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Teacher-training, ICT, Creativity, MOOC, Moodle - What pedagogy>

Authors:
  • Open Universiteit Nederland / Open University of the Netherlands

Abstract

As part of the Handson ICTi project we need to design a teacher-training MOOC course on applying Information and Communication Technologies (ICT) with support of creativity techniques. The course should utilize learning-by-doing learning approach and run within a MOODLE LMS. This paper, applying design-based research methodology, describes our experience in developing this course through series of design iterations and evaluations. The research questions we address are as follows: What are trends and challenges of teaching creativity with ICT as indicated by literature and good practices? What are pedagogical approaches relevant for HandsonICT MOOC? What changes need to be made to address the participants experience with the HandsonICT MOOC as suggested by the first pilot of the course? What are the lessons learned with the design and evaluation of the Handson ICT MOOC? We first make an overview of the findings from a systematic literature review and a screening of good practices in regard to teacher-training in creativity and ICT. Then we discuss different learning theories and instructional design approaches, and especially how they can be implemented in a MOOC for teaching creativity and teaching creatively using ICT tools. In the next step we describe different versions of the HandsonICT MOOC course. Finally, we conclude with some lesson learned.
TEACHER-TRAINING, ICT, CREATIVITY, MOOC, MOODLE - WHAT
PEDAGOGY?i
Slavi Stoyanov, Peter Sloep, Marion de Bie, Vérénice Hermans
Open University of the Netherlands
INTRODUCTION
As part of the Handson ICTii project we need to design a teacher-training MOOC course on applying
Information and Communication Technologies (ICT) with support of creativity techniques. The
course should utilize learning-by-doing learning approach and run within a MOODLE LMS. This
paper, applying design-based research methodology, describes our experience in developing this
course through series of design iterations and evaluations. The research questions we address are as
follows: What are trends and challenges of teaching creativity with ICT as indicated by literature and
good practices? What are pedagogical approaches relevant for HandsonICT MOOC? What changes
need to be made to address the participants experience with the HandsonICT MOOC as suggested by
the first pilot of the course? What are the lessons learned with the design and evaluation of the
Handson ICT MOOC? We first make an overview of the findings from a systematic literature review
and a screening of good practices in regard to teacher-training in creativity and ICT. Then we discuss
different learning theories and instructional design approaches, and especially how they can be
implemented in a MOOC for teaching creativity and teaching creatively using ICT tools. In the next
step we describe different versions of the HandsonICT MOOC course. Finally, we conclude with
some lesson learned.
TRENDS AND CHALLENGES IN TEACHING CREATIVITY WITH ICT
A systematic literature review across databases such as Academic Search Elite, ERIC, PsychINFO and
Google Scholar was carried out to identify issues, trends and challenges with regard to teaching
creativity with ICT. Combinations of terms such as creativity, teaching and technology were used,
allowing for searching not only by keywords but also within the full text of the articles and applying
related words. The search was restricted to peer-reviewed articles in the period of June 2008 until June
2013. The procedure yielded 507 papers. Although this was a relatively conservative approach to the
selection of relevant papers, in actual fact many more articles were analysed as the study included not
only first but also second-order meta-analytical research. Some additional sources were added as a
result of cross-referencing. All abstracts were screened applying a set of exclusive criteria, namely: (a)
cognitive aspects of creativity (b) creativity related to specific subject-matter such as music, creative
writing or history research; (c) technology but not ICT, (e. g. robotics) and (d) STEM (Science,
Technology, Engineering and Math) initiatives. After this screening process, 28 papers remained for a
further analysis of their full texts.
Summary of findings
Most of the teachers in Europe support the idea that creativity is a fundamental skill to be developed in
schools and they believe that ICT can be used to foster it. A relatively large proportion of teachers in
Europe have received training in innovative pedagogies or methods but it is not the case with training
in creativity and using ICT for educational purposes (Cachia, Ferrari, Ala-Mutka, and Punie, 2010).
While social learning with Web 2.0 tools has been enthusiastically accepted by many teachers,
innovative and evidenced-based examples have not been implemented into the real schools’ practice
on a large scale (Redecker, Ala-Mutka,Bacigalupo, Ferrari and Punie, 2009).
i This is a pre-print version of the paper to be published in PROCEEDINGS OF THE SIXTH INTERNATIONAL
CONFERENCE ON EDUCATION AND NEW LEARNING (EDULEARN)
ii http://handsonict.eu/project/
This is a pre-print version of the paper to be published in PROCEEDINGS OF THE THE SIXTH INTERNATIONAL
CONFERENCE ON EDUCATION AND NEW LEARNING (EDULEARN)
Teachers are often burdened by a steep learning curve to keep pace with new technologies (O'Brieti,
Aguinaga, Hines and Hartshorne, 2011).
Constant technological evolution requires that teachers not only be fluent with current technologies,
but that they develop a mindset for learning new technology in ways that promote flexibility,
autonomy, and creativity, and learn how to learn with technology (Shaltry., Henriksen, Lun Wu and
Dickson, 2013).
