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Tarmo Toikkanen

Christopher D. Sessums :: Blog :: Social Media and Learning Institutions in the Digital... - 0 views

  • Shirky (2008) had the presence of mind to notice that real innovation comes when we take the technology for granted.
  • Today, educational institutions still see technology as a new innovation, a disruptive innovation (Bowers & Christensen, 1995). Thus, if my logic is correct, schools, for the most part, are still a few years off from real innovation.
  • In Cultivating Communities of Practice, Wenger, McDermott, & Snyder (2002) derive seven principles. These principles are not recipes, but embody an "understanding of how elements of design work together" (p. 51). They are:Design for evolution.Open dialogue between inside and outside perspectives.Invite different levels of participation.Develop both public and private community spaces.Focus on value.Combine familiarity and excitement.Create a rhythm for the community.
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  • It is important to note that not one of these elements are about creating predetermined outcomes. Hmmm....Is this what we want in a community for learning? What about our learning objectives? What about our project goals?
  • Whether we're talking about designing communities for learning or designing communities of practice, the design goal centers on adaptability, on an awareness that things that last (or have value) have the ability to evolve as our aims evolve.
  • The value members get from a community is what drives a community. People need to see how their participation will translate into something useful.
  • Drawing from his work with sports teams, jazz combos, and business organizations, Sawyer (2008) identified 10 key conditions that enable dynamic expertise and ultimately group flow (adapted from Csikszentmihalyi, 1990): A shared goal, Close or deep listening to each other, Complete concentration, Being in control of the group's actions and environment, Blending of individual egos, Equal participation, Member's familiarity with each other, Constant communication, Elaboration of each other's ideas, and Frequent failure and learning from frequent failure.
  • Wenger noted that a learning community cannot be completely engineered by expertise. He said a strong, working learning community is a lot like falling in love. It starts as a budding relationship and it builds with time, engagement, commitment, trust, recognition, respect, emotional availability. When these elements are missing, the community falls out of love and the relationship of its members dissolves. However, he suggested a learning community can be built top-down by management to support the worker bees. He also noted that when a learning community is over-engineered, either by participants or management, it can be absolutely meaningless and soul-crushing to its members.
  • According to Wenger (1998), learning within a community of practitioners is about helping each other accomplish tasks, share challenges, passions, and interests. In this sense, managing a learning community is a matter of keeping members motivated, interacting regularly, and creating conditions that allow members to learn from and with one another to improve their ability to do what they do.
  • It's more than about the technology, tools, tactics; it's about a combination of strategies, tools, and the habits of mind associated with shared innovation.
  • It can be done well and not so well; hence the need for shared goals, clear rules of participation, a solid strategy, and the right tools for the right purpose.
  • Given the economical, technological, sociological, historical changes taking place all around us, educational institutions have been slow to adapt. These changes have led to ubiquitous access to information and ubiquitous communication. Combined, these two trends lead to new understandings of how people learn and work that, in turn, leads to new ways of thinking about community. Research suggests that real innovation comes when we take the technology for granted. Yet, many of today's educational institutions still see technology as a new innovation, a disruptive innovation (Bowers & Christensen, 1995), thus learning institutions by and large are still a few years off from real innovation. When we examine the idea of communities for learning, instead of focusing on tactics to bring about meaningful growth and change, we need to better define our strategies--we need to know where we want to go, talk openly about them, reflect on them, refine them, and test them out. Creating meaningful communities for practice is an iterative process. Designers can help foster change by designing communities for learning that recognize the key conditions that allow for creativity and innovation to happen. Designers can also help communities for learning by helping community leaders develop rules for engagement that allow for strong, meaningful exchange and reflection.
Tarmo Toikkanen

The Golden Ratio of OER « iterating toward openness - 0 views

  • The more people I talk to, the more convinced I am that OER has failed to establish a digestible value proposition for formal education.
  • That gives us a golden ratio of OER that looks something like: change in performance (as standard deviation) : change in money spent on curriculum (as percentage)
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    Analysis on OERs in formal education.
Tarmo Toikkanen

ZaidLearn: The Secret Recipe to Delivering World Class Lectures - 0 views

  • NEW SCHOOLFive simple learning steps/phases, which can of course overlap anyway you like (image above):ExploreLearnInnovateFeedbackReflect (back to Explore)This learning cycle can happen within minutes using your mental reflection and visualization, or perhaps days, weeks, or months in the real world, depending upon how you apply this flexible learning approach. Actually, these steps are just indicators and do not need to be followed step-by-step. Just use them how you feel like it, or what works best for you. I am still learning, so these steps or phases might change even by the time I really finish this article. Alright, let's move on!
Tarmo Toikkanen

Gin, Television, and Social Surplus - Here Comes Everybody - 0 views

  • So if you take Wikipedia as a kind of unit, all of Wikipedia, the whole project--every page, every edit, every talk page, every line of code, in every language that Wikipedia exists in--that represents something like the cumulation of 100 million hours of human thought. I worked this out with Martin Wattenberg at IBM; it's a back-of-the-envelope calculation, but it's the right order of magnitude, about 100 million hours of thought.
  • The Internet-connected population watches roughly a trillion hours of TV a year. That's about five times the size of the annual U.S. consumption. One per cent of that  is 100 Wikipedia projects per year worth of participation.
  • Here's something four-year-olds know: A screen that ships without a mouse ships broken. Here's something four-year-olds know: Media that's targeted at you but doesn't include you may not be worth sitting still for. Those are things that make me believe that this is a one-way change. Because four year olds, the people who are soaking most deeply in the current environment, who won't have to go through the trauma that I have to go through of trying to unlearn a childhood spent watching Gilligan's Island, they just assume that media includes consuming, producing and sharing.
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    Clay Shirky talks about TV watching, Wikipedia, and where all the time comes from, or goes to.
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