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  • Sep 29, 08

    Discussion of some of the principles of the personal learning environment

    • Social software, personal learning environment and the future of education
    • The introduction of social software allows the exploration of different  learning pathways, and learning through exploring, wandering and funding the way.  Social networking tools allow learners to make connections, to  take individual choices about the direction of their learning within personal learning networks. Learning is based on bricolage – on making creative and resourceful use of whatever materials are to hand, regardless of their original purpose.

       

      Teachers and trainers have a new role as mentors and guides to scaffold and support learning.

       

      In terms of the future development of educational technology we need tools to help explore pathways, develop connections and to take control of own learning. This is turn requires a greater degree of engagement between developers, educational technologists and practitioners.

       

      Education systems need greater flexibility to provide learners with their own space, to work at their own speed and at their own level, to define their own knowledge areas and make their own connections. Institutions can take the first steps in this by unlocking their resources and opening up their VLEs, by providing more and different ways of accessing services and by focusing IT support on services rather than systems.

       

      The emergence of the Personal Learning Environment (PLE) is an important  step in this respect. PLEs can provide tools to help learners make and sustain connections, to help learners organise, scaffold and take responsibility for their learning and to manage and handle learning content. PLEs can also provide tools for recording and representing and sharing the learning ‘bricolage’
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      The emergence of new patterns and forms of learning based on social software provide a great opportunity to extend learning opportunities and to embed learning in every day work and living. At the same time it poses a challenge to educations systems and institutions who no longer have a monopoly on knowledge development and transmission.

  • Apr 09, 09

    Interessant der Themenbereich "Innovative Lernumgebungen"

    • Welches Potential haben neue Eingabe- und Steuergeräte, wie wir sie unter anderem von Videospielen wie dem Nintendo Wii kennen? Können solche Schnittstellen die kontextualisierte Steuerung unterstützenund damit das Verständnis und die Speicherung von Wissen unterstützen?
    • Wohin gehen die Entwicklungen beim affektiven Computing, bei am Körper tragbaren und anderen mobile Geräten und bei haptischen, multisensorischen Eingabegeräten? „Cloud Computing“

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    • Explosion of Access to Mobile Devices
       Today’s K-12 students are carrying “multiple computers in their pockets and backpacks” everyday.  Highlights from the data include:  almost 40% of K-2 students have their own cell phone, about half of students in Gr 3-5 have their own MP3 player and almost 24% of middle and high school students are carrying around a smartphone or PDA.
    • 21st Century Skills and Gaming
       Students say that the incorporation of gaming technologies within instruction will help them better develop skills in critical thinking, decision-making, teamwork and creativity.  How do they know that?  From their own “learning” experiences with all kinds of digital and online games outside of school.  Over 2/3 of all K-12 students are regularly  interacting with some kind of electronic games, averaging 8-10 hours a week in game play.  The devices vary greatly by user profile however.  Girls are most likely to enjoy computer based games; younger students thrive in a cell phone game environment.  Gaming is not just for high school boys anymore!

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  • Jun 29, 10

    Our presentation at this year ED-Media Conference in Toronto:

    Personal Learning Environment in Higher Education - A First PrototypeView more presentations from Martin Ebner.

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