I was asked to give a three hours talk (!) about our research group. To do so, I collected some of the highlight from the past years to a single slide set with links to the actual projects. Here it is.
I was asked to give a three hours talk (!) about our research group. To do so, I collected some of the highlight from the past years to a single slide set with links to the actual projects. Here it is.
In 2016-2017 we have had some very very low, but also some high moments. Let’s focus on the good things.
In late 2016 Hans Põldoja defended his doctoral dissertation: The Structure and Components for the Open Education Ecosystem: Constructive Design Research of Online Learning Tools. (Download the PDF)
Hans work is worth of reading for all interested in the topic of open education. These days Dr Põldoja is an Associate Professor of Educational Technology and a Head of Studies at the School of Digital Technologies at the Tallinn University. Congratulations Hans!
Here are three examples of our recent research publications.
Pejoska, J., Bauters, M., Purma, J., & Leinonen, T. (2016). Social augmented reality: Enhancing context‐dependent communication and informal learning at work. British Journal of Educational Technology, 47(3), 474-483.
Our design proposal of social augmented reality (SoAR) grows from the observed difficulties of practical applications of augmented reality (AR) in workplace learning. In our research we investigated construction workers doing physical work in the field and analyzed the data using qualitative methods in various workshops. The challenges related to learning in the construction sites were: sharing of specific situation processes or details, need of direct communication channel over distance and support for social appraisal. The second result of the study is a prototype. SoAR is a design solution, an application for smart phones. The primary target for the SoAR design builds on the discoveries and idea that current AR developments in the area should focus on enhancing human-to-human interactions: messages, gestures, words and other small elements of communication. We present the current SoAR prototype that enhances video calls with overlaid drawings therefor SoAR is a tool for asking and providing guidance in context-reliant work situations. Our guiding theoretical framework is drawing from phenomenological discussion dealing with embodied interaction expanded by a process of research-based design.
Durall, E., Leinonen, T., Gros, B., & Rodriguez-Kaarto, T. (2017). Reflection in Learning through a Self-monitoring Device: Design Research on EEG Self-Monitoring during a Study Session. Designs for Learning, 9(1).
The increasing availability of self-monitoring technologies has created opportunities for gaining awareness about one’s own behavior and reflecting on it. In teaching and learning, there is interest in using self-monitoring technologies, but very few studies have explored the possibilities. In this paper, we present a design study that investigates a technology (called Feeler) that guides students to follow a specific learning script, monitors changes in their electroencephalogram (EEG) while studying, and later provides visualization of the EEG data. The results are two-fold: (1) the hardware/software prototype and (2) the conclusions from the proof-of-concept research conducted with the prototype and six participants. In the research, we collected qualitative data from interviews to identify whether the prototype supported students to develop their reflective skills. The thematic analysis of the interviews showed that the Feeler’s learning script and visualization of the EEG data supported greater levels of reflection by fostering students’ curiosity, puzzlement, and personal inquiry. The proof-of-concept research also provided insights into several factors, such as the value of personal experience, the challenge of assumptions, and the contextualization of the data that trigger reflective thinking. The results validate the design concept and the role of the prototype in supporting awareness of and reflection about students’ mental states when they perform academic tasks.
Toikkanen, T., & Leinonen, T. (2017). The Code ABC MOOC: Experiences from a Coding and Computational Thinking MOOC for Finnish Primary School Teachers. In Emerging Research, Practice, and Policy on Computational Thinking (pp. 239-248). Springer International Publishing.
The Finnish primary school curriculum will feature programming and computational thinking as mandatory cross-curricular elements in all teaching starting from the first grade. Many teachers are quite concerned about this and feel ill-prepared. A group of volunteers created a MOOC for teachers and, with no budget, trained over 500 primary school teachers to be competent teachers of programming (38% of the participants). The results from a study conducted within the course indicate that Finnish teachers seem to think that coding is an important addition to the school curriculum and they exhibit low levels of anxiety over it. The MOOC design focused on connectivist design principles (cMOOC) and was considered extremely successful by the participants. The MOOC participants seemed confident that the MOOC would equip them to face the new challenge, and indeed, the feedback from the MOOC and its results support this.