The current situation in teaching, which is characterised by a focus on testing and accountability, by
Ill-equipped teachers, by time pressure, and by a view of creative practices as something “extra”, leads
to the exclusion of creative teaching and learning (Nicholl, and McLellan, 2008).
There is a circular and reciprocal relationship between creativity and technology. Technology can
enhance creativity, technology can require creativity, and creativity is often necessary to take
advantage of the various affordances of technology for teaching and learning (DeSchryver, Leahy,
Koehler, and Leigh, 2013). Research has consistently shown that technology alone cannot
significantly impact teaching and learning unless it is combined with effective and efficient
instructional design. However, technology could provide efficient ways of exploring information and
designing solutions (Chandra, and Lloyd, 2008; Mishra, Koehler., and Henriksen,,2011; Van
Merriënboer, and Stoyanov, 2008; Yang, Tzuo, and Komara, 2011 . Integrating technology in teaching
and learning have demonstrated positive effects on students’ motivation, attitudes, achievement, and
peer interactions in the classrooms (Yang, Tzuo, and Komara, 2011). Re-examining the effect of
teaching and learning with technology on student cognitive and affective outcomes using a meta-
analytic technique indicates that, overall, effect sizes were small to moderate. Project-based learning
(PBL) yielded the highest effect. Each of the PBL steps were anchored upon basic skills/factual
learning and instructional elements that are challenging, sense-making, collaborative and
contextualized (Lee, Waxman., Wu, Michko, and Lin, 2013).. One effective approach to study
technology is to involve students in projects in which they use technology to explore technology and
then share their experience as how this particular technology can be used for education purposes
(Shaltry., Henriksen, Lun Wu and Dickson, 2013).
Eight learning approaches using ICT have proved effective (Stokes, 2012): learning from experts;
learning with others (peers) as three particularly promising areas for development were identified:
representational tools, scaffolding tools and communications tools; learning through making - it
involves students in constructing and sharing artefacts (e.g. Learning by design); learning through
exploring - strategies and skills are required to find and filter information usefully; learning through
inquiry - learners can ask questions, formulate hypotheses, and conduct experiments using mobile
devices, simulations and augmented reality; learning through practicing; learning from assessment -
adaptive technologies and learning analytics can be used to support formative assessment, self-
assessment and peer-assessment; learning in and across settings - technology (PDAs, cameras to GPS-
enabled phones, mobile technologies) can help teachers and learners collect, store, compare and
integrate information from and across different settings and contexts.
A popular approach for teaching creativity is the Cognitive Research Trust CoRT programme (De
Bono, 1992). The author describes a number of techniques, called tools (e.g ‘Six Thinking Hats’), that
need to be mastered like any tool.
In addition to the literature review an attempt was made to identify some good practices of teaching
creativity with ICT. Using a pre-specified template, each project’s partner described at least four good
practices in regard to the current-state-of-the-art of fostering creativity with ICT, associated with
projects or surveys conducted in the period 2010-2013. Some suggestions based on the findings are:
Consider learning-by-doing, project-based learning, self-directed learning, problem-based learning,
and inquiry-based learning. They were the most referred learning strategies and pedagogical
approaches; Recon MOOC format; Provide tools to promote online mentoring through forums, social
networks and video conferencing tools, webinars, collaboration tools, eportfolio tools used for
assessment/self-reflection purposes; Development/deployment of Open Educational resources (OER)
repositories with educational resources/content, best practices, pedagogical scenarios about the
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creative use of ICT in different educational contexts; Utilize a cascade approach, that is teachers are
considered as learning agents that will transfer their experience to their colleagues and students.
PEDAGOGICAL APPROACHES RELEVANT FOR HANDSONICT MOOC
The literature review and the scanning of good practices provide a rather fragmented picture of
teaching strategies for creative problem solving using ICT, not suggesting any concrete instructional
design guidelines. One approach could be De Bono’s thinking exercises with creativity tools included
in the CoRT programme. It is very much creativity-bounded approach but the tools have been
exercised on artificial problems not related to any subject-matter. The CoRT programme had mixed
success across schools around the world.
A second approach would be to combine some of the eight instructional approaches as described
above (e.g. learning from expert, learning through exploring, and learning through practicing) but a
further operationalization of the learning activities is needed and a clear indication how creativity is
supported.
A third approach would be to use the template of the instructional design framework of inquiry-based
learning (Manlove, Lazonder, and Jong de, Ton, 2009). Inquiry-based learning was one of the
approaches suggested by the findings from exploring good practices for teaching ICT and creativity.
