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Outcomes from the Design for Learning Programme

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Title: Outcomes from the Design for Learning Programme


1
Outcomes from the Design for Learning Programme
  • Sarah Knight, JISC e-Learning Programme

Joint Information Systems Committee
Supporting education and research
2
e-Learning Programme 2008-2012
  • The aim of the JISC e-learning programme is to
    enable UK further and higher education to create
    a better learning environment for all learners,
    wherever and however they study, in order to
    realise the vision
  • The vision is of a world where learners,
    teachers, researchers and wider institutional
    stakeholders use technology to enhance the
    overall educational experience by improving
    flexibility and creativity and by encouraging
    comprehensive and diverse personal, high quality
    learning, teaching and research.

3
The context
  • While the students expect to be able to set
    themselves up, technologically they will not
    expect the technology to encroach on what they
    see as the key benefits from university
    interaction and learning.
  • I prefer to learn face to face with a teacher
    helping me understand any problems that I have.
  • Traditional teacher/pupil learning methods are
    preferred as the backbone for everyday learning.
    Technology needs to be used as a tool to
    complement this way of learning.
  • (JISC Student Expectations study, November 2007)
  • Consultations carried out with children, parents
    and other citizen juries to determine preferred
    scenarios for education in 2025 and beyond
    (Beyond Current Horizons) find a strong
    preference for relationships with teachers to
    remain at the heart of the learning experience.
    (FutureLab, February 2008)

4
Design for Learning 2005-06
  • a set of practices carried out by learning
    professionals defined as designing, planning and
    orchestrating learning activities which involve
    the use of technology, as part of a learning
    session or programme
  • The idea of design embraced
  • New educational roles
  • New ways of guiding others to learn
  • The need to represent and share educational ideas
    more explicitly
  • Design-type professional practices innovation,
    (re)interpretation in new contexts, iterative
    approach to solutions, continuous evaluation
  • Design-based systems to support practice

5
Lessons learned phase 1
  • Existing design practice is very varied,
    depending on departmental and personal
    preferences and historical precedents
  • Educational design tools are rarely experienced
    by practitioners as pedagogically neutral or as
    flexible enough to accommodate their existing
    practice
  • There is a need for tools that support
    collaborative design, contingent/responsive
    design, and effective sharing of design processes
    and outcomes
  • Practitioners want rich (e.g. graphical,
    narrative) expressions of their pedagogical
    intentions, but also bite-sized curriculum
    elements (e.g. LOs) that can easily be
    re-purposed and re-used
  • Design processes need to be integrated with other
    processes and resources (e.g. VLEs,
    learner-related data) if design practice is to be
    transformed

6
Exposing conceptual challenges

Diversity of existing approaches to design
7
Design for Learning 2006-08
  • a set of practices carried out by learning
    professionals defined as designing, planning and
    orchestrating learning activities which involve
    the use of technology, as part of a learning
    session or programme

learning professionals
designing, planning and orchestrating
technology
activities
  • with the progressive involvement of learners
  • and structuring

coursessessionsactivitiesobjects
with the use of
realisation
8
Design for Learning programme aims
  • Ensure the process of designing, planning and
    orchestrating learning activities (design for
    learning) in UK post-16 and higher education is
    based on sound pedagogic principles, is
    evidence-based and learner-centred
  • Promote the development and implementation of
    tools and technical standards to support the
    process of design for learning
  • Promote the sharing of expertise in design for
    learning, for example through sharing and re-use
    of effective pedagogic learning designs, use
    models or exemplars and
  • Support the establishment of communities,
    services and resources to promote and sustain
    effective practice in design for learning.
  • 11 Projects started by May 2006 and the majority
    finished by May 2008.
  • www.jisc.ac.uk/elp_designlearn and
    http//dfl.cetis.ac.uk/wiki/index.php/Main_Page

9
Design for Learning 2006-08
  • Exploring the use of existing tools (LAMS,
    Moodle) in different contexts
  • Adding functionality to existing tools (LAMS,
    ReLoad)
  • Building shareable outcomes of the design process
    (designs, GLOs)
  • Developing shareable representations of the
    design process (DialogPlus toolkit, Phoebe wiki)
  • Building an integrated planning tool to support
    design at the course and session level (LPP,
    Phoebe planning component)

10
The Pedagogy Planning tools
  • proof of concept(s)
  • testable prototypes
  • evaluation data from pilots
  • gather requirements
  • expose technical and conceptual challenges
  • explore with partnersthe feasibility of future
    development and usage
  • (build on previous work?)

