5. Component Essential design features of the setting (set prior to Shortcomings in the
course) design and
suggestions for
improvements
Technical • Basic tools: blog & iPads •
• Various mLearning apps for personal and
collaborative use for writing, taking pictures
and video, for browsing and concept-mapping
• Cloud services and resources tutoring the use
of apps and other resources (e.g. Youtube)
• Social media platforms that link formal,
nonformal and informal learning
• ICT infrastructure: wifi, apple TV, projectors
Social • Group activities: hands-on work for •
constructing knowledge&skills
• Structured group settings like duel discussions
and evaluation discussions
• Unstructured personal and group settings like
mobile qr track
• Analysis and participation in the community of
practice in InnoOmnia
• Informal get-together party
Epistemological • Theoretical framework partly provided by •
facilitators, partly on students’ own activity
(group work)
• Information on the Finnish educational system
and vocational education and training
• Device and app training provided
• Cloud services and social media platforms
partly assisted and partly as their own group
work
• Edutech application cases and examples
partly presented by facilitators, partly
accessed as students’ own activity
• "Fuzzy" knowledge to be gathered about the
InnoOmnia community of practice
Cognitive • The sessions start with an introduction to the •
objectives and end with a reflective round-up.
During and after the sessions the students are
expected to write about their process both on
the blog and on their personal learning
environments.
• As is often the case with adult education,
students are expected to be active, to take
initiative and to have self-regulated learning
skills and positive attitude to their own
process.
6.
7. Blended Learning
§ Multiple sources and actors,
mixed by design
§ Design is flexible, not cast
in stone
§ Encouraging flow, process
and tacit knowledge
§ Agility for reflection,
feedback and adjustment
8. Blended Learning
§ Authentic environments / Simulated reality
§ Real life interaction / Mediated presence / Databases
§ Students / Teachers / Entrepreneurs
§ Different domains of learning
§ Synchronous / Asynchronous
§ Mixing the roles of participants
§ Versatility in didactic practices
9. Community of Practice
§ Constructing knowledge together
§ Value of tacit knowledge
§ Various roles one can take
§ InnoOmnia community
§ Facility and its spaces
§ Serendipity
10. Knowledge Building Community
§ 21st century skills
§ On-campus business partnerships
§ Young entrepreneur programmes
§ Cooperative arrangements
§ Example: Edupreneur Bootcamp
§ A journey to entrepreneurship...