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Designing for learning in an
                open world
                        Gráinne Conole, Keynote, ICDE 2011
                   University of Leicester, grainne.conole@le.ac.uk


Introduction
New open, social and participatory media offer immense potential for learning; enabling learners
and teachers to engage in new forms of peer critiquing, sharing, communication, collaboration, and
distributed aggregation. Social media in particular mean that learners and teachers can be part of a
distributed global network of those interested in learning and teaching. Furthermore, there are now
a plethora of Open Educational Resource (OER) repositories that provide learners and teachers with
a rich set of materials that they can draw on.

Despite this, these new technologies and OER are not yet being used extensively by learners and
teachers. The reasons are complex and multi-faceted (technical, pedagogical and organisational);
learners and teachers lack the necessary digital literacy skills (Jenkins et al., 2006; Jenkins, 2009) to
make effective use of these tools and resources.

This paper critiques these issues. It starts with a review of the characteristics of these new
technologies, drawing in particular on a review by Conole and Alevizou (2010). It then outlines
some of the challenges with making appropriate use of these. The main focus of the paper is then on
the articulation of the strategies being adopted to address these issues, in particular focus on current
research on Open Educational Resources (OER) and associated practices and the articulation of a
new methodology for helping teachers make more effective design decisions that make good use of
pedagogy and innovative use of technologies. The work draws in particular on research work at the
University of Leicester and the Open University, UK. It will include a summary of some of the
work being carried out as part of the following projects: Olnet, OPAL, DesignPractice and the JISC
OLDi curriculum design project from the Open University, UK. The keynote presentation that
accompanies this paper will also describe the range of related research projects being carried out at
the Univeristy of Leicester. These projects are giving us rich insights into the key challenges
learners and teachers face in today’s complex and rapidly changing learning landscape. They are
also providing us with solutions as to how to address these challenges.This paper provides a
summary of the key concepts outlined in a new book ‘Designing for learning in an Open World
(Conole, forthcoming).

A vision for the future of learning
What would a vision for the future of learning look like that embrace the power of open, social and
participatory media? To what extend is there evidence that this is beginning to emerge? Learners of
the future using the affordances of these new technologies which be able to personalise their digital
learning environment and blend face-to-face with online learning. They would be able to use the
power of these tools to communicate and collaborate with peers, teachers and experts in a variety of
ways, becoming part of a global, distributed network or Community of Practice. Rich multi-media
would enable them to view concepts in different ways to triangulate their understanding. They
would be able to publish their own materials and user generated content, as well as making use of
freely available Open Educational Resources. Recent learning experience research gives us some
insights into the extent to which this is true (Sharpe et al., 2010; Conole et al. 2008; Jones, 2011). It
is evident that today's learners have grown up digital; they are sometimes called the net-generation

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(Tapscott, 1999, Oblinger and Oblinger, 2005) and have access to a rich plethora of technologies to
support their learning. However, the vision of the future outlined above has not yet being realised;
despite being digitally savvy, many learners lack the necessary digital literacy skills (Jenkins, 2009)
needed to make effective use of these tools in an academic context.

Open, social and participatory media - opportunities and paradoxes
A number of reviews have been carried out in recent years summarising the state of play in terms of
the characteristics of open, social and participatory media and Open Educational Resources. This
include: reviews on OER (Aitkins et al, 2007; OECD 2007), reviews on Web 2.0 technologies, their
characteristics and how they are being used to support learning and teaching (Conole and Aleviou,
2010; Crook et al., 2008; Redecker et al., 2009) and work on new learning spaces (Cummings,
2011; Keppell et al., 2011; Kandbinder and Peseta, 2011).

Conole (forthcoming) argues that a number of new types of user behaviour are arising as a result of
using these new technologies. These include the ability to peer critique and openingly comment on
the work of peers, particularly through the blogoshere. A range of tools are now available for
content creation, resulting in the growth of user generated content by both learners and teachers.
Collective aggregation is now possible on an unprecedented scale; which can be used by individuals
as a means of collating and filtering relevant information and resources for individual use or as part
of a broader community of peers. The rich range of communication channels means that we are
seeing new ecologies of communities of practice, groups and networks; from the tightly bound to
the loosely connected. Finally, the ways in which we interact and communicate online is giving rise
to new forms on online digital identities from microblogging sites like Twitter, through social
networking sites such as Facebook, through to the creation of rich virtual avators through sites like
SecondLife.

However, a number of authors have also argued that these technologies give rise to a range of
paradoxes. Firstly, the plethora of free resources, tools and services mean that learners and teachers
have access to a rich set of materials to support their learning and teaching. However, many lack the
necessary digital literacy skills to make effective use of these and there are issues organisationally
in terms of aligning institutionally controlled Learning Management Systems (LMS) with providing
access to services in the cloud (Katz, 2009). Secondly, certainly in the developed world, we are now
in a position of ubiquitous access and for many technologies are a core tool for learning and
teaching. However, the digital divide is still present - narrower but deeper, either because
individuals cannot get access or because they are making a personal choice not to participate in
these new media. Indeed, it is evident that there are strong and opposing views to the value of many
social and participatory; many see them as trivial, threatening or even an invasion of personal
privacy and hence actively choose note to participate. Thirdly, learners and teachers now have
multiple mechanism to communicate and collaborate. both synchronously and asynchronously. This
provides rich opportunities for peer and expert dialogue but has lead to a fragmentation of voice,
there is no longer one obvious way in which we should be connecting with others. Fourthly,
learners and teachers have access to (and indeed can create) rich multimedia resources (including
images, audio and video) beyond basic text. These provides new forms of sense making but again
many are not equipped with the necessary digital literacies to make effective use of these. Finally,
user generated content and social profiling enable learners and teachers to be truly participatory; to
create, share and discuss content, and to set up different digital personas and connect through global
distributed networks. It means they are able to connect with peers and experts on an unprecedented
scale, to get near instant feedback on questions asked. However, many are concerned that this is
resulting in a digital white noise of information, that there are quality issues in terms of which
resources and dialogues are most appropriate in which contexts.

As stated at the beginning of this paper, although they appear to offer great potential forlearnong
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and teaching new technologies and OER are not being used extensively. McAndrew et al. (2009) for
example report on the evaluation of the OpenLearn OER repository and conclude that it is not being
used as extensively as might have been hoped by learners and teachers, certainly in terms of
repurposing and resharing of OER. Ehlers (2011) comes to a similar conclusion arguing that despite
OER being high on the social and inclusion agenda in Europe they have not yet reached a critical
threshold in Higher Education or Adult Education. Rogers’ (1995) much quoted innovation curve is
still relevant today; innovative use of technologies still remains the remit of early adoptors.
Molenda (2008) observes that the barriers cited for lack of uptake and use of technologies in the
1940/50 are similar to those cited in the 1900s; namely: accessibility issues, lack of training,
unreliability of equipment, limited budgets and the difficulty of integrating technologies in to
relatively rigid curriucula and institutional structures. More recently, Falconer and Littlejohn (2008)
came to similar conclusions. They argue that there are three challenges facing teachers: i) the
increasing size and diversity of the student body, ii) the increasing requirement for quality assurance
and iii) the rapid change of technological change. Likewise, Cuban argues that despite significant
investments in technologies, they have not had a revolutionary impact on practice. It appears that
despite the promise of technologies, we have not seen it revolutionise learning and teaching
(Beabout et al., 2008).

Designing for learning in an open world
Conole argues that designing for learning is the key challenge facing education today. How can we
provide learners and teachers with the necessary skills they need to make effective use of new
technologies? This section provides an overview of a new learning design methodology which has
been developed to address this question. The work originated as part of the OU Learning Design
Initiative (OULDI). This section will describe the learning design methodology, as well as
articulating the underlying theoretical perspectives that it draws on; in particular the notion of
mediating artefacts and affordances. The next section will then describe some of the key findings of
initiatives that have being adopting aspects of this work, these include:
·The JISC OULDI curriculum design programme
·The Design-Practice project
·Open Educational Resources (OER) initiatives: The Olnet initiative and the OPAL project
The Open University Learning Design Initiative
Strategic funding from the Open University, UK, enabled us to establish the learning design
methodology and trial the resources, tools and activities we created through a series of events across
the University. Evaluation of these enabled us to refine and improve the collective resources. These
have then been trialled in a range of other contexts through the JISC OULDI project and the Design
Practice project. The JISC OULDI project continued to work across the OU, but also with four
other HE institutions in the UK; namely: Brunel, Cambridge, London South Bank and Reading
universities. The DesignPractice project was interested in transfer of innovation to teachers and
teacher trainers in the UK, Cyprus and Greece.

The JISC OULDI project enabled us to develop the core learning design resources, tools and
activities described in the previous section. These were then trialled through a series of real and
virtual events across the OU and with the project partners. In addition, we worked with the LAMS
consortium to produce embedded, runnable LAMS design sequences in Cloudworks. LAMS
(Learning Activity Management System) is a visualisation design tool, which produced a runnable
real-time environment for students (Dalziel, 2003). Evaluation of the outputs were positive.
Practitioners found the tools and resources useful and enjoyed participating in project workshops.
The rationale behind the development of the methodology and the expectation of how it would help
practitioners rethink their practice were validated in the evaluation date. The collective resources
did hep practitioners to think beyond content and more towards activities and there was evidence of
them sharing and discussing the Mediating Artefacts they produced both in face-to-face workshops

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and in Cloudworks.

