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Posts in category 'Education'

25 July 2012

UX for learning: design guidelines for the learner experience

 

With educational applications for kids, corporate eLearning, and online degree programs, more and more UX designers face design briefs for creating digital experiences with an educational purpose.

In this article, Dorian Peters presents 14 design guidelines that derive from key findings from relevant psychology and education research on learning with technology. These findings relate specifically to user interface and interaction design for digital learning experiences.

He has drawn most of these guidelines from the pioneering work of educational psychologist Richard E. Mayer, whose discoveries form the foundation of much multimedia instruction today.

11 June 2012

Charles Leadbeater: A curriculum for the Next Billion

colour_population

Immediately a second post on writing done by Charles Leadbeater.

Here he asks if we were to think of the future consumers of the developing world (whose income is rising from around $2 a day to between $5 and $7 a day) as parents and learners, what would kind of education will they be looking for?

Put it another way, if we were to design a curriculum with ‘the next billion’ what would they want?

Read his (initial) answer here.

2 March 2012

Connected Learning

connectedlearning

Together with a committed group of colleagues and partners, cultural anthropologist Mimi Ito has been engaged in the MacArthur Foundation’s Digital Media and Learning Initiative to address the challenge of how new media can support highly engaged, geeked out, and self-directed forms of learning, but also how it can make this kind of learning available to all young people.

They have been seeking to enlist a diverse constituency of educators, parents, technology makers, and young people in a new vision of learning in the digital age.

Yesterday she announced Connected Learning, a community site and a set of learning and design principles, as well as a research network that together seek to promote dialog and experimentation around a model we are calling “connected learning.”

“In a nutshell, connected learning is learning that is socially connected, interest-driven, and oriented towards educational and economic opportunity. Connected learning is when you’re pursuing knowledge and expertise around something you care deeply about, and you’re supported by friends and institutions who share and recognize this common passion or purpose.”

Read announcement (with video)

10 November 2011

Craftmanship

 
John Kolko reflects on design education and the importance of craftmanship in an article for Interactions Magazine.

“Based on my experience reviewing portfolios from recent business school graduates, I would argue that one of the most fundamental failings of “design thinking” education is the _lack of craftsmanship_. Students don’t appear to learn a honed, tacit, and careful “innate” sensibility for making, and simultaneously, they don’t appear to have developed an intimate understanding of the medium they are responsible for shaping. Instead, they are equipped with a toolkit of methods.”

Read article

(via InfoDesign)

30 September 2011

Truth, lies and the internet

Truth, lies and the internet
The internet is the greatest source of information for people living in the UK today. But the amount of material available at the click of a mouse can be both liberating and asphyxiating. Although there are more e-books, trustworthy journalism, niche expertise and accurate facts at our fingertips than ever before, there is an equal measure of mistakes, half-truths, propaganda, misinformation and general nonsense. Knowing how to discriminate between them is both difficult and extremely important.

Truth, Lies and the Internet, a report published by the UK think tank Demos, examines the ability of young people in Britain to critically evaluate information they consume online. It reviews current literature on the subject, and presents a new poll of over 500 teachers. It finds that the web is fundamental to pupils’ school lives but many are not careful, discerning users of the internet. They are unable to find the information they are looking for, or trust the first thing they see. This makes them vulnerable to the pitfalls of ignorance, falsehoods, cons and scams.

This pamphlet recommends that teaching young people critical thinking and skepticism online must be at the heart of learning. Censorship of the internet is neither necessary nor desirable; the task instead is to ensure that young people can make careful, skeptical and savvy judgments about the internet content they encounter. This would allow them to better identify outright lies, scams, hoaxes, selective half-truths, and mistakes, and better navigate the murkier waters of argument and opinion.

Download report

> see also this short video report by the BBC

27 September 2011

Invigorating education with technology

Educreations
Techcrunch reports on a recent set of rapid-fire presentations from Imagine K12, an incubator for education-related startups.

On the one hand, the innovation taking place in the educational world is fascinating and possibly greatly rewarding for learners.

Yet at the same time education is also becoming big business, as demonstrated by the fact that Rupert Murdoch is already in on the act.

7 September 2011

Stanford U: Introduction to human-computer interaction design

HCI
Through Stanford University lectures and a project, coordinated by Scott Klemmer, learn the fundamentals of human-computer interaction and design thinking.

The setting for the course is mobile web applications.

43 video sessions in all.

28 August 2011

Kids today need a licence to tinker

Tinker
Forget the dysfunctional approach of the national curriculum, we need to open young minds to the creative possibilities of computing, writes John Naughton in today’s The Observer.

“Instead of laying the dead hand of key stages 1-4 on our children, we could be opening their minds to the disruptive and creative possibilities of computing and networking, reversing the decline in entrants to computer science departments and – who knows? – even seeding the development of the ARMs of the future.”

