Scaling Content Creation

“Learners now demand more customization, voice, and practicality from learning arrangements, and can find it almost exclusively outside of formal, designed education” (Kalaitzidis, Litts, & Halverson, 2017, p. 180). Hence, our current content creation and delivery will have to change in order to meet these new learner demands. As I mentioned in an earlier post, much of what is currently being used is mass produced by publishers. Hence, the current learning arrangements that teachers have with students are strained because the specific learning needs of the students are not being met. 

Current state standards make it hard for teachers to implement learner-centered designs; instructional designs that give learners more customization, voice, and practicality. As Kalaitzidis, Litts, and Halverson (2017) mentioned, students can access much of their sanctioned Grade level content outside of formal education. Therefore, what is inherently valued within standards-based teaching and learning is not inherently valued within learner-centered designs, as learner-centered designs value “a complex system of authentic and legitimate learning activities” (Kalaitzidis, Litts, & Halverson, 2017, p. 183).

Content creation for learner-centered designs
What constitutes authentic and legitimate learning activities? Kalaitzidis, Litts, & Halverson (2017), argued that authentic and legitimate learning activities have learning tasks that constitute the following:

  • tasks are personally meaningful
  • tasks honor disciplinary and/or professional practices
  •  tasks are assessable within the context of the production and learning process
  • tasks are linked to real world practices and communities of practice

For teachers to create such content like the tasks listed above, there will have to be a major overhaul of their current teaching practices. Kalaitzidis, Litts, & Halverson (2017), argue that classrooms need to be converted into workshops,  since this format engages learners in a “collaborative production process through which they may pursue their own individual projects, yet work together toward the same ‘umbrella goal'” (p. 185). Hence, the standards-based teaching format will have to convert to a performance-based learner format where teaching is framed as a mentorship and “the roles and responsibilities of the ‘teacher’ and ‘student’… transform in ways that reflect distributed learning relationships in digital culture” (Kalaitzidis, Litts, & Halverson, 2017, p. 194).

By converting the classroom into a workshop, the leaners’ demand for more customization, voice, and practicality within learning arrangements can be met with a work-shop-style format. This particular format will enable teachers to assume the role of a mentor and distribute learning, teaching, and assessment within the workshop.

  • Distributing learning spreads the onus of learning across the entire class community.
  • Distributing teaching acknowledges and leverages the variations of learner interests as pedagogical opportunities.
  • Distributing assessment expands the objects of assessment to include peer review, audience reactions, mentor notes, and learner feedback about the instructional task (Kalaitzidis, Litts, & Halverson, 2017, p. 197). 

Scaling customized content
Scaling learner-centered designs that promote authentic and legitimate learning activities perhaps can be done with the assistance of the learners. In other words, more customization, voice, and practicality doesn’t have to come solely from the teacher. Simply allowing students to co-design content with the teacher will increase customization and voice in the classroom workshop. On the contrary, more practicality for students may not always be feasible if learning is centered around content and concepts that students deems worthless. Nonetheless, learner-centered designs and the learners themselves can help teachers scale content creation.

Reference:
Kalaitzidis, T.J., Litts, B., and Rosenfeld Halverson, E. Designing Collaborative Production of Digital Media in Reigeluth, C. M., In Beatty, B. J., & In Myers, R. D. (2017). Instructional-design theories and models: Volume IV.

Exploring Student Interests for Personalized Learning

Most of what I am reading has defined personalized learning as learning that incorporates student needs, student interests, and student preferences. For many, there is no confusion around these variables, however, I became interested in student interests because I recently encountered a student who did not know what he was interested in, as he was not well read and he focused much of his time on playing video games. This intrigued me, as I thought about ways teachers could help students cultivate interests when students have limited interests in sanctioned subject matter.

I started researching this matter in the early part of the academic year and I came across a chapter in volume two of Instructional-design Theories and Models: A New Paradigm of Instructional Theory, which linked student interests to motivation. “Cultivating interests and the desire to cultivate interests, based on the joy or utility they provide” is directly linked to motivational development (Martin & Reigeluth, 1999, p. 494). Martin and Reigeluth (1999) further noted that motivational development is linked to Affective Education. They defined Affective Education as education for personal-social development, feelings, emotions, morals, and ethics. What is particularly important about Affective Education is the discovery that it may actually dominate cognitive learning, and “serve as the mind’s primary architect” (Martin & Reigeluth, 1999, p. 488). So what does this have to do with cultivating student interests? Since student interests are linked to self-motivation, and motivational development is linked to the affective domain, then I believe that educators are obligated to consider incorporating objectives from the affective domain for students with limited interests in sanctioned content matter.

