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A Pedagogical Model for
Science Education through
Blended Learning
1
EADTU - The Online, Open and Flexible Higher Education
Conference
29th
OCTOBER 2015, Hagen, Germany
EADTU - The Online, Open and Flexible Higher Education
Conference
29th
OCTOBER 2015, Hagen, Germany
José Bidarra (Universidade Aberta, jose.bidarra@uab.pt)
Ellen Rusman (Open Universiteit, ellen.rusman@ou.nl)
CLASSROOM
ONLINE
MOBILE
IMMERSIVE
2
⇒ Changing labour market
⇒ High turnover rate of knowledge
⇒ Widespread and new practices of technology use
in daily life
⇒ Students will work in “not-yet-invented” jobs
⇒ Adaptation to a global and connected world
⇒ EMERGENCE OF NEW CHALLENGES IN EDUCATION
why another model?
Complex developments in society
3
⇒ Few students pursue a career in sciences
⇒ The educational system does not motivate students
⇒ science studies (STEM) perceived as more
"difficult" than other fields
⇒ highly theoretical orientation, not related to
recognizable daily problems of learners
⇒ negative ‘image’ of STEM among younger
students (nerdy, weird, abstract, complex…)
⇒ Society needs professionals with a technical
background
⇒ High schools and universities need to “reconsider”
traditional teaching methods
The problem
Science education (Ref. OECD, PISA in Focus, 2015)
4
Potential
affordances
facilitating
learning
processes
4
Digital lifestyle & learning
• Search, analyze and create digital information
where and when the user wants (at their own
pace) using various media
• Master a procedural knowledge about digital
media and global communications
• Make (professional and private) decisions in the
context of a networked society
• Apply creative skills to solve new problems
(technological and methodological)
• Engage in collaborative work with others
5
Pervasive learning
• Pervasive learning is a social process that
connects learners to communities consisting of
devices, resources, people, and culture, so that
students can experience a relevant and
meaningful learning process by accessing and
authoring specific content (text, images, audio,
video), in locations and at times that they find
meaningful and relevant.
• Learners may experience a continuous or
seamless learning process by means of the
affordances reachable via mobile and b-learning
technology. A bold but disruptive approach is to
share responsibility for orchestration between the
teacher the students and the technology
(Sharples, 2013).
6
The mobility context
7
Educational technologies
For the first time in history we have resources
and mobile educational technologies that cost
nothing to governments and schools:
– Smart mobile phones (most students have one);
– Networking software (freely available, e.g.
Hangouts, Messenger, Skype);
– Learning applications (freely and increasingly
available, e.g. Apple Store, Google Play);
– Open educational resources (in growing supply,
e.g. MOOCs, iTunes U, Khan Academy).
8
Context of a XXI Century Literacy
• Digital Literacy – the ability to communicate with a global
community to discuss issues, gather information, and seek
help;
• Global Literacy - the capacity to read, interpret, respond,
and contextualize messages from a global perspective;
• Technology Literacy - the ability to use computers and other
technology to improve learning, productivity, and
performance;
• Visual Literacy - the ability to understand, produce and
communicate through visual images;
• Information Literacy - the ability to find, evaluate and
synthesize information.
(Brown et al., 2005)
9
Context of a XXI Century Skills
• Creativity– the ability to develop from scratch new
solutions to emerging problems (communication, digital
literacy);
• Critical thinking- the capacity to read, interpret, and
evaluate new information (citizenship, communication,
digital literacy;
• Problem solving- the ability to make decisions and
implement the best solutions (communication,
collaboration, digital literacy);
• Productivity- the ability to be more productive and apply
higher level skills (ICT competences are important).
(Voogt & Roblin, 2012)
10
Digital storytelling
11
Gamification
• "the use of game design elements in non-
game contexts" (Deterding et al., 2011, p.1)
• A common implementation of gamification is
to take the scoring elements of video games,
such as points, levels, and achievements,
and apply them to a work or educational
context.
• The concept has been around for some time
through loyalty systems like frequent flyer
miles, green stamps, and library summer
reading programs. 12
Time-Space Matrix
(Johansen’s, 1988)
13
Flipped class & SPOCs
(Small Private Online Courses)
(Brian White, edX)
14
Blended learning framework
• Context: establish learning processes regarded not as
isolated variables within controlled settings, but as
components to be understood in more realistic, authentic
situations (closer to work and life environment).
• Technology: enable learners to create portfolios and
digital artefacts, affording a more ‘seamless’ learning
experience, using software that combines a variety of
multimedia tools including text, still images, audio, video
and Web publishing.
• Pedagogy: develop strategies that are flexible in terms
of location, time and pace, and valuable and feasible to
the learner, according to his/her learning style, personal
needs and learning context(s).
15
16
Context (What, Where, By Whom)
Technology (How, When)
Pedagogy (Who, Why, How, When)
SLAM
Science Learning Activities Model umbrella concepts
17
18
19
20
• Right motivational context
• Adequate technology mix
• Learner centered approach
• Effective, valuable and
feasible learning activities
• Accurate assessment
• Optimal guidance & support
Key aspects
And Success factors
21
• Establish a framework and design guidelines for blended
learning activities in science education and learning in order
to/with the aim to:
- raise interest of youth in (and change image of) science
- improve motivation
- meet societal needs
• Design with high motivational impact, authentic settings and
‘bridging’ existing boundaries in education and learning
• Use today’s flexible, interactive and immersive technologies
• Test model in the field for impact and blended learning quality
conclusions
And future work
Designing a colony on Mars Dutch Secondary Education 22
Thank you for your attention!