In addition to the visualisations described earlier, we have created a visualisation tool,
CompendiumLD. This provides a mind mapping like tool that practitioners can use to represent
their designs. CompendiumLD is based on a node and link metaphor, and can be used to map out
the various components of a design. It also includes a degree of in-situ support to guide design
thinking. Feedback on the use of the tool was on the whole positive. It helps practitioners think in
more detail about the general issues they needed to address when working through a design. In
addition to use across the project partners, we have also incorporated it into the OU’s MAODE
course, H800. Brasher (2010) provides an account of the evaluation of the tool with students. In
summary, students found the tool easy to use and user friendly, but they did not that it was time
consuming to learn. They liked the use of colour and the different types of nodes to represent
different aspects of the design. Finally, they liked the fact that it produced a clear, structured output
that could be shared with others.

The OULDI work is grounded in a socio-cultural perspective, it draws on the work of Vygotsky and
others, as well as Cultural Historical Activity Theory. Central to the approach is identification and
use of the range of Mediating Artefacts that partitioners can draw on to support and guide their
design practice. The work began by an extensive review of the literature, including the nature and
use of new open, social and participatory media, the challenges and opportunities these technologies
offer for learning and teaching, as well as the body of research work that has been carried out on
learning design, as well as related fields such as Instructional Design, the learning sciences, Open
Educational Resources and pedagogical patterns. This was coupled with an extensive set of
interviews and workshops with practitioners, exploring their existing design practice as well as
issues they faced. This body of knowledge has given us a rich understanding of the key challenges
as well as insights into ways in which they might be addressed. It was clear that practitioners
needed new approaches to their design practice, to enable them to see beyond content, to the
activities and types of learning environments learners would need. In summary, practitioners
wanted access to examples of good practice, preferably in their subject discipline and they also
cited that they wanted access to other peers to be order to share and discuss learning and teaching
ideas. To this end we focussed our attention on the following aspects: I) the creation and use of a
range of new visual design presentations, ii) the creation of resources and activities to enable
practitioners to rethink their design practice and iii) mechanisms for them to connect with peers
(both in real and virtual contexts).

An explicit aim of the methodology is to help practitioners’ shift from an implicit, belief based
approach to one that is explicit and design based. This we argue helps them adopt a more scholarly
and reflective approach and enables them to share and discuss they designs with others. We adopted
a Design Based Research methodology, which was both iterative and grounded in real practice.
Constant implementation and evaluation of the materials we created enabled us to iteratively
improve them over time. Two core concepts guided our work, the notion of Mediating Artefacts and
affordances.

Mediating Artefacts
The concept of Mediating Artefacts is very much grounded in a socio-cultural perspective, linking
back to the work of Vygostky (1962; 1978) and Leontiev and Luria (Leontiev, 1978, 1989; Luria,
1976) and more recently the body of knowledge about Activity Theory (Cole et al.., 1997; Daniels
et al., 2007; Engeström, 2001; Engeström et al., 1999). Kaptelinin and Nardi provide a
comprehensive overview of Activity Theory and its origins (Kaptelinin and Nardi, 2006). Also see
(Cole and Engeström, 1993; Daniels, et al., 2007; Engeström, 2001; Engeström, et al., 1999; Kuutti,
1996; Nardi, 1995). A key idea in Cultural Historical Activity Theory (CHAT) is the notion of
mediation by artefacts (Kuutti, 1996), which are broadly defined to include instruments, signs,

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language, and machines (Nardi, 1995).

Mediating Artefacts can support learners and teachers in making the best use of tools and resources.
They mediate between the user and the end goal, as illustrated in Figure 4. They enable the user to
elicit and represent the inherent designs associated with a particular learning activity or resource.
The vision is that if these designs can be abstracted and represented in a meaningful and
understandable way, there is a greater chance of them being picked up, used and adapted by others,
which, in turn, over time, is likely to lead to an evolving understanding of how new tools and
resources can be used.




Figure 1: Representation of the relationship between Mediating Artefacts, the use and the intended
goal


Conole (2008) describes how the concept of Mediating Artefacts can be adapted and used in a
learning design context. An important aspect of learning design is the process of eliciting a design
describing the essence of a learning activity that can then be reused in the development of a new
learning activity. Central to this is the fact that we want to abstract the essential and transferable
properties of learning activities, i.e. we want to abstract and describe those properties that are
effective, but that can also be applied to other contexts, those properties that are not context bound
to a particular instance of activity.

Learning activities can be ‘codified’ into a number of different representations; each one
foregrounds different aspects of the learning activity and provides a means of illustrating the
inherent design underpinning the learning activity. These forms of representation are defined here as
Mediating Artefacts because this emphasises their mediating role in terms of how they are used to
mediate design activities. Course designers use a range of Mediating Artefacts (MAs) to support
and guide decision making; ranging from rich contextually located examples of good practice (case
studies, guidelines, etc.), to more abstract forms of representation which distill out the ‘essences’ of
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good practice (models or patterns). In the context discussed here, I argue that Mediating Artefacts
can be derived from existing learning activities by a process of abstraction. The same Learning
Activity (LA) can result in a range of abstractions:

    ·Textually based narrative case studies, describing the key features of the Learning Activity and
    perhaps barriers and enablers to its implementation.
    ·More formal narratives, against a specified formal methodology such as a pedagogical patterns
    (Goodyear, 2005; Goodyear and Retalis, 2010).
    ·Visual representations, such as a mind map or formalised UML use case diagram.
    ·Vocabularies (Currier et al., 2005), such as taxonomies, ontologies or folksonomies.
    ·Models (Conole, 2010; Mayes and De Freitas, 2004), foregrounding a particular pedagogical
    approach (such as instructivism, problem-based learning or an emphasis on a dialogic or
    reflective approach).

Affordances
Gibson (1977, 1979) defined the term affordances, in an ecological context, in relation to visual
perception. He argued that affordances in an environment always lead to some course of action.
Affordances are perceived by an individual and are culturally based. Gaver (1991) argues that the
actual perception of affordances will be in part determined by the observer’s culture, social setting,
experience and intentions. For example a button has an affordance of pushing, a knob is for turning
and handles are for pushing. Gibson (1977) defined affordances as:

      All "action possibilities" latent in the environment, objectively measurable and independent of
      the individual's ability to recognize them, but always in relation to the actor and therefore
      dependent on their capabilities (Gibson, 1977, pg. 67-82).
               ?
For example, a tall tree has the affordance of food for a giraffe because it has a long neck, but not
for a sheep, or a set of stairs has an affordance of climbing for a walking adult, but not for a
crawling infant. Therefore affordances are always in relation to individuals and their capabilities;
this includes the individual’s past experience, values, beliefs, skills and perceptions. Therefore a
button may not have the affordance of pushing if an individual has no cultural context or
understanding of the notion of buttons or related objects and what they are for.

Specifically, in relation to Information and Communities Technologies (ICT), Conole and Dyke
(2004) argue that an ICT taxonomy has a number of uses. Firstly, that establishing a clearer
understanding of the affordances should help to inform practitioners in their use of technologies to
achieve particular goals. Secondly, that it can also help to identify potential limitations and
inappropriate uses of the technologies. Thirdly, by making the inherent affordances of technologies
explicit, the taxonomy can act as a discussion point for critique and further refinement. Fourthly, it
can be used as a checklist to help practitioners understand the advantages and disadvantages of
different technologies. Fifthly, it can be used as a mechanism for staff development and improving
practice – for example, by providing a checklist of potential benefits and drawbacks of different
technologies which can be used to inform choice and the ways that practitioners might choose to
use them. Similarly, Gaver (1991) argues that affordances can be used as a way of focussing on the
strengths and weaknesses of technologies with respect to the possibilities they offer the people that
might use them.

Conole (forthcoming) has identified a set of positive affordances, specifically in relation to the use
of technologies in the design of learning interventions, as well as a list of constraints. Positive
affordances include: collaboration, reflection, interaction, dialogue, creativity, organisation, inquiry
and authenticity. Constraints include: time consuming (in terms of development), time consuming
(in terms of support), difficult to use, costly to produce, assessment issues, lack of interactivity, and

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difficult to navigate.

Identification of the positive affordances of technologies and any associated constraints, can then be
used as a means of making informed design decisions in terms of using a particular technology in a
specific learning context. For example, to promote student reflection, the affordances checklist can
be used in terms of considering the extent to which different tools might promote this. So for
example a wiki in this context has the following positive affordance: reflection (to an extent),
however arguably a blog has a stronger affordance of reflection and is also better in terms of
organisation and dialogue (as if the blog is public others are able to comment on posts). In terms of
constraints a wiki is arguably somewhat difficult to use, for some learners anyway. Therefore the
checklist might result in the teacher deciding to use a blog, rather than a wiki in this context.