Read article

23 August 2011

“Digital natives” need help understanding search

University library
A two-year, five-campus ethnographic study on how students view and use their campus libraries showed that students rarely ask librarians for help, even when they need it. The idea of a librarian as an academic expert who is available to talk about assignments and hold their hands through the research process is, in fact, foreign to most students. Those who even have the word “librarian” in their vocabularies often think library staff are only good for pointing to different sections of the stacks.

“The ERIAL (Ethnographic Research in Illinois Academic Libraries) project — a series of studies conducted at Illinois Wesleyan, DePaul University, and Northeastern Illinois University, and the University of Illinois’s Chicago and Springfield campuses — [...] enlisted two anthropologists, along with their own staff members, to collect data using open-ended interviews and direct observation, among other methods.

One thing the librarians now know is that their students’ research habits are worse than they thought.

At Illinois Wesleyan University, “The majority of students — of all levels — exhibited significant difficulties that ranged across nearly every aspect of the search process,” according to researchers there. They tended to overuse Google and misuse scholarly databases. They preferred simple database searches to other methods of discovery, but generally exhibited “a lack of understanding of search logic” that often foiled their attempts to find good sources. [...]

The prevalence of Google in student research is well-documented, but the Illinois researchers found something they did not expect: students were not very good at using Google. They were basically clueless about the logic underlying how the search engine organizes and displays its results. Consequently, the students did not know how to build a search that would return good sources. (For instance, limiting a search to news articles, or querying specific databases such as Google Book Search or Google Scholar.)”

- Read article [Inside HigherEd]
- Same article [USA Today]

(via BoingBoing)

11 August 2011

Mobile Learning Toolkit published

Mobile Learning Toolkit
The mobile phone is now a ubiquitous item even among the world’s poorest, and in fact over 70% of the mobile phones on the planet are in developing countries.

With this in mind, a new Mobile Learning Toolkit has been launched to empower trainers in developing contexts to integrate mobile learning into their teaching.

The 98‐page toolkit contains 15 mobile learning methods divided into 4 categories that trainers can choose from depending on their needs – whether they’re looking deliver content; assign tasks; gather feedback; or provide support to their training participants.

These methods have been designed to be as inclusive as possible, with most requiring only low end devices (basic mobile phones with voice calling and SMS capability), allowing interactive learning experiences to be delivered right to the Base of the Pyramid.

In addition to the methods, an overview of mobile learning is included in the beginning of the guidebook and a set of practical tools that allow the methods to be immediately put into practice.

The Mobile Learning Toolkit was developed by the young designer Jenni Parker as part of her master thesis on Mobile Learning for Africa and during her internship with the International Training Centre of the International Labour Organization (ITC‐ILO) of the United Nations in Italy (with some additional support by Experientia).

As well as a general guide, the toolkit includes recommendations for customising the methods for the delivery of a specific training course called “my.coop”, a programme currently being launched by the International Labour Organization to teach the principles of managing agricultural cooperatives in developing regions worldwide.

However, the Mobile Learning Toolkit has been designed to have a value not only within the context of this training programme, but for use in the delivery of all kinds of training within any developing context. Anyone can pick up the toolkit and be inspired to use mobile learning.

The toolkit is an open source resource that can be downloaded for free at http://jenniferparker.posterous.com/mobile-learning-toolkit.

29 July 2011

Digital fluency: empowering all students

Leave nothing unheard
Liz Losh writes on DMLCentral on an inclusive and interdisciplinary approach to “digital literacy” that is more in keeping with the latest thinking about “digital fluency” in the field

“Although “digital literacy” is often a phrase associated with programs that have utopian pedagogical visions, it also can become a term attached to rigid curricular requirements, standardized testing, and models of education that stigmatize some students as remedial when it comes to their basic programming skills or their abilities to use software productively. Furthermore, the term “digital literacy” can generate conflicts among educators because many different disciplines may claim sole responsibility for providing any needed instruction, as I’ve argued elsewhere. Computer scientists, media scholars, librarians, composition teachers, and digital arts instructors have all made supposedly exclusive claims to design and assess digital literacy programs in both K-12 and higher education environments. In contrast, internationally known mixed reality artist Micha Cárdenas calls for an inclusive and interdisciplinary approach to “digital literacy” that is more in keeping with the latest thinking about “digital fluency” in the field.”

Read article

27 July 2011

The UX of learning

The UX of learning
Learning is a complex process with distinct stages, each with corresponding tasks and emotions. Understanding how users learn can help us design experiences that support the user throughout the entire process.

“Most websites invest the majority of their effort into streamlining the very last stage of this process: the action phase. It’s understandable: businesses make money through conversions. However, the company that best supports the user throughout the entire learning process has the upper hand in converting that loyal user into a paying customer. With that in mind, let’s look at digital solutions to seven learning-oriented tasks.”

