Half an Hour: The Future of Online Learning: Ten Years On
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Saved by 126 people (-12 private), first by anonymouse user on 2008-11-16
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on 2009-01-07 by tomlaigle
Situation in 3D world countries is not so good, but great improvements are awaited... cf Google's project to supply internet connection to Africa.
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The 2008 instantiation of this idea is the widget. A widget is a piece of code – typically written in Flash or Javascript – that resides on a desktop or web page and performs a specific function.
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In 1998 I wrote that ‘The PAD will become the dominant tool for online education, combining the function of book, notebook and pen.” The PAD, I said, would be “a lightweight notebook computer with touch screen functions and high speed wireless internet access.” I also said it would cost around three hundred dollars.
By 2008, the prescience of that prediction has been proven.
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Highlighted by drewmca
on 2009-08-24 by drewmca
so, part of the adoption process may be that the introduction of a tool must be preceded by a discussion of pedagogy and what the tool can bring to that discussion
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on 2009-01-07 by tomlaigle
i.e. a personal learning (and playing, sharing, socializing...) environnement
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on 2009-01-07 by tomlaigle
Although quality content is still scarce... most of these platforms focus on (sometimes useful) tools. User generated content doesn't work so good, probably because it takes time and high level skills to create language courses...
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on 2009-01-07 by tomlaigle
The best educational games for language learning are the games you can't play in your own language. But are kids willing to play to their favorite games in a foreign language if they don't have to ? Online (massive) multiplayer games can be nice too, although english is proeminent and written language often... well... specific.
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First, as was easy to predict in 1998, the dominance of text-based content has given way to a much wider range of formats. Audio content became popular with file sharing and music content services, as well as with the rise of podcasting in 2003. Video content became widely available following the development of Flash video services and of sites like YouTube, which allowed users to upload and convert their videos.
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The educational institution is unlikely to disappear, but it is unlikely also to remain the sole locus of student learning. Educational institutions will need more and more to think of themselves as part of a larger system, and as their offerings as entities that will become a part of, and interact with, the larger environment. Consider, for example, the photo editor that connects to Flickr, described above. Now imagine what an art appreciation resource would look like, how it would interact with Flickr photos. (Unattributed, 2006)
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In the future, competences will be just one way (and an unusually employer-centered way) to select learning opportunities. What we will see, rather, is that the selection of learning opportunities will not be a stand-alone activity, but instead will be embedded in other activities.
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on 2009-01-09 by tomlaigle
educational delivery systems = a filtering/connecting hub between student and resources/people ?
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As discussed above, educational institutions will need to see themselves as providers of learning resources (and not merely learning objects). These resources will be online services that connect students with: learning content; games, simulations, and other activities; ad hoc communities of learners; and experts and other practitioners. They will be specialized multimedia content consumption, editing and authoring systems designed to facilitate a student’s ability to perceive and perform as modeled by experts in a community of practice.
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Though there will continue to be ‘degrees’, these will be based on a mechanism of evaluation and recognition, rather than a lockstep marching through a prepared curriculum. And educational institutions will not have a monopoly on such evaluations (though the more prestigious ones will recognize the value of aggregating and assessing evaluations from other sources).
Earning a degree will, in such a world, resemble less a series of tests and hurdles, and will come to resemble more a process of making a name for oneself in a community. The recommendation of one person by another as a peer will, in the end, become the standard of educational value, not the grade or degree.
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The technology of learning – and of the web generally – is evolving to accommodate flow.
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RSS and related specifications will be one of the primary ways Personal Learning Environments connect with remote systems. To use a PLE will be essentially to immerse oneself in the flow of communications that constitutes a community of practice in some discipline or domain on the internet.
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RSS and related specifications will be one of the primary ways Personal Learning Environments connect with remote systems. To use a PLE will be essentially to immerse oneself in the flow of communications that constitutes a community of practice in some discipline or domain on the internet.
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While people will no doubt pursue solo learning activities (just as they, by themselves, read books today) this will not constitute the core of the learning experience in the future (just as reading books does not constitute the core of learning today).
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Though there will continue to be ‘degrees’, these will be based on a mechanism of evaluation and recognition, rather than a lockstep marching through a prepared curriculum. And educational institutions will not have a monopoly on such evaluations (though the more prestigious ones will recognize the value of aggregating and assessing evaluations from other sources).
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We are well used to the idea that students, whether working in traditional online courses or independently through informal learning, will access their materials and activities at any time of the day. They can work any day of the week, or if they are employed in agriculture or some other seasonal occupation, any time of the year.
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Online learning stiff suffers from the misperception that it is about having students sit in front of their computer screen for extended periods of time. As a consequence, the idea that online learning might foster independence of place has been missing in much of the discussion of the field.
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Education is not merely the acquisition of new information and skills. To become educated in a discipline is to learn the habits, patterns, ways of thinking and ways of thinking characteristic of that discipline. Consequently, learning is a social activity, wherein we immerse ourselves into what Etienne Wenger called a community of practice, learn what Michael Polanyi called tacit knowledge, and be able to complete, as Thomas Kuhn famously summarized, the problems at the end of the chapter.
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Today we would use the label ‘communities of practice’ to label ‘interest-based communities’, or as I also called them, ‘topic-based communities’.
