3. Session outline
Introductions
Curriculum Design @ SHU background
Defining priorities for collaborative design teams
Principle-based design and other approaches
Designing a design lens
Scenario-based design
Building scenarios
Devising and sharing other collaborative design methods
Conclusions
4. Background:
The Design Studio
Our Challenge: how to engage multiple stakeholders
effectively in curriculum design
Students and others not directly involved in teaching
Why:
breadth of experience
knowledge
perspectives
accommodate diverse stakeholder requirements
How:
Two day design team immersive think tank
Principle-based facilitation
6. Background:
Why Studio?
Opportunity, space and structure
Open and supportive
Space: time, people, place
Contained activity
Critical friendship
Co-operation and collaboration
Safe risked-based thinking
Communal validation
7. Defining priorities for collaborative design
teams
Analysing needs and identifying priorities
Radar Discussion tool
•
Alumni goldfish bowl - observed structured group
discussion
Student evaluations (surveys or video evaluations)
NSS analysis
What else?
9. Principle-based facilitation
“Rhetorical resources” – Nicol (2012)
High level educational aspiration
Problem domain/area of concern
Practice-orientated principles
A compelling narrative
Examples of application
Research evidence
– to focus useful conversation
– e.g. stakeholder participation
– e.g. graduate attributes
– often set out in ‘literature’
– what do the principles mean
– associated case studies
– associated ‘toolkits’
10. Key Tools
Screencasts
Priority analysis tool
Design lens based upon the
Viewpoints (University of Ulster)
method
Set of cards, each addressing
ideas supporting one principle
Online resource-base (Toolkit)
Assessment & feedback
lens from University of
Ulster
11. Designing the Design Lens
Example: Learner Engagement
development workshops for staff and
studentsprinciples and frameworks found in academic
Explored
literature on learner engagement
Reflected on their experience and expectations and
generated examples of engaging practice
Generate new ideas using creativity methods (i.e. word
association, photo elicitation, scenario writing)
Assessment & Feedback lens from University of Ulster
12. Activity: Principles of Digital Literacy
Identify between 5 and 7 key ideas that
together encapsulate what digital literacy
means.
1. Ability to find, select, retrieve and use digital
information
2….
3.
4.
5.
6.
7.
14. About scenarios
Descriptions of the past, present or
future
Risk-free tools for imagining the
future and for asking ‘what-if..?’
Colourful narratives or process
statements
'Good enough' representations of
possibilities...
...or highly detailed
Scenarios set the scene for
discussion
Scenarios can concretise ideas for
development
“a concrete description of
“a concrete description of
activity that the user
activity that the user
engages in when
engages in when
performing a specific task,
performing a specific task,
description sufficiently
description sufficiently
detailed so that design
detailed so that design
implications can be inferred
implications can be inferred
and reasoned about”
and reasoned about”
-- Carroll (1995)
Carroll (1995)
15. Why use scenarios for curriculum design?
Scenarios,
Use diverse kinds and amounts of detailing
Present alternative consequences of action
Can be abstracted and categorised
Help designers to recognise, capture, modify and reuse
generalisations or patterns
Support reasoning
Make design tasks accessible to diverse expert
stakeholder groups
16. Scenarios address 6 challenges
1.
Reflect on designs and processes
2.
Co-ordinate collaborative design action and reflection
3.
Manage risk by having something that appears concrete
and remains flexible
4.
Manage the fluidity of design situations
5.
Consider multiple views of an interaction
6.
(Capture outputs of idea generation)
Designers have to continually make commitments without making
Designers have to continually make commitments without making
commitments!
commitments!
