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Personalised and self regulated learning in the Web 2.0 era: International exemplars of innovative pedagogy using social software

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blockquote> Research findings in recent years provide compelling evidence of the importance of encouraging student control over the learning process as a whole. The socially based tools and technologies of the Web 2.0 movement are capable of supporting informal conversation, reflexive dialogue and collaborative content generation, enabling access to a wide raft of ideas and representations. Used appropriately, these tools can shift control to the learner, through promoting learner agency, autonomy and engagement in social networks that straddle multiple real and virtual learning spaces independent of physical, geographic, institutional and organisational boundaries. As argued in this article, however, in order for self-regulated learning to come to fruition, students need not only to be able to choose and personalise what tools and content are available, but also to have access to the necessary scaffolding to support their learning. Emerging practices with social computing technologies, a number of examples of which are showcased in this article, signal the need for pedagogies that are more personal, social and participatory. The authors conclude with a discussion of some of the key implications for practice, including an outline of the current challenges faced by tertiary educators. </p
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Australasian Journal of
Educational Technology
2010, 26(1), 28-43
Personalised and self regulated learning in the Web 2.0
era: International exemplars of innovative pedagogy
using social software
Catherine McLoughlin
Australian Catholic University
Mark J. W. Lee
Charles Sturt University
An Outstanding Paper Award recipient, ascilite Auckland 2009 Conference
Research findings in recent years provide compelling evidence of the importance of
encouraging student control over the learning process as a whole. The socially based
tools and technologies of the Web 2.0 movement are capable of supporting informal
conversation, reflexive dialogue and collaborative content generation, enabling access
to a wide raft of ideas and representations. Used appropriately, these tools can shift
control to the learner, through promoting learner agency, autonomy and engagement
in social networks that straddle multiple real and virtual learning spaces independent
of physical, geographic, institutional and organisational boundaries. As argued in this
article, however, in order for self-regulated learning to come to fruition, students need
not only to be able to choose and personalise what tools and content are available, but
also to have access to the necessary scaffolding to support their learning. Emerging
practices with social computing technologies, a number of examples of which are
showcased in this article, signal the need for pedagogies that are more personal, social
and participatory. The authors conclude with a discussion of some of the key
implications for practice, including an outline of the current challenges faced by
tertiary educators.
Web 2.0 and the trend towards self directed learning environments
The global learning landscape of the twenty-first century is being transformed and
shaped by the uptake of digital communication tools and ubiquitous networked
applications, along with the changing characteristics, needs and demands of students.
The UK-based Committee of Inquiry into the Changing Learner Experience (CLEX,
2009) concludes that
Web 2.0, the Social Web, has had a profound effect on behaviours, particularly those of
young people whose medium and metier it is. They inhabit it with ease and it has led
them to a strong sense of communities of interest linked in their own web spaces, and
to a disposition to share and participate. (p. 9)
This indicates that digital-age students want an active learning experience that is
social, participatory and supported by rich media. Current research also points to a
growing appreciation of the need to support and encourage learner control over the
whole/entire learning process (Dron, 2007). As web based multimedia production and
McLoughlin and Lee 29
distribution tools incorporating text (blogs, wikis, Twitter), audio (podcasting, Skype),
photo (Flickr) and video (vodcasting, YouTube) capabilities continue to grow, tertiary
education institutions are faced with ever expanding opportunities to integrate social
media and technologies into teaching, learning and assessment. If employed in
conjunction with appropriate strategies, learning technologies are capable of
supporting and encouraging informal conversation, dialogue, collaborative content
generation and the sharing of knowledge, thereby opening up access to a vast array of
representations and ideas. Many social software tools afford greater agency to the
learner by allowing autonomy and engagement in global communities where ideas are
exchanged and knowledge is created as students assume active roles (Lee, McLoughlin
& Chan, 2008; Ashton & Newman, 2006).
The learning experiences that are made possible by social software tools are active,
process based, anchored in and driven by learners’ interests, and therefore have the
potential to cultivate self regulated, independent learning. Self regulated learning
(Biggs, 1987; Zimmerman & Schunk, 1989; Simons 1992) refers to the ability of a
learner to prepare for his/her own learning, take the necessary steps to learn, manage
and evaluate the learning and provide self feedback and judgment, while
simultaneously maintaining a high level of motivation. A self regulated learner is able
to execute learning activities that lead to knowledge creation, comprehension and
higher order learning (Stubbé & Theunissen, 2008) by using processes such as
monitoring, reflection, testing, questioning and self evaluation. The quest for learning
to be ‘student centred’, self directed and self regulated has long been a pursuit of
educators, and recent reports from various countries including the UK (see Owen,
Grant, Sayers & Facer, 2006; Bryant, 2007; Minocha, 2009; CLEX, 2009), USA (see New
Media Consortium, 2006, 2007, 2008, 2009; Salaway, Caruso & Nelson, 2008) and
Australia (see Fitzgerald & Steele, 2008) indicate that the integration of social software
into learning design can make a qualitative difference to giving students a sense of
ownership and control over their own learning and career planning. However,
universities and colleges still tend to rely on conservative, established course
management systems (CMSs) and virtual learning environments (VLEs) that do not
fully capitalise on the potential of social media that enable participation in global
learning networks, collaboration and social networking. Of late, the personal learning
environment (PLE) has emerged as a concept associated with the adoption of a raft of
Web 2.0 tools that serves to integrate essential learning outcomes such as lifelong
learning, informal learning and self directed learning.
