A springtime of language learning & technology

IAFOR ACLL/ACTC Conference
Kobe, Japan
11-14 May, 2017

Kobe, Japan

Kobe, Japan. Photo by Mark Pegrum, 2017. May be reused under CC BY 3.0 licence

The annual conferences, The Asian Conference on Language Learning and The Asian Conference on Technology in the Classroom, came together over several days in an IAFOR-organised event in Kobe in the midst of Japanese springtime this year. Along with keynotes that gave broad overviews of the conference theme of ‘Educating for Change’, there were numerous papers presenting different aspects of teaching and learning with digital technologies.

In his opening keynote, Change in Japanese tertiary education: Implementing content and language integrated learning (CLIL) in Japan, Ted O’Neill spoke of how the European concept of CLIL is beginning to make inroads into Japan, with content being taught through the target language, and the target language simultaneously being investigated through the content. In CLIL, there should be constant feedback, he suggested, between content and language. It is possible to have both soft and hard versions of CLIL, with educators at either end of this spectrum potentially being able to meet, over time, in the middle. Offering CLIL, he went on to say, helps prepare for globalisation; helps students access international certifications; and sends a strong message about plurilingual education. In preparing students for future studies, he mentioned, it is possible to offer modules focusing on ICTs incorporating international lexis.

In my own keynote, Beyond web 2.0: Designing authentic mobile learning for everyday contexts in Asia, I suggested that we need to move beyond web 2.0, while retaining the best of its elements of personalisation and collaboration in learning, but using mobile devices and especially mobile augmented reality to add in greater elements of authenticity, situatedness and contextualisation. I showcased mobile AR learning trails from Singapore, Indonesia and Hong Kong to demonstrate how educators are already establishing successful precedents in this area.

In her keynote, Instructional designers as agents for change: Facilitating the next generation of technology-enhanced learning, Barbara Lockee outlined the ADDIE Learning Design Model, involving stages of analysis, design, development, implementation and evaluation. The wider setting is now changing, she argued, leading to the need for instructional designers to address the advent of learning sciences, the rise of flexible opportunities through for-profit institutions, the emergence of a culture of innovation in universities, and the renewed interest in personalised learning opportunities. She went on to say that the field of instructional design and technology originated in the convergence of media and technology, and suggested that designers can leverage what is known about human learning in the systematic design of instructional solutions. Ultimately, instructional designers can function as change agents across a range of disciplines. Importantly, she also noted that technology doesn’t always have to be part of the solutions that instructional designers propose.

She finished by suggesting that the next generation of technology-enhanced learning can be sparked through collaborative, creative thinking about how to leverage the affordances of technological innovations and overcome barriers to the adoption of innovation for the advancement of learning – something that is possible at conferences like this one.

Among the many presentations on the use of digital technologies in education, the tools and techniques considered ranged from educational apps and platforms, digital storytelling and gaming through the flipped approach to mobile learning, including mobile augmented reality (AR) and robots.

In her presentation, An investigation of the integration of synchronous online tools into task-based language teaching: The example of SpeakApps, Nouf Aljohani reported on an initiative where female Saudi students, who normally have insufficient opportunities to practise spoken English outside the classroom, were asked to use SpeakApps to increase their amount of practice. The video chat function allowed up to six students at a time to engage in an online chat, with the recorded conversation being uploaded to a blog where it could be revisited to identify strengths and weaknesses. Students met online for an hour a week outside of class. Each speaking task had a communicative purpose, involved students in authentic tasks to develop critical thinking skills, and related to the Saudi context.

In their presentation, A case study of using Edmodo to enhance language learning for Japanese and British students at tertiary level, Shinji Okumura and Miho Inaba suggested that the term CALL is somewhat outdated, with TELL (Technology Enhanced Language Learning) and MALL (Mobile Assisted Language Learning) being more contemporary expressions. He described the Edmodo platform, indicating its similarities to Facebook. He went on to report on a project where Japanese and British students conversed on Edmodo, using a mixture of Japanese and English language. The Japanese students felt that they had improved their English skills, including in areas such as organising texts in English and learning native English expressions; the British students also felt that they had gained valuable Japanese language practice and learned more about Japanese society. Most Japanese students used their smartphones to participate, and did so in moments of downtime, such as when waiting for trains. However, more frequent opportunities for interaction would have been preferable, and the groups were a little too large to permit close interaction. For the British students, who were at a lower level in Japanese, it was very time-consuming to type posts and read replies, and they needed teachers’ help to complete the tasks.

Turning to the use of technology in an underdeveloped context in their presentation, Shifting the paradigm in higher education: Students’ progression towards ICT-supported learning in a resource-constrained context, Peshal Khanal, Prem Narayan Aryal and Ellen Carm outlined a blended learning project for continuous professional development of teachers in Nepal. Within the project, Moodle was used as a platform along with Classjump (though the latter is no longer available), and teachers were encouraged to interact on Facebook as well. Aside from access and opportunities, students’ progression towards the use of ICTs was found to depend on factors such as perceived benefits, prior knowledge, learning difficulty, and the role of change agents (teachers) in motivating them. Over time, many students came to appreciate the learning potential of the internet. Issues included: access and reliability of technology, the dominance of traditional pedagogy, and teacher favoritism of bright students over others. Gender issues also surfaced: girls were reluctant to take the lead voluntarily in group work, and there was a feeling of insecurity around girls working and learning in what was generally understood as an unusual time and environment.

In her talk, Digital storytelling as assessment for learning in mathematics education, Sylvia Taube spoke about addressing early childhood pre-service teachers’ fears of mathematics through digital storytelling. Drawing on the work of Helen Barrett, she suggested that digital storytelling facilitates the convergence of four student-centred learning strategies:

  • Student engagement
  • Reflection for deep learning
  • Project-based learning
  • Effective integration of technology in instruction

Drawing on the work of Robin (2006), she went on to say that there are seven key elements of digital storytelling. These help students to convey their messages and their associated emotions effectively:

  • Point of view
  • A dramatic question
  • Emotional content
  • The gift of voice
  • The power of the soundtrack
  • Economy
  • Pacing

Digital stories may be personal narratives; may examine historical events; and may inform or instruct.

She explained that she formerly asked her pre-service teachers to write about their own experiences of learning maths at school, but now she asks them to create multimedia digital stories. She showed an example of a story which was created in PowerPoint overlaid with other tools like Snapchat, including extensive use of AR effects to emphasise emotions in the video narration. Other students used Prezi, Animoto, PowToon, VoiceThread or Adobe Spark. Reflecting on past negative maths learning experiences helped many of them to realise what they need to do to help their own students in the future. She suggested that these digital storytelling skills will be very useful for these future teachers who can use the technology to help explain mathematics concepts to their students.

In her presentation, Digital games for English language learning: Students’ experiences, attitudes and recommendations, Louise Ohashi referred to the work of James Gee (2005), mentioning key learning principles of good games:

  • identity
  • interaction
  • production
  • risk-taking
  • customisation
  • agency
  • well-ordered problems
  • challenge and consolidation
  • just-in-time or on demand
  • situated meanings
  • pleasantly frustrating
  • system thinking
  • explore, think laterally, rethink goals
  • smart tools and distributed knowledge
  • cross-functional teams
  • performance before competence

She went on to report on a research project where she asked Japanese learners of English (n=102) about their experiences with digital games in English, and their attitudes towards games as a learning tool. Smartphones were the devices most commonly used by students to play games in English; in the previous 12 months, 31% had played an English game in class, and 50% out of class. There was a mixture of commercial games (Call of Duty, Battlefield, Grand Auto Theft, etc) and educational games (TOEIC Galaxy, Quizlet, Kahoot, etc). The majority of students thought it was valuable to play digital games in study time. Their comments suggested that they found games motivating and that in many cases they helped them to improve their English.

In her presentation, Flipping the classroom: Voices of teachers, Anna Ma reported on her research on the flipped approach in Hong Kong. She indicated that many teachers are already flipping their classes, though they may not be using video, and they may not be calling what they do a flipped approach. The flipped approach is in fact nothing new, though it may be becoming more popular. She outlined five key misconceptions about the flipped approach among teachers, as found in her research:

  • Video is a must (though it can be very effective, it’s not a requirement)
  • I have not done any flipping (teachers don’t realise they may already be doing this but without using video)
  • It’s very time-consuming because I have to redo everything
  • To flip or not to flip: there are no other options (it is possible to partly flip a class)
  • I am not a techie; I don’t know anything about video or creating a video

Challenges include motivating students to watch the videos or do the other preparation before class; the sense of competition among teachers to create flipped classes; parents who think a flipped approach is akin to a kind of home schooling; a lack of technological resources for teachers; and the time demands on busy teachers.

The key point about the flipped approach, she concluded, referring to the work of Bergmann and Sams, is not about the videos, but about what can be done with the additional time in class.

In a different take on the flipped approach focused at primary level in the Philippines, The flipped classroom: Teaching the basic science process skills to high-performing 2nd grade students of Miriam College Lower School, Mark Camiling outlined some advantages of using a flipped approach: asynchronous quality; having class at home and doing homework in school; and more time for the teacher to detect students’ difficulties and needs. Challenges include internet connectivity; resource quality; student resistance; and deciding on curation versus creation of flipped content. Although some people might consider that primary students are not responsible enough or digitally literate enough, he found in his research that a flipped approach can be effective at primary level. It may also help to prepare younger students for future use of ICTs in school. It seems, however, that the flipped approach may work better for high-achieving than low-achieving students.

In their paper, Maximising the tablet learning experience: A study of MCHS Mathematics 7 teacher awareness and readiness in using tablet-based pedagogy, Lyle Espinosa, Mon Ritche Bacero and Lady Angela Rocena reported on a study of teachers’ attitudes to tablet use. It was found that teachers mainly used tablets as e-book readers in the classroom, and they used them in their lesson preparation to search for supplementary online resources and apps. Nevertheless, teachers agreed unanimously that tablets helped them explore new teaching techniques, and that they promoted student collaboration. The teachers viewed themselves as ‘engineers of lessons’ with the tablet as their tool. At the same time, teachers always prepared backups in case of technological problems. They were concerned that students were more knowledgeable than they were, and that there was an expectation that teachers should learn about new technologies without formal training.