The idea seems appealing as inquiry-based learning is evidenced-based, has the potential to be applied
to all educational levels (from primary school to higher education) and each subject-matter could be
designed according to this approach. Creativity could be supported implicitly through the whole
process of inquiry-based learning asking and testing different ‘what if’ questions. In addition, studying
a particular subject-matter is a natural way for initiating discussions on how some domain-specific
discoveries have been made and showing a range of creative problem solving styles (e.g. from more
methodical, small steps incremental improvements within a paradigm to more radical changes across
different paradigmsiii). Inquiry-based learning has often been criticised for not providing enough
instructional guidance, which may be problematic, especially for lower educational levels (Kirschner,
Sweller and Clark, 2006). In addition there is not an explicit support for creativity. Recently, inquiry-
based approach has broaden its definition to increase intellectual engagement and foster deep
understanding through the development of a hands-on, minds-on and ‘research-based disposition’
towards teaching and learning. Inquiry honours the complex, interconnected nature of knowledge
construction, striving to provide opportunities for both teachers and students to collaboratively build,
test and reflect on their learning” (Stephenson, 2013). It is also claimed that while IBL is based on
the pre-existing knowledge structure and skills of learners, it stimulate them to discover new things,
something that is ‘not yet there’. How people arrive at new things and something that is ‘not yet there
is not completely clear and need further elaboration. A very similar approach but specific for teachers
as adult learners is Design Inquiry of Learning. Apart from inquiry-based learning, it integrates also
the ideas of design science (Laurillard, 2012; Laurillard, Charlton, Craft, Dimakopoulos, Ljubojevic,
Magoulas, Masterman, Pujadas, Whitley, and Whittlestone, 2013), design-based research (Collins,
Diana, and Bielaczyc, 2004; McKenney, and Reeves, 2013) and studio Instruction in arts and design.
Learning Design Studio is the course format that implements the Design Inquiry of Learning (Cox,
Harrison and Hoadley, 2008; Mor and Mogilevsky, 2013). Teachers are put in the position of learning
designers. They need to identify an educational challenge, to analyse the context of it, to generate
ideas for possible solutions, to prototype a solution, to test the solution and to reflect on the design
process and outcomes produced.
Other instructional design approaches that could be worth to consider here are problem-based learning
(Hmelo-Silver, 2004), cognitive apprenticeship approach (Brown and Duguid, 2000), cognitive
flexibility theory (Spiro, and Jehng, 1990) and Four Component Instructional Design Model (4C/ID)
(Van Merriënboer and Kirschner, 2007). Problem-based learning was one of the most referred
instructional approaches according to good practices findings. Problem-based learning require students
iii Eg Nuclear chain reaction: Enrico Fermi vs Leo Szilard; Structural Model of DNA: Maurice Wilkins & Rosalind
Franklin vs James Watson & Francis Crick
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to collect information, reflect and discuss it to formulate possible solutions. One substantial criticism
to problem-based learning is that it does not provide explicit support in terms of concrete techniques
(including creative ones).
While cognitive apprenticeship is based on the hands-ons of traditional apprenticeship, it also
emphasizes on minds-ons of experts’ performance. Experts need to externalise and make visible how
they use concepts, facts, and procedures when solving problems and accomplish tasks (e.g. T. Buzan
showing how he applies mind mapping). The approach utilises six teaching methods, namely:
modelling, coaching, scaffolding, articulation, and exploration. 4C/ID is a highly structured approach
that confront learners with a problem, which is then divided into a sequence of tasks/sub-problems.
For each task a guided support is provided consisting of supportive information (theories, expert’s
modelling or work out examples). An important component of this instructional design approach is
just-in-time training for recurrent skills, that is skills that can be repeated unchangeably in many
situations. Examples are searching and filtering information from internet, using concept mapping or
mind mapping software tools for visual brainstorming, or scoop.it for organising and sharing
information. Cognitive flexibility theory emphasizes on challenging the learners with ill-structured
problems and approaching it from different ‘criss-crossing’ perspectives with multiple representations.
Although the instructional design approaches discussed above represent different instructional design
paradigms (e.g. 4C/ID is based on instructivism; problem-based learning, cognitive apprenticeship,
and cognitive flexibility promotes constructivism), they share some common components as the
theory of First Principles of Instruction (Merrill, 2002) suggests: confronting learners with a problem,
issue, challenge, preferably, real-life one; considering the problem from different perspectives;
dividing the problem into sub-problems/tasks; for each task an explicit support in terms of background
information, examples, procedures, methods, techniques, and tools is provided; and deliberate
practicing
As teachers are adult learners, principles of adult learning should be taken into account as well.
Adults are internally motivated and self-directed; Adults draw upon their experiences to aid their
learning; Adults are goal and relevancy oriented. Adults are problem-centred rather than content-
oriented. Some of the instructional guidelines to support adult learning include: there is a need to
explain the reasons specific things are being taught; instruction should be task-oriented instead based
on memorization; instruction should take into account the wide range of different backgrounds of
learners; learning materials and activities should allow for different levels/types of previous
experience; since adults are self-directed, instruction should allow learners to discover things and
knowledge for themselves but guidance and help should be provided when mistakes are made
Knowles, 1984).