The most compelling argument for the PLE is to develop educational technology
which can respond to the way people are using technology for learning and which
allows them to … shape their own learning spaces, to form and join communities and
to create, consume, remix, and share material” (Attwell, 2006a, “What about
educational technology?”, para. 8).
In this article, we consider issues pertaining to the design of personalised learning
spaces, resources and environments using social software and media, and how they
might be used to promote and achieve learner self direction. Of crucial importance to
attaining the longstanding goal of student centred learning is the need to acknowledge
the importance of including informal modes of learning in the learning experience, to
realise that learner needs and preferences cannot be addressed as static constructs
during the design and development phases of instructional design, and to provide
suitable scaffolds to support the learning outcomes to be attained. Educators need to
revisit socially based, conversationally driven designs for self directed learning and be
30 Australasian Journal of Educational Technology, 2010, 26(1)
prepared to accept and face the reality that learners’ needs, preferences, perceptions
and mental models will contribute significantly to the dynamic process that is learning
design. This implies that pedagogic change and greater personalisation of learning are
both necessary for student centred, self regulated and independent learning.
Personalisation and personal learning environments
Although many CMSs and VLEs used by institutions as platforms for e-learning
delivery permit each student to have a personal view of the courses they are enrolled
in, many do not accommodate the social connectivity tools and personal profile spaces
that students might choose, and that would assist them to integrate their experiences.
Many CMSs and VLEs replicate traditional models of learning and teaching in online
environments, conforming to a classroom or lecture hall metaphor, which may have a
limiting effect on self directed and self regulated learning as tasks are pre-selected and
resources are prescribed rather than negotiated (Hotrum, 2005; Lee, 2005; Sheely, 2006;
Lane, 2008). Green, Facer, Rudd, Dillon and Humphreys (2005) summarise four key
areas pivotal to enabling personalised learning through digital technologies.
According to them, pedagogy must:
ensure that learners are capable of making informed educational decisions;
diversify and recognise different forms of skills and knowledge;
create diverse learning environments; and
include learner focused forms of feedback and assessment.
Linked to these principles is the concept of the PLE, defined by Siemens (2007b) as “a
collection of tools, brought together under the conceptual notion of openness,
interoperability and learner control. As such, PLEs are comprised of two elements
the tools and the conceptual notions that drive how and why we select individual
parts” (para. 2). Downes (2005) describes a learning environment as an approach, not
an application, one that protects and celebrates identity, supports multiple levels of
socialising, and encourages the development of communities of inquiry. He asserts
that PLEs affirm the role of the individual in organising, customising and shaping
his/her own learning environment. With PLEs, in contrast to the traditional approach
whereby learning content is composed, organised and packaged, it is instead
syndicated. From there, it is remixed and repurposed (‘mashed up’) with the student’s
own individual application in mind, the finished product being further syndicated to
form inputs for other students’ consumption and use, which may include further
remixing, repurposing and redistribution. Rather than being an agreed upon concept,
there are however, two quite different interpretations of PLEs. The first entails the
understanding of personalisation as the need to embrace a learner centred but
provider-driven approach to education; the second adopts the view of a wholly
learner-driven approach that transcends the walls of any classroom, institution or
organisation. The idea is for learners to exercise ownership and control over their
experiences, rather than be constrained by centralised, instructor controlled learning
based on the delivery of pre-packaged materials.
One exemplary approach of a provider-driven PLE can be seen in the work of Aviram,
Ronen, Somekh, Winer and Sarid (2008), who describe the design and implementation
of iClass, an innovative “Self-Regulated Personalised Learning Environment” (SRPLE),
as part of a project funded by the European Commission. iClass is intended to cater to
individual learning needs by adapting education and learning in European societies to
McLoughlin and Lee 31
the challenges of the 21st century. The iClass system runs an Internet based platform
and takes learners through three stages: planning, learning and reflection, with
teachers acting as mentors at each stage. Aviram et al. oppose the rigid divides
between structured learning and open, non-formal and incidental learning; between
formal learning and solving authentic, real-life problems; between institutional (school,
college, university) learning and lifelong learning; and between learning and human
development generally. They posit that these issues have to be systematically
addressed in the framework of revised pedagogical thinking that combines
personalised learning with self regulated learning (hence self regulated personalised
learning, or SRPL), empowering learners to actively define, create and shape their own
learning content, tasks and hence their own learning trajectories. SRPL also includes
the provision of adaptable and flexible learner and task scaffolding.
