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The Science of Education:
Creating a Compelling Learning Experience
Dr. Angie McQuaig, Director of Data Innovation
Product Strategy & Development, Apollo Group
2
Our Goals
Improve student learning outcomes & increase success in
achievement of career goals
Understand learners to individualize pathways
Develop a model of “learning and instruction rooted in a firm
empirical basis”
Use evidence from data-informed insights for continuous
improvement
Build a learner-centric environment
–great experience
–killer content
–personalized guidance
 Inspired by Ann Brown, educational researcher, UC Berkeley
3
Learner-Centric Approach
Dorothy Frank
4
Learner-Centric Approach
Currently school secretary
Seeking teaching degree
Strong student overall
Devours books
Motivated and devotes
adequate time to study
Struggles with writing
Demonstrates leadership
in classDorothy
5
Learner-Centric Approach
Police officer
Aspires to be a HS
football coach
Volunteers at local YMCA
2.5 GPA in HS, but
motivated by football
English is 2nd language
Struggling to find time to
complete assignments
Frank
6
Dorothy Frank
Should Dorothy and Frank have the same learning experience?
7
Challenges
– What are our learners’ goals?
– How do we ascertain prior knowledge and skills?
– How do we model learners?
– What are the possible sets of experiences (instructional strategies,
content, assessment, interactions) available?
– What kinds of personalized guidance should we provide?
– How can we know that the guidance is effective?
– How do we understand learners’ intervention needs and create
specific guidance?
– How do teachers and intelligent agents work together effectively to
address the student needs?
– How do we measure success?
– How do we do this all cost-effectively?
8
Individualized Learning Platform (ILP) Project
An open, extensible system with user options
Collaborative & social learning environment
‘Peda/andragogy-neutral’ system
Content innovations
–Get learner to ‘aha moment’ and the right Bloom’s level
Adaptive Learning Engine (ALE)
–Adaptive-Pathways construction using learner data + domain ontologies +
machine learning
–Learner Genome Project
Data-informed guidance
9
Core Principles
We selected the following memes as a starter set …
Learning is a personal journey
–“What we share in common makes us human. How we differ
makes us individuals.” ~Carol Ann Tomlinson
Learning is collaborative & social
–“Real-life learning inevitably takes place in a social context,
one such setting being the classroom” ~Ann Brown
 Use evidence-based guidance where possible
–““There are many hypotheses in science which are wrong.
That's perfectly all right; they're the apertures to finding out
what's right. Science is a self-correcting process. To be
accepted, new ideas must survive the most rigorous
standards of evidence and scrutiny.” ~Dr. Carl Sagan
10
Core Principles
We selected the following memes as a starter set …
Learning should be active & engaging
–“If you hold a cat by the tail you learn things you cannot learn
any other way.” ~Mark Twain
Content should be contextual and relevant
–“Learning in context is paying attention to the interaction and
intersection among people, tools, and context within a
learning situation.” ~Catherine Hansman
11
Individualized Learning Environment Model
Individualized
Learning Platform
Contributions from/to
learning theories &
instructional strategies
Learner “DNA”
Teacher “DNA”
Classroom ethos
Curriculum
Intelligence Engine
(Dissemination)
Goal Completion
Satisfaction
Inputs
Outputs
Assessments (of the learning environment)
Model derived from Ann Brown’s Design Experimentation – our goal is to
put this into practice.
12
Learning
Behaviors Insights
Learning
Experiences
Apollo ILP
Modeling Learners
Learner Genome Project
Learner Perception Data
Model Learners
Search for Evidence
Rules Engine
Ontologies
Machine Learning
Peda-/Andragogy-Neutral
Personalized Guidance
Dynamic Interventions
Choice and Ownership
“Ed Cloud”
BI/Hadoop Projects
Academic Analytics
Adaptive
Learning
Engine
ILP
Classroom
Technology strategy
Concepts
Strategies
Projects
13
Learner Genome Project
We aim to deeply know our learners
–Demographics
–Domain-specific knowledge and skills
•Pre-requisite or composite knowledge and skills
–Behaviors and interactions in the system
–‘Cognitive DNA’
•Conative attributes
– Motivation, resistance and anxiety
•Cognitive attributes
– Metacognition, working memory, reasoning ability, modality strengths,
information literacy, etc.
