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MOOC pedagogies and learning design 
Slavi Stoyanov
MOOC or MUCK 
2
Systematic literature review 
• EBSCO host 
• Academic Search Elite 
• Business Source Premier 
• E-Journals 
• PsycINFO 
• ERIC, the Education Resource Information Center 
• Psychology and Behavioural Sciences Collection 
• PsycARTICLES 
– IEEE collection 
– Google Scholar 
Search terms: MOOC, or MOOCs and Pedagogies and Instructional Design, plus Apply Related 
Words; Search within the Full Text of Articles; Scholarly (peer reviewed) Journals; 2010-2014 
80 articles - 17 
3
Trends 
• Technological determinism vs pedagogical determinism 
• No significant difference phenomenon (Russell, 2001) – 355 research reports 
• cMOOC vs xMOOC 
• Cognitive-behaviourist (Instructivism) vs Social-constructivist vs Connectivism 
• Individual cognition vs Distributed cognition 
• Trends in the Trends 
• MOOCs, SPOOCs, VOOCs… MOORFAP… 
• AND… 
• To be continued… 
4
Run fast…Quantitative analysis of the text on MOOCs 
5
6
7
8
9
10
11
Imagine Learning… 
12
Imagine Networks… 
13
Imagine Courses… 
14
Instructional design approaches 
• Four Component Instructional Design Model (4C/ID) (Van Merriënboer and Kirschner, 2007) 
• Problem-based learning (Hmelo-Silver, 2004) 
• Cognitive apprenticeship approach (Brown and Duguid, 2000) 
• Cognitive flexibility theory (Spiro, and Jehng, 1990), 
• Design Inquiry of Learning (Laurillard, 2012; Laurillard, Charlton, Craft, Dimakopoulos, 
Ljubojevic, Magoulas, Masterman, Pujadas, Whitley, and Whittlestone, 2013) . 
• Design-based research (Collins, Diana, and Bielaczyc, 2004; McKenney, and Reeves, 2013). 
• Networked learning (Anderson and Dron, 2011; Goodyear, 2002; Kop, Fournier and Sui Fai Mak 
2011, Siemens and Conole , 2011; Sloep et al, 2011 ). 
• The theory of deliberate practice (Ericsson, 1993) 
• Experiential learning (Kolb, 1984) 
• Identify elements across different evidence-based instructional design approaches (First 
Principles of Instruction - Merrill, 2002). 
15
First Principles of instruction - aggregation 
• Confront learners with a problem, issue, challenge, preferably, real-life one 
• Consider the problem from different (criss-cross) perspectives 
• Divide the problem into sub-problems/tasks 
• Provide for each task an explicit support in terms of background information, examples, 
procedures, methods, techniques, and tools 
• Accommodate learning preferences 
• Draw upon learners’ experience 
• Experience needs to be reflected upon, shared and discussed with others 
• Deliberate practicing and creating artefacts 
16
The Handson MOOC case - challenges 
• A Teacher-training course 
• Applying ICT tools 
• Implementing creativity 
• Emphasizing on learning-by-doing 
• Using Moodle platform 
17
Learning Design Studio - background 
• Learning Design Studio (Cox, Harrison and Hoadley, 2008; Mor and Mogilevsky, 2013). 
• Re-conceptualizes the traditional concept of teacher-training 
• Teachers in position of: 
• Identifying an educational challenge 
• Generating innovative solutions to the problem 
• Designing an artefact 
• Evaluating the artefact 
• Design Inquiry of Learning (DIL) - the theoretical background of LDS 
• Design Science (Laurillard, 2012, 2013) 
• Design-Based Research (Collins, Diana, and Bielaczyc, 2004; McKenney and Reeves, 
2013). 
• Studio Instruction in arts and design 
18
LDS phases 
19
Learning Design Studio - structure 
• Advanced Organiser 
• Define the problem/Needs analysis 
• Writing Personas 
• Ideation and Conceptualisation 
• Design blueprint/Prototyping (visioning and storyboarding) 
• Evaluation 
20
21
22
23
24
25
26
27
28
29
First principles of instruction - reflection 
• Confront learners with a problem, issue, challenge, preferably, real-life one 
• Consider the problem from different (criss-cross) perspectives 
• Divide the problem into sub-problems/tasks 
• Provide for each task an explicit support in terms of background information, examples, 
procedures, methods, techniques, and tools 
• Accommodate learning preferences 
• Draw upon learners’ experience 
• Experience needs to be reflected upon, shared and discussed with others 
• Deliberate practicing and creating artefacts 
30
The process of design 
• Design-based approach – course design 
• Software design (rational unified process, contextual design) 
• Successive Approximation Model (ID for elearning purposes) 
– Progressive, spiral refinement through a cyclical prototype development and their reliance 
on stakeholders involvement in the design and evaluation of the project’s products 
(Holtzblatt, Wendell, & Wood,2005; Kuniavsky, 2003). 
