2015-11-04 research-seminar

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Academic Area: Digital Learning Ecosystems Tobias Ley School of Digital Technologies, Tallinn University 04 November 2015

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Academic Area: Digital Learning EcosystemsTobias Ley School of Digital Technologies, Tallinn University04 November 2015

Mission of the Acadmic Area

To produce knowledge and technological elements for the digital

learning ecosystem of the future where individuals can learn and create knowlede in a self-directed, fun,

creative and collaborative way across their lifespan, and where institutional

environments support a more dynamic development of the overall system.

Elements of a DLE

What is a Digital Learning Ecosystem?-A Socio-Technical System that adapts over time

- Interacting Agents & Contents

- Learners- Facilitators- Contents- Tools

- In different learning contexts-Often governed by an institutional framework

Research Topics- New Learning Environments- Designing Learning Interactions- Open Educational Resources- Situated Learning - Game-based Learning

- Example Projects:- eDidaktikum- Avastusrada- SmartZoo- LePlanner- Learning Layers: Bits and Pieces

Research Topics- Social Semantic Technologies - Meaning Making & Distributed Cognition

- Cognitive Processes- Learning Analytics- Recommender Systems

- Example Projects:- Learning Layers: Analytics Dashboard- Learning Layers: Recommenders- EMMA: Dashboard

Research Topics-Educational Innovation and Institutional Change

-Teacher Training -Digital Skills and Competence-MOOCS

-Example Projects- Educational Innovation with Games- Learning Layers: Scaling Informal

Learning- EMMA: MOOCS

Research Topics-Schools & eTextbooks-Workplace Learning- Informal Learning (Zoos, Museums )

-Example Projects- eTextbooks- Estonian Educational Cloud- Learnig Layers

Research Outcomes: Elements of a DLE-Understanding behavior of the system

- Results on different levels of analysis and how they interact

- E.g. how social tagging and learning are related, how socio technical regime in education changes

-Tools and technology- Create a framework to quickly instantiate a

distributed learning ecosystem in different settings- E.g. Tools integrated into Social Semantic Server

-Domain specific effects and experiences- E.g. How informal learning happens in construction,

how e-textbooks change teaching, how game-based learning in schools is effective

PhD StudentsUlkar Bayramova Alignment of e-learning strategy with the strategy of a university Mohammad Hadi Hedayati

Information Security Practices and Experiences at Universities in Afghanistan

Jörgen Jaanus Ontology Development in the Framework of Enterprise ApplicationTriinu Jesmin Implementing Serious Games in SchoolsMarina Kurvits Designing Pedagogical Scenarios for One-to-one Computing in BYOD

Classrooms

Avar Pentel Mining Unintentional Traces of Computer UsageKarima Qayumi Multi-Agent Reinforcement Learning in Dynamic multi-agent SystemsAali Lilleorg Virtual communities of practice in innovation

James Sunney Quaicoe

Information and Communication Technology Integration Into Teaching and Learning Activities in Ghana’s Basic Schools

Eka Jeladze The factors influencing the transfer to new innovation-led learning ecosystems in schools

Presentations- Kairit Tammets: EMMA: MOOCs and Learning Analytics

- Kai Pata: Patterns of Meaning in a Cognitive Ecosystem

- Adolfo Ruiz: Workplace Learing Analytics- Terje Väljataga: SmartZoos - Cross-border services for creative adventure learning in the zoos of the Central Baltic Region

- Hans Põldoja: Learning scenario planning tool LePlanner

- Martin Sillaots: Learning and Games

EMMAMOOCs and Learning Analytics

Kairit Tammets

EMMA project• EMMA (European Multiple MOOC

Aggregator)• EU funded 7th FP project• 01.02.2014 – 31.07.2016• Coordinator - University of Naples Federico II• Partners - CSP - Innovazione nelle ICT (Italy); IPSOS SRL

(Italy); – Atos Research (Spain); Foundation for the Open University of Catalonia (Spain); Polytechnic University of Valencia (Spain); Open University of Netherlands; Portuguese Open University; University of Burgundy (France); ATIT BVA (Belgia)

EMMA aims: Create a pan-European platform to support ICT-

based innovation in higher education Offer MOOCs provided by accredited

institutions from around Europe with different teaching methodologies and learning design approaches

Offer an extensive and multilingual transcription/translation system

Offer an extensive monitoring system Give opportunities to small universities and

cultural institutions to get in the MOOC market

MOOCs!MOOCs are provided by all the partner institutions;

!Currently third wave of MOOCs is running;!Last wave (spring term) will focus on external MOOC providers;

!TLU MOOCs:!Computer-supported inquiry!Mobile devices in your everyday life!Coming – e-governance (together with School of Governance, Law and Society)

MOOCs!Duration: 5-9 weeks!Structure: lessons, units, assignments and peer-assessment!Multilingual: provided in two or three languages!Pedagogy:

!focused on content-consuming and less on knowledge building

!Teacher-centered approach

How massive is EMMA?• Aim – 60 000 participants• Currently each MOOC have around 100 –