•Affective attributes
– Openness, responses to interactions, emotional stability
14
Platform Construction
There is no ‘one-size’ fit all solution – so a technology
platform must be:
–Highly flexible: support a variety of experiences, content
modalities, etc.
–Highly open & extensible: extend easily using 3rd-party
applications, etc.
–Highly-engaging: supporting real and relevant experiences,
content, etc.
–Data-driven: measures all interactions, move the data into
data marts as well as real-time data analytics systems, and
creates usable signals out of data
–Machine-driven: categorizes incoming students based on
learner attributes across a number of dimensions (cognitive,
affective, conative) and looks for patterns in data
15
Platform Construction
–Science-driven: looks for existence of causal models
mapping learner attributes to known outcomes & measured
signals
–Evidence-driven: uses models, understands what variables
can be manipulated to create the right outcome, & continues
to evolve the system based on this knowledge becoming real
–Human-driven: combines machine insights and teacher
insights to build specific pathways for a student
–Scalable: at costs that are not prohibitive
16
Translation to Platform Features
Principle Foundations Product/Platform Goals
Learning is a personal journey  Modeling the learner
 Understanding learner goals
 Understanding learner attributes
 Individualized Pathways
 Direct & Inferred measurements
 Diagnostics
 Signals (from learner, faculty, system)
 Assessments
 Remediation Plan
 Choices (content, learning tools,
assessments, …)
Learning is Collaborative and Social  Teams, Cohorts, Peers
 Different types of networks
 Interaction tools
 Communication tools
 Networks
17
Translation to Platform Features
Principle Foundations Product/Platform Goals
Guidance should be Evidence-based  Empirical evidence from long-running
and statistically-significant measurements
 Signals collected from interaction
between Individuals X Materials X Tools
X Networks
 Clustering, Classifications
 Predictive Models
 Recommendations
 Insights
Learning should be Active & Engaging  Pull & Push vs. Push only
 Developing critical learning skills
 Curriculum Construction
 Assessment Construction (as a way of
reinforcing critical learning skills)
 Design of learning activities
Content should be Contextual and Relevant  Understanding Student Goals  Design of curriculum content that can be
mapped to student goals
 Sourcing & curating content from a
variety of source for freshness and
relevance
 Selection of content experiences that map
to student goals
18
Challenges
Technology scale (for our size)
–Open source, mainstream web 2.0 techniques for data
handling & machine learning (ex. Hadoop)
Cost
–Infrastructure, content, …
Resistance to change
Human vs. machine perception
Gatekeepers (Institutional inertia, HLC, …)
19
What all of this means
Resting on the core tenets:
–Learning is a personal journey
–Learning is collaborative and social
–Seek evidence-based guidance
–Learning should be active and engaging
–Content must relevant and contextual
Online learning is entering a new era
–Learning is personalized for an optimal experience
–Continuous improvement from examination of data
–Flexible, powerful platforms adapt based on results
20
Our Status today
Exploring the literature
Tapping into the precedents of other industries
Building a flexible platform
Collaborating with scholars and practitioners who are interested
in this endeavor
21
Questions?
Angie.McQuaig@ApolloGrp.edu
Thank you

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2010 Creating Compelling Learning Experiencesarningexp139

  • 1. The Science of Education: Creating a Compelling Learning Experience Dr. Angie McQuaig, Director of Data Innovation Product Strategy & Development, Apollo Group
  • 2. 2 Our Goals Improve student learning outcomes & increase success in achievement of career goals Understand learners to individualize pathways Develop a model of “learning and instruction rooted in a firm empirical basis” Use evidence from data-informed insights for continuous improvement Build a learner-centric environment –great experience –killer content –personalized guidance  Inspired by Ann Brown, educational researcher, UC Berkeley
  • 4. 4 Learner-Centric Approach Currently school secretary Seeking teaching degree Strong student overall Devours books Motivated and devotes adequate time to study Struggles with writing Demonstrates leadership in classDorothy
  • 5. 5 Learner-Centric Approach Police officer Aspires to be a HS football coach Volunteers at local YMCA 2.5 GPA in HS, but motivated by football English is 2nd language Struggling to find time to complete assignments Frank
  • 6. 6 Dorothy Frank Should Dorothy and Frank have the same learning experience?