– Evaluation not as a single phase, typically conducted in the end of the process but rather it 
cuts across other phases (needs assessment, design, development and implementation) 
31
Individual Learning Journal 
Not useful 0% 
Partially useful 6% 
Useful 40% 
Very useful 52% 
I don't know 2% 
32
Analysing context 
Not useful 0% 
Partially useful 3% 
Useful 31% 
Very useful 66% 
I don't know/ I did not do it 0% 
33
Get familiar with personas 
Not useful 0% 
Partially useful 9% 
Useful 32% 
Very useful 57% 
I don't know/ I did not do it 2% 
34
Create your own personas 
Not useful 1% 
Partially useful 3% 
Useful 31% 
Very useful 65% 
I don't know/ I did not do it 1% 
35
Prototype your artefact 
Not useful 0% 
Partially useful 9% 
Useful 31% 
Very useful 60% 
I don't know/ I did not do it 0% 
36
Define evaluation heuristics 
Not useful 0% 
Partially useful 17% 
Useful 37% 
Very useful 46% 
I don't know/ I did not do it 0% 
37
Test your prototype 
Not useful 0% 
Partially useful 11% 
Useful 29% 
Very useful 57% 
I don't know/ I did not do it 3% 
38
Some observation 
• We expected about 100 students but got nearly 1000 registered participants 
• Of them more than 100 were active on most of the learning activities. 
• The participants found most of the learning activities useful but if we need to pinpoint one which they got 
especially enthusiastic about, it is Persona. 
• Heuristic evaluation was for the participants the most difficult part of the course to understand. The 
examples given were mostly from user-interface design and we though the participants struggled to 
make a link to their teaching practice. 
• We as a design team agreed on a minimalistic Learning Design Studio approach but finally we tried to 
put (not entirely of course) the learning activities and content of 10-weeks course (OLDS MOOC) in a 5- 
week course (Handson ICT). 
• We expected an increase in cognitive load of individual participants because of jumping from one 
environment to another (Moodle, ILDE, Cloudworks. Google Hangouts) but it did not seem to be the 
case. 
• The current design of the Handson MOOC assumes that most of the learners are with external learning 
locus of control. 
• The facilitators did a great job. It is a real challenge to give feedback to at least 50 participants every day, 
some of them in different stages of the course. 
39
Project Number: 531086-LLP-1-2012-1-ES-KA3-KA3MP 
Agreement Number: 2012-4275 / 001-001 
With the support of the Lifelong Learning Programme of the European Union 
This project has been funded with support from the European Commission. This publication reflects 
the views only of the authors, and the Commission cannot be held responsible for any use which may 
be made of the information contained therein 
40

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Mooc pedagogies and learning design

  • 1. MOOC pedagogies and learning design Slavi Stoyanov
  • 3. Systematic literature review • EBSCO host • Academic Search Elite • Business Source Premier • E-Journals • PsycINFO • ERIC, the Education Resource Information Center • Psychology and Behavioural Sciences Collection • PsycARTICLES – IEEE collection – Google Scholar Search terms: MOOC, or MOOCs and Pedagogies and Instructional Design, plus Apply Related Words; Search within the Full Text of Articles; Scholarly (peer reviewed) Journals; 2010-2014 80 articles - 17 3
  • 4. Trends • Technological determinism vs pedagogical determinism • No significant difference phenomenon (Russell, 2001) – 355 research reports • cMOOC vs xMOOC • Cognitive-behaviourist (Instructivism) vs Social-constructivist vs Connectivism • Individual cognition vs Distributed cognition • Trends in the Trends • MOOCs, SPOOCs, VOOCs… MOORFAP… • AND… • To be continued… 4
  • 5. Run fast…Quantitative analysis of the text on MOOCs 5
  • 6. 6
  • 7. 7
  • 8. 8
  • 9. 9
  • 10. 10
  • 11. 11
  • 15. Instructional design approaches • Four Component Instructional Design Model (4C/ID) (Van Merriënboer and Kirschner, 2007) • Problem-based learning (Hmelo-Silver, 2004) • Cognitive apprenticeship approach (Brown and Duguid, 2000) • Cognitive flexibility theory (Spiro, and Jehng, 1990), • Design Inquiry of Learning (Laurillard, 2012; Laurillard, Charlton, Craft, Dimakopoulos, Ljubojevic, Magoulas, Masterman, Pujadas, Whitley, and Whittlestone, 2013) . • Design-based research (Collins, Diana, and Bielaczyc, 2004; McKenney, and Reeves, 2013). • Networked learning (Anderson and Dron, 2011; Goodyear, 2002; Kop, Fournier and Sui Fai Mak 2011, Siemens and Conole , 2011; Sloep et al, 2011 ). • The theory of deliberate practice (Ericsson, 1993) • Experiential learning (Kolb, 1984) • Identify elements across different evidence-based instructional design approaches (First Principles of Instruction - Merrill, 2002). 15
  • 16. First Principles of instruction - aggregation • Confront learners with a problem, issue, challenge, preferably, real-life one • Consider the problem from different (criss-cross) perspectives • Divide the problem into sub-problems/tasks • Provide for each task an explicit support in terms of background information, examples, procedures, methods, techniques, and tools • Accommodate learning preferences • Draw upon learners’ experience • Experience needs to be reflected upon, shared and discussed with others • Deliberate practicing and creating artefacts 16
