SlideShare une entreprise Scribd logo
1  sur  16
Learn to Use and Use to Learn:
   Designers as a Tool for
  Innovative Collaboration

          Kecia J. Waddell
          Naimah N. Wade
        Wayne State University




 2012 AECT International Convention - Louisville, Kentucky
              Learning in the Age of Globalization
                October 30- November 3, 2012
Agenda

•   How We Got Here
    • Description of the Study
    • What Happened
    • Key Themes
•   Learn to Use Implication
•   Use to Learn Implications
•   Summary of Recommendations
How We Got Here
PURPOSE : The purpose of the original Google
  Applications Study was to develop an innovative
  intervention incorporating Google Applications in a
  graduate instructional design course to model effective
  use of technology integration to support individual and
  peer learning.
   • Documenting the process of creating a higher
     education course utilizing Google Applications
   • Student perceptions of the function of Google
     Applications and its impact on learning

                     2 year study
Findings
                Google Apps Impact on Peer Learning

•    Google Apps improved peer learning by:
     • Timely/relevant feedback
     • Ease of use
     • Effective activity design
     • Reduced frustration with DB threads
     • Useful Conversation Tracking features

•   Google Apps hindered peer learning:
     • Didn’t like constant editing to docs by other group members when
       graded individually within group
     • Groups Documents being edited without permission or discussion.
     • Word processing features not as functional as Word
     • Group document got too large
Findings (Con’t)

               Google Apps Impact on Learning
•   Google Apps helped learning by:
    • Reducing frustration with Discussion Board threads
    • Allowing for rich/meaningful responses teacher-to-student
    • Providing a useful conversation tracking feature
    • Real-time collaboration features

•   Google Apps hindered learning by:
    • Generating frustration due to unfamiliarity with Google Apps
Key Themes

METHOD
•   Reflective journals that captured learner perceptions were analyzed using
    constant-comparison (Ruona, 2005)
•   Discourse Analysis (Wordle.com)


RESEARCH QUESTIONS THAT EMERGED
•  How might failing to overcome challenges that accompany learning new
   and emerging tools for learning and collaborative outweigh the benefits of
   their use?

•    To what degree does the quality of the learning strategies implemented
     by the designer impact student collaboration in Google Applications?
Reflective Journals
Learn to Use
                       What does it mean?

•   How can designers best utilize innovative social tools for
    learning and virtual collaboration?
    By proactively learning to use them.

•   How can designers ensure that students excel in online
    learning environments built on new/unique platforms?
    By helping them gain required proficiency (learn to use ).

•   What can designers and those who train designers do to help
    students to gain this required proficiency and excel innovative
    learning platforms?
    Manage the technology learning curve
Learn to Use Implications
           Strategies for Managing the Learning Curve
•   Understand the phases of the innovation
    learning curve as it relates to designing
    online instruction.
     o Diffusion of Innovation (Rogers,
         1995)
     o Technology Acceptance Model
         (Bagozzi, Davis & Warshaw, 1992)
•   Anticipate Learning Barriers
     o Technological anxiety and frustration    Image Courtesy of Wikipedia

         (Saade & Kira, 2006)
•   Accelerate acceptance of the selected
    technology by proactively orienting
    students to the tools and providing
    opportunities for them to practice
Use to Learn
                          What does it mean?
•   How should instructional designer approach and solve
    challenges confronted by learners using online productivity
    tools for collaboration?
    Use principles of design thinking

•   What is the role of the instructional designer with increased
    use of online productivity tools for collaboration?
    Coach

•   How does the instructional designer as the human instrument
    impact productivity tool use to learn?
    Disposition & Competency of the ID
Use to Learn Implications

Instructional designers are the human instrument in
the successful creation and support of effective
digital-age learning environments

 DISPOSITIONS
    •   Tolerance for ambiguity
    •   Creativity and flexibility
    •   Deep commitment to student learning
    •   Perseverance
    •   Optimism and enthusiasm (Danielson, 2006)

Essential Strategies for Online Collaboration
• Cognitive Apprenticeship (McLellan, 1994; Weigel, 2002)
• Collaborative Learning
Interact with the Tool
           http://goo.gl/ujeXu
Uses and Benefits:

                        5 Ideas in 5 Minutes:
Interact with the Tool


    VISIT
http://goo.gl/ujeXu
References
Cross, N. (2011). Design thinking : understanding how designers think and work. Oxford; New York:
            Berg.

