Adventures in Technology Enhanced Learning @ UoP

Tag: elearning (Page 2 of 2)

Hold – A rewarding app

What is it?

Hold is an app aimed at students that discourages them from using their mobile phone. Hold works by presenting a timer on screen that awards points every 20 mins. If you do exit the app, you receive a warning, and then if you don’t go back the timer resets to zero and you have to start again. The points that you earn can be converted into real-world prizes, such as; Amazon vouchers, coffee shop vouchers, and cinema treats.

The app certainly caught our eye in the TEL office after the BBC published an interesting article about it.

Hold App

Why use it?

Hold is clearly targeted at students who need a way to counter an addiction to using their phones, and is trying to help those students to focus on their lectures, reading or revision. It’s particularly popular in Norway where 40% of students are using Hold to help focus on learning and break their addiction.

What next?

Smart phones have changed how we interact with the world, they provide 24/7 social interaction that is now the norm for many of us, especially young people who have never known any different. Yet some experts are already highlighting how this new lifestyle may not be healthy, so perhaps any way to gain a little more control over our digital lives should be seen as a good thing.

If the amount of users of the app increases it could be a fantastic way to focus the attention of those students who are easily distracted both in and outside of the classroom.

We are living in a digital age, many academics are using phones and tablets as part of their teaching. It could be seen as sending a mixed message if you simultaneously ask students to put away their devices, as they prevent them from concentrating, and also ask them to use mobile technology to learn in class.

It is more than likely that the creators of this app, and those like it, are hoping to tackle the issues of those students who struggle to focus their time on learning. It is not meant to destabilise any attempts at implementing new and innovative teaching tools in the classroom.

Apps like Hold do however raise the wider issue of how much a university is expecting the student to provide their own device for learning interactions. Should more money be put into providing each student with a learning device? Where once it was expected the student brings a pen and paper, should that expectation now be that they have a tablet or PC/Chromebook that they use for their note taking and/or classroom interactions?

Lynda online learning – user survey

User survey

Since August 2017 all students and staff at University of Portsmouth have had access to Lynda.com, an online, on-demand learning resource designed to help users gain new technical, business and creative skills.

Lynda.com can be used in numerous ways. A student, for example, might use it as part of their course, or to learn additional skills such as Excel. A member of staff might use it for personal development, or to embed its resources into Moodle, create playlists and support students. We’d really like to learn about your experience of using Lynda since it was launched – so please take a couple of minutes to complete our user survey. Results from the survey will go towards improving and tailoring our provision of digital resources.

University of Portsmouth Lynda.com User Survey

Never heard of Lynda.com?

If you still haven’t used Lynda.com you’ve been missing out! Nearly 3,500 staff and students have used it since we launched, accumulating over 4,000 hours of instructional time. Lynda.com is available anytime, on any device, and as well as supporting your own learning it is possible to share courses, create playlists, and embed courses into Moodle – all helping to support the learning of students and staff.

With Lynda.com you get:

  • Unlimited access –  Choose from more than 5,000 video tutorials covering business, creative and technology topics.
  • Relevant recommendations –  Explore the most in-demand skills based on your interests.
  • Expert instructors –  Learn from industry leaders, all in one place.
  • Convenient learning –  Access courses on your schedule, from any desktop or mobile device.
  • Helpful resources –  Reinforce new knowledge with quizzes, exercise files and coding practice windows.
  • Relevant content – Map content to support the learning of your students and staff.

For further information:

www.port.ac.uk/lynda

Online Training for everyone – Lynda.com

adrian.sharkey@port.ac.uk

@adrianjsharkey

Episode 2 – The Moodle Quiz and Chromebooks for Assessment with Gavin Knight and Emma Coppins

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Episode 2 - The Moodle Quiz and Chromebooks for Assessment with Gavin Knight and Emma Coppins
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Copyright Information:

Nowhere Land – Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/

Interactive Classroom Tools – Some Advice for Students

In some classroom situations your lecturer might decide to use interactive tools that require you (the student) to have access to a connected device (phone, tablet or laptop). When lecturers do this, the work traditionally reserved for in-class teaching can be done outside of lesson time. For  example, you could be asked to watch and investigate the subject of a lesson before even entering the classroom – then in class you are in a position to contribute and shape discussion. This approach is not about a lecturer talking at you for two hours – it’s about you being an active part of the process. This might require a shift in your working practice. This can be daunting at first – but don’t let it worry you!

