connectivism
QuadBlogging und sein Potenzial, Peer-to-Peer-Lernen in einen MOOC umzuwandeln
Wir stellen das Konzept des QuadBlogging vor und erörtern sein Potenzial zur Erleichterung und Förderung des Peer-to-Peer-Lernens in der Hochschulbildung – und speziell in einem Massive Open Online Course (MOOC) – durch die Verbesserung des Peer-Engagements, den Ausbau der Blogging-Praxis und die Unterstützung der Bildung professioneller Lernnetzwerke über soziale Medien.
Die Ausschöpfung des Potenzials beim Peer-to-Peer-Lernen: die Kontrolle eines MOOC mittels sozialer Medien
Wir befassen uns mit dem Online-Peer-to-Peer-Lernen und beschreiben die Rolle kooperativer, studentengeführter Verbünde in erfolgreichen MOOC-Lernerfahrungen.
Wir sind zu dem Schluss gekommen, dass es zur Steigerung des Lernerpotenzials in der digitalen Kultur hilfreich ist, traditionelle Vorstellungen und Werkzeuge zur Unterstützung des Online-Lernens zu umgehen und stattdessen vernetzte soziale Medien zu nutzen.
Die Wirkung und Reichweite von MOOCs: die Perspektive der Entwicklungsländer
Massive Open Online Courses (MOOCs) sind in der Welt des Online-Lernens ein neues, aber bereits sehr populäres Phänomen. Sie gelten vielen als mögliche Lösung für den mangelnden Zugang zur Bildung in den Entwicklungsländern, da MOOCs zahllosen Lernern überall auf der Welt Lernmöglichkeiten bieten kann, solange sie nur die Möglichkeit haben, per Internet auf die Kursangebote zuzugreifen.
Allerdings scheint eine nähere Betrachtung der Fähigkeit von Lernern, MOOCs in den meisten Entwicklungsländern zu nutzen, diese Aussage zu widerlegen. In dieser Arbeit werden bestimmte Merkmale von MOOCs diskutiert und aus der Perspektive von Entwicklungsländern betrachtet. Dabei kommt man zu dem Schluss, dass MOOCs aufgrund der in den Entwicklungsländern vorherrschenden komplizierten Bedingungen („Zugang“, Sprache, Computerkenntnisse u. a. m.) für große Bevölkerungsteile in diesen Teilen der Welt möglicherweise keine tragfähige Bildungslösung darstellen. Dieser Artikel zeigt ferner die Notwendigkeit für mehr demographische Grundaten über die MOOC Teilnehmer aus Entwicklungsländern um ein besseres Verständnis über die Rolle der MOOCs in Bezug auf Bildung in Entwicklungsländern zu entwickeln.
"OER" Resources for learning - Experiences from an OER Project in Sweden
This article was originally published on the European Journal for Open, Distance and E-Learning.
This article aims to share experience from a Swedish project on the introduction and implementation of Open Educational Resources (OER) in higher education with both national and international perspectives. The project, OER – resources for learning, was part of the National Library of Sweden Open Access initiative and aimed at exploring, raising awareness of and disseminating the use of OER and the resulting pedagogical advantages for teaching and learning. Central to the project’s activities were a series of regional seminars which all featured a combination of multi-site meetings combined with online participation. This combination proved highly successful and extended the reach of the project. In total the project reached around 1000 participants at its events and many more have seen the recorded sessions.
Several unresolved issues beyond the scope of the project became explicit but which are absolutely crucial challenges. Firstly, the evolution from OER towards open educational practices (OEP) and open educational cultures (OEC). OEP and OEC imply the establishment of national and international policies and strategies where the use of OER is officially encouraged, sanctioned and developed. Secondly it became explicit that the issue of metadata is crucial for finding OER and facilitating their use and reuse for teachers and learners. Thirdly, the sustainability of OER must be stimulated by ensuring the creation of material that can easily be adapted and reused by teachers in other countries and contexts.