11
Two planners
LPP http//www.wle.org.uk/d4l/ Phoebe http//phoebe-project.conted.ox.ac.uk/
Intended for regular use to support course and session planning Intended primarily for use during ITT, CPD, prof review
Scaffolded support for decision-making process Design and guidance separate but linked systems
(Some) educational values built in to system e.g. using checklists Educational values fluid, owned by communities of users
Supports decision making through embedded relational model Information model allows for maximum flexibility
Some typologies embedded to support decision-making Typologies minimised extensible flat lists, web 2.0 tagging
Java enterprise TRAC wiki
12
Functional requirements for pedagogy planning
tools
  • Customisability for different users and contexts
  • Flexibility to take different starting points and
    to iterate between different levels of the design
    process
  • Planning/design at the levels of course, module,
    session, activity, learning object, with
    coherence and effective information flow between
    each of these levels
  • Alternative forms of output according to the
    nature of the task and users personal
    preferences. Visual representations should
    complement text-based representations.
  • One output type may be a runnable instantiation
    of a design as a sequence of learning activities
    in a virtual learning environment
  • Planning tools should make explicit the
    underlying educational rationale for design
    decisions, and the consequences of decisions in
    terms of how the design will be experienced by
    learners.
  • Support for constructive alignment among the
    components of the curriculum such as topics,
    outcomes, methods, tools, staff resource, and
    student workload.
  • Such tools need to support conformance to quality
    standards, either general (FE) or institutional
    (HE)
  • Planning tools are most valuable to users when
    they make it possible to work collaboratively
  • Capacity to represent the context for a learning
    design in a way that is easily understood,
    interpreted, evaluated and shared.
  • Facility to link with repositories of e.g.
    exemplary designs, curriculum resources, and
    learner-related information, as well as
    context-relevant help and guidance

13
ALED, Swansea College
  • This project evaluated the use of LAMS (1.02
    2.02) and Moodle and produced 18 learning design
    exemplars and 5 case studies within the following
    further education curriculum areas
  • Learning Resources Centre Student Induction,
  • Holistic Therapies
  • Initial Assessment
  • Modern Languages
  • Art / Design / Media
  • http//aled.swancoll.ac.uk/mediawiki/

14
Exemplar designs
Your Amazing Brain Learning Design
Description This learning design introduces
students to the workings or the brain and the
things students can do to improve their own
learning. The learning designs incorporate two
Flash interactive games as well as a SCORM
compliant learning object. The aim of the
learning object is to make students aware of the
steps they can take to improve their own learning
and concentration.
15
Key findings
  • actively encouraged students to exhibit a record
    of their thinking by sharing with their peers, as
    well as to prompt reflection about their
    learning. The feedback from students was very
    positive Generally, the practitioners were
    surprised at how well students engaged with the
    learning designs and plan to use this approach in
    the future.

16
DeSila, University of Sheffield
  • To what extent does a tool such as LAMS add value
    to the practice and impact of designing for IBL,
    and to the dissemination of IBL pedagogy?
  • LAMS was useful in bringing the concept of design
    for learning to the fore at institutional and
    individual levels and in supporting the practice
    of process-aware design for IBL.
  • Practitioners often wanted to use LAMS in
    conjunction with the institutions VLE, but there
    was limited opportunity to do this during the
    project because of interoperability constraints.
  • LAMS was experienced as relatively easy to use.
    Institutional commitment to supporting the system
    was identified as critical to practitioner
    willingness to invest time in developing
    LAMS-based designs.
  • Practitioners attitudes to reuse suggested that
    they might be more open to reusing whole-sequence
    LAMS-based activity designs when the content is
    perceived as generic and therefore also directly
    transferable.
  • Designing for staff development (using LAMS for
    inquiry-based learning)
  • http//www.shef.ac.uk/desila/