Both PLE models challenge university and college teachers to harness the many
resources that exist outside the formal spaces of the institution, to create opportunities
for authentic learning that is personally meaningful and relevant to learners, and to
capitalise on the interests and digital competencies that learners already possess. PLEs
stand in stark contrast to institutionally controlled, content-centric CMSs and VLEs as
they provide learners with contextually-appropriate toolsets by enabling them to
adjust, select, integrate and use various software, services and options based on their
needs and circumstances. The result is, ideally, a model where learner needs, not
technologies, drive the learning process (Attwell, 2006b, 2007). Nevertheless, both PLE
models allow learners to make decisions about how to choose tools and configure the
learning environment to best suit their learning goals and needs for networking,
knowledge construction, social interaction and collaboration. In addition, both
challenge traditional pedagogies where the teacher is the celebrated expert, dispensing
knowledge and prescribing learning resources and activities.
Rethinking pedagogy and the role of content
Educators and institutions are increasingly beginning to recognise that the philosophy
and ethos prevalent in the Web 2.0 world in which we live are highly incongruent with
the control culture of education, where teacher-designed content and syllabi dominate.
Today’s world is characterised by social mobility and diversification of life trajectories,
where individuals are expected to have multiple career paths and engage in reskilling
at various stages throughout their lifespan. All of this signals a need to reconsider our
notions of pedagogy so that learners are envisaged as active participants and co-
producers of learning resources rather than passive consumers of content, and learning
processes are participatory and social, supportive of personal life goals and needs
(Brown & Adler, 2008). There is a clear imperative for educators and students to move
towards a social and participatory pedagogy rather than one based on the acquisition
of pre-packaged facts. Siemens (2007a) is also critical of how institutions of higher
learning operate and states that they need to change because of the increasing
complexity of society and globalization. Schools and universities play a dual role:
accommodating learner’s [sic] method and mode of learning and transforming learners
and preparing them to function in the world that is unfolding” (para. 6, emphasis in
original).
A further driver of change are the students themselves: their preferences, needs, social
habits and technology choices. Along with the uptake of mobile devices and the rise of
social media, tertiary student profiles indicate that a large proportion of students now
32 Australasian Journal of Educational Technology, 2010, 26(1)
juggle work and study, expect constant Internet connectivity and web based services,
and view social networking tools as being central to their lives (Windham, 2005).
Conole and Creanor (2007) report that students “have high expectations of how they
should learn, selecting the technologies and learning environments that best meet their
needs with a sophisticated understanding of how to manipulate these to their
advantage” (p. 11). As Web 2.0 is participatory and collaborative, enabling connection
globally with multiple social spheres, there is an increasing gap between the
formalised interactions that occur in educational establishments and the modes of
learning, socialisation and communication that youth experience and engage in. In
particular, in the dominant tertiary education paradigm, students are presented with
resources that have been created by teachers, instructional designers or developers,
and are expected to demonstrate that they have absorbed the content therein through
assessment tasks that rely on recall of information rather than on application, initiative
or creative endeavour (Sener, 2007).
A number of authors (Hirshon, 2005; Boettcher, 2006) agree that there is a need to re-
evaluate the role of content in courses, and have advocated, for example, a greater
focus on process (as opposed to product) and personal skill development. As the value
of the traditional textbook is being questioned (Fink, 2005), the open educational
resources (OER) movement is rapidly gaining momentum worldwide (Couros, 2006;
Breck, 2007; Blackall, 2007; Brown & Adler, 2008; Schaffert & Geser, 2008; Keats, 2009)
and e-learning content is becoming ‘Napsterised’ through peer-to-peer (P2P) file and
media sharing services (Clark, 2003), we are witnessing a growth in emphasis on
content that is produced by the learners themselves.
Sener (2007) contends that although student generated content has been a part of the
education system for many decades, its role has been highly marginalised and its
forms restricted to highly academic artefacts used exclusively for assessment purposes,
such as essays and reports. In order to increase engagement, to promote self directed
and self regulated learning as well as collaboration and knowledge sharing, and to
encourage the development of products of value beyond the assessment or grading
process, there is a need to expand our vision of educational content so that greater
value is placed on student created products as a primary content source, In this way,
students become active as both producers and consumers, or ‘prosumers’, of
knowledge, ideas and artefacts.
