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14-Jul-15
Dr.-Ing. Johannes Konert
René Lipkowsky
KOM - Multimedia Communications Lab
Request 4 Learning
A Connectivism Inspired Social Media Learning
Environment
2nd European Conference on Social Media, Porto, Portugal
Mini track on Social Media Technologies for Learning and Teaching
9th July 2015
KOM – Multimedia Communications Lab 2
• Internet and collaborative applications allow
• new didactic concepts
• independence in space and time of other people
• Inspiration of the project
• Flipped classroom
• Problembased learning
• The schoolconcept Quest-2-learn
We aim for a solution for computer supported collaborative learning.
 Request 4 Learning
Motivation
KOM – Multimedia Communications Lab 3
• Theoretical principles
• Connectivism
• Self organized learning
• Quest-2-learn
• Social Interaction
• Game-based learning
• Questtypes in R4L
• Prototyp of Request for Learning (R4L)
• Some screenshots
• Evaluation (excerpt)
• Setup and Scenario
• Acceptance of R4L
• Results
Agenda
KOM – Multimedia Communications Lab 4
• Theoretical principles
• Connectivism
• Self organized learning
• Quest-2-learn
• Social Interaction
• Game-based learning
• Questtypes in R4L
KOM – Multimedia Communications Lab 5
• Not replacing traditional didactic concepts
• Model to include different theories for e-learning
• Networked individual and no longer isolated
• Connected with friends, teachers or books and internet
Connectivism
KOM – Multimedia Communications Lab 6
• Learner take responsibility for:
• The individual learning
• The learning of the groupmembers
• On different level:
• Online tool
• Work can be relaxed concerning restriction in time and place
• User generated content
• Members give solutions
• Members can create missions and quests
Self organized learning
KOM – Multimedia Communications Lab 7
• Since 2009 practice in a middle school of Manhatten,
New York
• Developd by group of game designer and pedagogues
• Combining game-based learning concepts and
achivements with the curriculum
• The subject matter to be taught are divided into
discovery missions and further into individual quests
Quest-2-learn
KOM – Multimedia Communications Lab 8
• gathering of points per activity and based on likes and dislikes of
submitted solutions by other users.
.
• Which mechanism is offered for quest solutions can be set by the teacher
upon creation.
• quantitative voting mechanisms.
• Up- and down-voting allows a thumbs-up or thumbs-down rating
• A 5-star-Likert scale
• The third supported rating type is a field for grades.
• Qualitative voting mechanisms
• comments
• possibility to re-submit solutions, e.g. an updated version based on the
comments and votes received.
Social Interaction: peer assessment and peer
feedback
KOM – Multimedia Communications Lab 9
• the motivation behind game-based learning is to bring the concept
of flow to learning by using methods and technologies originating
from the field of video games.
• While flow leads to intrinsic motivation due to proper adaptation and
personalization, concepts for achievements and badges can
additionally be used to guide the selection of users’ activities.
• In R4L can re-submit solutions
• The key point in achievements for learning is their rewarding for
desired behavior.
Game-based learning
KOM – Multimedia Communications Lab 10
Material collection:
Asks students to find material to answer a certain question of related to a
certain topic. Users can copy and paste texts, images or video-links from
the internet as answers. They primarily use social media interactions of
sharing.
Jigsaw:
The teacher provides several text, video or image-collections and guiding
questions. The students are assigned only one of these collections to
look at. Afterwards they type and upload a summary of their content. In
the end they see and discuss with the others their summaries of
(different) content-collections. The aim is to come to a consensus
concerning the guiding questions given before.
Questtypes in R4L (Prototype)
KOM – Multimedia Communications Lab 11
.
Text development:
While a traditional wiki allows collaborative writing of an article without
any structural guidance, the text development is meant as a token-based
activity. One user has the token and can edit the text (amend it) for a
certain time. Then the token moves on and the next one can edit. By
commenting and voting (likes/Dislikes) all other users participate in the
evolvement of the text. When all users have written at least once, the
token can freely be handed over among the participants. Here primarily
the social interaction of publishing is promoted.
