theory and practice of teaching with computers
Post on 16-May-2015
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Theory & practice of teaching and learning with tablet computers
Mart Laanpere, senior researcher @ Tallinn University, Estonia :: martl@tlu.ee
Twitter hashtag: #TSP14aTag (photos, notes etc): TSP14a
Technology generation shifts
In s
hop
In s
choo
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Changes in learning environment
Learning environment: a range of contexts, components and activities in which learning occurs. Four dimensions: physical, relationships, structures and expectations, language and communication
Taken for granted, that’s why reform pedagogies usually start from breaking down the traditional learning environment (Pestalozzi, Montessori, Steiner, open classroom…)
Historical learning environments: Socrates and peripathetikos, apprenticeship, Rousseau Emile, early village schools
The first virtual learning environments: 3D copy of classroom
1:1 computing: a disruptive change in learning environment
Technology in learning environment
1900: educational films, educational radio
1960: B.F.Skinner: programmed instruction, learning machines
1970: Seymour Papert (MIT): LOGO
1990: CSCL, content is not important, learning is about collaboration and communication
2000: E-learning: Web-based course management systems
2015: 1:1 computing, tablet computers and smartphones (BYOD)
Learning from computers vs. learning with computers (Jonassen)
(Geels 2002)(Geels 2002)
Whole school digital turn
The training and support is oriented on the level of a teacher
Diffusion of innovations (Rogers, 1992), OECD study (2002)
Whole school intervention models are needed
Digital turn towards 1:1 computing: promises and failures
Horizon Report 2012: the main technology trend in education with 1 year time to adoption
Radical shift in learning environment, re-definition of teaching and learning processes, lecturing won’t work in 1:1 classroom
Failures: OLPC Peru: 2.4 million laptops, no effect on learning Tiger Leap laptop schools: “Please, take these laptops away!”
Success stories: Odder, Denmark: iPads for 200 teachers and 2000 students Essa Academy, UK: technology as an essential component of radical
school improvement
Pedagogical change
Innovative learning (The Club of Rome 1979)
Trialogical learning (Paavola): collaborative knowledge building resulting with shareable digital artefacts
Learning in design mode vs belief mode (Bereiter, 2000)
Flipped classroom, game- and project-based learning
Self-regulated learning, changing role of the teacher
Re-conceptualising e-textbooks
Five scenarios for tablet classrooms
Flipped classroom: learning in advance of the lesson from short videos and other resources, making sense and applying new knowledge during the lesson (Khan Academy)
Inquiry-based classroom: learning like scientists do, by questioning, exploring, explaining, (in)validating
Project-based classroom: collaborative creation of artifacts
Problem-based classroom: solving and constructing problems
Game-based classroom: learning from playing and designing games (Quest2Learn school NY)
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