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SWIM Streaming Webbased Information Modules. SWIM Streaming Webbased Information modules SWIM - what is it? Play it Ideas and concepts Implementation.

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Presentation on theme: "SWIM Streaming Webbased Information Modules. SWIM Streaming Webbased Information modules SWIM - what is it? Play it Ideas and concepts Implementation."— Presentation transcript:

1 SWIM Streaming Webbased Information Modules

2 SWIM Streaming Webbased Information modules SWIM - what is it? Play it Ideas and concepts Implementation Discussion

3 Initation 1998 – pedagogical innovation New educational design Learning Resource Center Multimedia – E-learning

4 SWIM – What is it? Purpose Multimedia system Role play Web distribution Flexibility Pedagogy – learning via reflection

5 SWIM Play it –Two and two –Discuss each choice

6 SWIM Questions 1.What should they learn? 2.What can e-learning do? 3.How can libraries integrate more with their mother institutions?

7 SWIM Multimedia System Introphase 1phase 2phase 3phase 4phase 5ExamOuttro module 1module 2module 3module 4Module 5 Content in information modules Your situation What can you do now? Which type of information do you need? How can you use relevant information resources? Narrative: Social simulation Recommended information modules: tutorials

8 Mapping of concepts Acts in SWIM phase 1 Project initiation phase 2 Prefocus exploration phase 3 Councelling phase 4 Information collection phase 5 Further exploration Examination LocationGroup roomCanteenTeachers officelibraryGroup roomExamination room Stages of the ISP Task initiation/ Topic selection Prefocus exploration Focus formulation Information collection Search closureStarting wiriting Cognitive levelambiguitySpecificity Affective level Uncertainty/ optimism Confusion, frustration and doubt clarity Sense of direction/ Confidence Relief Satisfaction or dissatisfaction Behavioural level Seeking relevant information Seeking pertinent information Moods Combination of invitational and indicative* Invitationalindicative Combination of invitational and indicative indicative

9 Ideas and Concept Social simulation Strategies and methods most important Information searching process divided into feasible tasks Flexibility via detailed modules

10 Characteristics Work methods and Information searching strategies –Anna is a grasser – qualifications –Mette is a hunter – competences –Thor is a browser – creativity

11 Implementation of SWIM 3 scenarios –Student – AUB web (just in time) –Student – library staff – library courses –Student – university teacher – curriculum integrated course

12 Discussion 1.What should they learn? 2.What can e-learning do? 3.How can libraries integrate more with their mother institutions?

13 Advantages Disadvantages Flexibility Just in time Interactive Excitement and action Reflectiveness Identification No social contact ”Stupid” e-learning programmes Technology Programmed learning

14 Teaching methods and learning processes A hierarchy of learning Self-created learning in play, art, science, craft etc. Independent learning inside a framework. School learning, instruction. Programmed learning. Conditioned reflexes. (Bjørgen p. 259 in Hiim and Hippe’s ”Læring gjennom oplevelse, forståelse og handling) Responsibility Determined Highest level of learning Lovest level of learning

15 Scenario You’re assigned to a project You’re working in a project group Different personalities Different competences Different work methods Group dynamics/Conflicts


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