e-Learning Ecologies MOOC’s Updates
Active Knowledge Making - Epistemic Dimensions of Learning
Active Knowledge Making—so learners become active knowledge producers (for instance, project-based learning, using multiple knowledge sources, and research based knowledge making), less than they are knowledge consumers (as exemplified in the ‘transmission’ pedagogies of traditional textbook learning or e-learning focused on video or e-textbook delivery). Active knowledge making practices underpin contemporary emphases on innovation, creativity and problem solving—quintessential ‘knowledge economy’ and ‘knowledge society’ attributes.
Videos:
Comment: Make a comment below this update about the ways in which educational technologies can support learners to become active knowledge makers. Respond to others' comments with @name.
Post an Update: Make an update introducing an active knowledge making concept on the community page. Define the concept and provide at least one example of the concept in practice. Be sure to add links or other references, and images or other media to illustrate your point. If possible, select a concept that nobody has addressed yet so we get a well-balanced view of active knowledge making. Also, comment on at least three or four updates by other participants. Active knowledge making concepts might include:
- Project-based learning
- Inquiry learning
- Authentic pedagogy
- Progressive education
- New learning/transformative learning
- Participatory learning
- Gamification
- Prosumers
- Knowledge society/economy
- Learning for innovation/creativity
- Research-based learning
- Online project spaces
- Makerspaces
- Suggest concept in need of definition!
Defining Recursive Feedback:
Recursive feedback refers to the process of providing iterative feedback to learners that they can use to improve subsequent performance. This method emphasizes the cyclical, ongoing nature of learning and feedback, allowing students to reflect on and refine their understanding and skills progressively.
Example in Practice:
In the context of e-learning, quizzes often serve as an excellent medium for recursive feedback. For instance, platforms like Coursera utilize quizzes not just as assessment tools but also as learning aids. After submitting answers, students immediately receive feedback highlighting the correct answers and explaining why certain choices are right or wrong. This instant feedback helps learners understand their mistakes, apply new knowledge, and prepare better for future assessments.
Students can retake these quizzes multiple times, each attempt refining their understanding and knowledge based on the feedback provided. This process is not only about assessing what they know but helping them learn from what they didn’t.
Visual Aids and Media:
Embedding a simple flowchart that outlines the process from taking the quiz, receiving feedback, studying the relevant material, and retaking the quiz could illustrate this concept effectively. Additionally, a screenshot from a Coursera quiz section showing the feedback interface might be useful.
Engagement with Other Participants:
When engaging with other discussions, especially those related to educational technologies like adaptive learning systems or learning management systems, it’s beneficial to discuss how these technologies can enhance the delivery of recursive feedback through quizzes.
Conclusion:
Recursive feedback through quizzes offers a robust method for enhancing learning in online environments. It leverages the strengths of immediate feedback and the opportunity for continuous improvement, crucial for mastering complex subjects.
For those interested in further exploring this topic, I recommend reading more about feedback mechanisms in online learning environments, such as those discussed in scholarly articles available through educational technology journals. You can start with resources available on Google Scholar or specific educational research databases like ERIC or JSTOR.
Exploring Gamification in e-Learning
Greetings to all learners and educators on the e-Learning Ecologies MOOC community page and Coursera discussion forums,
Today, I am excited to introduce a stimulating active learning concept that has been gaining traction across educational platforms: Gamification. Gamification involves the application of game-design elements and game principles in non-game contexts, such as education. This approach aims to enhance user engagement, organizational productivity, flow, learning, crowdsourcing, employee recruitment and evaluation, ease of use, usefulness of systems, and physical exercise.
Defining Gamification:
Gamification in education means integrating game dynamics into the learning environment to motivate participation, engagement, and loyalty. This is achieved by using game mechanics such as points, challenges, leaderboards, rules of play, and rewards to promote learning through an interactive experience that encourages higher levels of engagement.
Example in Practice:
A practical example of gamification can be seen on platforms like Duolingo or Khan Academy, where learners earn points for completing lessons, advance through levels, and receive badges as they master new skills. This game-like environment motivates learners to set and achieve goals, fostering a fun and engaging atmosphere that can make the learning process more enjoyable and effective.