In joining community of learning and practice that includes their classmates, teachers,
past and future student cohorts, as well as others such as professionals and experts
who may be external to the formal education environment, students not only must
engage in “legitimate peripheral participation” (Lave & Wenger, 1991) to develop their
own mastery of knowledge and skills, but also have a responsibility to play a part in
the continued advancement of the community’s existing body of knowledge, as they
move toward full participation in the socio-cultural practices of this community (Lee,
Eustace, Hay & Fellows, 2005). In such a knowledge-building community, members
are managers, or ‘curators’ of the community’s knowledge artefacts (Eustace & Hay,
2000; Lee et al., 2005), intent on making responsible decisions in addition to generating
novel and innovative contributions to benefit the community as a whole.
McLoughlin and Lee 33
Designing personalised and self regulated learning tasks and
environments: The need for scaffolding and some global examples
In attempting to achieve learner self-regulation, the sole use of open ended or
discovery learning environments in the absence of appropriate instructional support
and task scaffolding has been criticised by a number of educational researchers (see,
for example, Mayer, 2004). Moreover, though web based learning environments lend
themselves to self regulated learning approaches (eg. inquiry based learning, problem
based learning), new tasks and concepts impose numerous demands on learners
(Narciss, Proske & Koerndle, 2007). As a counterbalance, personalised, learner centred
design offers a dynamic perspective that incorporates pedagogical scaffolds to support
novice learners to learn and apply previously unknown thinking strategies, skills and
practices (Aleven, Stahl, Schworm, Fischer & Wallace, 2003). Scaffolding need not be
teacher directed, and current social software tools can be used in ways that address
learner centred concerns for self managed learning and control (for example, e-
portfolios). The challenge for educators, therefore, is to enable self direction,
knowledge building and autonomy by providing options and choice while still
supplying the necessary structure and scaffolding.
Internationally, there are a growing number of designs for tasks and learning
environments that seek to achieve balance between self regulated and personalised
learning and scaffolding support, while integrating Web 2.0 tools as well as the
production, sharing and use of student-generated content. Table 1 below provides a
number of examples, drawn from the exemplary practices of teachers at tertiary
institutions across the globe.
Discussion and implications for practice
While the international examples in Table 1 provide good working models of self
regulated and personalised learning, educators need to be equipped with principles
and guidelines that can be applied in diverse contexts. How can the ‘ideal’ balance
between scaffolded and learner-directed learning activities and tasks be achieved?
What role should technologies, including but not limited to the ever-expanding and
evolving raft of Web 2.0 and social computing tools, play in this process?
Jonassen (1994) maintains that the real challenge facing educational technologists is to
consider instructional goals in a particular context, then to adjust the strategies, models
and tactics as necessary to attune the nature of the task to the perspective of the
student. Driver, Asoko, Leach, Mortimer and Scott (1994) are in concurrence with this
view, adding that teachers have two roles: Firstly, a supportive role in introducing new
ideas or cultural tools and supporting students in making sense of these for
themselves, and secondly, a diagnostic role in continually examining students’
interpretations of activities in order to help determine an appropriate direction for
subsequent steps. Thus a major role of the teacher is arguably to facilitate this dynamic
learning process, assisting learners in drawing their own links between their learning
and the ‘real world’; other roles may be that of ‘consultant’, ‘guide’ and ‘resource
provider’ (Markel, 1999).
34 Australasian Journal of Educational Technology, 2010, 26(1)
Table 1: Global examples of how tertiary teachers enable self regulated and personalised
learning using social software tools, while offering the necessary scaffolding/support
Institution
and
location
Reference
Context
Self regulated learning
and scaffolding/
support
Personalisation
Fashion
Institute of
Technol-
ogy, USA
Harris
(2007a,
2007b)
Students studying an
art history class visit
the Metropolitan
Museum of Art in
New York City,
where they take
photos of exhibits
using mobile phones,
upload them to Flickr,
and use the site’s
tools to tag, annotate
and write descrip-
tions and comments
about the photos.
Students engage in
learning tasks with a
high degree of auton-
omy and freedom, as
they mix and match
content and create
games and challenges
for one another. Task
scaffolding is provided
by the instructor by
using technology to
enable expression of
multiple perspectives
and by mediating peer
interaction.
Personalisation and
customisation of tasks
ensures that students
remain motivated, i.e.
they have a personal
voice in making
commentaries and in
choosing descriptors to
tag the photos. Peer to
peer content sharing
adds a collaborative
dimension while still
allowing individual
reflection and
achievement.
Victoria
University
of
Wellington
New
Zealand
Elgort,
Smith &
Toland
(2008)
A mixture of on
campus and distance
education students
enrolled in a Master
of Library and
Information Studies
(MLIS) program work
in groups to
collaboratively
produce web based
information resource
guides using a wiki.
The groups work aut-
onomously to produce
three deliverables based
on instructor supplied
guidelines: the resource
guide (a web site provi-
ding links to / evalua-
tions of information res-
ources); presentation of
the completed guide to
the class; and an online
journal in which stud-
ents document their
work processes and
reflect on their personal
contributions.
Each group of students
chooses a topic that is
personally meaningful,
relevant and/or
interesting to its
members. The students
also have flexibility in
terms of their ability to
personalise the content
and the way it is
presented using a range
of digital media types.
