| |
Jump to the Future > ELU pedagogy |
|
| |
iDTV is the convergence of two different technologies: television and computer (internet applications).
However we cannot think to just apply learning strategies already used through these two media to a t-learning environment. iDTV provide some substantial differences from PC and Television. First of all the potentiality in motivate.
This reason dwells on the fact that iDTV experiences relies more on entertainment and laidback dimensions where the viewers prefer to use it as an information catching medium.
To draw some design principles for t-learning experiences we mainly focused on some key aspects:
- the context where learning happens and the characteristics of this environment compared to a e-learning environment;
- the features of the media to acknowledge their potential in foster learning activities.
In this context we try to manage the trade off between providing an effective learning environment and the potentiality of overcoming a digital divide allowing people to access learning activities and contents through a medium available in the 99% of the houses. The equilibrium between two aims leads the definition of a t-learning pedagogy:
- a main issue in our endeavour is to leave the control to the learner to ensure people learning through television, formats and services reconfigurable to their own desires and needs (interaction with the product, the format). (Support the learning strategy)
- at the same time the learning process has to assume a self contained form (format). The user of a medium like the television has to benefit of a product standing alone that can be used from the start to the end. (Define the teaching strategy)
The attempt of this contribution is to sustain the development of new strategies for designing learning through iDTV and overcome the trend to adapt the classical learning and teaching strategies to new technologies.
1. Pedagogical aspects of t-learning and differences from e-learning
a.The environmental and social learning context of a TV setting according to some relevant dimensions :
1. Social and contextual dynamics (individual or group activities)
2. Interactions with the medium and its devices
3. Motivation (laidback learning, auto learning processes, control of the user…)
2. Learning environments’ pedagogical design principles stemming from iDTV features
a. How can we use iDTV features for enhancing the learning process within this context?
Creating a
framework for exploiting the potential of :
1. use of the interactivity
2. use of narrative based format
3. support and exploit natural social dynamics
4. use of video based format
b. design principles
|
|

Here's the caption for the image |
|
| |
|
|