Visual Aids and Media:
Including images or videos of these platforms in action, such as screenshots of the points and badges system, or a video tour of how gamification unfolds in a learning module, can illustrate the benefits and mechanics of gamification effectively. Websites like Duolingo (Duolingo) and Khan Academy (Khan Academy) provide excellent examples of these dynamics.
Engagement with Other Participants:
When commenting on updates about other active learning concepts like Project-Based Learning or Inquiry Learning, it’s beneficial to draw parallels to how gamification can complement these methodologies by enhancing engagement and providing systematic feedback through rewards.
Conclusion:
Gamification transforms the learning experience by applying the motivational techniques from games to educational content. This approach not only makes learning more enjoyable but can also improve retention rates and outcomes by leveraging the natural desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, or closure.
For educators looking to incorporate gamification into their teaching strategies, resources like “The Gamification of Learning and Instruction” by Karl Kapp offer comprehensive insights and guidelines.
Embracing gamification in online learning environments invites a creative avenue to foster engagement and a dynamic interactive experience, aligning well with the goals of modern educational ecologies.
Feel free to explore how gamification can be integrated into your learning contexts and share your thoughts or experiences here. I look forward to your insights and discussions on this exciting topic!
Gamification in learning can be defined as using elements of game design, in learning (non-game) contexts (Sailer & Homner, 2020). The reasons for its implementation can be to increase motivation of learners, for example by using typical traits from video gaming such as use of a progress bar, different ‘levels’, rewards etc. Gamification taps into the basic desires and needs of the user’s impulses which revolve around the idea of status and achievement.
Whilst there has been a multitude of research regarding the effectiveness of gamification in learners achieving learning outcomes, there is yet to be conclusive evidence.
In eLearning, gamification is utilised to enhance the educational experience, making it more engaging and interactive. This approach involves integrating game elements into learning platforms and courses. Within the eLearning context, gamification is used for a number of different reasons including:
1. To enhance engagement
By incorporating elements like points, badges, and leaderboards, learners are encouraged to engage more deeply with the content. These game-lie elements make learning more exciting and fun which may increase motivation and participation.
2. Encouraging progress and achievement
Gamification often includes setting up levels or milestones that learners need to achieve. This can help students see their progress in a tangible way, motivating them to continue learning and advancing through the material.
3. Instant feedback
In games, players receive immediate feedback on their actions. This aspect of gamification can be applied in online learning, where students receive quick responses to their activities, helping them understand where they stand and the areas of improvement.
4. Increasing knowledge retention
The interactive and engaging nature of gamified learning helps in better retention of information. When students are actively participating in the learning proves they are more likely to remember the material.
5. Facilitating behaviour change
Gamification can encourage positive behavioural changes, such as regular study habits or active participation in discussions, by rewarding these behaviours within the learning platform.
6. Adaptability to individual needs
Gamification allows for the personalisation of learning experiences. Different students can be motivated by different types of rewards and challenges, and gamification can cater to these varied preferences.
7. Collaborative and competitive elements
Some gamified learning environments include collaborative challenges, where learners work together to achieve a goal, or competitive elements, where students compete. This can build community and foster a sense of a connection among learners.
• Sailer, M., Homner, L. The Gamification of Learning: a Meta-analysis. Educ Psychol Rev 32, 77–112 (2020). https://doi.org/10.1007/s10648-019-09498-w
• Smiderle, R., Rigo, S.J., Marques, L.B. et al. The impact of gamification on students’ learning, engagement and behavior based on their personality traits. Smart Learn. Environ. 7, 3 (2020). https://doi.org/10.1186/s40561-019-0098-x
• Legaki, Nikoletta-Zampeta, et al. The effect of challenge-based gamification on learning: An experiment in the context of statistics education. International journal of human-computer studies 144 (2020): 102496.
Gamification in education adds a sprinkle of fun, a dash of competition, and a whole lot of engagement. While not a magic potion, it can boost motivation, personalize learning, and spark critical thinking. But beware, poorly designed quests can backfire - focus on clear goals, and meaningful rewards, and remember, learning's the real treasure!