At part of the OULDI work, we developed an activity based around affordances, which we have
used in a number of our learning design workshops. Participants are given the list of positive
affordances and constraints and asked to map these to a number of tools for use in a particular
learning context. Participants found focusing on the affordances of the different tools a useful way
of thinking about their advantages and disadvantages. It helped them focus on the actual use of a
tool in a particular context rather than the tool per se. They reported that it helped guide their
decision making choices in terms of comparing the characteristics of different tools.

Visual Design representations
In terms of visual representations, we have created five views: a course view map (which provides
an ‘at a glance’ overview of a course, a course dimensions view (which provides more details on the
nature of the course - the degree to which it is collaborative, the level and forms of assessment, the
amount of inclusion of user generated content or experience), a pedagogy profile view (which
articulates the types of and amount of learner tasks), a learning outcomes map (which maps learning
outcomes to activities and assessment) and a task swimlane view (which maps the tasks the learners
undertake to the resources and tools they use). These views have now been used extensively
worldwide in a range of settings and the cumulative evaluation date suggests the following. Firstly,
these views enable the practitioners to think beyond content, to the activities learners will engage
with. Secondly, they can be used to guide practice, informed by good pedagogy, effective use of
technologies and backed up by solid empirical evidence from real practice. Thirdly, they provide a
mechanism to articulate design practice and make it explicit. Fourthly, the resultant artefacts can be
then shared and discussed with other teachers and even with learners. Finally, these views can be
used with learners as a means of making the nature of the course and the inherent design behind it
more explicit. In the next section I will focus on some of the evaluation findings from the JISC
OULDI and DesignPractices.

Resources and Activities
In terms of resources and activities we have now created a rich set of these to support design
practice. This includes use of the visual representations in a range of activities, as well as a number
of other activities such as getting practitioners to think of the characteristics (affordances) of
technologies in terms of how they might be used to support different pedagogical approaches.


Facilitating social interaction
Finally, to facilitate social interaction, we have created a range of workshops, as well as an online
social networking site for learning and teaching, Cloudworks. The workshop include ‘Technology
lite’ workshops where participants consider the characteristics of different technologies and how
they might be used in their teaching, workshops on the use of the visualisation tools and a ‘Design
Challenge’ workshop where participants work in teams to create a course in a day, assistance by a

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range of ‘expert stalls’ who provide advice on a range of topics (such as using web 2.0 tools,
collaborative learning, assessment and the use of OER).

Cloudworks is a social networking site to facilitate the sharing and discussion of learning and
teaching ideas and designs. It combines social and participatory functionality to enable multiple
forms of communication, collaboration and cross-boundary interactions amongst different
communities of users. Figure 1 shows a screenshot of the homepage.The core object in the site is a
Cloud, which can be anything to do with learning and teaching; such as a description of a learning
intervention, a description of a tool or resource, a question, or a discussion point. Clouds can be
grouped into Cloudscapes; a Cloud can belong to more than one Cloudscape. Clouds are a
combination of social and participatory functionality. Firstly, they act like a multi-user blog; anyone
can start a Cloud and others can sequential add content to it. Secondly, they have a space for
discussion. Thirdly, users can enrich the Cloud by adding embedded content, tags, links and
references. Finally they have additional Web 2.0 functionality, such as: an activity stream for the
Cloud, the ability to tag, RSS feeds and Twitter-like follow and be followed options.

The site has been evaluated in a number of ways. Data is collected via Web statistics and Google
analytics. We have been analysing and categorising the types of activities that have emerged on the
site. We have gathered user feedback via numerous conferences and workshops, through interviews
and an online survey. Conole and Culver provide more details on our evaluation approach (Conole
and Culver, 2010). Anyone can view content on the site, but you need to register if you want to add
content or contribute to discussions.

Conole et al. (forthcoming) have identified eight ways in which the site is being used:
·Events. Use of Cloudworks for conferences, workshops and seminars was one of the first patterns
of user behaviour to emerge on the site. The site provides a new type of mediational space to
support interactions and communications pre-, during and post-events. The discussion spaces
associated with Clouds provides a forum for users to discuss issues and to collectively liveblog. The
ability to add links, references and embedded content fosters collective intelligence (Lévy, 1997)
and crowdsourcing (Howe, 2006). Because events have become such a dominant pattern of
behaviour on the site, we now provide a dynamic list of events on the homepage. Users can also
indicate that they are attending a particular event and this then appears on their profile page.
·Debates. A number of Cloudscapes have now been established acting as discussion spaces.
Recently, we have also been exploring how the site can be used to facilitate timed discussions, see
for example the ‘Spotlight on OER’ Cloudscape.
·Open reviews. Cloudworks provides a good environment for supporting ‘open reviews’; i.e. as a
space to openingly aggregate and discuss research literature reviews. Research questions can be set
up as Clouds and used as a basis for discussion and aggregation of resources. Drafts of the evolving
review can also be posted for comment.
·Resource aggregation. Cloudscapes have also been established that act as aggregators around
particular topics or resources. For example there is a Cloudscape which lists and discusses mind
mapping tools.
·Courses. The site is also being used, to some extent, to support student activities, usually in
conjunction with the use of an institutional Learning Management System (LMS). The way in
which Cloudworks is being used by students on the OU’s Masters in Online and Distance
Education (MAODE) course is described later in this chapter.
·Reading circles. A relatively new type of Cloudscape to appear on the site is reading Cloudscapes.
Clouds can be set up as spaces to discuss research papers and aggregate relevant links and
references.
·Learning Design. Part of the original aspiration around the development of the site was to act as a
channel for fostering more debate around design practices. A number of Cloudscapes have now
been established that are focusing on learning and teaching issues around a particular course. In

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addition it is now possible to embed designs produced in LAMS, as well as designs saved in
GoogleDocs.
·Expert elicitation and consultation. Finally, the site works well as a space to elicit expert views
around a topic or as a space to validate and discuss research outputs.

We believe that Cloudworks offers a new type of social networking site, which is distinct from, but
complementary to other social networking sites. The design of the site around the notion of social
objects, means that it differs from ego-centric site like Facebook. The combined Web 2.0
functionality means that the community can collectively improve Clouds, through discussion and
addition of content and resources. There is now a vibrant community of those interested in learning
and teaching participating in the site. Users come from over 170 countries and span the educational
spectrum; from formal educational contexts through to informal and non-formal ones. Teachers,
learners, researcher and policy makers are interacting and communicating. There is evidence that
some users are now beginning to appropriate niche ecologies of the site for their own interests.

The Design-Practice Project
The focus of the DesignPractice project was on transfer of innovation of the OULDI resources to
teachers in the UK, Cyprus and Greece. Three key research questions guided the inquiry:
·What learning and teaching approaches are evident in the LD and to what extent are they mapped
to ICT affordances?
·To what extent the visualized and dialogic LD methodology improves the design process?
·To what extent the visualized and dialogic LD methodology improves the lesson plan/product?
·How does making learning design explicit facilitate the sharing and discussion of designs?




Figure 2

Figure 2 illustrates the main ares of activity. Firstly, the consortium undertook a review of the
OULDI resource, tools and activities. These were then repurposed and localised for use in the three
countries. The collective resources were then implemented through a series of trials in the three
countries. The trials were evaluated and an rich set of data was collected. The final stage was
collective review and reflection on the success of the trials and identification of ways of taking the
work forward. The UK trial consisted of four interventions:
·Using technologies workshop with PGCE trainer teachers at the OU: 17th September 2010 (36
students and 3 academics) http://cloudworks.ac.uk/cloudscape/view/2169
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·Using technologies workshop with teacher trainers in Cyprus: 29th September 2010 (40
participants) http://cloudworks.ac.uk/cloudscape/view/2183
·6-7th October 2010 40 masters students Guadalajara, Mexico http://cloudworks.ac.uk/cloudscape/
view/2195
A series of real and virtual workshops with associate lecturers April - July 2011
Data collected included: questionnaires, semi-structured interviews, rubrics for experts to review
content, data from Cloudworks, sample LD artefacts, a reflection tool, workshop evaluation data
and observation protocols. The trial with associate lectures consisted of the following components:
·1.5 hours self-paced module April/May 2011 http://cloudworks.ac.uk/cloudscape/view/2294
·5 hour face-to-face module 10th June 2011 18 participants
http://cloudworks.ac.uk/cloudscape/view/2316
·5 hour self-paced module on sharing and collaboration http://cloudworks.ac.uk/cloud/view/5589
and http://cloudworks.ac.uk/cloud/view/5590