Questtypes in R4L (Prototyp)
KOM – Multimedia Communications Lab 12
• Prototype of Request for Learning (R4L)
• Some screenshots
KOM – Multimedia Communications Lab 13
Main screen after login
KOM – Multimedia Communications Lab 14
Overview all missions
KOM – Multimedia Communications Lab 15
Example discovery mission
KOM – Multimedia Communications Lab 16
Example solution
KOM – Multimedia Communications Lab 17
Comment as Feedbacktyp
KOM – Multimedia Communications Lab 18
Show solutions of quest
KOM – Multimedia Communications Lab 19
Overview all badges
KOM – Multimedia Communications Lab 20
Overview member
KOM – Multimedia Communications Lab 21
Example Memberprofil
KOM – Multimedia Communications Lab 22
• Evaluation (excerpt)
• Setup and Scenario
• Acceptance of R4L
• Results
KOM – Multimedia Communications Lab 23
• On 11. October 2014 the seminar took place in a youth hostel in
Darmstadt with 20 participants (organized by STUBE - accessory
studies program for African, Asian and Latin American students in
Germany).
• Within a four hour session they were introduced to the R4L system
and they voluntarily got the chance to participate by creating a new
account and working on the missions.
• Some technical issues with the WIFI connection on some Android-
devices lead to a minority of participants working in groups of two
with one computer.
• The participants where in one room and they were allowed to
communicate online and offline related to the missions’ quests.
Setup and Scenario
KOM – Multimedia Communications Lab 24
Acceptance of R4L
[…spike to me / I liked]
[…has inspired me to actively seek solutions /
contents]
[…has led me to weigh different content and to
evaluate]
The R4L learning concept (active search for content,
rate, comment) with guiding missions and quests ....
apply 2 3 4 does not apply
n=13
KOM – Multimedia Communications Lab 25
[the learning objectives that are behind the missions
and quests have become obvious to me]
[I like R4L to be used for lectures]
I like R4L to be used for exercises (after a lecture)]
I like R4L to be used for learning control
(performance analysis)]
[the applicability of R4L depends on the user already
having (obtained) prior knowledge]
Do you agree with the statements?
apply 2 3 4 does not apply
n=13
KOM – Multimedia Communications Lab 26
[Solving of quests and inspection of all (other)
solutions has contributed to the exchange with…
[I've learned something by retrieving the content
created by others]
[Solving of quests and the inspection of all (other)
solutions has contributed to crosslink with other…
[I have though more deeply about the content due to
rating and commenting]
[I value the rating and comments of others helpful]
[I value the rating and comments useful for learning
advancement]
[I value the review and comments useful for
(knowledge) -exchange with each other]
Do you agree with the statements?
apply 2 3 4 does not apply n=13
KOM – Multimedia Communications Lab 27
• 13 participants (9f, 4m), aged between 18 and 30
• The major aspects of didactical applicability from the fourth
category of the questionnaire were rated very positive. All
participants agreed that R4L inspired them to seek actively for
solutions, weight different contents and evaluate them.
• Most of the participants see a variety of applicable scenarios like
lectures, exercises and performance analysis. Only a few are
skeptical about the learning objectives behind the missions and
whether or not users need to bring some prior knowledge about the
topic.
Results
KOM – Multimedia Communications Lab 28
Questions & Contact
Connect on www.linkedin.com/in/johanneskonert
Thank you for your
 Attention,
 Questions and
 Feedback.
Ackowledgements
Parts of this work are based on the
conceptual software prototype of a student
group participating in the lab exercise on
serious games conducted in winter term
2012/2013 at TU Darmstadt, Germany.
Acknowledgements go to Patrick Giel, Stefan
Haas and Mario Schlipf as they were as well
deeply involved in the creation of the
Request 4 Learning system described and
evaluated in this work.
KOM – Multimedia Communications Lab 30
Denny, P., Luxton-Reilly, A. & Hamer, J., 2008. The PeerWise system of student contributed assessment
questions. In Proc. of the Tenth Australasian Computing Education Conference (ACE2008). Wollongong,
, Australia, pp. 69–74.