  • 7. 7 Challenges – What are our learners’ goals? – How do we ascertain prior knowledge and skills? – How do we model learners? – What are the possible sets of experiences (instructional strategies, content, assessment, interactions) available? – What kinds of personalized guidance should we provide? – How can we know that the guidance is effective? – How do we understand learners’ intervention needs and create specific guidance? – How do teachers and intelligent agents work together effectively to address the student needs? – How do we measure success? – How do we do this all cost-effectively?
  • 8. 8 Individualized Learning Platform (ILP) Project An open, extensible system with user options Collaborative & social learning environment ‘Peda/andragogy-neutral’ system Content innovations –Get learner to ‘aha moment’ and the right Bloom’s level Adaptive Learning Engine (ALE) –Adaptive-Pathways construction using learner data + domain ontologies + machine learning –Learner Genome Project Data-informed guidance
  • 9. 9 Core Principles We selected the following memes as a starter set … Learning is a personal journey –“What we share in common makes us human. How we differ makes us individuals.” ~Carol Ann Tomlinson Learning is collaborative & social –“Real-life learning inevitably takes place in a social context, one such setting being the classroom” ~Ann Brown  Use evidence-based guidance where possible –““There are many hypotheses in science which are wrong. That's perfectly all right; they're the apertures to finding out what's right. Science is a self-correcting process. To be accepted, new ideas must survive the most rigorous standards of evidence and scrutiny.” ~Dr. Carl Sagan
  • 10. 10 Core Principles We selected the following memes as a starter set … Learning should be active & engaging –“If you hold a cat by the tail you learn things you cannot learn any other way.” ~Mark Twain Content should be contextual and relevant –“Learning in context is paying attention to the interaction and intersection among people, tools, and context within a learning situation.” ~Catherine Hansman
  • 11. 11 Individualized Learning Environment Model Individualized Learning Platform Contributions from/to learning theories & instructional strategies Learner “DNA” Teacher “DNA” Classroom ethos Curriculum Intelligence Engine (Dissemination) Goal Completion Satisfaction Inputs Outputs Assessments (of the learning environment) Model derived from Ann Brown’s Design Experimentation – our goal is to put this into practice.
  • 12. 12 Learning Behaviors Insights Learning Experiences Apollo ILP Modeling Learners Learner Genome Project Learner Perception Data Model Learners Search for Evidence Rules Engine Ontologies Machine Learning Peda-/Andragogy-Neutral Personalized Guidance Dynamic Interventions Choice and Ownership “Ed Cloud” BI/Hadoop Projects Academic Analytics Adaptive Learning Engine ILP Classroom Technology strategy Concepts Strategies Projects
  • 13. 13 Learner Genome Project We aim to deeply know our learners –Demographics –Domain-specific knowledge and skills •Pre-requisite or composite knowledge and skills –Behaviors and interactions in the system –‘Cognitive DNA’ •Conative attributes – Motivation, resistance and anxiety •Cognitive attributes – Metacognition, working memory, reasoning ability, modality strengths, information literacy, etc. •Affective attributes – Openness, responses to interactions, emotional stability
  • 14. 14 Platform Construction There is no ‘one-size’ fit all solution – so a technology platform must be: –Highly flexible: support a variety of experiences, content modalities, etc. –Highly open & extensible: extend easily using 3rd-party applications, etc. –Highly-engaging: supporting real and relevant experiences, content, etc. –Data-driven: measures all interactions, move the data into data marts as well as real-time data analytics systems, and creates usable signals out of data –Machine-driven: categorizes incoming students based on learner attributes across a number of dimensions (cognitive, affective, conative) and looks for patterns in data
  • 15. 15 Platform Construction –Science-driven: looks for existence of causal models mapping learner attributes to known outcomes & measured signals –Evidence-driven: uses models, understands what variables can be manipulated to create the right outcome, & continues to evolve the system based on this knowledge becoming real –Human-driven: combines machine insights and teacher insights to build specific pathways for a student –Scalable: at costs that are not prohibitive
