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1
Innovating
Pedagogy
Rebecca Ferguson
The Open University, UK
International Conference on Open and Innovative Education
July 2022
2
IET, The Open University
3
Innovating Pedagogy reports
www.open.ac.uk/blogs/innovating/
4
Innovating Pedagogy
We propose a long list of new
educational terms, theories, and
practices. We then pare these
down to ten that have the
potential to provoke major shifts in
educational practice. Lastly, we
draw on published and
unpublished writings to compile
ten sketches of new pedagogies
that might transform education.
5
Preparing for the future
The innovations described in these
report are not technologies looking
for an application in formal
education. They are new ways of
teaching, learning and assessment.
If they are to succeed, they need to
complement formal education,
rather than trying to replace it.
Why look for the
next big ideas?
7
Preparing for the future
careers2030.cst.org/jobs
• Cyber security expert
• Esports coach
• Epidemiologist
• Smart meter fitter
• CGI expert
• Flood risk engineer
• Personal data broker
• Augmented reality builder
• Data detective
8
New challenges
9
In our development of another virtual reality environment which introduced students to the ecology of an Oak Wood
the students took part in a ®eld trip to an actual Oak Wood. This location had been ®lmed for over a year to obtain the
appropriate footage in order to create this particular virtual reality system. The program presents the user with a large
number of species to investigate
Building on the past
“Every UK university except one […] has members of
staff who have developed, or are developing,
something in a virtual world” [Kirriemuir, 2009]
2022
Virtual field trip
2013
In our development of another virtual reality environment
which introduced students to the ecology of an Oak Wood
the students took part in a field trip to an actual Oak Wood.
This location had been filmed for over a year to obtain the
appropriate footage in order to create this particular virtual
reality system. The program presents the user with a large
number of species to investigate [Whitelock, 1999]
10
Rapid change
2011: Siri
2012: ‘Year
of the MOOC’
2014: Alexa 2019: COVID-19
2019-20: Oculus Quest
2011: Instagram
11
A critical perspective
New York Post
My lecturer is a hologram
https://bit.ly/3z3fviZ
Proctoring issues
https://bit.ly/3LZuz3K
Introducing innovations
Where technology can make a difference
13
Building blocks of innovation
Vision
Description of
an achievable
and desirable
end state
For example:
Learners engage
enthusiastically
with language
learning
or
Students
collaborate
successfully
with learners in
other countries
14
APPROACH LEARNERS
Assessing Give/receive constructive feedback
Browsing Seek and collate information
Constructing Create artefacts
Conversing Discuss topics
Inquiring Investigate authentic situations
Networking Interact with networks of peers
Performing Present to an audience
Reflecting Look back on activities
Activities for learning
15
APPROACH LEARNERS
Assessing Engage in online peer review
Browsing Use search engines and online databases
Constructing Build resources in Minecraft or augmented reality
Conversing Engage in forum discussions
Inquiring Use smartphones to collect and analyse data
Networking Link to others via social media
Performing Write a blog post or produce a TikTok story
Reflecting Organise and curate work in an e-portfolio
Activities with technology
Six affordances of
technology for learning
Connectivity, extension, inquiry, personalisation, publication and scale
17
Con
Affordance 1: Connectivity
Technology has
opened up new
ways of working
with others
around the world.
Learners have
access to tools
that support
networked,
collaborative and
conversational
approaches to
learning.
1: Connectivity
18
Telecollaboration
• Telecollaboration enables a student to tutor
another in their first language, while learning
their partner’s language.
• Uses free tools such as Zoom, WhatsApp,
Facebook and WeChat.
• Interactions can be based on learners’ personal
interests and needs.
• Helps to expand vocabulary and use second
language accurately and appropriately.
Using communication tools for creative language learning
1: Connectivity
Photo by Albert Oliveira
19
Telecollaboration
Basic principles of telecollaboration
• Reciprocity As far as possible, half the
communication should be in the language
of one partner, and half in the language of
the other partner.
• Autonomy Both partners should act as a
tutor in their own language and as a
learner in the second language.