In their paper, Using and developing educational applications for mobile devices as a tool for learning, Andrey Koptelov and James Hynes reported on a survey of teachers around Houston, USA, where they discovered that the three most commonly used educational apps were Kahoot, Plickers and Nearpod. While these are not pedagogically sophisticated, they can be engaging for students. The authors went on to suggest that students can be asked to create their own mobile apps, and that it is useful for pre-service teachers to have this design skillset. Their students created Android apps with MIT’s open source App Inventor, an example of a cloud-based IDE (Integrated Development Environment), which provides all the tools needed to develop a programme, in this case a mobile app. Other IDEs that can be used by students with no previous programming experience include Ionic Creator (iOS and Android) and Apple Swift Playground (iOS only).

When the pre-service teachers were asked to design an app, they had to fill in a spreadsheet covering the following details:

  • Name of app/cost
  • Platform/need for internet connection
  • Detailed description of app
  • Subject/grade level where app could be used
  • Main use of app in the classroom (instruction, assessment, collaboration, etc)
  • Which students will benefit most (ESL, special education, gifted and talented, etc)
  • Blooms Taxonomy level or Vygotsky’s ZPD that could be targeted with app
  • Benefits of app for teacher/school or parents/community
  • Other comments

Only after undertaking this exercise were students asked to begin work with App Inventor to build the app itself. They got help from group members and guidance from the instructor. The next step then involved testing, feedback and reflection.

In their presentation, Augmented reality design principles for informal learning, Eric Hawkinson, Parisa Mehran, Mehrasa Alizadeh and Erin Noxon showcased a variety of case studies of AR, demonstrating how it can lead to real world connections and learner customisation. In one case, they showed the engagement of participants at TEDxKyoto. In another, they showed how students undertook an orientation activity to familiarise themselves with the university library, which involved students scanning AR markers placed around the library as they participated in an imaginary story where they had to search for clues to hunt a thief. Using the AR cards produced by the research team, students can also set up links to digital content they have created. Examples of these and other uses of AR can be seen in Eric Hawkinson’s ARientation Project YouTube channel.

In his presentation, Social robots as peer tutors for pre-travel study abroad preparation, Paul Wallace explained that when students are preparing to go abroad on study placements, they need greater familiarity with everyday norms of language use.

Social robotics focuses on developing machines capable of interacting with humans to assist and achieve progress in convalescence, rehabilitation, training and education. Robots are designed to be engaging but not threatening; embodiment in human form is engaging, and the non-threatening design aids belief that the robot is non-judgemental. The NAO V5 Robot “Max” has speakers, microphones, eyelids, cameras, sonars, prehensile hands with sensors, and a wifi connection to retrieve information from the web. It can have 19 different languages installed. It is programmable (using a software package called Choreographe) and is semi-autonomous, and it is possible to create scenarios and levels for its interactions.

The robot can be programmed as a language and cultural tutor for students who are going abroad. Programmes can be launched by showing the robot a NAO mark, which functions something like a QR code; it can then switch into a pre-programmed scenario. Levels can be set so that the robot recognises a range of pronunciations, or so that pronunciation must be very precise – this can be adjusted depending on the levels of the language learners. The robot is not meant to replace a human tutor, but it does offer advantages in terms of:

  • availability (e.g., languages not available locally)
  • access (24/7)
  • flexibility (it never gets tired or offended)
  • customisation
  • adaptability (threshholds, speaking speeds)
  • personalisation
  • feedback (visual or audio feedback, recording and repeating students’ responses)
  • interactive help
  • student anxiety (non-threatening design to counteract foreign language anxiety)
Kobe cable car

Kobe cable car, Japan. Photo by Mark Pegrum, 2017. May be reused under CC BY 3.0 licence

All in all, we spent several days in rich discussions about the theme of educating for change. On the technological side, a key overarching theme was that different technology types and levels are appropriate for different teachers and students in different contexts, but that bringing together a range of researchers and practitioners from varying backgrounds facilitates the emergence of new ideas and insights in intercultural, interdisciplinary conversations.

The CALL of the beach

EUROCALL Conference
Limassol, Cyprus
24-27 August, 2016

St Raphael Resort, Limassol, Cyprus. Photo by Mark Pegrum, 2016. May be reused under CC BY 3.0 licence.

St Raphael Resort, Limassol, Cyprus. Photo by Mark Pegrum, 2016. May be reused under CC BY 3.0 licence.

This year’s annual EUROCALL Conference, focused on the theme of CALL Communities and Culture, took place at the St Raphael Resort in Limassol, Cyprus. With daily temperatures in the mid-30s, delegates made good use of the beaches and swimming pools before and after the conference sessions. In the conference sessions themselves, meanwhile, key themes emerged around the potential for using digital technologies to support learning in areas which to date have in some ways fallen outside of mainstream conversations about language teaching: in the teaching of less widely spoken languages, in the development of digital literacies and 21st century skills, and in the promotion of multiculturalism and even multilingualism. Running through many of the presentations was a strong sense that it’s time for educators to help students make greater use of digital technologies to shape their own learning environments and experiences.

In my opening keynote, Why mobile devices aren’t enough: Learning languages, building communities and exploring cultures, I spoke about the role to be played by educators in drawing our students’ attention explicitly to the potential inherent in their everyday mobile devices, used in their everyday contexts, to support language learning, community building, and cultural and intercultural exploration. While there is clearly a place for social justice projects which make use of basic technologies and traditional pedagogies in under-resourced contexts, it’s interesting to note that many of the most creative of today’s mobile learning initiatives, at least those located in better-resourced settings, combine the learning of languages with the development of digital literacies and 21st century skills, often in multicultural contexts, and sometimes in multilingual contexts. In such initiatives, students produce their own user-generated content which not only supports their own learning, but can support the learning of peers and even wider communities.

In his keynote on the second day, Let’s play with constructionism, Panayiotis Zaphiris from Cyprus University of Technology began by introducing Seymour Paper’s theory of constructionism which, unlike constructivism, is not so much about learning by discussing, but learning by creating and building artefacts. He then went on to outline the newer idea of social constructionism, which adds social components to the original concept of constructionism. Artefacts, he explained, can be physical or digital constructions. Through a series of case studies based in the Cyprus Interaction Lab, he went on to indicate six key elements of implementing social constructionism:

  • developing physical learning spaces for constructionist learning
  • learners constructing shared/common understanding
  • learners playing and having fun
  • constructing learners’ communities of interest/practice
  • giving learners tools for constructing their knowledge
  • involving learners in designing their learning

The last of these elements, he suggested, is the most innovative. He reported on a study entitled Constructionism, Participatory Design and CALL focusing on a course called Learn Greek Online, where people can learn the Greek language without a teacher necessarily being online. The site was developed using participatory design and distributed social constructionism. A set of old audio lessons were posted online without further guiding materials, but the learning community then began to support each other and to create materials: transcribing audio files, correcting each other’s transcriptions, and so on. By 2002, there were 50,000 students; this was a kind of MOOC before MOOCs.

In her keynote on the third day, Deconstructing digital literacy practices: Identity narratives from the South, Leila Kajee explained that digital technologies provide children with alternative platforms to engage in social interaction, and multiple identities are the norm. The South African Cyber Lives project maps digital practices across generations, contexts and communities, looking at how users construct their identities digitally and what the implications are for teaching and learning English. Often children’s out-of-school digital literacy practices are not recognised inside the classroom, but in fact these out-of-school practices have important implications for the classroom. The New Literacy Studies movement focuses our attention on the shifting landscape of home, community, work and schools, and gives us a set of theoretical lenses to examine the interconnection between these. Digital literacies, she went on to say, have many components from access through information analysis to sharing and safety. Drawing on the work of Stuart Hall and Chris Weedon, she explained the postmodern perspective that a person has no single fixed identity, and that history, language and identity are intertwined. She gave a range of examples of how ordinary individuals are using social media platforms to construct identities, to engage socially, and to develop a voice under sometimes difficult circumstances.

She then looked at three examples of young learners’ use of digital technologies. Firstly, she talked about the use of the children’s game Moshi Monsters by a young girl, Eva, who created a story around her reality and cyberreality, embodying her chosen persona through an avatar, while also creating a second, male avatar. Secondly, she showed a digital video narrative by Khutso, a second language speaker of English, explaining his journey to becoming a teacher; he constructed an identity as poverty-stricken and wearing a mask to school, before reaching a turning point – inspirational teachers – who made him want to become a change agent himself. In another digital video narrative by Watkins, who also chose to become a teacher, the narrator began by characterising himself as a rebel before reaching a Eureka moment when he realised that he himself could be the change he wanted to see in wider society. Thirdly, she discussed a girl, Cassie, who used Facebook as a way of establishing her diasporic identity, having moved from the Democratic Republic of the Congo to South Africa, through mechanisms such as selfies and wall posts, where she sought to establish her own voice.

Exploring digital literacies with students in school, she said, can be a way of reimagining opportunities for connections across institutional and community contexts, and providing permeable boundaries between home and school. In the process, students can develop voice and identity. It is important, she concluded, to reimagine opportunities for identity construction across contexts.

In the first series of parallel sessions, I chaired a strand in which presenters outlined the use of digital technologies in teaching a variety of less commonly taught languages. It was intriguing and inspiring to hear about the uses of new technologies to support languages which, because of smaller numbers of speakers and/or learners, are much less well-resourced than more widely spoken languages.

In her paper, CALL and less commonly taught languages – Still a way to go, Monica Ward spoke about the fact that there is still a distance to go before new technologies become normalised in the practice of teachers of less commonly taught languages (some of which may be quite widely spoken, but not so commonly taught in some geographical areas). Using the examples of Arabic, Irish and Nawat (from El Salvador), she outlined issues with the kinds of access pathways students may have into potential language learning materials. Teachers should learn from others’ practices, and can pick and choose among the options, starting with the ‘low-hanging fruit’, that is, widely available and relatively simple tools that we know to work well.

In their paper, Teaching Turkish in low-tech contexts: Opportunities and challenges, Katerina Antoniou and Antigoni Parmaxi spoke about teaching Turkish in Cyprus, where they introduced Kahoot, with students using internet-connected computers and answers displayed via a projector (since mobile devices could not be used due to a lack of wifi). This allowed all students, who were of different ages, to participate. Students were motivated and involved, and were willing to discuss their answers with the group. At the beginning, however, the adult students thought Kahoot was just a game which was a waste of their time, but over time they came to see its benefits. While older students could help younger students with language, the roles were reversed when it came to helping with technology. Challenges, the presenters suggested, can be opportunities when diverse skills, interests, motivations, goals and abilities complement each other. Despite the challenges, they concluded, a low-tech context can still offer more opportunities than a no-tech context.

