"Twenty-first century curriculum has certain critical attributes. It is interdisciplinary, project-based, and research-driven. It is connected to the community - local, state, national and global. Sometimes students are collaborating with people around the world in various projects. The curriculum incorporates higher order thinking skills, multiple intelligences, technology and multimedia, the multiple literacies of the 21st century, and authentic assessments. Service learning is an important component.
The classroom is expanded to include the greater community. Students are self-directed, and work both independently and interdependently. The curriculum and instruction are designed to challenge all students, and provides for differentiation.
The curriculum is not textbook-driven or fragmented, but is thematic, project-based and integrated. Skills and content are not taught as an end in themselves, but students learn them through their research and application in their projects. Textbooks, if they have them, are just one of many resources.
Knowledge is not memorization of facts and figures, but is constructed through research and application, and connected to previous knowledge, personal experience, interests, talents and passions. The skills and content become relevant and needed as students require this information to complete their projects. The content and basic skills are applied within the context of the curriculum, and are not ends in themselves.
Assessment moves from regurgitation of memorized facts and disconnected processes to demonstration of understanding through application in a variety of contexts. Real-world audiences are an important part of the assessment process, as is self-assessment. "
Effective learning design
is no longer a formulaic process. It’s a rich engagement of learners
and their needs.
Courses and programs are
no longer the only design objects for learning designers. Designers must
shift their attention to the more ambiguous, tumultuous learning environment
in which learners now function. Designers no longer create only instruction
sequences. They must create environments, networks, access to resources,
and increase the capacity of learners to function and forage for their
own knowledge.
learning
design” will be used in place of instructional design
The starting point of learning design is to evaluate the existing views
of learning types, learning theories, and design approaches. An integrated
or holistic view of the diverse learning landscape permits designers and
educators to select appropriate models for appropriate means.
Connectivism
Connectivism as a learning theory provides insight into the dynamics
of networks, environments, and ecologies in relation to accretion learning.
It consists of the following principles:
Learning and knowledge rests in diversity of opinions.
Learning is a process of connecting specialized nodes or information
sources.
Learning may reside in non-human appliances.
Capacity to know more is more critical than what is currently known.
“Know where” replaces “know what” and “know
how”.
Nurturing and maintaining connections is needed to facilitate continual
learning.
Ability to see connections between fields, ideas, and concepts is
a core skill.
Currency (accurate, up-to-date knowledge) is the intent of all connectivist
learning activities.
Decision-making is itself a learning process. Choosing what to learn
and the meaning of incoming information is seen through the lens of
a shifting reality. While there is a right answer now, it may be wrong
tomorrow due to alterations in the information climate affecting the
decision.
"Our learning institutions have been created in the spirit of research and openness, yet they have acquired their own neurotic tendencies. Most notable is the strong reaction to change in the classic models of distributing learning. Models of courses, programs, and degrees are still central, even though technology and new needs on the part of learners are creating a climate that requires a more dynamic alternative. "
The amount of time people now spend on social networking sites has soared to
six hours a week - that's up more than 80 per cent in a year, and the longer we
spend online, the harder it is to connect with the real world.
Psychologist Arthur Cassidy says that friendships forged via social
networking sites and messaging services are different to those we make in the
real world.
This is very much a talking point for PIE, what can students learn from social networked learning approach with guidance from an informed teacher on the pros and cons and what to do if something is not right within a social networking context
Scenarios with authentic probelms that relate to their work will be developed for teachers. Teachers will also be given group tasks to collaborate and report back to others. Perhaps in teams of 3.
The following are codified behaviours George advocates a teacher can adopt in the context of networked learning environments:
Amplifying
Curating
Wayfinding and socially-driven sensemaking
Aggregating
Filtering
Modelling
Persistent presence
These kinds of designs are excellent for learning discrete bits of information, practicing simple and basic behaviors, building complex psychomotor skills, and learning to use applications or processes that require a narrow, prescriptive approach
Siemens made a point:
Learners with no prior exposure to new thoughts, technologies, benefit from this approach as they practice simple and basic behaviours they can move to map making which is applying their new knowledge of a technology to a given scenario/ problem.
Therefore PIE approach:
This is how the technology works
This is a given scenario/ problem
How can you apply the use of the technology (Collboratively or as individual)
instruction that attempts to control the learner’s responses and environment
acquisition
learning goal is enculturation
Enculturation results from interactions among people, objects, and culture in a collective effort to solve problems, create products, or perform service
Role of the facilator to iniate and plan for as part of IDM .doc
The activation of discourse is everything
applicable to their needs when they need them, motivating learning
This convergence of tools, practice, and theory enables teachers and students to discuss, plan, create, and implement unique strategies for providing instruction within a unique environment.
