2. Mission of the Acadmic Area
To produce knowledge and technological
elements for the digital learning ecosystem of
the future where individuals can learn and
create knowlede in a self-directed, fun,
creative and collaborative way across their
lifespan, and where institutional environments
support a more dynamic development of the
overall system.
4. What is a Digital Learning
Ecosystem?
- A Socio-Technical System that
adapts over time
- Interacting Agents & Contents
- Learners
- Facilitators
- Contents
- Tools
- In different learning contexts
- Often governed by an
institutional framework
6. Research Topics
- New Learning Environments
- Designing Learning Interactions
- Open Educational Resources
- Situated Learning
- Game-based Learning
- Example Projects:
- eDidaktikum
- Avastusrada
- SmartZoo
- LePlanner
- Learning Layers: Bits and Pieces
7. Research Topics
- Social Semantic Technologies
- Meaning Making & Distributed
Cognition
- Cognitive Processes
- Learning Analytics
- Recommender Systems
- Example Projects:
- Learning Layers: Analytics Dashboard
- Learning Layers: Recommenders
- EMMA: Dashboard
8. Research Topics
- Educational Innovation and
Institutional Change
- Teacher Training
- Digital Skills and Competence
- MOOCS
- Example Projects
- Educational Innovation with Games
- Learning Layers: Scaling Informal
Learning
- EMMA: MOOCS
9. Research Topics
- Schools & eTextbooks
- Workplace Learning
- Informal Learning
(Zoos, Museums )
- Example Projects
- eTextbooks
- Estonian Educational Cloud
- Learnig Layers
10. Research Outcomes:
Elements of a DLE
- Understanding behavior of the system
- Results on different levels of analysis and how they interact
- E.g. how social tagging and learning are related, how socio
technical regime in education changes
- Tools and technology
- Create a framework to quickly instantiate a distributed
learning ecosystem in different settings
- E.g. Tools integrated into Social Semantic Server
- Domain specific effects and experiences
- E.g. How informal learning happens in construction, how e-
textbooks change teaching, how game-based learning in
schools is effective
11. PhD Students
Ulkar Bayramova Alignment of e-learning strategy with the strategy of a university
Mohammad Hadi
Hedayati
Information Security Practices and Experiences at Universities in
Afghanistan
Jörgen Jaanus Ontology Development in the Framework of Enterprise Application
Triinu Jesmin Implementing Serious Games in Schools
Marina Kurvits Designing Pedagogical Scenarios for One-to-one Computing in BYOD
Classrooms
Avar Pentel Mining Unintentional Traces of Computer Usage
Karima Qayumi Multi-Agent Reinforcement Learning in Dynamic multi-agent Systems
Aali Lilleorg Virtual communities of practice in innovation
James Sunney
Quaicoe
Information and Communication Technology Integration Into Teaching
and Learning Activities in Ghana’s Basic Schools
Eka Jeladze The factors influencing the transfer to new innovation-led learning
ecosystems in schools
12. Presentations
- Kairit Tammets: EMMA: MOOCs and Learning Analytics
- Kai Pata: Patterns of Meaning in a Cognitive Ecosystem
- Adolfo Ruiz: Workplace Learing Analytics
- Terje Väljataga: SmartZoos - Cross-border services for
creative adventure learning in the zoos of the Central Baltic
Region
- Hans Põldoja: Learning scenario planning tool LePlanner
- Martin Sillaots: Learning and Games
14. EMMA project
• EMMA (European Multiple MOOC Aggregator)
• EU funded 7th FP project
• 01.02.2014 – 31.07.2016
• Coordinator - University of Naples Federico II
• Partners - CSP - Innovazione nelle ICT (Italy); IPSOS SRL
(Italy); – Atos Research (Spain); Foundation for the Open
University of Catalonia (Spain); Polytechnic University of
Valencia (Spain); Open University of Netherlands;
Portuguese Open University; University of Burgundy
(France); ATIT BVA (Belgia)
15. EMMA aims:
Create a pan-European platform to support ICT-
based innovation in higher education
Offer MOOCs provided by accredited
institutions from around Europe with different
teaching methodologies and learning design
approaches
Offer an extensive and multilingual
transcription/translation system
Offer an extensive monitoring system
Give opportunities to small universities and
cultural institutions to get in the MOOC market
16. MOOCs
̶ MOOCs are provided by all the partner institutions;
̶ Currently third wave of MOOCs is running;
̶ Last wave (spring term) will focus on external MOOC
providers;
̶ TLU MOOCs:
̶ Computer-supported inquiry
̶ Mobile devices in your everyday life
̶ Coming – e-governance (together with School of
Governance, Law and Society)
17. MOOCs
̶ Duration: 5-9 weeks
̶ Structure: lessons, units, assignments and
peer-assessment
̶ Multilingual: provided in two or three languages
̶ Pedagogy:
