This paper introduces PoliCultura, a project created by Politecnico di Milano for the Italian schools, which has just completed three years of deployment. Participating classes (with pupils aged between 4 and 18 years) are required to create their own multimedia story, using an authoring-delivery environment (1001stories) provided by Politecnico di Milano. PoliCultura has offered us the opportunity to investigate the prolonged use of digital storytelling authoring tools as a whole-class educational activity in a wide number of real educational settings: approximately 7,620 pupils from 381 classes have been involved in this project since its birth in 2006. From the overall PoliCultura experience and from the wide amount of qualitative and quantitative data collected from participants though online surveys, focus groups, interviews and contextual inquiry activities, we have learned a number of lessons that we discuss in the paper.
This paper presents Learning@Europe, an educational service, supported by VR, that has involved in year 2004-2005 more than 1,000 students from 6 different European countries. L@E has fostered the creation/reinforcement of three different kinds of communities: (1) the classroom community (reinforcing the bonds among students, and between students and their teachers), (2) communities among different schools competing together through 3D environments, (3) a global community (roughly involving 20% of the total) of all the teachers and students. A similar situation was created, at regional level, in the Italian Region of Lombardy, involving nearly 800 individuals. Given that the behaviours of the different communities in the two projects were very similar, it seems to be arguable that a pattern of community building through virtual environments has been detected. The important facts (detected by surveys of teachers and students, inspection, direct observation, qualitative data analysis) about these communities are: (1) the depth of the pedagogical impact, in terms of increased knowledge (about history and related subjects), skills (use of functional English, use of ICT in learning/teaching processes, group work) and attitudes (more curiosity towards history, increased motivation in school activities, improved respect and interest for other cultures).(2) The engagement of all the participants, with very high level of customer satisfaction. (3) The depth of the social impact, reinforcing existing relationships (within the same class) and creating new ones. The key feature of this success apparently lies in the sense of ''social virtual presence'', that is, a feeling of being engaged in a virtual situation, so strong that the technological means become ''transparent'' and the social situation (meant at different levels and for different time frames) becomes ''the king''. The paper will present the project, its main features and its outcomes, eventually discussing the role of social virtual presence into building effective and lively communities.
There is a growing interest in the use of collaborative technologies for education. However, their adoption and implementation in formal education is still lagging behind. One feature of cooperative technologies makes them particularly unusable in classroom settings: most tools, environments and interfaces for co-located collaboration are designed to support the interaction of small groups rather than entire classes. This paper proposes 'collective digital storytelling' as a way to engage whole classes into activities that provide substantial educational benefits. The paper draws on empirical data from a large-scale digital storytelling project in Italy, in its fourth year of implementation, and examines several aspects and benefits related to the use of digital storytelling in formal education, focusing upon two specific issues:(1) how digital storytelling can engage the whole class, rather than individuals or small groups and (2) how digital storytelling can be integrated in the curricular activities, generating substantial learning benefits.
Multi-User Virtual Environments are often used to support learning in formal and informal educational contexts. A technology-based educational experience consists of several elements: content, syllabus, roles, sequence of activities,\ud assignments, assessment procedures, etc. that must be aligned with the affordances of the technologies to be used. The design\ud process, therefore, has to follow a dual track: the design of the educational experience as a whole and the design of the MUVE.\ud Each design process has some degree of independence, while, at the same time, the two design processes are also deeply\ud intertwined. The paper proposes a novel approach to design (both for the educational experience and the MUVE): a “biological\ud lifecycle” design, where evolution (for survival and fitness) is crucial, while anticipating all the requirements (creating an engineering blueprint) is very challenging. This paper is based upon a number of large-scale case studies, involving nearly 9,000 high-school students from 18 countries in Europe, Israel, and the USA. Substantial educational benefits were achieved by these learning experiences, at the center of which were MUVEs. It can’t be claimed that MUVEs were the only factors for generating these benefits, but for sure they were exceptionally important components
The TPACK (Technology, Pedagogy and Content Knowledge) model presents the three types of knowledge that are necessary to implement a successful technology-based educational activity. It highlights how the intersections between TPK (Technological Pedagogical Knowledge), PCK (Pedagogical Content Knowledge) and TCK (Technological Content Knowledge) are not a sheer sum up of their components but new types of knowledge. This paper focuses on TPK, the intersection between technology knowledge and pedagogy knowledge – a crucial field of investigation. Actually, technology in education is not just an add-on but is literally reshaping teaching/learning paradigms. Technology modifies pedagogy and pedagogy dictates requirements to technology. In order to pursue this research, an empirical approach was taken, building a repository (back-end) and a portal (front-end) of about 300 real-life educational experiences run at school. Educational portals are not new, but they generally emphasise content. Instead, in our portal, technology and pedagogy take centre stage. Experiences are classified according to more than 30 categories (‘facets’) and more than 200 facet values, all revolving around the pedagogical implementation and the technology used. The portal (an innovative piece of technology) supports sophisticated ‘exploratory’ sessions of use, targeted at researchers (investigating the TPK intersection), teachers (looking for inspiration in their daily jobs) and decision makers (making decisions about the introduction of technology into schools).Keywords: educational portal; educational repository; open educational resources; educational technology; the TPACK model(Published: 06 May 2014)Citation: Research in Learning Technology 2014, 22: 22906 - http://dx.doi.org/10.3402/rlt.v22.22906
The Big Data challenge has made the issue of "making sense" of data urgent and unavoidable. This paper introduces exploratory computing (EC), a novel paradigm whose aim is to support a comprehensive "exploratory" experience for the user. "Exploratory" because it supports search and discovery of information through various tasks (investigation, knowledge seeking, serendipitous discovery, comparison of information…) in a dynamic interaction, where meaningful feedbacks from the system play a crucial role, closely resembling a human-to-human dialogue. "Computing" because a complex interaction as the one outlined above requires powerful computational strength for the user to be able to fully profit from, and even enjoy, the interaction. EC is not associated with a predefined set of techniques: Rather, it is an approach that can be concretized in different ways. In the paper, two different implementations of the EC approach are presented, both of which interpret the EC highlevel requirements. It is the authors' hope that others will follow.
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