In his presentation, A platform and customization toolkit for error-tolerant search of language resources, Anton Rytting described the need for a platform that allows language learners to search for words they have heard in an error-tolerant context so that they can find what they are looking for, even if they have misheard sounds or if they miswrite words. He showcased a ‘Did You Mean’ (DYM) system for a language called Dhivehi, spoken in the Maldives, where possible dictionary entries can be displayed based on their closeness of fit with the word typed by the student. To make such a system, you need a dictionary, a query alphabet, an error model (based on the mistakes you think learners are likely to make), and a way of testing it based on likely queries. There is a DYM Toolkit available, created by researchers at the University of Maryland, that teachers and others can use to create such error-tolerant platforms for different language learners.

In his presentation, An audio-lexicon Spanish-Nahuatl: Using technology to promote and disseminate a native Mexican language, Aurelio López-López described the ALEN application that allows users to enter a word in Nahuatl or Spanish to hear the pronunciation of the word, and to see an illustrative image. The overall goal is to safeguard engendered languages, including by taking advantage of mobile devices which are widely used by young people.

Dealing in some ways with the opposite end of the spectrum, Jack Burston gave a paper entitled The contribution of CALL to advanced level foreign/second language instruction, in which he showed that there have been remarkably few publications in CALL journals about advanced-level instruction using technology. It is notable that advanced-level language barely rates a mention in the published CALL literature, and this research is very limited in terms of the L2 studied, with English the centre of attention followed distantly by German and French. There are four times as many studies about written language as about speaking/listening skills. Above all, these studies are vague about what an advanced level is, and the difficulty of the tasks students are required to undertake. To date, he concluded, CALL has contributed very little to our understanding or practice of advanced foreign/second language instruction. On the positive side, there is great scope for SLA research at the advanced level, with more methodological rigour needed where ‘advanced’ is defined and substantiated; there is a need for a focus on oral as well as written language; and there is room for considering innovative CALL applications such as mobile and/or cloud-based projects.

Another conference theme was digital literacies and 21st century skills seen as an accompaniment to language learning. In their presentation, Preparing Japanese students’ digital literacy for study abroad: How much CALL training is needed?, Travis Cote and Brett Milliner noted that previous research suggests Japanese first year university students lack core computer literacy skills. In surveys, they found that Japanese students assessed their own computer literacy skills as low. Ultimately, the presenters suggested, the students’ lack of ability to use productivity tools is preventing them from using computers effectively for critical thinking and problem solving, since students need to spend time focusing on using the technology itself rather than what the technology should enable them to do. Although smartphone ownership is at 100%, students tend to use these devices only for social and entertainment functions. In the future the presenters plan to encourage blogging to help students develop a range of skills including typing, composition and manipulation of images; provide opportunities to participate in online discussions; provide opportunities that incorporate presentation software; and introduce students to cloud computing as a way to expose them to collaboration.

In their follow-up paper, Tertiary EFL teachers’ digital literacy: Is CALL training still needed?, Brett Milliner, Travis Cote and Ethel Ogane reported on a study of 42 faculty members teaching English at Tamagawa University in Japan, conducted in order to determine their digital literacy levels, whether they could benefit from extra training, and whether they could lead students in using computers for CALL purposes. Teachers were relatively modest in their self-assessment of digital knowledge and skills. Most teachers said they enjoyed using computers and felt comfortable doing so, but also wanted to learn more about computers. Teachers thus believe in the use of digital technologies in the classroom and are open to further professional development in this area. Interestingly, they had often acquired their knowledge and skills independently or through peer-to-peer learning.

In her presentation, Digital literacies for language learning and teaching: Developing a national framework, Françoise Blin reported on a six-institution, nationally funded Irish project, led by the University of Limerick, with two major aims: to develop a national framework for digital literacies for language learning and teaching, and to curate and create a wide range of OERs accessible via an online portal. The first aim focuses on the intertwined strands of language skills and practice; digital literacies; and transitions and contexts. In time, all language courses in Ireland should contain learning outcomes for digital literacies within their descriptors. It is important that there is sustainability of e-learning – it has to meet the needs of present and future teachers and learners – as well as sustainability and normalisation of CALL. Surveys to date have revealed that students feel the need to acquire more digital literacies than are currently covered in their courses, while teachers feel that they are lacking in some digital literacies that their students might need them to teach.

Another strong theme of the conference focused on multilingualism and multiculturalism. In her talk, Multilingual CALL – The good, the bad, and the ugly, from the perspective of teacher training students, Judith Buendgens-Kostens suggested that multilingual CALL could involve participants using all the languages to which they have access, ranging from their native languages through to languages in which they might know only a few words. She spoke about the Erasmus project MElang-E, which takes the form of a serious game where players follow the progress of a young musician across Europe as he seeks to convince former bandmates to join in a music competition. Players are faced with a series of communicative situations in which they can make choices about what languages, or combinations of languages, to use in response to interlocutors. There are also many codeswitching situations presented to players, where they can see similarities and differences between languages. In reporting on students’ reactions to this game, she noted that there is much greater acceptance of widely spoken and taught languages, while there is little appreciation of languages that do not have an obvious market value, though they might in fact have other kinds of value in terms of identity or simply enjoyment. The question is whether stakeholders can be convinced that there is a role for this kind of multilingual game in education.

In their talk, Promoting multilingual communicative competence through multimodal academic learning situations, Anna Kyppö and Teija Natri reported on an interdisciplinary course of multilingual interaction piloted at the University of Jyväskylä Language Centre, focusing on the students’ effective use of their own linguistic repertoires and the enhancement of their agency in multilingual and multicultural settings. The learning environment was a combination of a face-to-face classroom, a web-based platform called Optima, and an educational mobile platform called REAL, all used within a task-based framework where language was the instrument for completing tasks (and students were free to use any languages at their disposal). Students’ multilingual and multicultural awareness grew, they were able to adopt skills for their future working lives, and they came to see their peers as learning resources. In the future, the presenters plan to introduce more multilingual and multimodal courses into subject study, to enhance students’ focus on successful communication rather than accurate language use, to more efficiently employ social media and multimodal interactive online resources, and to employ PLEs (personal learning environments).

In her paper, Preparing students’ mobility through telecollaboration: The I-Tell project, Catherine Jeanneau explained that the better prepared students are for experiences abroad, the more they will gain from the experiences. Students need practical advice, linguistic development, intercultural competence, self-awareness and learner autonomy; and there has been a suggestion that the preparation should be more formative than informative (Gutierrez, Duran & Beltran, 2015). The I-Tell project aimed to develop participants’ intercultural, linguistic and digital skills. Volunteer Irish and Spanish students were paired the semester before they went abroad. Over 8 weeks they completed one task per fortnight, using asynchronous and synchronous modes, multimodal communication, and 50% Spanish and 50% English; for example, they were asked to co-design a document giving advice to students going abroad for study. Students were generally positive about the project, but found that time was an issue. The technological platforms were not dictated to students, who chose to use a mixture of tools including email, VoiceThread, Skype, Facebook, Google+, WhatsApp, Instagram and FaceTime; social media in general were seen as authentic channels of communication. Students identified both similarities and differences between the cultures, and generally obtained a broader perspective on the other culture. They reported developing different language skills with the help of peer learning and peer correction. Students engaged in an exchange of practical information, but there was also a lot of psychological preparation involving emotional support. Lessons learnt include the importance of facilitators who can keep the project moving, getting the timing right, setting collaborative tasks, and considering the developmental needs of students.

A whole range of tool types, platforms, and approaches were mentioned in the presentations. Covering a popular tool in his talk, Quizlet: What the students think – A qualitative data analysis, Bruce Lander mentioned that the use of Quizlet has grown dramatically in recent years, with a number of well-known competitors now also on the market, including the recently popular Kahoot. He reported on a study involving text mining of Japanese students’ comments about Quizlet, showing that they were generally very positive about the vocabulary learning possible through Quizlet. He concluded by mentioning Mark Warschauer’s three main reasons for using technology in education – improving academic achievement, facilitating new kinds of learning, and promoting social equity – and linking these to Puentedura’s SAMR model. He wrapped up with a demonstration of Quizlet Live, suggesting that it can be a great tool to engage students in team competitions in the classroom.

In his presentation, Podcasting in a mobile world: Power, potential and pitfalls, Jaime Selwood, the producer of the English News Weekly and the lower-level English News Monthly podcasts, mentioned that there are now 130,000 English language podcasts available in iTunes, with the Chinese language in second place. Beyond the release of the iPod itself, he said, major game changers for podcasting have been the release of smartphones and the expansion of the mobile internet. He mentioned two key ways in which he uses podcasts with his university level English learners in Japan: as out-of-class assignments 4-6 times a semester where students complete podcast activities and later report back to the class; and as part of a podcast creation course where students make and publish 4 podcasts a semester, having recorded, written and edited all the materials themselves. In a student survey, 83% said they liked using podcasts in the first way, mainly because they had choices about which podcasts to listen to; and 77% liked the second way, again mentioning the freedom to choose their own topics.

In his talk, Enhanced tools for CLIL and Clil4U, Kent Andersen outlined an EU project which has developed a pool of resources to support CLIL, now publicly available on the Clil4U website. He then went on to describe another project, Improved Safety for Electricians, where there is an inbuilt CLIL element, allowing users to quickly and easily click on words in the English instructions for automated translations into many other languages. Teachers are able to make use of the Clilstore resource to develop their own materials of this kind. He suggested that to develop the CLIL element more fully, it is important to also build in exercises for students, and this functionality should eventually be added into Clilstore.

In her presentation, Urban explorations for language learning: A gamified approach to teaching Italian in a university context, Koula Charitonos outlined a pervasive and gamified approach to language teaching and learning. She described an Italian language learning game called ImparApp, created with the TaleBlazer authoring tool from MIT, and developed at Coventry University. There are gamified fictional narratives which involve participants in mixed reality, location-based quests using mobile devices in real-world settings. Players can interact with virtual characters, objects and data. In a pilot study, it was found that students thought this was a good orientation activity, permitting incidental learning and helping them learn about history. There were also challenges, such as students focusing mainly on finding the next location and not interacting with each other, with risks to health and safety as students focused on devices rather than their environment. Students also suggested incorporating more visuals, zoomable maps, and Italian background music, as well as ways of facilitating social interaction.