1: Connectivity
Photo by Ibrahim Rifath
Telecollaboration can enrich L2 learners’
cross-cultural knowledge and raise their
awareness of cross-cultural differences.
20
Con
Affordance 2: Extension
Technology
supports
extended
learning,
connecting
learning
experiences
across locations,
times, devices
and social
settings.
2: Extension
21
Enriched realities
Blends realities
Day-to-day reality Our normal
experience
Augmented reality Device overlays
information such as text or graphics
on our surroundings
Virtual reality Device provides a 3D
environment to interact with
Extending learning with augmented and virtual reality
2: Extension
Enriched reality is at is best when it is used to create
experiences that would not otherwise be possible.
22
Enriched realities
Remote exploration of places it would be
difficult, dangerous, or impossible to visit.
Time machine to engage with historic events
or see landscapes change.
Focused immersion Modifying scenarios to
draw attention to important aspects.
Virtual rehearsal Trying different ways of
working through the same situation.
Just-in-time support Pulling up information
that is immediately relevant to what learners
are doing. 2: Extension
23
Con
Affordance 3: Inquiry
Learners who
have access to a
smartphone have
access to sensors
enabling them to
interrogate,
analyse and
record their
environment.
Technology also
offers tools to
organise and
analyse that data.
arxiv.org/abs/2010.11606 3: Inquiry
24
Online laboratories
• Interactive screen experiments
• Simulations of experiments
• Real data eg microscope slides to view
at different magnifications
• Remote access to analytical
instruments
• Remote control of robots
• Virtual reality field trips
• Live labcasts using web streaming
Laboratory access for all
3: Inquiry
learn5.open.ac.uk
25
Online laboratories
Enable students to understand concepts
and carry out investigations
Support students to design meaningful
experiments, make sense of their data,
relate the data to their questions, and
decide what to do next
Provide feedback to guide learning
Give access to dangerous or rare
materials
Prepare for careers as scientists
3: Inquiry
www.golabz.eu
26
John Knox, LARC: http://bit.ly/lak17-practitioner-track
Affordance 4: Personalisation
Interacting with
technology
generates datasets
that can be used to
help learners
understand and
develop their skills.
The data can also
be used to create
personalised paths
through learning
content.
bit.ly/lak17-practitioner-track 4: Personalisation
27
Esports
Different forms:
• Competitive gaming broadcast and
played on the Internet
• Physical eg dancing using foot-
activated sensors
• Linked to training programmes on
bikes or running machines
Learning and teaching through competitive virtual gaming
4: Personalisation
Zwift.com
28
Esports
Provide real-time feedback
in form of data and
statistics.
Monitor and improve
performance.
Apply mathematics of
statistics to suggest
strategies to improve
performance.
Share / stream training via
www.twitch.tv
4: Personalisation
https://bit.ly/3PSQTz8
29
Con
Affordance 5: Publication
Learners can use
digital tools and
the Internet to
engage in
authentic tasks
that connect their
learning with
experiences
outside their
classroom. They
also have
opportunities to
share their work
worldwide. 5: Publication
https://bit.ly/3wUXZe8
30
Virtual studios
The studio is primary learning
environment for many creative
disciplines. A hub of activity where
learning is experiential and
constructive, creative processes are
developed, linear ways of thinking
are challenged and uncertainty is
embraced. Tutors and peers observe,
comment on and critique work in
progress.
Hubs of activity where learners develop creative processes together
5: Publication
31
Virtual studios
• Make use of sharing experiences
• Online exchange of ideas
• Rapid feedback from tutors /peers
• Tools for recording and reflecting
• Supporting inquiry and dialogue
• Scale increases opportunities
• Increased exposure to others’ ideas
• Networks of learning and support
• Hub for community projects
• Allows links with makers / partners
Hubs of activity where learners develop creative processes together
5: Publication
Some responses to a single design task
32
Con
Affordance 6: Scale
Education can be
delivered at scale
through MOOCs.
When courses like
this make use of
networking and
learning through
conversations,
interactions can
become richer as
learners around the
world share ideas
and perspectives.