Design research, the way we think it is important to conduct, is possible only when we can build prototypes. Here are some resent prototypes build in the group:
Feeler v.2.0. “The Feeler prototype guides students in self-study, which starts with meditation and ends with self-analysis. During the sessions, students self-monitor their brain activity through EEG. The EEG data are used after the self-analysis stage, to foster students’ metacognitive skills by triggering questions about the mental state of studying and then improving it. With Feeler, reflection is expected to happen during the revision and interpretation of the EEG data visualization. The prototype is composed of the following elements: three smart objects with which the user physically interacts (the blocks), an EEG monitoring device, and Feeler software running on a laptop.” (Durall e.t.all. 2017)
SoAR (Social Augmented Reality) is a mobile app for collaboration and communication in work environments. It consists of one-on-one video streaming with a bidirectional drawing layer for emphasizing details. SoAR is ideal for cooperating in situations that require an effective, visual assessment.
Ach So!. “Ach so! is an open source application for video recording, annotating and sharing (Fig. 1). It is implemented as an application for Android platform to be used with tablet computers or smartphones. With Ach so!, the users record short videos and categorize them under four genres. Ach so! creates MPEG-4 video with serialized semantic annotations. Video descriptions automatically include location, date and creator, and they can be annotated by adding textual annotations, ‘points of interest’, to specific points on screen and in video timeline. The annotations are placed in the video timeline and have screen coordinates for each, and the playback automatically pauses on each annotation to allow reading the annotation acknowledging the point of interest. The annotated videos can be saved in a cloud or exported from the device with Android’s share-intent. The exported videos can be viewed in a browser-based Ach so! Player.” (Virnes 2015)
Kinemata is a wearable device for training movements for the purpose of learning.
In the LeGroup we work with the principle theory based, design oriented. This means that relying on theoretical understanding of and empirical research on what makes sense in teaching and learning, we aim to create new ways of doing things with new tools designed in the group.
We have several new prototypes. Many of them have been already presented in some conference or in a research article. Some of them are relatively mature prototypes when some of them are still proof-of-concepts. We also have some new publications and conference presentations we have been working on lately. You will find a list of them from the end of this post. Continue reading
In the last post to this blog I was listing some of our latest publication and activities in conferences. Now I felt that it is good to write down about our major research projects and to highlight some outputs from them.
During the autumn term the iTEC: Designing the Future Classroom project has kept us busy. From the last six months the Edukata — design toolkit has been one of the major outputs of the project. Edukata — design toolkit is targeted for educators to help them to design great learning activities with their colleagues. We currently have an open beta of the guide book for downloading and gathering feedback from real situations of using it. The current plan is that the final version of the guide book will be translated to 16 languages and distributed widely in Europe.
In the Learning Layers research project we have designed and developed a new prototype for informal learning in construction sites. The Ach So!-prototype is an Android app to shoot videos, to annotate them and to share them. When starting a video you choose a genre for it. The options are: (1) site visit, (2) problem, (3) trick of trade, (4) good work. When you are done the video can be annotated so that you point at something in the video and write a text that is then displayed as a caption next to the pointer. The video will also come with all the available contextual metadata, such as location etc. The current development version of Ach So! is available for downloading. In order to install Android software from third party sources, “Unknown sources” setting needs to be enabled from the Android device. The setting can be found either under Settings > Security > Unknown sources or Settings > Applications > Unknown sources.
In the LEAD: Learning Design – Designing for Learning project we have focused on case studies with the Presemo participation platform and Feeler prototype that aims to combine data about wellbeing, such as physical activity and rest, with data about learning performance in order to generate visualizations that support learners’ reflection process. Our partners in the University of Tampere have continued to gather and analyze (big) data gathered from close to 900 schools in Finland. With the Square1 prototype we have been a bit on hold because of lack of programing resources. Also the Feeler project needs soon some developer resources. Anyone interested in working in open source projects like this? If yes, please contact us.
In the LEAD project we are also studying the future of online learning. For this purpose we have setup the OpenEdX platform for research purposes. The server is here: http://edx.aalto.fi and open for Aalto experiments (anyone can register as participants, but let us know if you wish to create courses in there). In the online learning research we are focusing on design. We are particularly interested in studying the user and learning experience of the online learning services, such ah EdX and Eliademy. Therefore the research touches some major pedagogical issues, too. Designing great services is hard and when it comes to complexity of different services, educational services are for sure high in the list.
We have noticed that although the most satisfactory part of the work for many of us is the design and development of prototypes we must publish about them, too. We do lab and design studio work, test our prototypes in the field and then report our finding from all the phases of the work. Getting this in balance is difficult but I have a feeling that we are learning. During the spring term we are expecting some major publications from the research group discussing results from the lab, studio and the field.
