Post on 24-Jun-2015
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Digital Curriculae & Cross Disciplinary CollaborationThe evolution of the Knowledge Garden initiative
The Knowledge Garden Philosophy• Just In Time educational experiences (Perpetual BETA)• Non-linear/hierarchal learning• Mapping Complexity and Metacognition• Crowdsourcing Educational Content• Student Curation of Learning Activities (Process Portfolios)• Social Learning Tools & Environments• Empowering non-design educational domains with creative
tools.• Mobile Publishing• Evaluation, Metrics & Monetization
The Challenges• Technology is ubiquitous• Technology innovation cycles are aggressive. The product
ecosystem is expanding hyperbolically and this makes it increasingly difficult to manage in large organizations.
• Moving from avoidance, to coping and on through to effective, agile adaptation to the turbulence caused by rapid (12 month) cycles of technological innovation/obsolescence.
• We have moved from manufacturing to the knowledge economy and all sectors of our economy need to bring innovative products and services to market.
• There are access gaps to the tools needed to create these cutting edge products and services.
The Vision• Faculty, students, innovation companies, IT work together to solve problems for
community clients (Applied Research model) in ways that allow students and faculty to engage with technologies at the earliest possible phase of diffusion (BETA) and in ways that allow them to provide input into the evolution of these technologies.
• Students engage in exploration of these technologies and MAP their exploration in order to provide simplified pathways and workflows through a rabbit warren of technologies.
• Students document and share their experiences via journaling, messaging, discussion boards, audio and video.
• Students curate and structure their activities in a WIKI repository that is accessible and searchable by others. Students become co-researchers, co-authors.
• Faculty harvest exemplary work and reference it in the LMS.• Publish work for Mobile consumption and use metrics to monitor content
engagement to inform design.• Monetize activity.• Promote digital literacy and access to digital tools throughout the college via strategic
Educational License Agreements (School of Design students have access to full $2,000.00 CS6 master suite for $120 materials fee. College wide would cost $50/student.
Potential• May-June Intensive Workshop: social networks and tools,
WIKIS and content creation, curation, Video Podcasting and Mobile Publishing.
• Cross-disciplinary course that brings together faculty and students from design and busines (and other disciplines) to explore new paradigms of learning, media creation and curation tools.
• Collaborative research projects with mobile publishing targeted as a distribution vehicle.
• Students from all college areas gain access to, and expertise in, Digital content authoring tools.
The Innovation Diffusion Cycle12-18 Month Lag Phase in Learning
The Linear Production ParadigmThe Factory Model
Backlog: Shortcomings of Linear Deployment Chains
Round Table Re-org.
SynchronicityThe Move to Perpetual BETA
Enter the Knowledge Garden:• It is predicated on engaging students with a basket of enabling
technologies that facilitate collaborative, cross-disciplinary, project-based, applied learning/research opportunities.
• It seeks to solve problems for community partners (internal and external).
• It promotes direct engagement with innovation drivers (technology partners like Adobe) at the earliest possible phase of diffusion (BETA) in order to facilitate Just In Time Learning.
• It crowd-sources the development of knowledge assets from the student population and harvests exemplary assets—making them available to the broader community in a searchable repository.
• The Knowledge Garden seeks to make its assets compatible with mobile delivery.
• The Knowledge Garden hopes to explore the possibility of monetizing the products and services it creates.
The Core Technologies• Open Source Social Networks (on.georgebrown.ca)• Open Source Project Management tools (Project Pier)• Visual Understanding Environments for mapping complex
workflows.• Adobe BETA releases for early product engagement.• Adobe CS tools for content creation and authoring.• Adobe DPS for publishing and mobile deployment.• WIKIS for content curation and podcasting.• Other ancillary products, preferably in BETA, are incorporated
into the discovery process and their efficacy is evaluated.
Environments:Building a Community
Environments:Connecting a Community of Learners via the Virtual Classroom: Adobe Connect.
Environments:Connecting a Community of Learners via the Virtual Classroom: Blackboard Collaborate.
Environments:Project Management
Environments:Collaborative Spaces—Acrobat.com
Environments:Research—Zotero
Tools:Visual Understanding Environments (VUEs)—Inspiration/Webspiration
Tools:Mobile/Interactive Content Design and Publishing
Knowledge Transfer:Student Resources—How To Manuals
Knowledge Transfer:Student Resources—How To Manuals
Knowledge Transfer:Student Resources—How To Manuals
Knowledge Transfer:Student Resources—Podcasts
Content Curation:Growing and Tending and Harvesting The Knowledge Garden
Content Curation:Growing and Tending and Harvesting The Knowledge Garden
RISK (Rapid Integration of Skills and Knowledge):Moving to Perpetual Beta
Promoting Best Practices:Faculty workshops
Building Capacity:Adobe DPS Research Pilot in Cross-platform publishing for education
Building Capacity:Adobe DPS Research Pilot—A cross-disciplinary approach
• Strategic Partnership with Innovation Company (Adobe)• Integrate DPS capacity in Teaching Innovation & Learning to create an
interactive digital publication/app with a content focus on e-Learning.• Distribute to faculty.• Marketing student to collect and analyze engagement metrics• Design student to design and publish content.• Business student provides logistical/project management support.• Students document and map workflows, provide analysis, support
and documentation to facilitate curriculum development (Marketing and Design) and/or the founding of a digital academic press and/or internal communications infrastructure.
• Key faculty provide project oversight• Potential for structuring as an applied research project with support
from the research office.
Leading a transformation in Teaching and Learning• Knowledge Design I course created to build skills in 2nd year
design students for creating and curating learning content.• Knowledge Design II created as a follow-up which applies skills
learned in a live project environment that serves either external or internal clients.
• KD II designed to bring faculty and students from KD I into the same environment to collaborate on creating learning content.
• KD II is offered to faculty throughout the college to assist in content generation.
• KD II students provide mentoring and production capacity.• KD II students are ideally paid via a fee for service model from
departmental budgets, grants and/or private sector funding.