Grünberger, N., 2011. Quest to Play oder: Das (Computer-) Spiel als Lern- und Lehrraum. In Edith Blaschitz
et al., eds. Zukunft des Lernes. Glückstadt, Germany: Verlag Werner Hülsbusch, pp. 187–207.
Jakobsson, M., 2011. The Achievement Machine: Understanding Xbox 360 Achievements in Gaming
Practices. The international Journal of Computer Game Research, 11(1).
Li, C. et al., 2011. PeerSpace-An Online Collaborative Learning Environment for Computer Science
Students. In Advanced Learning Technologies (ICALT), 2011 11th IEEE International Conference on.
IEEE, pp. 409–411.
Julien, J., 2011. Social Media Interaction Pattern Library. The Jordan Rules.
Sarawagi, N., 2014. A Flipped CS0 Classroom: Applying Bloom’s Taxonomy to Algorithmic Thinking.
Journal of Computing Sciences in Colleges, 29(6), pp.21–28.
References
KOM – Multimedia Communications Lab 31
Sarawagi, N., 2014. A Flipped CS0 Classroom: Applying Bloom’s Taxonomy to Algorithmic Thinking.
Journal of Computing Sciences in Colleges, 29(6), pp.21–28.
Siemens, G., 2005. Connectivism: A learning theory for the digital age. International journal of instructional
technology and distance learning, 2(1), pp.3–10.
Stepanyan, K. et al., 2009. Student Engagement with Peer Assessment: A Review of Pedagogical Design
and Technologies. Advances in Web Based Learning-ICWL 2009, pp.367–375.
Sweetser, P. & Wyeth, P., 2005. GameFlow: A Model for Evaluating Player Enjoyment in Games.
Technology, 3(3), pp.1–24.
Tekinba, K.S. et al., 2010. Quest to Learn: Developing the School for Digital Kids, The MIT Press.
References

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Connectivism-Inspired Social Learning Environment

  • 1. © author(s) of these slides including research results from the KOM research network and TU Darmstadt; otherwise it is specified at the respective slide 14-Jul-15 Dr.-Ing. Johannes Konert René Lipkowsky KOM - Multimedia Communications Lab Request 4 Learning A Connectivism Inspired Social Media Learning Environment 2nd European Conference on Social Media, Porto, Portugal Mini track on Social Media Technologies for Learning and Teaching 9th July 2015
  • 2. KOM – Multimedia Communications Lab 2 • Internet and collaborative applications allow • new didactic concepts • independence in space and time of other people • Inspiration of the project • Flipped classroom • Problembased learning • The schoolconcept Quest-2-learn We aim for a solution for computer supported collaborative learning.  Request 4 Learning Motivation
  • 3. KOM – Multimedia Communications Lab 3 • Theoretical principles • Connectivism • Self organized learning • Quest-2-learn • Social Interaction • Game-based learning • Questtypes in R4L • Prototyp of Request for Learning (R4L) • Some screenshots • Evaluation (excerpt) • Setup and Scenario • Acceptance of R4L • Results Agenda
  • 4. KOM – Multimedia Communications Lab 4 • Theoretical principles • Connectivism • Self organized learning • Quest-2-learn • Social Interaction • Game-based learning • Questtypes in R4L
  • 5. KOM – Multimedia Communications Lab 5 • Not replacing traditional didactic concepts • Model to include different theories for e-learning • Networked individual and no longer isolated • Connected with friends, teachers or books and internet Connectivism
  • 6. KOM – Multimedia Communications Lab 6 • Learner take responsibility for: • The individual learning • The learning of the groupmembers • On different level: • Online tool • Work can be relaxed concerning restriction in time and place • User generated content • Members give solutions • Members can create missions and quests Self organized learning
  • 7. KOM – Multimedia Communications Lab 7 • Since 2009 practice in a middle school of Manhatten, New York • Developd by group of game designer and pedagogues • Combining game-based learning concepts and achivements with the curriculum • The subject matter to be taught are divided into discovery missions and further into individual quests Quest-2-learn