  • 17. The Handson MOOC case - challenges • A Teacher-training course • Applying ICT tools • Implementing creativity • Emphasizing on learning-by-doing • Using Moodle platform 17
  • 18. Learning Design Studio - background • Learning Design Studio (Cox, Harrison and Hoadley, 2008; Mor and Mogilevsky, 2013). • Re-conceptualizes the traditional concept of teacher-training • Teachers in position of: • Identifying an educational challenge • Generating innovative solutions to the problem • Designing an artefact • Evaluating the artefact • Design Inquiry of Learning (DIL) - the theoretical background of LDS • Design Science (Laurillard, 2012, 2013) • Design-Based Research (Collins, Diana, and Bielaczyc, 2004; McKenney and Reeves, 2013). • Studio Instruction in arts and design 18
  • 20. Learning Design Studio - structure • Advanced Organiser • Define the problem/Needs analysis • Writing Personas • Ideation and Conceptualisation • Design blueprint/Prototyping (visioning and storyboarding) • Evaluation 20
  • 21. 21
  • 22. 22
  • 23. 23
  • 24. 24
  • 25. 25
  • 26. 26
  • 27. 27
  • 28. 28
  • 29. 29
  • 30. First principles of instruction - reflection • Confront learners with a problem, issue, challenge, preferably, real-life one • Consider the problem from different (criss-cross) perspectives • Divide the problem into sub-problems/tasks • Provide for each task an explicit support in terms of background information, examples, procedures, methods, techniques, and tools • Accommodate learning preferences • Draw upon learners’ experience • Experience needs to be reflected upon, shared and discussed with others • Deliberate practicing and creating artefacts 30
  • 31. The process of design • Design-based approach – course design • Software design (rational unified process, contextual design) • Successive Approximation Model (ID for elearning purposes) – Progressive, spiral refinement through a cyclical prototype development and their reliance on stakeholders involvement in the design and evaluation of the project’s products (Holtzblatt, Wendell, & Wood,2005; Kuniavsky, 2003). – Evaluation not as a single phase, typically conducted in the end of the process but rather it cuts across other phases (needs assessment, design, development and implementation) 31
  • 32. Individual Learning Journal Not useful 0% Partially useful 6% Useful 40% Very useful 52% I don't know 2% 32
  • 33. Analysing context Not useful 0% Partially useful 3% Useful 31% Very useful 66% I don't know/ I did not do it 0% 33
  • 34. Get familiar with personas Not useful 0% Partially useful 9% Useful 32% Very useful 57% I don't know/ I did not do it 2% 34
  • 35. Create your own personas Not useful 1% Partially useful 3% Useful 31% Very useful 65% I don't know/ I did not do it 1% 35
  • 36. Prototype your artefact Not useful 0% Partially useful 9% Useful 31% Very useful 60% I don't know/ I did not do it 0% 36
  • 37. Define evaluation heuristics Not useful 0% Partially useful 17% Useful 37% Very useful 46% I don't know/ I did not do it 0% 37
  • 38. Test your prototype Not useful 0% Partially useful 11% Useful 29% Very useful 57% I don't know/ I did not do it 3% 38
  • 39. Some observation • We expected about 100 students but got nearly 1000 registered participants • Of them more than 100 were active on most of the learning activities. • The participants found most of the learning activities useful but if we need to pinpoint one which they got especially enthusiastic about, it is Persona. • Heuristic evaluation was for the participants the most difficult part of the course to understand. The examples given were mostly from user-interface design and we though the participants struggled to make a link to their teaching practice. • We as a design team agreed on a minimalistic Learning Design Studio approach but finally we tried to put (not entirely of course) the learning activities and content of 10-weeks course (OLDS MOOC) in a 5- week course (Handson ICT). • We expected an increase in cognitive load of individual participants because of jumping from one environment to another (Moodle, ILDE, Cloudworks. Google Hangouts) but it did not seem to be the case. • The current design of the Handson MOOC assumes that most of the learners are with external learning locus of control. • The facilitators did a great job. It is a real challenge to give feedback to at least 50 participants every day, some of them in different stages of the course. 39
  • 40. Project Number: 531086-LLP-1-2012-1-ES-KA3-KA3MP Agreement Number: 2012-4275 / 001-001 With the support of the Lifelong Learning Programme of the European Union This project has been funded with support from the European Commission. This publication reflects the views only of the authors, and the Commission cannot be held responsible for any use which may be made of the information contained therein 40

Editor's Notes

  1. He wanders off into the desert hoping to find the merchant who sells good fortune.
  2. Massive Open Online Repetitions of Failed Pedagogy