design
M.I.T. Introduction to Design
This M.I.T. course on design is available for free through the web platform OER Commons, and provides an excellent resource for guiding the creative design process following the scientific method and peer review. Students learn to complete projects according to schedule and within a specific budget, as they create, design, build, and test their product ideas.
Diseñar y desarrollar aplicaciones de aprendizaje móvil dentro de equipos de estudiantes de distintos países
El artículo presenta un informe sobre una colaboración internacional en la cual estudiantes de varias universidades diseñaron y desarrollaron aplicaciones de aprendizaje móvil en equipos interdisciplinares a través de medios sociales y móviles. Se describe el concepto, el proceso y los resultados de esta colaboración, así como los retos que supone el diseño y el desarrollo de aplicaciones de aprendizaje móvil en equipos virtuales.
Workshop on Collaborative learning as design activity
The general themes are: interfaces supporting learning and empirical studies of active learners, and the specific theme is Wiki-inspired collaborative learning systems that combine the best ideas of visual models, end-user modifiable interfaces and collaborative inquiry environments.
Interactive learning environments invite a broad spectrum of participation. On one end of are interactive models of complex phenomena. For example in science learning, simulations of natural and artificial (mechanical, electrical, etc.) phenomena can be an effective way to represent complex relationships underlying a scientific law. On the other end, social learning environments stimulate discussion of ideas and clarification of issues by a process of collaborative inquiry, often guided by more knowledgeable people (e.g. teachers, mentors, and parents). Whereas individual learning refers to the difference between what a learner can perform independently compared to what he or she previously could perform only by guidance (“knowledge in the head”), social learning refers to what a group of learners can produce together as well as the process leading up to it (“knowledge in the world”).
Social media have enabled interactive learning environments to more fully reach the “social end” of the spectrum, whereas advances in user interface and interaction techniques for ubiquitous computing and mobile devices have improved access to and manipulation of models of scientific phenomena. It is when users become content producers and not merely consumers of information and the power and control are shifted from designated experts to a broader network of competent practitioners that the learning potential of social media will be fully realized. Thus, we feel that by combining interactive models with social sharing (or applying wiki principles to interactive learning environments) may prove invaluable in designing collaborative learning systems. In other words we aim for multiple perspectives on collaborative learning as a design activity.
Designs for Learning
The journal is at the crossroad of theoretical development and empirical examples related to learning resources, transformation processes, learning environments and digital resources. The subject areas covered include learning designs and resources, multimodal texts, didactic science and pedagogy.
Aalto University presented by CNBC Europe
Study on Knowledge Maturing in Europe
The MATURE Integrating Project is based on the concept of knowledge maturing (KM): goal-oriented learning on a collective level. The project investigates how KM takes place within and across organisations, what barriers are encountered and how socio-technical solutions overcome those barriers.
ARPLE11 - Awareness and Reflection in Personal Learning Environments
The workshop aims to attract participants from educational science, psychology, social science, computer science, and design to challenge the understanding of the research fields of awareness and reflection in Personal Learning Environments. We also aim to attract developers from academia and economy that implement personalizable learning environments. The workshop might attract researchers from the projects ROLE, MATURE, MIRROR, ImREAL, LTfLLL, STELLAR.
Atelier-D - Achieving Transformation, Enhanced Learning and Innovation through Educational Resources in Design
The project will look at the development of a virtual design studio space to support student learning throughout the design programme
Sistemas de apoyo para el desarrollo profesional continuo y en línea
Los procesos entretejidos de desarrollo individual que se llevan a cabo en un entorno en línea poseen una característica peculiar que es esencial para desarrollar un sistema de apoyo. Destacamos cuatro diferencias entre los sistemas educativos formales y los de apoyo que se deben tener en cuenta en el diseño de un sistema basado en entornos en línea y medios sociales. Estas son: contenido preproducido frente a contenido creado por el usuario; motivaciones individuales frente a intereses de cualificación conjuntos; actividad de duración limitada frente a una continua y sostenible, y asignaturas y áreas temáticas frente a perspectiva abierta sobre las habilidades de los participantes.
A partir de estos cuatro requisitos se describen algunos rasgos fundamentales de un sistema de apoyo. El sistema se basa en formas existentes de entornos en línea, pero con un mayor desarrollo y un apoyo tanto metódico como sistemático. Un sistema de apoyo puede consistir en una combinación de entornos de aprendizaje individuales, que se coordinan mediante comunidades de aprendizaje en línea, o una red personal de aprendizaje. Una metodología basada en formas circulares del trabajo favorece los procesos en los distintos medios con el objetivo de seguir avanzando en el desarrollo individual.