Project-based learning (PBL) is an active student-centred form of instruction which is characterised by students’ autonomy, constructive investigations, goal-setting, collaboration, communication and reflection within real-world practices. It has been explored in various contexts and in different phases of schooling, from primary to higher education. The majority of the reviewed studies were based on a quasi-experimental pretest–posttest design with some baseline equivalence established but no random allocation of participants to control and experimental groups, and as a result, a causal link between PBL instruction and positive student outcomes cannot be established with certainty. Modern digital technology, group processes of high quality, teachers’ ability to effectively scaffold students’ learning and provide guidance and support, the balance between didactic instruction with in-depth inquiry methods and well-aligned assessment have been identified in the literature as facilitating factors in the implementation of PBL. The article concludes with six key recommendations considered to be essential for the successful adoption of a PBL approach in the mainstream school setting.
The growth of a knowledge economy can be assisted, in my opinion, by a robust, easily accessible, and ever-growing knowledge base, or KB.
Some features that help KBs encourage the growth of a knowledge economy include:
Searchability (a great KB will have use of boolean search feature)
Community engagement (a good KB will allow comments, a great KB will have a community feature that allows active discussion)
Data analytics (the ability to pull search terms and time to ideal result)
Content organization options (the ability to access interactive step-by-step AND full page procedures/information)
According to East Straudsburg University, a knowledge base should bring together content, the learning environment, and the learner themselves into a process they call the learning cycle. The learning cycle should perseverate through knowledge acquisition - learners who have access to information at their fingertips can self-scaffold and facilitate the growth of intrinsic motivation through exposure to just-in-time access to critical information. When we allow learners to address their own needs, it limits the need of the instructor to facilitate motivation by themselves and try to convince the learner that what they are learning is important and interesting, and instead places the instructor as a friendly guide and subject matter expert. Note that KBs do not eliminate the need for the instructor, but instead places the onus of learner motivation directly onto the learner after an initial query.
While it initially seems that this type of learning cannot be regulated, i.e., learners will progress at vastly different paces, that is (1) the whole idea, and (2) not exactly true. If a knowledge base is well structured, it should lead learners down similar and requisite paths to seek answers to the ultimate questions. In classroom and structured learning environments, this can be facilitated through specific structures to mold the search process. In less structured learning environments, a needs analysis should be conducted to analyze how much structure is necessary in a process, and what an ideal process looks like for knowledge seeking.
Source:
https://www.esu.edu/college_education/teacher_education_framework/learning_cycle.cfm
Research-Based Learning: An Integrated Educational Approach
Definition:
Research-based learning revolves around the principles of research, fostering active engagement and inquiry-based exploration among students. It emphasizes critical thinking, problem-solving, and independent inquiry, akin to the practices of professional researchers. This approach encourages students to develop questions, seek information from diverse sources, evaluate evidence, analyze data, and draw evidence-based conclusions. Continue reading as we delve into the integrated education approach to research-based learning.
Example:
In a university's biology course, research-based learning might be implemented through a semester-long project. Students could investigate the impact of environmental factors on local biodiversity. They would craft research methodologies, gather field data, analyze samples, and present their findings. This immersive experience enables students to deeply engage in scientific inquiry, applying theoretical knowledge to practical, real-world scenarios.
Advantages of Research-Based Learning:
• Critical Thinking: Promotes analytical thinking and problem-solving abilities.
• Inquiry Skills: Develop information gathering, synthesis, and evaluation skills.
• Active Engagement: Enhances student motivation and involvement with the subject.
• Real-World Application: Encourages the practical use of theoretical knowledge.
• Preparation for Future Careers: Equips students with essential skills for professional pursuits.
Relevance in the Modern World:
Research-based learning holds significant relevance in today's digital age, fostering digital literacy, adaptability, interdisciplinary thinking, and innovation — all crucial for navigating a rapidly changing world. In an era marked by technological advancements, global challenges, and diverse career landscapes, this approach prepares individuals to make informed decisions, solve complex problems, and contribute meaningfully to society.