Massive Open Online Courses (MOOCs)
With the hype around Massive Open Online Courses (MOOCs) one issue that has not received yet
sufficient attention is pedagogies within MOOCs. Very often the discourse on MOOCs learning
designs has been replaced by a discussion on the affordances of technological platforms. When it
comes to classifications of pedagogies they typically include three categories: cognitive-behaviorist,
socio-constructist and connectivist (Dron and Anderson, 2011). Cognitive-Behaviorist approach has
been associated with xMOOCs, while social constructivism and connectivism have been linked to
cMOOCs. While the debate xMOOC vs cMOOC is useful on a general level, it is not particularly
helpful on micro-level, that is how learning activities should be structured to foster effective, efficient
and enjoyable learning. Research also indicates that such a dichotomous, ‘either-or’, categorization
obscures variation and richness of the pedagogic approaches applied (Conole, de Laat, Dillon and
Darby, 2008). Conole et al., suggest a more elaborated classification, called 7S, aimed at helping
teachers to design better learning experiences. The 7S are as follows: Conceptualize (what is the
vision for the course?), Capture (a resource audit), Communicate (mechanisms to foster
communication), Collaborate (mechanisms to foster collaboration), Consider (assessment strategies),
Combine (overarching views of the design), and Consolidate (implementing and evaluating the design
in a real learning context). For each ‘C’ a range of resources and tools to guide the teacher through the
design process have been proposed. This design framework is based upon the author’s understanding
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of what characterizes a good learning, namely: encourages reflection, enables dialogue, fosters
collaboration, applies theory learnt to practice, creates a community of peers, enables creativity and
motivates the learners.
Our approach is similar but we draw upon a particular theory of learning, that is experiential learning
Kolb, 1984), and further operationalize its principles with some instructional design guidelines based
on the idea of First Principles of Instruction Merrill, 2002), which demands a combination of
components of different instructional design approaches. Experiential learning includes different
modes of grasping and transforming learning experience, including learning-by-doing, which was
requested by the original project’s assignment, but not limited to it. The theory of experiential learning
promotes also the idea of learning styles. One challenge with designing MOOC(s) is how to
accommodate the needs of the participants whose number is expected to be high. The four learning
styles associated with the experiential learning theory (Kolb, 1984; Honey, and Mumford, 1992)
could help in structuring the content. For each task the participants can be asked to explore
information in terms of (a) theoretical background, accommodating different perspectives theorist
learning style); (b) work out examples or modeling examples (expert performance) reflector
learning style’; (c) procedures (heuristics, or rules of thumb) pragmatist learning style; and (d)
practicing the task creating an artefact activist learning style. Prompted by their dominant learning
style, the participants could choose to start with any of the content types described (preferential
adaptation) but need to complete all of them (compensational adaptation). In addition, the
experience needs to be reflected upon, shared and discuss with others. Although adult learners are
assumed to be self-directed learners, the literature suggests (Kirton, 2003) that people differ in how
much structure they would prefer to see in the content and learning activities. People can be
positioned on a continuum with one extreme external learning locus of control (looking for very
structured course and guidance) and the other – internal learning locus of control (as minimal structure
and guidance as possible). This difference in preferences to structure and guidance is not related to
level of knowledge and skills people have. A group of skilled learners, for example, can include a
range of learning locus of controls. The paradox of knowledge structure ([Kirton, 2003; Stoyanov and
Kirscher, 2007) states that structure is both enabling and restricting. People with more external
learning of control would see the enabling part of the structure, internal learning of controls would
notice the restricting part of it. Apparently we can not without any structure, the questions is to find a
balance neither too much, nor too little structure, which is a challenge. Different options for students
should be made available. We could provide the students with some sequences of learning activities
and recommended recourses, but also ask them to explore a topic and share their findings with others.
The participants should be given the opportunity to go outside the course environment to construct
their knowledge connecting with people who are not part of the course. Finally the design of the
course should take into account the behavioral patterns (personas) that have been identified in
MOOCs. We should expect that less than 10% of attendee will complete the course. Some people
would only be active in one or two activities. A third group would only download some of the
resources. A fourth group would passively be observing what is happening. The evaluation of OLDS
MOOC indicates that although less than 10% of the participants finished the course, 80% reported a
gain, they learned something from the course (Cross, 2013).
Technological tools could be offered to facilitate learning activities (e.g. scoop.it for curating and
sharing information; mind mapping for idea generation; forums for discussions).
HANDSON ICT ITERATIVE COURSE DESIGN
The first version of the HandsonICT was very simple and addressed the original assignment of
presenting a number of creativity techniques supported by some ICT tools. The content included three
creativity techniques: Mind Mapping and Concept Mapping, Six Thinking Hats, and Triggering
Questions (SCAMPER). The design blueprints of the units were a subject of critical discussions
within the project. The design blueprint of mind mapping, concept mapping and creativity included
the following elements (to save space only suggested actions for mind mapping are presented):
Introduction to Mind Mapping (An introduction to mind mapping given by the originator of the
technique Tony Buzan); Information and examples how fellow teachers use mind mapping; Review
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mind mapping software; Create mind maps with software; Create a mind map on a topic related to
participantsprofessional practice with mind mapping software.