Danielson, C. (2006). Teacher leadership that strengthens professional practice. Alexandria,
           VA: ASCD (Association for Supervision and Curriculum Development

McLellan, H. (1994). Situated learning: Continuing the conversation. Educational Technology 34, 7- 8.

Saade, R.G., & Kira, D. (2006). The Emotional State of Technology Acceptance. Issues in Informing
          Science and Information Technology Volume 3.

Surry, D.W., & Ely, D.P. (2001). Adoption, Diffusion, Implementation and Institutionalization of Educational
           Technology. In R. Reiser & V.L. Dempsey (Eds.), Trends & Issues in Instructional Design and
           Technology, 183-193, Upper Saddle River, NJ: Prentice-Hall.

Unger, K. L. (2012). Examining the factors of a technology professional development
           intervention. Wayne State University).ProQuest Dissertations and Theses, 258. Retrieved
           from http://search.proquest.com.proxy.lib.wayne.edu/docview/1010417547?accountid=14925. (1010417547).

Weigel, V. (2002). Deep learning for a digital age: Technology’s untapped potential to enrich higher
            education. New York: Jossey-Bass.
Contact Us




  Kecia J. Waddell - keciajw@gmail.com
Naimah N. Wade - naimah.wade@wayne.edu

Contenu connexe

Tendances

Project Considerations, Curriculum Links and Justifications
Project Considerations, Curriculum Links and JustificationsProject Considerations, Curriculum Links and Justifications
Project Considerations, Curriculum Links and Justifications
clatcham
 
App4 austriadpowerpoint
App4 austriadpowerpointApp4 austriadpowerpoint
App4 austriadpowerpoint
deanaaustria
 
Persuasive tech presentation
Persuasive tech presentationPersuasive tech presentation
Persuasive tech presentation
tritim
 
Smart board technology for teachers
Smart board technology for teachersSmart board technology for teachers
Smart board technology for teachers
kellykingsley
 
App4 tornberg.s
App4 tornberg.sApp4 tornberg.s
App4 tornberg.s
suzi4411
 
Byod mobile devices conference ppt
Byod mobile devices conference pptByod mobile devices conference ppt
Byod mobile devices conference ppt
Claire Amos
 

Tendances (20)

Project Considerations, Curriculum Links and Justifications
Project Considerations, Curriculum Links and JustificationsProject Considerations, Curriculum Links and Justifications
Project Considerations, Curriculum Links and Justifications
 
App4 austriadpowerpoint
App4 austriadpowerpointApp4 austriadpowerpoint
App4 austriadpowerpoint
 
Persuasive tech presentation
Persuasive tech presentationPersuasive tech presentation
Persuasive tech presentation
 
Learning Commons Grant Application 2012
Learning Commons Grant Application 2012Learning Commons Grant Application 2012
Learning Commons Grant Application 2012
 
Lunch and learn (1)
Lunch and learn (1)Lunch and learn (1)
Lunch and learn (1)
 
Emerging Technology for Accountants KAREN RANDALL
Emerging Technology for Accountants  KAREN RANDALLEmerging Technology for Accountants  KAREN RANDALL
Emerging Technology for Accountants KAREN RANDALL
 
eAccess 12: David Sloan
eAccess 12: David SloaneAccess 12: David Sloan
eAccess 12: David Sloan
 
VCASE 2015
VCASE 2015 VCASE 2015
VCASE 2015
 
Teaching inclusive technology design at the University of Dundee
Teaching inclusive technology design at the University of DundeeTeaching inclusive technology design at the University of Dundee
Teaching inclusive technology design at the University of Dundee
 
LESSON 15:Project based learning and multimedia
LESSON 15:Project based learning and multimediaLESSON 15:Project based learning and multimedia
LESSON 15:Project based learning and multimedia
 
Regionalising Quality HE through OERs: EDULINK-SideCAP Experience
Regionalising Quality HE through OERs: EDULINK-SideCAP ExperienceRegionalising Quality HE through OERs: EDULINK-SideCAP Experience
Regionalising Quality HE through OERs: EDULINK-SideCAP Experience
 
Smart board technology for teachers
Smart board technology for teachersSmart board technology for teachers
Smart board technology for teachers
 
App4 tornberg.s
App4 tornberg.sApp4 tornberg.s
App4 tornberg.s
 
Project-Based Multimedia Learning (EdTech)
Project-Based Multimedia Learning (EdTech)Project-Based Multimedia Learning (EdTech)
Project-Based Multimedia Learning (EdTech)
 
Key technologies online 2017 final
Key technologies online 2017 finalKey technologies online 2017 final
Key technologies online 2017 final
 
