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Drivers for
driven learners
in the driving seat
Wim Van Petegem
Director Teaching and Learning
KU Leuven
Facts and figures
                    Started in 1425
                    •   >40.000 students
                        o   > 6.000 international students
                    •   >18.000 personnel
                        o   7.000 researchers: 1.500 sr + 5.500 jr
                    •   Research:
                        o   365 million euro
                        o   625 doctoral degrees
                        o   98 spin-off companies
                    •   Education:
                        o   55 Ba, 133 Ma and 48 advanced Ma
                            programmes (in Dutch)
                        o   2 Ba, 48 Ma, 27 advanced Ma programmes in
                            English
                        o   2 Ma programmes in French, 1 advanced Ma
                            programme in Spanish
                        o   > 2.000 courses taught in English
                        o   8 Erasmus Mundus programmes
Setting the scene
Learners say: “Challenge us!”




    What a boring program… Let’s switch to another channel…
Millennium student characteristics
                                                •   ICT-minded
                                                •   Multitasking
                                                •   Media literate
                                                •   A-linear, a-synchronous
                                                •   Explorative, interactive
                                                •   With a positive attitude
                                                •   Target oriented
                                                •   Social, connected
                                                •   As partners with educators
                                                •   …
 Cf. New Millennium, New Student, M. Moonen, MSc Thesis, KU Leuven, 2012
Millennium student characteristics (II)

    •   Special
    •   Sheltered
    •   Confident
    •   Team-oriented
    •   Pressured
    •   Achieving
    •   Conventional
    •   …


 Cf. Millennials Go to College, N. Howe and W. Strauss, 2003
Different ways of learning
 F2F learning
 E-learning
 Networked learning
 Distributed learning
 Game-based learning
 Tele-learning
 Online learning
 Virtual learning
 Mobile learning
 Computer-assisted learning
 Distance learning
 Technology-enhanced learning
 Blended learning
 …
Changing world – changing skills
 Classical                              New economic time
 Knowledge is information,              Knowledge is capacity for action,
 i.e. know what, facts                  i.e. know how
 Workers apply the existing             Workers contribute to knowledge
 knowledge                              production (creative thinking)

 Skills are practical abilities or      Skills are generic skills including
 technical knowledge for a particular   teamwork, problem-solving,
 job                                    networked thinking,
                                        communication skills
Europe 2020



       Smart Growth                 Sustainable Growth                       Inclusive Growth
 developing an economy based on    more efficient, greener and more    fostering a high-employment economy
    knowledge and innovation            competitive economy           delivering social and territorial cohesion

           Innovation              Climate, energy and mobility            Employment and skills
      « Innovation Union »         « Resource efficient Europe »        « An agenda for new skills and
                                                                                   jobs »

           Education                     Competitiveness                       Fighting poverty
     « Youth on the move »         « An industrial policy for the        « European platform against
                                       globalisation era »                         poverty »

          Digital society
 « A digital agenda for Europe »
Technology trends
              • Time-to-Adoption Horizon: <1 Year
                o Mobile Apps
                o Tablet Computing
              • Time-to-Adoption Horizon: 2-3 Years
                o Game-Based Learning
                o Learning Analytics
              • Time-to-Adoption Horizon: 4-5 Years
                o Gesture-Based Computing
                o Internet of Things
Innovating Pedagogy
•   New pedagogy for e-books
•   Publisher-led short courses
•   Assessment for learning
•   Badges to accredit learning
•   MOOCs
•   Rebirth of academic
    publishing
•   Seamless learning
•   Learning analytics
•   Personal inquiry learning
•   Rhizomatic learning
Statement 1
Learning in a changing world
                                From
                              learning
                                  to
                             e-learning,
                             m-learning,
                             u-learning
     Sorry, no I cannot    learning 2.0,…
    deliver your pizzas
     in an attachment,
                               back to
    but I am learning to      learning
Vision on teaching and learning
• The University community as a
    whole is involved in education
•   A stimulating educational culture
    ensures the quality of education
•   Academically trained students can
    play a responsible role in society
•   The programmes on offer are
    defined by research and social
    relevance
•   Students, lecturers and teaching
    support staff are partners in
    education
•   The University community fosters
    openness and solidarity
Guided Independent Learning