Finally, I just updated our Research -page of this site. It now gives an overview of all the research projects, both current and past.
From the last six-months we are happy to report several interesting new publications. I’ll simply list them in here with the links:
(1) To the first book in Finnish about design-based research in education (Kehittämistutkimus opetusalalla edited by Johannes Perna) I wrote a chapter with the title Muotoilututkimus: tutkimusta, kehittämistä ja prototyyppejä (Design Research: Research, Development and Prototypes).
(2) Juha Kronqvist, Heini Erving, Teemu Leinonen (2913): Cardboard hospital: Prototyping patient-centric environments and services. Nordes 2013.
Our other fellow Hans Põldoja has been working on his final publications for his doctoral dissertation. The dissertation is expected to be ready in the the end of the year. With his colleagues at the University Tallinn they also have published the following article in the book Open and Social Technologies for Networked Learning:
(3) Laanpere, M., Põldoja, H., & Normak, P. (2013). Designing Dippler — A Next-Generation TEL System. In T. Ley, M. Ruohonen, M. Laanpere, & A. Tatnall (Eds.), Open and Social Technologies for Networked Learning (Vol. 395, pp. 91–100). Berlin / Heidelberg: Springer. doi:10.1007/978-3-642-37285-8_10.
In the end of July we will present some early results from the Learning Layers–project (Scaling up Technologies for Informal Learning in SME Clusters) at the ISTAS 13 -conference, The IEEE International Symposium on Technology and Society in Toronto, Canada:
(4) Teemu Leinonen, Jukka Purma, Kiarii Nguya, Alexander Hayes (2013): Scenarios for peer-to-peer learning in construction with emerging forms of collaborative computing. ISTAS 2013.
The following short papers will be published in the conference proceedings of the Interactive Technology in Education 2013 – conference’s research track.
(5) Jukka Purma, Kiarii Ngua, Eva Durall & Teemu Leinonen (2013): How to design learning in the 21st century.
(6) Anna Keune & Teemu Leinonen (2013): Square1 hypothesis: Building computational and collaborative learning tools in school.
(7) Eva Durall & Teemu Leinonen (2013): Digital dashboard for visualizing learning progress and well-being.
In the ECSCW 2013 (European Conference on Computer-Supported Collaborative Works) and in the EC-TEL 2013 (The European Conference on Technology Enhanced Learning) we are organizing a workshop Backchannels and live participation tools.
(10) For the iTEC –project (Designing the Future Classroom) we are also working on a publication with the working title Edukata — Designing Future Classroom Learning Activities. The guidebook is intended to be a “source of inspiration for educators to strengthen their confidence as designers of future classroom learning activities”. It will be published before the end of the year and it will be translated to 16 languages.
(11) From the iTEC –project we are also preparing some research papers: one conference workshop paper about Ambire (an ambient display for 1:1 laptop/tablet classroom reflection) and a journal article with the working title Designing tablet apps for individual and collaborative reflection in learning.
(12) From the research done in the LEAD -project we also have submit a journal article with the title Design Thinking in Research of Collaborative Tools for Learning.
Publishing is good but demos / prototypes are great. We have some new demos and prototypes, too. The Fle4 – knowledge building tool has been redesigned with a map view. The Square1 (a collection of single-task dedicated learning devices) hardware, interaction design and software are nicely coming all together.
It’s been a hectic end of the year.
The iTEC -project is moving forward with testing in school and new cycles of scenario creation and design work. The annual review of the project went fine. The reviews are important: they are quality control but also an opportunity to learn. We past the “control” and learned a lot.
The formal results of the iTEC project’s first year are available in the project website. We think the Report on Design Prototypes and Design Challenges for Education is worth of reading.
We have, however, some new and exciting projects going on and coming up. Some are small, some are large.
With the Learning + Technology Group at the Department of Computer Science and Engineering we have started a project studying, developing and designing online learning tools and social media for computer science learning. The group has developed many great software tools serving computer science studies and has interesting educational practices of teaching computer science. In the research project we are now looking possibilities of integrating the services, motivational questions of students and coherent design of all this.