In his paper, Mobile-assisted language learning and language learner autonomy, Paul Lyddon spoke about the importance of learner autonomy – that is, the right to self-determination, or the “capacity to take control of one’s own learning” (Benson, 2011) – to support lifelong learning. He suggested that there are potential areas of interface between mobile technologies and autonomy: mobile devices allow learning anytime and anywhere; are conduits to rich, multimodal content; and are extensions of our mental and physical faculties in areas like observation, recall, research and communication. He went on to note that there is an incongruence between learner training courses which help students to develop independent goal setting, and to apply that know-how in informal learning contexts and, on the other hand, traditional formal learning contexts with course and programme standards, where times and places are administratively decided, and where there are classroom policies to prevent off-task behaviour. This dramatically constrains the versatility of the devices. In formal settings, students may have the ability and the possibility, but often not the permission, to use their devices as they wish to support their learning. He suggested that we could consider moving towards a model of socially responsible learner autonomy, where students fulfil the requirements of a course in terms of enrolment and assignment completion, with different degrees of autonomy being possible in the process of carrying out course tasks. To remediate the current situation, he concluded, we should explicitly acknowledge the limited nature of autonomy in formal learning contexts; inculcate expectations of learner characteristics aimed at helping students to fulfil assignment requirements in personally meaningful ways; and foster new forms of self-awareness and self-discipline to enable mobile devices to be deployed effectively to support greater autonomy.

The Mediterranean, Limassol, Cyprus. Photo by Mark Pegrum, 2016. May be reused under CC BY 3.0 licence.

The Mediterranean, Limassol, Cyprus. Photo by Mark Pegrum, 2016. May be reused under CC BY 3.0 licence.

The last day of the conference wrapped up with a roundtable hosted by Mirjam Hauck, where a number of presenters were asked our opinions on the takeaway messages of the conference. For me, the first takeaway message concerns a changing sense of CALL, which is now extending into areas like lesser-taught languages, digital literacies and 21st century skills, and multilingualism and multiculturalism. This makes CALL as a concept somewhat more amorphous and diffuse, but simultaneously richer, as teachers and researchers who may not traditionally have been part of CALL conversations are drawn into our discussions.

My second takeaway message concerns differences between the CALL conversations (and more general educational technology conversations) in Asia and Europe. Much of the time, I attend and present at conferences in the Asian region, and it is striking to see how different the tone of the conversation is in the European region. In the latter case, there would generally seem to be a more widespread acceptance of the benefits of multilingualism and codeswitching as opposed to immersive target language learning, of communicative competence as opposed to linguistic accuracy, and of student input into learning designs as opposed to the mandating of learning content by ministries of education, institutions or teachers. At the same time, there are important pedagogical and technological developments taking place in Asia, perhaps most notably in the area of contextualisation of learning as a way of dealing with issues around transfer distance, as seen in the development of large, often state- or ministry-backed mobile augmented reality learning projects – but most of these projects seem to be almost unheard-of in Europe. There is clearly much to be gained from more conversation between European and Asian teachers and researchers about the most promising directions for future technology-enhanced language learning.

New devices, new spaces, and new games

eLearning Forum Asia
Shanghai, China
13-15 June, 2016

Zhujiajiao Old Town (朱家角), Shanghai, China. Photo by Mark Pegrum, 2016. May be reused under CC BY 3.0 licence.

Zhujiajiao Old Town (朱家角), Shanghai, China. Photo by Mark Pegrum, 2016. May be reused under CC BY 3.0 licence.

The annual eLFA conference moved this year to Shanghai, where as usual it brought together a mixed group of educators and technologists, especially from the Asian region but also from further afield. There was a strong emphasis this year on the need to make room for students’ use of multiple devices, especially mobile devices, for learning. There was considerable discussion of online learning platforms or spaces where students’ learning experiences can be gathered together; these ranged from traditional LMSs through online platforms like Google Classroom to the cutting-edge developments around MOOCs, learning analytics, and the use of xAPI to track, collate and derive insights from students’ various learning devices and platforms. Another key theme to emerge was gamification, including how it can be applied to platforms ranging from apps through to MOOCs.

In his presentation, Reimagining education, Yves Dehouck, the Vice President of Blackboard, listed six key educational trends of the future as identified by Blackboard:

  • Learner-centric education
  • Non-traditional learners
  • Big data
  • Consumer preferences
  • Education is truly global
  • Online and mobile everywhere

He went on to pick up on the last two points. By 2020, four in 10 of the world’s young graduates in higher education will be coming from China and India. This means a need to further develop the educational infrastructure in those countries, as well as opening up opportunities for the educational systems of the surrounding countries. These students will want to learn anytime, anywhere, on any device.

In her presentation, Pedagogical intelligence: A student lens for inquiry into informal digital learning practices, Caroline Steel, also from Blackboard, argued that it is critical for students to understand the impact that their informal digital learning can have on their formal learning. Digital literacies are now essential for students, along with soft skills like critical thinking and creativity. She explained that we need help our students develop pedagogical intelligence, so that they:

  • gain an understanding of learning and teaching theories
  • gain insights into how they learn and how others learn
  • are aware that teaching styles are as diverse as learning styles (and some may not suit them)
  • are empowered to navigate learning and teaching, by developing the capacity to self-teach and self-regulate their learning
  • are better informed as co-partners in education

She gave an example of a Learning Challenge class where she helped students to develop their understanding in this area. Students benefited in terms of making better use of informal learning and setting their own goals, and they appreciated the inbuilt gaming aspects. Looking towards the future, she suggested that elements of pedagogical intelligence could be foregrounded through some kind of wearable mobile device which offers learning analytics, with gamification and social aspects included.

In my keynote, Developing mobile literacy, which tied in with the theme of the move towards multiple mobile devices in education, I outlined a range of ways that we can deepen students’ learning and engagement as we help them to develop the mobile literacy (and the constituent digital literacies which feed into it) that is so crucial in a digitally enabled mobile world.

In her talk, Seeding learning innovations in continuing education and training in Singapore, Zan Chen spoke about the current context of more global demand for innovation, as product life cycles become shorter and shorter, while we are simultaneously seeing a convergence of technologies, and a need for multidisciplinary research. In this context, there is considerable scope for open innovation. She went on to describe iN.LAB, part of the Institute for Adult Learning in Singapore, which focuses on providing a space to foster collaboration around innovation. She described the half-yearly InnovPlus event, a funded competition designed to catalyse innovation by bringing together organisations facing training/learning challenges and potential solution providers, or teams of solution providers.

In his talk, Using Google Classroom and Google Apps for Education (GAFE) as a learning environment to deliver blended learning for a large cohort of students, Yik Sheng Lee reported on a Malaysian action research project involving a study of teachers’ use of Google Classroom and Apps. Despite teachers’ intentions, it was found that the technology was being used overwhelmingly for content delivery rather than to facilitate student collaboration. Drawing on Garrison & Anderson’s Community of Inquiry (CoI) model for online learning, Lee indicated that the affordances of the learning environment – to foster cognitive presence, teaching presence, and social presence – were thus not being fully utilised, with the current focus being on cognitive presence and students learning individually. This led to two types of interventions: more training, and sharing of teachers’ experiences. This has in turn led to greater adoption of the technology, and the next stage of the research will focus on whether the teachers are using the environment more fully and promoting interactivity.

In her talk, Self-paced learning through co-construction in MOOCs, Betty Hui from CUHK suggested that MOOCs offer a different learning opportunity from traditional classroom learning, with students choosing educators and what courses to take. MOOCs offer flexibility of learning in both self-paced and weekly content. Learning no longer happens in a set or individual context. The possibility for learning in tandem with other learners around the globe is unprecedented. There can be a real opportunity for co-constructing meaning through interactions with global peers.

In his plenary, Developing MOOC-enabled flipped learning courses, Jin-Hyouk Im from UNIST in South Korea suggested that to deal with falling income but higher demands in education, MOOCs and flipped learning are possible strategies worth adopting. He went on to discuss the nature of MOOCs (see figure below). One of the possible limitations of MOOCs is that students may learn passively; the pros include automation and instant feedback. MOOCs can also be used as SPOCs (small private online courses) for one class at a time; this would generally be a paid model, like paying for a textbook.

IMG_1198

Nature of MOOCs (Jin-Hyouk Im, 2016)

Traditionally, we have handled the lower levels of Bloom’s Taxonomy in class, and the higher levels in after-class activities; but flipped learning allows us to reverse this. Indeed, MOOCs could be used for the lower levels, and flipped learning for the higher levels, with the highest levels being addressed in class as part of an overall flipped approach; this is a kind of MOOC-enabled flipped learning. He gave the example of the Residential MITx programme as a way of realising this. A partly MOOC-based teaching approach can also offer students the advantage of being able to take some components of their courses from a range of international institutions.

In his presentation,  An analysis model and framework design for a MOOC platform, Nien-Lin Hsueh from Feng Chia University, Taiwan, spoke about the information that an instructor can gain from learning analytics regarding learners’ engagement, where difficulties have arisen, and learners’ performance. Researchers, for their part, can learn about behaviour in MOOCs, what is good video design, and behaviour vs performance. He concluded by emphasising the importance of a goal-driven approach to analysis, and a flexible architecture to tailor the analysis. However, data analysis alone, he said, is not enough.

In his talk, Using xAPI and learning analytics in education, Kin Chew Lim from SIM University, Singapore, spoke about the difficulties of the LMS-centric model: the LMS must always be connected to the internet; it can’t consolidate learning from different devices and social media; the teacher is still the knowledge dispenser and content organiser; the content is mostly text-based and linear; and the widely used multiple-choice questions always have single answers. He asked how, when students use many different types of devices and apps – from mobile devices to AR apps – it is possible to capture their learning.

xAPI has been developed to deal with this; the x stands for ‘experience’. SCORM, which is about packaging interoperable content and linking it into an LMS, is now 15 years old. People these days communicate and collaborate more with mobile devices, but they do not necessarily connect their devices to the internet 24 hours a day. People learn differently through texting, desktop learning, iPads or Android phones. Rustici Software was commissioned to come up with a new e-learning platform; this is xAPI, also commonly referred to as Tin Can API. It is a set of open specifications to track learning experiences, and is still evolving. It is commonly regarded as the next generation after SCORM. xAPI comes down to a noun-verb-object statement, e.g., ‘I watch a video on YouTube’, or ‘I practise yoga’, which can capture a learning experience. It uses JavaScript Object Notation (JSON) to specify the API statements. These records go into an LRS, or Learning Record Store; whether you play a game, do a simulation, write a blog, or watch a YouTube video, this can all be stored in the LRS.

