digital learning ecosystems: authoring, collaboration, immersion and mobility irene karaguilla...
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DIGITAL LEARNING ECOSYSTEMS: DIGITAL LEARNING ECOSYSTEMS: Authoring, Collaboration, Immersion Authoring, Collaboration, Immersion
and Mobility and Mobility
Irene Karaguilla Ficheman
Universidade de São PauloEscola Politécnica
Departamento de Engenharia de Sistemas Eletrônicos
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ProblemProblem
The traditional model of requirements analysis focuses on functions (input, processing, output) and does not offer an integrated vision suitable to the profile and context of today’s learner, and to today’s education paradigms.
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AGENDAAGENDA
Learner’s context and profile Education Paradigms Biological Ecosystems Digital Ecosystems Digital Learning Ecosystem Model Application in two study cases Analysis of possible extensions
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Learner’s Context and ProfileLearner’s Context and Profile
Dissimination of digital technology (Prensky)
Digital Natives (speed, multitasking, random-access, active, connected, fun,
fantasy world of video games) (Prensky)
Non-linear thinking (Fagundes)
Communication skills (cell phones, SMS, emails, IM)
Digital communities (online communities, MySpace, Orkut)
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Education ParadigmsEducation Paradigms
Constructivism (Piaget). Constructionism (Papert). Collaborative Learning (Vigotsky). Creativity Stimulation (Resnik, Lopes). Protagonist (Piaget, Papert, Fagundes) Formal and informal spaces
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Learning Tools AspectsLearning Tools Aspects
Authoring (Constructivism, Construcionism, Creativity, Protagonism)
Collaboration (Communication, Collaborative Learning)
Immersion (Fantasy world of videogames, interactivity)
Mobility (Dissemination of technology, formal and informal
learning)
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Nature EcosystemNature Ecosystem
An ecosystem is a natural unit consisting of all plants, animals and microorganisms (biotic factors) in an area functioning together with all the non-living physical factors (abiotic factors) of the environment (Christopherson).
Specie Population Community Ecosystem
Organization Levels (Larousse, 1995)
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Digital EcosystemsDigital Ecosystems(Küster (Küster et al, et al, 2007;Uden & Damiani, 2007; Boley & Chang, 2007)2007;Uden & Damiani, 2007; Boley & Chang, 2007)
Biotic factors interacting with abiotic factors Open, flexible, collaborative environments Support cooperation and knowledge sharing Domain cluster, interactive environments Self-organizing Collaboration arises from a perceived mutual
interest of the collaborating parties Features defined by external aspects and
features emerge from inside the system
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Digital Digital e-Learninge-Learning Ecosystem Ecosystem ((Uden & DamianiUden & Damiani))
e-learning Consultants
Infra-struture
Content Providers
LMS CDS
Tools
Standard
Custom
Comodata
Compensation
IT
Implementation
Strategy
e-Learning Ecosystem Components [Uden & Damiani, 2007]
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Digital Learning EcosystemDigital Learning Ecosystem((Chang & GuetlChang & Guetl))
Learning Stakeholders (Biotic Factors)
Learning Tools and Environments (Abiotic Factors)
Env
ironm
ent
Bor
ders
External Influences
Learning Ecosystem Conditions
Internal Influences
Learning Ecosystem Representation [Chang & Guetl, 2007]
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Digital Learning EcosystemDigital Learning Ecosystem
A Digital Learning Ecosystem consists of species, populations and communities that interact with each other and with the environment; it is the set of relationships between biotic (human and digital species), and between biotic and abiotic factors (environment).
