Blog
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Teaching logistics with haptic feedback
EPFL’s Professor Pierre Dillenbourg heads the Center for Digital Education. He demonstrates the use of a Simpliquity Tinkerlamp to teach logistics training, and explains how research has moved from developing an expensive, specialized device to using a simple webcam and paper. Note: interview and discussion are in French.
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Learning in a VUCA world: IFRC FACT and ERU Global Meeting (Vienna, 31 May 2013)
Presentation at the IFRC FACT and ERU Global Meeting (Vienna, 31 May 2013), exploring how we learn in a complex world.
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Accreditation in higher education is based primarily on inputs rather than outcomes
Burck Smith describes how accreditation is based primarily on a higher education institution’s inputs rather than its outcomes, and creates an “iron triangle” to maintain high prices, keep out new entrants, and resist change.
To be accredited, a college must meet a variety of criteria, but most of these deal with a college’s inputs rather than its outcomes [emphasis mine]. Furthermore, only providers of entire degree programs (rather than individual courses) can be accredited. And even though they are accredited by the same organizations, colleges have complete discretion over their “articulation” policies—the agreements that stipulate the credits that they will honor or deny when transferred from somewhere else. This inherent conflict of interest between the provision of courses and the certification of other’s courses is a powerful tool to keep competition out. Articulation agreements, like API’s for computer operating systems, are the standards that enable or deny integration. In short, by controlling the flow of funding, accreditation insures a number of things: All colleges look reasonably similar to each other, the college can’t easily be “disaggregated” into individual courses, and coursework provided by those outside of accreditation can’t easily be counted as credible.
Lastly, to further tip the scales toward incumbent providers, accreditation bodies are funded by member colleges, and accreditation reviews are conducted by representatives from the colleges themselves. The “iron triangle” of input-focused accreditation, taxpayer subsidies tied to accreditation, and subjective course articulation ensures that almost all of the taxpayer funds set aside for higher education flows to providers that look the same. And by keeping innovations out, colleges can maintain their pricing structures [emphasis mine].
This explains why most online courses are priced the same or higher than face-to-face courses despite massive cost efficiencies. Such enormous profit margins available to the delivery of accredited online learning explains the quick growth of for-profit colleges, nonprofit colleges offering online degree programs in conjunction with private-sector providers who share in tuition revenue, and colleges running separate online divisions that subsidize face-to-face operations.
A more accurate characterization of today’s higher education is that individual colleges offer online learning as a “feature,” but use their regulatory clout as a group to resist disruption.
Source: Young, J.R., McCormick, T., Smith, B. (Eds.), 2012. Disrupting College: Lessons from iTunes, in: Rebooting the Academy: 12 Tech Innovators Who Are Transforming Campuses. The Chronicle of Higher Education, Washington D.C.
See also: Kaufmann Foundation report, College 2.0: An Entrepreneurial Approach to Reforming Higher Education and Burck Smith’s blog post similar to the quoted article.
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Badges for online learning: gimmick or game-changer?
As I’ve been thinking about building a MOOC for the 13.1 million Red Cross and Red Crescent volunteers, I’ve become increasingly interested in connectivism. One of the platforms I’ve discovered is called P2PU (“Peer To Peer University”), which draws heavily on connectivist ideas.
Surprise: on P2PU there is a debate raging on about badges, of all things. I initially scoffed. I’ve seen badges on Khan Academy and have read that they are very popular with learners, but did not really seriously consider these badges to be anything more than gimmicks.
It turns out that badges are serious learning tools, and that makes sense from a connectivist perspective. A white paper from the Mozilla Foundation summarizes why and how, drawing on an earlier paper from P2PU’s co-founder Philipp Schmidt.
George Siemens’s (2005) connectivism theory of learning is said to go “beyond traditional theories of learning (such as behaviorism, cognitivism, and constructivism) to include technology as a core element”. So badges in this theory would use technology itself ot make connections between learners.
First, it is claimed that badges can capture and translate learning across contexts, with more granularity (detail) than degrees or cumulative grades, with a badge for each specific skill or quality — and showing off progression over time as badges accumulate (like medals pinned to a soldier’s chest or a general’s stripes). Therefore badges could signal achievement and be matched to specific job requirements.
Second, badges are meant to encourage and motivate “participation and learning outcomes”. They are feedback mechanism — both gateway and signpost — on a learning path, ie showing what can be learned and when, as in Khan Academy’s Google-style map going from basic addition to multivariate calculus. In addition, they can also cover or highlight informal or soft skills of the kind that formal education doesn’t account for. And, in fact, making new badges available can be done in real time, fast enough to keep up with the pace of the fastest-changing fields (like IT or web development).