Each of the three units run on one week in the period of 13th – 20th January 2014. Eighteen
participants from countries representing the project (Greece, Slovenia, Spain, United Kingdom and
The Netherlands) took part in this pilot. Although, in general positive, the results from a survey and
interviews identified some drawbacks that needed to be addressed for the second pilot. They are as
follows: lack of context for creativity techniques, too much instruction, lack of clear link to the real
teaching practice, the need of designing educational artifacts, and more interaction with the tutor and
peers.
To improve the course in all these aspects, we adopted but also adapted the Learning Design Studio
(LDS) format and followed the principles of experiential learning and the guidelines of the First
Principles of Instructional Design. The basic idea is that the teacher is put in the position of a learning
designer, that is s/he identifies an issue with the educational practice to which a solution is needed (a
tool supporting the design of a lesson plan or a learning game), looks upon different theories and
good practices to devise solutions, develops design blueprints, mock ups or prototypes, test to
improve them, and implement them into the professional practice. ‘Prototype’ means a storyboard,
or a paper prototype, not a digital prototype, which certainly is not meant to restrict the participants if
they want to go for a software application. Creativity is covered by the overall idea of design studio,
and a special unit on Ideation and Conceptualization with creativity techniques integrated in a
creativity set up. Writing Persona, Visioning and Storyboarding can also be considered creativity
techniques.
The first unit of the course is Advanced Organiser. It informs the participants on how the course is
organized and what they could expect from it. A publication on LDS is attached as well. The
participants are advised to start writing an individual Learning Journal, which is sort of an assessment
portfolio. Learning Journal could be a sequence of blogs.
The second unit is needs assessment for defining the educational challenges to which the participants
are going to provide a solution. It should be a real educational problem, something in their practice
that needs to be improved. The basic technique proposed is contextual inquiry interview (CII).
Although recommendations for some sources of information are given, the students need to search
for and explore information about CII, curate and shared it using scoop.it or peartrees software, and
finally conduct themselves a contextual inquiry interview. With typically many people involved in
MOOCS, it is more natural, realistic and practical for the participants to conduct needs analysis with
their colleagues in school rather than make MOOC groups with people who are reluctant to do so and
have completely different issues to discuss. The tools used (scoop.it and/or peartrees) allow for a
more connectivist way of building knowledge with people outside the course environment. Pearltrees
for example, is a cloud service where one can create a digital concept map on an topic, can borrow
nodes, called ‘pearls’ from others, will be informed about similar pearltrees, and can team up with
others with similar interests. This learning activity gives also the participants an opportunity to
discuss in a forum (‘A faster horse vs a car’) a common issue when conducting a needs analysis
what people want vs what they need. The discussion is prompted by famous saying of H. Ford: “If I
had asked people what they wanted they would have said faster horses”. Eventually he constructed a
car.
The third unit is based entirely on Writing Persona, a technique that consolidates the information
collected in the previous activity of needs assessment . Some readings about persona are
recommended but the participants are encouraged to make their own search and to share information
with others (in a Moodle forum, a blog, twitter, scoop.it, pearltrees). The final task of this learning
activity requires each student to write a persona.
The fourth unit is Ideation and Conceptualisation, that is searching for, generating and selecting
solutions to the challenge. A combination of creativity techniques in a ideation set up (SCAMPER,
The Dreamer-the-Critic-the Realist, Six Thinking Hats, Forced relationship, Inside View) is proposed
to support these actions. Affinity diagram technique is suggested to facilitate conceptualisation. Mind
mapping tools such as Mind Meister and Coogle.it are proposed for idea generation and concept
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mapping tools such as cMap and Visual Understanding Environment (VUE) are recommended for
supporting conceptualisation. Additional information is given for two more advanced tools: Concept
Systems Global Max and Optimal Sorting.
The fifth unit is developing a prototype, which consists of visioning and a storyboarding but the
participants are not restricted to develop a digital prototype if they wish to do so. One of the critics
during the internal project evaluation was that most of the students would feel intimidated if asked to
develop a software application. The unit includes also a forum where the participants could discussed
three educational software prototypes, winners of a competition for educational software applications.
In the last unit the participants need to perform some actions to evaluate their products. The students
are provided with an evaluation script template and asked to adapt it to their situation. In addition the
participants are asked to try out a walkthrough-with-think-loud interview method provided with some
guidelines, and eventually apply a usability questionnaire. System Usability Scale (SUS) toolkit is
attached as a resource.
The final assessment consists of a presentation of the final product with a reference to all artefacts that
have been created along the way (needs analysis, persona, visioning, storyboard). Individual learning
Journal is also part of the final assessment.
This course design was also a subject of expert evaluation. The main critic was that the course is
complex and requires students to invest too much time. The solution was to keep the course as simple
as possible with minimum information about the learning activities, and make the remaining parts
optional (see Figure 1 as an illustration). For example, the contextual inquiry interview, usability
questionnaires, tools such as Optimal Sorting, Concept System Global and pearltrees are voluntary
now. Participation in the forums ‘a fast horse vs a car’ and ‘evaluating winners prototypes’ is optional
as well. The course will also include a Google Hangouts for introduction of the course and convergent
discussions after each unit. Before the second pilot nearly 1000 people have subscribed to the course.
