Log in

Innovating Pedagogy

  • Public
Started by Gerard Macmanus 25 Sep 2013 7:41pm () Replies (2)

The series of reports explores new forms of teaching, learning and assessment for an interactive world, to guide teachers and policy makers in productive innovation.


This second report updates proposes ten innovations that are already in currency but have not yet had a profound influence on education.  Please contribute with comments on the report and the innovations.

Copied from http://www.open.ac.uk/blogs/innovating/


  • Karen Spencer (View all users posts) 26 Sep 2013 10:19am ()

    Thanks for sharing this, Gerard, I hadn't seen it. If others are keen, there are summaries of the impact of the ten over-arching trends in the reports:

    1. MOOCs: "MOOCs are an evolving and expanding area with new developments likely to offer greater variety of courses and more innovative social learning pedagogies"
    2. Badges for Learning: "a flexible mechanism for recognising achievements"
    3. Seamless learning enabled by mobile technologies: "Pedagogy is emerging, based on learners starting an investigation in class, then collecting data at home or outdoors, constructing new knowledge with assistance from the software, and sharing findings in the classroom."
    4. Learning analytics: "the collection, analysis and reporting of large datasets relating to learners and their contexts"
    5. Crowd learning: "Crowd learning describes the process of learning from the expertise and opinions of others, shared through online social spaces, websites, and activities."
    6. Digital scholarship: "Digital scholarship refers to those changes in scholarly practice made possible by digital and networked technologies: open access publishing, open science, digital humanities, the use of social media by academics, digital and citizen science."
    7. Geo-learning: "Sensors built into mobile devices, such as smartphones and tablets, can determine a user’s location and provide, or trigger, context-aware educational resources in the surrounding environment."
    8. Learning from gaming: "New approaches of ‘intrinsic integration’ linking the motivational elements of with specific learning activities and outcomes, so that the game-play is both engaging and educationally effective."
    9. Maker culture: "Maker culture encourages informal, shared social learning focused on the construction of artefacts ranging from robots and 3D-printed models to clothing and more traditional handicrafts."
    10. Citizen inquiry: "Citizen inquiry refers to mass participation of members of the public in structured investigations."
    The key here for us all, I think, is how types of technologies are catalysing conversations around what is possible in terms of shared learning with young people, inclusive practice and providing education that has real meaning. It's a simple idea we have heard before, but this is the quotation that caught my eye... Screen Shot 2013-09-26 at 10.14.03 AM.png
    The reports do not mythologise technologies - in fact, they go out of their way to highlight the limitatons and challenges to learning that they can bring in some contexts -  but they offer a neat summary of big trends and the focus is firmly on how such approaches might benefit learners.
    Good holiday reading! 

Join this group to contribute to discussions.