In his plenary, Flipped class and xAPI learning data analysis, Lijie Chin from the Chinese e-Learning Association of Taiwan showed how xAPI has been used in the Taiwanese context. He emphasised the importance of problem-solving approaches and creativity. He spoke about using Bloom’s Revised Taxonomy in the context of a flipped approach in such a way as to change the emphasis of learning in the classroom (see figure below).

Bloom's Taxonomy (Lijie Chin, 2016)

Bloom’s Taxonomy (Lijie Chin, 2016)

He then went on to discuss the value of gathering big data from students’ online learning experiences. He outlined the Taipei CooC-Cloud (Taipei CooC-Learning) system, which allows students to use multiple kinds of hardware to access software from diverse companies, all of which conforms to the same technological standard (xAPI) so that students’ learning data can be captured and analysed in a multi-platform database. Insights can be drawn together from all of a student’s learning activities, ranging from their actions in a MOOC to their interactions with an e-book.

Teachers can better understand students’ learning behaviour, allowing them to better support students and modify their teaching as appropriate. Students can also access their own records to gain insight into their learning strengths and weaknesses. More insight is thus available into students’ learning processes, not just the final results. He demonstrated some of the wide range of visualisations of student learning which are available. Students will be able to develop a cloud résumé that they can take away with them at the end of their studies.

In his keynote on Gamification for education, Ping-Cheng (Benson) Yeh from the National Taiwan University spoke about the value of gamification, which should have elements of competition, peer acknowledgement, and smart rules. He gave the example of a probability course where, rather than setting problems for the students, he had students create problems for each other; this meant the students had to understand the content well, and they were able to set complex, creative problems for each other. Students were highly engaged in setting and solving these problems. Gamification, he suggested, pushes students to their limit.

He went on to explain about a second gaming approach he developed, PaGamO, on the Coursera MOOC platform. Students had to complete problems in order to occupy land in a gaming environment, and could purchase monsters from a store to help safeguard the land they had taken over. A worldwide ranking board encouraged students to remain engaged in the game. It was found that there was a high correlation between students’ PaGamO scores and their Coursera grades. When surveyed, students agreed that they could now finish more challenging tasks. PaGamO is currently being used for K12 students in all subjects, for corporate training, and in higher education courses. A variation was also developed for students who, instead of engaging in competition, prefer to develop the land they have occupied in the game.

When it comes to flipped teaching, he suggested it is naïve to simply ask students to start watching lecture videos at home without preparation for this learning style. It is better to have them watch videos together in class to get them used to this kind of approach. When students are asked to watch videos at home, one possibility is to have a poll, for example on Facebook, so students can see that others are watching the videos; another possibility is to have a chat group on WeChat or a similar app where students can post messages as they finish watching the videos. It was found that this peer-to-peer approach increased the percentage of students viewing videos from around 60% to 90%. Those students who have not watched a video can be asked to watch the video at the back of the face-to-face class, while other students participate in the follow-up activities. With the majority of students carrying out these in-class activities, it becomes easy for the teacher to identify learning problems in the group.

MOOCs and gamification, he concluded, are here to stay. Gamification will soon be a must-have for education, and students may find it difficult to concentrate on anything that doesn’t have gaming elements. His ideas are outlined in his book Teach for the Future.

In his presentation, Gamified pedagogy: Examining how gamified educational apps coupled with effective pedagogy support learning, Ronnie Shroff talked about the importance of designing gaming apps in such a way that students can engage with them in a state of flow. Instructional design is important here: gamification should not be an excuse for simplistic learning designs. Points, levels, rewards, leaderboards, quests and customisation are good gamification elements to include. Feedback, including through elements like points and leaderboards, is also critical, and good game design builds in freedom to fail along the way.

In his bilingual presentation on the final day, Smarter education in China: Theoretical efforts and pedagogical practices, Zhiting Zhu from East China Normal University began by outlining international developments in smart learning environments in South Korea, Australia, and around the world. He went on to say that the Chinese translation of ‘smart’ is close to the idea of ‘wisdom’. He indicated that according to Confucius, wisdom can be gained in three ways: reflection (the noblest), imitation (the easiest), and experience (the bitterest). Zhu then gave his own definition of smarter education, which he said involves constructing technology-infused environments and creating a finer ecology of pedagogies, so that higher achievements of teaching, better experiences of learning, and personalised learning services can be enabled. Students should emerge with greater wisdom, including a better value orientation, higher thinking quality, stronger doing ability, and deeper potential for creativity. By contrast, ‘stupid education’ involves: not tailoring teaching strategies individually, solely emphasising book-based knowledge, severing history and culture instead of seeing them as a bridge connecting the past with the future, and countenancing higher costs but lower performance in developing educational informatisation in schools.

We need a technologically enabled smart environment combined with smarter pedagogy to lead to smarter talents. He suggested that the move we have seen from e-learning to m-learning to u-learning needs to proceed now to s-learning (‘smart learning’). He spoke about the importance of students having personal online learning spaces, and the role learning analytics might play in these, and he suggested that flipped classrooms can be a trigger for class-based smart learning. In smart classrooms, it should be possible to provide students with precise feedback based on their learning performance. He mentioned a range of ongoing initiatives, from multimodal e-books to physical makerspaces, and showed examples of school-based projects, from problem-based learning approaches to students acting as micro-learning designers.

Challenges include the need for more research on big data; teacher competency requirements; and the need for systemic changes and innovations to build smart schools. Smart education needs to promote whole person development.

eLFA Banner, Shanghai, China. Photo by Mark Pegrum, 2016. May be reused under CC BY 3.0 licence.

eLFA Banner, Shanghai, China. Photo by Mark Pegrum, 2016. May be reused under CC BY 3.0 licence.

Participants would certainly have come away from this conference with a clear sense of key directions of development in contemporary educational technologies, notably including MOOCs, xAPI-enabled learning analytics drawing together insights from students’ learning on multiple devices and platforms, and the growing role of gamification. It will be interesting to see how these themes have developed further when the conference reconvenes in Hong Kong in 2017.

From code literacy to robotics

KL2016B

KLCC, Kuala Lumpur, Malaysia. Photo by Mark Pegrum, 2016. May be reused under CC BY 3.0 licence.

Digital Education Show Asia
Kuala Lumpur, Malaysia
18-19 April, 2016

It was good to be back at the Digital Education Show Asia in KL for the second year running, especially given the heavy focus of this year’s event, the fourth in the series, on 21st century skills and digital literacies, including computational thinking and coding. Robotics, perhaps unsurprisingly, was also high on the agenda.

In my own paper on the first morning, Mapping the pathway from m-learning to digital literacies for ASEAN educators, I argued that in order for our students to get the most out of mobile learning, it is important for educators to help them develop their mobile literacy, and the individual literacies of which it is composed, including code literacy.

In his paper, Learning beyond boundaries – How coding shapes systematic problem solvers, Felix Lee suggested that coding and robotics have a role to play within the current context where we have to break down boundaries between subjects, develop creativity through problem-based learning, and let the students determine their learning paths through an interactive technology-enhanced curriculum.

In her talk, Advocacy of STEM education – Introducing computational thinking as the new literacy of the 21st century, Ng Puay San emphasised the importance of applied STEM education to support innovation in a global conceptual economy. She stressed the need for an integrated curriculum where different subjects like science, technology, engineering and maths connect with each other. She talked about computational thinking – which she described as a new literacy – as a framework within which students learn to reason about systems and problems, and which goes well beyond issues of hardware and software. She showcased the 3-year initiative Code for Change under Singapore’s Smart Nation Vision, designed to improve students’ skills in this area, and gave the example of a 4-year-old girl coding with Scratch. She wrapped up with an overview of the need for a quality and integrated curriculum, authentic assessment, leveraging of educational technology, continuous professional development for teachers, and partnership with the community, industries and home.

In a talk focusing on the Malaysian context, Digital.Tech@Schools: Empowering students to become digital innovators, Sumitra Nair opened by noting that 90% of all future jobs will require digital competencies, according to the EU Skills Report 2013. She indicated that there are currently initiatives to encourage digital innovation in Malaysia, but that these exist at the fringes of the formal curriculum; young people, she suggested, need to move from being consumers to creators of technology. The Digital.Tech@Schools initiative, piloted in 24 schools in December 2015, involves revising the ICT curriculum and training teachers; introducing co-curricular clubs; and running national-level competitions. The new curriculum focus is to be on algorithms, decomposition and debugging; coding and sequencing; and digital literacy – searching, analysing and curating content. The approach will involve thematic, activity- and project-based learning (combining unplugged and device-based learning). Co-curricular activities in the pilot included app development, Arduino and Scratch programming, and 3D printing. The initiative has now been endorsed by key decision makers. The focus in 2016 is on educator readiness for the curriculum roll-out.

In the follow-up panel, How do education leaders need to adapt according to a new technology-driven education system?, chaired by Eric Lam, a number of key points were raised, notably about the need to place pedagogy before technology; the centrality of the teacher’s role even within technology-enhanced education; the need to remember the human dimension of education; the importance of teachers employing creativity and design thinking to repurpose technological tools appropriately for learning; the advantages of having students sharing through online platforms; the need to have students use technology for communication and creation rather than just consumption, but to use more traditional tools when appropriate; and the key role played by the surrounding culture and context.

In his presentation, Visual  learning and emerging technologies – Rethinking 21st century literacy for a visual world, Emory Craig indicated, following Ron Bleed, that being visually literate is a must in the contemporary era. He noted the enormous potential of augmented reality (AR) in education, as well as of virtual reality (VR); at 90 frames per second, as in current high-end VR displays, he says, you cannot tell the difference between reality and visual media. He also described Facebook’s experiments in social VR, as well as Microsoft’s Hololens, which allows holographic teleportation. He concluded with some questions:

  • What new tools/vocabulary do we need to analyse visual media?
  • Can new media and VR create new ways of knowing? Can it create empathy? (And is this the final form of media, now that it has become immersive?)
  • What happens when media becomes as ‘real’ as the real world? (And how do we keep our critical distance?)
  • Will it foster new forms of collaborative learning?
  • How should current educational practices and institutions change in a highly visual and virtual world?

He also referred participants to the Digital Bodies site where he and his colleagues write about these kinds of new developments.

The roundtable discussion, Understanding how mobile and ubiquitous access technology can help to enable blended learning in your schools, led by Ian Pittman, began with a discussion of the wide range of possible definitions and interpretations of blended learning.  The topic of learning design arose quickly, as did the issue of the socioeconomic context and how the available technology impacts on learning designs, which always need to be customised to particular groups of learners in particular contexts.