The workshop consisted of the following activities:
·How to ruin a course
·Comparing 4 web 2.0 tools
·Tools in use
·Course map
·Using the LD notation
·Sharing and discussing designs
·Action plan and evaluation
The evaluation data yielded the following findings. Associate lecturers are different from those
involved in traditional institutions as they are not involved in designing courses, but support and
assess learners. Participants could see the value of adopting a learning design approach and most
had good technical competencies. Associated Lectures make extensive use the OU forums to share
and discuss resources and activities and could see the benefit of using a tool such as Cloudworks as
a richer dialogic medium and space for shared aggregation of resources. The activities were
positively reviewed, although there were some suggestions for improvement, For example, ‘How
to ruin a course’ activity helped them to address concerns about use of technologies, whereas they
felt that the ‘comparing 4 tools’ might be better to structure with the jigsaw pedagogical pattern.
They felt that the ‘affordances’ activity worked really well and that the ‘representations’ course map
was particularly valuable. They were also interested in exploring how the students’ might use these
views. Finally, they valued the mix of real and virtual activities and though Cloudworks was
innovative and useful space to share and discuss learning and teaching ideas.
The following quotes give examples of some of their comments:
     “I thought the article was useful for directing attention to questions about the way learning is
              constructed.”
     “I find the document quite thought-provoking, especially as a starting point in this journey for
               developing good understandings.”
     “I felt that from this document I could understand the learning design process and would feel
               able to use this when designing some learning activities for Elluminate, as I need to do
               within the next few weeks.”
     “It is iterative and so helps with ironing out any issues plus it has a learning aspect in built”

10
Figure 3-6 provide examples of some of the Mediating Artefacts the participants produced.




Figure 3




Figure 4
11
Figure 5




Figure 6


Open Educational Resource Initiatives
This section will provide a brief overview if the OER movement, before summarising the work
being carried out as part of the Olnet and OPAL initiatives. Aitkins et al., (2007) provide a useful
12
overview of the OER movement. The Hewlett foundation define OER1 as:
           Teaching, learning, and research resources that reside in the public domain or have been released
           under an intellectual property license that permits their free use or re-purposing by others.

   Whilst OECD define them as:
           Digitised materials offered freely and openly for educators, students and self- learners to use and
           reuse for teaching, learning and research (OECD, 2007, p. 133).
   There are now a plethora of OER repositories worldwide. Conole (forthcoming) provides an overview of
   these initiatives. In the beginning there was perhaps a naïve assumption that simply making OER available
   would mean that learners and teachers would use them, however evaluation of these repositories shows that
   this is not the case and that they are not being used extensively and certainly not being repurposed and used
   in different learning contexts (see for example McAndrew et al., 2009), as such recent work has shifted to
   looking at mechanisms to support practitioners to make more effective use of research outputs on OER. Two
   initiatives focusing on this aspect are described now.

   Olnet
   The Olnet initiative aims to provide a global socio-technical network for researchers, users and
   producers of OER, alongside a series of face-to-face events. It also aims to better articulate the
   design and evaluation of OER and to support and foster the transfer of good practice through
   sharing and debate. The technical infrastructure consists of a set of open, social and participatory
   tools for aggregating, sharing, debating and improving the quality of OER. The platform builds on
   an existing set of tools, including a learning design visualisation tool, CompendiumLD (Conole et
   al., 2008), a social networking site for sharing and discussing learning and teaching ideas,
   Cloudworks (Conole and Culver, 2009; Conole and Culver, 2010) and a semantic argumentation
   tool, Cohere2 (De Liddo and Buckingham Shum, 2010).

   The OPAL initiative
   The overall aim of OPAL3 is to improve the effectiveness of learning and teaching by enhancing the
   quantity and quality of Open Educational Resources that can be incorporated into higher education
   and further education provision. OPAL is focussing on the articulation of a set of dimensions of
   Open Educational Resource Practices (OEP) around the creation, use and management of OER,
   with the belief that identification of these practices will lead to better innovation in the pedagogical
   use of OER and improvements in the quality of OER designed and used. The project began by
   reviewing 60 case studies of OER initiatives4 and from these derived a set of dimensions of OEP. A
   full account of this research is available elsewhere (OPAL, 2010).

    Eight initial OEP dimensions were identified from the case studies analysed as part of the OPAL
    initiative, these are discussed below, along with some illustrative examples drawn from the case
    studies:
·Strategies and policies
·Quality Assurance models
·Partnership models
·Tools and tool practices
·Barriers and success factors
·Innovations
·Skills development and support
·Business models/sustainability strategies.

   1 Definition on the Hewlett Website, http://www.hewlett.org/Programs/Education/OER/
   2 http://cohere.open.ac.uk/
   3 http://www.oer-quality.org
   4 http://cloudworks.ac.uk/cloudscape/view/2087

   13
The initial eight OEP dimensions, identified by the OPAL project, were validated through a variety
      of forums, both online and virtual, between May 2010 and December 2010. This consultation with
      experts resulted in a refinement of the dimensions to four: strategies and policies, tools and tool
      practises, staff development and support, and barriers and success factors. These were then used as
      a basis for developing three guidelines, for: learners, practitioners and institutional managers. The
      guidelines are intended to be used as a mechanism for each of these stakeholders to first benchmark
      their current position in terms of OEP and then enable them to develop a vision and implementation
      plan for enhancing their OEP. The guidelines are available online from the OPAL website.5

      Related work
      In addition to our own work there are a number of closely related initiatives. In particular, there is a
      body of research and development activities around the creation of pedagogical patterns. These
      provide structure guidance to inform practitioners as they work through the design process. These
      include the DialogPlus toolkit created as part of the JISC/NSF funded DialogPlus project. The
      toolkit provides advice on the different aspects of the creation of a learning activity, such as: the
      learning outcomes, pedagogical approaches, types and uses of different tools, the range of potential
      activities that can be used to support different types of pedagogy etc. Closely related to this, is the
      Phoebe tool, which is an online wiki-based tool. It also provides advice on the different facets of a
      learning activity. The user is presented with a split screen; on one side there is a template for
      completion and on the other a set of details and guidances on how to complete the template. In both
      tools, it is possible for users to create learning designs from scratch or repurposes existing learning
      designs. In addition, it is possible for them to share their designs with others. The London
      Pedagogical Planner and the follow on tool, the Learning Design Support Environment are slightly
      different. With these tools users articulate the nature of the types of activities the learners will
      engage with and then map this to different types of pedagogy. The user can then map out a
      timetable across the study calendar.

      A number of tools have also been developed to visualise designs. These include the
      CompendiumLD tool described earlier. The Learning Activity Management Systems (LAMS) is a
      visualisation tool that also produces a runnable real time environment for students. WebCollege is
      an online tool for designing using Pedagogical Patterns, in particular it focuses on a number of
      patterns to promote collaborative learning, such as the Jigsaw and Pyramid patterns. Finally, an LD-
      compliant tool, CADMOS, has recently been developed which enables users to map a LD sequence.

      More broadly, the learning design work described in this paper aligns with a number of related
      research fields, such as: Instructional Design, Pedagogical Patterns and the learning sciences.
      Instructional Design, as a research field, is now well established and is particularly useful in that it
      has produced a set of design heuristics that can be used to guide practice. Of particular note is the
      work of Merrill, who from a review of work in the field, developed a set of ID principles, which are
      :
•Demonstration principle: Learning is promoted when learners observe a demonstration.
•Application principle: Learning is promoted when learners apply the new knowledge.
•Task-centred principle: Learning is promoted when learners engage in a task-centred instructional
strategy.
•Activation principle: Learning is promoted when learners activate relevant prior knowledge or
experience.
•Integration principle: Learning is promoted when learners integrate their new knowledge into their
everyday world.


      5 http://oer-quality.org/

      14
The learning sciences has been useful in that it has provided a rich empirical data based on effective
use of technologies, particularly in schools. Whereas the origins of Instructional Design are
arguably behaviourist, the learning sciences are grounded in constructivism and cognitive sciences.
Sawyer lists the following as important aspects. Firstly, that intelligent behaviour is based on
representations in the mind, knowledge structures such as concepts, beliefs, facts, procedures and
models. Secondly, the importance of reflection and the recognition that experts are better at
reflection than novices. Thirdly, the importance of adopting a problem-solving approach to the
design and delivery of learning. Finally, the importance of thinking and in particular the importance
of higher-order thinking skills.

The concept of pedagogical patterns derives from the work of Alexander (1977), who defined a
pattern as something that:

       Describes a problem which occurs over and over again in our environment and then
       describes the core of the solution to the problem, in such a way that you can use this solution
       a million tomes over, without every doing it the same way twice.

The concept has been applied in a learning context by Goodyear, Retalis and others (Goodyer,
1995; Goodyear and Retalis, 2010). In essence pedagogical patterns aim to abstract and formally
represent examples of good patterns. They are structure and consist of the following elements: a
picture, an introductory paragraph, a headline given the essence of the problem, the body of the
problem, the solution, a diagrammatic representation and a paragraph relating the pattern to similar
patterns.

Conclusion
This paper has provided an overview of current research work in learning design, Open Educational
Resources and related research. It argues that designing for learning is the key challenge facing
education today and that practitioners need support and guidance to make effective use of the
affordances of new open, social and participatory media. The paper includes a description of the
underlying theoretical perspectives associated with this research, along with data gathered through
evaluation of the use of the learning design resources and tools described here.