                 Responsibility of
                 • Students:
                   The learning process
                 • Teachers:
                   Coaching the students’
                     learning process
                 • Organisation:
                   Support students and
                     teachers in the learning
                     process
Instructional (co-)design
•   4C-ID Model (Jeroen van Merriënboer)
•   ADDIE Model (Florida State University)
•   Algo-Heuristic Theory (Lev Landa)
•   ARCS (John Keller)
•   ASSURE (Heinich, Molenda, Russel, and Smaldino)
•   Backward Design (Wiggins & McTighe)
•   Conditions of Learning (Robert Gagne)
•   Component Display Theory (David Merrill)
•   Criterion Referenced Instruction (Robert Mager)
•   Integrative Learning Design Framework for Online Learning
    (Debbaugh)
•   Spiral Model (Boehm)
•   Rapid Prototyping (Tripp & Bichelmeyer)
•   Kemp Design Model (Morrison, Ross, and Kemp)
•   Organizational Elements Model (OEM) (Roger Kaufman)
•   Transactional Distance (Michael Moore)
•   …
ADDIE-model
Instructional (co-)design
Designing for Learning in an
Open World proposes new,
innovative learning pathways,
created to empower learners to
blend formal educational
offerings with free resources
and services. The new approach
and new pathways suggested
by the author force readers to
rethink the entire instructional
design process, enabling both
teachers and learners to take
into account a blended learning
context, now the norm in our
modern educational
environment.
Statement 2
New type of universities?
  Distance teaching
universities embrace
     face-to-face,
synchronous learning
   activities, while
 traditional campus
universities introduce
   more and more
  distance learning
       activities
Example: OU (UK)
• http://www.open.ac.uk/openlearn/
Example: MIT (USA)
• http://watch.mit.edu
Example: Virtual labs @ Valencia
Association KU Leuven: Multicampus
Statement 3
Across borders
The real, physical learning environment
        is merging together with
the virtual, digital learning environment
The physical learning environment
The digital learning environment: Toledo
Two worlds in one




                           Helsinki Learning Center

 Uppsala Learning Center
Two worlds in one (II)
Statement 4
iLearning
            Higher education
              is international,
                intercultural,
            intergenerational,
             interdisciplinary,
                      …
                     thanks to
                   (or despite?)
            new educational technologies
Virtual Mobility: definition
“Virtual Mobility stands for the use of information and communication
  technologies (ICT) to obtain the same benefits as one would have
                with physical mobility but without the need to travel”
                                                   elearningeuropa.info

       “ Virtual Mobility is a form of learning which consists of virtual
     components through an ICT supported learning environment
 that includes cross-border collaboration with people from different
 backgrounds and cultures working and studying together, having, as
                  its main purpose, the enhancement of intercultural
                   understanding and the exchange of knowledge. ”
                                                   Being Mobile Manual
Virtual Mobility: definition (II)

 Virtual Mobility
 describes the set of
 ICT supported activities,
 organized at institutional level,
 that realize or facilitate international,
 collaborative experiences in a
 context of teaching and/or learning.
Virtual mobility discovered implemented
Intercultural competence
Intercultural competence is about
the ability to understand and respond to cultural
difference in increasingly sophisticated ways.
This ability shows itself in three aspects: it is about
the changes of an individual’s knowledge
(cognition), attitudes (emotions) and skills
(behavious) in order to enable a positive and
effective interaction with members of other cultures,
both abroad and at home.
Conclusions
What did we learn?
Learners as…
      Human beings
            Consumers
                 Co-creators
                       Partners
                             Drivers
                                    …


       Learners, please, “challenge us”!!
Questions? Suggestions?

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Drivers for driven learners in the driving seat - Wim Van Petegem