I think the challenge here is to shift thinking away from (ONLY) the competency (skill) based model of VET to encompass the often implicit underpinnings and soft skills etc
I agree and adds to the themes expressed in the article by Oliver etal 2007 on authentic learning design
learner outcomes, timelines, and budget. This is a systematic process with roots
in behaviorist theory . This is a valuable process particularly useful for
teaching concepts, procedures, and basic skills.
Yes, I think it's about expanding current practice not replacing it. But it's also about being able to critically reflect on the limitations of this traditional model
Identify existing knowledge, skills and experience - draw on advanced users - this could be done up front but also should occur throughout with each topic/ issue as raised
often ill-defined, units of instruction in contextualize settings
Get participants to define, choose, identify their own scenario/ problem after exposure to technology and work with others or individually to apply usage. Followed by show and tell.
I think a strength based approach might be good here that focuses on current practices that ARE working, an identification of gaps/issues, and then on how a particular technology or suite of technologies can help us to do this better.
PIE mixture of TIDM to introduce SIDM. Final assessment based on a given scenario/ problem whereby the participants choose appropriate tools and approaches to deliver a SIDM. Assessment is their Instructional Design Matrix based on IDM template.
• The primary goal of learning is the acquisition
of knowledge and skills to correct errors in performance or create new behaviors
that may be applied later.
Part 1 of the process is to look at how the technology works. Does not need to be too time consuming. Can involve self directed learning, task individual to research and report back to group on the nuts and bolts of how Adobe Connect audio works for example.
Learning and practicing the basics of figuring out how the technology works can occur in this context. PIE ID provides direction participants to find screencasts for example from youtube, adding to a palylist, rating commenting etc. This could form the basis of an activity followed by a show and tell with each other subscribing to PIE participants channels
• The primary goal of learning is development of
the abilities to use authentic cog­nitive,
affective, and strategic skills and knowledge.
• Takes a broad view of learning focusing on
participation in a community of practice.
• Learning and teaching is a continuous process
that is mediated by the learner’s prior
knowledge, experience, and personal goals; the learning environment; strategy
selection; and interpersonal interactions.
• Learners practice higher order thinking and
problem-solving skills in a form of cognitive apprenticeship that can be applied
immediately in an authentic context.
• Learners are considered members of a community
of practice and work within the community from the beginning of the learning
experience.
Don't spell this breakdown out , eg. with the youtube activity. Introduce as a reflective point after exploring the youtube technology , perhaps with Diigo linkroll of participants youtube channels embeded within Moodle HTML page. Using diigo sticky notes for conversation to tease out how it applies to the teacher's work i.e reflective activity (Assessible)
The objective is to encourage the learner to think through the problem rather
than to expect to receive “the answer”.
Learners are collaborators in the learning process and have an equal role in setting goals.
Activity: Participants go into open internet and communicate with say the author of this article in twitter, another expert in theitr field, a community of practice such as moodle.org and report back on whether they got the answer to their problem.
learning comes from the learner’s
participation in the community of practice.
OK, once the Instructional Design Matrix is developed, why not have the facilitators modell their own learning according to the scenarios presented. I.e the facilitator develops an approach to utlising a technology and presents it to the participants. For example udering the modelling behaviour I woul like to demonstrate the use of Picassa. This will keep the course fresh for the faci;litaors and mean they can develop as well. The tasks, problems within scenarios are the key, the solutions are many.
• Teachers help learners solve problems, determine
goals, gather resources and participate in the community.
A key role of the facilitator is to provide guidance in the participants planning. i.e I'm going to use this tool in this particular way, the facilitator being available for any problems that may arise.
• Teaching strategies focus on creating discourse
among teachers, learners, and other members of the community.
I think we should make peer assessment part of the assessment for PIE, Moodle has the workshop module for this.
Tools are not objects of instruction.
Students use tools to solve decontextualized problems. For example, calculators
support learning in math, physics, science, and chemistry. Word processors
support learning in languages and social sciences. Video cameras support
learning in the arts. When it is important for students to learn to use tools
for job performance, then the tool becomes a focus of instruction rather than a
means to an end — another form of
decontextualization.
• Tools support the teaching
and learning process.
• Tools are
enablers
of theory-based instructional
strategies within the unique community of practice.
• Learners use tools to
participate within the community, to learn, and, ultimately, to improve the
community.
• Teachers view learner use of tools as a means to
an end. Tools enable learners to contribute to the community.
• Tools are not objects of instruction. Rather,
tools help learners participate as equals with the community of
practice.
I think the challenge for many in this shift is the unpredictable, chaotic nature of design. It's about metacognition, choice and self-control over how learning takes place. It's no longer something that is DONE to you and that's a big challenge for teachers as they make the shift away from how they were taught themselves
For assessment assessment provide an overarching scenario/ problem for applying their new skills and knowledge (Traditional IDM on Sociological ID) to develop alearning design matrix (Sociological IDM). using the tools and approaches explored in PIE towards