Bentley
College
(now
Bentley
University)
USA
Fryden-
berg (2006)
Students studying an
information technol-
ogy (IT) fundamentals
course purchase
Pocket PCs instead of
textbooks, which they
use to explore IT con-
cepts in a hands on,
learner centred appr-
oach. They form pairs
or groups and work
together to plan and
produce vodcasts
(video podcasts). Each
pair/group produces
a vodcast based
around a topic in the
course schedule, for
sharing with the rest
of the class (via a
Really Simple
Syndication or RSS
feed), as a form of
peer or reciprocal
teaching.
Each pair group has to
work largely independ-
ently, with each
member managing and
regulating his/her own
learning while also
contributing to the
overall management/
coordination and
direction of the group.
The instructor makes
available a number of
sample ‘exemplary’
vodcasts (a form of
modelling) and
provides scaffolding in
relation to the technical
aspects of the assign-
ment, eg. instruction on
video recording and
editing techniques, and
the setup of the RSS
feed as a distribution
mechanism for the
vodcasts.
In addition to being able
to select topics of
personal interest
and/or significance for
presentation to their
peers, the students can
consume the content at
times and places of their
choosing, using a range
of devices (including
mobile/portable
devices) that
incorporate vodcast
playback capabilities.
McLoughlin and Lee 35
Really Simple
Syndication or RSS
feed), as a form of
peer or reciprocal
teaching.
editing techniques, and
the setup of the RSS
feed as a distribution
mechanism for the
vodcasts.
The Open
University
of Hong
Kong,
China
Lui, Choy,
Cheung &
Li (2006)
Students studying a
year-long Software
Engineering and
Project Management
course are required to
write reflective blog
entries in response to
stimulus questions.
The blog sites are
used both as
knowledge sharing
and personal work/
information spaces.
Learners are free to ex-
press ideas and engage
in reflective processes
on an individual basis,
combining both indep-
endent work and peer
feedback, thus ensuring
independent learning
and collaborative inter-
action. Scaffolds take
the form of structured
tasks plus formative
peer and tutor
evaluation.
Students work at their
own pace and express
ideas in their own style
through blogs and
wikis. The creation of e-
portfolios also
documents each
student’s personal
learning achievement
and thereby supports
personalisation.
University
of
Leicester,
UK
Edirising-
ha, Salmon
& Forther-
gill (2006,
2007)
Second- and third-
year undergraduate
engineering students
make use of
‘profcasts’, i.e.
material designed to
support learning
distinct from that
which is facilitated
through structured
on-campus or e-
learning processes
alone.
Students learn indepen-
dently by choosing
profcasts that are relev-
ant to their needs. Scaff-
olds include resources
created by the instruc-
tor, and contexts where
students can apply new
knowledge. Weekly
profcasts are released to
supplement online
teaching through upda-
ted information and
guidance on the assign-
ed activities for the
week, and to motivate
students through the
incorporation of relev-
ant news items, anec-
dotes and jokes. A
framework based on
Salmon’s (2002) e-
tivities model is used to
foster active learning.
The learning content is
personalised by
enabling students to
choose when, where
and how to make use of
the enrichment
resources and
undertake the extended
learning activities.
The Open
University,
UK
Kukulska-
Hulme
(2005)
Students attending
German and Spanish
summer schools use
digital voice recorders
and mini-camcorders
to record interviews
with other students
and with native spea-
kers of the languages
they are studying, as
well as to create
audio-visual tours for
sharing with their
peers via the Internet.
Students engage in self
regulated learning as
they develop, share and
reflect on learner gener-
ated content. The instr-
uctors supply the rec-
ording equipment and
provide guidance to the
students in completing
the various activities,
eg. by providing
sample topics/
questions for the
student-led interviews.
Learners create
authentic content and
tasks for peers that are
personally meaningful
and relevant, and are
able to exercise a large
amount of choice as
they work with multiple
modalities, tools and
media in various forms
(text, voice, pictures,
etc).
36 Australasian Journal of Educational Technology, 2010, 26(1)
Queens-
land
University
of Technol-
ogy,
Australia
English &
Duncan-
Howell
(2008)
Pre-service teacher
education students
use the social
networking tool
Facebook during their
teaching practicum
placements to
facilitate mutual
support, encourag-
ement and the sharing
of stories/anecdotes.
Self directed learning is
encouraged by enabling
students to create, share
and comment on
others’ contributions,
and by allowing them
to choose from multiple
forms of support.
Scaffolding is provided
by peers as they guide
and assist one another,
sharing digital artefacts
and exchanging
constructive feedback.
Personal choices are
exercised by
encouraging expression
of and reflection on
individual learning
journeys.
