Design Journal #6

The Internet has existed for 29 years, but for some higher education institutions there remains a hesitation to embrace technology and integrate it with the learner experience (Utecht & Keller, 2019).

Leveraging these technologies in meaningful ways to share work, add value to the conversation, and find ways to connect to community, has potential to further all participants’ learning.

Utecht & Keller, 2019, p. 107

Technology is not the focus, the focus is the connection among and between the learners. Technology is available and accessible for learners to gain information, through the experience of utilizing various platforms and the exposure of information learner connects with ideas and with other learners. The Connectivism Learning Theory has eight principles, the first being learning and knowledge rests in diversity of opinions. The Internet provides a space for people to have a voice, whether positive or negative, regarding a certain topic. Classrooms are full of students from diverse backgrounds coming in with varying life experiences, goals, and perspectives and the learning takes place when all learners are contributing and expounding on the topics.

George Siemen’s Connectivism Learning Theory (2005)

According to Hokanson and Miller (2009), “instructional design is historically regarded as a linear series of steps and phases that constructs models and processes” (Hokanson & Miller, 2009, p. 21). The fault in this approach is that it is constrained and the Internet is not constrained. With access to technology, information is available at all hours of the day, in any place, and the information is diverse. Kelley and Littman’s design framework is built on the idea that innovation comes from people, not processes (Hokanson & Miller, 2009). The team of designers is more important than the phases of the design. Rather than having one lens, multiple designers brings a diverse lens addressing multiple avenues of the design.

Putting together The Connectivism Theory and The Ten Faces of Innovation, online communities of learning are built. This is done through YouTube channels, open source materials, and more recently the increase of Massive Open Online Course, more commonly referred to as MOOCs. MOOCs are free online courses that anyone can enroll in and there are a large number of topics learners can choose from. For more information about MOOCs, visit http://mooc.org/.

Kelley & Littman’s ten roles designers and design teams can use to promote creativity.

IDET 5310 idea PResentation

References

Hokanson, B., & Miller, C. (2009). Role-based design: A contemporary framework for innovation and creativity in instructional design. Educational Technology, 49(2), 21-28.

Utecht, J., & Keller, D. (2019). Becoming Relevant Again: Applying Connectivism Learning Theory to Today’s Classrooms. Critical Questions in Education10(2), 107–119. Retrieved from http://search.ebscohost.com/login.aspx?direct=true&AuthType=shib&db=eue&AN=137104140&site=eds-live

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