LESSON15:PROJECT-BASED MULTIMEDIA LEARNING
LESSON15:PROJECT-BASED MULTIMEDIA LEARNINGLESSON15:PROJECT-BASED MULTIMEDIA LEARNING
LESSON15:PROJECT-BASED MULTIMEDIA LEARNING
 
Evaluating Web-Based Learning Tools
Evaluating Web-Based Learning ToolsEvaluating Web-Based Learning Tools
Evaluating Web-Based Learning Tools
 
Universal design
Universal designUniversal design
Universal design
 
Byod mobile devices conference ppt
Byod mobile devices conference pptByod mobile devices conference ppt
Byod mobile devices conference ppt
 
Web-Based Lesson Plan (Cardinal, Shiela S.-BSED ENGLISH 3A)
Web-Based Lesson Plan (Cardinal, Shiela S.-BSED ENGLISH 3A)Web-Based Lesson Plan (Cardinal, Shiela S.-BSED ENGLISH 3A)
Web-Based Lesson Plan (Cardinal, Shiela S.-BSED ENGLISH 3A)
 

Similaire à Learn to Use and Use to Learn: Designers as a Tool for Innovative Collaboration

Technology & education
Technology & educationTechnology & education
Technology & education
keierlebta
 
Technology & Education
Technology & EducationTechnology & Education
Technology & Education
keierlebta
 
OULDI Poster
OULDI PosterOULDI Poster
OULDI Poster
Blenddes
 
Conole learning design
Conole learning designConole learning design
Conole learning design
Grainne Conole
 
App4 zedrowp
App4 zedrowpApp4 zedrowp
App4 zedrowp
pzness
 
LTS Lunch 27 Jan 10 - Tools for Learning Design
LTS Lunch 27 Jan 10 - Tools for Learning DesignLTS Lunch 27 Jan 10 - Tools for Learning Design
LTS Lunch 27 Jan 10 - Tools for Learning Design
aewp2
 

Similaire à Learn to Use and Use to Learn: Designers as a Tool for Innovative Collaboration (20)

A 5E Lesson Plan to Promote the Use of Reflective-Reflexive Practices by In...
A 5E Lesson Plan  to Promote the Use of Reflective-Reflexive Practices  by In...A 5E Lesson Plan  to Promote the Use of Reflective-Reflexive Practices  by In...
A 5E Lesson Plan to Promote the Use of Reflective-Reflexive Practices by In...
 
Designing Equity: Maximizing ID Resources
Designing Equity: Maximizing ID ResourcesDesigning Equity: Maximizing ID Resources
Designing Equity: Maximizing ID Resources
 
Technology & education
Technology & educationTechnology & education
Technology & education
 
Technology & Education
Technology & EducationTechnology & Education
Technology & Education
 
Enhancing School Community through Technology Professional Development for Te...
Enhancing School Community through Technology Professional Development for Te...Enhancing School Community through Technology Professional Development for Te...
Enhancing School Community through Technology Professional Development for Te...
 
#ESRCIDEAS Learning Design Workshop - Nairobi, Kenya, 9 June 2017
#ESRCIDEAS Learning Design Workshop - Nairobi, Kenya, 9 June 2017#ESRCIDEAS Learning Design Workshop - Nairobi, Kenya, 9 June 2017
#ESRCIDEAS Learning Design Workshop - Nairobi, Kenya, 9 June 2017
 
Teaching in a 1:1 Classroom
Teaching in a 1:1 ClassroomTeaching in a 1:1 Classroom
Teaching in a 1:1 Classroom
 
OULDI Poster
OULDI PosterOULDI Poster
OULDI Poster
 
Poster Ouldi Altc 3
Poster Ouldi Altc 3Poster Ouldi Altc 3
Poster Ouldi Altc 3
 
Tell me what you want and I’ll show you what you can have: who drives design ...
Tell me what you want and I’ll show you what you can have: who drives design ...Tell me what you want and I’ll show you what you can have: who drives design ...
Tell me what you want and I’ll show you what you can have: who drives design ...
 
Conole learning design
Conole learning designConole learning design
Conole learning design
 
UDLCollinsB
UDLCollinsBUDLCollinsB
UDLCollinsB
 
App4 zedrowp
App4 zedrowpApp4 zedrowp
App4 zedrowp
 
Nssa Professional Development 10 05-2015kada
Nssa   Professional Development 10 05-2015kadaNssa   Professional Development 10 05-2015kada
Nssa Professional Development 10 05-2015kada
 
Nssa Professional Development 10 05-2015kada
Nssa   Professional Development 10 05-2015kadaNssa   Professional Development 10 05-2015kada
Nssa Professional Development 10 05-2015kada
 
Analyzing university students’ participation in the co-design of learning sce...
Analyzing university students’ participation in the co-design of learning sce...Analyzing university students’ participation in the co-design of learning sce...
Analyzing university students’ participation in the co-design of learning sce...
 