Charles
Sturt
University,
Australia
Peacock,
Fellows &
Eustace
(2007); Lee,
Eustace,
Hay &
Fellows
(2005)
Students undertaking
an online course on
computer-supported
collaborative work
(CSCW) learn with
and about collab-
orative groupware
tools and information
environments, incl-
uding a range of Web
1.0 and 2.0 technol-
ogies. The students
form groups of three
or four students
called ‘PODs’ (Pools
of Online Dialogue),
and each group is
given a fortnight to
complete each of four
collaborative
activities/ exercises.
Through distributed,
collaborative learning
processes supported by
social software tools,
students engage in both
‘top down’ (teacher dir-
ected) and ‘bottom up’
(learner directed) activ-
ities that enable high
levels of freedom and
empowerment. The
instructors assist with
the setup of the technol-
ogy and develop guide-
lines for the fortnightly
group tasks, including
stimulus questions to
promote reflection and
discussion. Instructors
participate in PODs as
‘guests’ only when
invited to do so.
The POD activities are
not graded directly;
instead, students incor-
porate evidence of com-
pleting the activities,
together with reflective
comments on their indi-
vidual experiences, into
their personal e-port-
folios, assessed at the
end of the course along
with other multimedia
learning produced or
captured during the
semester. Each fort-
night, students are
required to contribute
500 words to the class
wiki; these words can
be ‘spent’ creating a
new article, adding to
an existing article, or
pooled with other
people to generate a
larger article.
Educational/instructional technologies, then, may best be used to furnish support and
assist in scaffolding learning and reflection within the authentic or real world contexts
in which knowledge construction naturally occurs, as well as serving as means by
which learners can capture evidence of their authentic performances in situ within
these contexts, for assessment, evaluation and feedback purposes (see also Hai-Jew,
2008). A number of researchers have already begun to propose various tools,
techniques and approaches to support the active involvement of both teachers and
students in the design of learning tasks and environments (see, for example, Ronteltap,
Goodyear & Bartoluzzi, 2004; Goodyear, de Laat & Lally, 2006; McAndrew, Goodyear
& Dalziel, 2006); new instructional and learning design practices are emerging that are
based on the idea of student ownership of tasks, and that emphasise the importance of
allowing flexibility, encouraging self direction and choice as well as promoting
creativity in the performance of tasks.
McLoughlin and Lee 37
Moving towards the personalisation of learning environments also entails aiding
learners in developing the fundamental skills that enable them to manage their own
learning. The 2009 Horizon report (New Media Consortium, 2009) stresses that a critical
challenge is to design learning experiences that scaffold the development of key
competencies, including visual, technological and information literacy and the ‘soft’
skills of communication and teamwork. In the digital age, the range of scaffolds is
varied and complex, and the learner must play an active role in negotiating the type of
contextual, social and task support needed. The meaning of scaffolding is no longer
confined to its original association of expertise provided by a knowledgeable other
(Wood, Bruner & Ross, 1976), but has expanded to include learner selected assistance,
peer interactions, or could be embedded in technology.
The above having been said, despite the abundance of good practice examples there
continue to be significant gaps in teachers’ espoused and enacted learner-centred
pedagogies. In the Web 2.0 era, the need to close these gaps to achieve truly student
centred learning is paramount, as learners, more so than ever before, desire and
demand high degrees of autonomy, connectivity and socio-experiential learning
(McLoughlin & Lee, 2008). Fortunately, Web 2.0 also equips educators with a rich
repertoire of services and applications to address this challenge by enabling learner
choice and allowing creative decisions about how to best to set learning goals and
create learning environments that support those goals. The essential difference in the
role of the institution is a move from delivery of content to a focus on designing
experiences to facilitate personal learning, capability building and skills development,
combined with a renewed emphasis on curriculum design that values the student’s
voice and needs in shaping decision making.
Conclusion
In this article, we have argued for personalised learning spaces, resources and
environments to be developed, supported and created through systematic design as
well as by inclusion of both instructor and learner perspectives, as well as for the
integration of Web 2.0 tools and strategies. As online or Internet based learning is now
the mode of learning for many students globally, there is an often an expectation that
students commence university study with reasonably high levels of digital skills to
enable them to negotiate, interact and access resources independently (Lorenzo &
Dziuban, 2006; Katz & Macklin, 2007). Also, as noted in many recent reports, the
dispositions developed through engagement with Web 2.0 and social software
technologies i.e. communication skills, participation, networking, sharing overlap
with what are viewed as essential 21st-century learning and employability skills
(Punie, Cabrera, Bogdanowicz, Zinnbauer & Navajas, 2006; Jenkins, 2007; CLEX, 2009).