Reflecting on less well-provisioned contexts in his paper, The burden of technology in education: Is there a more painless way?, Eric Lam mentioned that a key infrastructure  challenge is how to achieve e-learning with only short periods of stable internet access. He talked about the importance of downloading materials from the cloud when there is an internet connection, so they can later be used without a connection. E-learning should be afforded, he suggested, without the constant presence of the internet. While this problem may cease to exist in the future, it is a very real problem now. He showed a platform called PageWerkz designed to work under these conditions.

In his presentation, Outlining best practices on how to develop MOOC content, David Asirvatham suggested that the advantage of MOOCs is that they allow for on-demand and networked learning. It is important to begin by deciding whether to set up a cognitive-behaviourist xMOOC or a connectivist cMOOC, or to try to combine the two. MOOCs can be fully online, or used to support blended and/or flipped approaches. Creating a MOOC is a chance to explore new pedagogical approaches as well as new business models. He suggested that it would take 6-12 months to develop a MOOC from scratch, and that the cost might be around US $50,000. Ultimately it is a team effort involving the following roles: subject matter expert, instructional designer, script editor, graphic designer, camera operator, audio/video editor, and reviewer. He noted that learning objects, in the form of videos within a MOOC, should ideally be under 5 minutes long. It’s also important to consider how you will address the typical drop-out rate from MOOCs, which may be up to 80-90%.

In between the many papers, it was interesting to see how many companies are offering robotics hardware and associated programming software for education. Providers included Arduino Robotics (Malaysia), rero (Malaysia) and Pitsco Tetrix (USA), whose products can for example be used in robotics lessons and clubs in schools. There is also a push for the integration of robotics with STEM, such as by Abilix (China) and in the STEM with Robotics programme by CM Asia (Singapore). Meanwhile, the company Robotics Learning (Malaysia) was showcasing its programmes to help children learn to create robots in a problem-solving environment, combining elements of STEM and coding in an integrated learning context (see Figure 1). It was also interesting to learn about Malaysia’s annual National Robotics Competition for school students.

Robots2016B

Figure 1: Robots from Robotics Learning, Malaysia (2016)

My strongest impression of this conference is that, within a broader recognition of the importance of 21st century skills and digital literacies, there is a growing appreciation of the need to foreground computational thinking and code literacy, and to understand the role that can be played by robotics and programming in an integrated, STEM-oriented, problem-based approach to the curriculum. It will be interesting to see how these intersecting trends continue to evolve over coming years.

Drawing together global insights

iCTLT
Singapore
30-31 March, 2016

Suntec City, Singapore. Photo by Mark Pegrum, 2016. May be reused under CC BY 3.0 licence.

Suntec City, Singapore. Photo by Mark Pegrum, 2016. May be reused under CC BY 3.0 licence.

The biannual iCTLT (International Conference on Teaching and Learning with Technology) in Singapore is always a great place to hear about contemporary trends drawn together from across the world of educational technology.

In his opening keynote, Coherence: Putting the right drivers in action, Michael Fullan spoke about the importance of whole system change, focusing on pedagogical improvement linked to measurable outcomes, and the need for practice to inform theory. He suggested the right policy drivers are capacity building (rather than accountability), collaborative work (rather than individual teacher and  leadership quality), pedagogy (rather than technology, which is just an accelerator), and ‘systemness’ (rather than fragmented strategies). Collaborative cultures in schools, he noted, have a greater effect on teaching and learning than teacher appraisal or professional development.

There is a need for an integration of  pedagogical knowledge, change knowledge, and technological knowledge to innovate effectively in schools. Exciting new learning should be irresistibly engaging, elegantly efficient, technologically ubiquitous, steeped in real-life problem-solving, and involve deep learning. He went on to speak about the emergence of students, and not just teachers, as change agents. Students can be catalysts for pedagogical change, partners in organisational change, and forces for societal change; they can become citizens of tomorrow, today. The job description for education, he suggested, should be ‘helping humanity’, which involves students in an integral way.

In the second keynote, Connected learning: Learning in an era of abundant connectivity, Mizuko Ito spoke about how learning is different in an era of easily accessible internet-based resources. Students will be sharing in ways many educators regard as positive (such as forming study groups) as well as less desirable ways (such as downloading essays or finding services to take online courses for them). The latter may be due in part to a lack of engagement in formal education, which is very different from the free-flowing ecology of demand-driven learning young people engage in outside the classroom.

One problem with new technologies like MOOCs is that they tend to advantage those who are already educationally and socially advantaged, rather than closing gaps, as Ito pointed out with reference to the work of Hansen and Reich (2015). She went on to present a model of connected learning, involving students’ interests, a peer culture, and opportunities tied to recognition. The last of these may be linked to school, civic engagement, or job opportunities, but it is difficult for young people to find these connections. For most youth, in fact, their learning experiences in and out of school are disconnected, and they have little idea how to connect their interests with career pathways. The challenge today is to build a more connected ecosystem for students’ learning, bringing together their formal and informal learning. While not all learning has to be of this type, and while there is no one size-fits-all model, every learner deserves to have this kind of experience, and to have it recognised by schools, education systems and employers. There is a key role here for ‘learning heroes’ who act as mentors to young people and help them to make these kinds of connections.

In my own spotlight presentation, Deeper learning and deeper engagement through mobile literacy, I argued that there is a pressing need to help students develop the individual literacies that make up the mobile literacy skillset, including information literacy, multimodal literacy, network literacy, code literacy, and critical mobile literacy. I suggested that at the same time, educators can seize the opportunity to deepen students’ learning experiences and deepen their engagement through tasks that simultaneously involve active, constructivist learning, and situated, embodied learning. In a follow-up presentation the next day on Designing mobile learning, I outlined the practical considerations that impact on educators’ creation of mobile learning experiences for students.

In her opening plenary on the second day, Rethinking the profession of teaching as a design science, Diana Laurillard began by stressing the importance of placing pedagogy before technology. She outlined the conversational framework (see figure below) and went on to discuss how technology can improve knowledge acquisition, inquiry, practice, discussion, collaboration, and production, while she constantly emphasised the importance of teachers’ guidance and curation.

The Conversational Framwork (Laurillard, 2016)

Figure 1: The Conversational Framework (Laurillard, 2016)

She explained some techniques for using technology to support collaborative learning in very large classes, involving pyramid discussion groups. The technology can handle the orchestration of large discussions of this kind to make the teacher’s task more manageable.

She then suggested some techniques for improving the use of multiple choice questions, including concealed answer MCQs (where answers to the question are initially concealed and some user-constructed input is required) or open MCQs (where students see responses and facts relevant to the responses, and must link responses to the relevant facts). Using learning analytics from large online classes can help us to improve MCQs, identify common misconceptions, and crowdsource wrong answers.

Teaching is now, more than ever, a design science. It’s more like engineering than performance, art, or science, she stated. It’s important to have a design-test-redesign cycle; and a professional community of practice is useful for innovating, testing, and sharing new ideas for effective pedagogical design. In this way, collaborative innovation can become viable for teachers. Teaching in the 21st century means teachers discovering new digital pedagogies, being supported in innovation, being recognised as design professionals, and engaging in professional development via peer collaboration.

In his presentation, Designing (multimodal) learning, Victor Lim spoke about the importance of teachers seeing themselves as designers of learning. Design starts with the customers, is divergent, is controlled by principles rather than rules, invites invention, and is aimed at transformation. The role of the teacher has evolved from being a transmitter to being a facilitator to being a designer. Design is about the centrality of choice: it involves educators choosing the best strategies for their learners in their context.

Learners also need to become multimodally literate. Referring to a wide range of developments, from digital storytelling to Nick Sousanis’ Unflattening dissertation, Lim discussed the shift towards multimodal representation in contemporary education and culture. He also flagged up the issue of subject-specific literacy, given that different subjects make different use of texts and other evidence types. It is necessary, he suggested, to develop complementary competencies in traditional literacies and multimodal literacy. When designing learning experiences through which students can develop multimodal literacy, teachers might draw on the FAMILY Framework – Form, Audience, Message, Integration, Link, Y (Why?) – in conceptualising their lessons.

All in all, iCTLT has once again proven to be a valuable forum for the exchange of views about new technologies in education, drawing together the perspectives and contributions of educators themselves, as well as government and the commercial sector. The fact that the audience has grown to nearly 2,000 people suggests that others find it valuable too! I’m already looking forward to iCTLT 2018.

From mobiles to MOOCs in Malaysia

The Twin Towers, KL, Malaysia. Photo by Mark Pegrum, 2015. May be reused under CC BY 3.0 licence.

The Twin Towers, KL, Malaysia. Photo by Mark Pegrum, 2015. May be reused under CC BY 3.0 licence.

The Digital Education Show Asia
Kuala Lumpur
15-16 June, 2015

The third annual Digital Education Show Asia once again brought together educators from around Asia to discuss key themes in contemporary educational technology, from mobile learning to MOOCs, and big data to the internet of things.

In his opening plenary, What does learning mean?, Sugata Mitra suggested that the idea of knowing is itself changing, a point he illustrated with examples going back to his Hole in the Wall experiment in 1999 in India, which was repeated with World Bank funding across a number of other countries from 1999-2004. In every case, groups of unsupervised children working on computers in safe, public spaces were able to teach themselves how to use computers, download games, and learn some English. He found that generally they could acquire a level of computing literacy equivalent to that of an office secretary in the West in 9 months. Within 4-5 months after that, students had learned how to use a search engine to discover the right answers to questions set in their school homework. His conclusion was that groups of children using the internet can learn anything by themselves.

He found, moreover, that the process could be facilitated by an adult, not necessarily a knowledgeable one but a friendly one, who encourages the children. This is the grandparent approach, which differs from the prescriptive methods typically adopted by teachers and parents. The Skype-enabled  ‘granny cloud’, formed in 2009, doesn’t only consist of grandparents, but of a wide range of adults interested in the education of children. They are beamed into remote locations where there is a lack of good teachers. They don’t teach – they ask questions. This is effectively a self-organised learning environment, or SOLE, where the ‘granny’ amplifies the process.

A SOLE can easily be set up in a traditional classroom. The essential elements are broadband + collaboration + encouragement and admiration. The furniture gets removed and around 5 computers with large screens can be introduced, with students working in self-selecting groups to try to answer questions which are posed to them. This method began in Gateshead in 2010 and spread from there across England and into Europe, and by about 2012 it had gone viral across the world.