̶ focused on content-consuming and less on
knowledge building
̶ Teacher-centered approach
18. How massive is EMMA?
• Aim – 60 000 participants
• Currently each MOOC have around 100 – 350
participants (MOOCs have started 17 times)
• Open Wine University by University of Burgundy
had 2000 participants
19. Learning analytics for EMMA
• Current approaches of learning analytics in
MOOCs focus on:
• Calculation of drop-out rates;
• Prediction of drop-out rates;
• Clustering on participants based on their online
behaviour
• EMMA approach:
• To establish feedback loop between facilitators
and learners
20. TLU’s role in EMMA
• Develop and provide two MOOCs at least twice
• Develop learning analytics methodology and
learning analytics application
21. Technical architecture
- Tracking tool – tracks and collects users traces
(responsible partners from Italy)
- Learning Record Store – stores learning experiences
(xAPI statements) and sends them to dashboard
application (Learning Locker) – (responsible TLU)
- Dashboard – visualization of the interactions
(responsible TLU)
22.
23. Some results of last wave
Research questions:
̶ Based on interactions, what clusters of participants can
bei identified?
̶ How do the participants engage in different lessons?
̶ What social structures can be identified?
29. Presentations
- Kairit Tammets: EMMA: MOOCs and Learning Analytics
- Kai Pata: Patterns of Meaning in a Cognitive Ecosystem
- Adolfo Ruiz: Workplace Learning Analytics
- Terje Väljataga: SmartZoos - Cross-border services for
creative adventure learning in the zoos of the Central Baltic
Region
- Hans Põldoja: Learning scenario planning tool LePlanner
- Martin Sillaots: Learning and Games
33. Presentations
- Kairit Tammets: EMMA: MOOCs and Learning Analytics
- Kai Pata: Patterns of Meaning in a Cognitive Ecosystem
- Adolfo Ruiz: Workplace Learning Analytics
- Terje Väljataga: SmartZoos - Cross-border services for
creative adventure learning in the zoos of the Central Baltic
Region
- Hans Põldoja: Learning scenario planning tool LePlanner
- Martin Sillaots: Learning and Games
35. Learning Layers Project
- 2012-2016
- 17 partners
- 12 mio EUR EU project funding
- Develop Technology and Methods to
Scale Informal Learning at the Workplace
- Domains: Construction and Healthcare
36. http://Learning-Layers-eu
Who When Where What ... ... ... ... ... ...
An Artefact
Actor Network
User
Profile
Resource
Profile
Topic
Modeling
Recommended
Resource
Each interaction
increases the network ...
... and is tracked in the history
Trust and Social
Network
Traces of the Network History
Knowledge is built by people
interacting with other people and artefacts
New Information displayed to
Support User Interactions
Intelligent Services
derive new information
1
2
3
4
5
Who When Where What ... ... ... ... ... ...
Who When Where What ... ... ... ... ... ...
Who When Where What ... ... ... ... ... ...
Whom to ask? What to read and watch? Who are the experts? What do people talk about?What’s the quality?