Nonetheless we have made a case for stronger and more explicit scaffolding of
essential skills and digital literacies as students may not have advanced knowledge of
how to use the technology for academic purposes, and may not see the relevance of
social media for learning. In fact, their day to day use of ICTs may have cultivated in
them impatience and a desire for instant answers (Center for Generational Studies,
2007; Tynan, Lee & Barnes, 2008), as well as leading them to take a casual approach to
critical evaluation, plagiarism and information ownership (CLEX, 2009). For higher
education institutions in many countries, the development of digital literacies and
independent learning is now high on the agenda. Universities and colleges are being
advised to implement both the infrastructure and the curriculum changes to maximise
38 Australasian Journal of Educational Technology, 2010, 26(1)
the potential of the new tools to support learning by capitalising on the competencies
and skills students bring into the classroom, while at the same time helping them
obtain the attributes and capabilities to prepare them for work and life in the digital
economy and networked society (see Brown & Adler, 2008; Kennedy et al. 2009).
The challenges for educators are complex and multifaceted, and include the provision
of personalised learning experiences using suitable technologies that cultivate
independent learning skills, while also scaffolding learner reflection and the
development of generic competencies. The pedagogical change that is required
involves not only the espousal of appropriate teaching approaches, but also awareness
of the learner experience, and the importance of valuing learners’ pre-existing skills
and capitalising on them, while exploring and integrating social media in ways that
pave the way for participation, community connections, social interaction and global
networking. At the same time, teachers who adopt social software tools should not do
so merely to appear conversant with the tools, but to ensure integration of the tools
with sound pedagogical strategies so as to facilitate authentic exchange and dialogue
with and amongst students. They must be wary of potential privacy issues involved in
the use of Web 2.0 tools for teaching, learning and assessment, not to mention the fact
that they may feel unwelcome in their students’ online social networks and
communities. Although there may be attempts by teachers to co-opt the technologies
students use for communication and entertainment, such attempts may be perceived
by students as intrusions into “their space” (Mazer, Murphy & Simonds, 2007).
All in all, addressing the need to rethink and reposition pedagogy for the new learning
landscape of the 21st century calls for the active involvement of students in defining
their learning goals and choosing both ICT tools and strategies for learning; it also
requires recognition that user and learner generated content has a central place in a
curriculum that fosters self regulated learning. There is a fine balance to be achieved in
attempting to promote learner control, knowledge creation, agency and autonomy by
offering flexible options and choice, whilst offering guidance and structure when
needed and adding value to the learning process through personalised, customised
and adaptive approaches.
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This article is an expanded version of a paper that received an Outstanding Paper
Award at ascilite Auckland 2009, gaining the additional recognition of publication in
AJET. The reference for the conference version is:
McLoughlin, C. & Lee, M.J.W. (2009). Personalised learning spaces and self-regulated
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Proceedings ascilite Auckland 2009.
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Authors: Catherine McLoughlin, Associate Professor, School of Education (ACT)
Australian Catholic University, PO Box 256, Dickson, ACT 2602, Australia.
Email: catherine.mcloughlin@acu.edu.au
Mark J.W. Lee, Adjunct Senior Lecturer, School of Education
Charles Sturt University, Locked Bag 588, Wagga Wagga, NSW 2678, Australia.
Email: malee@csu.edu.au
Please cite as: McLoughlin, C. & Lee, M. J. W. (2010). Personalised and self-regulated
learning in the Web 2.0 era: International exemplars of innovative pedagogy using
social software. Australasian Journal of Educational Technology, 26(1), 28-43.
http://www.ascilite.org.au/ajet/ajet26/mcloughlin.html
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En el presente estudio se examina la integración de las narrativas digitales como una estrategia innovadora destinada a potenciar la comprensión lectora en alumnos de educación primaria. Las narrativas digitales, al combinar texto, imágenes, audio y otros elementos multimedia, proporcionan oportunidades de interacción que captan la atención de los estudiantes y mejoran su capacidad de comprensión en profundidad. Este enfoque se encuentra en consonancia con las corrientes actuales de la tecnología educativa, ofreciendo un ambiente de aprendizaje dinámico, participativo y personalizado. El proyecto experimental realizado con estudiantes de educación primaria se enfocó en el uso de plataformas de narrativas digitales con el objetivo de mejorar su habilidad de lectura crítica y comprensiva. Mediante el uso de dichas herramientas, los estudiantes pudieron acceder a textos que incorporaban recursos visuales y auditivos, lo cual enriqueció su experiencia de lectura y contribuyó a mejorar su habilidad para interpretar y analizar el contenido. Los resultados del estudio señalaron un progreso importante en la habilidad de comprensión lectora, sobre todo en los estudiantes que tenían dificultades previas en la comprensión de textos. El enfoque multimodal favoreció una enseñanza más personalizada, acorde a las necesidades específicas de cada estudiante. La plataforma de narrativas digitales posibilitó que cada estudiante pudiera interactuar de forma autónoma con los materiales de estudio, a su propio ritmo y de acuerdo con sus preferencias. La importancia de este aspecto fue fundamental para fomentar el interés y la motivación de los estudiantes, dado que les permitía personalizar su proceso de aprendizaje de acuerdo con sus necesidades individuales. La interacción con textos multimedia proporcionó a los estudiantes una experiencia educativa más enriquecedora y personalizada, lo que resultó en un mayor compromiso con la lectura y una mejora en su capacidad de retención. El artículo resalta que la utilización de narrativas digitales promueve una educación inclusiva y accesible, beneficiando tanto a los estudiantes con altos niveles de desempeño como a aquellos que necesitan apoyo adicional en la lectura. Estas herramientas ofrecen una variedad de modos de interacción que posibilitan la participación activa y significativa de los estudiantes con diferentes estilos de aprendizaje. En síntesis, la integración de narrativas digitales en el ámbito educativo se muestra como una táctica eficaz y flexible para potenciar la comprensión de lectura, en consonancia con las exigencias del entorno digital actual y fomentando una educación inclusiva para la totalidad de los alumnos.
