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Tarmo Toikkanen

Learnlets » Engaging Learning - 0 views

  • At core was an alignment between what makes effective learning practice, and what makes engaging experiences.  Looking across educational theories, repeated elements emerge. Similarly with experience design.  It turns that they perfectly align.  If you recognize that, and can execute against it, your learning will be greater than the sum of the parts, and will both seriously engage and truly educate.  Learning can, and should, be hard fun!
  • Please, wherever you draw inspiration, however you figure it out, make more engaging learning. Align the elements of effective practice and the elements of engaging experiences, and make your learning rock. For your learners’ sake, please!
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    "How do you systematically design learning experiences that effectively engage the learner?" Learning and engaging (like in games) have much in common, and learning can leverage engagement.
Tarmo Toikkanen

Networked Learning Design - Occasional rants - I was wrong: games ARE an alte... - 0 views

  • E-learning designers believe that people learn through "content". They assume that encountering content will lead people to change their behaviour. Games designers believe that people learn through "experience". They assume that having experiences - doing and feeling things - leads to change in behaviour. E-learning designers believe we must be "nice" to our learners in case they go away. They assume that the relationship between the course and the learner is a weak one so that if there's any significant challenge, the learner will give up. Games designers believe that we can challenge people and they'll stick with it. Indeed, it is progressive challenges that form much of the motivation for gamers. E-learning designers believe that we learn step by step (hence linearity, page-turning etc.). Game designers believe we absorb lots of things all at once (hence HUDs, complex information screens etc.). E-learning designers believe that learning experiences are emotionally neutral (in spite of all that's written about the importance of emotion in learning). Games designers always seek an "angle", an attitude.
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    "games are an utterly different vision of learning, separated from e-learning by a huge and uncrossable chasm"
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    Miten pelit ja eOpetus eroavat toisistaan.
Tarmo Toikkanen

An experiment to record the class w prezi by Adam Somlai-Fischer on Prezi - 1 views

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    Prezi-esityssovelluksella tosiaikaisesti tallennettu oppitunti.
Tarmo Toikkanen

opsound: free love, free music - 0 views

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    "Opsound is a gift economy in action, an experiment in applying the model of free software to music. Musicians and sound artists are invited to add their work to the Opsound pool using a copyleft license developed by Creative Commons. Listeners are invited to download, share, remix, and reimagine."
Tero Toivanen

Successful Teaching: Blog Theft Part 2: A Learning Experience - 1 views

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    Mitä tehdä, jos blogikirjoituksesi varastetaan? Tässä kirjoituksessa kerrotaan kirjoittajan omia kokemuksia ja lukijoiden ohjeita tilanteessa.
Tarmo Toikkanen

Free Technology for Teachers: Five Platforms for a Classroom Back-channel Chat - 1 views

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    "Over the last month since I shared my positive experiences (here and here) of using a back-channel chat in my classroom, I've received quite a few questions about services that can be used for hosting back-channel discussions. The following are five free platforms that can be used hosting a back-channel chat."
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    Viisi palvelua luokkahuoneen taustakanavaksi. Muitakin voisi mainita, kuten esim. BackNoise.
Tarmo Toikkanen

TimeGlider: Web-based Timeline Software - 0 views

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    Web-palvelu, jolla voi laatia ja esittää aikajanoja. Soveltunee opetustilanteisiinkin varsin mainiosti.
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    There is a time traveler in each of us. Whether you are a litigator or an 8th grader, TimeGlider can quickly enhance your experience of the past, present, and future.
Tarmo Toikkanen

Transfer of learning - Wikipedia, the free encyclopedia - 0 views

  • Type Characteristics Near Overlap between situations, original and transfer contexts are similar Far Little overlap between situations, original and transfer settings are dissimilar Positive What is learned in one context enhances learning in a different setting (+) Negative What is learned in one context hinders or delays learning in a different setting (+) Vertical Knowledge of a previous topic is essential to acquire new knowledge (++) Horizontal Knowledge of a previous topic is not essential but helpful to learn a new topic (++) Literal Intact knowledge transfers to new task Figural Use some aspect of general knowledge to think or learn about a problem Low Road Transfer of well-established skills in almost automatic fashion High Road Transfer involves abstraction so conscious formulations of connections between contexts High Road /Forward Reaching Abstracting situations from a learning context to a potential transfer context High Road / Backward Reaching Abstracting in the transfer context features of a previous situation where new skills and knowledge were learned
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    "Transfer (of learning) research can be loosely framed as the study of the dependency of human conduct, learning or performance on prior experience."
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    Siirtovaikutus, eli kuinka yhdessä kontekstissa opittu siirtyy käytettäväksi toisiin konteksteihin. Klassinen opetuksen ongelma, kuinka siirtovaikutus saadaan syntymään.
Tarmo Toikkanen