Designers say “What if…”
Designers say “What if…”
17. 4 ways to use scenarios to support
curriculum design
Collaborative design teams can,
1.Construct
scenarios to work out and communicate their
thinking
2.Construct
scenarios to capture and communicate their
thinking
3.Review
or compare representations of existing pedagogy
4.Review
or compare representations of proposed pedagogy
18. Forming successful scenarios - characteristics
Goals, sub-goals or outcomes
Settings
Agents or actors playing primary or supporting roles
(descriptions of who is involved, how and why)
Plot - sequences of actions and events done by or to the
actors or changes to the setting. Changes to events show
how scenarios can be used dynamically to assess
different decisions and outcomes.
19. Presenting successful scenarios
Scenarios use natural language query and are presented
as short narratives and can use various media, e.g.
Text
Visualisations, diagrams, pictures, etc.
Comic strips and storyboards
Videos
Multimedia
Post-it notes
20. Activity: Facilitating the design of
pedagogy to promote learner
Generate
ideas for a New Staff Induction Programme using
the Learner Engagement and Authentic Learning design
lenses (or our Digital Literacy lens!).
Focus on a small part of the Induction Course which will be
run over 3 x 2 hour workshops and be supported by online
resources.
Work towards constructing a scenario statement to support
the communication and evaluation of you idea
21.
22. Activity: Build your scenarios!
To capture and communicate your idea
Agree media
Include:
Goals, sub-goals or outcomes
Settings
Agents or actors playing primary or supporting roles
(descriptions of who is involved, how and why)
Plot - sequences of actions and events done by or to the
actors or changes to the setting. Changes to events show
how scenarios can be used dynamically to assess
different decisions and outcomes.
23. Activity: other approaches
Devise and share other collaborative design methods
Analyse what is needed and identify priorities
Design together
Capture ideas and develop them further
Evaluate approaches
Breakout and feedback
24. Conclusions
Curriculum
design activities and a key opportunity for
promoting academic innovation
Involving ‘others’ early is useful, difficult – but possible!
Innovation is risky – but risk can be managed through
collaborative engagement and validation
25. References
Bryson, C., & Hand, L. (2007). The role of engagement in inspiring teaching and learning.
Innovations in Education and Teaching International, 44(4), pp.349–362.
Carroll, J.M. (2000). Five reasons for scenario-based design. Interacting with Computers 13, pp.43 –
60.
Fowler, C.J.H, van Helvert, J; Gardner, M.G, and Scott, J.R. (2007). The use of scenarios in
designing and delivering learning systems. In: H. Beetham & R. Sharpe, Rethinking Pedagogy in a
Digital Age: Designing and delivering e-learning. London: Routledge
Herrington, J. (2006). Authentic e-learning in higher education: design principles for authentic
learning environments and tasks. Online at: http://researchrepository.murdoch.edu.au/5247
Nicol, D. (2012). Principles as discourse. JISC Webinar, 20 th March 2012
Nicol, D., & Draper, S. (2009). A blueprint for transformational organisational change in
higher education: REAP as a case study. In: Mayes, T., Morrison, D., Mellar, H., Bullen, P. & Oliver, M.,
(eds) ‘Transforming higher education through technology-enhanced learning.’ York: Higher Education
Academy.
O’Donnell, C., Masson, A., & Harrison, J. (2011). Encouraging creativity and reflection in the
curriculum. SEDA Spring Teaching Learning and Assessment Conference 2011, "Academics for the
21st Century", 5th May 2011 - 06 May 2011, Holyrood Hotel, Edinburgh.
Notas do Editor
Aims of the Session
To consider methods to inspire and inform academics and collaborative design groups in
producing innovative curricula
Session Learning Outcomes
By the end of this session, delegates will be able to:
· Engage academics, learning support staff, students, employers and other curriculum
design collaborators in activities that lead to innovative, principle-based pedagogy
· Position creativity, innovation and sound pedagogy in relation to each other in the
context of curriculum design
Session Outline
· Approaches to conducting collaborative curriculum design activities that support,
challenge and involve diverse groupings of stakeholders and which lead to high
quality, authentic curricula. To do this the session will introduce, explore and build
upon the Viewpoints method (O’Donnell et al., 2011) and principle-based
transformation (Nicol & Draper, 2009).
