As luck would have it, FastCompany reports on a University of Washington study that relates to my previous post. One of the culprits that this study identifies with ebooks is lack of cognitive mapping that would provide cues helpful to navigation (e.g., Where am I?) and retention (How can I make a note of this when I need to remember it for the test?).
So here we’re reminded of what’s become something of an aphorism in the instructional design world: think beyond the tools. And when you’re talking about ebooks in educational contexts, student needs differ from those of the general-purpose, leisure reader. Unlike the leisure reader, students need to exhibit and demonstrate understanding to their teachers (at the very least) and genuine options for interaction can facilitate this.
Flickr image credit: Torley
Posted by IterativeLearner at 1:18 pm on May 14th, 2011.
Categories: Design, Learning.
Educause has an interview with William Rankin of Abilene Christian University who talks a bit about their mobile learning initiative, part of which involves distributing an iPhone or iPod Touch to incoming students. When they move into discussing how the device supports learning, he mentions some good ones
- Lowering barriers to participation (e.g., by using WordPress widgets such as postie, students can contribute all kinds of media by simply sending an email)
- Polling
- Extending learning outside the physical classroom context (e.g., field work, lab)
The last one, extending the classroom, is one that I’m most interested in following because of its implications for pushing learning opportunities into many different contexts. For example, because their university is located in Texas, he describes students using mobile devices for Range Management projects.
Posted by IterativeLearner at 7:17 pm on July 28th, 2010.
Categories: Collaboration, Learning, Teaching.
TechTrends has a good piece on virtual gaming and instructional design (Atusi Hirumi, Bob Appelman, Lloyd Rieber, and Richard Van Eck). It’s a great and timely article, but one of the more interesting sections is when they get to the design section. With the ADDIE model as their general framework, they bifurcate the design phase where the game designers work on things like side quests, obstacles, challenges, and puzzles and the instructional designers focus on developing Learning Task Maps that specify enabling and prerequisite skills needed to achieve the overall goal.
They move on to discuss how the relationship between goals and objectives can be more fluid than with many traditional design projects because game designers may want to develop a challenge that is directly related to the goal.
Posted by IterativeLearner at 2:55 am on June 10th, 2010.
Categories: Design, Learning, Video games.