伦理和哲学研究的基础上,用新的认识论和技术反映人类的变化和过渡过程,同时重新连接古老的知识和方法(Taheri & Aguayo, 2021)。在过去,知识被视为一个“整体”,通过人们一生的旅程获得,个人通过实践和体验知识的各个方面来学习(Yazdi, 1992)。并不是所有的知识都被认为可以通过教学概念转移;只有当一个人在学习的过程中踏上漫长的人生旅程时,才能对世界有深刻的理解(Netton, 2013)。在本报告中,我们建议教育应该拥抱基于经验的学习,作为对占主导地位的还原论基于概念的教学范式的反应范式。我们认为教育中的XR技术有潜力促进基于体验的学习,学习者和XR技术可以成为“一个实体”,以自主的方式探索、理解和体验学习过程。这种方法需要新的教育设计认识论,以身体为中心,在现实到虚拟的学习环境中体现经验。这里,圣地亚哥认知学派的认识论(Aguayo, 2021;Maturana & Varela, 1980),其中包括化身(embodiment)、具身认知(embodied cognition)和行动(enaction)等概念,可能会告知并推动以体验为基础的沉浸式学习设计的发展,这种沉浸式学习设计基于行动的、自我主导的用户体验。正如哲学家马歇尔·麦克卢汉(Marshall McLuhan)所说:“我们塑造工具,然后工具塑造我们”(Culkin, 1967,第53页)。
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引用次数: 1
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Pacific Journal of Technology Enhanced Learning
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