pedagogical theory for e- learning design: from ideals to...

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Pedagogical theory for e- Learning Design: From ideals to reality? Daniel K. Schneider TECFA – FPSE - Université de Genève [email protected] http://tecfa.unige.ch/DKS 9th Iranian Conference on e-Learning Kharazmi University, Teheran Thursday, March 12, 2015 1

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Page 1: Pedagogical theory for e- Learning Design: From ideals to ...tecfa.unige.ch/tecfa/talks/schneide/iran-2015/e-learning-talk/... · Pedagogical theory for e-Learning Design: From ideals

Pedagogical theory for e-Learning Design:From ideals to reality?Daniel K. SchneiderTECFA – FPSE - Université de Genè[email protected]://tecfa.unige.ch/DKS

9th Iranian Conference on e-LearningKharazmi University, TeheranThursday, March 12, 2015

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12.03.2015 2

1. What is e-learning ?

2. The role & evolution of technology

3. Educational principles – e-learning principles ?

4. People ?

5. E-learning and pedagogic change ?

Menu

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What ise-learning ?1.

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E-learning (widely defined):

Digital education

Technology-enhanced learning

ICT in education

Learning with technology

Instructional technology

Educational technology

Other words to talk about the same subjet …

Academic fields of research & study

… the study and practice of facilitating learning and improving performance by creating, using, and managing appropriate technological processes and resources. (AECT)

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E-learning ….. Widely defined

e-Learning

Automated assessment

Simulations and

educational games

Teleteachingthrough videos

Interactive multimedia

Online course management

Knowledge creation Online

collaboration

Electronic books

… and much more

• in formal schools• in formal workplace learning• for informal learning

• in distance teaching• in mixed (blended) teaching• in presence teaching

Online tutoring

Distance teaching

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Cognitive tools for learning, computer-assisted language learning, computer-based assessment systems, computer-based training, computer-mediated communications, computer-supported collaborative learning, distributed learning environments, electronic performance support systems, interactive learning environments, interactive multimedia systems, interactive simulations and games, intelligent agents on the Internet, intelligent tutoring systems, microworlds, virtual reality based learning systems, MOOCs, ….

12.03.2015 6

E-learning is many things (again). E-Learning «topics» are:

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3/12/2015 7

Use of technology in different domains:

Reality does not match potential:… quality could be improved… scope and richness could be expanded

adm

inis

tratio

n

cont

ents

Qui

zzin

g/e-

asse

ssm

ent

Gui

danc

e / t

utor

ing

Distance education

Presence education

Blended learning

Prof. training

OER, MOOCs, books

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The role & evolution of technology2.

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E-learning = A history of hype cycles

12.03.2015 9

http://en.wikipedia.org/wiki/Hype_cycle

Technology, not pedagogy, triggers new cycles (mostly)Technology is the driving force, even if we do not like it …

The Hype Cycle is a branded graphical tool by Gartner Consulting for representing the maturity, adoption and social application of specific technologies.

2 - 25 years

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The technology hype curve in education (Hypecycle, 2014)

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Interactive tool: https://hypecycle.umn.edu/

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It is difficult to predict the future: Gartner etc. can be very wrong

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But in 2014:Podcasts are centralin (x)MOOCs !

2009:Gartner’seducation hypecycle: «Podcasts/Educational TV are dead»

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1960

E-learningplatforms

Computer-basedtraining

1970 1980 1990 2000 2010

CBL, micro-worldssimulations

TV Intelligent tutoring

Virtual Env. I Virtual

Env. IIAnalytics

MOOCs

OER

Edugames

Non-edutools

CSCL

2015

E-learning - «Big inventions» about every 10 years

• New administrative structures are created,• little communication between new and old structures• New people enter the game, no understanding of basic principles

A huge diversity

12

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Change is usually very slow, sometimes it appears to be fastThe xMOOCs «tsunami» bundles other stuff…

cMOOCs(Downes & Siemens)

xMOOCs

Podcasts (iTunes)

Khan academy(cool videos for kids)

Rapid e-learning(short videos for grownups)

Educational TVTeleteaching

Computer quizzing(automated assessment)

Peer-to-peer assessment

Online communities

Collaborative learning

2008

Educational broadcast(Edison ‘20)

Open educational resources (OER)

1920 2012 13

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Before following the latest hype:

Ask if it is compatible with soundinstructional design principles ? …. with your ideals of teaching ?

Look at past achievements of similar technology

Analyse what a new technology can do (affordances for different pedagogies)

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Educational principles –e-learning principles ?

