Feeler prototype

Feeler 1st prototype

Feeler prototype seeks to foster reflection about learning experiences through EEG data. 

07_feeler_workshop

Feeler workshop

As part of the contextual inquiry of Feeler’s prototype design, a participatory workshop was held with MA students of the School of Arts, Design and Architecture. 

ectel2013_main

Workshop on Awareness and Reflection in TEL

During the Eighth European Conference on Technology Enhanced Learning Scaling up learning for sustained impact (EC-TEL 2013), Feeler design concept was presented in the framework of the Awareness and Reflection workshop (ARTEL). 

ITK2013

Reflections on ITK2013

From 10th to 12th of April, the 2013 Interaktiivinen Tekniikka Koulutuksessa took place in Hämeenlinna.

Feeler

Feeler design concept

Feeler is a design concept included in a design research that seeks for solutions to help people reflect on their wellbeing and learning. The aim of the project is to develop a tool for visualizing learning performance and wellbeing drawing on data collected from online learning services and quantified self tools.

dashboard01_copy

Digital dashboard for visualizing learning progress and well-being

The high proportion of computer-mediated interactions in learning has created an interest about how data collected from the interactions can be used to improve teaching and learning.

Quantified Self

About Quantified-Self

Data tracking is becoming a popular practice in very different domains ranging from sports to health, work productivity and learning, among others.

carousel-img1

A critical insight into technology

In many occasions, technology and innovative practices in teaching and learning seems to come together. Obviously, one cannot generalize and reduce all initiatives to such a simplistic approach. However, despite all the enthusiasm and expectations on technology and new media – at the end we are talking about tools – it’s important to stop and consider what’s the final goal.

index

Horizon Report.Ib 2010. Some ideas after the meeting in Puebla

Since March until mid-April, the Advisory Board (AB) of the Horizon Report: iberoamerican edition has been working collaboratively, first through a wiki and later in a face-to-face meeting in Puebla, México, to select and identify those technologies, challenges and trends with a greater potential throughout next 5 years in iberoamerican Higher Education.

Innovation days + Laurence Johnson’s presentation at UOC

Last Friday, I attended to the “Innovation days” organized by the Innovation office of the Universitat Oberta de Catalunya. During the morning, there were several innovation projects’ presentations. They were grouped in four categories: Tecnologic Resources Development, Educational Use of ITC, Educational Metodology and Processes and Institutional Quality.

As the session was organized in corners, presentations happened simultaneously. Here, I must confess that, mainly, I attended to the projects selected for they Educational Use of ITC.  In short, I would summarize the main topics in: content organization, communication (development of an annotation tool), image (hipervideo and machinima) and simulation.

In the afternoon, Laurence Johnson presented the Horizon Project. Seven Ways Technology isUnfolding, Everything We Look. Again, main points of his presentation can be summarize in 3D visualization, use of games in education (concretely: serious games), development of new interfaces which are no longer seen as technology due to its intuitive and friendly use, user content creation, collective intelligence, ubiquitous networks (people can connect wherever they are) and cloud computing. He also notted that internet is becoming a third place, that’s to say, people is using the net as place to socialize.

Of course, this a very short summary, but as further information about technologic trends in education can be found in the on line Horizon Project, I prefer to just make the link and note down some of my impressions after the talk.

First of all, oks we are living in each time more tecno-society , or whatever you prefer calling it, but…what happens when there aren’t the condition to use all that online applications that are changing the way we learn, work, socialize? What happens for those who don’t have fast broadband or just can’t pay it? There’s no alternative to avoid “that phenomena” called “digital divide”?

Second question is quite related to the first one… are these trends really global? As far as there are many different contexts, it’s a bit strange that everywhere can be applied same trends (even in some cases, to guarantee a general access to technologic developments can be quite far in time speaking terms).

Finally, technological developments can’t be understood aside cultural/social aspects. What I mean is that for the normalization of a new technology is necessary some social measures/attitudes that ensure the future of that technology. For instance, nowadays, collaboration and mash up seem to be keywords of web 2.0 phenomena. However, strict copyright laws can difficult the work of those who “mash up” content. May be, strict laws won’t stop individual acts, but certainly they will, at least, make the generation of mashed up content much lesser than if it was completely allowed.

Thus, how are technologic developments affecting the social sphere? What kind of societies are arising as a consequence of the introduction of these tools?