Some people assume that if anyone starts university today having grown up in the 21st century then they must be an expert in all areas of technology. This assumption is, of course, false. While you may be technically proficient with a range of electronic devices, the question for you is: “Have I used my devices for more than just social media or games? Have I used them to develop my higher level thinking skills, or for more in-depth researching techniques than Google and Wikipedia can provide?”

The answer might be “possibly not” – but if it is, don’t worry: you need to learn to ask for help in areas where you are unsure or uncertain of how to proceed. Even seemingly ‘simple’ problems regarding Word, Excel or similar software might pose challenges. To this day I am a limited Excel user; although I’m definitely not a technophobe, my capabilities with the software are not what many would expect. However, now that the University has a full campus licence for Lynda.com I am able to develop my skills at a time of my choosing. Asking for help should not be seen as a problem or as an admission of failure: it’s a means of  making your life easier for the next three  years (and indeed for life after university). The finest minds are always asking questions and attempting to learn more to better themselves and by extension of those around them.

Two areas that lecturers are investigating are Social Media and Collaborative Learning – but it is down to you, the learner, to help shape the platform on which material is being delivered. Would you engage with course material on Facebook? Can you help develop an academics idea of how best to use Twitter in the classroom? These conversations are taking place and you should not be afraid to take part in them.

If you are unsure of how to participate in these conversations then please contact us and let us help. We deliver training to academics about future technologies and how they can be used in class, but we don’t always get the responses of how that has worked from the student perspective. We’d love to hear from you!

Image Credits: Photo by Ross Findon on Unsplash

Ross Findon

Turnitin – Multiple Markers

*Currently we have had to disable this feature for some standard functionality to work, we will look at reactivating it as soon as a more stable version is available.*

Turnitin, as we all know, allows students to submit their work electronically and get a ‘similarity report’ – a comparison of the submitted work against a vast database of existing papers and websites. Academics have access to the similarity reports, which can be a great help in cases where they suspect a student might have committed plagiarism. Turnitin, through features such as comment banks and drag-and-drop comments, also works well for marking work electronically.

While we have been using Turnitin at Portsmouth for many years, the interface has changed somewhat; it’s now called Feedback Studio.

Feedback Studio has a much cleaner interface than the classic version of Turnitin, and it now works within a mobile device without needing to install the Turnitin app (which is only available on iPad).

The newest feature to become available is Multiple Markers, which is currently in beta. Multiple Markers helps with second marking. A marker’s initials are placed next to any comment or quickmark that has been placed into the document. As you can see from the image, there are three comments here: two from the first marker (with initials PQ; you can see the bubble comment and quickmark added to the text) and one from the second marker (with initials TL; the initials are placed next to a bubble comment). Any plain text comments or strikethroughs are not initialled.

Multiple Markers is a great feature for academics who need the ability to share marking or do second marking, while students can quickly and easily see where different markers have annotated their work.

Digital Capabilities?

Why do digital capabilities matter?

In 2015 the House of Lords published a report on the need to improve the country’s digital capabilities, Make or Break: The UK’s Digital Future. It was an eye opener and didn’t pull any punches. Among the findings, the report stated that 35% of existing jobs would be automated over the next 20 years and that higher education had not responded to the urgent need for re-skilling. The report goes on to outline that digital skills are all encompassing, affecting all areas of the economy including industry, agriculture, health care, financial services as well as public and consumer services.

Added to this is the expectation of students now paying £9,000 a year in tuition fees. Higher education is seen as much more of a transaction and students expect to be given the skills that make them employable. With expectations from government and students, higher education has a large responsibility in providing the relevant skills for a successful digital economy, to both staff and students.

What are digital capabilities?

Higher education agencies like UCISA and Jisc have come up with a definition and a framework for digital capabilities:

‘Digital capabilities are those that fit an individual for living, learning and working in a digital society.’

 

 

Digital capability covers a wide range of areas and is embedded in all teaching and learning. There is a big assumption that students these days are computer ‘savvy,’ and while they may spend a lot of time online and be comfortable with different applications and devices, that doesn’t necessarily translate to being able to evaluate information, analyse data, having a credible online identity etc.

