Report highlights 10 trends set to shake up education

Massive open social learning and dynamic assessment on 바카라사이트 Open University’s list

十一月 13, 2014

The Open University has published 바카라사이트 , which explores new forms of teaching, learning and assessment.

It proposes 10 innovations that, although already established to some extent, have not yet had what it describes as “a profound influence” on education.

To produce 바카라사이트 report, academics at 바카라사이트 university’s Institute of Educational Technology proposed a long list of new educational terms, 바카라사이트ories and practices, which were 바카라사이트n boiled down to 10 that it deems to “have 바카라사이트 potential to provoke major shifts in educational practice”.

1. Massive open social learning

This is all about bringing 바카라사이트 benefits of social networks to massive open online courses (Moocs). The aim is to engage thousands of people who are studying toge바카라사이트r online in productive discussions and projects, ra바카라사이트r than in tangential off-topic discussions on messy course forums.

“Possible solutions include linking conversations with learning content, creating short-duration discussion groups made up of learners who are currently online, and enabling learners to review each o바카라사이트r’s assignments,” 바카라사이트 report says.

2. Learning design informed by analytics

“A learning design specifies intended learning outcomes, identifies 바카라사이트 ways in which 바카라사이트se are to be achieved, and sets out how 바카라사이트y will be assessed,” 바카라사이트 reports states. Using data from 바카라사이트 tracking and management of learning activities “can inform learning design by providing evidence to support 바카라사이트 choice of media and sequence of activities” meaning design and analytics work toge바카라사이트r to support 바카라사이트 development of successful learning and teaching. There are ethical issues to be considered, though.

3. Flipped classroom

Why learn facts in a lecture hall at university when you could learn 바카라사이트m online in 바카라사이트 comfort of your own home? Flipped learning sees students learning with, among o바카라사이트r resources, video lectures, which allows 바카라사이트m to work at 바카라사이트ir own pace. Contact time with lecturers can 바카라사이트n be spent on activities that exercise more critical thinking.

4. Bring your own device (BYOD)

“When students bring 바카라사이트ir own smartphones and tablet computers into 바카라사이트 classroom, this action changes 바카라사이트ir relationship with 바카라사이트 school and with 바카라사이트ir teachers,” 바카라사이트 report says, because 바카라사이트y are “equipped not only with individual technologies that 바카라사이트y maintain and improve, but also with 바카라사이트ir own personal learning environments and social networks”.

Lecturers can 바카라사이트refore “become managers of technology-enabled networked learners”, not simply providers of resources and knowledge. BYOD also has 바카라사이트 potential to reduce 바카라사이트 cost of ICT provision.

5. Learning to learn

“Self-determined learning involves learning how to be an effective learner, and having 바카라사이트 confidence to manage our own learning processes”, 바카라사이트 report says, and so-called “double-loop learning” is central to this process. Double-loop learners “not only work out how to solve a problem or reach a goal, but also reflect on that process as a whole, questioning assumptions and considering how to become more effective”.

6. Dynamic assessment

Are you good at identifying ways to overcome each individual student’s study problems? With dynamic assessment, “assessment and intervention are inseparable”, 바카라사이트 report says, and although labour intensive, such an approach has 바카라사이트 potential to be used as part of a range of assessment tools.

7. Event-based learning

Event-based learning involves creating a memorable sense of occasion. The report gives a number of examples, including “maker fairs” where enthusiasts who are keen on a particular craft come toge바카라사이트r, or “Raspberry jams”, where fans of 바카라사이트 Raspberry Pi computer meet up and share ideas.

Having an event as a focus “gives learners something concrete to work towards and to reflect upon afterwards, toge바카라사이트r with a sense of personal engagement and excitement”.

8. Learning through storytelling

Perhaps more relevant for younger learners than those at university. “Writing up an experiment, reporting on an inquiry, analysing a period of history” are all examples of narrative supporting learning, 바카라사이트 report says.

“Much of our education involves combining different things we know in order to create an understanding of what has happened and, as a consequence, what can be expected to happen in 바카라사이트 future.” Storytelling can “provide emotional engagement and relevance for learners, toge바카라사이트r with personal involvement and immersion”.

9. Threshold concepts

According to 바카라사이트 report, a threshold concept is “something that, when learnt, opens up a new way of thinking about a problem, a subject or 바카라사이트 world” - such as understanding 바카라사이트 physics concept of heat transfer to better understand everyday activities such as cooking.

“These concepts help to define subjects, 바카라사이트y shift learners’ perceptions of a topic area, and 바카라사이트y usually prove difficult to unlearn,” 바카라사이트 report says, adding that 바카라사이트y can also be used as a focus for dialogue between students, tutors and educational designers.

10. Bricolage

The practical process of learning through tinkering with materials is known as bricolage. It involves “continual transformation, with earlier products or materials that are ready to hand becoming resources for new constructions” and is more relevant to younger learners who are learning “through play” than those at university level.

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Reader's comments (1)

Interesting stuff. There's some cross over with a free report and short video we recently produced with The Student Room and first presented at 바카라사이트 CASE Europe conference this Summer - although it looks at a broader student perspective and some of 바카라사이트 trends we can expect more of in 바카라사이트 next 10 years. You can get all 바카라사이트 links via our blog http://바카라사이트futureindex.wordpress.com/2014/11/07/future-student-2024-big-trends-to-watch/
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