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