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Learning in the community of practice takes the form of what might be called ‘peer-to-peer professional development activities’. Rather than formalized learning, members help each other directly.
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The idea of the triad model is that in any given learning situation, there are three major participants: the student, the instructor, and a local coach or facilitator. The idea was that the instructor would be online, a member of the interest-based learning community, while the coach or facilitator would be more a member of the peer-based community.
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It hasn’t happened yet in any large scale and formal way, but it is probably inevitable that the domains of ‘learning’ and ‘testing’ will separate. In the future it may even be thought of as quaint that those responsible for the fostering of learning were also those responsible for evaluating whether or not learning actually happened.
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A History of Modularity
When the concept of the 'learning object' was proposed, a large part of the idea was based on the idea that these small chunks of content would be fitted together to form larger entities. "Like Legos," said some proponents, describing the way the objects would use a universal interface to fir together.
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Content filtering has become, for better or worse, a major part of educational technology today, and it has become, as I suggested ten years ago, clumsy and overbearing. Educators continue to complain about entire domains, such as YouTube – or entire technologies, such as Skype – simply being blocked by an institutional administrator.
This has been necessary because filtering technologies were, and are, largely ineffective. Email users continue to be set upon by spam, with the distribution of viruses and phishing attacks compounding the distasteful advertising messages. Objectionable content proliferates on the web as well, either in the form of direct advertising (such as pop-ups) or misleading content (such as spam blogs, or splogs).
As a matter of practicality, as I suggested ten years ago, students in schools are not granted access to the entire internet, but rather, reasonably safe subset of it. Government legislation and school policy has mandated the blocking of sites that contain disturbing or controversial content. It is unlikely that such a system will change in the short term, largely because it has proven impossible to block such unwanted content on a case by case basis.
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In the years that have passed, specifications, such as Content Packaging and Simple Sequencing, were designed to facilitate the creation of larger entities out of smaller entities. But the idea of making large content entities out of smaller and reusable content entities began to be challenged. In 'the reusability paradox', Wiley questioned the idea. For content to be usable, he argued, it must be very specific to a context. But if context is very specific to a context, it is not reusable.
It is too early to suggest that the idea of reusable modular content is incorrect, if indeed it ever was incorrect. But Wiley's observations, along with a deeper look at the analogy from mechanical parts, shows that reuse is rather more complex than the mere connection of digital objects together.
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Highlighted by thinkschools
on 2009-02-09 by thinkschools
Wrapper interacts with learner information / context
Probably, the only way forward will be to enable people to select what they want, rather than to force them to block what they don’t want. It is not possible to imagine the sort of thing that will creep into your in-box (believe me) but it is possible to create a content aggregation network composed of trusted suppliers, friends, and friends of friends. The popularity of social networks in recent years is only partially due to the desire to connect with others; it is also driven by a desire to shut out unwanted people and content. It is no coincidence that sites such as Facebook began as exclusive enclaves.
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The educational community, however, saw the repository as something that would be housed and managed locally.
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This is an argument that makes sense when reusable content is being used to construct static and asynchronous courses. As the use of learning resources becomes more dynamic, however, the extra steps required in order to obtain and store locally external content become more onerous. In the long run, a mixture of approaches will be used. Material will be sourced externally – it won’t make any sense to restrict one’s search to a local library – and insofar as local copies are created, this will be done automatically.
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In this way, the reuse of learning resources is consistent with the sort of reuse we see happening elsewhere on the internet. Rather than being structured to form larger wholes, individual bits of content are being remixed and repurposed to form new content objects, and these content objects are being used in what amounts to a rich multi-media based conversation. From the perspective of the learner, the learning resource is like a YouTube video or a Flickr image or any other type of content: something to be shared with friends and used to express ideas and points of view.
None of the metaphors, such as Legos or atoms, describe this version of modularity appropriately. I once used the metaphor of objects in an environment – like a horse and a palm tree – to describe modularity. Objects are not designed for each other, nor do they fit together in any particular way – they coexist in the same space, and each perceives the other in its own way. They share, if you will, the same information space – the palm tree reflects light waves, and the horse sees them. The objects function autonomously, connected, interacting, but not joined.
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This prevented instructors from replicating online practices common in the typical classroom. No longer could newspaper clippings, articles or textbook chapters be distributed as handouts. No longer could video clips be shown or audio recordings be played to the class. The digitization of academic content was, at every turn, challenged by publishers.
In like manner, the use of educational software became a complex and expensive proposition for educational institutions. The cost of educational software rose, mergers and lawsuits limited competition, and customers were locked in to existing vendors by proprietary technology and the cost of conversion.
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Free and open source software, as well as free and open content, have both been made possible through the development of licenses prohibiting the enclosure of such work in proprietary media. These licenses have been defended successfully in court.
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As a result, rather than the employment of a single system to accomplish all educational tasks, both instructors and learners will use a variety of different tools in combination with each other. These tools, as described above, will communicate with each other, and will support the acquisition and creation of learning content, as well as activities such as games or real-time collaboration.
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Future learning technology will need to support such functions, at least to some degree. The recognition of learning, whether by institutional certification, third-part testing, or community reputation, is to a significant degree a matter of reporting activities and achievement.
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Public Comment
on 2008-11-19 by peter_johansson
on 2008-11-21 by willstewart