“We tend to overestimate the effect of a technology in the short run and underestimate the effect in the long run.” Roy Amara. Therefore we may predict or at least get an idea on what will happen next by closely following the technology development and by having a active role in it. The design and development of digital tools for learning or tools in general that are adapted to teaching and learning is not unproblematic. The three mega trends in technology; (1) Internet-based networks, (2) growing computing capacity and (3) automatization and robotics are providing new pedagogical and societal opportunities but also new challenges. The most interesting research themes related to the digital learning tools are the future of formal and informal learning, virtual social environments and analytics and adaptation. Working with the themes as a design researcher and designer one should be highly aware of the possible ethical issues related to these. To analyze the impact, positive and negative, we can use so called McLuhan’s Laws of Media, four questions we present to new media / tools.
The slides are from the teaching demonstration 20.9.2016. A lecture and exercise designed for the DOM-E5024 Introduction to Media Art and Culture course.
5. Four things
1. Future
2. Digital tools in learning
3. Critical aspects
4. Exercise: media / tool analyze
6. Four objectives of the class
1. Understand how technology affects our
life and how we have an affect to
technology.
2. Know the major trends in the design of
digital learning tools.
3. Understand what kind of critical and
ethical issues are related to the design of
digital tools.
4. Learn to do a quick media / tool analyze.
7. Pre-reading materials
Two pages from the book:
Leinonen, T. (2010) Designing Learning Tools. Methodological Insight.
Aalto University, Helsinki, Finland.
Two pages from the article:
Durall, E. & Leinonen, T. (2015). Why Do We Want Data for Learning?
Learning Analytics and the Laws of Media. in The Future of Ubiquitous
Learning. Edit by Gros, Kinshuk & Maina. Springer International Publishing.
DOI: 10.1007/978-3-662-47724-3_4
8. Critical aspects of digital tools
in learning processes
during the near future
9. Critical aspects of digital tools
in learning processes
during the near future
1/4
10. Critical aspects of digital tools
in learning processes
during the near future
?
11. “We tend to overestimate the
effect of a technology in the
short run and underestimate
the effect in the long run.”
12. “We tend to overestimate the
effect of a technology in the
short run and underestimate
the effect in the long run.”
Roy Amara (Amaras Law)
The Institute for the Future / Stanford Research Institute
25. Effect
Pokémon GO
1980 2016
Steve Mann:
Wearable
computer
system
Pokémon GO
What really
happens
What
we think
that will
happen
2006
Shedlight: Augmented reality
with virtual annotation
26.
27.
28.
29.
30. Critical aspects of digital tools
in learning processes
during the near future
31. Critical aspects of digital tools
in learning processes
during the near future
2/4
36. Formal and informal learning
Põldoja, H., Duval, E., Leinonen, T. (2016) Design and evaluation
of an online tool for open learning with blogs. Australasian
Journal of Educational Technology 32 (2).
Virtual social environments
Pejoska, J., Bauters, M., Purma, J., Leinonen T. (2016) Social
augmented reality: Enhancing context‐dependent communication
and informal learning at work. British Journal of Educational
Technology 47 (3), 474-483.
Analytics and adaptation
Durall, E. & Leinonen, T. (2015). Why Do We Want Data for
Learning? Learning Analytics and the Laws of Media. The Future
of Ubiquitous Learning. Part of the series Lecture Notes in
Educational. Springer International Publishing.
37. Critical aspects of digital tools
in learning processes
during the near future
38. Critical aspects of digital tools
in learning processes
during the near future
3/4
45. We’ll need to rethink a few things
copyright,
authorship,
identity,
ethics,
aesthetics,
rhetorics,
governance,
privacy,
commerce,
love,
family,
Ourselves.
(Michael Wesch 2007)
50. What does it enhance or
intensify?
What does it render obsolete
or displace?
What does it retrieve that
was previously obsolete?
What does it produce or
become when taken to its
limit?
McLuhan’s Laws of Media.
51. 1. Enhance or intensify 2. Render obsolete or displace
3. Retrieve 4. Taken to its limit