350 participants (MOOCs have started 17 times)

• Open Wine University by University of Burgundy had 2000 participants

Learning analytics for EMMA• Current approaches of learning analytics

in MOOCs focus on:• Calculation of drop-out rates;• Prediction of drop-out rates;• Clustering on participants based on their

online behaviour• EMMA approach:

• To establish feedback loop between facilitators and learners

TLU’s role in EMMA

• Develop and provide two MOOCs at least twice

• Develop learning analytics methodology and learning analytics application

Technical architecture-Tracking tool – tracks and collects users traces

(responsible partners from Italy)-Learning Record Store – stores learning experiences

(xAPI statements) and sends them to dashboard application (Learning Locker) – (responsible TLU)

-Dashboard – visualization of the interactions (responsible TLU)

Some results of last wave

Research questions:!Based on interactions, what clusters of participants can bei identified?

!How do the participants engage in different lessons?

!What social structures can be identified?

Some results of last wave

Translating numbers?!Behind the numbers, there are:

!Different pedagogies!Technical issues of the platform!UI issues

Thank you!

Kairit Tammets

Presentations- Kairit Tammets: EMMA: MOOCs and Learning Analytics

- Kai Pata: Patterns of Meaning in a Cognitive Ecosystem

- Adolfo Ruiz: Workplace Learning Analytics- Terje Väljataga: SmartZoos - Cross-border services for creative adventure learning in the zoos of the Central Baltic Region

- Hans Põldoja: Learning scenario planning tool LePlanner

- Martin Sillaots: Learning and Games

Patterns of Meaning in a Cognitive EcosystemKai Pata

Distributed cognition at workplaces

Distributed cognition at socio-technical system

Presentations- Kairit Tammets: EMMA: MOOCs and Learning Analytics

- Kai Pata: Patterns of Meaning in a Cognitive Ecosystem

- Adolfo Ruiz: Workplace Learning Analytics- Terje Väljataga: SmartZoos - Cross-border services for creative adventure learning in the zoos of the Central Baltic Region

- Hans Põldoja: Learning scenario planning tool LePlanner

- Martin Sillaots: Learning and Games

Workplace Learning AnalyticsAdolfo Ruiz & Tobias Ley

Learning Layers Project-2012-2016-17 partners-12 mio EUR EU project funding

-Develop Technology and Methods to Scale Informal Learning at the Workplace

-Domains: Construction and Healthcare

http://Learning-Layers-eu – Scaling up Technologies for Informal Learning in SME Clusters – [email protected]

Who When Where What ... ... ... ... ... ...

An Artefact Actor Network

User Profile

Resource Profile

Topic Modeling

RecommendedResource

Each interaction increases the network ...

... and is tracked in the history

Trust and Social Network

Traces of the Network History

Knowledge is built by people interacting with other people and artefacts

New Information displayed to Support User Interactions

Intelligent Services derive new information

1

2

3

4

5

Who When Where What ... ... ... ... ... ...

Who When Where What ... ... ... ... ... ...

Who When Where What ... ... ... ... ... ...

Whom to ask? What to read and watch? Who are the experts? What do people talk about?What’s the quality?

http://Learning-Layers-eu – Scaling up Technologies for Informal Learning in SME Clusters – [email protected]

Workplace Learning AnalyticsGiving learners the power to understand and analyse their learning process!

37

MonitoringActivities

Exploring Topics

http://Learning-Layers-eu – Scaling up Technologies for Informal Learning in SME Clusters – [email protected]

Workplace Learning Analytics

38

Understanding explicit and implicit

social relations

Sebastian Dennerlein
this social network especially focusses on the explication of uptake events, which might have happened implicitely opening up

Presentations- Kairit Tammets: EMMA: MOOCs and Learning Analytics

- Kai Pata: Patterns of Meaning in a Cognitive Ecosystem

- Adolfo Ruiz: Workplace Learing Analytics- Terje Väljataga: SmartZoos - Cross-border services for creative adventure learning in the zoos of the Central Baltic Region

- Hans Põldoja: Learning scenario planning tool LePlanner

- Martin Sillaots: Learning and Games

SmartZoos Cross-border services for creative adventure learning in the zoos of the Central Baltic RegionTerje VäljatagaCentre for Educational TechnologySchool of Digital TechnologiesTallinn University2015

SmartZoos

Program: Interreg Central BalticPriority 2: Sustainable use of common resourcesSpecific objective 2.1. natural and cultural resources developed into sustainable tourist attractions

SmartZoos

Project duration: 1.09.2015 – 31.08.2018Partners: Tallinn University, Tallinn Zoo, Helsinki Zoo, Skansen Open-Air Museum, Södertörn UniversityBudget: 629 916,85 EURTeam: Terje, Priit, Pirgit

SmartZoos’ objective is ...