Figure 1. Part of the unit Needs Analysis with compulsory and optional activities
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CONCLUSIONS OR LESSON LEARNED
1. The best way to understand what is it to design and teach a MOOC is to design and teach a
MOOC. Teaching teaches teaching.
2. Although MOOC is new phenomenon “old guns” such as classical learning theories and
instructional design approaches can help the MOOC design. They have accumulated extensive
experience and are evidence-based.
3. Combining cMOOC and xMOOC, instructivism, constructivism and connectivism is really a
challenging task but it is worth keep trying as it would lead to true effective, efficient and
enjoyable learning experience.
4. ‘M’ is the trickiest in the configuration ‘MOOC’. Massive participation may require dramatic
changes in the initial course design, even in the meaning of ‘C’ (course). Course completion
is maybe not the most important result but rather the acknowledgment that people learn what
they like or find interesting and they are going to use it. ‘M’ also means accommodating as
much as possible the needs of the participants. It may seem a ‘mission impossible’ but
research-based expectations on behavioural patterns of people taking part in MOOCs and their
preferences for structuring content and learning activities could be a good starting point for the
design .
5. When designing a MOOC, the first assumption should be that we are going to make mistakes.
The question is to identify what and why are these mistakes and gradually improve the design
(Successive Approximation Model – SAM; Design-Based Research).
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... Other versions of MOOCs which integrate inquiry-based and problem-based learning principles with design approaches are elaborated among others by Slavi Stoyanov et al. (2014), who combine different approaches to learning design in their development of a teacher-training MOOC on creativity and information and communication technology (ICT). This teacher-training MOOC is structured around the participants' active process of identifying an issue to work with, examining existing knowledge, developing a design and implementing it in practice. ...
... Since the advent of the first MOOCs roughly ten years ago, various critical and nuanced understandings of the phenomenon have emerged, with adapted blending of design principles, blends of physical and digital framing and rephrasing of the theoretical grounding, as our above discussion indicates (Anders 2015a;Bang et al. 2016;Stoyanov et al. 2014). ...
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The proliferation and expansion of massive open online courses (MOOCs) prompts a need to revisit classical pedagogical questions. In what ways will MOOCs facilitate and promote new e-learning pedagogies? Is current learning design adequate for the “massiveness” and “openness” of MOOCs? This article discusses the ways in which MOOCs create new conditions for designing learning processes. The authors present various theoretical approaches to learning design and discuss a combination of theoretical perspectives. They discern a fragmentation of the teacher role; where the teacher was once the main person responsible for planning, practice and reflection, those activities may now be performed by different actors with different areas of responsibility. The theoretical discussion is complemented by a review of recent studies of new practices and design formats aiming to overcome the upscaling issues of MOOCs. The authors present a multifaceted picture of MOOC methodologies, including a typology of hybrid approaches to MOOC design. Through the example of MOOC implementation in India, they address the integration of MOOCs into formal higher education systems. They conclude their article with the contention that, through upscaling, important facets of students’ intellectual development and critical thinking might be left to the students themselves. This may cause problems. Adequate scaffolding from a teacher, such as adapting activities to the specific situation, might be needed to develop the skills required to be a self-directed learner. Furthermore, upscaling seems to promote a separation of the formerly unified teacher functions of planning, teaching and assessing, which necessitates increased collaboration among the many new actors in the field of pedagogy.
... It is interrelated with the sciences that ponder a human being from different points of view. Educational preparing and reasoning interrelation is followed in assurance of methodological approaches in shaping of deontological status of future educator, in designs of improvement of one or another society into different social-economic arrangements (Stoyanov, et al., 2014). Such parts of reasoning as rationalizations, hypothesis of information advance the advancement of teacher's research thought because it is one of the files of deontological status. ...
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El objetivo de esta investigación es analizar la participación académica del instructor que se prepara en el tema de instrucción competente, una unidad curricular que forma parte de las titulaciones sobre instrucción impartidas en el Colegio Nacional (Kazajstán). El diseño de esta investigación es el modelo del estudio de caso, que es uno de los diseños de investigación cualitativa. Los participantes de la investigación consistieron en cincuenta estudiantes de pregrado kazajos de la ciudad de Aktau (Kazajistán). En la investigación, el “Formulario de entrevista semiestructurado” y la “Evaluación de la cartera” se utilizaron como instrumentos de recopilación de datos. En esta investigación, los datos se analizaron mediante la técnica de “Análisis descriptivo”, que es uno de los métodos de análisis de datos cualitativos. Coincidiendo con la investigación, se encontró el reconocimiento de las alteraciones individuales a niveles imperativos para la obtención de información y competencias, así como una organización de la idea de instruir a partir del pensamiento básico de su naturaleza inherentemente moral e intersubjetiva.
