May 20

Visual Understanding Environment (VUE) as a presentation tool

VUE, and its design-centric extension, designVUE, are concept-mapping tools with rather extraordinary superpowers. In fact if you think they look like simple tools for making mind-maps I’m here to nudge you to take a closer look. Mind map being created in VUE.

Metadata

Does quickly and invisibly making your content “more accessible, interoperable and valuable” sound good? Have you heard of “…Web 3.0, the Semantic Web or the Giant Global Graph…?” These two well-connected apps support OpenCalais and other meta-data helpers.

While the VUE site is essential for resources and documentation, I recommend installing and using designVUE. Even if you don’t use IBIS argumentation, what they refer to as “bi-directional hyperlinking between files,” known elsewhere in designVUE as “wormholes” (and in Compendium as “transclusion,”) or the ability to place one map within another, is a powerful ability that separates tools like VUE and Compendium from the plethora of mind mapping tools available.

Presentation tool

That’s what I’m learning first—the built-in presentation tool. There’s not much more I can add about it at this point than what’s in this rather comprehensive overview/tutorial (more overview than tutorial, maybe?), so with no further ado…

Next

I seem to be able to screen record these presentations with another open source program, so if that pans out I’ll share it then. I think it’ll definitely take some practice thinking about presenting in a different way, but there’s a great deal of evidence that idea maps, visually connecting the dots, and the activities such as argument mapping that are associated with them a) may have a natural fit with social networks and social learning, and b) organize data in ways consistent with the human brain (see for example Conole & Fill, 2005 and its extensive reference list).

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More

The Visual Understanding Environment (VUE) is an Open Source project based at Tufts University

designVUE is a branch of VUE. It is an open source project based in the Design Engineering Group of the Mechanical Engineering Department at Imperial College London.

Conole, G. and Fill, K. (2005). A learning design toolkit to create pedagogically effective learning activities Journal of Interactive Media in Education 2005(08). [PDF: jime.open.ac.uk/2005/08]. Gráinne Conole and Karen Fill, University of Southampton. Page 1 Published 26 September 2005 ISSN: 1365-893X

Calais Marmoset is a simple yet powerful tool that makes it easy for you to generate and embed metadata in your content in preparation for Yahoo! Search’s new open developer platform, SearchMonkey, as well as other metacrawlers and semantic applications.

May 06

Multimedia in eLearning? Bring Popcorn and Butter!

Popcorn WebMaker is a Mozilla project. The video you see in the frame below is actually 3 YouTube videos, linked and enhanced using Popcorn (popcorn.js) and Butter (butter.js). Popcorn uses JavaScript to synchronize events you plan and implement with the audio or video that’s playing. Butter is an HTML5 timeline interface that lets you set it all up, it works much as Adobe Captivate, although not nearly as advanced—yet. Open source technologies tend to be less refined until they find a niche market, and eventually interest and a community attach a commitment to their further development. A classic example is the transistor radio. While audiophiles built ever more expensive high-fidelity vacuum tube amplifiers and receivers, with special speakers and advanced crossovers, a cheap, portable unit, sometimes with a 1.5 inch paper speaker sounding like a telephone, caught on with teenagers, with the eventual result that transistors and miniature speakers created a new market, marginalizing the status quo in the process; vacuum tubes now inhabit niche markets (rock guitarists in particular have helped keep the industry from disappearing altogether). JavaScript supplies interaction that was impossible within the video file itself.

Very Basic Web App 101

I’ve already noted an irony… I was unable to watch these videos on my iPhone, and yet I uploaded HTML5-friendly .webm files. That seems to be about YouTube, though, not Popcorn.

Will Popcorn and Butter disrupt Adobe? You won’t see it on corporate training sites any time soon, but you can rest assured the number of people who know what it is and try to use it will surpass Captivate’s in a short time — and they’ll have lots of fun at https://popcorn.webmaker.org/ exploring ideas and re-mixing the ideas of others. I’ve only just begun exploring this exciting new resource. I hope you will join me.

Try Mozilla’s Popcorn Maker for yourself. https://popcorn.webmaker.org/

I’ve already encountered some PopcornMaker gotchas, including an inability to reliably hold HTML code in Text or Popup events, making it difficult to do some of the lessons I had in mind. I expect to write a few more blog entries on Popcorn, and though I got a late start I’m taking part in Teach the Web: a Mozilla Open Online Collaboration for Webmaker mentors. I’ll have much more to say, and I’ll tackle the gotchas, when I see and hear how others have approached this fledgling resource in the 21st-Century-Educator’s repertoire.

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Mar 29

Instant gratification as intrinsic motivation.

