balance of the planet: developing mobile solutions for global learners
TRANSCRIPT
Balance of the PlanetDeveloping Mobile Solutions for Global Learners
Kim FlintoffLearning Futures
Curtin Learning and Teaching
Digital Learning Ecosystem
Digital Learning@Curtin Strategy
Building Mobile Support
Developing Mobile Engagement
Developing Mobile Engagement
Gamifying Learning Engagement
Quantifying Learning Engagement
Aggregation of data allows rich insights to emerge and more unique and personalised solutions
The Design Process
Begin with the end in mind
Determine the
outcomes
•Organisational•Strategic•Educational
Identify the Evidence
•Different Exit Points
Plan the pathway
•Build the scaffolds for the journey
Adapted from Wiggins, G., & McTighe, J. (2005). Understanding by Design (Expanded 2nd ed.). Alexandria, Virginia: Association for Supervision and Curriculum Development.
Challenge
The Room Metaphor (Seymour Papert, Mitch Resnick)
Identify all the requirements
Apply Backwards Design process
Evaluation Rubrics
•TECH PLAN – core for video or GBP•VIDEO PRODUCT•GLOBAL BUSINESS PLAN
SubmissionJudgingScoring
•Develop processes for each
Final Checklist•Create a self-evaluation process to be applied prior to submission
TargetProblemProduct
•Scaffolded processes to identify SDG, specific problem, and product type to create (video or GBP)
Content Development
•Scaffolded processes to engage learner with content knowledge – Sustainable Development and UN Sustainable Development Goals
Activation and engagement
•Scaffolded processes to create user profile, map interests/location, team formation and mentoring approach.
What needs to be present at the end?
What needs to be present at the end?
Mapping the journey
Mapping the journey
Challenge-based Learning