However, teachers complained that this approach doesn’t work well in the last few years of schooling, when they need to prepare students for final examinations where there is no internet available. Mitra suggested that the examination system was born to train office workers of the early 20th century in reading, writing and arithmetic; workers had to read instructions and follow them without asking questions. He asked: Why is the school system continuously producing people for a purpose that no longer exists? Nowadays, he said, employers are looking for creativity, collaboration and problem-solving, which are skills that reflect the office environment of the 21st century. Why should an examination be the only day in students’ lives when they don’t have access to the internet? Allowing the internet into the examination hall, he suggested, will change the entire system. He went on to discuss the kinds of questions being asked in exams, and suggested that many of them have little relevance to students’ future lives, and can in any case be answered easily with Google. The old system was a just-in-case learning system; but we don’t need much of this knowledge for our everyday lives or careers.

He used the analogy of cars doing away with the need for coachmen, because the passengers became the drivers. He asked whether it is possible, in the same way, for learners to become the drivers of their own learning. This, he said, is the idea behind the school in the cloud, or SinC. A number of these environments have now been set up to explore whether it is possible to implement SOLEs remotely around the world. Results so far suggest that: reading comprehension increases rapidly, students’ self-confidence and self-expression improve, aspirations change, internet skills improve rapidly, teachers change their approaches, and SinC works better inside school than outside school. SOLEs, he went on to say, also work for skills education, undergraduate education, and teacher training and professional training.

In his paper, Will learning analytics transform higher education?, Abelardo Pardo suggested that learning analytics can involve a wide variety of stakeholders: students, instructors, institutional managment, parents or policy makers. The term ‘learning analytics’ is usually used to talk about course or departmental analytics, while ‘academic analytics’ refers to institutional, regional, or national and international analytics: but these are different levels of the same process. One challenge is how to combine very different data sources for different stakeholders. Another challenge is finding the right algorithm to cover, for example, statistical prediction, clustering and profiling (identifying features of groups within a larger population), relationship mining, link prediction in networks, and text analysis. Finally, once we have conducted the analysis, we have to decide what to do about it: how will we act on the data? So we need to link stakeholders to data sources, forms of analysis, and actions to be taken.

Co-operation between different actors and sections within institutions is essential, meaning that leadership is necessary to set up a data-intensive culture which becomes a culture of change. The term ‘data wranglers’ is being used by some researchers to describe those who liaise between members of these multi-disciplinary groups. He finished by outlining 3 scenarios: a weekly student engagement report giving personalized feedback, strategic advice for the rest of the semester, and even advice for the year; a summary for instructors indicating what students have done over the week; and finally, feedback for the institution on degrees, infrastructure, and the student experience.

In his paper, Big data for the win, Eric Tsui suggested that institutions should not only focus on internally collected data, but should consider external, historical data. He extensively discussed the cloud, with its 3 kinds of connections: machine to machine, people to machine, and people to people. He asked whether we can draw more intelligence from the cloud. He gave illustrative examples of how systems like ReCAPTCHA and Duolingo crowdsource data. He also offered a detailed example of a cloud-based PLE&N platform using Google tools, which is scalable and robust. There are challenges in big data, he suggested, around privacy, what data to collect, and the fact that historical data haunts every instructor and learner.

In the paper, MOOCs – Where are we at now?, Dr. Daryono gave a list of reasons for implementing MOOCs, ranging from extending reach and access, through building and maintaining a brand, to innovation. He outlined the differences between cMOOCs (derived from the connectivist movement, linked to the development of OER) and xMOOCs (which are highly structured, content-driven, and largely automated). There are many types and versions of MOOCs curently emerging. In the future, more recognition is needed for MOOCs, and we should work towards collaborative, affordable, consumer-driven MOOCs.

In her paper, To MOOC or not to MOOC – Considerations and going forward, Dina Vyortkina noted that people who take MOOCs are generally not fresh to education, tend to be in their thirties or older, and need English to engage in the majority of MOOCs. Drivers for institutions setting up MOOCs include a desire to increase equitable access, to disseminate courses, to advance resarch, and to innovate technologically and pedagogically. From a global perspective, developing countries are underrepresented when it comes to the offering of MOOCs; government initiatives may help. Some see MOOCs provided by Western countries as examples of pedagogical or even cultural imperialism, with few local connections.

It has been suggested that MOOCs fit well with blended or flipped learning approaches. One German study suggests that bMOOCs – blended MOOCs – offer the best of both worlds, i.e., face-to-face and online teaching. However, it’s important that educators check the provider conditions, since some prohibit use of MOOC materials for tuition-based courses. It’s also important for educators to consider how the materials fit with their own teaching philosophies, and whether the content is entirely appropriate.

In my own paper, Creating the anytime, anywhere learner, I spoke about how capitalising on the full potential of anytime, anywhere learning generally involves exploiting a high level of affordances of mobile devices for learning, which correlates with a low level of affordability of those devices in the current context. Using a series of examples, I showed that anytime, anywhere learning may not be necessary in every context, but that where it is possible, there is considerable potential for transforming teaching and learning, and developing learners’ 21st century skills. (See the summary of my presentation recorded by the conference artist below.)

DigiEd2C

Summary of Mark Pegrum’s Presentation (2015)

In his paper, Mobile learning for language learning: Trends, issues and way forward, Glenn Stockwell talked about the challenges of mobile learning outside the classroom. He noted that learning in real-world contexts can bring external disruptions, but also disruptions from inside the learning device itself. He discussed pull and push learning; with pull learning, students need to take the initiative themselves, but in push learning, material is sent automatically to students and they are more likely to pay attention to it. All in all, however, teachers are more enthusiastic about mobile learning than students are, and some learner training (not to mention teacher training) is necessary. Based on research conducted with Phil Hubbard, he suggested that students need technical training (how to use mobile devices for learning), strategic training (what to do with them), and pedagogical training (why to use them). He reported on a study which showed that pedagogical training can dramatically increase students’ participation in mobile learning.

In her paper, How can mobile learning best be used for online distance learning?, Tae-Rim Lee outlined some lessons from the Korean National Open University, which has now progressed through three generations of mobile learning services, as devices and connectivity have evolved. It was found to be important not to depend on any one network or operating system. M-learning content has been shortened to be more atomic in nature; it was found that students preferred approximately 20-minute videos. Segmentation allows students greater control over the content through which they are working. Many changes have been implemented in response to student feedback.

Together with Glenn Stockwell, I moderated a roundtable in the final session of the conference, with the title of Driving success in mobile learning – Challenges and considerations. It was an opportunity to chat to participants in more detail about implementing mobile learning in their own particular contexts and, specific differences notwithstanding, to see that there are many similar challenges and considerations in this area across the globe.

All in all, this was a very enjoyable event, which offered a chance to hear the perspectives of educators from around Asia, and a chance to network with educators facing similar questions and issues around the world.

Conceptualising mobile learning

International Mobile Learning Festival
Hong Kong
22-23 May, 2015

Victoria Harbour, Hong Kong. Photo by Mark Pegrum, 2015. May be reused under CC BY 3.0 licence.

Victoria Harbour, Hong Kong. Photo by Mark Pegrum, 2015. May be reused under CC BY 3.0 licence.

I was only able to make it to second day of the International Mobile Learning Festival in Hong Kong, hosted by Hong Kong University at the Admiralty Centre, but it was great to take part in this dynamic event.

I opened the second day with my plenary, Mobile Design: 21st Century Approaches to Learning, where I discussed the importance of teachers seeing themselves as designers of student learning experiences which are aligned with transformative pedagogies and 21st century skills, while always remembering to take their own, and their students’, technological contexts as a starting point.

In his plenary, Designing, Modeling and Constructing: New Learning Paradigms, Michael Spector suggested that learning design must always be accompanied by evaluation at every stage. He went on to say that technologies change, contexts change, interests change, but learning does not change (when it is understood as a naturally occuring process inovlving changes in what a person knows and can do). It is the best and the worst of times at the moment: there are so many technologies available, but it is challenging for learning designers. He gave a detailed example of the work of the US National Technology Leadership Coalition in using 3D printing to support Next Generation Science Standards, with some positive results. He suggested that there is a whole hierarchy of components to support learning and instruction, as seen in the image below.

IMG_6583

Designing, Modeling and Constructing (Spector, 2015)

It is important, he noted, not to over-promise on technology. The gains due to technology since 1950 are not that great. We must keep our focus on teaching and learning, with the technology in a supporting role.

In their paper, Authentic Mobile Learning, Kevin Burden and Matthew Kearney noted that we need to interrogate what is meant by ‘authenticity’ when it comes to mobile learning. Authenticity, they suggested, may not just be about the context (which ranges from simulated to participatory), but about planning and design (whether teachers pre-define the learning experience, or give students more agency and allow the learning to be emergent) and personal relevance (whether students are detached from the learning, or engaged in the learning).

In her presentation, Flipping the MOOC Global/Local Collaboration: Understanding the Visual and Verbal Metaphors, Yilin Chen spoke about fostering 21st century skills (like creativity and visual literacy) through a flipped course based on the work of Shakespeare. For example, when studying Romeo and Juliet, the students were asked to look at manga adapations. They were also asked to create visual representations of key images in soliloquys, before considering how these could be represented creatively on the stage. Students later did Skype auditions, following which scenes were rehearsed and staged.

In his presentation, Transforming Outdoor Learning with the Use of Location-based Technology and Rapid Authoring Tool: Singapore Experience, Png Bee Hin gave an update on the work being done by LDR on augmented reality learning trails in Singapore. He outlined the growth of location-based technologies, which are expanding particularly rapidly in the Asian region. Pocket Trips is LDR’s new web-based authoring platform that can allow users to create learning trails anywhere in the world using a variety of triggers (GPS, image recognition or Bluetooth smart technology based on beacons, which now have a battery life of up to 5 years); a simulator allows users to test the app on their mobile devices without going to the actual location.

All in all, I’m beginning to sense a shift in the themes of mobile learning conferences. While there are still plenty of (necessary) case studies being reported, more and more presenters are beginning to tackle conceptual issues. It’s an exciting time, and a sign of the coming-of-age of a field, when foundational theories start to take shape. This is a shift we should keep our eyes on over the next couple of years.

