Archive of ‘learning’ category

big data and education

Big Data is Finally Coming to Education Here’s What We’ve Learned So Far

http://www.edukwest.com/big-data-education/

Long lectures don’t work.

The best predictor of future course behavior is past course behavior.

Data from MOOCs suggest that one way to boost completion rates is to increase engagement early in the course.

Even in online courses, offline support is essential.

 

More IMS blog entries on Big Data:

https://blog.stcloudstate.edu/ims/?s=big+data

MOOC in Europe

Institutional MOOC strategies in Europe

Status report based on a mapping survey conducted in October-December 2014
http://www.eadtu.eu/documents/Publications/OEenM/Institutional_MOOC_strategies_in_Europe.pdf

Institutional_MOOC_strategies_in_Europe (link to the PDF doc)

Darco Jansen
Programme manager EADTU
Coordinator OpenupEd, HOME and SCORE 2020
Robert Schuwer Expert Open Education Professor
OER, Fontys University of Applied Sciences, Eindhoven, Netherlands EADTU,February 2015 ISBN
978-90-79730-15-5
nstitutional profile in their MOOC offering compared between that of US survey (US 2013 and U S 2014) and this survey (EU 2014) .

nstitutional profile in their MOOC offering compared between that of US survey (US 2013
and U
S 2014) and this survey (EU 2014)
.

p. 11 What is a MOOC?

It is important to note that MOOCs remain relatively poorly defined. MOOCs can be seen as a term or word related to the scalability of open and online education. Some even argue that it is a political
instrument and as such a concept that should be broadly defined.
MOOCs are “online courses designed for large numbers of participants, that can be accessed by anyone anywhere as long as they have an internet connection, are open to everyone without entry qualifications, and offer a full/complete course experience online for free”.
More on MOOC in this IMS blog:

https://blog.stcloudstate.edu/ims/?s=mooc

education reform Finland

Finland schools: Subjects scrapped and replaced with ‘topics’ as country reforms its education system

http://www.independent.co.uk/news/world/europe/finland-schools-subjects-are-out-and-topics-are-in-as-country-reforms-its-education-system-10123911.html

Programme for International Student Assessment (PISA) rankings https://nces.ed.gov/surveys/pisa/

Subject-specific lessons – an hour of history in the morning, an hour of geography in the afternoon – are already being phased out for 16-year-olds in the city’s upper schools. They are being replaced by what the Finns call “phenomenon” teaching – or teaching by topic. For instance, a teenager studying a vocational course might take “cafeteria services” lessons, which would include elements of maths, languages (to help serve foreign customers), writing skills and communication skills.

The reforms reflect growing calls in the UK – not least from the Confederation of British Industry and Labour’s Shadow Education Secretary Tristram Hunt – for education to  promote character, resilience and communication skills, rather than just pushing children through “exam factories”. (http://www.theguardian.com/education/2015/mar/20/labour-calls-time-on-exam-factory-approach-to-schooling)
(My Note/Question: so UK is ready to scrap what US pushes even harder with the STEM idea?)

More on education in Finland and its education in this IMS blog:

https://blog.stcloudstate.edu/ims/?s=finland

video games Norway

Literature, Ethics, Physics: It’s All In Video Games At This Norwegian School

http://blogs.kqed.org/mindshift/2014/07/literature-ethics-physics-its-all-in-video-games-at-this-norwegian-school/

game-based learning seems to be a misnomer, as the learning is not based on games, but enhanced by them. Commercial games are repurposed and modified to support curricular goals, as opposed to driving them. Of course, learning can and should also be based on games, as they are valid texts that can be studied in and of themselves, but it is important to see video games as elastic tools whose potential uses exceed their intended purpose.

My note: game-enhanced learning can be safely classified under “gamification”:

Gamification is defined as the process of applying game mechanics and game thinking to the real world to solve problems and engage users (Phetteplace & Felker, 2014, p. 19; Becker, 2013, p. 199; Kapp, 2012).

More on the issue of gaming and gamification (including coding) in Scandinavian countries:

https://blog.stcloudstate.edu/ims/?s=finland

Recommendations for games and gaming at LRS

Gaming and Gamification in academic and library settings (paper)
Short URL: http://scsu.mn/1F008Re 

Based on the literature regarding games, gaming, gamification, game-based learning, and serious games, several clear trends emerge:

  1. Gaming and gamification in the sense of game-based learning is about using games and game-like tactics in the education process, for greater engagement and better learning outcomes. However, this is only the first level of such initiative. The second and higher level is about involving students in the game-building and gamification of the learning process (as per Vygotsky’s Zone of…) thus achieving student-centered and experiential learning.
  2. When hosting games and gaming in any library, “in-person” or electronic/online games are welcome but not sufficient to fulfill their promise, especially in an academic library. Per (1), an academic library has the responsibility to involve students and guide them in learning how to engage in the building process required in true game-based learning.
  3. Game-based learning, gaming and gamification in particular, in educational (academic library) settings must consider mobile devices and the BYOD movement in particular as intrinsic parts of the entire process. Approaching the initiative primarily by acquiring online “in-person” games, or game consoles has the same limited educational potential as only hosting games, rather than elevating the students to full guided engagement with game-based learning. If public relations and raised profile are the main goals for the academic library, such an approach is justified. If the academic library seeks to maximize the value of game-based learning, then the library must consider: a. gaming consoles, b. mobile devices as part of a BYOD initiative and c. cloud-based / social games, such as MineCraft, SimCity etc.
  4. Design for game-based learning, gaming and gamification in educational (academic library) settings must include multiple forms of assessment and reward, e.g. badges, leaderboards and/or certificates as an intrinsic part of the entire process. Merely hosting games in the academic library cannot guarantee true game-based learning. The academic library, as the forefront of a game-based learning initiative on campus, must work with faculty on understanding and fine tuning badges and similar new forms of assessment and reward, as they effectively implement large scale game-based learning, focused on the students’ learning gains.

Recommendations for LRS

  1. In regard to LRS, the gaming and gamification process must be organized and led by faculty, including housing and distributing the hardware, software and applications, when needed.
  2. The attached paper and the respective conclusions summarized in four points demand educational and experiential background, which is above the limits of the LRS staff. In addition, the LRS staff has clearly admitted that the pedagogical value of gaming and gamification is beyond their interest. This recommendation is not contradicting to the fact and opportunity for LRS staff to participate in the process and contribute to the process; it just negates the possibility of staff mandating and leading the process, since it will keep the gaming and gamification process on a very rudimentary level.
  3. The process must be further led by faculty with a terminal degree in education (Ph.D.) and experience in the educational field, since, as proved by the attached paper and 4 point conclusion, the goal is not a public-library type of hosting activities, but rather involving students in a pedagogically-sound creative process, with the respective opportunity for assessment and future collaboration with instructors across campus. This recommendation is not contradicting the fact and opportunity for LRS library faculty to participate actively in the process and contribute to the process. It just safeguards from restricting the process to the realm of “public-library” type of hosting activities, but failing to elevate them to the needs of an academic campus and connecting with instructors across campus.
  4. This conclusions adhere to and are derived from the document recommended by the LRS dean, discussed and accepted by LRS faculty in 2013 about new trends and directions in academic libraries, namely diversification of LRS faculty; breaking from the traditional library mold of including faculty from different disciplines with different opinions and ideas.

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