Read article

27 July 2011

The future of learning

ben8
New research findings from a global study of education systems suggest that the promise of a hi-tech, high-skills, high-wage future for kids is a fantasy. Does digital media and learning offer a better future, asks Ben Williamson on DMLCentral.

“Since the 1980s there has been an increasing emphasis on educating individuals who are able to constantly update and upgrade their skills to do well in a competitive new economy which relies on new technologies, new ideas, and perpetual innovations. According to this basic model, smart learners will help rescue a nation at risk at the same time as delivering the middle class dream. Much of the work done on integrating new technology into education over the decades since then has been a variation on this basic simplification. The dream of the future embodied in these efforts has been of hi-tech, high-skills, high-wage knowledge work.

However, the promise of hi-tech learning leading to high-skills and high-wage knowledge work has now been found to be broken. [...]

Clearly, the hi-tech, high-skills, high-wage future that has been promised to youth since the 1980s now looks less and less sustainable, besides being ethically dubious in the first place. [...] The vision of hi-tech schooling ought to be queried and debated. [...] Does the digital media and learning field offer an adequate prospectus for what Giroux calls “a future that needs your skills, critical judgment, sense of responsibility, compassion, imagination, and humility”?”

Read article

27 June 2011

Studying interaction design in Switzerland

MAS in IxD
A new master in interaction design will start in September in Switzerland — with some teaching support from Experientia — and a few places are still available.

The MAS in Interaction design at the University of the Applied Sciences and the Arts of Southern Switzerland is a master that combines design, new media, robotics, smart systems and high–tech materials in one study program addressing the realization of projects in which the interaction between the design culture and the technological development allows to generate design driven innovations.

Experientia partner Jan-Christoph Zoels will be teaching at the program.

Others in the teaching staff are Massimo Banzi (Arduino), David Boardman, Massimo Botta (who heads the master), Thomas Brooks, Gianluca Brugnoli, Pier Luigi Capucci, Bill Keays, Marco Mancuso, Luca Mascaro, Alvise Mattozzi, Riccardo Mazza, Fabio Sergio (frog design), Lorenzo Sommaruga, Roberto Vitalini and Fred Voorhorst.

The MAS is a one year program, courses are held in English, and partial scholarships are available upon the evaluation of portfolios and CVs.

14 April 2011

Co-creation research journal

CADI
L’École de design in Nantes, France, has just launched the second issue of their research journal CADI, which focuses on co-creation, cross-disciplining and knowledge transfer. The three core feature articles are:

From art history to industrial design history
Jocelyne Le Boeuf, design historian and director of studies at L’École de design Nantes Atlantique
Jocelyne sheds light on her specialty by referring the major thought movements of which hers has become part over history. She also addresses the current multidisciplinary research trends, and delves deeper into the role that design history plays not only in understanding our material environment, but also in designer practices.

Towards a design driven by modesty and sharing
Gilles Rougon, design manager at Électricité de France (EDF)
Based on ten years in design management at the heart of EDF’s Research and Development division, the article elaborates upon design transversality within a company where the primary product is immaterial.

Sociologists and designers are the geologists of social issues and development
Éloi Le Mouël, sociologist within the design department of RATP, the Paris City Transit Authority
Éloi underlines during an interview the similarities and differences between an anthropological approach with regard to “mobility flows” and the design practice from his standpoint as a researcher in the field of social science.

Download journal (Scribd)

10 April 2011

Book: A new culture of learning

A New Culture of Learning
A New Culture of Learning: Cultivating the Imagination for a World of Constant Change
by Douglas Thomas and John Seely Brown
Publisher: CreateSpace – January, 2011)
Paperback, 140 pages
(Amazon link)

The 21st century is a world in constant change. In A New Culture of Learning, Douglas Thomas and John Seely Brown pursue an understanding of how the forces of change, and emerging waves of interest associated with these forces, inspire and invite us to imagine a future of learning that is as powerful as it is optimistic. Their understanding of what constitutes “a new culture of learning” is based on several basic assumptions about the world and how learning occurs:

  • The world is changing faster than ever and our skill sets have a shorter life
  • Understanding play is critical to understanding learning
  • The world is getting more connected that ever before – can that be a resource?
  • In this connected world, mentorship takes on new importance and meaning
  • Challenges we face are multi-faceted requiring systems thinking & socio-technical sensibilities
  • Skills are important but so are mind sets and dispositions
  • Innovation is more important than ever – but turns on our ability to cultivate imagination
  • A new culture of learning needs to leverage social & technical infrastructures in new ways
  • Play is the basis for cultivating imagination and innovation

By exploring play, innovation, and the cultivation of the imagination as cornerstones of learning, the authors create a vision of learning for the future that is achievable, scalable and one that grows along with the technology that fosters it and the people who engage with it. The result is a new form of culture in which knowledge is seen as fluid and evolving, the personal is both enhanced and refined in relation to the collective, and the ability to manage, negotiate and participate in the world is governed by the play of the imagination.

