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SWIM

SWIM. Streaming Webbased Information Modules. Initation. 1998 – pedagogical innovation New educational design Learning Resource Center Multimedia – E-learning. SWIM – What is it?. Purpose (next slide...) Multimedia system Role play Web distribution Flexibility

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SWIM

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  1. SWIM Streaming Webbased Information Modules

  2. Initation • 1998 – pedagogical innovation • New educational design Learning Resource Center Multimedia – E-learning

  3. SWIM – What is it? • Purpose (next slide...) • Multimedia system • Role play • Web distribution • Flexibility • Pedagogy – learning via reflection

  4. SWIM – Streaming Webbased Information Modules • Purpose • animprovement of students’ information competence • a high degree of accessibility through the Internet • flexible use • Framework - the educational model at Aalborg University • project-organised problem-based learning • students working in groups • students define topics and problems iPoster

  5. Scenario • You’re assigned to a project • You’re working in a project group • Different personalities • Different competences • Different work methods • Group dynamics/Conflicts

  6. SWIM – Development concept • SWIM is a ”social simulator” • SWIM is a game • You are one of the actors • Your choices are decisive • You learn through reflection iPoster

  7. SWIM Multimedia System Narrative: Social simulation Recommended information modules: tutorials

  8. Mapping of concepts

  9. Ideas and Concept • Social simulation • Strategies and methods most important • Information searching process divided into feasible tasks • Flexibility via detailed modules

  10. Characteristics Work methods and Information searching strategies • Anna is a grasser – qualifications • Mette is a hunter – competences • Thor is a browser – creativity

  11. Implementation of SWIM • 3 scenarios • Student – AUB web (just in time) • Student – library staff – library courses • Student – university teacher – curriculum integrated course

  12. Teaching methods and learning processes A hierarchy of learning Self-created learning in play, art, science, craft etc. Independent learning inside a framework. School learning, instruction. Programmed learning. Conditioned reflexes. (Bjørgen p. 259 in Hiim and Hippe’s ”Læring gjennom oplevelse, forståelse og handling) Highest level of learning Responsibility Determined Lovest level of learning

  13. Structure in the programme iPoster Act 2

  14. SWIM – Streaming Webbased Information Modules iPoster

  15. SWIM – Streaming Webbased Information Modules iPoster

  16. SWIM – Streaming Webbased Information Modules iPoster

  17. SWIM – Streaming Webbased Information Modules iPoster

  18. SWIM – Streaming Webbased Information Modules iPoster

  19. SWIM – Streaming Webbased Information Modules iPoster

  20. SWIM – Streaming Webbased Information Modules iPoster

  21. SWIM – Streaming Webbased Information Modules SWIM Score Card Situation • At the end a “state machine” computes a • Grade between 6 and 11 (grading scale from 00 to 13) • Video feedback from censor and supervisor • Recommendation of text based training modules to study iPoster

  22. iPoster Narrative structure Purpose & Framework Credits SWIM Score Card Learning systematic SWIM – Streaming Webbased Information Modules Play

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