3.15

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Are there first principles of good e-learning design ?Is there an «e-learning theory» ?

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First question: what is good education ? (M. David Merril)

1. The demonstration principle• Learning is promoted when learners observe a demonstration

2. The application principle• Learning is promoted when learners apply the new knowledge

3. The activation principle• Learning is promoted when learners activate prior knowledge or

experience4. The integration principle:

• Learning is promoted when learners integrate their new knowledge into their everyday world

5. The task-centered principle• Learning is promoted when learners engage in tasks that lead to

somethinghttp://mdavidmerrill.com/Papers/firstprinciplesbymerrill.pdf

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Second question: what can e-education “add” to education ?

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Scenario 1

Scenario 2

Activity ..

Activity 1

Activity 3

Activity 2

Activity 4

Tool 1

Tool 2

Tool 3

+ Coordination / management tools Learner

Products

Product 1

Product 2

Product 3

(Videos, online text, blog, wiki, file upload, links manager, albums, glossary tool, calendar, forum, IM, project mgmt, databases, professional software, …)

Activities are supported by tools (incl. digitized resources). Some activities can lead to tangible “products”, which can be discussed, evaluated, reused, etc.

learning

Products feed into activities

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The e-learning challenge – make it better (1)

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low high

Richness & quality

N participants

xMOOCs

Online textBooks

Dist. elearningwith activites& tutoring

DistanceE-learningwith quizzes

Teacher-ledE-learning with activities

Blendedlearning

10000

10

1000

100

100’000 Videos

?

?

?

?

?Classroomlearning ?

Find good strategiesand tactics to improve quality whilekeeping costs stable

?

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The e-learning challenge – make it better (2)

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low high

N participants

Quality

low

high

medium

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The bottom line from many meta studies:

Learners need guidance and feedback

Most learners need (formal) challenge(informal self-guided learning cannot replace formal learning)

Quality is more important than type of design(good transmissive learning is better than bad constructivist)

Education is designfor learning

Ambitious strategies require “scripting” (who does what when with which resources)

E-learning is design for learning, enhanced with digital tools

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Adapt pedagogy to learning level / type

• Define learning objectives• Adapt teaching strategy & tactics

to objectives

Anderson & Krathwohltaxonomy(picture from Wikipedia)

high

lowKnow that

Know how

Know in action

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Learning types Ex. strategies Ex. technologies I: know that

I-a Facts : recall, description, identification, etc.

Direct instruction, programmed instruction, mastery learning

Presentation of contents (texts, pictures, diagrams, multimedia animations) on various technical supports.

I-b Concepts: discrimination, categorization, discussion, etc.

Discovery learning, exploratory learning

The computer as a library, Writing/drawing software

II: know how

II-a Reasoning and procedures: inferences, deductions, etc. + procedure application

Simulation, virtual laboratory, problems to solve

Various kinds of interaction that include quizzing software, CBT, Simulations, microworlds etc.

II-b Problem solving and production strategies: sub goaling + application of heuristics/methods

Case-based, inquiry-based, problem based learning

Various computer-mediated communication (CMC) tools such as email, forums, audio/video conferences, virtual environments, e-portfolios, etc.

III: knowing in action

III Situated action: strategies in complex and authentic situations

project-based learning Social software, portalware, Word processors, CAD, e-portfolios, simulation software, laboratory software, etc.

IV: Other

IV Other: e.g. motivation, emotion, reflection

ARCS, learning portfolios

Tools that favor presence and reflection.

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als

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Educational scenarios (learning designs)

Define• who does what (tasks/activities) and when,• using tools and resources

Scenarios = strategies & tactics made operational

CompendiumLD(Learning designsoftware)

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Example: A strategy for facts and simple procedure learning

1. Gain attention (ground the lesson, motivate)• Present a good problem, a new situation, use a multimedia advertisement, ask questions…

2. Describe the goal (frame the information, create expectancies)• State what will be accomplished, how knowledge can be used, give a demonstration,...

3. Stimulate recall of prior knowledge (help connecting)• … facts, rules, procedures or skills relevant to the current lesson ….

4. Present the material to be learned • e.g. text, graphics, simulations, figures, pictures, sound, etc. Chunk information

5. Provide guidance for learning • Presentation of content is different from instructions on how to learn. Use of different

channel (e.g. side-boxes) 6. Elicit performance "practice"

• Practice skills or apply knowledge.7. Provide informative feedback

• show correctness of the trainee's response, comment learner's behavior, ….8. Assess performance, test if the lesson has been learned.

