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SWIM Streaming Webbased Information Modules. Initation 1998 – pedagogical innovation New educational design Learning Resource Center Multimedia – E-learning.

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Presentation on theme: "SWIM Streaming Webbased Information Modules. Initation 1998 – pedagogical innovation New educational design Learning Resource Center Multimedia – E-learning."— Presentation transcript:

1 SWIM Streaming Webbased Information Modules

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

3 SWIM – What is it? Purpose (next slide...) Multimedia system Role play Web distribution Flexibility Pedagogy – learning via reflection

4 SWIM – Streaming Webbased Information Modules Purpose - an improvement of students’ information competence - a high degree of accessibility through the Internet - flexible use Framework - the educational model at Aalborg University - project-organised problem-based learning - students working in groups - students define topics and problems iPoster

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

6 SWIM – Development concept  SWIM is a ”social simulator”  SWIM is a game  You are one of the actors  Your choices are decisive  You learn through reflection iPoster

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

13 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

14 Structure in the programme SWIMAct 1Act 2Act 3Act 4Act 5Exam Project work process Getting started group meeting Meetíng with supervisor At the library Finishing the project Exam Feedback StructurePhase 1Phase 2Phase 3Phase 4Phase 5 Information Search process Task initiation Topic selection Pre-focus exploration Focus formulation Information collection Search closure Feelings (Kuhlthau) Un- certainty and optimism Confusion, frustration and doubt ClaritySense of direction ReliefSatisfaction or dis- satisfaction Modules Module 1Module 2Module 3Module 4Module 5 iPoster Act 2

15 Characte r in SWIM Characters ideal of Information literacy AnnaGrasser (Gnu) MetteHunter (Lion) ThorBrowser (Giraffe) SWIM – Streaming Webbased Information Modules iPoster

16 Characte r in SWIM Characters ideal of Information literacy SituationProblemWorking method AnnaGrasser (Gnu)RoutineKnown MetteHunter (Lion)Problem Solution KnownNot known ThorBrowser (Giraffe)Problem Orientated Not knownNot Known SWIM – Streaming Webbased Information Modules iPoster

17 SWIM – Streaming Webbased Information Modules Characte r in SWIM Characters ideal of Information literacy SituationProblemWorking method Focus AnnaGrasser (Gnu)RoutineKnown Techniqu e MetteHunter (Lion)Problem Solution KnownNot knownProcess ThorBrowser (Giraffe)Problem Orientated Not knownNot Known Product iPoster

18 SWIM – Streaming Webbased Information Modules Characte r in SWIM Characters ideal of Information literacy SituationProblemWorking method FocusIdeal Role / job AnnaGrasser (Gnu)RoutineKnown Techniqu e Craftsman MetteHunter (Lion)Problem Solution KnownNot knownProcessConsultan t ThorBrowser (Giraffe)Problem Orientated Not knownNot Known ProductFacilitato r iPoster

19 Skill (Qvortrup) Qualification s Competence s Creativity SWIM – Streaming Webbased Information Modules Characte r in SWIM Characters ideal of Information literacy SituationProblemWorking method FocusIdeal Role / job AnnaGrasser (Gnu)RoutineKnown Techniqu e Craftsman MetteHunter (Lion)Problem Solution KnownNot knownProcessConsultan t ThorBrowser (Giraffe)Problem Orientated Not knownNot Known ProductFacilitato r iPoster

20 Skill (Qvortrup) Level of learning (Bateson) Qualification s To learn (1 st order learning) Competence s To learn to learn (2 nd order learning) CreativityTo re-learn (3 rd order learning) SWIM – Streaming Webbased Information Modules Characte r in SWIM Characters ideal of Information literacy SituationProblemWorking method FocusIdeal Role / job AnnaGrasser (Gnu)RoutineKnown Techniqu e Craftsman MetteHunter (Lion)Problem Solution KnownNot knownProcessConsultan t ThorBrowser (Giraffe)Problem Orientated Not knownNot Known ProductFacilitato r iPoster

21 Skill (Qvortrup) Level of learning (Bateson) Level of solution Qualification s To learn (1 st order learning) To make solutions (1 st order solution) Competence s To learn to learn (2 nd order learning) To use solutions methods (2 nd order solution) CreativityTo re-learn (3 rd order learning) To create new solutions methods (3 rd order solution) SWIM – Streaming Webbased Information Modules Characte r in SWIM Characters ideal of Information literacy SituationProblemWorking method FocusIdeal Role / job AnnaGrasser (Gnu)RoutineKnown Techniqu e Craftsman MetteHunter (Lion)Problem Solution KnownNot knownProcessConsultan t ThorBrowser (Giraffe)Problem Orientated Not knownNot Known ProductFacilitato r iPoster

22 Act12345 Anna0-0+- Mette+0+00 Thor0+0-+ SWIM – Streaming Webbased Information Modules Situation (Mathiassen ) Problem Working method RoutineKnown Problem Solution KnownNot known Problem Orientated Not known Not Known SWIM Score Card Situation At the end a “state machine” computes a  Grade between 6 and 11 (grading scale from 00 to 13)  Video feedback from censor and supervisor  Recommendation of text based training modules to study iPoster

23 Learning systematic Purpose & Framework SWIM – Streaming Webbased Information Modules Play Characte r in SWIM Characters ideal of Information literacy SituationProblemWorking method FocusIdeal Role / job AnnaGrasser (Gnu)RoutineKnown Techniqu e Craftsman MetteHunter (Lion)Problem Solution KnownNot known ProcessConsultan t ThorBrowser (Giraffe)Problem Orientated Not knownNot Known ProductFacilitator Skill (Qvortrup) Level of learning (Bateson) Level of solution Qualification s To learn (1 st order learning) To make solutions (1 st order solution) Competence s To learn to learn (2 nd order learning) To use solutions methods (2 nd order solution) CreativityTo re-learn (3 rd order learning) To create new solutions methods (3 rd order solution) SWIMAct 1Act 2Act 3Act 4Act 5Exam Project work process Getting started group meeting Meetíng with supervisor At the library Finishing the project Exam Feedback StructurePhase 1Phase 2Phase 3Phase 4Phase 5 Information Search process Task initiation Topic selection Pre-focus exploration Focus formulation Information collection Search closure Feelings (Kuhlthau) Un- certainty and optimism Confusion, frustration and doubt ClaritySense of direction ReliefSatisfaction or dis- satisfaction ModulesModule 1Module 2Module 3Module 4Module 5 Act12345 Anna0-0+- Mette+0+00 Thor0+0-+ Narrative structure Credits SWIM Score Card


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