Crossing borders & boundaries

The Inn at Virginia Tech, Blacksburg, Virginia, USA

The Inn at Virginia Tech, Blacksburg, Virginia, USA. Photo by Mark Pegrum, 2019. May be reused under CC BY 4.0 licence.

The IAFOR Conference on Educational Research & Innovation
Virginia Tech, Blacksburg, USA
6-8 May 2019

It was an honour to be asked to present a keynote paper at the inaugural IAFOR Conference on Educational Research & Innovation, held in Virginia, USA. Focused on the theme of ‘Learning Beyond Boundaries’, and with attendees from across state and national borders, the conference delivered a strong message about the importance of working across disciplinary and other boundaries.

In her opening keynote, Context is everything: Rethinking evidence beyond boundaries, Amy Price Azano offered a critique of evidence-based practice as an urbanised and often decontextualised approach, suggesting that practice-based evidence is a socially just alternative in diverse contexts. Despite longstanding evidence of inequalities among students, the search continues for sameness in determining what works; however, this ignores the salience of context. Practice-based evidence is about attending to context: it involves identifying local needs; selecting, planning and implementing; and examining and reflecting. It recognises that students are not the same, nor are contexts. She suggested that, going beyond place-based pedagogy, place can provide a philosophical foundation, content and context, method, and evidence.

She noted that rurality should not be seen as a factor to be overcome, but as a viable and valuable context for nuanced understandings about what works across diverse contexts, and outlined a research project currently being carried out on rural gifted education. One key question is how a bright child in a socioeconomically deprived area can be given the message that he or she is bright and gifted, without also getting the message that he or she needs to leave the area.

In my own keynote, Mobility, mixed reality, and the crossing of linguacultural boundaries, I looked at a series of innovative m-learning projects where mobile devices serve as lenses allowing students to cross the boundaries between educational and non-educational spaces, as well as between the real and the digital, and between languages and cultures. As such, mobile devices can benefit a diverse range of learners with a diverse range of learning needs.

In his keynote, Research beyond boundaries: Educational psychophysiology, Rich Ingram spoke about a new field of research, educational psychophysiology, which concerns the measurement of learning-relevant psychological states and performance for the purpose of informing teaching and learning design. The focus is on examining continuous data in real-world settings.

The following day, Rich Ingram ran an informal workshop where it was possible to try out the equipment used for physiological measurements, including an electroencephalogram (EEG) monitor (measuring electrical activity in the brain), an eye tracking bar (also incorporating pupillometry), a heart rate monitor (measuring heart rate variability), and a Galvanic Skin Response (GSR) sensor (measuring skin conductance). It was fascinating to observe the kinds of data obtained and how it can be read (see the photos below of me using brain imaging software, and the associated images of my brain activity). It was also revealing to see how portable and relatively affordable the equipment has become. The current issues in the field are that there is far more data being collected than can easily be analysed, and that it is still unclear how to interpret much of the data. To some extent, it is a matter of asking the right questions and finding meaningful correlations – but already new insights are beginning to emerge, for example regarding attention and distraction with the use of digital technologies. This is an exciting space to watch over coming years, with plenty of scope for more researchers to get involved.

Mark Pegrum using EEG brain imaging technology

Mark Pegrum using EEG brain imaging technology. Photo by Rich Ingram, used by permission.

Brain scan 1. Photo by Mark Pegrum, 2019.

Brain scan 1. Photo by Mark Pegrum, 2019.

Brain scan 2. Photo by Mark Pegrum, 2019.

Brain scan 2. Photo by Mark Pegrum, 2019.

Brain scan 3. Photo by Mark Pegrum, 2019.

Brain scan 3. Photo by Mark Pegrum, 2019.

In his keynote, Anatomy of flipped classrooms, Robert Doyle suggested that a flipped approach is based on student involvement theory, and also allows students to develop important skills beyond knowledge acquisition, including higher-order thinking, communication skills and metacognitive skills. He spoke about Bergmann and Sams who initially developed flipped learning to reach students who missed class on snow days, and used voiceovers and annotations in PowerPoint slideshows to present their material online. He mentioned four different categories of presentation: audio recording, voiceover, screencasting, and video. Videos can be produced in one-button or full-service studios, with certain trade-offs between the two approaches; the latter allow higher production quality and they involve the support of skilled technicians, but incur higher costs.

