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Campus og studiemiljø - Bygningsstyrelsen

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easy to change between different work methods<br />

The advantage of working with a subject in different ways – by listening,<br />

acting and asking questions – is that the students remember<br />

the material better and become able to use it. Several universities<br />

therefore now try to mix different teaching methods but it can be<br />

difficult to apply different methods in the same room. It also takes<br />

time to move from lecture room to group room and back again. Technol<strong>og</strong>y<br />

helps mix the teaching methods at MIT. Students can quickly<br />

and easily change between different teaching methods, as the lecture<br />

room has been done away with and the students sit at round tables<br />

and work in groups. The teacher can walk around and supervise or<br />

display examples of group work on large screens on the walls. Presentations,<br />

group work and summing up for the more than 100 students<br />

can easily succeed one another in the same room.<br />

new role for the teacher<br />

The teacher is more of a supervisor in the technol<strong>og</strong>y-supported learning<br />

environment than in the traditional lecture room. The teacher’s<br />

desk has perhaps been replaced by the mixer desk since subjectspecific<br />

knowledge is available at a click of the mouse. It is the responsibility<br />

of the teacher to place all the bits of information in a context.<br />

Whereas in the past, the students had fixed seats in the classrooms,<br />

both students and teacher can now move around. The teacher can<br />

therefore mingle with the students and help them navigate and find<br />

information, create hypotheses and test them. Whereas, in the past,<br />

the classrooms were hierarchically structured, today’s classroom allows<br />

collaboration between the students and the teacher. The teacher<br />

and the students stand at the electronic board when exploring an issue<br />

t<strong>og</strong>ether to develop their own – and preferably brand new – solutions.<br />

In that way, technol<strong>og</strong>y and the newly fitted rooms create an optimum<br />

framework for problem-orientated teaching. The teaching is<br />

based on the knowledge the students already possess and constantly<br />

generate new questions that expand the students’ understanding of<br />

the material.<br />

technol<strong>og</strong>y tests understanding<br />

Technol<strong>og</strong>y can be used for different educational purposes, and the<br />

survey provides some examples. At the University of Strathclyde, the<br />

students are equipped with an electronic voice; much like a normal<br />

remote control. They can use this voice, to give quick and anonymous<br />

answers to the teacher’s questions about facts or opinions<br />

about a topic. This gives the teacher a quick overview. In this way,<br />

technol<strong>og</strong>y can be used to measure the level of the class. However,<br />

the main advantage is that the answers provide a good basis for a<br />

discussion in class. The feedback system does not affect the room in<br />

the above example, but in the future, the students could also become<br />

physically involved. Today, school pupils in Aarhus move around<br />

electronically generated maps or simulated environments as part of<br />

knowledge games. Light and images are projected up through the<br />

floor, and the floor is equipped with sensors, which react to the way<br />

the students physically move across it. The question is whether we<br />

will see the same technol<strong>og</strong>ical knowledge game environment at the<br />

university in the future.<br />

tema: ikt støttede læringsrum / tHeme: iCt-supported learning spaCes<br />

technol<strong>og</strong>y and learning as a field of knowledge<br />

To develop learning, rooms and technol<strong>og</strong>y is a field of knowledge<br />

in its own right. Foreign universities use virtual and physical rooms<br />

not only to improve their teaching. The teaching concepts are also a<br />

source of income for international universities and therefore given<br />

high priority in the universities’ development strategies. Collaboration<br />

between Stanford University and manufacturers of IT products<br />

results in new technol<strong>og</strong>ical products and learning environments<br />

adapted to the wishes of the university’s own teachers, which can<br />

also inspire and be purchased by others. Danish universities are well<br />

placed to contribute to this development, as Danish universities<br />

and other educational institutions have been working with different<br />

teaching and collaboration methods for a long time. To abandon<br />

lectures in favour of teaching methods that involve the students is<br />

nothing new to the Danes. The challenge is to support these new<br />

working methods with the new technol<strong>og</strong>y. The university students<br />

of the future will, however, be familiar with technol<strong>og</strong>y and different<br />

forms of learning from primary, secondary and upper secondary<br />

school.<br />

the situation in denmark<br />

The Danish ‘Folkeskole’ (primary and secondary school) has experimented<br />

with the combination of technol<strong>og</strong>y and rooms that create<br />

new possibilities for learning through movement. These experiments<br />

have not yet been introduced at the universities. It therefore<br />

remains an open question what the future integrated virtual and<br />

physical rooms will look like at university level. Perhaps technol<strong>og</strong>y<br />

will result in a more effective use of the rooms with nomadic<br />

project rooms; rooms covered with interactive boards and scanners<br />

that transmit and store data directly on the computer. Here,<br />

project groups can perhaps quickly surround themselves with<br />

mind maps, notes and outlines for assignments. The tabs on the<br />

computer screen will be displayed in the room, and after finishing,<br />

the group will switch off the equipment and leave the room for the<br />

next group to develop its own projects. Especially in science and<br />

health science subjects, rooms for computer-generated simulation<br />

could help make issues less theoretical and training more realistic.<br />

Perhaps games and role-play will no longer be limited to primary<br />

and secondary school. Perhaps virtual and physical rooms will help<br />

students assume different roles when working with learning scenarios<br />

and cases.<br />

Barriers to technol<strong>og</strong>y, rooms and learning<br />

There are different potential barriers to the development of technol<strong>og</strong>y,<br />

rooms and learning. An example of an organisational barrier<br />

could be that the technol<strong>og</strong>y strategies lack management support.<br />

Support requires more than financial prioritisation. The technol<strong>og</strong>y<br />

must be incorporated in the focus areas of the universities. One way<br />

of doing this is to harmonise teaching methods, room and technol<strong>og</strong>y<br />

the way it has been done at MIT. MIT has also created entire<br />

degree pr<strong>og</strong>rammes around technol<strong>og</strong>y-based collaboration between<br />

universities in the USA and Singapore.<br />

The technol<strong>og</strong>y has to be adapted to the planned collaboration,<br />

whether you wish to combine different university subjects and cam-<br />

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