17
Key findings
  • LAMS was seen to provide well for the design of
    linear forms of inquiry and relatively
    tightly-structured, teacher-controlled pedagogy.
    It appeared considerably less well-suited to the
    design of more flexible and open-ended forms of
    inquiry and despite its orientation towards
    activity it did not tend to direct pedagogical
    thinking and practice towards student-led
    pedagogy Students responses to using LAMS were
    mixed but there were clear indications of
    positive engagement and beneficial impact on
    learning experiences. Negative responses often
    related to limitations on the ability to
    independently move freely back and forward
    through a sequence.

18
eLIDA CAMEL Project
  • The eLIDA CAMEL collected a series of individual
    and collaborative case studies on the
    implementation and evaluation of tools and
    systems to support design for learning in a range
    of post-16/HE contexts.
  • Produced learning sequences, 14 comprehensive
    individual case studies and 7 collaborative case
    studies to illustrate effective pedagogic use of
    LAMS V1.1-V2, Moodle and related tools,
    investigating re-use of learning designs and
    sharing effective practice in D4L via a community
    of users. Limited uses of ReLOAD were considered.
  • eLIDA team members collaborated in evaluating
    practitioner DfL pedagogic practices in visits
    carried out in the programme.
  • http//elidacamel.cms.gre.ac.uk/
  • Business Studies Case Study LAMS 2.0

19
eLida Camel
  • Practitioners benefit from structured social
    networking processes developed in a long-term
    community of practice. A communities of practice
    approach is valuable in fostering mutual
    supportive critique that can support
    practitioners development of their practice
  • Valuable lessons in the pedagogic processes
    involved in design for learning can be achieved
    if sufficient resources are allocated to
    practitioners and institutions with an interest
    in participating in these e-learning
    developments.
  • As practitioners become more confident in their
    practices with one another, and in the experience
    of sharing and critiquing one anothers designs,
    the trend towards re-usability of designs appears
    to increase markedly.
  • A D4L system (in this context LAMS, Moodle or
    Moodle integrating LAMS) can improve
    practitioners thinking and planning skills and
    will be adopted if it
  • fits the way practitioners normally plan for
    learning and
  • enables a variety of appropriate activities
    within a logical sequence for students to perform
    to meet identified outcomes and
  • can integrate with existing resources

20
Conclusions
  • Challenges to the development and integration of
    design for learning tools1 include
  • The complexity and non-linearity of design
    processes
  • The diversity of existing approaches to design
  • Diversity and rapid change in the educational
    tools that may be deployed in the curriculum
  • The range of institutional (and
    extra-institutional) systems, standards and
    processes that are potentially involved in design
  • The need to support collaborative, contingent and
    flexible design practices, giving teachers and
    learners scope to adapt the curriculum as they
    engage with it.
  • 1 Largely drawn from Phoebe Evaluation Report
    (M. Manton and L.Masterman, 2008) Issues Arising
    (H.Beetham, 2008)

21
Further challenges
  • Staff time and motivation to engage, and the lack
    of specialised expertise
  • Institutional support tends to be focused on VLE
    use and other centrally mandated technologies
  • Cultural resistance to sharing learning designs
    and resources, unhelpful QA processes, and
    perceptions of design tools as controlling
    quality rather than enabling innovation1
  • Curriculum documentation where this is dictated
    by institutional requirements and traditional
    practices it may not be best suited to sharing or
    expressing educational rationales
  • Technology can radically change roles in the
    curriculum process this may in itself present
    obstacles to change
  • The rise of learner-owned technologies, along
    with learners use of web 2.0 technologies and
    participation in their own social networks and
    content-sharing communities
  • A large gap remains between standards and
    practice in this area, and this needs to be
    addressed for large-scale uptake to be viable.
  • 1 Additional points from Edit4L Project
    Completion Report (P. Riddy et al, 2008)

22
http//dfl.cetis.ac.uk/wiki/index.php/Main_Page
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