Date post: | 19-Oct-2014 |
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Education |
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RethinkingEtextbooks:TowardsIntegrationOf
ProprietaryAndUsergeneratedDigital
EducationalContentMart Laanpere, Veronika Rogalevich, Hans Poldoja :: Tallinn University
ECER :: European Conference of Educational Research :: Istanbul, 13. September 2013
Disruptiveinnovation
Christensen (‘Innovator’s dilemma’, 1997): improving a product or service in ways that the market does not expect, typically first by designing for a different set of consumers in a new market and later by lowering prices in the existing market
Examples: Music business: MC > CD > mp3 Book business: book > e-book In school: class journal > eSchool
Is e-textbook going to be another distruptive innovation?
Socio-technicaltransitions
Geels 2002
Goodvs.evil
Dramatic 1984: http://youtu.be/2zfqw8nhUwA
Black & white world of IPR
Both camps hope to win in the next socio-technical transition
eTextbook scenarios: eTextbook as e-book – Apple iBooks Author eTextbooks as app – been there… eTextbook as e-course eTextbook as aggregated set of Learning Objects in repository
Searching for the 5th scenario: dialectic approach (not just antithesis, rather synthesis)
Somethoughts
eTextbook might not be e-book
Borders disappear: physical & virtual, content & software, learner & teacher, author & user, school & life, learning & assessment, professional & user-generated
Trialogical learning: learning as knowledge creation through interaction with digital artefacts & tools
Author gains the most from the textbook, why can’t the students be coauthors of eTextbooks?
LEARNMIXproject
Aims: to find economically & technologically sustainable, pedagogigally meaningful solution for next-generation eTextbooks that can be used across various platforms and usage contexts.
Seeking for the road in the middle: new business models for publishers, aggregating with user-generated content
Two integrated research directions: Human-Computer Interaction: platform-independent interaction
design, ubiquitous interaction, advanced analytics Pedagogical scenarios: 1:1 computing, BYOD, outdoor learning,
inquiry-based learning
LEARNMIXvisionofeTextbook2.0
New pedagogy: eTextbook is not an input to learning, rather output
LEARNMIX eTextbook 2.0 has three parts: Professionally produced, commercially distributed content: simulations,
games, interactive exercises, exams, virtual labs etc Content created by teachers: worksheets, project plans, assignments,
exercises, examples Content created by students: remixes, products, prototypes, project reports,
presentations, journals
Requirements for LEARNMIX eTextbook 2.0 software: Interoperability framework Authoring tools for teachers, delivery tools for publishers Cloud-based repositories Authoring, mashup & remix tools for students’ BYOD devices
Availabilityandreusabilityofdigitalheritage
LEARNMIX eTextbook 2.0 requires critical mass of digital texts, photos, videos that are: Freely accessible ja easily found (federation of repositories,
semantic annotations, recommender systems) Editable, remixable, extendable, reusabel in various contexts
(legally, technologically, ease of use) Monitoring and analytics (both originals and versions) Localisable With business potential