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October 2007 Volume 10 Number 4 - Educational Technology ...

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Figure 1. Design Theories in context (Inspired by Markus et al (2002) and Hardless (2005)).<br />

The next section briefly presents IS design theories for learning. This is followed by a section that outlines the<br />

fundamental concepts of Genre Theory. In section four the framework for techno-pedagogical genres is presented<br />

together with three illustrating examples. The paper concludes with a discussion of the relationship between<br />

intentional design and actual educational practice.<br />

IS Design Theory for Learning<br />

There is a growing body of research addressing various aspects of online learning design with focus on i.e. student<br />

centered learning (Uskov, 2004), reusability of learning resources (Uskov, 2004; Wills et al., 2002; Aroyo &<br />

Dicheva, 2004) team approach for iterative re-design and maintenance on educational on-line resources (Sims &<br />

Jones, 2002) strategies to enhance student motivation, confidence and control (Astleitner & Hufnagl, 2003), problem<br />

based learning (Slough et al., 2004) and quality assurance (Bohl et al., 2002).<br />

According to Herrington and Herrington (2006), based on a paper by Herrington and Oliver (1995), online learning<br />

environments can and should use situated learning as an approach to design. The elements that should be<br />

incorporated into the design in order to achieve what Herrington and Herrington (2006) refer to as authentic learning<br />

are authentic context, authentic activities, access to expert performances, multiple roles & perspectives,<br />

collaboration, reflection, articulation, coaching & scaffolding and lastly authentic assessment. The context is<br />

authentic when it is all-embracing and provides the purpose for learning, simply providing examples from real-world<br />

situations is consequently not enough. The tasks and activities the students perform should be ill-defined but still<br />

with real-world relevance and be completed over a sustained period of time, rather than many short and disconnected<br />

examples. Access to expert performances is achieved by giving the students a model of how a real practitioner<br />

behaves in a real situation, e.g. case-based learning or video showing expert performance. Students should be<br />

encouraged to explore multiple roles & perspectives’, providing one “correct” view is not false but inadequate.<br />

Collaboration needs to be designed to engage higher-order thinking so the collaboration between learners requires<br />

them to predict and hypothesize, and then suggest a solution. Along the same line is reflection upon a broad base of<br />

knowledge supposed to be encouraged. The environment should also ensure that the learners work and discuss in<br />

groups, present their findings in order for them to articulate, negotiate and defend their knowledge. An authentic<br />

learning environment should accommodate a coaching & scaffolding role for the teacher and not just a didactic role<br />

telling students what they need to know. The students can also assume a coaching & scaffolding role if a<br />

collaborative environment is provided. Authentic assessment needs to be integrated with the learning activity. It does<br />

not necessarily have to be done by conventional methods such as examination and essays, but can be in the form of<br />

statistics of the learner’s path through multimedia programs, diagnosis or reflection and self-assessment. (Herrington<br />

& Herrington, 2006)<br />

40

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