“I learned HTML CSS and JavaScript exactly the same way I learned guitar—by stealing other people licks.” chord diagram, E major, first position.
I’ve said this a few times, but I’m coming to believe my point is largely being missed. I think if the point’s worth anything at all it’s incumbent on me—the communicator—to give it another try.

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Mar 20

Which way is in?

Do you like maps? I know they’re not everyone’s cup of tea. But especially the kind of map you might draw for someone to get to your party, where they get to choose their own way in—depending where they’re coming from. Just over a year ago I began seriously researching learning design tools and techniques that might work well for Internet-based collaborations creating project-based learning experiences. I didn’t expect to still be at it a year later—and I definitely didn’t expect to become so thoroughly intrigued by a single class of software—I had no idea sophisticated, free, open source idea-mapping software existed.an outdoor stone labyrinth

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Feb 19

Design Learning, Learning Design

In 1981 “cognitive apprenticeship” was a nascent framework proposed by early researchers with an eye on computer-assisted design of computer-enhanced learning environments that are “situated.” This means “authentic”

The research on the tailors did not result immediately or even very soon in an alternative to the theory for which it offered a critique. It did impel me to go looking for ways to conceptualize learning differently, encouraged by those three interconnected transformations that resulted from the project: (1) a reversal of the polar values assumed to reflect differing educational power for schooling and “other” forms of education; (2) a reversal in perspective so that the vital focus of research on learning shifted from transmitters, teachers or care givers, to learners; and (3) a view of learning as socially situated activity. This work couldn’t replace existing theories, but it provided incentives to ask new questions about learning.
—Jean Lave (1996:155)

activities taking place in the context of, and with the full support of, a “community of practice.” In general the other participants are—for the time being—more proficient than the learner at the given craft or activity. Learners and practitioners interact in a wide variety of ways, often over considerable time, that can be characterized as strategies or phases—observing and practising, receiving scaffolded (progressively adapted by the practitioners) coaching until working independently. The overly-theoretical sounding name has mostly gone by the wayside, but the concepts and application have matured. Still employing ethnography to gather thick qualitative descriptions, there’s now stronger input from the fields of design and architecture. The new name is “Design Learning.” I see parallels in research into tool redesign conducted at Open University NE and Open University UK.

“computers … can make the invisible visible … they can make tacit knowledge explicit … to the degree that we can develop good process models of expert performance, we can embed these in technology, where they can be observed over and over for different details” (p. 125).
Allan Collins, 1991:125

In 1992 Allan Collins and Ann Brown built on their earlier research (e.g., Collins, Brown, and Newman, 1989; Collins, Brown, Holum, Duguid, 1989; Collins, Brown, Holum, 1991) and conducted what they dubbed design experiments.; “Design experiments were developed as a way to carry out formative research to test and refine educational designs based on principles derived from prior research,” i.e., cognitive apprenticeship. There is a direct line from the Cognitive Apprenticeship Framework to Design Learning, (Collins et al., 2004) and recent experiments in the redesign of learning design tools (Conole et al., 2007) (LAMS, 2008) (OULDI-JISC, 2012).

They built on the work of Herbert Simon (1969) who regarded the “design sciences,” such as architecture, engineering, computer science, medicine, and education, as the “sciences of the artificial,” that have been neglected because of the lack of rigorous theories. John Seely Brown and and David Kearns co-founded the Institute for Research on Learning (IRL) in 1986 and adopted ethnography—the description of peoples’ customs and cultures—as its main research method. The Institute forged new understandings of how individuals enter and join learning communities, achieve acceptance, then themselves grow and evolve as vessels of community knowledge. As they do so they often increase interaction and engagement—i.e., collaboration—with secondary networks outside their primary one (Lave & Wenger, 1991) (Lave, 1996). Does it sound just a bit like joining Twitter?

Ethnography attempts “thick descriptions” in the style of Geertz. One of the more fundamental truths of pedagogy spotlighted by this approach is its “messy” and iterative nature. The motto of instructors and learners alike may be “If at first you don’t succeed, try, try again,” but it’s always with an eye toward improving on previous attempts.

Case studies are touted by a wide assortment of education stakeholders. They are used up front in planning, as course content, or as summary program assessment. A good case study can be a thick, descriptive ethnography of a situation.

By studying a design in practice with an eye toward progressive refinement, it is possible to develop more robust designs over time. […] Ethnography provides qualitative methods for looking carefully at how a design plays out in practice, and how social and contextual variables interact with cognitive variables. […] Design experiments are contextualized in educational settings, but with a focus on generalizing from those settings to guide the design process”
(Collins, Joseph, & Bielaczyc, 2004).