  • 8. KOM – Multimedia Communications Lab 8 • gathering of points per activity and based on likes and dislikes of submitted solutions by other users. . • Which mechanism is offered for quest solutions can be set by the teacher upon creation. • quantitative voting mechanisms. • Up- and down-voting allows a thumbs-up or thumbs-down rating • A 5-star-Likert scale • The third supported rating type is a field for grades. • Qualitative voting mechanisms • comments • possibility to re-submit solutions, e.g. an updated version based on the comments and votes received. Social Interaction: peer assessment and peer feedback
  • 9. KOM – Multimedia Communications Lab 9 • the motivation behind game-based learning is to bring the concept of flow to learning by using methods and technologies originating from the field of video games. • While flow leads to intrinsic motivation due to proper adaptation and personalization, concepts for achievements and badges can additionally be used to guide the selection of users’ activities. • In R4L can re-submit solutions • The key point in achievements for learning is their rewarding for desired behavior. Game-based learning
  • 10. KOM – Multimedia Communications Lab 10 Material collection: Asks students to find material to answer a certain question of related to a certain topic. Users can copy and paste texts, images or video-links from the internet as answers. They primarily use social media interactions of sharing. Jigsaw: The teacher provides several text, video or image-collections and guiding questions. The students are assigned only one of these collections to look at. Afterwards they type and upload a summary of their content. In the end they see and discuss with the others their summaries of (different) content-collections. The aim is to come to a consensus concerning the guiding questions given before. Questtypes in R4L (Prototype)
  • 11. KOM – Multimedia Communications Lab 11 . Text development: While a traditional wiki allows collaborative writing of an article without any structural guidance, the text development is meant as a token-based activity. One user has the token and can edit the text (amend it) for a certain time. Then the token moves on and the next one can edit. By commenting and voting (likes/Dislikes) all other users participate in the evolvement of the text. When all users have written at least once, the token can freely be handed over among the participants. Here primarily the social interaction of publishing is promoted. Questtypes in R4L (Prototyp)
  • 12. KOM – Multimedia Communications Lab 12 • Prototype of Request for Learning (R4L) • Some screenshots
  • 13. KOM – Multimedia Communications Lab 13 Main screen after login
  • 14. KOM – Multimedia Communications Lab 14 Overview all missions
  • 15. KOM – Multimedia Communications Lab 15 Example discovery mission
  • 16. KOM – Multimedia Communications Lab 16 Example solution
  • 17. KOM – Multimedia Communications Lab 17 Comment as Feedbacktyp
  • 18. KOM – Multimedia Communications Lab 18 Show solutions of quest
  • 19. KOM – Multimedia Communications Lab 19 Overview all badges
  • 20. KOM – Multimedia Communications Lab 20 Overview member
  • 21. KOM – Multimedia Communications Lab 21 Example Memberprofil
  • 22. KOM – Multimedia Communications Lab 22 • Evaluation (excerpt) • Setup and Scenario • Acceptance of R4L • Results
  • 23. KOM – Multimedia Communications Lab 23 • On 11. October 2014 the seminar took place in a youth hostel in Darmstadt with 20 participants (organized by STUBE - accessory studies program for African, Asian and Latin American students in Germany). • Within a four hour session they were introduced to the R4L system and they voluntarily got the chance to participate by creating a new account and working on the missions. • Some technical issues with the WIFI connection on some Android- devices lead to a minority of participants working in groups of two with one computer. • The participants where in one room and they were allowed to communicate online and offline related to the missions’ quests. Setup and Scenario
  • 24. KOM – Multimedia Communications Lab 24 Acceptance of R4L […spike to me / I liked] […has inspired me to actively seek solutions / contents] […has led me to weigh different content and to evaluate] The R4L learning concept (active search for content, rate, comment) with guiding missions and quests .... apply 2 3 4 does not apply n=13