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17

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  • 1. Designing for learning in an open world Gráinne Conole, Keynote, ICDE 2011 University of Leicester, grainne.conole@le.ac.uk Introduction New open, social and participatory media offer immense potential for learning; enabling learners and teachers to engage in new forms of peer critiquing, sharing, communication, collaboration, and distributed aggregation. Social media in particular mean that learners and teachers can be part of a distributed global network of those interested in learning and teaching. Furthermore, there are now a plethora of Open Educational Resource (OER) repositories that provide learners and teachers with a rich set of materials that they can draw on. Despite this, these new technologies and OER are not yet being used extensively by learners and teachers. The reasons are complex and multi-faceted (technical, pedagogical and organisational); learners and teachers lack the necessary digital literacy skills (Jenkins et al., 2006; Jenkins, 2009) to make effective use of these tools and resources. This paper critiques these issues. It starts with a review of the characteristics of these new technologies, drawing in particular on a review by Conole and Alevizou (2010). It then outlines some of the challenges with making appropriate use of these. The main focus of the paper is then on the articulation of the strategies being adopted to address these issues, in particular focus on current research on Open Educational Resources (OER) and associated practices and the articulation of a new methodology for helping teachers make more effective design decisions that make good use of pedagogy and innovative use of technologies. The work draws in particular on research work at the University of Leicester and the Open University, UK. It will include a summary of some of the work being carried out as part of the following projects: Olnet, OPAL, DesignPractice and the JISC OLDi curriculum design project from the Open University, UK. The keynote presentation that accompanies this paper will also describe the range of related research projects being carried out at the Univeristy of Leicester. These projects are giving us rich insights into the key challenges learners and teachers face in today’s complex and rapidly changing learning landscape. They are also providing us with solutions as to how to address these challenges.This paper provides a summary of the key concepts outlined in a new book ‘Designing for learning in an Open World (Conole, forthcoming). A vision for the future of learning What would a vision for the future of learning look like that embrace the power of open, social and participatory media? To what extend is there evidence that this is beginning to emerge? Learners of the future using the affordances of these new technologies which be able to personalise their digital learning environment and blend face-to-face with online learning. They would be able to use the power of these tools to communicate and collaborate with peers, teachers and experts in a variety of ways, becoming part of a global, distributed network or Community of Practice. Rich multi-media would enable them to view concepts in different ways to triangulate their understanding. They would be able to publish their own materials and user generated content, as well as making use of freely available Open Educational Resources. Recent learning experience research gives us some insights into the extent to which this is true (Sharpe et al., 2010; Conole et al. 2008; Jones, 2011). It is evident that today's learners have grown up digital; they are sometimes called the net-generation 1
  • 2. (Tapscott, 1999, Oblinger and Oblinger, 2005) and have access to a rich plethora of technologies to support their learning. However, the vision of the future outlined above has not yet being realised; despite being digitally savvy, many learners lack the necessary digital literacy skills (Jenkins, 2009) needed to make effective use of these tools in an academic context. Open, social and participatory media - opportunities and paradoxes A number of reviews have been carried out in recent years summarising the state of play in terms of the characteristics of open, social and participatory media and Open Educational Resources. This include: reviews on OER (Aitkins et al, 2007; OECD 2007), reviews on Web 2.0 technologies, their characteristics and how they are being used to support learning and teaching (Conole and Aleviou, 2010; Crook et al., 2008; Redecker et al., 2009) and work on new learning spaces (Cummings, 2011; Keppell et al., 2011; Kandbinder and Peseta, 2011). Conole (forthcoming) argues that a number of new types of user behaviour are arising as a result of using these new technologies. These include the ability to peer critique and openingly comment on the work of peers, particularly through the blogoshere. A range of tools are now available for content creation, resulting in the growth of user generated content by both learners and teachers. Collective aggregation is now possible on an unprecedented scale; which can be used by individuals as a means of collating and filtering relevant information and resources for individual use or as part of a broader community of peers. The rich range of communication channels means that we are seeing new ecologies of communities of practice, groups and networks; from the tightly bound to the loosely connected. Finally, the ways in which we interact and communicate online is giving rise to new forms on online digital identities from microblogging sites like Twitter, through social networking sites such as Facebook, through to the creation of rich virtual avators through sites like SecondLife. However, a number of authors have also argued that these technologies give rise to a range of paradoxes. Firstly, the plethora of free resources, tools and services mean that learners and teachers have access to a rich set of materials to support their learning and teaching. However, many lack the necessary digital literacy skills to make effective use of these and there are issues organisationally in terms of aligning institutionally controlled Learning Management Systems (LMS) with providing access to services in the cloud (Katz, 2009). Secondly, certainly in the developed world, we are now in a position of ubiquitous access and for many technologies are a core tool for learning and teaching. However, the digital divide is still present - narrower but deeper, either because individuals cannot get access or because they are making a personal choice not to participate in these new media. Indeed, it is evident that there are strong and opposing views to the value of many social and participatory; many see them as trivial, threatening or even an invasion of personal privacy and hence actively choose note to participate. Thirdly, learners and teachers now have multiple mechanism to communicate and collaborate. both synchronously and asynchronously. This provides rich opportunities for peer and expert dialogue but has lead to a fragmentation of voice, there is no longer one obvious way in which we should be connecting with others. Fourthly, learners and teachers have access to (and indeed can create) rich multimedia resources (including images, audio and video) beyond basic text. These provides new forms of sense making but again many are not equipped with the necessary digital literacies to make effective use of these. Finally, user generated content and social profiling enable learners and teachers to be truly participatory; to create, share and discuss content, and to set up different digital personas and connect through global distributed networks. It means they are able to connect with peers and experts on an unprecedented scale, to get near instant feedback on questions asked. However, many are concerned that this is resulting in a digital white noise of information, that there are quality issues in terms of which resources and dialogues are most appropriate in which contexts. As stated at the beginning of this paper, although they appear to offer great potential forlearnong 2
  • 3. and teaching new technologies and OER are not being used extensively. McAndrew et al. (2009) for example report on the evaluation of the OpenLearn OER repository and conclude that it is not being used as extensively as might have been hoped by learners and teachers, certainly in terms of repurposing and resharing of OER. Ehlers (2011) comes to a similar conclusion arguing that despite OER being high on the social and inclusion agenda in Europe they have not yet reached a critical threshold in Higher Education or Adult Education. Rogers’ (1995) much quoted innovation curve is still relevant today; innovative use of technologies still remains the remit of early adoptors. Molenda (2008) observes that the barriers cited for lack of uptake and use of technologies in the 1940/50 are similar to those cited in the 1900s; namely: accessibility issues, lack of training, unreliability of equipment, limited budgets and the difficulty of integrating technologies in to relatively rigid curriucula and institutional structures. More recently, Falconer and Littlejohn (2008) came to similar conclusions. They argue that there are three challenges facing teachers: i) the increasing size and diversity of the student body, ii) the increasing requirement for quality assurance and iii) the rapid change of technological change. Likewise, Cuban argues that despite significant investments in technologies, they have not had a revolutionary impact on practice. It appears that despite the promise of technologies, we have not seen it revolutionise learning and teaching (Beabout et al., 2008). Designing for learning in an open world Conole argues that designing for learning is the key challenge facing education today. How can we provide learners and teachers with the necessary skills they need to make effective use of new technologies? This section provides an overview of a new learning design methodology which has been developed to address this question. The work originated as part of the OU Learning Design Initiative (OULDI). This section will describe the learning design methodology, as well as articulating the underlying theoretical perspectives that it draws on; in particular the notion of mediating artefacts and affordances. The next section will then describe some of the key findings of initiatives that have being adopting aspects of this work, these include: ·The JISC OULDI curriculum design programme ·The Design-Practice project ·Open Educational Resources (OER) initiatives: The Olnet initiative and the OPAL project The Open University Learning Design Initiative Strategic funding from the Open University, UK, enabled us to establish the learning design methodology and trial the resources, tools and activities we created through a series of events across the University. Evaluation of these enabled us to refine and improve the collective resources. These have then been trialled in a range of other contexts through the JISC OULDI project and the Design Practice project. The JISC OULDI project continued to work across the OU, but also with four other HE institutions in the UK; namely: Brunel, Cambridge, London South Bank and Reading universities. The DesignPractice project was interested in transfer of innovation to teachers and teacher trainers in the UK, Cyprus and Greece. The JISC OULDI project enabled us to develop the core learning design resources, tools and activities described in the previous section. These were then trialled through a series of real and virtual events across the OU and with the project partners. In addition, we worked with the LAMS consortium to produce embedded, runnable LAMS design sequences in Cloudworks. LAMS (Learning Activity Management System) is a visualisation design tool, which produced a runnable real-time environment for students (Dalziel, 2003). Evaluation of the outputs were positive. Practitioners found the tools and resources useful and enjoyed participating in project workshops. The rationale behind the development of the methodology and the expectation of how it would help practitioners rethink their practice were validated in the evaluation date. The collective resources did hep practitioners to think beyond content and more towards activities and there was evidence of them sharing and discussing the Mediating Artefacts they produced both in face-to-face workshops 3
