Vocational education taking place in the dual contexts of workplace and school often lacks integration of concrete experiences with theoretical knowledge. The interplay between workplace and school contexts and their often antagonistic priorities call for a specific model that transforms these divergences into learning opportunities and connects different forms of knowledge into an integrated body of knowledge that contributes to developing vocational competence. This paper presents a multidimensional pedagogical model, called the 'Erfahrraum', for the design and implementation of educational technologies as a way to foster this integration in initial dual vocational education and training (VET). The 'Erfahrraum' model informs the design of shared spaces for capturing and reflecting on experiences made in different contexts in which VET takes place. The model particularly emphasises the importance of shared reflection processes to turn concrete experiences into relevant integrated knowledge. Examples of implementations in different professions using a range of different technologies illustrate the power of the 'Erfahrraum' model.
focusing on using data of human-human interaction to build and evaluate computational models that support social interactions between people and machines. Martin Dobricki is a senior scientist in the learning technologies research group at the Swiss Federal Institute for Vocational Education and Training (SFIVET) focusing on vocational learning and teaching through immersive virtual reality technology. Jennifer K. Olsen is a postdoctoral researcher at EPFL in the CHILI lab researching educational technologies and learning analytics. Alessia E. Coppi is a Ph.D. student at SFIVET interested in vocational education, new technologies and games, usability and cognitive enhancement. Alberto Cattaneo is a professor at SFIVET focusing on learning technologies, instructional design and teacher education. PierreDillenbourg is a professor in the School of Computer and Communication Sciences at EPFL and the head of the CHILI lab where he researches learning technologies and educational robotics.
Modern vocational education is increasingly taking place in new technology-enhanced learning (TEL) settings. On the one hand, vocational education can benefit from the opportunities of technological development. On the other hand, such technologies may create new challenges for teachers. Therefore, there is a particular need to pay more attention to the dialogic pedagogical approaches in which teaching should be seen as a dialogical practice involving teacher-student interactions that create contextual opportunities for teachers to trigger students' learning in new TEL settings. This article reports on an exploratory study about the different ways in which teachers' instructional activities (via teacher-student interactions) are manifested in different emerging TEL contexts. Three case studies were selected for analysis in three different TEL settings. The results of this qualitative study indicate that 'teacher-led' approaches were applied in a technology-enhanced classroom context, 'teacher-student shared collaboration activities' were actively used in a virtual 3D-game setting and 'teacher-student(s)-supervisor(s) joint learning activities' were used to empower mobile-supported work-based learning. Based on the findings raised from these three empirical studies, future prospects for teachers' activities that facilitate vocational learning can be developed. Additionally, our findings may be helpful in developing professional tools for teachers to better enable learning in new TEL settings.
In the dual-track Vocational Education and Training (VET) system, apprentices gain experiences in different learning locations (i.e. workplace and school) but the bridges between these experiences are difficult to construct. Mobile devices could help to promote connectivity across learning contexts, provided they are accepted by the various persons and institutions involved. Ease of use and usefulness, here interpreted as the main elements of usability in the large, are indicators of the acceptance of mobiles. We involved apprentices from three different professional fieldscooks, pastry cooks and car mechanicsand two different mobile devicesheadband cameras and smartphones. These devices served to capture visual material on professional situations lived at the workplace. Different software applications were then used to allow such material to be brought to school and discussed with teachers and classmates or shared with supervisors at work. To evaluate the usability of such tools we used a five-section questionnaire mainly based on the TAM and UTATUT model, which had been adequately adapted to the peculiarity of the VET system. Results confirm the feasibility of the approach and the usability of both tools: no significant difference is shown, neither between the two devices in the same field, nor between the different professions with respect to the same device. These results underline the potential of mobile devices to foster connectivity between learning locations in VET.
In this article, we provide a conceptual model for the design of instructional scenarios integrating hypervideo as an instructional tool. The model provides a structural aid for making design decisions about using hypervideo in instruction. We start by introducing the theoretical rationale for hypervideo as a tool, exploiting three different interactivity functions. We then examine the cognitive and socio-cognitive theories that can inform the design and usage of hypervideo. Next, we present the instantiation of these functions and theories in a software interface, after which we present the model, which is based on the following two layers of design decisions: the first pertains to the interactivity features and the second is connected with the instructional strategy. Three main design steps are presented in the form of guidelines, corresponding to a preparation phase, a production phase, and a use phase. Finally, a set of cases exhibiting exemplary implementations of a hypervideo-based instructional scenario are described.
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