The six elements of digital capability:

ICT Proficiency

Be comfortable using different devices, applications and services and know which ones to apply to particular tasks. An ability to keep up to date with ICT and deal with problems when they occur.

Information, data and media literacies

Being able to evaluate information, analyse it and present it in different settings, use data in applications like spreadsheets and databases to query it and run reports. An understanding of laws around data, like copyright and data protection. An ability to interpret and a critical approach to media messages.

Digital creation, problem solving and innovation

Present work and ideas using blogs, web pages audio and visual tools etc. Understand different digital research tools, analyse and present the results. Use digital tools in different settings to present ideas.

Digital communication, collaboration and participation

Effectively use forums, social media and other digital communication tools. Collaborate on projects and work with people from different organisations and backgrounds using productivity tools like G-suite. Use digital tools, social networking etc. to participate in online learning, professionally and personally online.

Digital learning and development

Be able to learn online, monitor progress and showcase achievements. To teach and design online learning opportunities.

Digital identity and wellbeing

Be able to project a positive digital identity across different profiles and understand the reputational risks and benefits of participating online. Use digital tools to pursue personal goals, manage work life balance online.

What next?

  • Digital capability needs to be seen as an institute wide responsibility, across all departments.
  • One of the first steps is to assess your own digital capability, this can be done using the Jisc Digital Discovery Tool, while this is aimed at staff, some institutions have used it with students also. There should be a student discovery tool in early 2018.
  • All opportunities should be taken to embed digital capability into the curriculum, staff and students should be encouraged to co-create digital resources.
  • Example digital capability profiles for staff (including support staff) and students. Jisc have made a start on this.
  • Make digital capability part of everyone’s Continuous Professional Development (CPD) and Performance Development Review (PDR).
  • Look at certification and accreditation.
  • Encourage digital good practice, offer rewards for innovative digital teaching and for student achievement.
  • Provide the digital infrastructure and university wide tools to allow students and staff to develop digital capability.

Further resources

Technology Enhanced Learning Team in DCQE

The IT Training Team in IS

Jisc – Building digital capability

The 2017 UCISA Digital Capabilities Survey Report

Jisc – Student digital experience tracker 2017

Dame Martha Lane Fox – Richard Dimbleby Lecture

@adrianjsharkey

image credits: https://www.jisc.ac.uk/sites/default/files/digital-capability-model-wide.jpg

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Colour Psychology – how colour can affect our learning

Have you ever attended a presentation and been shown a slideshow or walked down the street and been given a flyer and felt a little queasy at the colour use? Perhaps the colours don’t compliment each other, perhaps the colours used bleed into one another or the font colour is hard to read on the background colour, either way it doesn’t engage you – it has quite the opposite effect!

So why does colour use affect us so much?

Colour use is much more deeply-rooted in our daily lives then we tend to think about. Colour can affect our moods and behaviour and can have different meanings in different cultures. Choosing the ‘correct’ colours can either hinder learning or increase learning and this is why it is one of the major things we need to consider in instructional design.

How do I know what colours to use when designing?

Colours have stereotypical ways that they are interpreted, these are called colour associations. When designing it is important to understand colour associations, but also be aware that these aren’t the set rules to go by, as colour is also very dependant on the individual, their preferences and experiences.

Here are some examples of colour associations:

  • Blue – can represent trust, peace, order, and loyalty
  • Yellow – can represent happiness, fun, playful
  • Green – can represent nature
  • Black – can represent luxury and value
  • White – can represent freedom, spaciousness, and breathability

For me, I like to use a lot of white space in my designs, as I like a design to look ‘clean’ and I use pops of other colours to highlight important areas. As a learner I also find I am able to engage more if there isn’t too much colour distracting me.