... It underscores the fundamental shift toward Tech-Enhanced Learning (TEL) and how it has become an integral part of educational practices, transforming the traditional classroom into a dynamic and interactive environment (Schunk, 2012;Laurillard, 2012). By introducing the concept of TEL, the research paper acknowledges the ever-evolving role of technology in education and its potential to revolutionize teaching approaches (Garrison & Anderson, 2003;McLoughlin & Lee, 2010). ...
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... Moreover, CMCW resources such as e-platforms and online forums facilitate asynchronous collaboration, expanding the reach of education beyond traditional classroom settings and encouraging self-regulated learning via iterative revision cycles and peer evaluation [23]. The flexibility and accessibility of these tools empower students to take ownership of their writing growth, establishing a learner-centered atmosphere that traditional, teacher-centric methods sometimes struggle to achieve [24]. As a result, TECW and CMCW provide priceless opportunities to improve writing instruction in modern classrooms, encouraging group projects and individual skills growth. ...
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... So the present study would be important in this regard. McLoughlin and Lee (2010) identified that SRL is useful in an online environment but customised, personalised and adaptive approaches need to be used to make selfregulation more versatile. ...
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... For there to be an engaging and effective learning scaffolding, teachers must take part in the design of highquality resources (McLoughlin & Lee, 2010). This praxis must involve the teacher's instruction about the technological design of OER and the recognition of three levels of design: information design, interface design, and interaction design . ...
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Globalisation is changing the worlds of work and education. Although the hospitality industry has always operated at an international level, today's educators must prepare future managers for an increasingly diverse global world where we are all connected via technology in ways that were unimaginable even 10 years ago. Educators face strategic decisions about how and when they integrate technology into their programs. Transnational e-learning spaces, which are affecting the way we operate in our daily lives both at work and learning, have opened up. Educators need to fully understand what happens within these spaces—to the learners and to learning—in order to ensure that the quality of learning and the learning systems. This chapter considers ways in which hospitality management education can be enhanced through a focus on e-learning and identity.
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This article is derived from a wiki document development held at: http://www.wikieducator.org/User:Leighblackall/Open_educational_resources_and_practices. Slide images and audio to support this article are available at: http://flickr.com/photos/leighblackall/sets/72157600223371021/. In this article Leigh looks at what constitutes an open educational resource and considers the issues and benefi ts to an educational institution. An institution which is moving to participate in open educational resource development and adopt more open educational practices. There is a description of the initial steps being made by the Educational Development Centre at Otago Polytechnic - a tertiary education and vocational training institution in Southern New Zealand.
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E-learning can either be a lonely and isolating experience or a real online community connection .' A participant in an online course I recently facilitated made this astute observation when reflecting on her experiences as a learner separated from her facilitator and peers by the barriers of time and distance.
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Universities are in the business of preparing students for their professional, social and intellectual lives: as such they are also about producing the leaders and innovators for a rapidly changing technological world. It is not entirely clear how well universities are responding to these objectives particularly when it comes to embracing new technologies such as social software. University students face many challenges to their effective participation in and engagement with the university environment. Competing study, work and social demands (Krause et al, 2005) fragment their lives and reduce their time on campus, reducing their opportunities to engage with their peers in the discourse that explores, interrogates and provides a supplementary social ground for their in-class learning. Social interaction is fundamental to the pursuit of high quality thinking and learning outcomes (cf Vygotsky, 1978) and simple and robust information and communications technologies (ICT) give us new opportunities to promote social interaction, build social networks and enhance students’ university presence. The Digital Learning Communities (DLC) Project considered the potential of social software to support peer engagement and group learning in higher education. The project established a series of pilots that examined ways in which social software could provide students with opportunities to engage with their peers to supplement the more formal aspects of their education. It spoke with teaching and support staff about the use of social software to support learning, and to students about how they saw social software being used in their university lives. It established a wiki-based cookbook that provides ideas and suggestions for the use of social software, and conducted surveys of staff and students’ use of new social technologies.
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