39. Presentations
- Kairit Tammets: EMMA: MOOCs and Learning Analytics
- Kai Pata: Patterns of Meaning in a Cognitive Ecosystem
- Adolfo Ruiz: Workplace Learing Analytics
- Terje Väljataga: SmartZoos - Cross-border services for
creative adventure learning in the zoos of the Central Baltic
Region
- Hans Põldoja: Learning scenario planning tool LePlanner
- Martin Sillaots: Learning and Games
40. SmartZoos
Cross-border services for
creative adventure learning in
the zoos of the Central Baltic
Region
Terje Väljataga
Centre for Educational Technology
School of Digital Technologies
Tallinn University
2015
41. SmartZoos
Program: Interreg Central Baltic
Priority 2: Sustainable use of common
resources
Specific objective 2.1. natural and cultural
resources developed into sustainable tourist
attractions
42. SmartZoos
Project duration: 1.09.2015 – 31.08.2018
Partners: Tallinn University, Tallinn Zoo,
Helsinki Zoo, Skansen Open-Air Museum,
Södertörn University
Budget: 629 916,85 EUR
Team: Terje, Priit, Pirgit
43. SmartZoos’ objective is ...
… to integrate the zoos of Central Baltic
region
to form a joint tourist attraction through
developing, implementing and joint marketing
of a cross-border service package
of creative adventure learning with mobile
devices
44. SmartZoos tasks
- Design, develop, pilot, market a service package:
- An online tool for creating location-based interactive
assignments
- An online repository of interactive assignments
- An online environment (Web platform + mobile clients) for
composing and conducting location-based interactive
assignments
- Developing an Open Badges framework for awarding the
achievements of players
45. SmartZoos research topics
- New Learning Environments
- Designing Learning Interactions
- Open Educational Resources
- Situated Learning
- Game-based Learning
47. Presentations
- Kairit Tammets: EMMA: MOOCs and Learning Analytics
- Kai Pata: Patterns of Meaning in a Cognitive Ecosystem
- Adolfo Ruiz: Workplace Learing Analytics
- Terje Väljataga: SmartZoos - Cross-border services for
creative adventure learning in the zoos of the Central Baltic
Region
- Hans Põldoja: Learning scenario planning tool LePlanner
- Martin Sillaots: Learning and Games
57. Use scenarios
- Sharing good experience
- Visualizing complex study projects
- Teacher training
- Documenting lesson recordings
58. Open issues
- Non-digital resources and activities
- Multiple resources for one activity
- Parallel activities
- Cycles
- Display types
- UI vocabulary
59. Future plans
- Short-term
- User testing (think aloud protocol and interviews)
- Trial in Creative Classroom project
- Long-term
- Project and funding?
- Some lightweight integration with national learning object
repository for schools?
- Learning analytics?
62. Presentations
- Kairit Tammets: EMMA: MOOCs and Learning Analytics
- Kai Pata: Patterns of Meaning in a Cognitive Ecosystem
- Adolfo Ruiz: Workplace Learing Analytics
- Terje Väljataga: SmartZoos - Cross-border services for
creative adventure learning in the zoos of the Central Baltic
Region
- Hans Põldoja: Learning scenario planning tool LePlanner
- Martin Sillaots: Learning and Games
64. Learning Games Design
EU Projects:
MElang-E – language learning game
Employ – digital competences game
Study Projects:
EcoHouse
Word Quiz
Color Space
70. Game Research
Doctoral Thesis
Creating The Flow: The Gamification Of Higher
Education Courses
Study Papers
1 (3) Master papers
4 (4) Bachelor papers
24 (1) Seminar papers
72. Seminar Papers
- Design of game challenges for sports simulators
- Balancing game core mechanics
- Gameplay and core mechanics of MMORPG
- The impact of the rhythm and music games
- Design of 3D game world by the example of Unity
- Games and war: war in games and games in defense
- The impact of the game audio-visual elements to the player’s emotions
- Creating 3D animations with the Blender
- Digital language learning games
- Design and development of a simple game with the help of Unity
- Gamified virtual learning environment
- Implementation of dialogue database by the example of Socratic teaching
method
- Design of game levels
73. Bachelor Papers
- Design and balancing of game core mechanics with
the help of Unity
- Design of online card trading environment
- The impact of the virtual driving simulators to the real
life drawing skills by the example of Gran Torismo
- Conceptual design and 3D modeling of game
characters with the help of Blender
- Language learning games and simulators
- Game based learning by the example of using
Minecraft for teaching geometry
74. Master Thesis
- Integration of Game Entertaining Elements with Math
Exercises
- Augmented Reality Games for Increasing Physical
Activity
- Implementing Game Design Process and Game
Elements in Mobile Application. The Case of Walk With
me
- The Use of General Semantics in Video Games for
Understanding Abstract Concepts
- Gamification in Higher Education. The Case Study on
the “Game Interactions” Course
75. Game Courses
International Masters Curriculum
Digital Learning Games
Summer Course
Design of Serious Games
Regular courses
Design of Computer Games
Design of Educational Games
Game Based Learning
76. Digital Learning Games
Game Design
Interaction
Design
Developmental
and Cognitive
Psychology
Final thesis project
77. Tallinn Summer School
- Design of Serious Games
- Course in Tallinn Summer School
- 11 - 15 July 2016 (1w)
- In English
- To teachers, designers, developers, writers, artists, …
- summerschool.tlu.ee/design-of-serious-games