New Wine in No Bottles: Immersive, Personalized, Ubiquitous Learning

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New Wine in No Bottles: Immersive, Personalized, Ubiquitous Learning Chris Dede Harvard University Chris_Dede@harvard.edu http://isites.harvard.edu/chris_dede

National Research Council (2012) Today's children can meet future challenges if their schooling and informal learning activities prepare them for adult roles as citizens, employees, managers, parents, volunteers, and entrepreneurs.

Dimensions of Advanced Knowledge and Skills Cognitive Outcomes Intrapersonal Outcomes Interpersonal Outcomes Cognitive processes and strategies Intellectual Openness Teamwork and Collaboration Knowledge Work Ethic and Conscientiousness Leadership Creativity Positive Core Self Evaluation Communication Critical Thinking Metacognition Responsibility Information Literacy Flexibility Conflict Resolution Reasoning Innovation Initiative Appreciation of Diversity

Multi-dimensional Learning Classrooms Richly Contextualized Real World Learning Internships, apprenticeships Community Face-to-face and virtual

The Promise of Learning@scale Serves a broader range of learners increased human capital greater diversity in co-learners Wider opportunities for social capital and for links to workplace and life Self-improving via research and continual feedback Excellent return on investment by learners and by society If effective (mastery, full range of skills)

X-MOOCs: Filming a Play

C-MOOCs: Reality Television

Advancing to Movies Special effects Manipulation of space and time Close-ups Point of View Composition and Editing Shooting on location for contextual richness, authenticity, large-scale

Next-Generation Learning@scale Immersive Personalized Ubiquitous

Special Effects

Interfaces for Immersive Learning Multi-User Virtual Environments: Immersion in virtual contexts with digital artifacts and avatar-based identities Virtual Reality Full sensory immersion via head-mounted displays or CAVES Ubiquitous Computing: Wearable wireless devices coupled to smart objects for augmented reality January 2009 issue of Science

Module 1: Pond Ecosystem Modeled after Black s Nook Pond in Cambridge, MA http://ecomuve.gse.harvard.edu

Manipulation of Space

Manipulation of Time

Manipulation of Social Interaction TSI: Facial Identity Capture

Next-Generation Learning@scale Immersive Personalized Ubiquitous

Point of View

Logfiles: Events, Chats, Notebooks... Database of Logdata - Track students behaviors: where they went, what data they collected, path to solve problem

Path Analysis for Defined Tasks Individual and Group Paths Heat Maps

Usage of Individualized Guidance

Interacting with Animated Pedagogical Agents

Documenting Progress and Transfer in Similar Settings Student takes on identity of a scientist Students complete quests 60 minutes Four Phases: 1. Orientation 2. Problem Identification 3. Experimentation 4. Competing Explanations http://vpa.gse.harvard.edu

What Can We Inculcate and Assess? Inquiry skills? Collaboration? Leadership? Self-efficacy? Metacognition?

Close-ups

Rubrics and A/B Experiments

Composition and Editing

Next-Generation Learning@scale Immersive Personalized Ubiquitous

Shooting on Location

1976 2014

(Conner Flynn) Augmenting Real World Ecosystems http://ecomobile.gse.harvard.edu

LEARNS What You Like FILTERS Out the Irrelevant SENSES Local Content and Services KNOWS You and What is Around You DISCOVERS Things Relevant to You INTERACTS With Networks Interface for Your Digital Life IN THE FUTURE YOUR MOBILE PHONE WILL ACT AS YOUR DIGITAL 6 TH SENSE

Sharing Community: Social Media Social Bookmarking Photo/Video Sharing Social Networking Writers Workshops and Fanfiction Thinking Blogs Podcasts Online Discussion Forums Twitter Co-Creating Wikis/Collaborative File Creation Mashups/Collective Media Creation Collaborative Social Change Communities

Next-Generation Learning@scale Immersive Personalized Ubiquitous

Multi-dimensional Learning Classrooms Richly Contextualized Real World Learning Internships, apprenticeships Community Face-to-face and virtual

Special effects Advancing to Movies Manipulation of space and time Close-ups Point of View Editing Shooting on location for contextual richness, authenticity, large-scale Synergistic: writing, painting, sculpture, music

National Science Foundation (2013) Advances in technology and in knowledge about expertise, learning, and assessment have the potential to reshape the many forms of education and training past matriculation from high school.

Digital Teaching Platforms (2012) How technology can empower teachers to personalize learning (customizing to each student s strengths, interests, and needs) in the group setting of the classroom

8 Aspects of 21st Century Classrooms 1. Interactive digital infrastructure 2. Teacher administrative tools 3. Student tools 4. Course authoring tools 5. Differentiated curriculum content 6. Diagnostic assessments linked to curriculum, formative for instruction 7. Support for classroom monitoring and management 8. Support for a range of instructional methods, including creative problem-solving, project work, brainstorming, team work, collaboration, and solution sharing

Biggest Challenge: A Different Model of Pedagogy Experiences central, rather than information as pre-digested experience (for assimilation or synthesis) Knowledge is situated in a context and distributed across a community (rather than located within an individual: with vs. from) Reputation, experiences, and accomplishments as measures of quality (rather than tests, papers)

Professional Development: Unlearning Developing fluency in using the full range of emerging interactive media Complementing presentational instruction with situated, collaborative learning Unlearning almost unconscious assumptions and beliefs and values about the nature of teaching, learning, and schooling

Transformation of Formal Education

New Models for Financing Attract 0.5% of the 1B people who are looking for learning experiences over twelve months Start a new session of 10,000 people 50 weeks of the year $5 a person for a twelve hour experience over six weeks $2.5M annual revenue

Rethinking Educational Processes Credentialing/certification based on competency rather than time Many sources of accredited learning, based on alternative business models and new marketplaces Continuous improvement via analytics applied to rich databases and embedded A/B experiments Generic tools and media repurposed for learning

Organizational Strategies for Adoption and Scale Develop authentic assessments based on outcome objectives Select initial innovations carefully so that strong models of learning are implemented Emphasize user-friendly interfaces Study design strategies for effective media that have scaled Accomplish tasks instructors/institutions want to relinquish Use organizational development strategies to change culture

Limits of Tutoring System Model Effective for subjects based on procedural skills (e.g., mathematics, grammar, vocabulary, computer programming) Does not work for parts of the curriculum that are not reducible to algorithmic recipes (e.g., reading comprehension, creative writing, design, inquiry, collaboration, leadership)

Next Generation Motivation and Learning Virtual Peers in Complementary Study Group Synchronous Back-Channel with Archives Virtual Worlds Local Augmented Realities Virtual Performance Assessments