Understanding the psychology of colour can help you when designing for students so it is important to look at colour associations and profiles when brainstorming ideas for a project where design is involved. I often use colours surrounding me in my everyday life to influence my decision on colour palettes. However if you do get stuck for inspiration there are always some useful tools online to help you, such as:

Here are some other useful sites which may help you when considering your choice of colour –

The psychology of colour particularly in elearning and instructional design:

https://elearningindustry.com/psychology-of-color-instructional-design

http://info.shiftelearning.com/blog/bid/348188/6-Ways-Color-Psychology-Can-Be-Used-to-Design-Effective-eLearning

Designing for colour-blindness:

www.visibone.com/colorblind/

Interesting article about colour use in brand design:

www.webpagefx.com/logo-colors/

Image credits: https://pixabay.com/images/id-2063/

Learning Technologies Conference 2017 – Reflection

The 2017 Learning Technologies conference took place on 1st and 2nd February. There were two sections to the conference, the paid sessions and the open floor with free talks. The free talks were to some degree or other essentially sales pitches from trade stands on the floor. That being said, they did attempt to not be too “salesy” and provided some very useful ideas and concepts.

Learning Technologies to me implied educational technologies and this is very true about the subject matter and stands of the show, however, it looked at a wider sphere of corporate learning and systems that develop the skills required to train and enhance business learning.

I was keen to listen to as many of the shows as I could and had plenty of choice with about 81 free session to choose from. 11 Theatres (Open floor spaces) with sessions on a wide range of topics and varying perspectives on similar topics.

For the rest of this post I will summarise my notes from each session with key points that will help with your eLearning.

The sessions I attended were:

  1. Beyond the Buzz: use social learning to supercharge your training program
  2. Transforming the real learner experience
  3. OMG not another seminar about eLearning
  4. Harnessing the power of social learning
  5. (Traditional) eLearning is dead – here’s what the future holds
  6. Meet the modern learner: digital strategies to engage millennials

Beyond the Buzz: use social learning to supercharge your training program

Hosted by Docebo.

The session was ironically a lot of buzzwords and talked very little in depth about anything however the main focus was around the 70:20:10 model for learning.

Looking at how to blend formal, experimental and social learning with the split being 70% on real life experience, on the job experience and tasks and problem solving encountered through real world problems. 20% can be achieved through observation and social environments. The final 10% from traditional formal training including both face to face and online training.

It stressed that click through learning objects that are created as digital learning that might give you a quiz score and a tick to say the training is complete are not the only option to learning (This was actually a key feature of many of the presentations).

A progress line was illustrated along the Who/What/When/Why/Where idea that featured the focus of Who are the champions of the company, What can they share and offer, When can they offer this and how, Why should the information be learned? A reward system for the learner to achieve goals towards many tasks and Where can this all be hosted or acquired for others to develop their knowledge, A central location for knowledge transfer that is simple and easy to investigate is key to the process.

As this wasn’t a direct sales pitch some of the answers were left to the potential to talk to them on the trade stand and look at the product that they offer.

Conclusion:

It was an interesting starting session for the conference and looking back at my notes it actually echoes through all the session I attended. It offered a model of learning with experts available to talk through this, however reading subsequent literature the 70:20:10 model of learning has had criticism leveled at it towards the effectiveness of the model.

Transforming the real learner experience

Hosted by David Perring from Fossway.com

This session looked at the statistics behind a learners needs and key importance drivers, starting with “What makes a compelling learning technology?”

It was argued that as developers and educators we should hold higher ambitions than just acceptable. The role of acceptable is not adequate in the 21st century learners portfolio and each resource should be able to offer a great user experience and provide the information.

The question of key drivers behind what influences a good learning platform were ranked:

  1. Usability
  2. Deliver engaging learning experiences
  3. Expertise
  4. Ability to deliver learning impact
  5. Quality of partners and support
  6. Learner engagement features.

It was then asked, How can we improve with the increase in demand from many organisations to have more solutions for their learners to access content.

Surprisingly the figures had video resources as the key improvement, followed by Mobile, Blended and User generated content.

The top 5 demands of what a learning platform should offer the students were:

  1. Learner engagement
  2. Mobile learning
  3. Social / Collaborative learning
  4. Analytics and dashboard features
  5. A Virtual Classroom.

Many organisations focus on the short term operational performance but lose site of the long term and need to have a future readiness that can adapt to changing market places and challenges.

Fossway have developed PLASMA Learning.

Plan – What do I need to know?

Learn – How can I learn?

Apply – How am I using the information?

Sustain – What am I doing to achieve the long term learning goals?

Measure – How well am I doing with my targets?

Analyse – Where do I need to go next?

This model takes experiences that we want to create and looks at how to use the technology we have available to achieve that. Real learning experiences are not just the technology  but how we use it to engage the learners own learning.

