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Re-thinking E-textbooks:Towards Integration Of Proprietary
And User-generated Digital Educational Content
Mart Laanpere, Veronika Rogalevich, Hans ldoja :: Tallinn University
ECER :: European Conference of Educational Research :: Istanbul, 13. September 2013
Disruptive innovation
 Christensen (‘Innovator’s dilemma’, 1997): improving a product
or service in ways that the market does not expect, typically
first by designing for a different set of consumers in a new
market and later by lowering prices in the existing market
 Examples:
 Music business: MC > CD > mp3
 Book business: book > e-book
 In school: class journal > eSchool
 Is e-textbook going to be another distruptive innovation?
Socio-technical transitions
Geels 2002
Good vs. evil
 Dramatic 1984: http://youtu.be/2zfqw8nhUwA
 Black & white world of IPR
 Both camps hope to win in the next socio-technical transition
 eTextbook scenarios:
 eTextbook as e-book – Apple iBooks Author
 eTextbooks as app – been there…
 eTextbook as e-course
 eTextbook as aggregated set of Learning Objects in repository
 Searching for the 5th scenario: dialectic approach (not just
antithesis, rather synthesis)
Some thoughts
 eTextbook might not be e-book
 Borders disappear: physical & virtual, content &
software, learner & teacher, author & user, school & life,
learning & assessment, professional & user-generated
 Trialogical learning: learning as knowledge creation
through interaction with digital artefacts & tools
 Author gains the most from the textbook, why can’t the
students be coauthors of eTextbooks?
LEARNMIX project
 Aims: to find economically & technologically sustainable,
pedagogigally meaningful solution for next-generation
eTextbooks that can be used across various platforms and usage
contexts.
 Seeking for the road in the middle: new business models for
publishers, aggregating with user-generated content
 Two integrated research directions:
 Human-Computer Interaction: platform-independent interaction
design, ubiquitous interaction, advanced analytics
 Pedagogical scenarios: 1:1 computing, BYOD, outdoor learning,
inquiry-based learning
LEARNMIX vision of eTextbook 2.0
 New pedagogy: eTextbook is not an input to learning, rather output
 LEARNMIX eTextbook 2.0 has three parts:
 Professionally produced, commercially distributed content: simulations,
games, interactive exercises, exams, virtual labs etc
 Content created by teachers: worksheets, project plans, assignments,
exercises, examples
 Content created by students: remixes, products, prototypes, project
reports, presentations, journals
 Requirements for LEARNMIX eTextbook 2.0 software:
 Interoperability framework
 Authoring tools for teachers, delivery tools for publishers
 Cloud-based repositories
 Authoring, mashup & remix tools for students’ BYOD devices
Availability and reusability of digital
heritage
 LEARNMIX eTextbook 2.0 requires critical mass of digital texts,
photos, videos that are:
 Freely accessible ja easily found (federation of repositories,
semantic annotations, recommender systems)
 Editable, remixable, extendable, reusabel in various contexts
(legally, technologically, ease of use)
 Monitoring and analytics (both originals and versions)
 Localisable
 With business potential

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Re­thinking E­textbooks: Towards Integration Of Proprietary And User­generated Digital Educational Content

  • 1. Re-thinking E-textbooks:Towards Integration Of Proprietary And User-generated Digital Educational Content Mart Laanpere, Veronika Rogalevich, Hans ldoja :: Tallinn University ECER :: European Conference of Educational Research :: Istanbul, 13. September 2013
  • 2. Disruptive innovation  Christensen (‘Innovator’s dilemma’, 1997): improving a product or service in ways that the market does not expect, typically first by designing for a different set of consumers in a new market and later by lowering prices in the existing market  Examples:  Music business: MC > CD > mp3  Book business: book > e-book  In school: class journal > eSchool  Is e-textbook going to be another distruptive innovation?
  • 4. Good vs. evil  Dramatic 1984: http://youtu.be/2zfqw8nhUwA  Black & white world of IPR  Both camps hope to win in the next socio-technical transition  eTextbook scenarios:  eTextbook as e-book – Apple iBooks Author  eTextbooks as app – been there…  eTextbook as e-course  eTextbook as aggregated set of Learning Objects in repository  Searching for the 5th scenario: dialectic approach (not just antithesis, rather synthesis)
  • 5. Some thoughts  eTextbook might not be e-book  Borders disappear: physical & virtual, content & software, learner & teacher, author & user, school & life, learning & assessment, professional & user-generated  Trialogical learning: learning as knowledge creation through interaction with digital artefacts & tools  Author gains the most from the textbook, why can’t the students be coauthors of eTextbooks?
  • 6. LEARNMIX project  Aims: to find economically & technologically sustainable, pedagogigally meaningful solution for next-generation eTextbooks that can be used across various platforms and usage contexts.  Seeking for the road in the middle: new business models for publishers, aggregating with user-generated content  Two integrated research directions:  Human-Computer Interaction: platform-independent interaction design, ubiquitous interaction, advanced analytics  Pedagogical scenarios: 1:1 computing, BYOD, outdoor learning, inquiry-based learning
  • 7. LEARNMIX vision of eTextbook 2.0  New pedagogy: eTextbook is not an input to learning, rather output  LEARNMIX eTextbook 2.0 has three parts:  Professionally produced, commercially distributed content: simulations, games, interactive exercises, exams, virtual labs etc  Content created by teachers: worksheets, project plans, assignments, exercises, examples  Content created by students: remixes, products, prototypes, project reports, presentations, journals  Requirements for LEARNMIX eTextbook 2.0 software:  Interoperability framework  Authoring tools for teachers, delivery tools for publishers  Cloud-based repositories  Authoring, mashup & remix tools for students’ BYOD devices
  • 8. Availability and reusability of digital heritage  LEARNMIX eTextbook 2.0 requires critical mass of digital texts, photos, videos that are:  Freely accessible ja easily found (federation of repositories, semantic annotations, recommender systems)  Editable, remixable, extendable, reusabel in various contexts (legally, technologically, ease of use)  Monitoring and analytics (both originals and versions)  Localisable  With business potential