6: Scale
33
Learning with chatbots
Chatbots can be use in both formal
and informal learning enviornments,
providing learners with support
tailored to their needs by
constructing an immersive learning
environment, analysing learners’
requirements and initiating
supportive conversation.
Using educational dialogues to improve learning efficiency
6: Scale
34
Learning with chatbots
• Will the chatbot be dialogue
facilitator, learning problem analyser,
conversational partner, or guidance
provider?
• What will the emotional response of
learners be to the chatbot?
• At what stage in the activity should
the chatbot be involved?
• Can data collected by the chatbot be
used to improve learning?
6: Scale
ADMINS chatbot at The Open University
35
Innovating Pedagogy 2022
Maximising
learning flexibility
and opportunities
Hybrid models
Accredited short
courses to
develop
workplace skills
Microcredentials
Promoting
wellbeing across
all aspects of
teaching and
learning
Wellbeing
Watching videos
together,
whatever the time
or place
Watch parties
36
slideshare.net/R3beccaF
r3beccaf.wordpress.com/
twitter.com/R3beccaF
www.open.ac.uk/blogs/innovating/

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Innovating Pedagogy: ICOIE 2022

  • 1. 1 Innovating Pedagogy Rebecca Ferguson The Open University, UK International Conference on Open and Innovative Education July 2022
  • 2. 2 IET, The Open University
  • 4. 4 Innovating Pedagogy We propose a long list of new educational terms, theories, and practices. We then pare these down to ten that have the potential to provoke major shifts in educational practice. Lastly, we draw on published and unpublished writings to compile ten sketches of new pedagogies that might transform education.
  • 5. 5 Preparing for the future The innovations described in these report are not technologies looking for an application in formal education. They are new ways of teaching, learning and assessment. If they are to succeed, they need to complement formal education, rather than trying to replace it.
  • 6. Why look for the next big ideas?
  • 7. 7 Preparing for the future careers2030.cst.org/jobs • Cyber security expert • Esports coach • Epidemiologist • Smart meter fitter • CGI expert • Flood risk engineer • Personal data broker • Augmented reality builder • Data detective
  • 9. 9 In our development of another virtual reality environment which introduced students to the ecology of an Oak Wood the students took part in a ®eld trip to an actual Oak Wood. This location had been ®lmed for over a year to obtain the appropriate footage in order to create this particular virtual reality system. The program presents the user with a large number of species to investigate Building on the past “Every UK university except one […] has members of staff who have developed, or are developing, something in a virtual world” [Kirriemuir, 2009] 2022 Virtual field trip 2013 In our development of another virtual reality environment which introduced students to the ecology of an Oak Wood the students took part in a field trip to an actual Oak Wood. This location had been filmed for over a year to obtain the appropriate footage in order to create this particular virtual reality system. The program presents the user with a large number of species to investigate [Whitelock, 1999]
  • 10. 10 Rapid change 2011: Siri 2012: ‘Year of the MOOC’ 2014: Alexa 2019: COVID-19 2019-20: Oculus Quest 2011: Instagram
  • 11. 11 A critical perspective New York Post My lecturer is a hologram https://bit.ly/3z3fviZ Proctoring issues https://bit.ly/3LZuz3K
  • 13. 13 Building blocks of innovation Vision Description of an achievable and desirable end state For example: Learners engage enthusiastically with language learning or Students collaborate successfully with learners in other countries
  • 14. 14 APPROACH LEARNERS Assessing Give/receive constructive feedback Browsing Seek and collate information Constructing Create artefacts Conversing Discuss topics Inquiring Investigate authentic situations Networking Interact with networks of peers Performing Present to an audience Reflecting Look back on activities Activities for learning
  • 15. 15 APPROACH LEARNERS Assessing Engage in online peer review Browsing Use search engines and online databases Constructing Build resources in Minecraft or augmented reality Conversing Engage in forum discussions Inquiring Use smartphones to collect and analyse data Networking Link to others via social media Performing Write a blog post or produce a TikTok story Reflecting Organise and curate work in an e-portfolio Activities with technology
  • 16. Six affordances of technology for learning Connectivity, extension, inquiry, personalisation, publication and scale
  • 17. 17 Con Affordance 1: Connectivity Technology has opened up new ways of working with others around the world. Learners have access to tools that support networked, collaborative and conversational approaches to learning. 1: Connectivity
  • 18. 18 Telecollaboration • Telecollaboration enables a student to tutor another in their first language, while learning their partner’s language. • Uses free tools such as Zoom, WhatsApp, Facebook and WeChat. • Interactions can be based on learners’ personal interests and needs. • Helps to expand vocabulary and use second language accurately and appropriately. Using communication tools for creative language learning 1: Connectivity Photo by Albert Oliveira
  • 19. 19 Telecollaboration Basic principles of telecollaboration • Reciprocity As far as possible, half the communication should be in the language of one partner, and half in the language of the other partner. • Autonomy Both partners should act as a tutor in their own language and as a learner in the second language. 1: Connectivity Photo by Ibrahim Rifath Telecollaboration can enrich L2 learners’ cross-cultural knowledge and raise their awareness of cross-cultural differences.
  • 21. 21 Enriched realities Blends realities Day-to-day reality Our normal experience Augmented reality Device overlays information such as text or graphics on our surroundings Virtual reality Device provides a 3D environment to interact with Extending learning with augmented and virtual reality 2: Extension Enriched reality is at is best when it is used to create experiences that would not otherwise be possible.
  • 22. 22 Enriched realities Remote exploration of places it would be difficult, dangerous, or impossible to visit. Time machine to engage with historic events or see landscapes change. Focused immersion Modifying scenarios to draw attention to important aspects. Virtual rehearsal Trying different ways of working through the same situation. Just-in-time support Pulling up information that is immediately relevant to what learners are doing. 2: Extension
  • 23. 23 Con Affordance 3: Inquiry Learners who have access to a smartphone have access to sensors enabling them to interrogate, analyse and record their environment. Technology also offers tools to organise and analyse that data. arxiv.org/abs/2010.11606 3: Inquiry
  • 24. 24 Online laboratories • Interactive screen experiments • Simulations of experiments • Real data eg microscope slides to view at different magnifications • Remote access to analytical instruments • Remote control of robots • Virtual reality field trips • Live labcasts using web streaming Laboratory access for all 3: Inquiry learn5.open.ac.uk
  • 25. 25 Online laboratories Enable students to understand concepts and carry out investigations Support students to design meaningful experiments, make sense of their data, relate the data to their questions, and decide what to do next Provide feedback to guide learning Give access to dangerous or rare materials Prepare for careers as scientists 3: Inquiry www.golabz.eu
  • 26. 26 John Knox, LARC: http://bit.ly/lak17-practitioner-track Affordance 4: Personalisation Interacting with technology generates datasets that can be used to help learners understand and develop their skills. The data can also be used to create personalised paths through learning content. bit.ly/lak17-practitioner-track 4: Personalisation
  • 27. 27 Esports Different forms: • Competitive gaming broadcast and played on the Internet • Physical eg dancing using foot- activated sensors • Linked to training programmes on bikes or running machines Learning and teaching through competitive virtual gaming 4: Personalisation Zwift.com
  • 28. 28 Esports Provide real-time feedback in form of data and statistics. Monitor and improve performance. Apply mathematics of statistics to suggest strategies to improve performance. Share / stream training via www.twitch.tv 4: Personalisation https://bit.ly/3PSQTz8
  • 29. 29 Con Affordance 5: Publication Learners can use digital tools and the Internet to engage in authentic tasks that connect their learning with experiences outside their classroom. They also have opportunities to share their work worldwide. 5: Publication https://bit.ly/3wUXZe8
  • 30. 30 Virtual studios The studio is primary learning environment for many creative disciplines. A hub of activity where learning is experiential and constructive, creative processes are developed, linear ways of thinking are challenged and uncertainty is embraced. Tutors and peers observe, comment on and critique work in progress. Hubs of activity where learners develop creative processes together 5: Publication
  • 31. 31 Virtual studios • Make use of sharing experiences • Online exchange of ideas • Rapid feedback from tutors /peers • Tools for recording and reflecting • Supporting inquiry and dialogue • Scale increases opportunities • Increased exposure to others’ ideas • Networks of learning and support • Hub for community projects • Allows links with makers / partners Hubs of activity where learners develop creative processes together 5: Publication Some responses to a single design task
  • 32. 32 Con Affordance 6: Scale Education can be delivered at scale through MOOCs. When courses like this make use of networking and learning through conversations, interactions can become richer as learners around the world share ideas and perspectives. 6: Scale
  • 33. 33 Learning with chatbots Chatbots can be use in both formal and informal learning enviornments, providing learners with support tailored to their needs by constructing an immersive learning environment, analysing learners’ requirements and initiating supportive conversation. Using educational dialogues to improve learning efficiency 6: Scale
  • 34. 34 Learning with chatbots • Will the chatbot be dialogue facilitator, learning problem analyser, conversational partner, or guidance provider? • What will the emotional response of learners be to the chatbot? • At what stage in the activity should the chatbot be involved? • Can data collected by the chatbot be used to improve learning? 6: Scale ADMINS chatbot at The Open University
  • 35. 35 Innovating Pedagogy 2022 Maximising learning flexibility and opportunities Hybrid models Accredited short courses to develop workplace skills Microcredentials Promoting wellbeing across all aspects of teaching and learning Wellbeing Watching videos together, whatever the time or place Watch parties

Editor's Notes

  1. Title slide ‘Innovating Pedagogy’ with conference logo The majority of the slides in the presentation include The Open University logo, as the speaker, Rebecca Ferguson, is based there.
  2. Image of the Jennie Lee Building in Milton Keynes, UK, where the speadker is based (when not working from home)
  3. Covers of Innovating Pedagogy reports from 2012 to 2021
  4. Cover of Innovating Pedagogy 2021 with the test: ‘We propose a long list of new educational terms, theories, and practices. We then pare these down to ten that have the potential to provoke major shifts in educational practice. Lastly, we draw on published and unpublished writings to compile ten sketches of new pedagogies that might transform education.’
  5. COVER OF INNOVATING PEDAGOGY 2022 WITH THE TEXT ‘The innovations described in these report are not technologies looking for an application in formal education. They are new ways of teaching, learning and assessment. If they are to succeed, they need to complement formal education, rather than trying to replace it.'
  6. Title slide: why look for the next big ideas?
  7. Preparing for the future. A range of possible future jobs with a general image for each. The robot counsellor has a picture of a robot head, the wearable technology therapist is wearing a piece of technology above her ear, and the gargage designer is designing on a computer screen. Jobs listed are: Cyber security expert Esports coach Epidemiologist Smart meter fitter CGI expert Flood risk engineer Personal data broker Augmented reality builder Data detective These were taken from the website careers2030.cst.org/jobs
  8. New challenges gives the example of a paragraph of text generated by an AI in response to the prompt ‘Wite an academic paper with the title ‘Citizen Inquiry: Synthesizing Citizn Science and Inquiry Learning’ . The text could credibly have been written by a human. This is accompanied by aa tweet from Emeritus Professor Mike Sharples, who gave the prompt to the AI. He comments that it is time to rethink assessment.
  9. Building on the past takes a 2022 cover story about education meeting the metaverse and gives examples dating back to the last century of education harnessing virtual reality. In 2009 ‘Every UK university except one […] has members of staff who have developed, or are developing, something in a virtual world’. A picture shows a virtual reality field trip to the north of England in 2013. In 199, an academic paper said ‘In our development of another virtual reality environment which introduced students to the ecology of an Oak Wood the students took part in a field trip to an actual Oak Wood. This location had been filmed for over a year to obtain the appropriate footage in order to create this particular virtual reality system. The program presents the user with a large number of species to investigate’ (Whitelock, 1999)
  10. Rapid changes gives the examples of Siri and Instagram in 2011, the year of the MOOC in 2012, Alexa in 2014, the Pculus Quest, which was available from 2019-20 and, of course, Coronavirus.
  11. A critical perspective includes a headline: ‘Brooklyn students hold walkout in protest of Facebook-designed online program’, a picture of a hologram lecturer with a link to the story, and two tweets from Professor Peter about very bad experiences students have had with proctoring. Holofram link: https://bit.ly/3LZuz3K Twieet link: https://bit.ly/3LZuz3K
  12. Title slide: Introducing innovations (where technology can make a didfference)
  13. Building blocks of innovation represents them as a wall with vision at the foundation, then pedagogy and technology, a layer or people including learners, educators and enablers, environment above them and then reflection on the top. A vision is defined as a Description of an achievable and desirable end state and the examples given are Learners engage enthusiastically with language learning, or, Students collaborate successfully with learners in other countries
  14. A short list f different types of learning activity, with a short summary for each: Assessing Give/receive constructive feedback Browsing Seek and collate information Constructing Create artefacts Conversing Discuss topics Inquiring Investigate authentic situations Networking Interact with networks of peers Performing Present to an audience Reflecting Look back on activities
  15. A list of the same activities as on the previous slide but this time the examples given include learners making use of technology Assessing Engage in online peer review Browsing Use search engines and online databases Constructing Build resources in Minecraft or augmented reality Conversing Engage in forum discussions Inquiring Use smartphones to collect and analyse data Networking Link to others via social media Performing Write a blog post or produce a TikTok story Reflecting Organise and curate work in an e-portfolio
  16. Title slide: six affordances of technology for learning: Connectivity, extension, inquiry, personalisation, publication and scale
  17. Affordance 1: Connectivit Technology has opened up new ways of working with others around the world. Learners have access to tools that support networked, collaborative and conversational approaches to learning. Image shows an online Padlet board where multiple people have contributed text and images.
  18. Telecollaboration Using communication tools for creative language learning Telecollaboration enables a student to tutor another in their first language, while learning their partner’s language. Uses free tools such as Zoom, WhatsApp, Facebook and WeChat. Interactions can be based on learners’ personal interests and needs. Helps to expand vocabulary and use second language accurately and appropriately. In the image, a young man sits on a hillside, listening to and watching something on his smart phone Photo by Albert Oliveira
  19. Basic principles of telecollaboration Reciprocity As far as possible, half the communication should be in the language of one partner, and half in the language of the other partner. Autonomy Both partners should act as a tutor in their own language and as a learner in the second language. Telecollaboration can enrich L2 learners’ cross-cultural knowledge and raise their awareness of cross-cultural differences. A hennaed hand holds a smartphone Photo by Ibrahim Rifath
  20. Affordance 2: Extension Technology supports extended learning, connecting learning experiences across locations, times, devices and social settings. A man in the countryside looks through a frame which encourages people to take a picture and share it on Facebook or Twitter.
  21. Enriched realities Extending learning with augmented and virtual reality Blends realities Day-to-day reality Our normal experience Augmented reality Device overlays information such as text or graphics on our surroundings Virtual reality Device provides a 3D environment to interact with Enriched reality is at is best when it is used to create experiences that would not otherwise be possible. A man in a leafy environment looks at this phone. In the picture, we see an augmented reality artwork including patterned organge cloth and a large floating boulder.
  22. Enriched realities Remote exploration of places it would be difficult, dangerous, or impossible to visit. Time machine to engage with historic events or see landscapes change. Focused immersion Modifying scenarios to draw attention to important aspects. Virtual rehearsal Trying different ways of working through the same situation. Just-in-time support Pulling up information that is immediately relevant to what learners are doing. Image of an exhibit in Bath, England, of Roman remains. A projection fills in missing elements of a ruined temple pediment.
  23. Affordance 3: Inquiry Learners who have access to a smartphone have access to sensors enabling them to interrogate, analyse and record their environment. Technology also offers tools to organise and analyse that data Link to a scientific paper, 61 weird and wonderful ways to measure a building with a smartphone arxiv.org/abs/2010.11606
  24. Online laboratories Laboratory access for all Interactive screen experiments Simulations of experiments Real data eg microscope slides to view at different magnifications Remote access to analytical instruments Remote control of robots Virtual reality field trips Live labcasts using web streaming Link to an example earn5.open.ac.uk
  25. Online laboratories Enable students to understand concepts and carry out investigations Support students to design meaningful experiments, make sense of their data, relate the data to their questions, and decide what to do next Provide feedback to guide learning Give access to dangerous or rare materials Prepare for careers as scientists Link to an example www.golabz.eu
  26. Affordance 4: Personalisation Interacting with technology generates datasets that can be used to help learners understand and develop their skills. The data can also be used to create personalised paths through learning content. Illustration of a hand holding a smartphone with a learning ananlytics app that allows the user to select what information they see relating to attendance, engagement, social interaction, performance and personal details bit.ly/lak17-practitioner-track
  27. Esports Learning and teaching through competitive virtual gaming Different forms: Competitive gaming broadcast and played on the Internet Physical eg dancing using foot-activated sensors Linked to training programmes on bikes or running machines A smiling woman sits on an exercise bike in front of a screen and a computer. She is using Zwift.com
  28. Esports Provide real-time feedback in form of data and statistics. Monitor and improve performance. Apply mathematics of statistics to suggest strategies to improve performance. Share / stream training via www.twitch.tv Screenshot of courses available ‘Learn strategies for coaching, producing, marketing, or analysing esports https://bit.ly/3PSQTz8
  29. Affordance 5: Publication Learners can use digital tools and the Internet to engage in authentic tasks that connect their learning with experiences outside their classroom. They also have opportunities to share their work worldwide. Examples of blogging and TikTok use, for example, https://bit.ly/3wUXZe8
  30. Useful reference: Jones, Derek (2022). Studio use in Distance Design Education. PhD thesis The Open University. DOI: https://doi.org/10.21954/ou.ro.00014388 Virtual studios Hubs of activity where learners develop creative processes together The studio is primary learning environment for many creative disciplines. A hub of activity where learning is experiential and constructive, creative processes are developed, linear ways of thinking are challenged and uncertainty is embraced. Tutors and peers observe, comment on and critique work in progress. Screenshot of a virtual pinvoard from an Open Design Studio
  31. Virtual studios Hubs of activity where learners develop creative processes together Make use of sharing experiences Online exchange of ideas Rapid feedback from tutors /peers Tools for recording and reflecting Supporting inquiry and dialogue Scale increases opportunities Increased exposure to others’ ideas Networks of learning and support Hub for community projects Allows links with makers / partners Screenshot of more than a hundred T-shirt designs – responses to a single design task
  32. Affordance 6: Scale Education can be delivered at scale through MOOCs. When courses like this make use of networking and learning through conversations, interactions can become richer as learners around the world share ideas and perspectives. Examples of responses to an activity where learners were asked to share images of learning. A woman holding two babies works on a laptop, an Escher print shows an ever-ascending staircase, and Spiderman perches on the Great Wall of China reading a book
  33. Learning with chatbots Using educational dialogues to improve learning efficiency Chatbots can be use in both formal and informal learning enviornments, providing learners with support tailored to their needs by constructing an immersive learning environment, analysing learners’ requirements and initiating supportive conversation. Illustration of a colourful robot
  34. Learning with chatbots Will the chatbot be dialogue facilitator, learning problem analyser, conversational partner, or guidance provider? What will the emotional response of learners be to the chatbot? At what stage in the activity should the chatbot be involved? Can data collected by the chatbot be used to improve learning? Screen image of the ADMINS chatbot at The Open University. The bot is saying ‘I am the ADMINS chatbot and I’m here to help you get the right support for your studies;
  35. Innovating Pedagogy 2022 Hybrid models: Maximising learning flexibility and opportunities Microcredentials: Accredited short courses to develop workplace skills Wellbeing: Promoting wellbeing across all aspects of teaching and learning Watch parties: Watching videos together, whatever the time or place
  36. Contact links with cover image from Innovating Pedagogy 2022 slideshare.net/R3beccaF r3beccaf.wordpress.com/ twitter.com/R3beccaF www.open.ac.uk/blogs/innovating