Learning object design

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LEARNING OBJECT As learning objects we mean digital representations about real phenomenon and tools for constructing meaning about it. Representations refer directly or indirectly to existing objects and context where the objects is situated. Representations allow perceiving the object from different perspectives. Physical and cognitive tools enhance the negotiation of meaning about them.

Individual

Group

SUBJECT Jorma Enkenberg, Professor jorma.enkenberg@joensuu.fi

Anu Liljestrรถm, Researcher anu.liljestrom@joensuu.fi

CONTEXT

Henriikka Vartiainen, Researcher henriikka.vartiainen@joensuu.fi

TOOL Physical

Cognitive

OBJECT Sound Picture Video Text Map Drawing Animation

UNIVERSITY OF JOENSUU, SAVONLINNA DEPARTMENT OF TEACHER EDUCATION http://sokl.joensuu.fi/

LEARNING OBJECT DESIGN


Learning

LEARNING OBJECT

GUIDELINES

INFORMATION RECOURSES

SCAFFOLDS

GLOSSARY TAGS

RECOGNITION THE PHENOMENON The starting-point of the learning process may be a visit to the authentic environment and existing digital resources that represents the environment.

GUIDELINES Ideas how to use the object in practice.

AGENCY Description about social setting and the roles during the activity.

Support for contextualization

AGENCY

SCAFFOLDS Social, conceptual and functional assistance offered to support learning, e.g. reflective questions and worked examples.

INFORMATION RECOURSES Possible domain experts, existing research data, literature, wwwmaterials etc.

CHOOSING THE DRIVING QUESTION RELATED TO THE PHENOMENON

CHOOSING THE REAL OBJECTS TO STUDY Objects in the nature and culture environment that mediate the phenomenon and provide answers to the driving question.

GLOSSARY, TAGS Language / keywords that refers to the phenomenon and objects.

DESIGNING THE STRUCTURE Support for conceptualization DOMAIN PERSPECTIVES

REPRESENTATIONS

MODEL SIMULATION

TOOLS

CASE STUDIES

REAL OBJECT

Construction

REAL OBJECT

REAL OBJECT

REAL OBJECT

PHENOMENON

Choosing and preliminary designing the digital representation of the chosen object.

REPRESENTATIONS Videos, pictures, drawings, text, sound, map, animations and their combinations.

REAL VISIT - COLLECTION OF DATA

TOOLS Physical (e.g. hammer) and cognitive tools (e.g. tree structure) for the construction and in use of learning object.

Support for choosing affordances REAL OBJECT

DOMAIN PERSPECTIVES Points of views and chosen expert cultures to study phenomenon and object in question.

CASE STUDIES Research reports (case studies), own observations, measurements, interviews etc. related to the phenomenon. MODEL, SIMULATION Different conceptual creations e.g. scale models, diagrams, operation /action models etc.

REAL OBJECT Existing physical artefact or object in the nature, culture environment or elsewhere.

FRAMEWORK

Taking photos, video clips, making interviews, observations, measurements etc.

CHOOSING, ORGANIZATION AND INTEGRATION THE COLLECTED DATA ABOUT REAL OBJECTS

DESIGNING AND IMPLEMENTATION THE SUPPORT FOR CONTEXTUALIZATION Description of agency, guidelines, scaffolds, information resources and glossary for application of the developed learning object.

TECHNICAL INTEGRATION OF CONSTRUCTED DIGITAL RESOURCES FOR THE LEARNING OBJECT Integration to the chosen environment (e.g. wiki).

PROCESS


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