LTS Lunch 27 Jan 10 - Tools for Learning Design
LTS Lunch 27 Jan 10 - Tools for Learning DesignLTS Lunch 27 Jan 10 - Tools for Learning Design
LTS Lunch 27 Jan 10 - Tools for Learning Design
 
Njedgefall2015
Njedgefall2015Njedgefall2015
Njedgefall2015
 
Armazeg svl
Armazeg svlArmazeg svl
Armazeg svl
 
Celda presentation vtcoe
Celda presentation vtcoeCelda presentation vtcoe
Celda presentation vtcoe
 

Learn to Use and Use to Learn: Designers as a Tool for Innovative Collaboration

  • 1. Learn to Use and Use to Learn: Designers as a Tool for Innovative Collaboration Kecia J. Waddell Naimah N. Wade Wayne State University 2012 AECT International Convention - Louisville, Kentucky Learning in the Age of Globalization October 30- November 3, 2012
  • 2. Agenda • How We Got Here • Description of the Study • What Happened • Key Themes • Learn to Use Implication • Use to Learn Implications • Summary of Recommendations
  • 3.
  • 4. How We Got Here PURPOSE : The purpose of the original Google Applications Study was to develop an innovative intervention incorporating Google Applications in a graduate instructional design course to model effective use of technology integration to support individual and peer learning. • Documenting the process of creating a higher education course utilizing Google Applications • Student perceptions of the function of Google Applications and its impact on learning 2 year study
  • 5. Findings Google Apps Impact on Peer Learning • Google Apps improved peer learning by: • Timely/relevant feedback • Ease of use • Effective activity design • Reduced frustration with DB threads • Useful Conversation Tracking features • Google Apps hindered peer learning: • Didn’t like constant editing to docs by other group members when graded individually within group • Groups Documents being edited without permission or discussion. • Word processing features not as functional as Word • Group document got too large
  • 6. Findings (Con’t) Google Apps Impact on Learning • Google Apps helped learning by: • Reducing frustration with Discussion Board threads • Allowing for rich/meaningful responses teacher-to-student • Providing a useful conversation tracking feature • Real-time collaboration features • Google Apps hindered learning by: • Generating frustration due to unfamiliarity with Google Apps
  • 7. Key Themes METHOD • Reflective journals that captured learner perceptions were analyzed using constant-comparison (Ruona, 2005) • Discourse Analysis (Wordle.com) RESEARCH QUESTIONS THAT EMERGED • How might failing to overcome challenges that accompany learning new and emerging tools for learning and collaborative outweigh the benefits of their use? • To what degree does the quality of the learning strategies implemented by the designer impact student collaboration in Google Applications?
  • 9. Learn to Use What does it mean? • How can designers best utilize innovative social tools for learning and virtual collaboration? By proactively learning to use them. • How can designers ensure that students excel in online learning environments built on new/unique platforms? By helping them gain required proficiency (learn to use ). • What can designers and those who train designers do to help students to gain this required proficiency and excel innovative learning platforms? Manage the technology learning curve
  • 10. Learn to Use Implications Strategies for Managing the Learning Curve • Understand the phases of the innovation learning curve as it relates to designing online instruction. o Diffusion of Innovation (Rogers, 1995) o Technology Acceptance Model (Bagozzi, Davis & Warshaw, 1992) • Anticipate Learning Barriers o Technological anxiety and frustration Image Courtesy of Wikipedia (Saade & Kira, 2006) • Accelerate acceptance of the selected technology by proactively orienting students to the tools and providing opportunities for them to practice
  • 11. Use to Learn What does it mean? • How should instructional designer approach and solve challenges confronted by learners using online productivity tools for collaboration? Use principles of design thinking • What is the role of the instructional designer with increased use of online productivity tools for collaboration? Coach • How does the instructional designer as the human instrument impact productivity tool use to learn? Disposition & Competency of the ID
  • 12. Use to Learn Implications Instructional designers are the human instrument in the successful creation and support of effective digital-age learning environments DISPOSITIONS • Tolerance for ambiguity • Creativity and flexibility • Deep commitment to student learning • Perseverance • Optimism and enthusiasm (Danielson, 2006) Essential Strategies for Online Collaboration • Cognitive Apprenticeship (McLellan, 1994; Weigel, 2002) • Collaborative Learning
  • 13. Interact with the Tool http://goo.gl/ujeXu Uses and Benefits: 5 Ideas in 5 Minutes:
  • 14. Interact with the Tool VISIT http://goo.gl/ujeXu
  • 15. References Cross, N. (2011). Design thinking : understanding how designers think and work. Oxford; New York: Berg. Danielson, C. (2006). Teacher leadership that strengthens professional practice. Alexandria, VA: ASCD (Association for Supervision and Curriculum Development McLellan, H. (1994). Situated learning: Continuing the conversation. Educational Technology 34, 7- 8. Saade, R.G., & Kira, D. (2006). The Emotional State of Technology Acceptance. Issues in Informing Science and Information Technology Volume 3. Surry, D.W., & Ely, D.P. (2001). Adoption, Diffusion, Implementation and Institutionalization of Educational Technology. In R. Reiser & V.L. Dempsey (Eds.), Trends & Issues in Instructional Design and Technology, 183-193, Upper Saddle River, NJ: Prentice-Hall. Unger, K. L. (2012). Examining the factors of a technology professional development intervention. Wayne State University).ProQuest Dissertations and Theses, 258. Retrieved from http://search.proquest.com.proxy.lib.wayne.edu/docview/1010417547?accountid=14925. (1010417547). Weigel, V. (2002). Deep learning for a digital age: Technology’s untapped potential to enrich higher education. New York: Jossey-Bass.
  • 16. Contact Us Kecia J. Waddell - keciajw@gmail.com Naimah N. Wade - naimah.wade@wayne.edu