José Bidarra (DCeT, Universidade Aberta, jose.bidarra@uab.pt)
Ellen Rusman (Welten Institute, Open Universiteit, ellen.rusman@ou.nl)
23

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A Pedagogical Model for Science Education through Blended Learning

  • 1. A Pedagogical Model for Science Education through Blended Learning 1 EADTU - The Online, Open and Flexible Higher Education Conference 29th OCTOBER 2015, Hagen, Germany EADTU - The Online, Open and Flexible Higher Education Conference 29th OCTOBER 2015, Hagen, Germany José Bidarra (Universidade Aberta, jose.bidarra@uab.pt) Ellen Rusman (Open Universiteit, ellen.rusman@ou.nl) CLASSROOM ONLINE MOBILE IMMERSIVE
  • 2. 2 ⇒ Changing labour market ⇒ High turnover rate of knowledge ⇒ Widespread and new practices of technology use in daily life ⇒ Students will work in “not-yet-invented” jobs ⇒ Adaptation to a global and connected world ⇒ EMERGENCE OF NEW CHALLENGES IN EDUCATION why another model? Complex developments in society
  • 3. 3 ⇒ Few students pursue a career in sciences ⇒ The educational system does not motivate students ⇒ science studies (STEM) perceived as more "difficult" than other fields ⇒ highly theoretical orientation, not related to recognizable daily problems of learners ⇒ negative ‘image’ of STEM among younger students (nerdy, weird, abstract, complex…) ⇒ Society needs professionals with a technical background ⇒ High schools and universities need to “reconsider” traditional teaching methods The problem Science education (Ref. OECD, PISA in Focus, 2015)
  • 5. Digital lifestyle & learning • Search, analyze and create digital information where and when the user wants (at their own pace) using various media • Master a procedural knowledge about digital media and global communications • Make (professional and private) decisions in the context of a networked society • Apply creative skills to solve new problems (technological and methodological) • Engage in collaborative work with others 5
  • 6. Pervasive learning • Pervasive learning is a social process that connects learners to communities consisting of devices, resources, people, and culture, so that students can experience a relevant and meaningful learning process by accessing and authoring specific content (text, images, audio, video), in locations and at times that they find meaningful and relevant. • Learners may experience a continuous or seamless learning process by means of the affordances reachable via mobile and b-learning technology. A bold but disruptive approach is to share responsibility for orchestration between the teacher the students and the technology (Sharples, 2013). 6
  • 8. Educational technologies For the first time in history we have resources and mobile educational technologies that cost nothing to governments and schools: – Smart mobile phones (most students have one); – Networking software (freely available, e.g. Hangouts, Messenger, Skype); – Learning applications (freely and increasingly available, e.g. Apple Store, Google Play); – Open educational resources (in growing supply, e.g. MOOCs, iTunes U, Khan Academy). 8
  • 9. Context of a XXI Century Literacy • Digital Literacy – the ability to communicate with a global community to discuss issues, gather information, and seek help; • Global Literacy - the capacity to read, interpret, respond, and contextualize messages from a global perspective; • Technology Literacy - the ability to use computers and other technology to improve learning, productivity, and performance; • Visual Literacy - the ability to understand, produce and communicate through visual images; • Information Literacy - the ability to find, evaluate and synthesize information. (Brown et al., 2005) 9
  • 10. Context of a XXI Century Skills • Creativity– the ability to develop from scratch new solutions to emerging problems (communication, digital literacy); • Critical thinking- the capacity to read, interpret, and evaluate new information (citizenship, communication, digital literacy; • Problem solving- the ability to make decisions and implement the best solutions (communication, collaboration, digital literacy); • Productivity- the ability to be more productive and apply higher level skills (ICT competences are important). (Voogt & Roblin, 2012) 10
  • 12. Gamification • "the use of game design elements in non- game contexts" (Deterding et al., 2011, p.1) • A common implementation of gamification is to take the scoring elements of video games, such as points, levels, and achievements, and apply them to a work or educational context. • The concept has been around for some time through loyalty systems like frequent flyer miles, green stamps, and library summer reading programs. 12
  • 14. Flipped class & SPOCs (Small Private Online Courses) (Brian White, edX) 14
  • 15. Blended learning framework • Context: establish learning processes regarded not as isolated variables within controlled settings, but as components to be understood in more realistic, authentic situations (closer to work and life environment). • Technology: enable learners to create portfolios and digital artefacts, affording a more ‘seamless’ learning experience, using software that combines a variety of multimedia tools including text, still images, audio, video and Web publishing. • Pedagogy: develop strategies that are flexible in terms of location, time and pace, and valuable and feasible to the learner, according to his/her learning style, personal needs and learning context(s). 15
  • 16. 16 Context (What, Where, By Whom) Technology (How, When) Pedagogy (Who, Why, How, When) SLAM Science Learning Activities Model umbrella concepts
  • 17. 17
  • 18. 18
  • 19. 19
  • 20. 20 • Right motivational context • Adequate technology mix • Learner centered approach • Effective, valuable and feasible learning activities • Accurate assessment • Optimal guidance & support Key aspects And Success factors
  • 21. 21 • Establish a framework and design guidelines for blended learning activities in science education and learning in order to/with the aim to: - raise interest of youth in (and change image of) science - improve motivation - meet societal needs • Design with high motivational impact, authentic settings and ‘bridging’ existing boundaries in education and learning • Use today’s flexible, interactive and immersive technologies • Test model in the field for impact and blended learning quality conclusions And future work
  • 22. Designing a colony on Mars Dutch Secondary Education 22
  • 23. Thank you for your attention! José Bidarra (DCeT, Universidade Aberta, jose.bidarra@uab.pt) Ellen Rusman (Welten Institute, Open Universiteit, ellen.rusman@ou.nl) 23