The Open University Learning Design Initiative have been working across several OU faculties and with 4 other universities to pilot curriculum design activities, identify and develop tools, and otherwise contribute to academic and practitioner research. If you’ve followed my Tweets or blog the past several weeks you’ve already heard of CompendiumLD. Follow the link to see more tools and other output from this prolific group.

All told these and associated authors (see also Conole, 2007, Conole et al., 2008) consulted close to 50 case studies, but they did not fall into a common pitfall of well-read academics: the automatic presumption of expertise. On the contrary, they embrace the messiness as evidence of authenticity and opportunity for iterative improvement. “The concept of a ‘learning design methodology’ has been integral …however, different readings of the term could, and were, made. …resisting a single definition has enabled us to connect more readily with diverse literatures and to orientate resources and tools towards user needs.” (OULDI-JISC, 2012)

I think that’s academic for, “There are no mistakes, only opportunities.” (—Tina Fey?)

Case studies and design experiments allowed these and other researchers to, among other things, map tools and strategies to the six instructional methods of cognitive apprenticeship and to develop a Scaffolding Design Framework to focus its use.

 

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Reference

Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. Educational Researcher, 18 (1), 32-41.

Collins, A., Brown, J. S., & Newman, S.E. (1989). Cognitive apprenticeship: Teaching the crafts of reading, writing, and mathematics. In L. B. Resnick (Ed.), Knowing, Learning and Instruction: Essays in Honor of Robert Glaser (pp.453- 494). Hillsdale, NJ: Lawrence Erlbaum Associates.

Collins, Allan; Brown, John Seely; and Holum, Ann (1991). Cognitive apprenticeship: Making thinking visible. American Educator: The Professional Journal of the American Federation of Teachers, 15(3), 6-11, 38-46, [reprint available on line at http://elc.fhda.edu/transform/resources/collins_brown_holum_1991.pdf (PDF) accessed 2012-09-17] or from The 21st Century Learning Initiative http://www.21learn.org/archive/cognitive-apprenticeship-making-thinking-visible/ (HTML), accessed 2013-02-19.

Collins, Allan; Joseph, Diana and Bielaczyc, Katerine (2004). Design Research: Theoretical and Methodological Issues, The Journal of the Learning Sciences, 13(1), 15-42.

Conole, G. (2007), ‘Describing learning activities: tools and resources to guide practice’ in Rethinking pedagogy for a digital age, H. Beetham and R. Sharpe (Eds), Oxford: RoutledgeFalmer.

Conole, G. (2008), ‘Capturing practice: the role of mediating artefacts in learning design’, in L. Lockyer, S. Bennett, S. Agostinho, and B. Harper (Eds), Handbook of Research on Learning Design and Learning Objects: Issues, Applications and Technologies.

Ghefaili, Aziz (2003). Cognitive Apprenticeship, Technology, and the Contextualization of Learning Environments, Journal of Educational Computing, Design & Online learning Volume 4, Fall, pp 1-27.

Geertz, Clifford (1973) Thick Description: Toward an Interpretive Theory of Culture, pp. 3-30, in The Interpretation of Cultures: Selected Essays, NY: Basic Books, 470 pages.

OULDI-JISC (2012) Cross, Simon; Galley, Rebecca; Brasher, Andrew & Weller, Martin, Final Project Report of the OULDI-JISC Project: Challenge and Change in Curriculum Design Process, Communities, Visualisation and Practice, Institute of Educational Technology The Open University, July 2012, www.jisc.ac.uk/media/documents/programmes/curriculumdesign/OULDI_Final_Report_instit%20story.pdf.

Simon, H. A. (1969) The sciences of the artificial. Cambridge, MA: MIT Press.

Jan 19

Mind mapping for learning design

UPDATED: when you’ve read this, see my latest update on Gráinne Conole’s latest contributions to these ideas, linked at the end.

Mind map of CompendiumLD showing Getting StartedThe past 30 years in education research has seen the influx of big ideas from computer science, social anthropology, design and even architecture. We now say learning is situated in authentic social contexts many call communities of practice.

This has had some pretty significant effects on research itself (e.g., ethnographic case studies, action research), and learning design tools, themselves designed to reflect this current situation, but for reasons I won’t waste any more time pondering, the uptake still seems relatively slow. Gráinne Conole, with others at the Institute of Educational Technology, Open University UK, looked into an idea/concept/mind mapping tool, Compendium, that was already under development there, and in yet another demonstration of the efficacy of open source, created CompendiumLD, Compendium “Learning Design,” allowing designers to visualize the many connections that exist within learning situations. I believe such tools will play an increasingly important role in the design, planning and implementation of learning experiences.

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