  • 16. 16 Translation to Platform Features Principle Foundations Product/Platform Goals Learning is a personal journey  Modeling the learner  Understanding learner goals  Understanding learner attributes  Individualized Pathways  Direct & Inferred measurements  Diagnostics  Signals (from learner, faculty, system)  Assessments  Remediation Plan  Choices (content, learning tools, assessments, …) Learning is Collaborative and Social  Teams, Cohorts, Peers  Different types of networks  Interaction tools  Communication tools  Networks
  • 17. 17 Translation to Platform Features Principle Foundations Product/Platform Goals Guidance should be Evidence-based  Empirical evidence from long-running and statistically-significant measurements  Signals collected from interaction between Individuals X Materials X Tools X Networks  Clustering, Classifications  Predictive Models  Recommendations  Insights Learning should be Active & Engaging  Pull & Push vs. Push only  Developing critical learning skills  Curriculum Construction  Assessment Construction (as a way of reinforcing critical learning skills)  Design of learning activities Content should be Contextual and Relevant  Understanding Student Goals  Design of curriculum content that can be mapped to student goals  Sourcing & curating content from a variety of source for freshness and relevance  Selection of content experiences that map to student goals
  • 18. 18 Challenges Technology scale (for our size) –Open source, mainstream web 2.0 techniques for data handling & machine learning (ex. Hadoop) Cost –Infrastructure, content, … Resistance to change Human vs. machine perception Gatekeepers (Institutional inertia, HLC, …)
  • 19. 19 What all of this means Resting on the core tenets: –Learning is a personal journey –Learning is collaborative and social –Seek evidence-based guidance –Learning should be active and engaging –Content must relevant and contextual Online learning is entering a new era –Learning is personalized for an optimal experience –Continuous improvement from examination of data –Flexible, powerful platforms adapt based on results
  • 20. 20 Our Status today Exploring the literature Tapping into the precedents of other industries Building a flexible platform Collaborating with scholars and practitioners who are interested in this endeavor

Hinweis der Redaktion

  1. Who we are, Apollo Group, UoPx, Adam Honea Faculty, university leadership, technologists, more then one? How many offer online or hybrid courses? Ballroom, cloudy outside The next innovation in higher education is a cloud-based EaaS (education as a service) platform, a learning platform that learns. In this talk, we will peek under the hood to see the core tenets of this platform and how they translate into personalized learning experiences.
  2. Dorothy is a single mom of two teenagers seeking a nursing degree. She’s a strong student generally, devours books for pleasure, comprehends well, and performs well on tests. FILL IN!
  3. Other questions???
  4. What do we mean by open? Easily extensible (a la FB and others), experiences selectable by students/faculty
  5. On bullet 2, the challenge is to recreate social setting in a class Education decision-making often occurs in the context of three variables: evidence, values, and resources. The majority of education decisions have been based on values and resources. As education challenges grow and resources fail to keep pace, decisions must be based on a systematic appraisal of the best evidence available in the context of prevailing values and available resources. More than ever, decisions must be informed and smart.
  6. On bullet 2, the challenge is to recreate social setting in a class Education decision-making often occurs in the context of three variables: evidence, values, and resources. The majority of education decisions have been based on values and resources. As education challenges grow and resources fail to keep pace, decisions must be based on a systematic appraisal of the best evidence available in the context of prevailing values and available resources. More than ever, decisions must be informed and smart.
  7. A key point to make here (from Ann Brown) is this: classroom life is synergistic: in research, aspects of it that are often treated independently (such as teacher training, curriculum selection, testing and so forth), actually form part of a system whole. Just as it is impossible to change one aspect of the system without perturbing others, so to it is difficult (or incomplete) to study any one aspect independent from the whole operating system
  8. Told with reference to Dorothy and Frank