Third, badges are thought to formalize and enhance social connections, as they can be considered a mechanism to promote identity and reputation within a learning community. By doing so, badges may in fact foster community, bringing together peers to formalize teams or communities of practice.
There’s quite a bit of enthusiasm online for badges as successors to pre-digital forms of accreditation and authority, like university diplomas and CVs. For example, Jacy Hood, director of College Open Textbooks, declared in a blog comment: ”We are optimistic that Mozilla Badges will become the new international educational currency/credentials and that traditional education institutions will recognize, accept, and award these badges.”
Edutech blogger Mitchel Resnick explains that he is an increasingly lone voice to express skepticism about badges:
I worry that students will focus on accumulating badges rather than making connections with the ideas and material associated with the badges – the same way that students too often focus on grades in a class rather than the material in the class, or the points in an educational game rather than the ideas in the game. Simply engaging students is not enough. They need to be engaged for the right reasons.
For Resnick, it is the perception of a badge as a reward that throws back to behaviorist thinking:
When we develop educational technologies and activities in my research group, we explicitly try to avoid anything that might be perceived as a reward – what Alfie Kohn characterizes as “Do this and you’ll get that.” Instead, we are constantly looking for ways to help young people build on their own interests, and providing them with opportunities to take on new roles.
However, it really depents on the “Do this” component: what is the learner being asked to do? If it can be performed without engagement, then Resnick may be right. This implies that the reward component may not be the sole function of the badge itself but will depend on the activities required to obtain it.
I started writing this as a badge skeptic. Yet, I’m already starting to think of additional benefits: in a visual online world, badges are visual indicators, rather than text on a screen. They can therefore mobilize visual symbols to trigger our cultural and emotional sensibilities, without requiring reading effort on our part. By looking a badge, we can recognize its shape, colors and design and identify its meaning. This is pretty powerful stuff for learning.
What do you think?
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Mobile learning: the “anywhere” in the affordance of ubiquity
When I look at my Facebook friends online, I can see that most of them are connected, almost 24/7, via their phones. Those connected from a laptop or desktop computer (shown by a green dot instead of a little phone icon) are an ever-dwindling minority.
As Scholar is meant to be a social application for learning, I thought it might be useful to reflect on what mobile means for learning. Recently, I invited mobile design expert Josh Clark to explain to a Red Cross audience why we should design our applications (including those for learning) using a mobile-first strategy. He’s not a learning guy, but I haven’t been able to find a learning expert with useful insights on these issues (as I explain in my conclusion). You can read about Josh’s work on the web here, for example:
Josh’s first point is that we have a “condescending” view of mobile, seeing it as a “lite” version of the “full” desktop experience. This view is wrong, and to demonstrate this he debunks several mobile myths: “We have some really stubborn myths about mobile users, really screwing up the way we provide mobile services.”
Myth #1 is that “mobile users are rushed and distracted”, with a short attention span. With mobile learning, this has translated into little info tidbits or short exercises. MIT’s Open CourseWare (OCW) iPhone app, for example, starts up with a message warning that it’s “a subset” of the OCW catalog.
Yes, sometimes you use your mobile device for information on the go. But that’s far from the only use case. Mobile is also on the couch, in the kitchen, on the bed, or during a 3-hour layover… and, last but not least, sitting on the throne (according to Josh, 40% admit to using phones in bathroom).
Those mobile contexts allow us to concentrate and focus on content. They are non-traditional (for now) contexts of engagement which can make learning more pleasurable (because of the level of comfort, by saving us from boredom during that layover, etc.).
So what do users expect from a mobile application? 85% expect mobile to be *at least as good* as desktop. Why would this be any different for students or other learners? We do everything on our phones that it seems obvious we are now at a point where the concept of a distinct, discrete *mLearning* makes no sense.
OK, so if mobile doesn’t necessarily mean rushed users, what about small screen sizes? Doesn’t that physical limitation place limits on learning?
The screen size raises the issue of visual presentation of learning content. Yes, we have built a lot of user interaction and interface conventions on the assumption of a 4:3 or 16:9 screen ratio. This goes back a while for machine learning, starting with Macromedia Director interfaces in the 1990s that imposed 640 x 480 pixels as a “standard” screen size for interactive, animated content. So we have at least 20 years of thinking reliant on the model of eLearning that some are now trying to painstakingly reduce by changing the “e” in learning to the “m”.
I agree with Josh that the real answer is not in this alphabet soup. Don’t confuse context with intent. We make too many assumptions from screen size. Screen size should not be an excuse to limit functionality. Using small screen does not equal wanting to do less. It would be like saying that because paperbacks have smaller pages, you have to remove entire chapters. The trick is to make complexity uncomplicated. There’s a difference.
