Paul Hibbitts
Educator, interaction design practitioner and software developer.
Models and Experiences So Far
LEARNER EXPERIENCE
ADVISORY / DESIGN / EDUCATION
Paul D Hibbitts
“An iterative development approach which takes into consideration learner needs, experience, and technology – all working together to support continual improvement and a unified development strategy.”
(Hibbitts, @hibbittsdesign, 2015)
S tudents
E ase of use
C ost
T eaching functions
I nteraction
O rganizational issues
N etworking and Novelty
S peed and security
“The SECTIONS model is strategy that could be used for assessing the technology fit within this course development process.”
What questions about this model do you have?
How might you utilize this model?
What are the strengths of this model for you?
What opportunities for improvement do you see?
“We define an information ecology to be a system of people, practices, values, and technologies in a particular local environment. In information ecologies, the spotlight is not on technology, but on human activities that are served by technology.” (Nardi and O'Day, 1999)
“An ecology, for our purposes here, can be viewed as an environment that fosters and supports the formation of communities and networks.” (Siemens, 2008)
“An educational philosophy and self-supporting ecosystem in which individuals and groups are offered a collection of curated resources and tools that will support their growth and learning, and foster participation.”
(Travin, @m_travin, 2015)
A highly structured presentation
Can be used as a diagnostic tool or framework
Stages also relate to levels of learner autonomy and/or size of learner community
Items within each stage can be seen as possible tatics
What questions about this framework do you have?
How might you utilize this framework?
What are the strengths of this framework for you?
What opportunities for improvement do you see?
Learning + Technology Development Process
Learner needs, experience, and technology
Learning Ecology Framework
Instructor, individual, relational, and social
Positive Learner Experience (LX) Qualities
Thinking beyond instructional outcomes
User Experience (UX) Design Techniques
For example, empathy maps, customer journey maps,
jobs to be done (JTBD), iterative prototyping, etc.
... and let’s not forget on-going student input and feedback!
Instructor Control
Individual Learning
Relational Learning
Social Learning
Platform (blended, face-to-face and online)
LMS/LRS (Instructure’s Canvas LMS)
Courseware (slides, assignments, case studies
and readings)
Static Resources (assigned readings)
Adjunct Tools (Workflowy, Slides.com, Kato.im, myBalsamiq, Twitter, Diigo, TimeDriver, Poll Everywhere and Google Forms)
Dynamic Resources (i.e. course resources Wiki)
Flipped Classroom (semi-flipped, i.e. pre-class required reading and in-class activities)
Point-of-need Access (i.e. multi-device access)
Informal Learning (i.e. optional videos, articles, podcasts, other online courses, etc.)
Individual curation (i.e. bookmarks)
One-to-One Coaching/Mentoring (i.e. private and persistent messaging spaces via Kato)
Performance Support (i.e. task-oriented UX Techniques Guide)
PS Analytics (not directly supported)
One/Many-to-Many (i.e. group and/or class discussions via Kato)
Communities of Practice (not directly supported)
Social Network Learning (i.e. recommended industry experts on Twitter)
Group Curation (not directly supported)
Learning ecology effectiveness/health
Student learning outcomes (our focus today)
One minute end-of-class summaries (on-line and in-person)
User interface assessments (review assessments on-line, provide baseline expert assessment in-person, and finally conduct 3 peer reviews of submitted assessments)
SPUNKI rubric results (reading summaries submitted online before each class, then data table reviewed before each class to adjust lesson plan)
User experience topic overview, with Creative Commons License (submitted on-line and graded on-line using a rubric)
Three assignments during term (user research, design, and usability testing), graded by unique rubrics
What part or parts of the reading did you find
Surprising?
Puzzling?
Useful?
New?
Knew It Already?
Student-selected user experience topic overview, with Creative Commons License (submitted on-line at the end of term and graded on-line using a rubric)
A) Both models look useful to me
B) Just the Learning + Technology Development model
C) Just the Learning Ecology Framework model
D) Neither model looks useful to me (better luck next time...)
Visit PollEv.com/etug2015 OR text ETUG2015 to 37607 to join the session, then text A, B, C, or D (results)
Contact Info
Web: paulhibbitts.com
Email: paul@paulhibbitts.com
Twitter: @hibbittsdesign
LinkedIn: linkedin.com/in/paulhibbitts
Accompanying Resources, via OneDrive: 1drv.ms/1EQqIM4
Learning + Technology Development Model image files (CC)
Learning Ecology Framework image files (CC)
Positive Learner Experience Qualities (CC)
These slides, as a downloadable PDF file
Engaging
Convenient
Organized
Relevant
Enjoyable
Text
Use an open platform to create an alternative LMS front-end (i.e. a new “front door”)
To provide a significantly better student experience
To enable faster/easier instructor updates
A modern flat-file CMS is a
good great platform for this approach
As simple (i.e. deep links to LMS) or as complex
(i.e.
LTI -
Learning Tools Interoperability) as you want
By Paul Hibbitts
Given that mobile access is now the new baseline, what is the next step for us to help better support our students in this age of networked information? For Paul Hibbitts it starts with anytime/anywhere access, utilizes a development process where learning and technology are complementary partners, and evolves into the support and creation of learning ecologies
Educator, interaction design practitioner and software developer.