... These assessments, complete with definitions, can be found in Table 5.2 and were informed by prior assessment research. Note: Definitions of emerging instructional strategies were derived from Ellis & Barrs, 2008;Frederiksen & Knudsen, 2017;Buckley & Marion, 2011;McCombs, 1997;Boud & Walker, 1998;Stoyanov, Sloep, De Bie, & Hermans, 2014;McClure, Sonak, & Suen, 1999;Rosell, Beck, Luther, Goedert, Shore, & Anderson, 2005.. Creative Projects allow learners to develop a project centered on their creative approaches to the course content in individual MOOCs (Ellis & Barrs, 2008;Frederiksen & Knudsen, 2017). For example, instructors asked the learners to develop a strategic analysis of an organization, to create a development and coaching plan for a team, and create a development plan for improved organizational leadership. ...
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The purpose of this study is to identify the pedagogical strategies used for instruction and assessment in leadership-oriented MOOCs and gain a more refined understanding of the current state of MOOCs in leadership education. The study also seeks to fill the gaps in the body of knowledge surrounding leadership MOOCs. Massive Open Online Courses (MOOCs) are a form of distance education course used across content areas. They have been celebrated as revolutionizing the way learners access education and the way colleges and universities could expand the notion of education on a global scale beyond their traditional campuses. The use of MOOCs in leadership education attracts students for the purposes of education and professional development. This content analysis engages the current state of leadership MOOCs through a review of the literature, a description of the methodology, and presents the results and discussion that emerge. This study examines 96 leadership MOOCs across the MOOC platforms of Coursera, EdX, FutureLearn, Canvas.net, and Standford Online through a content analysis research framework. The study concludes with a discussion of leadership MOOC pedagogy and position as a vibrant and flexible delivery method for leadership education and professional development on a global scale.
... These assessments, complete with definitions, can be found in Table 5.2 and were informed by prior assessment research. Note: Definitions of emerging instructional strategies were derived from Ellis & Barrs, 2008;Frederiksen & Knudsen, 2017;Buckley & Marion, 2011;McCombs, 1997;Boud & Walker, 1998;Stoyanov, Sloep, De Bie, & Hermans, 2014;McClure, Sonak, & Suen, 1999;Rosell, Beck, Luther, Goedert, Shore, & Anderson, 2005.. Creative Projects allow learners to develop a project centered on their creative approaches to the course content in individual MOOCs (Ellis & Barrs, 2008;Frederiksen & Knudsen, 2017). For example, instructors asked the learners to develop a strategic analysis of an organization, to create a development and coaching plan for a team, and create a development plan for improved organizational leadership. ...
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... The context of our intervention is a Massive Open Online Course (MOOC) on a topic that -as we have seen -many teachers struggle with: the inclusion of ICT in education (OECD 2015). It was intended to offer a genuine professional development opportunity for educators of all educational levels (Garreta-Domingo et al. 2018;Stoyanov et al. 2014). The HANDSON MOOC -implemented under a Lifelong Learning Programme project (http://www.handsonict.eu/) ...
Chapter
In this chapter we defend and underpin our claim that, to improve and innovate education, a novel conception of the role of design in education is needed. What this conception is we will elaborate on, specifically on how it affects design in education as it is customarily practiced. We will translate this conception to the context of technology-enhanced learning (TEL). Because of its potential to have an impact on education, TEL more than any other form of learning demands consciously devised learning designs. Thus, our proposal addresses both the design of learning, in particular learning activities, and the design of educational technology. We focus on human-centred design (HCD), a problem-solving framework underpinned by user involvement in all stages of the process. HCD provides professional designers with a mindset and a toolbox that includes both process and methods. It is multidisciplinary by default and also practice-oriented, context-aware, empathetic and incremental. As such it naturally fits many of educators’ everyday realities. Leveraging human-centred design theories and practices will greatly benefit educational design and give it the push it has been missing, we argue. Our proposal focuses on how HCD can enhance and facilitate technology-enhanced learning by (1) focussing on the design of learning activities, (2) involving all its actors in a timely and meaningful way; and (3) affecting its micro, meso and macro levels.
... The debate xMOOC vs cMOOC is useful on a general level, but it is not particularly helpful on micro-level, that is how learning activities should be structured to foster effective, efficient and enjoyable learning. Research also indicates that such a dichotomous, 'either-or', categorization obscures variation and richness of the pedagogic approaches applied (Stoyanov, Sloep, De Bie & Hermans, 2014). ...
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Overview of papers representing a collective European response on MOOCs as presented during the HOME conference in Rome November 2015.
... The set and social designs concern the 'environment' in which the learner operates, the resources, tools, procedures, etc., that they make use of (set design) and their peers, teacher, tutors, etc., with whom they interact (social design). The very first design ideas for the MOOC were piloted with experts only (Stoyanov et al. 2014). Informed by their comments, two different editions of the MOOC were run, the second edition profiting from insights gained during the first one (Garreta-Domingo and Colas 2015). ...