Conclusion:
Research-based learning stands as a cornerstone in modern education, empowering learners to thrive amidst constant change, technological innovation, and complex challenges. Embracing this approach not only enhances subject-specific knowledge but also nurtures the essential skills required for success in academia, careers, and life.
References:
• The Journal of Research Practice publishes articles on various aspects of research-based learning. https://www.edutopia.org/pbl-research-learning-outcomes
• https://eric.ed.gov/?id=EJ1312282
• Research-Based Learning in Higher Education by Healey, Jenkins, and Zetter provides practical strategies for implementing research-based learning. https://www.researchgate.net/publication/315350991_RESEARCH_BASED_LEARNING_IN_HIGHER_EDUCATION_A_REVIEW_OF_LITERATURE
• https://stemeducationjournal.springeropen.com/articles/10.1186/s40594-020-00221-8
Research-based learning ditches spoon-feeding, grab a magnifying glass! Turn students into detectives, uncovering knowledge, asking questions, and building their own paths. Curiosity explodes, critical thinking thrives, and innovation takes flight. Here, the journey counts, not just the findings!
What is Project Based Learning?
Project Based Learning (PBL) is an instructional methodology encouraging students to learn by applying knowledge and skills through an engaging experience. PBL presents opportunities for deeper learning in context and for the development of important skills tied to college and career readiness.
Characteristics of Project-Based Learning
Here are three characteristics of meaningful project-based learning activities that lead to deeper student understanding:
1. Interdisciplinary
Project-based curriculum is designed to engage students using real-world problems. This is an interdisciplinary approach because real-world challenges are rarely solved using information or skills from a single subject area. Projects require students to engage in inquiry, solution building, and product construction to help address the issue or challenge presented. As students do the work, they often use content knowledge and skills from multiple academic domains to successfully complete the project.
2. Rigorous
Project-based education requires the application of knowledge and skills, not just recall or recognition. Unlike rote learning to assess a single fact, PBL assesses how students apply a variety of academic content in new contexts. As students engage in a project, they begin by asking a question. Inquiry leads the student to think critically as they are using their academic knowledge in real-world applications. The inquiry process leads to the development of solutions to address the identified problem. They show their knowledge in action through the creation of products designed to communicate solutions to an audience.
3. Student-centered
In PBL, the role of the teacher shifts from content-deliverer to facilitator/project manager. Students work more independently through the PBL process, with the teacher providing support only when needed. Students are encouraged to make their own decisions about how best to do their work and demonstrate their understanding. The PBL process fosters student independence, ownership of his/her work, and the development of 21st-century/workplace skills.
Written by Maggie O'Brien Opens in a new tab
| Aug 20, 2020 6:27:00 PM
https://blog.definedlearning.com/blog/what-is-project-based-learning?hs_amp=true
Project-based learning is not memorizing facts, but building rockets! It transforms classrooms into workshops, ignites passions, and crafts resilient problem-solvers. Watch knowledge turn tangible, mistakes turn into stepping stones, and collaboration conquers challenges. Just remember, clear goals and open skies are key!
Thank you for the insight.
التعلم النشط: هو فلسفة أو اتجاه يجعل الطالب محور التعلم ومنتج ومكتشف للمعلومة لا متلقي ومستهلك لها عن طريق عدة استراتيجيات متنوعةبحيث يكون دور كبير في تنمية مهارات التفكير والممارسة والتطبيق
التعلم النشط: هو فلسفة أو اتجاه يجعل الطالب محور التعلم ومنتج ومكتشف للمعلومة لا متلقي ومستهلك لها عن طريق عدة استراتيجيات متنوعةبحيث يكون دور كبير في تنمية مهارات التفكير والممارسة والتطبيق
التعلم النشط: هو فلسفة أو اتجاه يجعل الطالب محور التعلم ومنتج ومكتشف للمعلومة لا متلقي ومستهلك لها عن طريق عدة استراتيجيات متنوعةبحيث يكون دور كبير في تنمية مهارات التفكير والممارسة والتطبيق