Typically, when we think of culture, we think of an existing, stable entity that changes and evolves over long periods of time. In A New Culture of Learning, Thomas and Brown explore a second sense of culture, one that responds to its surroundings organically. It not only adapts, it integrates change into its process as one of its environmental variables.

The book website contains some of the authors’ talks, including one by John Seely Brown on “Tinkering as a Mode of Knowledge Production”.

6 April 2011

The problem with design education

Donald Norman
University industrial design programs are usually cloistered in schools of art or architecture, and students in such programs are rarely required to study science or technology.

That bothers Don Norman, former head of research at Apple and an advocate of user-friendly design.

Having traditional design skills—in traditional artistic pursuits like drawing and modeling—isn’t enough, he says, because the creators of good products and services also must have a working knowledge of everything from the technical underpinnings of microprocessors and programming to the policy aspects of information security.

Read article

17 March 2011

Social media, internet, technology and museums

Museuma
The New York Times has published no less than eight articles at once on the topic of social media, internet, technology and museums. Note the article about the Arduino!

Speaking digitally about exhibits
Museums around the world now use social media for marketing and development efforts, and to strengthen relationships with visitors.

The spirit of sharing
Social media technology has created new opportunities for museums to create interactivity inside and outside of their walls. [...] While museums have long strived to be welcoming places as well as havens of learning, social media is turning them into virtual community centers.

Four to follow
Several of the people who help lead some of the most innovative museum Web sites found their path serendipitously.

Stopping to gaze and to zoom
The Google Art Project lets users virtually visit museums, and 17 works are on display in super-high resolution for zooming and marveling.

Smithsonian uses social media to expand Its mission
The museums increasingly use the public to help research and add personal touches to history.

An interactive exhibit for about $30
A tiny programmable computer, the Arduino, has brought the price of interactivity down sharply in the last few years for museums and galleries.

Multimedia tour guides on your smartphone
Museums are increasingly using smartphone apps to enhance the experiences of visitors.

Social media as inspiration and canvas
Mining Vimeo, YouTube and Flickr, artists and museums use social sites to provide a direct link to their audiences.

16 March 2011

Faculty openings in design & human engineering at UNIST in Korea

UNIST
In December Experientia signed a five-year research and education collaboration agreement with the Design and Human Engineering School (DHE) of the Ulsan National Institute of Science and Technology (UNIST) – Korea’s new top university – in a quest to change the way that design is seen and practiced in Korea.

As part of its commitment to have at least 20% of its faculty from outside Korea, the university is now recruiting full time tenure-track faculty in the areas of industrial design (including UX, interaction design and design strategy), human factors, and engineering systems.

Spread the word.

10 January 2011

Arduino The Documentary. How open source hardware became cheap and fun

Arduino
When I was working at Interaction Design Institute Ivrea, I met Massimo Banzi who embarked on an open source hardware initiative which eventually became the very successful Arduino project.

Now, writes the Arduino blog, Rodrigo Calvo, Raúl Díez Alaejos, Gustavo Valera, and the people at Laboral Centro de Arte in Gijon, Spain, have created a video documentary, entitled Arduino The Documentary, that you can view on Vimeo in English and Spanish.

Here is some background by Matthew Humphries published on geek.com:

Open source software has had a major impact on the applications and platforms we all use today. Linux is now a very viable alternative to Windows and Mac OS even for beginner PC users. The Android operating system looks set to dominate on mobile hardware, and more and more software applications are being released for free as open source projects by anyone who can learn to program.

Now the same looks set to happen for hardware. With the development of cheap, easy to use electronics components as part of the Arduino computing platform, it’s becoming much easier to create your own hardware solutions without spending a lot of money.

No longer do we have to leave hardware creation to the large corporations with access to manufacturing plants and skilled workers. Instead, we can spend a few dollars buying an Arduino board, a bunch of components, and start experimenting with the support of a growing online community.

The video above gives you an introduction to what Arduino is and how it has developed since its inception. You come away thinking anything is possible with a bit of learning and a 3D printer, and why not? If software can be free to use, why can’t hardware be free to create and distribute?

The clear message Arduino The Documentary gives out is that we are about to see an explosion of hardware devices that come from bedroom tinkerers and student projects. Not only that, but they have the potential to turn into commercial products that businesses form around and investors flock to. We also have an opportunity to get electronics taught to our kids in schools for very little cost and hopefully start producing the next generation of talented engineers.