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This case study describes impact arising from research into designing constructionist tools that provide personalisation, support and guidance to learners and teachers, resulting in software used in several schools, FE colleges and universities world-wide. Constructionist learning is founded on the principle of constructionism which argues for the pedagogical importance of building artefacts as a way of building mental representations. A key computational challenge in the design of tools that foster constructionist learning is to provide intelligent support that guides users towards productive interaction with the tool without constraining its creative potential.
Our research on learning using mobile technologies has impacted on:
Our research into learning through digital technologies has increased the focus on the importance of learning processes and context. The research developed new models of strategic evaluation and learning framework analyses as well as a new concept of MEGAcognition. These have shaped the development, customisation and implementation of more appropriate digital educational resources, nationally and internationally. Our research has involved and influenced key national and international companies and groups. Its users have been policy makers and developers, as well as teachers and pupils in primary and secondary schools. The research has: 1) influenced policy and practice developments nationally and internationally (in UK government departments and the e-strategy agency, and in five major resource development companies and corporations with international reach); 2) increased awareness of and engagement in learning opportunities (in four local authorities); 3) built capacity (in three resource development companies and projects); 4) offered insights into ways to develop, refine and customise educational products for specific audiences (in six resource development companies and local authorities); 5) raised awareness and understanding of educational concepts to non-academic audiences nationally and internationally (through 35 public and private seminars and keynote sessions to national and international audiences); 6) raised awareness of learning and pedagogical practices (in six major resource development companies and corporations).
Outcomes of the research conducted at the University of Edinburgh (2001 to 2007) that have had the most far-reaching impact are a strong conceptualisation of the whole learning environment (including curricula, teaching, learning support, and assessment and feedback) and its influence on the quality of undergraduates' learning. What gave these outcomes added resonance was a concern for disciplinary distinctiveness as well as more generic features; an alertness to the pervasive implications for day-to-day teaching-learning practices of mass 21st-century higher education; and a focus on enhancing as well as evaluating the student experience.
The reach of the impact extends to university teachers, middle and senior academic managers, local and national bodies with responsibilities for surveying quality and standards and, albeit less directly, students. Staff in at least 21 universities in 12 countries have used the Experiences of Teaching and Learning Questionnaire (ETLQ). The National Student Survey questionnaire was influenced by the ETLQ, and has continuing UK-wide impact on teaching through students' retrospective ratings of their experience. Project outputs were directed towards teaching staff through workshops, publications and invited presentations, followed by detailed advice on assessment and feedback of coursework.
The use of technology to enhance student learning is known to have a significant impact on achievement in all subject areas and across all stages of schooling and learning. Educational computer games and online tools help engage students — making learning enjoyable and therefore more effective. Computer scientists at Leicester are expert in the analysis of online learning tools and educational games. They have used this expertise to evaluate whether and why such games or tools work and, most importantly, how they can be improved.
The research has been used by:
Research by the University of Nottingham's Education and Technology for Health team has benefited healthcare students, professionals, users, carers and institutions both in the UK and internationally by establishing a participatory methodology for high-quality, sustainable multimedia Reusable Learning Objects (RLOs). These learning tools are now used in 50 countries globally to facilitate individual access to knowledge, enhance learning within curriculums and deliver continuing professional development, with feedback showing satisfaction of up to 100% in some nations. They are also being used to train healthcare professionals in resource-poor countries, further strengthening the University of Nottingham's role as a global education provider.
Our research into practices around learning resources has had a major impact on teaching in other higher education institutions (HEIs) in the UK and internationally, on the policy of funding bodies, has been embedded in repository design, and contributed to public policy on transparent government. Our emphasis on socio-cultural factors has changed educational culture, leading to richer policy, by shifting debate from a view of resources as technological objects, to practices.Through shaping the Joint Information Systems Committee (JISC) and Higher Education Academy (HEA) programmes in Open Educational Resources (UKOER) and Digital Literacies, our research has had impact on professional services around open learning practices in over 90 HEIs, and had direct impact on digital literacy support in at least six. Our findings have informed a report to the Cabinet Office on 'Transparent Government'. Internationally, our work has prompted major repositories of resources in the USA, Estonia, the Netherlands and Australia to take a user-centred social focus in repository design.
A Threshold Concept is a new way of thinking, where a specific element of a curriculum that is difficult for students to understand, such as `opportunity cost' in Economics or `stress transformation' in Engineering, irreversibly restuctures the learner's understanding once it is grasped. Consequently, by identifying Threshold Concepts, and then by adapting teaching practice and the focus of assessment, educators can significantly benefit students' progress. Durham's conceptualisation of Threshold Concepts has had a transformative effect on educational practice, curriculum design and assessment, particularly in Higher Education (HE), but also on schools, on educational policy as well as on conceptions of work-based learning and games design in international companies such as Nokia. The concept and its application have impacted on professional practice in HE institutions in at least 30 countries. In the UK, Threshold Concepts have been adopted by a number of high profile educational agencies and organisations and are now embedded in the policy and practice of many institutions.
Impact in this case study focuses on developing an inclusive culture; changes in academic development programmes; and influencing national policy on inclusive learning and teaching in higher education. While student diversity has increased over the last twenty years or so, teaching methods have changed little in response. This has had a knock-on effect on student engagement and success. Research outlined here has influenced how university teachers reframe their understandings and practices of teaching and engaging diverse students. This work has reshaped continuing professional development in university teaching in the UK and internationally and has influenced national policy on inclusive learning and teaching.
Our research has created a framework that sustains new forms of effective collaboration for distributed workers and learners in `live environments'. The framework has resulted in a software toolkit and online guidelines designed for the new collaborative spaces: from avatar and embodied worlds to live video meetings. One part of the framework has transformed the work of international universities and multi-disciplinary research institutes, improving their 3D, avatar-based work and `embodied' learning spaces, while another aspect has created our FlashMeeting (FM) video-meeting tool. Released in 2003 (predating multi-party Skype™ by seven years), this research brought multi-party, in-browser, video meetings to thousands worldwide, including recording and analytic features that have only now started to emerge commercially.