  • 4. and in Cloudworks. In addition to the visualisations described earlier, we have created a visualisation tool, CompendiumLD. This provides a mind mapping like tool that practitioners can use to represent their designs. CompendiumLD is based on a node and link metaphor, and can be used to map out the various components of a design. It also includes a degree of in-situ support to guide design thinking. Feedback on the use of the tool was on the whole positive. It helps practitioners think in more detail about the general issues they needed to address when working through a design. In addition to use across the project partners, we have also incorporated it into the OU’s MAODE course, H800. Brasher (2010) provides an account of the evaluation of the tool with students. In summary, students found the tool easy to use and user friendly, but they did not that it was time consuming to learn. They liked the use of colour and the different types of nodes to represent different aspects of the design. Finally, they liked the fact that it produced a clear, structured output that could be shared with others. The OULDI work is grounded in a socio-cultural perspective, it draws on the work of Vygotsky and others, as well as Cultural Historical Activity Theory. Central to the approach is identification and use of the range of Mediating Artefacts that partitioners can draw on to support and guide their design practice. The work began by an extensive review of the literature, including the nature and use of new open, social and participatory media, the challenges and opportunities these technologies offer for learning and teaching, as well as the body of research work that has been carried out on learning design, as well as related fields such as Instructional Design, the learning sciences, Open Educational Resources and pedagogical patterns. This was coupled with an extensive set of interviews and workshops with practitioners, exploring their existing design practice as well as issues they faced. This body of knowledge has given us a rich understanding of the key challenges as well as insights into ways in which they might be addressed. It was clear that practitioners needed new approaches to their design practice, to enable them to see beyond content, to the activities and types of learning environments learners would need. In summary, practitioners wanted access to examples of good practice, preferably in their subject discipline and they also cited that they wanted access to other peers to be order to share and discuss learning and teaching ideas. To this end we focussed our attention on the following aspects: I) the creation and use of a range of new visual design presentations, ii) the creation of resources and activities to enable practitioners to rethink their design practice and iii) mechanisms for them to connect with peers (both in real and virtual contexts). An explicit aim of the methodology is to help practitioners’ shift from an implicit, belief based approach to one that is explicit and design based. This we argue helps them adopt a more scholarly and reflective approach and enables them to share and discuss they designs with others. We adopted a Design Based Research methodology, which was both iterative and grounded in real practice. Constant implementation and evaluation of the materials we created enabled us to iteratively improve them over time. Two core concepts guided our work, the notion of Mediating Artefacts and affordances. Mediating Artefacts The concept of Mediating Artefacts is very much grounded in a socio-cultural perspective, linking back to the work of Vygostky (1962; 1978) and Leontiev and Luria (Leontiev, 1978, 1989; Luria, 1976) and more recently the body of knowledge about Activity Theory (Cole et al.., 1997; Daniels et al., 2007; Engeström, 2001; Engeström et al., 1999). Kaptelinin and Nardi provide a comprehensive overview of Activity Theory and its origins (Kaptelinin and Nardi, 2006). Also see (Cole and Engeström, 1993; Daniels, et al., 2007; Engeström, 2001; Engeström, et al., 1999; Kuutti, 1996; Nardi, 1995). A key idea in Cultural Historical Activity Theory (CHAT) is the notion of mediation by artefacts (Kuutti, 1996), which are broadly defined to include instruments, signs, 4
  • 5. language, and machines (Nardi, 1995). Mediating Artefacts can support learners and teachers in making the best use of tools and resources. They mediate between the user and the end goal, as illustrated in Figure 4. They enable the user to elicit and represent the inherent designs associated with a particular learning activity or resource. The vision is that if these designs can be abstracted and represented in a meaningful and understandable way, there is a greater chance of them being picked up, used and adapted by others, which, in turn, over time, is likely to lead to an evolving understanding of how new tools and resources can be used. Figure 1: Representation of the relationship between Mediating Artefacts, the use and the intended goal Conole (2008) describes how the concept of Mediating Artefacts can be adapted and used in a learning design context. An important aspect of learning design is the process of eliciting a design describing the essence of a learning activity that can then be reused in the development of a new learning activity. Central to this is the fact that we want to abstract the essential and transferable properties of learning activities, i.e. we want to abstract and describe those properties that are effective, but that can also be applied to other contexts, those properties that are not context bound to a particular instance of activity. Learning activities can be ‘codified’ into a number of different representations; each one foregrounds different aspects of the learning activity and provides a means of illustrating the inherent design underpinning the learning activity. These forms of representation are defined here as Mediating Artefacts because this emphasises their mediating role in terms of how they are used to mediate design activities. Course designers use a range of Mediating Artefacts (MAs) to support and guide decision making; ranging from rich contextually located examples of good practice (case studies, guidelines, etc.), to more abstract forms of representation which distill out the ‘essences’ of 5
  • 6. good practice (models or patterns). In the context discussed here, I argue that Mediating Artefacts can be derived from existing learning activities by a process of abstraction. The same Learning Activity (LA) can result in a range of abstractions: ·Textually based narrative case studies, describing the key features of the Learning Activity and perhaps barriers and enablers to its implementation. ·More formal narratives, against a specified formal methodology such as a pedagogical patterns (Goodyear, 2005; Goodyear and Retalis, 2010). ·Visual representations, such as a mind map or formalised UML use case diagram. ·Vocabularies (Currier et al., 2005), such as taxonomies, ontologies or folksonomies. ·Models (Conole, 2010; Mayes and De Freitas, 2004), foregrounding a particular pedagogical approach (such as instructivism, problem-based learning or an emphasis on a dialogic or reflective approach). Affordances Gibson (1977, 1979) defined the term affordances, in an ecological context, in relation to visual perception. He argued that affordances in an environment always lead to some course of action. Affordances are perceived by an individual and are culturally based. Gaver (1991) argues that the actual perception of affordances will be in part determined by the observer’s culture, social setting, experience and intentions. For example a button has an affordance of pushing, a knob is for turning and handles are for pushing. Gibson (1977) defined affordances as: All "action possibilities" latent in the environment, objectively measurable and independent of the individual's ability to recognize them, but always in relation to the actor and therefore dependent on their capabilities (Gibson, 1977, pg. 67-82). ? For example, a tall tree has the affordance of food for a giraffe because it has a long neck, but not for a sheep, or a set of stairs has an affordance of climbing for a walking adult, but not for a crawling infant. Therefore affordances are always in relation to individuals and their capabilities; this includes the individual’s past experience, values, beliefs, skills and perceptions. Therefore a button may not have the affordance of pushing if an individual has no cultural context or understanding of the notion of buttons or related objects and what they are for. Specifically, in relation to Information and Communities Technologies (ICT), Conole and Dyke (2004) argue that an ICT taxonomy has a number of uses. Firstly, that establishing a clearer understanding of the affordances should help to inform practitioners in their use of technologies to achieve particular goals. Secondly, that it can also help to identify potential limitations and inappropriate uses of the technologies. Thirdly, by making the inherent affordances of technologies explicit, the taxonomy can act as a discussion point for critique and further refinement. Fourthly, it can be used as a checklist to help practitioners understand the advantages and disadvantages of different technologies. Fifthly, it can be used as a mechanism for staff development and improving practice – for example, by providing a checklist of potential benefits and drawbacks of different technologies which can be used to inform choice and the ways that practitioners might choose to use them. Similarly, Gaver (1991) argues that affordances can be used as a way of focussing on the strengths and weaknesses of technologies with respect to the possibilities they offer the people that might use them. Conole (forthcoming) has identified a set of positive affordances, specifically in relation to the use of technologies in the design of learning interventions, as well as a list of constraints. Positive affordances include: collaboration, reflection, interaction, dialogue, creativity, organisation, inquiry and authenticity. Constraints include: time consuming (in terms of development), time consuming (in terms of support), difficult to use, costly to produce, assessment issues, lack of interactivity, and 6