… to integrate the zoos of Central Baltic region to form a joint tourist attraction throughdeveloping, implementing and joint marketing of a cross-border service package of creative adventure learning with mobile devices

SmartZoos tasks-Design, develop, pilot, market a service package:

- An online tool for creating location-based interactive assignments

- An online repository of interactive assignments- An online environment (Web platform + mobile

clients) for composing and conducting location-based interactive assignments

- Developing an Open Badges framework for awarding the achievements of players

SmartZoos research topics-New Learning Environments-Designing Learning Interactions-Open Educational Resources-Situated Learning -Game-based Learning

SmartZoos research topics-Schools & eTextbooks-Workplace Learning- Informal Learning (Zoos, Museums )

Presentations- Kairit Tammets: EMMA: MOOCs and Learning Analytics

- Kai Pata: Patterns of Meaning in a Cognitive Ecosystem

- Adolfo Ruiz: Workplace Learing Analytics- Terje Väljataga: SmartZoos - Cross-border services for creative adventure learning in the zoos of the Central Baltic Region

- Hans Põldoja: Learning scenario planning tool LePlanner

- Martin Sillaots: Learning and Games

Learning scenario planning tool LePlannerHans Põldoja

Use scenarios-Sharing good experience-Visualizing complex study projects-Teacher training-Documenting lesson recordings

Open issues-Non-digital resources and activities-Multiple resources for one activity-Parallel activities-Cycles-Display types-UI vocabulary

Future plans-Short-term

- User testing (think aloud protocol and interviews)- Trial in Creative Classroom project

-Long-term- Project and funding?- Some lightweight integration with national learning

object repository for schools?- Learning analytics?

Who are involved?-Mart-Romil-Marina-Terje-Hans

LePlanner beta-http://leplanner-beta.romil.ee-Beta code: tallinnaülikool

Presentations- Kairit Tammets: EMMA: MOOCs and Learning Analytics

- Kai Pata: Patterns of Meaning in a Cognitive Ecosystem

- Adolfo Ruiz: Workplace Learing Analytics- Terje Väljataga: SmartZoos - Cross-border services for creative adventure learning in the zoos of the Central Baltic Region

- Hans Põldoja: Learning scenario planning tool LePlanner

- Martin Sillaots: Learning and Games

Learning and GamesDesign, Research and Courses

Martin Sillaots

Learning Games DesignEU Projects:

MElang-E – language learning gameEmploy – digital competences game

Study Projects:EcoHouseWord Quiz

Color Space

MElang-E

www.melang-e.eu

MElang-E-Name: Multilingual Europe-Acronym: MElang-E-Duration: 2Y-Start: 01.02.2015-End: 31.01.2017-Budget: 299 874 (TLU 29 709)-Framework: Erasmus +

Eco House

Energy saving simulatorhttp://www.tlu.ee/~raxsade/ecohouse/Energy saving simulatorhttp://www.tlu.ee/~raxsade/ecohouse/

Eco House

CIA World Factbook

play.google.com/store/apps/details?id=eu.alexneil.worldquiz

Color Space

www.tlu.ee/~priitpu/colorspace/ColorSpaceFinalWEB.html

Game ResearchDoctoral Thesis

Creating The Flow: The Gamification Of Higher Education Courses

Study Papers1 (3) Master papers

4 (4) Bachelor papers24 (1) Seminar papers

FlowAutotelic Experience

Skill-challengeBalance

UnambiguousFeedback

ClearGoals

Control

LosingSelf-consciousness

Timetransformation

Concentration

MergingAction-awareness

Seminar Papers- Design of game challenges for sports simulators- Balancing game core mechanics- Gameplay and core mechanics of MMORPG- The impact of the rhythm and music games- Design of 3D game world by the example of Unity- Games and war: war in games and games in defense- The impact of the game audio-visual elements to the player’s emotions- Creating 3D animations with the Blender- Digital language learning games- Design and development of a simple game with the help of Unity- Gamified virtual learning environment- Implementation of dialogue database by the example of Socratic teaching

method- Design of game levels

Bachelor Papers-Design and balancing of game core mechanics with the help of Unity

-Design of online card trading environment-The impact of the virtual driving simulators to the real life drawing skills by the example of Gran Torismo

-Conceptual design and 3D modeling of game characters with the help of Blender

-Language learning games and simulators-Game based learning by the example of using Minecraft for teaching geometry

Master Thesis- Integration of Game Entertaining Elements with Math Exercises

-Augmented Reality Games for Increasing Physical Activity

- Implementing Game Design Process and Game Elements in Mobile Application. The Case of Walk With me

-The Use of General Semantics in Video Games for Understanding Abstract Concepts

-Gamification in Higher Education. The Case Study on the “Game Interactions” Course

Game CoursesInternational Masters Curriculum

Digital Learning Games

Summer CourseDesign of Serious Games

Regular coursesDesign of Computer Games

Design of Educational GamesGame Based Learning

Digital Learning Games

Game Design

Interaction Design

Developmental and

Cognitive Psychology

Final thesis project

Tallinn Summer School-Design of Serious Games-Course in Tallinn Summer School-11 - 15 July 2016 (1w)- In English-To teachers, designers, developers, writers, artists, …-summerschool.tlu.ee/design-of-serious-games