Mobile websites/apps should have full content/tools. Yes, they may be displayed differently and hierarchy may change. Some devices may be better suited to some tasks than others — so EMPHASIZE different content on different devices. But don’t arbitrarily give me LESS. That goes not only for individual sites but for families of sites.
A lot of people ONLY use their phone. And of course perhaps the more expected numbers from developing world: In Egypt, 70% of net users rely solely on their phones. In India, it’s 59%. Ghana: 55%. Kenya: 54%. Nigeria: 50%. OK, you say, but these are developing countries where desktop computers and broadband access are expensive. But wait, what’s this… 25% in the US and 22% in the UK use *only* their phone. Another 28% of US mobile web users *mostly* use mobile web.
And, if we are talking about teaching young people, I’m sure these stats are much higher.
This group of mobile-only or mostly-mobile users definitely expect to do everything on mobile. If we care about reaching them or teaching them, we have to care about hitting them on mobile.
For individual-learner click-through online learning modules, I’ve recently sent out two requests for proposals to over 20 companies that specialize in building such modules to support adult learning. Not a single one actually can currently deliver a mobile-first strategy. Yet, the tools and techniques to build a single code base (using HTML5 to replace Flash for animation and a technique called responsive design) already exist and are in wide use in other areas — just not in learning. Yes, they all know it’s a long-term trend, but in many of the responses I received they proposed to build a separate, “lite” version of the “real” learning modules. Exactly the opposite of what I think is needed. And the stats cited above (as well as more insightful analysis from Josh and other designers) make a strong case that this needs to happen today, not in some distant future.
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Mobile learning: the “anywhere” in the affordance of ubiquity
When I look at my Facebook friends online, I can see that most of them are connected, almost 24/7, via their phones. Those connected from a laptop or desktop computer (shown by a green dot instead of a little phone icon) are an ever-dwindling minority.
As Scholar is meant to be a social application for learning, I thought it might be useful to reflect on what mobile means for learning. Recently, I invited mobile design expert Josh Clark to explain to a Red Cross audience why we should design our applications (including those for learning) using a mobile-first strategy. He’s not a learning guy, but I haven’t been able to find a learning expert with useful insights on these issues (as I explain in my conclusion). You can read about Josh’s work on the web here, for example:
Josh’s first point is that we have a “condescending” view of mobile, seeing it as a “lite” version of the “full” desktop experience. This view is wrong, and to demonstrate this he debunks several mobile myths: “We have some really stubborn myths about mobile users, really screwing up the way we provide mobile services.”
Myth #1 is that “mobile users are rushed and distracted”, with a short attention span. With mobile learning, this has translated into little info tidbits or short exercises. MIT’s Open CourseWare (OCW) iPhone app, for example, starts up with a message warning that it’s “a subset” of the OCW catalog.
Yes, sometimes you use your mobile device for information on the go. But that’s far from the only use case. Mobile is also on the couch, in the kitchen, on the bed, or during a 3-hour layover… and, last but not least, sitting on the throne (according to Josh, 40% admit to using phones in bathroom).
Those mobile contexts allow us to concentrate and focus on content. They are non-traditional (for now) contexts of engagement which can make learning more pleasurable (because of the level of comfort, by saving us from boredom during that layover, etc.).
So what do users expect from a mobile application? 85% expect mobile to be at least as good as desktop. Why would this be any different for students or other learners? We do everything on our phones that it seems obvious we are now at a point where the concept of a distinct, discrete mLearning makes no sense.
OK, so if mobile doesn’t necessarily mean rushed users, what about small screen sizes? Doesn’t that physical limitation place limits on learning?
The screen size raises the issue of visual presentation of learning content. Yes, we have built a lot of user interaction and interface conventions on the assumption of a 4:3 or 16:9 screen ratio. This goes back a while for machine learning, starting with Macromedia Director interfaces in the 1990s that imposed 640 x 480 pixels as a “standard” screen size for interactive, animated content. So we have at least 20 years of thinking reliant on the model of eLearning that some are now trying to painstakingly reduce by changing the “e” in learning to the “m”.
I agree with Josh that the real answer is not in this alphabet soup. Don’t confuse context with intent. We make too many assumptions from screen size. Screen size should not be an excuse to limit functionality. Using small screen does not equal wanting to do less. It would be like saying that because paperbacks have smaller pages, you have to remove entire chapters. The trick is to make complexity uncomplicated. There’s a difference.
Mobile websites/apps should have full content/tools. Yes, they may be displayed differently and hierarchy may change. Some devices may be better suited to some tasks than others — so EMPHASIZE different content on different devices. But don’t arbitrarily give me LESS. That goes not only for individual sites but for families of sites.