Another national project we are involved in is called (in English) Open Networks for Learning. In it we support production of open educational resources by training teachers and other experts, creating and supporting networks and services and this way strengthening active citizenship and democracy. For this project we are, for instance, maintaining, supporting and training people to use LeMill, Wikimedia -services, and Creative Commons Finland -services. The project does not include a lot of research per se but provides as possibilities to bridge research and practice.
A third national project is service design project with the Pirkanmaa Hospital District renewing their organization to focus on value created for patients and to prepare the way for a construction of a new wing in the hospital building. In the project we are applying some learning theories and participatory design methods, as well as considering the role of new media (online, an in hospital) services and devices in the hands of the patients and hospital professionals. The first research publication (in press) from the research project is titled Games as Design Medium —
Utilizing Game Boards for Design Enquiry with Cancer Patients by Juha Kronqvist et al.
Our colleges in the Tallinn University are getting together an interesting consortium of European top research groups in the field of mobile learning. With them we are right now preparing a research and project plan with several companies to start a new project in mid 2012.
We also have ongoing discussions with library operating bookmobiles: to study and redesign the service by introducing new media tools (tablets, projections, touch screens/tables, RFID etc.) and services in their offering. The possibilities to implement new kind of media education, youth work etc. with bookmobiles are huge. It is a great opportunity to do people-centric and participatory design research.
In addition to the European research in 2012 we are interested in to take part in the national Learning Solutions program by Tekes – the Finnish Funding Agency for Technology and Innovation. Let’s seen.
One more thing: As part of the Aalto on Waves we organized a Future of Learning study project with graduate students coming from the fields of art and design, engineering and technology and economics. We may expect interesting results.
We finally decided to bite the bullet and create a plugin for WordPress to allow knowledge building discussions, such as progressive inquiry. While Fle3 is a very good tool for doing KB, it’s quite challenging to install. The impulse came from Hans, when he (jokingly) said that he needed knowledge building on WordPress by “next Tuesday”.
Well it turned out that implementing KB discussion onto WordPress blogs wasn’t such a difficult task after all. I’ve now written a functioning plugin that does this, and it even uses the knowledge typesets from Fle3. Meet: Fle4 – Knowledge Building for the rest of us. It’s still very much in beta. There’s a live demo so you can test out Progressive Inquiry and Six Hat Thinking, but easy plugin installation is still a few days in the future (waiting for acceptance into the WordPress Plugin Directory).
So… Take a look and send us comments.
We have three new books / publications in the pipeline. These are Wikipedia User’s Guide, two LeMill related articles in a Learning Objects 2.0 book and an article in the UNESCO’sVisual Narratives from Arabia – Online Master Module on Art, Design and Technology book.
Wikipedia User’s Guide
With friends at the University of Tampere we are writing a Wikipedia user manual. The textbook is specifically targeted for teachers, educators and educational administrators. The aim is to answer, to such a questions as:
The book will have many practical tips, but it will also explain the philosophy and future of Wikipedia. The book will be delivered as PDF and printed, free of charge for all the schools and libraries in Finland. The book is in Finnish and written in the Finnish branch of the Wikibooks. You are welcome to contribute. The book/booklet will be published in April 2008.
LeMill related articles in a Learning Objects 2.0 book
We were invited to contribute two articles to the Learning Objects 2.0 book, published by the Finnish Board of Education. The articles will be about the PILOT – progressive inquiry learning object templates and LeMill as a teacher community. The book will be published in April 2008.
Visual Narratives from Arabia
This is a book that documents and summarizes the experience of Online Master Module on Art, Design and Technology. The book is very visual, full of works students did during the master class. I wrote in it an introduction, Creative learning online: Experiences from the art, design and technology in Arab States. The book will be published in the e-tissal event taking place right now in Casablanca. Please, send me a copy!
It looks like our latest version announcement was from version 1.9, so 2.0 doesn’t seem so big a step, but really, we have gone a long way from that: 1.13 was our latest previous release. Our community has grown close to 900 people, 800 learning resources, 2300 media pieces plus tools, methods, groups and references. This is good growth, yet not explosion of popularity. One notable feature of LeMill has always been our multilingualism (12 working translations for LeMill, 3 partial) and this is really affecting our feeling of community: there are few very active countries (Estonia, Georgia) and for me having those visible, but difficult to understand, gives me a good general feel of what we want for our language group to do together. Instead of one story about evolution of LeMill community, there probably will be as many stories as there are teachers native languages.
For next few weeks we’ll have a lighter touch on development, and concentrate more on just observing how people use LeMill. Welcome.