  • 25. KOM – Multimedia Communications Lab 25 [the learning objectives that are behind the missions and quests have become obvious to me] [I like R4L to be used for lectures] I like R4L to be used for exercises (after a lecture)] I like R4L to be used for learning control (performance analysis)] [the applicability of R4L depends on the user already having (obtained) prior knowledge] Do you agree with the statements? apply 2 3 4 does not apply n=13
  • 26. KOM – Multimedia Communications Lab 26 [Solving of quests and inspection of all (other) solutions has contributed to the exchange with… [I've learned something by retrieving the content created by others] [Solving of quests and the inspection of all (other) solutions has contributed to crosslink with other… [I have though more deeply about the content due to rating and commenting] [I value the rating and comments of others helpful] [I value the rating and comments useful for learning advancement] [I value the review and comments useful for (knowledge) -exchange with each other] Do you agree with the statements? apply 2 3 4 does not apply n=13
  • 27. KOM – Multimedia Communications Lab 27 • 13 participants (9f, 4m), aged between 18 and 30 • The major aspects of didactical applicability from the fourth category of the questionnaire were rated very positive. All participants agreed that R4L inspired them to seek actively for solutions, weight different contents and evaluate them. • Most of the participants see a variety of applicable scenarios like lectures, exercises and performance analysis. Only a few are skeptical about the learning objectives behind the missions and whether or not users need to bring some prior knowledge about the topic. Results
  • 28. KOM – Multimedia Communications Lab 28 Questions & Contact Connect on www.linkedin.com/in/johanneskonert Thank you for your  Attention,  Questions and  Feedback. Ackowledgements Parts of this work are based on the conceptual software prototype of a student group participating in the lab exercise on serious games conducted in winter term 2012/2013 at TU Darmstadt, Germany. Acknowledgements go to Patrick Giel, Stefan Haas and Mario Schlipf as they were as well deeply involved in the creation of the Request 4 Learning system described and evaluated in this work.
  • 29. KOM – Multimedia Communications Lab 30 Denny, P., Luxton-Reilly, A. & Hamer, J., 2008. The PeerWise system of student contributed assessment questions. In Proc. of the Tenth Australasian Computing Education Conference (ACE2008). Wollongong, , Australia, pp. 69–74. Grünberger, N., 2011. Quest to Play oder: Das (Computer-) Spiel als Lern- und Lehrraum. In Edith Blaschitz et al., eds. Zukunft des Lernes. Glückstadt, Germany: Verlag Werner Hülsbusch, pp. 187–207. Jakobsson, M., 2011. The Achievement Machine: Understanding Xbox 360 Achievements in Gaming Practices. The international Journal of Computer Game Research, 11(1). Li, C. et al., 2011. PeerSpace-An Online Collaborative Learning Environment for Computer Science Students. In Advanced Learning Technologies (ICALT), 2011 11th IEEE International Conference on. IEEE, pp. 409–411. Julien, J., 2011. Social Media Interaction Pattern Library. The Jordan Rules. Sarawagi, N., 2014. A Flipped CS0 Classroom: Applying Bloom’s Taxonomy to Algorithmic Thinking. Journal of Computing Sciences in Colleges, 29(6), pp.21–28. References
  • 30. KOM – Multimedia Communications Lab 31 Sarawagi, N., 2014. A Flipped CS0 Classroom: Applying Bloom’s Taxonomy to Algorithmic Thinking. Journal of Computing Sciences in Colleges, 29(6), pp.21–28. Siemens, G., 2005. Connectivism: A learning theory for the digital age. International journal of instructional technology and distance learning, 2(1), pp.3–10. Stepanyan, K. et al., 2009. Student Engagement with Peer Assessment: A Review of Pedagogical Design and Technologies. Advances in Web Based Learning-ICWL 2009, pp.367–375. Sweetser, P. & Wyeth, P., 2005. GameFlow: A Model for Evaluating Player Enjoyment in Games. Technology, 3(3), pp.1–24. Tekinba, K.S. et al., 2010. Quest to Learn: Developing the School for Digital Kids, The MIT Press. References

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