A lot of people ONLY use their phone. And of course perhaps the more expected numbers from developing world: In Egypt, 70% of net users rely solely on their phones. In India, it’s 59%. Ghana: 55%. Kenya: 54%. Nigeria: 50%. OK, you say, but these are developing countries where desktop computers and broadband access are expensive. But wait, what’s this… 25% in the US and 22% in the UK use only their phone. Another 28% of US mobile web users mostly use mobile web.
And, if we are talking about teaching young people, I’m sure these stats are much higher.
This group of mobile-only or mostly-mobile users definitely expect to do everything on mobile. If we care about reaching them or teaching them, we have to care about hitting them on mobile.
For individual-learner click-through online learning modules, I’ve recently sent out two requests for proposals to over 20 companies that specialize in building such modules to support adult learning. Not a single one actually can currently deliver a mobile-first strategy. Yet, the tools and techniques to build a single code base (using HTML5 to replace Flash for animation and a technique called responsive design) already exist and are in wide use in other areas — just not in learning. Yes, they all know it’s a long-term trend, but in many of the responses I received they proposed to build a separate, “lite” version of the “real” learning modules. Exactly the opposite of what I think is needed. And the stats cited above (as well as more insightful analysis from Josh and other designers) make a strong case that this needs to happen today, not in some distant future.
-
Badges for online learning: gimmick or game-changer?
As I’ve been thinking about building a MOOC for the 13.1 million Red Cross and Red Crescent volunteers, I’ve become increasingly interested in connectivism. One of the platforms I’ve discovered is called P2PU (“Peer To Peer University”), which draws heavily on connectivist ideas.
Surprise: on P2PU there is a debate raging on about badges, of all things. I initially scoffed. I’ve seen badges on Khan Academy and have read that they are very popular with learners, but did not really seriously consider these badges to be anything more than gimmicks.
It turns out that badges are serious learning tools, and that makes sense from a connectivist perspective. A white paper from the Mozilla Foundation summarizes why and how, drawing on an earlier paper from P2PU’s co-founder Philipp Schmidt.
George Siemens’s (2005) connectivism theory of learning is said to go “beyond traditional theories of learning (such as behaviorism, cognitivism, and constructivism) to include technology as a core element”. So badges in this theory would use technology itself ot make connections between learners.
First, it is claimed that badges can capture and translate learning across contexts, with more granularity (detail) than degrees or cumulative grades, with a badge for each specific skill or quality — and showing off progression over time as badges accumulate (like medals pinned to a soldier’s chest or a general’s stripes). Therefore badges could signal achievement and be matched to specific job requirements.
Second, badges are meant to encourage and motivate “participation and learning outcomes”. They are feedback mechanism — both gateway and signpost — on a learning path, ie showing what can be learned and when, as in Khan Academy’s Google-style map going from basic addition to multivariate calculus. In addition, they can also cover or highlight informal or soft skills of the kind that formal education doesn’t account for. And, in fact, making new badges available can be done in real time, fast enough to keep up with the pace of the fastest-changing fields (like IT or web development).
Third, badges are thought to formalize and enhance social connections, as they can be considered a mechanism to promote identity and reputation within a learning community. By doing so, badges may in fact foster community, bringing together peers to formalize teams or communities of practice.
There’s quite a bit of enthusiasm online for badges as successors to pre-digital forms of accreditation and authority, like university diplomas and CVs. For example, Jacy Hood, director of College Open Textbooks, declared in a blog comment: ”We are optimistic that Mozilla Badges will become the new international educational currency/credentials and that traditional education institutions will recognize, accept, and award these badges.”
Edutech blogger Mitchel Resnick explains that he is an increasingly lone voice to express skepticism about badges:
I worry that students will focus on accumulating badges rather than making connections with the ideas and material associated with the badges – the same way that students too often focus on grades in a class rather than the material in the class, or the points in an educational game rather than the ideas in the game. Simply engaging students is not enough. They need to be engaged for the right reasons.
For Resnick, it is the perception of a badge as a reward that throws back to behaviorist thinking:
When we develop educational technologies and activities in my research group, we explicitly try to avoid anything that might be perceived as a reward – what Alfie Kohn characterizes as “Do this and you’ll get that.” Instead, we are constantly looking for ways to help young people build on their own interests, and providing them with opportunities to take on new roles.
However, it really depents on the “Do this” component: what is the learner being asked to do? If it can be performed without engagement, then Resnick may be right. This implies that the reward component may not be the sole function of the badge itself but will depend on the activities required to obtain it.
I started writing this as a badge skeptic. Yet, I’m already starting to think of additional benefits: in a visual online world, badges are visual indicators, rather than text on a screen. They can therefore mobilize visual symbols to trigger our cultural and emotional sensibilities, without requiring reading effort on our part. By looking a badge, we can recognize its shape, colors and design and identify its meaning. This is pretty powerful stuff for learning.
What do you think?