  • 7. difficult to navigate. Identification of the positive affordances of technologies and any associated constraints, can then be used as a means of making informed design decisions in terms of using a particular technology in a specific learning context. For example, to promote student reflection, the affordances checklist can be used in terms of considering the extent to which different tools might promote this. So for example a wiki in this context has the following positive affordance: reflection (to an extent), however arguably a blog has a stronger affordance of reflection and is also better in terms of organisation and dialogue (as if the blog is public others are able to comment on posts). In terms of constraints a wiki is arguably somewhat difficult to use, for some learners anyway. Therefore the checklist might result in the teacher deciding to use a blog, rather than a wiki in this context. At part of the OULDI work, we developed an activity based around affordances, which we have used in a number of our learning design workshops. Participants are given the list of positive affordances and constraints and asked to map these to a number of tools for use in a particular learning context. Participants found focusing on the affordances of the different tools a useful way of thinking about their advantages and disadvantages. It helped them focus on the actual use of a tool in a particular context rather than the tool per se. They reported that it helped guide their decision making choices in terms of comparing the characteristics of different tools. Visual Design representations In terms of visual representations, we have created five views: a course view map (which provides an ‘at a glance’ overview of a course, a course dimensions view (which provides more details on the nature of the course - the degree to which it is collaborative, the level and forms of assessment, the amount of inclusion of user generated content or experience), a pedagogy profile view (which articulates the types of and amount of learner tasks), a learning outcomes map (which maps learning outcomes to activities and assessment) and a task swimlane view (which maps the tasks the learners undertake to the resources and tools they use). These views have now been used extensively worldwide in a range of settings and the cumulative evaluation date suggests the following. Firstly, these views enable the practitioners to think beyond content, to the activities learners will engage with. Secondly, they can be used to guide practice, informed by good pedagogy, effective use of technologies and backed up by solid empirical evidence from real practice. Thirdly, they provide a mechanism to articulate design practice and make it explicit. Fourthly, the resultant artefacts can be then shared and discussed with other teachers and even with learners. Finally, these views can be used with learners as a means of making the nature of the course and the inherent design behind it more explicit. In the next section I will focus on some of the evaluation findings from the JISC OULDI and DesignPractices. Resources and Activities In terms of resources and activities we have now created a rich set of these to support design practice. This includes use of the visual representations in a range of activities, as well as a number of other activities such as getting practitioners to think of the characteristics (affordances) of technologies in terms of how they might be used to support different pedagogical approaches. Facilitating social interaction Finally, to facilitate social interaction, we have created a range of workshops, as well as an online social networking site for learning and teaching, Cloudworks. The workshop include ‘Technology lite’ workshops where participants consider the characteristics of different technologies and how they might be used in their teaching, workshops on the use of the visualisation tools and a ‘Design Challenge’ workshop where participants work in teams to create a course in a day, assistance by a 7
  • 8. range of ‘expert stalls’ who provide advice on a range of topics (such as using web 2.0 tools, collaborative learning, assessment and the use of OER). Cloudworks is a social networking site to facilitate the sharing and discussion of learning and teaching ideas and designs. It combines social and participatory functionality to enable multiple forms of communication, collaboration and cross-boundary interactions amongst different communities of users. Figure 1 shows a screenshot of the homepage.The core object in the site is a Cloud, which can be anything to do with learning and teaching; such as a description of a learning intervention, a description of a tool or resource, a question, or a discussion point. Clouds can be grouped into Cloudscapes; a Cloud can belong to more than one Cloudscape. Clouds are a combination of social and participatory functionality. Firstly, they act like a multi-user blog; anyone can start a Cloud and others can sequential add content to it. Secondly, they have a space for discussion. Thirdly, users can enrich the Cloud by adding embedded content, tags, links and references. Finally they have additional Web 2.0 functionality, such as: an activity stream for the Cloud, the ability to tag, RSS feeds and Twitter-like follow and be followed options. The site has been evaluated in a number of ways. Data is collected via Web statistics and Google analytics. We have been analysing and categorising the types of activities that have emerged on the site. We have gathered user feedback via numerous conferences and workshops, through interviews and an online survey. Conole and Culver provide more details on our evaluation approach (Conole and Culver, 2010). Anyone can view content on the site, but you need to register if you want to add content or contribute to discussions. Conole et al. (forthcoming) have identified eight ways in which the site is being used: ·Events. Use of Cloudworks for conferences, workshops and seminars was one of the first patterns of user behaviour to emerge on the site. The site provides a new type of mediational space to support interactions and communications pre-, during and post-events. The discussion spaces associated with Clouds provides a forum for users to discuss issues and to collectively liveblog. The ability to add links, references and embedded content fosters collective intelligence (Lévy, 1997) and crowdsourcing (Howe, 2006). Because events have become such a dominant pattern of behaviour on the site, we now provide a dynamic list of events on the homepage. Users can also indicate that they are attending a particular event and this then appears on their profile page. ·Debates. A number of Cloudscapes have now been established acting as discussion spaces. Recently, we have also been exploring how the site can be used to facilitate timed discussions, see for example the ‘Spotlight on OER’ Cloudscape. ·Open reviews. Cloudworks provides a good environment for supporting ‘open reviews’; i.e. as a space to openingly aggregate and discuss research literature reviews. Research questions can be set up as Clouds and used as a basis for discussion and aggregation of resources. Drafts of the evolving review can also be posted for comment. ·Resource aggregation. Cloudscapes have also been established that act as aggregators around particular topics or resources. For example there is a Cloudscape which lists and discusses mind mapping tools. ·Courses. The site is also being used, to some extent, to support student activities, usually in conjunction with the use of an institutional Learning Management System (LMS). The way in which Cloudworks is being used by students on the OU’s Masters in Online and Distance Education (MAODE) course is described later in this chapter. ·Reading circles. A relatively new type of Cloudscape to appear on the site is reading Cloudscapes. Clouds can be set up as spaces to discuss research papers and aggregate relevant links and references. ·Learning Design. Part of the original aspiration around the development of the site was to act as a channel for fostering more debate around design practices. A number of Cloudscapes have now been established that are focusing on learning and teaching issues around a particular course. In 8
  • 9. addition it is now possible to embed designs produced in LAMS, as well as designs saved in GoogleDocs. ·Expert elicitation and consultation. Finally, the site works well as a space to elicit expert views around a topic or as a space to validate and discuss research outputs. We believe that Cloudworks offers a new type of social networking site, which is distinct from, but complementary to other social networking sites. The design of the site around the notion of social objects, means that it differs from ego-centric site like Facebook. The combined Web 2.0 functionality means that the community can collectively improve Clouds, through discussion and addition of content and resources. There is now a vibrant community of those interested in learning and teaching participating in the site. Users come from over 170 countries and span the educational spectrum; from formal educational contexts through to informal and non-formal ones. Teachers, learners, researcher and policy makers are interacting and communicating. There is evidence that some users are now beginning to appropriate niche ecologies of the site for their own interests. The Design-Practice Project The focus of the DesignPractice project was on transfer of innovation of the OULDI resources to teachers in the UK, Cyprus and Greece. Three key research questions guided the inquiry: ·What learning and teaching approaches are evident in the LD and to what extent are they mapped to ICT affordances? ·To what extent the visualized and dialogic LD methodology improves the design process? ·To what extent the visualized and dialogic LD methodology improves the lesson plan/product? ·How does making learning design explicit facilitate the sharing and discussion of designs? Figure 2 Figure 2 illustrates the main ares of activity. Firstly, the consortium undertook a review of the OULDI resource, tools and activities. These were then repurposed and localised for use in the three countries. The collective resources were then implemented through a series of trials in the three countries. The trials were evaluated and an rich set of data was collected. The final stage was collective review and reflection on the success of the trials and identification of ways of taking the work forward. The UK trial consisted of four interventions: ·Using technologies workshop with PGCE trainer teachers at the OU: 17th September 2010 (36 students and 3 academics) http://cloudworks.ac.uk/cloudscape/view/2169 9
  • 10. ·Using technologies workshop with teacher trainers in Cyprus: 29th September 2010 (40 participants) http://cloudworks.ac.uk/cloudscape/view/2183 ·6-7th October 2010 40 masters students Guadalajara, Mexico http://cloudworks.ac.uk/cloudscape/ view/2195 A series of real and virtual workshops with associate lecturers April - July 2011 Data collected included: questionnaires, semi-structured interviews, rubrics for experts to review content, data from Cloudworks, sample LD artefacts, a reflection tool, workshop evaluation data and observation protocols. The trial with associate lectures consisted of the following components: ·1.5 hours self-paced module April/May 2011 http://cloudworks.ac.uk/cloudscape/view/2294 ·5 hour face-to-face module 10th June 2011 18 participants http://cloudworks.ac.uk/cloudscape/view/2316 ·5 hour self-paced module on sharing and collaboration http://cloudworks.ac.uk/cloud/view/5589 and http://cloudworks.ac.uk/cloud/view/5590 The workshop consisted of the following activities: ·How to ruin a course ·Comparing 4 web 2.0 tools ·Tools in use ·Course map ·Using the LD notation ·Sharing and discussing designs ·Action plan and evaluation The evaluation data yielded the following findings. Associate lecturers are different from those involved in traditional institutions as they are not involved in designing courses, but support and assess learners. Participants could see the value of adopting a learning design approach and most had good technical competencies. Associated Lectures make extensive use the OU forums to share and discuss resources and activities and could see the benefit of using a tool such as Cloudworks as a richer dialogic medium and space for shared aggregation of resources. The activities were positively reviewed, although there were some suggestions for improvement, For example, ‘How to ruin a course’ activity helped them to address concerns about use of technologies, whereas they felt that the ‘comparing 4 tools’ might be better to structure with the jigsaw pedagogical pattern. They felt that the ‘affordances’ activity worked really well and that the ‘representations’ course map was particularly valuable. They were also interested in exploring how the students’ might use these views. Finally, they valued the mix of real and virtual activities and though Cloudworks was innovative and useful space to share and discuss learning and teaching ideas. The following quotes give examples of some of their comments: “I thought the article was useful for directing attention to questions about the way learning is constructed.” “I find the document quite thought-provoking, especially as a starting point in this journey for developing good understandings.” “I felt that from this document I could understand the learning design process and would feel able to use this when designing some learning activities for Elluminate, as I need to do within the next few weeks.” “It is iterative and so helps with ironing out any issues plus it has a learning aspect in built” 10