It is not possible to assess learning through checklists and tick box activities, it is developed through a story and describes a journey of what a learning experience should be.

Conclusion

This was the most interesting talk of the day with a real look at the data behind the student experience. It clarified many of the ideas that we all now understand behind student learning and how the technology is key to the learner experience but is not the central point.

OMG. Not another seminar about eLearning

Hosted by Learning Heroes.

The presenter was very candid about the purpose of these free seminars and how they were offered to them due their investments in the show. The short session was focussed on old elearning skill vs the new skills required. The old model looked at the creator of resources, In-house production of materials. The new model it was argued was as the curator of materials. These would be a person that can gather information from multiple sources and evaluate the experience of other experts rather than being a subject matter expert. The ability to think laterally and find content for free over expensive charged for content.

This last part was not just about it being completely free but developing the model of a singular paid for experience per user, when you can source and disseminate materials for unlimited usage.

Conclusion

This was a very short session that felt under prepared (especially compared with the previous session). It had a the glimmer of a great idea regarding the way subject experts should develop and curate their learning information but it was lost in the fact the slides were uninteresting as was he about delivering it.

Harnessing the power of social learning

Presented by AstraZeneca

This felt irrelevant to me as from the start they were talking about compliance training for a corporate audience, however they underlined their ability to take a small team of developers and produce a resource that was beneficial to all the people within the company that required training.

The key message was that they got the end user to record and share their experiences of learning, and get others to ask questions of that experience so that everyone was learning from everyone else a little each day.

The importance of story telling and keeping information simple and understandable with the learner helping take the subject matter and distilling it down into relevant examples that then develop overall understanding.

They created a search feature for the question “How do I?” that provides each user with a blend of experience and activities that enable the learner to reach the answer to the question.

It showed again how it’s not just a tick box exercise to say you now understand the subject, or pass a test to show competency but an ongoing process of learning and reflection.

Conclusion

The session was interesting to hear a case study for the Fuse Universal product, but was focussed on compliance training.

The confusion for me came when after they finished the talk the showed a video (shot like a documentary) that was essentially the talk again. It felt that they had spent all this money on a video and decided they had to show it.

Traditional eLearning is dead what the future holds

Presented by Juliette Denny of Growth Engineering

This was the presentation that OMG (See above) wanted to be. The presenter was also dressed as a superhero (did I miss that bit out before?) but had a very positive attitude, well designed presentation and had worked hard to get the content and message to be understood.

They key point raised was this; eLearning assumes one off learning is effective. Create one resource, tick a box and you have learnt the subject. This is a flawed concept. Bloom’s Taxonomy was brought in and the idea that the goal should be to change behaviour of the learner, and key to that is making learning fun. Entertainment beats education, people want to play games and they gravitate to what they like. Learning can be seen as boring, but why should that be the case? Research from the University of Colorado shows that game based scores for activities are 11% higher than the equivalent standard test.

Mobile learning is also over taking traditional desktop learning, so the need to make content that is fun and engaging, competitive as well as multi device friendly is a major task. She posited that the human attention span has gone from 16 seconds to on 8 seconds (less than a goldfish at 9 seconds). This was why micro-learning is a more efficient way of learning for current students, apparently 17% more efficient but I was unable to get the data source for this.

Echoing back to the opening session of the day the idea of social reinforcement with 90% of learning being informal and the social aspect is the bridge into changing and adapting the learning behaviour. The idea is to make each area campaign driven and more exciting.

Conclusion

This was a very enthusiastic session and passionate towards the product that was being sold (albeit indirectly). Growthengineering.co.uk is the framework for creating competitive games that feed into their own LMS/VLE platform. They are working hard to change the approach taken by corporate clients but I am not sure that it would transfer to HE.

Final Thought

The conference was extremely interesting with a large selection of products on offer. The free seminars were interesting despite being a little sales orientated, there was still a lot of information worth reflecting on and transferring into our future decisions.

I still have a bag full of flyers to investigate and decide what might be worth considering for implementation.

The conference was vast and I hope to attend again next year as it drives learning within the business sector which will tie to what a HE institution should be offering students who study while on placement or within a role. For free, it was worth the money!

Image credits: http://www.learningtechnologies.co.uk/

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