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Many current authors point toward the heightening of networked individualism and how this affects community creation and engagement. This trend poses strong challenges to the potential beneficial effects of collective intelligence. Education is one of the realms that can strongly suffer from this globalized individualism. Learning is deeply enhanced by social interactions and losing this social dimension will have long-lasting effects in future generations. Networked learning is also a by-product of our societal context, but not per se individual. Our paper presents a case—the HANDSON massive open online course (MOOC)—in which a purposely designed learning environment fosters the emergence of a kind of collective intelligence which, by the learners own accord, brings about a heightened sense of community. The MOOC’s design managed to enable individual learning paces without killing the social dimension. Thus, we argue that when learning together intentionally and informally in networked online environments, small and temporary communities (pop-up communities we call them) will form. This nascent sense of community is a first step that will ultimately contribute to the common good.
... Research also indicates that such a dichotomous, 'either-or', categorization obscures variation and richness of the pedagogic approaches applied (Stoyanov, Sloep, De Bie & Hermans, 2014). ...
Conference Paper
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The paper explores different issues and trends in regard to MOOCs pedagogical and didactical approaches applying the Group Concept Mapping methodology (GCM). Group Concept Mapping is a participative research methodology that identifies in an objective way the shared vision of a group of experts on a particular issue (e.g. MOOC pedagogical and didactical approaches). Seventy-nine ideas have been generated and they were grouped in the following thematic categories: Learning design, Curriculum design, Methodologies, Learning network, Self-regulated learning, Assessment, Technology & Scaling, Participation and Organisation. The study's results provide an empirical basis for making informed suggestions as how to combine the principles and instructional design guidelines of xMOOC and cMOOC.
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هدفت اًلدراسة اًلحالية اًلتعرف عًلى أًثر اًستخدام بًعض اًستراتيجيات اًلتعلم اًلإلكتروني فًي تًنمية مًهارات اًلتعلم اًلمنظمً ذاتيا رًفع مًستوى اًلتميز اًلعلمي لًدى اًلطالبة اًلمعلمة اًلمقيدة بًالدبلوم اًلعام فًي اًلتربية بًكليتي اًلآداب وًالتربية لًلبناتً بجامعة اًلملك خًالد ،ً وًتكونت عًينة اًلدراسة اًلأساسية مًن )ًً 40 (ً طًالبة مًن طًالبات اًلدبلوم اًلعام فًي اًلتربية بًكليتيً الآداب وًالتربية لًلبنات –ً جًامعة اًلملك خًالد ،ً وًمنهجية اًلبحث شًملت اًلمنهج اًلوصفي )ً حًيث تًم اًلاطلاع عًلى اًلدراساتً والأدبيات اًلتي تًناولت مًتغيرات اًلدراسة ،ً وًمن ثًم قًامت اًلباحثتان بًبناء مًقياسي اًلتعلم اًلمنظم ذًاتيا بًهدف قًياسً استراتيجيات اًلتعلم اًلمنظم ذًاتيا –ً اًلتميز اًلعلمي بًهدف قًياس مًستوى اًلتميز اًلعلمي (ً ،ً وًالمنهج شًبه اًلتجريبي لًلكشفً عن أًثر اًلتدريس وًفقا لًاستراتيجيات اًلتعلم اًلالكتروني فًي اًلمقررات اًلالكترونية اًلكاملة ،ً وًقد اًتبعت اًلباحثتان اًلتصميمً التجريبي اًلمعروف بًاسم "ً تًصميم اًلمجموعة اًلواحدة ذًات اًلاختبار اًلقبلي –ً اًلبعدي "ًً One group pre-test post-test design ،ً وًتوصلت اًلنتائج إًلى مًا يًلي :ً 1- وجود فًرق دًال إًحصائيا عًند مًستوى دًلالة )ً 0.01 ( بًين مًتوسطي دًرجات أًفراد اًلعينة فًي اًلقياسين اًلقبلي وًً البعدي عًلى مًقياس مًهارات اًلتنظيم اًلذاتي ،ً لًصالح اًلتطبيق اًلبعدي .ً 2- وجود فًرق دًال إًحصائياً عًند مًستوى دًلالة )ً 0.01 ( بًين مًتوسطي دًرجات أًفراد اًلعينة فًي اًلقياسين اًلقبلي وًً البعدي عًلى مًقياس اًلتميز اًلعلمي ،ً لًصالح اًلتطبيق اًلبعدي .ً
Chapter
In populous countries with continental dimensions and a series of economic and infrastructure difficulties, such as Brazil, guaranteeing the quality of initial and continuing teacher education is a challenge. Therefore, researchers have been continually invited to think about new educational models. This chapter describes the theoretical and practical principles considered fundamental for teacher training that was carried out through massive open online courses (MOOCs) in a public higher education institution. Design-based research, a process that integrates design, quantitative, and qualitative methods to generate educational interventions, was the methodological path used to develop the MOOC. The principles are organized into five categories: human, pedagogical, structural and technological, regulatory, and analytical. Without pretending that they will function as protocols for planning, developing, offering, and evaluating MOOC-based courses, the authors hope that the results presented can be reconfigured, improved, and tried out in other educational offerings in varied contexts.
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