• Also provide general progress information 9. Enhance retention and transfer

• Provide additional practice. Put the learner in a transfer situation,...

9 events of instruction (Gagné)

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Elicit questions Experiment, observe,

read. Compose Q & A Present / Discuss Reframe

The crucial difference between current formulations of inquiry and the traditional "scientific method" is the explicit recognition that inquiry is cyclic and nonlinear.»

Sandoval 2004p. 216

http://tecfa.unige.ch/perso/lombardf/publications/maastrich-14-16XI07/

Example: Principles of inquiry-based learning

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Progression de l'investigation : numéro de version et date (2007)

Epistemic complexity of wiki page versions during an investigation (2007)

Descriptions-simples Descriptions étayéesExplications simples Explications étayées

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Complex explanationsSimple explanations

Simple descriptions Detailed descriptions

22.4%

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Some strategies take time: Inquiry learning (Lombard, 2012)

It takes about 3 month before there is some deep learning !!

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Tutoring structure and sentiment of presence

Failure rates:• MOOCS: 95%• Distance education with little tutoring: 60-70 %• Distance education with tutoring and presence: 5-20 %

Learners must be tutored• Break down learning activities into steps• Assign clear roles to tutors

Learners must become part of a community. E.g. use:• chat sessions,• flipped classrooms• knowledge co-construction activities• sharable e-portfolios• peer commenting/tutoring/evaluation

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Good e-learning:

….. uses an appropriate pedagogical strategyaligned with goals, means and other constraints….. creates active learning and active learners….. Uses technology to enhance delivery, cognition, tutoring, collaboration, evaluation. etc

Good e-learning technology:

Supports educational strategies and tacticswith appropriate tools

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People ?4.30

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The TPACK framework (teacher development)

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TPACK = be able to create technology enhanced teaching designs (that include use/teaching of domain technology too)

(Koehler & Mishra)

Teachers should be trained in using techology for education

TK, TCK, TPK and TPACK ismissing fromteachereducation

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1% Rule: Only 1% of a community web site’s users are active

Wikipedia statistics (feb 2014)• 18 billion page views• 500 million unique visitors each month.• 22 million accounts• ~70,000 active editors (0.01 %)• ~7000 do half of the content (0.001 %)

Variants: 1-9-90 rule or 90–9–1 principle:Within a community: • 90% only view content, • 9% edit content• 1% actively create new content.

http://en.wikipedia.org/wiki/1%_rule_(Internet_culture)

The Net generation – students and teachers (I)

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Digital natives can:• … engage in digital conversation• … create simple digital objects

(messages, videos, posts, …)• … exchange digital objects

Digital natives cannot:• … use professional software• … participate in knowledge

creation environments• … articulate or even follow

scenarios

Internet skills are conversational

Full ICT and knowledge working skills must be taught (some of it can be enforced in formal education !)

The Net generation – students and teachers (II)

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People tend to use a techno-pedagogy if it is:

Technology acceptance

Available(it must work)

Useful(effective)

UsableReturn onInvestment(efficient)

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E-learning and pedagogic change ?

5.35

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Innovation in schools ?Burkhardt and Schoenfeld, Educational Researcher (2003)

• Model 1: Teachers read research and implement it in their classrooms: teachers neither have time nor skills

• Model 2: Summary guides: not explicit, not enough• Model 3: General professional development: Long-term

professional development for teachers can be effective. (Briars, 2001; Briars & Resnick, 2000).

• Model 4: The policy route: diagnosis of causes is speculative, uses not effective time scales, etc. (Dillon, 2003).

• Model 5: The long route: takes 25 years or more: productive dialectic between educational research and practice.

• Model 6: Design experiments: Work, but can’t be scaled

Time needed for school wide change= 25 years or moreBest unit for change is school … a system may need >100 years36

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Cost / Benefit

E-learning offering the same quality as traditional teaching costs more ! Therefore, try reducing costs:

Use standards Automatize what can be

Reuse OER

Peer-tutoring / commenting

Focus material production on difficult matters

Use/repurpose domain tools, e.g. engineering software, online word processors, ….

Have students contribute (materials, tutoring)

Some ideas ….

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ConclusionThere is no universal e-elearning implementation theory, but someprinciples that are supported by empirical evidence

Implementation community (e.g. a school)

create

Goals and learning outcomes

Teacher development

MeansPedagogic design principles& strategies

define

constrain

define

Implement

empower

Technologyinfrastructure

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http://edutechwiki.unige.ch/39

Thank you for listening

Questions ?Comments ?