A Pedagogy of Abundance or a Pedagogy to Support Human Beings? Participant Support on Massive Open Online Courses
This paper published at International Review of Research in Open and Distance Learning Vol 12, No 7 (2011) examines how emergent technologies could influence the design of learning environments.
The paper examines the roles of educators and learners in creating networked learning experiences on massive open online courses (MOOCs). It proves that it is possible to move from a pedagogy of abundance to a pedagogy that supports human beings in their learning through the active creation of resources and learning places by both learners and course facilitators.
Networked Student
E2BN - East of England Broadband Network
E2BN seeks to raise educational standards across the whole community by providing effective broadband services throughout the East of England. Harnessing the full potential of ICT and broadband connectivity, and drawing on good practice and collective expertise, they will continue to develop, share and deliver high quality educational opportunities and contribute to community and economic development in the region.
Game Based Learning on Education and Action Training
The Project GREAT – Game-based Learning Research in Education and Training Action is a project funded by the Leonardo da Vinci Multilateral Projects – Transfer of Innovation with the purpose to provide a methodology and a way to use Game-Based Learning by Training Companies/Organizations (focusing on SMEs and on the Social Economy) and VET organizations (including Higher Education) trough the knowledge producers and distributors: Trainers and Teachers.
"We talk about creative learning. However, all learning involves some form of destruction, some form of creation and/or particular co-creation...(…) Learn to create, learn how to create disruptions, learning to create innovation, learning to live together to collaborate. But if Learning and Technology, together, can build and host its core in the destructive potential of creativity and, by extension, of the collaboration, the need for meaning in all this is imperative. It is crucial to making sense of all forms of learning: informal, formal, not formal."
Roberto Carneiro in Conference Book Creative Learning & Innovation: 2009.
With the purpose to provide a methodology and a way to use Game-Based Learning by Training Companies/Organizations (focusing on SMEs and on the Social Economy) and VET organizations (including Higher Education) trough the knowledge producers and distributors: Trainers and Teachers.
Products and Results will be:
- Documented methodologies for developing and implementing game-based learning for training and higher education actors and for the learning community in general.
- Needs analysis assessment instruments for developing and implementing game-based learning for training and higher education actors.
- Learning content and training methodologies (b-learning) for trainers and teachers developing and implementing game-based learning.
- Workshops/seminars for supporting trainers/practitioners/teachers/tutors in developing a predictive and proactive capacity to select games for their use.
- Documentation:reports, compendium, proceedings, guidelines.
GREAT project will explore the capability to influence, to involve and to bring together in specific moments some experts and recognized European authorities for focus based learning, trough their individual members and partners. Experienced users of different knowledge channels provided to the Commission, like Engage Learning, elearning papers, CEDEFOP and ETF papers, as well as members of DGEAC, DGINFSO, IPTS/JRC, DGEI and those who have access to the European learning platforms like EUCIS LLL and ETDF.
APG - Portuguese Association of Human Resources Managers leads the development partnership:
- FH JOANNEUM University of Applied Sciences, Graz, Austria
- MERIG - Multidisziplinares Institut fur Europa-Forschung Graz
- AIF - Associazone Italiana Formatori
- Gazy University, na Turquia
- I.Zone Knowledge Systems
Positive Futures for higher education; connections, communities and criticality
ConnectLearning – eine Antwort auf die neuen Herausforderungen?
Wir folgern, dass sich die Lernszenarien wandeln müssen, da die erforderliche theoretische Grundlage bereits seit zwei Jahrzehnten existiert und diskutiert wird. Beim vernetzten Lernen geht es nicht länger um ein neues Lernparadigma oder ein grundlegend neues Lernmodell, es zeigt vielmehr auf, wie ein konsolidiertes (auf innovativen Ideen und Bausteinen bereits existierender Lerntheorien basierendes) Konzept dazu beitragen kann, die Nachfrage nach „neuen“ selbst organisierten, lernerorientierten, situativen, emotionalen, sozialen und kommunikativen Lernszenarien befriedigen kann.


