This paper tackles the issue of how to support the design of effective collaborative activities in networked learning contexts. At the crossover between the ‘learning design' and the ‘networked learning' research sectors, notions such as ‘collaborative techniques', ‘design patterns' or ‘scripts' are often used to describe and/or run online collaborative learning activities. Based on these concepts, technological tools have been implemented that reify these notions and support several phases of the learning design process, including the sharing and reuse of design representations. Despite the differences among tools, most of the them support the representation of learning designs that are already "in the designer's mind", while few technological tools specifically provide guidance and support in the early phase of the design process of collaborative activities, i.e. the conceptualization of the design. Focusing on this gap, this paper proposes a model and, based on it, a game supporting the conceptualization of online collaborative activities for networked learning contexts. Both the model and the game are based on the interplay of four variables, the 4Ts: Task, Teams, Time and Technology, regarded as the key aspects of the decisions to be made. The model suggests that, to design the online activity, the teacher/designer will need to "juggle" around with these four variables and their reciprocal relationships in a cyclic, iterative process, regardless of whether she wants to start the design from scratch or to reuse an already existing collaborative. Implemented with the aim of scaffolding such iterative process and supporting a group of teachers in the decision taking phases, the game consists of a board, representing the Time component, and of 5 decks of cards (respectively for the Task, Team, Technology, Technique and the Jokers). Each deck contains cards describing instances of Task, Team, Technology or Technique, while the Joker cards are empty and should be filled in by players with new instances. To guide the decisions, each card illustrates the dependencies between that particular instance of T and the others, thus making the decision criteria as explicit as possible and stimulating reflection on how each variable impacts on the others. Both the 4Ts model and the game have been field tested and evaluated by the developers with a group of 48 teachers. The results encourage the development of a digital version of the game, where cards are still tangible objects, and augmented reality techniques are employed to digitize the results of conceptualisation.
This paper provides an overview of, and rationale for, an approach to analysing complex learning networks. The approach involves a strong commitment to providing knowledge which is useful for design and it gives a prime place to the activity of those involved in networked learning. Hence the framework that we are offering is known as “Activity Centred Analysis and Design” or ACAD for short. We have used the ACAD framework in the analysis of 20 or so learning networks. These networks have varied in purpose, scale and complexity and the experience we have gained in trying to understand how these networks function has helped us improve the ACAD framework. This paper shares some of the outcomes of that experience and describes some significant new refinements to how we understand the framework. While the framework is able to deal with a very wide range of learning situations, in this paper we look more closely at some issues which are of particular importance in networked learning. For example, we discuss the distributed nature of design in networked learning – acknowledging the fact that learning networks are almost invariably co-configured by everyone who participates in them, and that this aspect of participation is often explicitly valued and encouraged. We see participation in (re)design as a challenging activity: one that benefits from some structured methods and ways of representing and unpicking the tangles of tasks, activities, tools, places and people.
This theoretical paper focuses on the concept of impression management to explain how networked learners’ presentations of self as part of the establishment, cultivation and use of productive social learning networks. The arguments in this paper connect social presence, which has long been considered an important element of online learning, with social capital, which has been used more recently to describe the way learners use social networks to support their learning. These arguments are situated at the intersection of social connectivity, goal-directed learning activity and learner experience. The broad area of interest is how learners’ goals and intentions affect their activity and behaviour in networked learning environments. More specifically, we are concerned with how learners’ goals related to study and learning affect their intentional activity toward forming and using the social connections that constitute learning networks. In this context, impression management is used to describe and explain how learners intentionally construct presentations of self as part of cultivating their social presence in networked learning and how that presentation of self leads to the establishment and development of connections (or ties) with others and the development of a network of productive connections which support learning. We argue that the constructions of self are not arbitrary; rather, they are seen as intentional efforts by learners to present themselves in ways which are not only socially acceptable, but maximise the extent to which they are views as attractive partners for social learning activity. Learners read the social environment and act intentionally in response to the social context to present themselves in ways that further their goals of productive networked learning activity. By expressing themselves in particular ways and forming impressions of others, individuals are able to establish, cultivate and use social connections and then build social networks constituted of those connections. Those social networks provide learners with the connections they need to generate social capital, that is, to find and use the value (or resources) through connections or relationships that constitute a network. The paper concludes with a the identification of several questions for educators to consider as part of informing their practice of networked learning and supporting goal-directed, technology-mediated social processes and the cultivation of productive learning networks.
I work in academic development in higher education in Australia. My research interests centre on technology-mediated social processes. I do quite a lot of work with learning design, online teaching and management of large academic development projects.
Networked learning happens naturally within the social systems of which we are all part. However, in certain circumstances individuals may want to actively take initiative to initiate interaction with others they are not yet regularly in exchange with. This may be the case when external influences and societal changes require innovation of existing practices.This paper proposes a framework with relevant dimensions providing insight into precipitated characteristics of designed as well as ‘fostered or grown' networked learning initiatives. Networked learning initiatives are characterized as "goal-directed, interest-, or needs based activities of a group of (at least three) individuals that initiate interaction across the boundaries of their regular social systems".The proposed framework is based on two existing research traditions, namely 'networked learning' and 'learning networks', comparing, integrating and building upon knowledge from both perspectives. We uncover some interesting differences between definitions, but also similarities in the way they describe what ‘networked' means and how learning is conceptualized. We think it is productive to combine both research perspectives, since they both study the process of learning in networks extensively, albeit from different points of view, and their combination can provide valuable insights in networked learning initiatives. We uncover important features of networked learning initiatives, characterize actors and connections of which they are comprised and conditions which facilitate and support them. The resulting framework could be used both for analytic purposes and (partly) as a design framework.In this framework it is acknowledged that not all successful networks have the same characteristics: there is no standard ‘constellation' of people, roles, rules, tools and artefacts, although there are indications that some network structures work better than others. Interactions of individuals can only be designed and fostered till a certain degree: the type of network and its ‘growth' (e.g. in terms of the quantity of people involved, or the quality and relevance of co-created concepts, ideas, artefacts and solutions to its ‘inhabitants') is in the hand of the people involved. Therefore, the framework consists of dimensions on a sliding scale. It introduces a structured and analytic way to look at the precipitation of networked learning initiatives: learning networks. Successive research on the application of this framework and feedback from the networked learning community is needed to further validate it's usability and value to both research as well as practice.