Some of the advantages, he said, include students viewing materials at their own pace; students encountering concepts at least twice, before class and in class; and class time being used for more effective learning activities, with faculty and students interacting directly during class. Disadvantages include potentially less engaging lectures where students can’t ask questions; a significant time commitment; technical problems; and varying quality and student access. Key design principles include providing an opportunity for students to learn before class; checking to ensure students arrive in class prepared; and making a clear link between pre- and in-class activities. He suggested that for every hour of face-to-face lecturing, it takes at least four hours to record, edit and upload a comparable digital lecture, and noted that when flipping a class, it is worth beginning with a single module or section of a course. Automated captioning is a useful inclusion.

In his paper, Online teaching in a mobile era: Pedagogy, policies, and the cultural transformation, Martín Sueldo referred to the work of Antoni Gutiérrez-Rubí, indicating that we find ourselves in a new mobile reality where cellphones have become extensions of ourselves. He spoke about the need for education to take on board these changes, and discussed the importance of institutional online learning policies as well as training, support and mentoring for faculty. He suggested that there is a need for a ‘liquid pedagogy’ (based on Zygmunt Bauman’s liquid modernity) which can take different forms in different teaching contexts.

In the talk, Professional development in an international context: Fostering intersections between technology and culture, Kevin Oliver, Ruie Pritchard, Angela Wiseman and Michael Cook spoke about a US teacher development programme preparing teachers to use emerging technologies to introduce cultural lessons to, and enhance the cultural understandings of, their own students; weekend campus classes were followed by a short study abroad period. Teachers were asked to build Weebly portfolios, sharing project work and evidence of increasing cultural understandings in three areas:  cultural connections, cultural collections, and cultural reflections. Regarding culture, teachers increased their personal understandings of other cultures, and came to better recognise and address diverse cultures represented in their own classrooms. Regarding technology, teachers enjoyed the opportunity to be placed in the role of students. The researchers concluded that culture-focused PD can impact how culture is addressed in the classroom, and that technological tools and writing can impact teaching and learning about culture. Past programme websites and teacher portfolios can be seen at:

In the talk, Humanity centred design: A promising approach for preparing culturally responsive educators, Catherine Lawless Frank and Treavor Bogard focused on using human centred design to foster a global mindset with the aim of enhancing culturally responsive teaching. The key idea here is that to be effective educators, teachers must understand their own culture and that of their students, since culture and education are intertwined. Human centred design (HCD), they explained, is a framework for empathetic immersion into a social problem in order to adjust one’s thinking based on experiential knowledge of the culture and needs of those affected. In a true HCD framework, the desire to enhance a global mindset originates within an individual, who feels uncertainty or tension regarding their understanding. Two HCD projects were highlighted, the first involving collecting books to serve local neighbourhood needs, and the second involving assigning students  grocery store visits in different neighbourhoods.

In the closing plenary, Steve Harmon spoke about future trends in his presentation entitled Creating the next in education: On the road to the university of 2040. He outlined some of the dramatic technological developments currently underway, including neural nets to allow brain-computer interfacing, and neurostimulation to improve learning capacity. AI capabilities are also growing exponentially, making it hard to predict future developments. Drivers of change include fewer high school graduates choosing to go to college, and the increasing diversity of student cohorts, as well as the changing nature of work (from globalisation to the gig economy) and needs and capabilities (the need for agile, T-shaped thinkers with 21st century skills). Current growth is in jobs requiring social skills (ideally in combination with maths skills) and in nonroutine cognitive jobs. The old higher education approach of information transfer is inadequate to this new era. There needs to be a focus on deliberate innovation and lifetime education, and universities need to serve as platforms rather than pipelines.

He went on to mention a number of future-oriented initiatives at Georgia Tech, including whole person education, covering: experiential learning, globalisation at home, professional development for graduate students, and a whole person curriculum. The T-shaped student, he said, should have both breadth of knowledge and depth of expertise. Adaptive expertise is more important than routine expertise. Another initiative is New products and services, with blockchain (essentially a distributed database) as one example that might be used in academic credentialling. A third is Advising for a new era, covering prescriptive advising (based on likely trends), intrusive advising (where students are at risk) and developmental advising, as well as personalised advising for a lifetime. A personal board of directors would advise students, and would include advisers on courses, content and careers. A fourth is AI and personalisation, covering AI-enabled personalised learning systems, along with AI-based, adaptive learning platforms for mastery learning, and human-centred AI. Students might well have a group of AIs to help them. A fifth is A distributed worldwide presence, which is about how to provide lightweight versions of the Georgia Tech presence in cities around the country with large concentrations of online students nearby. Fuller details are available in the report Deliberate Innovation, Lifetime Education.

All in all, this three-day conference provided a forum for rich pedagogical and cultural exchanges across disciplinary as well as geographical boundaries, allowing all of us to come away with new perspectives on how we teach and how our students learn.

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.

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