Personal Learning Environment
The Open University (OU) has produced an interactive eBook about ROLE, which provides an introduction to Personal Learning Environments (PLEs) and Self Regulated Learning (SRL).
A selection of widgets that have been developed by the ROLE project are also demonstrated. Readers have an opportunity to try these widgets through a set of interactive learning activities included in the eBook. The content of the eBook has been adapted from the ROLE online courses available in OpenLearn (http://labspace.open.ac.uk/course/view.php?id=7898 and http://labspace.open.ac.uk/course/view.php?id=7433).
The eBook is available for iOS devices (iPads and iPhones) and can be downloaded from http://projects.kmi.open.ac.uk/role/ibook/ROLE.ibooks. It will also be available soon on the Apple iBook store, published by the OU.
ROLE Project has succesfully closed third round of its widget enchantment iteration and we are happy to announce the winners, which all receive a 500€ prize!
- classON Questions Widget (Developer: Israel Gutiérrez)
- Learning Resources Affective Recommender (Developer: Derick Leony)
- Math-Bridge Search Widget (Developer: Eric Andres)
Congratulations to the winners!
The winner widgets are available in the ROLE Widget Store:
classON Questions Widget
Developer: Israel Gutiérrez
The classON widget provides students with an interface for requesting help from the teacher and allowing them to manage and share their questions from their personal learning environments (PLEs). The widget provides students with a simple interface in order to access information in the same lab session (learning space) in order to ask questions to the teacher, check the list of questions of other students, and how many had this same issue, +1 a question that the student also have.
Learning Resources Affective Recommender
Developer: Derick Leony
The Learning Resources Affective Recommender (LRAR) Widget provides the list of most suitable resources given the affective state of the learner. The learner must indicate her current affective state (flow, frustrated, etc.) and her learning objectives. This information, along with the user identifier, is sent to the LRAR Service where is stored and used to generate a list of recommended resources.
Math-Bridge Search Widget
Developer: Eric Andres
Math-Bridge is the first Pan-European e-Learning platform for online bridging courses in mathematics. It allows teachers and students to interact with thousands of mathematical learning objects available in seven languages. The Math-Bridge Search Widget helps users to find learning objects they are interested in by allowing the specification of various search criteria to query the official Math-Bridge service repository. The Widget has two tabs: “Search” and “View”.
A learning platorm is an integrated set of resources, tools, and interactive online services for teachers, learners, and others involved in education to support and enhance educational delivery and management (Wikipedia, 2011). The term ‘learning platform’ often refers to a number of tools and services available in a range of products known by various names, including learning management system (LMS), virtual learning environment (VLE), course management system (CMS) and learning content management system (LCMS) providing learning experiences and content management. The term ‘learning platform’ also includes the personal learning environment (PLE) that helps learners to keep control and manage their own learning by personalizing the content and process.
This specification is intended to cover the representation of several kinds of information, centred around individuals, who collect, create, reflect on and use their own information for learning, development, self-presentation, or related purposes. The information is typically authored, or collected, by the individuals themselves, and may cover: what they have done, made, achieved, written, or are proud of; what or who helps or has helped them; what they aspire to; what they are good at; evidence for and reflections on any of these; and perhaps input from other people.
Involving students in managing their own learning in a variety of contexts, such as building their own personal learning environments (PLEs) according to their goals and interests, is one way of developing the skills and motivation that will serve as tools for lifelong learning beyond their formal education.This paper tracks the process of PLE building by students studying for their bachelor degree in Computer Science and Electronics. It looks at their learning experiences of using the Netvibes home page and discusses the advantages of using Netvibes in the context of instructional strategies and technical solution forming. In addition, it proposes and implements a model for effective communication between the university Learning Management System (LMS) and PLEs. Finally, students' opinions about the learning done in their PLE are examined through inquiry and discussed. Most students consider PLE building to be a very useful process for learning and personal development.
The learning environment we present consists of several components (modules) that are well-known Web 2.0 applications such as wikis, weblogs, social bookmarking services and RSS feeds. The section describing the implementation of the environment in a use case at the Darmstadt University of Applied Science focuses on the specific didactic contribution the particular learning modules render towards the entire learning arrangement. The article explains the didactic potential of the wiki platform in more detail, since it serves as the integrating module (or learning centre) of the learning arrangement.
Our learning environment was tested and evaluated during the “Social Software” seminar held in the information science study course at Darmstadt University of Applied Science in 2007/08. A questionnaire-based survey reveals interesting facts regarding the success of the practical implementation of the Web 2.0 arrangement with respect to the motivation and learning outcome of students. The survey was supplemented with some non-formalized feedback in a concluding discussion. With these results in mind this paper finally provides some remarks on the potential of the learning environment in broader educational contexts.
The full text of this article is available in English and Spanish. The Spanish version is made possible our partner, the Organisation of Ibero-American States for Education, Science and Culture (OEI). // El texto integro de este artículo está disponible en inglés y castellano. La versión castellana ha sido posible gracias a nuestro socio, la Organización de Estados Iberoamericanos para la Educación, la Ciencia y la Cultura (OEI).
Personal Learning Environments for Overcoming Knowledge Boundaries between Activity Systems in Emerging Adulthood
This theoretical route starts with the definition of emerging adulthood as a period broadly located between adolescence and adulthood in which individuals are faced with many types of transitions. A fundamental aspect of such a transition period is the personal network of relations, and in particular the concept of bridging social capital formed by networks of weak ties. Researches on the use of web technologies in emerging adulthood are also discussed, as the results show the importance of these tools for maintaining and reinforcing bridging social capital. The conclusions derived from this theoretical route emphasise the relevance that web artefacts 2.0 have, in particular SNSs, providing emerging adults with many possibilities and support in:
- maintaining and developing their social capital;
- constructing a knowledge background that could help them during transitions through different activity systems.
These conclusions also lead towards a new conception of eLearning strategies employed in contexts such as universities, characterized until now by a heavy use of web artefacts 1.0 in which students play a passive role. We believe more flexible eLearning systems, such as SNSs, should be taken into consideration, since they are more likely to meet the needs of today’s emerging adults in terms of information and knowledge.The full text of this article is available in English and Spanish. The Spanish version is made possible our partner, the Organisation of Ibero-American States for Education, Science and Culture (OEI). // El texto integro de este artículo está disponible en inglés y castellano. La versión castellana ha sido posible gracias a nuestro socio, la Organización de Estados Iberoamericanos para la Educación, la Ciencia y la Cultura (OEI).
We have identified seven aspects where these changes are most obvious and/or important. To sum up, learning with PLE leads to changes concerning: (1) the role of the learner as active, self-directed creators of content; (2) personalisation with the support and data of community members; (3) learning content as an infinite “bazaar”; (4) the big role of social involvement; (5) the ownership of learner's data; (6) the meaning of self-organised learning for the culture of educational institutions and organisations, and (7) technological aspects of using social software tools and aggregation of multiple sources.
The vast number of tools, supporting collaboration on the web is an indicator that PLE and social software tools are not only a flash in the pan, but lead to a new notion of learning and a measure for sustainable competence development. Nevertheless, the existing approaches and ideas for PLE need further development and elaboration. With the discussion of the related shifts from LMS towards PLE and their challenges, this paper may serve as the basis for learners, teachers and educational institutions decisions for (or against) the technological concept of PLE, on a general level and taking into account its pedagogical implications.