Technological moves in the South

Colombo Symposium
Bogotá, Colombia
14-15 May, 2015

Plaza Bolívar, Bogotá, Colombia. Photo by Mark Pegrum, 2015. May be reused under CC BY 3.0 licence.

Plaza Bolívar, Bogotá, Colombia. Photo by Mark Pegrum, 2015. May be reused under CC BY 3.0 licence.

The Colombo Symposium in Bogotá, Colombia, brought together English language educators from across South America and further afield under the theme of ‘Challenges to Educators’ Professional Growth’. It was interesting to note the extent to which digital technologies found their way into a considerable number of papers and presentations.

In my opening keynote, entitled Mobile Language Learning: Designing for New Pedagogies, Skills and Literacies, I spoke about the need for teachers to conceive of themselves as designers of learning experiences for their students. In a mobile digital era, Mishra and Kohler’s TPACK framework provides a good base for learning design, but that design must take place within a particular social context. Thus, we must firstly ask ourselves what mobile devices our students have access to, and what affordances those devices offer for learning, before moving on to our TPACK-based learning design.

In his plenary, Unleash Your Experience: Being a 21st Century Reflective Practitioner, Micah Risher spoke of the changing expectations of new generations of learners who have had regular exposure to new technologies, as well as the changing needs of contemporary workplaces which require employees with 21st century skills.

In her presentation, A Teacher Training Blended Course in Pronunciation Pedagogy: A Case Study, Martha Ramírez described a flipped teacher training course on pronunciation with a weekly structure consisting of online preparation activities, a face-to-face tutorial, and autonomous follow-up activities; the last of these involved teachers making recordings of their own pronunciation (the learning component) and designing student activities (the teacher training component). She found that the flipped approach provided a baseline for situated learning to take place, because teachers came to face-to-face tutorials ready to put their learning into practice, and later put it into practice in their own classrooms. Working in a blended learning environment also allowed individual needs to be better addressed in a differentiated way.

In her presentation, Multi-Modal Feedback: Successfully Reinforcing Teaching Presence in the Online Environment, Carolina Rodríguez outlined the problems of online feedback, especially in the context of orally focused, interaction-based Latin cultures, including the possibility of misunderstandings in text-based feedback. In an online environment, she suggested, it is necessary to take into account flipped learning, effective practices of online learning (such as e-moderation), teaching presence, and screencasting and audio feedback. She found that screencasting and audio feedback led to students engaging better with the feedback, so that assignments became a springboard for conversation. She showed clips of her video feedback to demonstrate the role that facial expressions and voice can play in responding to students. Overall, students were more engaged in their learning, and responded well to the more personal nature of the feedback.

In her keynote, Revitalizing Your Classroom through Action Research, Anne Burns argued for a move away from top-down professional development and towards personal learning networks and action research. While not necessarily related to digital technologies, action research certainly provides an avenue for examining how digital tools can best be integrated into classroom processes. Action research is a democratising process, Anne suggested, because it puts ownership of change into the hands of the classroom practitioners who will carry it out. It is research with rather than on people, unlike much other research. Because the researcher is part of the action, learners can collaborate as co-researchers. It is highly localised and does not aim for generalisation. Finally, it can involve a range of qualitative and quantitative methods. She went on to say that teachers should share their action research where possible, because it is informative and motivating for teachers to learn about other teachers’ classroom experiences.

In his presentation, Reinventing the Teaching Profession: Dealing with Information and Communication Technology in Teacher Development Programs, Romero Ricardo suggested that changes in technology lead to changes in the world. He spoke about the changes brought about by text messaging and social media. He mentioned, and largely endorsed, key items extracted from a list of 21 things that will go obsolete in education by 2020 (based on an article in The Daily Riff on Dec. 10, 2010):

  • Language labs
  • Computers and CDs
  • Homework
  • The role of standardised tests for admission to college (replaced in part by e-portfolios)
  • Differentiated instruction as a sign of a distinguished teacher (as this will become a standard expectation)
  • Paperbacks
  • Centralised instruction
  • Organisation of educational services by grade
  • Parent-teacher face-to-face meetings (because teachers will be in constant contact with parents)
  • Paper

He went on to say that we need to move from a traditional model of education towards learner-centredness, student exploration, extended blocks of multidisciplinary instruction, active and interactive modes of instruction, collaborative/co-operative work, and teachers as guides. He suggested that when it comes to language teaching with digital technologies, we need to go beyond traditional conceptions of discourse competence to consider: Procedural competence – Socio-digital competence – Digital discourse competence – and Strategic competence. Yet at the end of the day, ICTs are just tools, that is, just a means to an end, rather than an end in themselves. Teachers, he suggested, can empower students by becoming learners too, encouraging collaboration, enabling technologies, assessing students on their academic achievement and also on their effective use of ICTs, developing problem solving skills, developing media fluency, and promoting an interdisciplinary approach.

In my own workhshop in the closing session of the conference, Mobile Language Learning: Working Inside and Outside the Classroom, the participants and I workshopped several strategies for using mobile technologies to support English language teaching: using language learning apps as well as generic, productive apps; making multimedia recordings; and using QR codes to support situated learning. There was a real buzz generated in the lab as participants suggested and exchanged ideas on how to use mobile technologies in their own teaching. It seems clear to me that mobile learning is on the verge of going much more mainstream in English language education in Colombia!

All in all, it was fascinating to obtain a better sense of how mobile and other digital technologies are making inroads into education in Latin America, and to see that – as highlighted in other educational conferences worldwide – these technologies are becoming an integral part of our conversations around learning.

Building upon SAMR

Talk by Ruben Puentedura
PLC, Perth
14th September, 2012

It was great to have the opportunity to hear Ruben Puentedura speak about his SAMR model (see right) as well as a new model of technology use that builds upon his older work. Further details of his talk can be found in his slides.

He explained the need for technology models by suggesting that just because individual teachers are making big technological changes, and improving their classes, it doesn’t mean there is institutional change as a coherent whole. When a teacher leaves, their work often leaves with them. That’s because what individual teachers do is not necessarily integrated with the work of other teachers or with the institution as a whole.

He also spent some time differentiating portable from mobile technology. Portable technology, he observed, can be used at Point A, closed down, transported to Point B, then opened up again there. Mobile technology, on the other hand, can be used at Point A and Point B and everywhere in between, without stopping.  A student is therefore not confined to learning in the domain of school OR the domain of home.  Now learning can take place truly continuously if we design appropriate experiences, and indeed, we need to construct learning experiences for students that leverage this. In other words, we need to construct a continuum of learning spaces that the students inhabit all day long.

Puentedura went on to explain that with the SAMR model, you get progressively improved student outcomes as you go up the levels.  He gave the example of a traditional task where students read a book and write an essay about it, and showed how technology could be added at the four levels of the framework:

  • Substitution: an e-book is used instead of a paper book, with no change in the task or how it is accomplished. This may have benefits: it may be more convenient (e.g., because of the inbuilt dictionary function), may save money on textbooks, and may improve students’ health because they don’t have to carry piles of heavy books around. However, none of these impact student outcomes.
  • Augmentation: students are asked to export their e-book annotations to an integrated text file, which gives them a coherent overview of their notes, which they can then build essays on. At this level there are small but noticeable improvements in student outcomes, perhaps by a fraction of a grade.
  • Modification: the heart of the task remains the same but a social component is introduced to both the (individual) reading and (individual) essay writing tasks. Students can be asked to share their integrated notes files. When they have access to other students’ ideas, they begin to think differently about the text, by seeing the trace of their classmates’ thoughts. In terms of formative assessment, students learn more about how to analyse their own thinking. Then, instead of handing in essays to the teacher, students can be asked to post their essays on a blog and engage in discussion on others’ essays and, as they respond to each other’s comments, they can modify and improve their own essays. Here, there can be significant changes in student outcomes – up to a full letter grade.
  • Redefinition: the heart of the task is changed, for example by varying the mode of response. Students could respond not with an essay, but with, say, a digital video. Students can use the sequencing of images, video, build in sound, etc. It’s not about just adding a new task, but replacing the original task with another. There can also be a true edit and comment cycle. Students could share their videos online, and harvest a broader set of feedback. This anticipated public response will drive them to perform at a higher level. At this level, there can be dramatic improvements in student outcomes – up to two letter grades. Struggling students can become average; average students can achieve highly.

The SAMR model also gives teachers a guide to how they can progress through the different levels.  Teachers can start at the lower levels, where they become comfortable with use of technology while not detracting from their work.  Over 2.5 to 3 years, teachers can progress to the highest level of the SAMR model.

In a brief discussion of Mishra and Koehler’s TPACK model, Puentedura pointed out that the problem with teachers starting by thinking about pedagogy and content before they think about technology is that they can lock themselves into old approaches. In the TPACK model, technology is not accidental or incidental, but a peer with pedagogy and content. According to Puentedura, Mishra and Koehler’s view is that the most effective teachers consider all three knowledge areas together, but this is difficult to do. Puentedura himself suggests that it may be almost as effective to start with content, then shift quickly to pedagogy, then shift to technology. In other words, teachers can cycle through the three knowledge areas rather than actually thinking about all of them at once. This gives good results, often  indistinguishable from those achieved by teachers who do consider all three knowledge areas at the same time.


He then introduced a third model, finalised this year, which is entitled The First 200,000 Years of Educational Technology (see above). This model flags up different categories of technologies, rather than having teachers just reach into a grab bag of technologies. The five categories were determined by an analysis of the technologies included in the annual Horizon Reports.

Puentedura concluded by showing Mishra and Koehler’s model of 21st century learning, where they have pulled together the common elements from many different accounts of 21st century skills, and organised them into three macrocategories, as follows:

Foundational knowledge

  • Core content knowledge
  • Cross-disciplinary knowledge/synthesis
  • Information literacy

Meta knowledge

  • Creativity and innovation
  • Problem solving and critical thinking
  • Communication & collaboration

Humanistic knowledge

  • Life & job skills
  • Ethical & emotional awareness
  • Cultural competence

Finally, he commented that using national educational standards – no matter what country they come from – as the sole guide will not take teachers to the top of the SAMR ladder. He suggested that such standards should be seen as a floor, not a ceiling, and pointed the audience to the Guide: P21 Common Core Toolkit: A Guide to Aligning the Common Core Standards with the Framework for 21st Century Skills.

The kinds of models presented by Puentedura are certainly useful in scaffolding educators’ thinking about how best to incorporate new technologies into education. The conversation, I suspect, is far from over, but all of these models have an important role in informing and supporting our discussions.

Skip to toolbar