How can institutional processes better support flexible learning? - 0 views

  • Validation processes that are agile and proportionate
  • Enabling the use of net resources in education
  • Marking processes that supports personalised coursework
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  • Recognising prior experience in formal education
  • Making the VLE flexible to handle new ways of learning
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    Scott referoi (englanniksi) tarvittavia koulutuslaitosten prosessimuutoksia, jotta työssäoppimista tuettaisiin paremmin. Sama myös videona.
Tero Toivanen

The Innovative Educator: Don't force your child to fit in at school. Find a school to f... - 0 views

  • Get your child to a school that fits him or her…however you can.
  • Personalize each student’s learning experience to meet their diverse and individual needs to the maximum feasible extent.
  • Optimize a match between individual student learning needs, learning modalities, content and instructional resources through an algorithmic engine
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  • Quest to Learn
  • The school believe that students today can and do learn in different ways, often through interaction with digital media and games.
  • iSchool
  • The NYC iSchool has taken a problem-based learning approach to education.
  • The mission of School of One is to provide students with personalized, effective, and dynamic classroom instruction so that teachers have more time to focus on the quality of their instruction.
  • investigating what schools will suit the needs of their 21st century learning and teaching styles and then figuring out how to attend or work in such environments.
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    Blogikirjoitus mielenkiintoisesta lähtökohdasta. Oppilaan ei tarvitsekaan muuttua koululle sopivaksi, vaan koulun oppilaan tarpeita vastaavaksi. Inklusiivista ajattelua!
Tarmo Toikkanen

The Ed Techie: Using learning environments as a metaphor for educational change - 0 views

  • In examining the current physical space Wesch (2008) asked students what a lecture hall ‘said’ about learning, in essence what were the affordances (Gibson 1979; Norman 1988) of the standard learning environment. They listed the following: To learn is to acquire information Information is scare and hard to find Trust authority for good information Authorized information is beyond discussion Obey the authority Follow along
  • These are obviously at odds with what most educators regard as key components in learning, such as dialogue, reflection, critical analysis, etc. They are also at distinct odds with the type of experience students have in the online world they inhabit regularly, particularly the social network, read/write web. These environments are characterised by User-generated content Power of the crowd Data on an epic scale Architecture of participation Network effects Openness
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  • When it was necessary for education to be performed face to face, a number of services were bundled together. When it becomes digital and online, this may no longer be the case, as we have seen in most content industries, such as music and newspapers (education has some similarities with content and also some significant differences). The first round of learning tools replicated the centralised model, but as the tools have become easier to use, and the methods for integrating them simpler, so this centralised approach seems less applicable. Clay Shirky (2008) argues that the ‘cost’ of organising people has collapsed, which makes informal groupings more likely to occur and often more successful:"By making it easier for groups to self-assemble and for individuals to contribute to group effort without requiring formal management, these tools have radically altered the old limits on the size, sophistication, and scope of unsupervised effort"Part of the function of universities is to provide this organisation, for example by grouping individuals together to form a student cohort who are interested in the same subject. But as this grouping becomes easier to do online, it becomes less of a valued function of the university - ie you don’t need to go to a university to find like minded people. Education then faces the same challenges regarding the cost of organisation that, say, the Encyclopedia Brittanica faced from wikipedia. Returning to the theme of this paper, Shirky’s argument can also be applied to technology, namely that the ‘cost’ of integrating technology has drastically reduced, meaning it is now feasible for individuals to do this, thus alleviating the need for centrally provided pre-integrated solutions. For example, we could reword the above quote to read:By making it easier for tools to (self) assemble and for applications to contribute to the environment without requiring integration, these approaches have radically altered the old limits on the size, sophistication, and scope of any individual to create their own environmentProjects such as SocialLearn, illustrate that the conceptualisation of a learning environment goes beyond technical, or even pedagogical considerations. In a digital society it comes to represent the institutional response to changes in the nature of knowledge creation, sharing, and participation, in short to the nature of education itself. Shirky argues that ‘when we change the way we communicate, we change society’, and the new socially based technologies we have today are doing this in fundamental ways. It is only by exploring their potential that universities can remain relevant to the society they are helping to shape.
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    The central theme of this article is that the online learning environment can be seen as the means by which higher education can explores the challenges and opportunities raised by online and digital society.
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