  • 11. Figure 3-6 provide examples of some of the Mediating Artefacts the participants produced. Figure 3 Figure 4 11
  • 12. Figure 5 Figure 6 Open Educational Resource Initiatives This section will provide a brief overview if the OER movement, before summarising the work being carried out as part of the Olnet and OPAL initiatives. Aitkins et al., (2007) provide a useful 12
  • 13. overview of the OER movement. The Hewlett foundation define OER1 as: Teaching, learning, and research resources that reside in the public domain or have been released under an intellectual property license that permits their free use or re-purposing by others. Whilst OECD define them as: Digitised materials offered freely and openly for educators, students and self- learners to use and reuse for teaching, learning and research (OECD, 2007, p. 133). There are now a plethora of OER repositories worldwide. Conole (forthcoming) provides an overview of these initiatives. In the beginning there was perhaps a naïve assumption that simply making OER available would mean that learners and teachers would use them, however evaluation of these repositories shows that this is not the case and that they are not being used extensively and certainly not being repurposed and used in different learning contexts (see for example McAndrew et al., 2009), as such recent work has shifted to looking at mechanisms to support practitioners to make more effective use of research outputs on OER. Two initiatives focusing on this aspect are described now. Olnet The Olnet initiative aims to provide a global socio-technical network for researchers, users and producers of OER, alongside a series of face-to-face events. It also aims to better articulate the design and evaluation of OER and to support and foster the transfer of good practice through sharing and debate. The technical infrastructure consists of a set of open, social and participatory tools for aggregating, sharing, debating and improving the quality of OER. The platform builds on an existing set of tools, including a learning design visualisation tool, CompendiumLD (Conole et al., 2008), a social networking site for sharing and discussing learning and teaching ideas, Cloudworks (Conole and Culver, 2009; Conole and Culver, 2010) and a semantic argumentation tool, Cohere2 (De Liddo and Buckingham Shum, 2010). The OPAL initiative The overall aim of OPAL3 is to improve the effectiveness of learning and teaching by enhancing the quantity and quality of Open Educational Resources that can be incorporated into higher education and further education provision. OPAL is focussing on the articulation of a set of dimensions of Open Educational Resource Practices (OEP) around the creation, use and management of OER, with the belief that identification of these practices will lead to better innovation in the pedagogical use of OER and improvements in the quality of OER designed and used. The project began by reviewing 60 case studies of OER initiatives4 and from these derived a set of dimensions of OEP. A full account of this research is available elsewhere (OPAL, 2010). Eight initial OEP dimensions were identified from the case studies analysed as part of the OPAL initiative, these are discussed below, along with some illustrative examples drawn from the case studies: ·Strategies and policies ·Quality Assurance models ·Partnership models ·Tools and tool practices ·Barriers and success factors ·Innovations ·Skills development and support ·Business models/sustainability strategies. 1 Definition on the Hewlett Website, http://www.hewlett.org/Programs/Education/OER/ 2 http://cohere.open.ac.uk/ 3 http://www.oer-quality.org 4 http://cloudworks.ac.uk/cloudscape/view/2087 13
  • 14. The initial eight OEP dimensions, identified by the OPAL project, were validated through a variety of forums, both online and virtual, between May 2010 and December 2010. This consultation with experts resulted in a refinement of the dimensions to four: strategies and policies, tools and tool practises, staff development and support, and barriers and success factors. These were then used as a basis for developing three guidelines, for: learners, practitioners and institutional managers. The guidelines are intended to be used as a mechanism for each of these stakeholders to first benchmark their current position in terms of OEP and then enable them to develop a vision and implementation plan for enhancing their OEP. The guidelines are available online from the OPAL website.5 Related work In addition to our own work there are a number of closely related initiatives. In particular, there is a body of research and development activities around the creation of pedagogical patterns. These provide structure guidance to inform practitioners as they work through the design process. These include the DialogPlus toolkit created as part of the JISC/NSF funded DialogPlus project. The toolkit provides advice on the different aspects of the creation of a learning activity, such as: the learning outcomes, pedagogical approaches, types and uses of different tools, the range of potential activities that can be used to support different types of pedagogy etc. Closely related to this, is the Phoebe tool, which is an online wiki-based tool. It also provides advice on the different facets of a learning activity. The user is presented with a split screen; on one side there is a template for completion and on the other a set of details and guidances on how to complete the template. In both tools, it is possible for users to create learning designs from scratch or repurposes existing learning designs. In addition, it is possible for them to share their designs with others. The London Pedagogical Planner and the follow on tool, the Learning Design Support Environment are slightly different. With these tools users articulate the nature of the types of activities the learners will engage with and then map this to different types of pedagogy. The user can then map out a timetable across the study calendar. A number of tools have also been developed to visualise designs. These include the CompendiumLD tool described earlier. The Learning Activity Management Systems (LAMS) is a visualisation tool that also produces a runnable real time environment for students. WebCollege is an online tool for designing using Pedagogical Patterns, in particular it focuses on a number of patterns to promote collaborative learning, such as the Jigsaw and Pyramid patterns. Finally, an LD- compliant tool, CADMOS, has recently been developed which enables users to map a LD sequence. More broadly, the learning design work described in this paper aligns with a number of related research fields, such as: Instructional Design, Pedagogical Patterns and the learning sciences. Instructional Design, as a research field, is now well established and is particularly useful in that it has produced a set of design heuristics that can be used to guide practice. Of particular note is the work of Merrill, who from a review of work in the field, developed a set of ID principles, which are : •Demonstration principle: Learning is promoted when learners observe a demonstration. •Application principle: Learning is promoted when learners apply the new knowledge. •Task-centred principle: Learning is promoted when learners engage in a task-centred instructional strategy. •Activation principle: Learning is promoted when learners activate relevant prior knowledge or experience. •Integration principle: Learning is promoted when learners integrate their new knowledge into their everyday world. 5 http://oer-quality.org/ 14
  • 15. The learning sciences has been useful in that it has provided a rich empirical data based on effective use of technologies, particularly in schools. Whereas the origins of Instructional Design are arguably behaviourist, the learning sciences are grounded in constructivism and cognitive sciences. Sawyer lists the following as important aspects. Firstly, that intelligent behaviour is based on representations in the mind, knowledge structures such as concepts, beliefs, facts, procedures and models. Secondly, the importance of reflection and the recognition that experts are better at reflection than novices. Thirdly, the importance of adopting a problem-solving approach to the design and delivery of learning. Finally, the importance of thinking and in particular the importance of higher-order thinking skills. The concept of pedagogical patterns derives from the work of Alexander (1977), who defined a pattern as something that: Describes a problem which occurs over and over again in our environment and then describes the core of the solution to the problem, in such a way that you can use this solution a million tomes over, without every doing it the same way twice. The concept has been applied in a learning context by Goodyear, Retalis and others (Goodyer, 1995; Goodyear and Retalis, 2010). In essence pedagogical patterns aim to abstract and formally represent examples of good patterns. They are structure and consist of the following elements: a picture, an introductory paragraph, a headline given the essence of the problem, the body of the problem, the solution, a diagrammatic representation and a paragraph relating the pattern to similar patterns. Conclusion This paper has provided an overview of current research work in learning design, Open Educational Resources and related research. It argues that designing for learning is the key challenge facing education today and that practitioners need support and guidance to make effective use of the affordances of new open, social and participatory media. The paper includes a description of the underlying theoretical perspectives associated with this research, along with data gathered through evaluation of the use of the learning design resources and tools described here. References Atkins, D. E., Seely Brown, J., & Hammond, A. L. (2007). A review of the Open Educational Resource movement: acheivements, challenges and new opportunities, report to the William and Hewlett Foundation, available online at http://www.hewlett.org/uploads/files/Reviewof- theOERMovement.pdf, accessed 7th September 2011. Beabout, B. R., Carr-Chellman, A. A., Alkandari, K. A., Almeida, L. C., Gursoy, H. T., Ma, Z., and Pastore, R. (2008). The perceptions of New Orleans educators on the process of rebuilding the New Orleans school system after Katrina, Journal of Education for Students Placed at Risk, 13, 212 – 237. Brasher, A. (2010), Evaluation report on the use of CompendiumLD on the OU’s H800 course, Mil- ton Keynes: The Open University. Cole, M., Engeström, Y., and Vasquez, O. A. (1997). Mind, culture and activity: seminal papers from the laboratory of comparative human cognition. Cambridge, UK: Cambridge Universi- ty Press. Conole, G. (forthcoming), Designing for learning in an open world, Berlin-Verlag: Springer. Conole, G., Galley, R., Alevizou, P. and Culver, J. (forthcoming), Adopting a Design-Based Research approach to harnessing the power of social and participatory media for improving teaching, Special issue of JCAL. Conole, G., and Alevizou, P. (2010). Review of the use(s) of Web 2.0 in Higher Education, HE Academy commissioned report, available online at 15
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