This is part of the methodology tutorial (see its table of contents).
It's good to work with some central conceptual artefacts. In this tutorial we present three types with a few examples.
Inquiry learning combines more radical open-ended socio-constructivist principles (discovery learning) with a model of guidance. As opposed to learning design, most inquiry-based models do advocate opportunistic (i.e. adaptive) planning by the teacher. However, there are many different ways to think about inquiry learning. A picture that shows the central concept can help. The example below was made by "Chip" Bruce et al.
This picture
In other words, such a drawing both identifies important elements of a pedagogical scenario and it shows relations, the dynamics, etc.
Related to studies on teacher development, transformative pedagogy, etc.
Even this tutorial has a analytical organizing framework :)
Again, such a model does not exactly describe reality. A model (in the general sense of a conceptual framework) should rather be considered as a language that helps to look at a given set of phenomenons (and also to manipulate things). Research is much more unorderly than what we teach it to be ...
Provides a certain "image" of the policy-making process:
Possible relevance for educational technologies: The fact that a government agency has been created to sponsor ICT-based pedagogical reform, does not entail that it will happen as they plan. Implementation "carriers" (e.g. schools) and addressees (e.g. teachers) may redefine goals and will have to establish operational practise.
This drawing defines how to define "policy outcome":
Source: Définition des prestations au sens de produits finaux de mise en oeuvre d’une politique publique [Knoepfel, P. (1996) TQM et fédéralisme, Cahier de l’IDHEAP, 159, p 10]
and therefore about structure that will instantiate function
See learning environment and follow up the links for more information.
This is not a great model, but it makes you think about the distinction between learning activities, informations (learning material) and people involved.
It also expresses a instructional design stance that can be found in the learning design community.
This model allows you to think at the same time about system components and actor’s roles. It also summarizes a kind of instructional design model
Technical infrastructure used: either C3MS portals, groupware, specialized help desk, knowledge management software.
This figure defines scenarios as sequences of activity phases within which group members do tasks and play specific roles. That kind of orchestration implies organizing workflow loops.
Such a framework clearly shows that students have to engage in activities, that activities lead to products that can be discussed and reused. Read more in project-oriented learning and follow up the links or pick a random model from the category of project-oriented instructional designs
Function |
C3MS modules (tools of the portal) |
---|---|
Content management |
News engine (including a organization by topics and an annotation mechanism) - Content Management Systems (CMS)Collaborative hypertexts (Wikis) - Image albums (photos, drawings, etc.) - Glossary tool or similar - Individual weblogs (diaries) |
Knowledge exchange |
News syndication (headlines from other portals)File sharing(all CMS tools above) |
Exchange of arguments |
Forums and/or new News engine, Chats, ...... |
Project support |
Project management modules,Calendars, ...... |
Knowledge management |
FAQ manager - Links Manager (“Yahoo-like”)Search by keywords for all contents“top 10” box, rating systems for comments“What’s new” (forum messages, downloads, etc.), ..... |
Community management |
Presence, profile and identification of members, Shoutbox (mini-chat integrated into the portal page)Reputation system, Activity tracing for members, Event calendar, News engine, ...... |
This table provides associations between a list of functions and structure (software modules) that a teacher could use to support a project-based learning design.
This figure makes the claim that using portalware or similar web 2.0 software like webtops are good to support creativity and engagement.
It links structure (software elements) to functions (creativity and engagement enhancing variables). Of course it also needs an appropriate instructional design...
This figure provides an overview of formal procedures defined in a law.
See also: UML, e.g. UML activity diagram for a design language used in Computer science.
As you (hopefully) learned in then methodology tutorial - empirical research principles, it is important that you split high-level concepts into components.
Read more in learning type and learning level if you wish.
A table of pedagogical approaches may help you to decide what sort of teaching and learning you want to study or favor with an ICT-based environment
Transfer | Tutor | Coach |
---|---|---|
Factual knowledge, know-that |
Procedural knowledge, know-how |
Social practise, knowing-in-action |
Transfer of propositional knowledge | Presentation of predetermined problems | Action in (complex and social) situations |
to know, to remember | to do, to practise | to cope, to master |
Production of correct answers | Selection of correct methods and its use | Realization of adequate action strategies |
Verbal knowledge, Memorization | Skill, Ability | Social Responsibility |
to teach, to explain | to observe, to help,to demonstrate | to cooperate, to support |
Teaching I | Teaching II | Teaching III |
Read more in in pedagogic strategy and instructional design model
Source: Baumgartner & Kalz, modifications by Schneider
Presentation | Exhibits |
Demonstration | Drill and Practice |
Tutorials | Games |
Story Telling | Simulations |
Role-playing | Discussion |
Interaction | Modeling |
Facilitation | Collaboration |
Debate | Field Trips |
Apprenticeship | Case Studies |
Generative Development | Motivation |
Makes you worry a bit: Which pedagogical strategies work better for what types of learning ? Read more in pedagogic method.
The following table almost represents a theory:
Element | |
---|---|
fantasy | triggers imagination and implies freedom (make believe + voluntary activity) |
challenge &curiosity | games aim at a level of difficulty that triggers curiosity
|
feedback | is immediate and clear (i.e. useful) |
self-esteem | is achieved through adapted tasks provides encouragement to learn & augment scores |
control | is implement through levels to play, user selection of goals, strategies & tactics |
Source: Frété 2002, Master thesis TECFA
This figure makes explicit what someone means by "virtual environment"
Is is safe to use the word "virtual environment" when you talk about an e-learning platform ? Daniel K. Schneider doesn't think so, since and LMS is not a virtual world, rather a CMC and content-delivery tool.
This picture makes the claim that collaborative learning can be very powerful because its properties engage students in various meta-cognitive activities.
Source: Pierre Dillenbourg. Notice: Collaborative learning needs scenario-building (story-boarding), read CSCL script for more.
More grids (scales) are shown in quantitative design and analysis modules
This is a check list for studying the ergonomics of a software or other artifact.
1. Guidage 1.1 Incitation 1.2 Groupement/Distinction entre items 1.2.1 Groupement/Distinction par la localisation 1.2.2 Groupement/Distinction par le format 1.3 Feed-back immédiat 1.4 Lisibilité 2. Charge de travail 2.1 Brièveté 2.1.1 Concision 2.1.2 Actions minimales 2.2 Densité informationnelle 3. Contrôle explicite 3.1 Actions explicites 3.2 Contrôle utilisateur |
4. Adaptabilité 4.1 Flexibilité 4.2 Prise en compte de l'expérience de l'utilisateur 5.Gestion des erreurs 5.1 Protection contre les erreurs 5.2 Qualité des messages d'erreur 5.3 Correction des erreurs 6. Homogénéité/Cohérence 7. Signifiance des codes et dénominations 8. Compatibilité |
Source: http://www.lergonome.org/pages/detail_articles.php?indice=22
Emery, Y. (1997) Le centre d’évaluation pour managers publics, Cahier de l’IDHEAP 166, p9.
A. compétences personnelles:
B. compétences intellectuelles:
C. compétences relationnelles:
D. compétences managériales:
Sur 4 pages l’auteur indique ensuite les sous-dimensions et ensuite comment les mesurer par des dispositifs expérimentaux variés....
(Taylor and Maor ) - Teacher education over the Internet
1. Relevance
2. Reflection
3. Interactivity
4. Tutor Support
5. Peer Support
6. Interpretation
Remarks: