This document discusses innovations in pedagogy and education. It begins by proposing new educational terms, theories, and practices, and selects ten that could drive major shifts. These new pedagogies are then described in ten sketches. The document discusses how innovations are not just technologies looking for applications, but new ways of teaching, learning, and assessing. It examines challenges like future careers that require new skills and how education must change. Throughout, it provides examples of how technologies can enhance learning through connectivity, extension, inquiry, personalization, publication, and scale. The goal is to maximize flexibility and opportunities in hybrid models of education.
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unpublished writings to compile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.
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]
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
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
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.
Image of the Jennie Lee Building in Milton Keynes, UK, where the speadker is based (when not working from home)
Covers of Innovating Pedagogy reports from 2012 to 2021
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.’
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.'
Title slide: why look for the next big ideas?
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
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.
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)
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.
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
Title slide: Introducing innovations (where technology can make a didfference)
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
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
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
Title slide: six affordances of technology for learning: Connectivity, extension, inquiry, personalisation, publication and scale
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.
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
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
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.
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.
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.
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
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
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
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
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
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
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
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
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
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
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
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;
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
Contact links with cover image from Innovating Pedagogy 2022
slideshare.net/R3beccaF
r3beccaf.wordpress.com/
twitter.com/R3beccaF
www.open.ac.uk/blogs/innovating