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Digital Learning EcosystemDigital Learning EcosystemBiotic FactorsBiotic Factors
Species Actors (Human) Content (Digital)
Populations Learners, teachers, parents, tutors, content creators, engineers, technicians
Text, images, sounds, vídeos, animations
Communities School (staff and children), home (family), museum (staff and visitors), lan-house (users and technical support)
Learning objects, sites and Web portals, learning environments, authoring tools, games
BIOTIC FACTORS
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Digital Learning EcosystemDigital Learning EcosystemAbiotic FactorsAbiotic Factors
Hardware Desktop, Laptop, Tablet PC, PDA, Cellphones
Software Virtual Reality, Augmented Reality, Simulation, Artificial Intelligence, game engine
Databases Relational, Object Oriented
Network LAN, WAN, WIFI, Wireless Technologies
Pedagogical Theories Constructivism, Constructionism
ABIOTIC FACTORS
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Digital Learning EcosystemDigital Learning EcosystemModelModel
ACTORS
CONTENT
Software Technologies
Hardware Technologies
Network Technologies
Pedagogical Theories
(2) (1) (3)
(4)
(5)
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ModelModelCharacteristicsCharacteristics
Biotic factors – human and digital Abiotic factors support interactions Ecosystem conditions suffer internal and external
influences
Ecosystem Constraints: Actor populations growth Content populations growth Interactions growth
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Study Case IStudy Case IMário Schenberg SpaceshipMário Schenberg Spaceship
Spaceship Windows
Radar and Route Stations
Energy and Radar Interface
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Study Case IStudy Case IMário Schenberg SpaceshipMário Schenberg Spaceship
Mário Schenberg Space Simulator Ecosystem
SPACE SIMULATOR
Virtual Reality, Game, Simulation
LAN
Desktop, Touchscreen,
Buttons, Projectors
MUSEUM STAFF
LEARNERS
TEACHERS
(1)
(1)
(1)
(3)
(3)
(4a)
(4a)
(4b)
Construtivism
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Study Case IStudy Case IMário Schenberg SpaceshipMário Schenberg Spaceship
Authoring: not in the strict sense Collaboration: between learner and teacher
populations Immersion: visual and sound Mobility: can not be classified as mobile
learning
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Study Case IStudy Case IMário Schenberg SpaceshipMário Schenberg Spaceship
ECOSYSTEM ANALYSIS: Ecosystem is restricted to the visit of a group
of learners and teachers Possible extensions:
Authoring tools Collaboration extension (space, time) Interaction with mobile technologies
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Study Case IIStudy Case IIEduMusicalEduMusical
Musical Editor
EduMusical Portal
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Study Case IIStudy Case IIEduMusicalEduMusical
EduMusical Ecosystem
EDITOR AND
PORTAL
Game, Music Composition
Editor, Browser
LAN, WAN, WIFI
Sound Card
MUSIC EDUC. SPECIALIST
LEARNERS
ART TEACHERS
(4a) (4b)
(4b)
(4a) (4a)
(1)
(1)
(1)
(3)
(3)
(3)
(2)
(2)
(2)
Construtivist and Spiral
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Study Case IIStudy Case IIEduMusicalEduMusical
Authoring: composition tool Collaboration: between all populations Immersion: 2D visual stimulus and sound Mobility: classified as mobile learning
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Study Case IIStudy Case IIEduMusicalEduMusical
External influence: press release in May 2004
EduMusical Population Growth (2004)
1 8 9 11
2643 2826 2888 2919 3121 3319 3397 3500
0
1000
2000
3000
4000
1 2 3 4 5 6 7 8 9 10 11 12
Months in 2004
To
tal N
um
ber
Use
rs
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Study Case IIStudy Case IIEduMusicalEduMusical
Internal Influence: usability study and interface adjustments in September 2004
Memory Game Total Access (2004)
2 11 22
117
244
292
0
50
100
150
200
250
300
350
6 8 9 10 11 12
Months in 2004
To
tal A
cess
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Study Case IIStudy Case IIEduMusicalEduMusical
ECOSYSTEM ANALYSIS: Ecosystem’s constraints attended (growing
populations of actors and content) Possible extensions:
Immersive environments Interface adjustments for mobile platforms reduced
displays
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ConclusionConclusion
Learner’s context and profile Education paradigms Digital Ecosystems Digital Learning Ecosystem Study cases
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ReferencesReferencesEducationEducation
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ReferencesReferencesEngineeringEngineering
LOPES, R.D., A TECNOFAGIA: Uma Mudança de Paradigma para a Educação pelos Meios Eletrônicos Interativos, São Paulo, 2007, 104p. Tese (Livre- Docência em Engenharia Elétrica)-Escola Politécnica, Universidade de São Paulo.
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