Notes de l'éditeur

  1. Description of the StudyPurpose DataWhat HappenedFindingsKey Themes“Our” Discoveries. 2 messages that kept surfacing in so many words. Learn to Use (managing the learning curve) Use to Learn (use of designer’s style and expertise as a driver of innovative strategies in online environments) Our recommendations
  2. http://youtube.googleapis.com/v/kcOUWjkGBUY
  3. USE to LEARN – The Human Instrument (Professor) is more important than the toolTo what degree does the quality of the learning strategies that are implemented by the designer impact student collaboration in Google Applications?1. How should instructional designer approach and solve problems confronted by learners using online productivity tools for collaboration? Use principles of design thinkingAccording to Nigel Cross, design thinking is the notion of adopting a broad ‘systems view’ of a problematic situation with solution-focused mindsetthat starts with the goal or what is meant to be achieved instead of starting with a certain problem. Such a mindset opens a designer to the opportunities the problem might present for innovation2. What is the role of the instructional designer with increased use of online productivity tools for collaboration? CoachNational Educational Technology Standards (NETS) for Coaching (NETS-C) benchmark what coaches should know and be able to do to effectively help ID develop their confidence and effectiveness in designing and supporting technology-rich environments that maximize learning. Each iteration of our study required the ID as Instructor to apply her understanding of cognitive learning theory. She accomplished this by designing authentic problem-solving and goal-oriented activities using Google Apps that were constructive, reflective and collaborative. Innovation is an inherently social activity. Developing instructional materials, systems, and guidelines for learning to flourish formally, informally, and even socially was keyto learning advanced instructional design techniques and simultaneously observing strategies for course delivery and group collaboration. The ID Instructor designed coursework that exposed students to concepts and knowledge to prepare them for practice in the field:1. Course content2. Accessible technology tools3. Strategies for designing and teaching in an online environment through observation of instructor design3. How does the instructional designer as the human instrument impact productivity tool use to learn? Disposition & Competency of the ID The ID as Instructor NEED NOT be a TRANSFORMATIVE USER of various technologies as much as DEMONSTRATE COMPETENCY IN ways to use that technology to sequence learning experiences appropriate for successful task outcomes– i.e., problem solving and understanding and application of cognitivelearning theory within the online setting. The ID as Instructor would need to be able to engage in active course design, development and implementation as required by a learner-centered focusin order to develop a savvy and competitive workforce able to maximize learning with technology.
  4. Poll the group to determine the degree of familiarity with Google Docs. If the group is mostly experts proceed to 5 ideas in 5 minutes. If the group is mostly novices, proceed to demo?Presenter needs to visit https://docs.google.com/demo/ FIRST THEN share the shortened URL with the audience(these demos are only good for 24 hours…so DON’T create the link for the audience until the day of the presentation.) http://goo.gl/ujeXu