Affective Objectives

Martin and Reigeluth (1999) argued that, “attitudes are the crux of all the affective dimensions of development. An attitude can be defined as a state of readiness or as a learned predisposition to behave in a consistent way. It is made up of cognitive, affective, and behavioral elements” (p. 496). Hence, teachers can help cultivate student interests byway of attitude training. Attitude training involves focusing on the non-cognitive and non-technical skills, also known as soft skills.

  • Communication skills
  • Creativity
  • Teamwork capability
  • Negotiating skills
  • Self-management
  • Time management
  • Conflict management
  • Cultural awareness
  • Responsibility
  • Etiquette and good manners
  • Courtesy
  • Self-esteem
  • Sociability
  • Integrity / Honesty
  • Empathy
  • Work ethic

When students have soft skills, then they have the attitude necessary for a learning predisposition that will make them available for developing motivation and interests in sanctioned subjects. So how best can attitude training be implemented in the classroom? And how does it link to personalized learning? The answer to both of these questions is Project-based Learning (PBL). “Project Based Learning is a teaching method in which students gain knowledge and skills by working for an extended period of time to investigate and respond to an authentic, engaging, and complex question, problem, or challenge” (BIE, 2018). Below is a list of steps for getting started with PBL.

  1. Teacher uses standards to define the learning
  2. Teacher plans an entry event into the project
  3. Students are presented with a driving question
  4. Students generate their need to knows based on the driving question
  5. Teacher helps students to map out the project and create partnerships with stakeholders
  6. Instruction is planned based on student needs
  7. Project is carried out and evaluated

In sum, PBL is the vehicle for ushering in personalized learning and incorporating the much neglected affective domain of learning. I would also argue that PBL can recapture those students who are academically dormant and uninterested in sanctioned learning.

Reference:

Buck Institute for Education (2018). What is Project Based Learning retrieved from https://www.bie.org/about/what_pbl October 12, 2018.

Martin, B.L. and Reigeluth, C.M. (1999). Affective Education and the Affective Domain: Implications for Instructional-Design Theories and Models in Reigeluth, C. M. (2012). Instructional-design Theories and Models: A New Paradigm of Instructional Theory, Volume II. Hoboken: Taylor and Francis.

The Perilous Task of Creating Marvelous Online Content

When building courses or media for online consumption, content creation and calibration takes the lions share of development. Depending upon the purpose of the content, its creation and calibration is both perilous and perpetual. Whether it’s a general blog post, video, or podcast, content creation and calibration tends to flow through the Alpha testing stage of development, given that its creator is satisfied with the outcome. The designer of the content most likely has a special affinity for it because he or she has lived with the content for several months; has worked with stakeholders and subject matter experts on the content for several days; and has bore the labor pains during the birthing and delivery of the content for several hours. Given this process of content creation and calibration, it is no surprise that the Beta testing stage of content development rarely happens in academic settings, perhaps because the content creator simply wants the consumer to consume.

Content is the lifeblood of a course, hence, “you want to create something you’re proud of” (Branson, 2018). This means that content worth pride needs to be created in the same place that babies are made. A healthy baby develops in 9 months, as a result of the romance of two. However, in most cases, content creators don’t have the luxury of nine months to develop healthy content. One might ask, what goes into content creation and how often should content be calibrated?

Content creation

Monthly, I contribute content to ulimionline.com and thewordconsciousclassroom.com.  As the old cliche goes, it’s both challenging and rewarding. To help me create content consistently, I used advise from Amy Porterfield. Amy suggested Mega-Batching content by doing the following:

  1. Brainstorm content ideas
  2. Break the content ideas down into six topics
  3. Based on the topic, what question is being answered for the audience
  4. List resources needed to create content for that topic
  5. Decide how the content will be shared (i.e., blog post, video, podcast)

Click here for a link to a planning tool that I created, based on Porterfield’s advice.