  • 1. Drivers for driven learners in the driving seat Wim Van Petegem Director Teaching and Learning KU Leuven
  • 2. Facts and figures Started in 1425 • >40.000 students o > 6.000 international students • >18.000 personnel o 7.000 researchers: 1.500 sr + 5.500 jr • Research: o 365 million euro o 625 doctoral degrees o 98 spin-off companies • Education: o 55 Ba, 133 Ma and 48 advanced Ma programmes (in Dutch) o 2 Ba, 48 Ma, 27 advanced Ma programmes in English o 2 Ma programmes in French, 1 advanced Ma programme in Spanish o > 2.000 courses taught in English o 8 Erasmus Mundus programmes
  • 4. Learners say: “Challenge us!” What a boring program… Let’s switch to another channel…
  • 5. Millennium student characteristics • ICT-minded • Multitasking • Media literate • A-linear, a-synchronous • Explorative, interactive • With a positive attitude • Target oriented • Social, connected • As partners with educators • … Cf. New Millennium, New Student, M. Moonen, MSc Thesis, KU Leuven, 2012
  • 6. Millennium student characteristics (II) • Special • Sheltered • Confident • Team-oriented • Pressured • Achieving • Conventional • … Cf. Millennials Go to College, N. Howe and W. Strauss, 2003
  • 7. Different ways of learning F2F learning E-learning Networked learning Distributed learning Game-based learning Tele-learning Online learning Virtual learning Mobile learning Computer-assisted learning Distance learning Technology-enhanced learning Blended learning …
  • 8. Changing world – changing skills Classical New economic time Knowledge is information, Knowledge is capacity for action, i.e. know what, facts i.e. know how Workers apply the existing Workers contribute to knowledge knowledge production (creative thinking) Skills are practical abilities or Skills are generic skills including technical knowledge for a particular teamwork, problem-solving, job networked thinking, communication skills
  • 9. Europe 2020 Smart Growth Sustainable Growth Inclusive Growth developing an economy based on more efficient, greener and more fostering a high-employment economy knowledge and innovation competitive economy delivering social and territorial cohesion Innovation Climate, energy and mobility Employment and skills « Innovation Union » « Resource efficient Europe » « An agenda for new skills and jobs » Education Competitiveness Fighting poverty « Youth on the move » « An industrial policy for the « European platform against globalisation era » poverty » Digital society « A digital agenda for Europe »
  • 10. Technology trends • Time-to-Adoption Horizon: <1 Year o Mobile Apps o Tablet Computing • Time-to-Adoption Horizon: 2-3 Years o Game-Based Learning o Learning Analytics • Time-to-Adoption Horizon: 4-5 Years o Gesture-Based Computing o Internet of Things
  • 11. Innovating Pedagogy • New pedagogy for e-books • Publisher-led short courses • Assessment for learning • Badges to accredit learning • MOOCs • Rebirth of academic publishing • Seamless learning • Learning analytics • Personal inquiry learning • Rhizomatic learning
  • 13. Learning in a changing world From learning to e-learning, m-learning, u-learning Sorry, no I cannot learning 2.0,… deliver your pizzas in an attachment, back to but I am learning to learning
  • 14. Vision on teaching and learning • The University community as a whole is involved in education • A stimulating educational culture ensures the quality of education • Academically trained students can play a responsible role in society • The programmes on offer are defined by research and social relevance • Students, lecturers and teaching support staff are partners in education • The University community fosters openness and solidarity
  • 15. Guided Independent Learning Responsibility of • Students: The learning process • Teachers: Coaching the students’ learning process • Organisation: Support students and teachers in the learning process
  • 16. Instructional (co-)design • 4C-ID Model (Jeroen van Merriënboer) • ADDIE Model (Florida State University) • Algo-Heuristic Theory (Lev Landa) • ARCS (John Keller) • ASSURE (Heinich, Molenda, Russel, and Smaldino) • Backward Design (Wiggins & McTighe) • Conditions of Learning (Robert Gagne) • Component Display Theory (David Merrill) • Criterion Referenced Instruction (Robert Mager) • Integrative Learning Design Framework for Online Learning (Debbaugh) • Spiral Model (Boehm) • Rapid Prototyping (Tripp & Bichelmeyer) • Kemp Design Model (Morrison, Ross, and Kemp) • Organizational Elements Model (OEM) (Roger Kaufman) • Transactional Distance (Michael Moore) • …
  • 18. Instructional (co-)design Designing for Learning in an Open World proposes new, innovative learning pathways, created to empower learners to blend formal educational offerings with free resources and services. The new approach and new pathways suggested by the author force readers to rethink the entire instructional design process, enabling both teachers and learners to take into account a blended learning context, now the norm in our modern educational environment.
  • 20. New type of universities? Distance teaching universities embrace face-to-face, synchronous learning activities, while traditional campus universities introduce more and more distance learning activities
  • 21. Example: OU (UK) • http://www.open.ac.uk/openlearn/
  • 22. Example: MIT (USA) • http://watch.mit.edu
  • 23. Example: Virtual labs @ Valencia
  • 24. Association KU Leuven: Multicampus
  • 26. Across borders The real, physical learning environment is merging together with the virtual, digital learning environment
  • 27. The physical learning environment
  • 28. The digital learning environment: Toledo
  • 29. Two worlds in one Helsinki Learning Center Uppsala Learning Center
  • 30. Two worlds in one (II)
  • 32. iLearning Higher education is international, intercultural, intergenerational, interdisciplinary, … thanks to (or despite?) new educational technologies
  • 33. Virtual Mobility: definition “Virtual Mobility stands for the use of information and communication technologies (ICT) to obtain the same benefits as one would have with physical mobility but without the need to travel” elearningeuropa.info “ Virtual Mobility is a form of learning which consists of virtual components through an ICT supported learning environment that includes cross-border collaboration with people from different backgrounds and cultures working and studying together, having, as its main purpose, the enhancement of intercultural understanding and the exchange of knowledge. ” Being Mobile Manual
  • 34. Virtual Mobility: definition (II) Virtual Mobility describes the set of ICT supported activities, organized at institutional level, that realize or facilitate international, collaborative experiences in a context of teaching and/or learning.
  • 36. Intercultural competence Intercultural competence is about the ability to understand and respond to cultural difference in increasingly sophisticated ways. This ability shows itself in three aspects: it is about the changes of an individual’s knowledge (cognition), attitudes (emotions) and skills (behavious) in order to enable a positive and effective interaction with members of other cultures, both abroad and at home.
  • 38. What did we learn? Learners as… Human beings Consumers Co-creators Partners Drivers … Learners, please, “challenge us”!!

Notes de l'éditeur

  1. Concept has been around for a long time – still mostly pilots – work hard to get this mainstreamed