Content calibration

Once the content is published, that is not the end of the creation process. It is actually the beginning. Like the development and maturation of a child into an adult, content is constantly in need of calibration and recalibration as contexts and audiences change. It is almost always necessary to reuse, revise, remix, or repurpose content, thus the calibration and recalibration of content is constant. Borrowing from the principles of creative commons, below I define the four Rs for content calibration and recalibration:

  1. Reuse – content might have to be reused across different platforms, hence having an archiving system for content is important.
  2. Revise – content might have to be revised based on updated information or the needs of the audience. Hence, keeping raw content is important for future revisions.
  3. Remix – content may be combined with other material to create something new (e.g., incorporate the content into a mashup) (Wiley, 2018).
  4. Repurpose – content might have to be adapted for use in a different purpose. Hence, blog posts might be repurposed for a white paper or a book chapter.

In sum, content creation and calibration is a constant, and it doesn’t stop once it is published. In other words, in order to fulfill its purpose, content incessantly evolves. Like anxious parents wanting the world to see the beauty of their baby, content designers want users to see the beauty of their content and find purpose with it. To increase the chances of the world seeing their baby as beautiful, some parents might opt for acquiring a designer baby. While content designers may not have that option yet, to increase the chances of beautiful content, some designers might opt to create and calibrate content along with a their content audience, thus extending the romance of content making to its users.

References:

Branson, R. (2018). Greatest Quotes. Business Blogs.Retrieved October 06, 2018, from https://www.businessblogshub.com/2012/09/richard-branson-greatest-quotes/

Wiley, D. (2018). Defining the “Open” in Open Content and Open Educational Resources. This material is based on original writing by David Wiley, which was published freely under a Creative Commons Attribution 4.0 license at http://opencontent.org/definition/.

Digital Media Design and Blended Learning

Blended learning can be defined as a formal education program in which a student learns partly online and partly face-to-face. Blended learning is also an exciting way to personalize learning for students however, creating and calibrating assignments for different blended learning models can be daunting.  Blended learning has many models (i.e., station rotation, lab rotation, individual rotation, flipped classroom, flex, a la carte, or enriched virtual) and assignment/task creation for each model depends upon the purpose of the learning task and the learning path that the students are on. 

Specific blended learning models can be used to fit the differentiated need of learners based upon the instructional learning goal. Using Coil’s (2010) Horizontal and Vertical Differentiation Model, learning experiences can be tailored for specific students according to their specific learning needs. The table below shows how blended learning can be meshed with Coil’s (2010) Horizontal and Vertical Differentiation Model in order to consider how to design and calibrate assignments and tasks.

Much of the current content for assignments and tasks being used for the various blended learning models are pre-packaged by publishers, hence, transferring those materials to a district’s online learning management system as well as converting materials into digital media can be quite time consuming and overwhelming. Hence, when creating assignments for the different blended learning models, the standards of learning, the instructional procedures and the students’ learning stages and learning processes are essential to the creation and calibration of content design and digital media design.

Creation and calibration of assignments and tasks considers whether one should use analog or digital tools within the design while examining best practices for streamlining online assignments with other activities. If digital tools are to be used, then students can help co-design the digital media that will be used to enhance their learning. The following is a list of questions that teachers can use when creating digital media content:

  1. In order for this assignment/task to work, what gaps need to be filled with other tools/strategies?
  2. How will this assignment/task evolve?
  3. Does the assignment/task as intrinsic value for students?
  4. How can learning be distributed to students by students using digital tools?
  5. How will the learning be assessed?
  6. Can assessments be organically built into the assignments or tasks?
  7. How will the assessment be used to enhance student learning?

In sum, Kalaitzidis, Litts, and Rosenfeld Halverson, stated that “Instruction and the design of it should not be rigid, top-down activities. As learners grow, create, and demand new resources, the design of instruction must adapt to meet their needs. Instructors should elicit ideas for these refinements from learners themselves” (p.177). This suggests that instructors should keep assignments and tasks flexible and dynamic.

References:

Coil, C. (2010). Teaching tools for the 21st century. United States: Pieces of Learning.

Kalaitzidis, T.J., Litts, B., and Rosenfeld Halverson, E. Designing Collaborative Production of Digital Media in Reigeluth, C. M., In Beatty, B. J., & In Myers, R. D. (2017). Instructional-design theories and models: Volume IV.

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