· How creative thinking strategies can be used to generate “concrete and detailed”
scenarios (Carroll 2000, p.46) to inspire innovative and engaging pedagogy and how
these can empower academics leading curriculum design activities. The session will
explain and demonstrate how the use of scenarios and principle-based approaches can
lead to radically innovative pedagogies by engendering multi-stakeholder confidence
and risk-free thinking.
· How curriculum enhancement and innovation can be appreciated in terms of
disruptive innovation in contrast to change that is evolutionary or supplemental or in
contrast to simple conceptions of best practice.
Session Activities and Approximate Timings
· Introduction and setting the context of running the Curriculum Design Studio at
Sheffield Hallam University (10 minutes)
· Participants consider the key features of principle-based ‘design lens’ tools produced
to support foci including Embedding Employability, Digital Literacy, and Learner
Engagement (25 minutes)
· Reflecting on principle-based design and how it provides a constructive framework for
diverse design collaborators (10 minutes)
· Constructing scenarios to concretise design activities – considering key features of a
well-formed, useful scenario (Carroll, 2000) and the benefits of this to curriculum
design (10 minutes)
· Small group activity: Facilitating the design of pedagogy to promote learner
engagement and authentic learning by using two sets of principle-based design lenses
together towards constructing a scenario statement to support communication and
critical evaluation of ideas (20 minutes)
· Considering how educational developer colleagues can work together around
institutional design priorities to construct useful design lens and related resource-bases
(10 minutes)
· Concluding discussion to evaluate the approaches (5 minutes).
References
Bryson, C., & Hand, L. (2007). The role of engagement in inspiring teaching and learning.
Innovations in Education and Teaching International, 44(4), 349–362.
Carroll, J.M. (2000). Five reasons for scenario-based design. Interacting with Computers 13,
43 – 60.
Herrington, J. (2006) Authentic e-learning in higher education: design principles for authentic
learning environments and tasks. Online at: http://researchrepository.murdoch.edu.au/5247
Nicol, D., and Draper, S. (2009). A blueprint for transformational organisational change in
higher education.: REAP as a case study. In: Mayes, T., Morrison, D., Mellar, H., Bullen, P. and
Oliver, M., (eds) Transforming higher education through technology-enhanced learning. York:
Higher Education Academy.
O’Donnell, C., Masson, A., and Harrison, J. (2011).Encouraging creativity and reflection in the
curriculum. SEDA Spring Teaching Learning and Assessment Conference 2011, "Academics
for the 21st Century", 5th May 2011 - 06 May 2011, Holyrood Hotel, Edinburgh.
Aims of the Session
To consider methods to inspire and inform academics and collaborative design groups in
producing innovative curricula
Session Learning Outcomes
By the end of this session, delegates will be able to:
· Engage academics, learning support staff, students, employers and other curriculum
design collaborators in activities that lead to innovative, principle-based pedagogy
· Position creativity, innovation and sound pedagogy in relation to each other in the
context of curriculum design
Session Outline
· Approaches to conducting collaborative curriculum design activities that support,
challenge and involve diverse groupings of stakeholders and which lead to high
quality, authentic curricula. To do this the session will introduce, explore and build
upon the Viewpoints method (O’Donnell et al., 2011) and principle-based
transformation (Nicol & Draper, 2009).
· How creative thinking strategies can be used to generate “concrete and detailed”
scenarios (Carroll 2000, p.46) to inspire innovative and engaging pedagogy and how
these can empower academics leading curriculum design activities. The session will
explain and demonstrate how the use of scenarios and principle-based approaches can
lead to radically innovative pedagogies by engendering multi-stakeholder confidence
and risk-free thinking.
· How curriculum enhancement and innovation can be appreciated in terms of
disruptive innovation in contrast to change that is evolutionary or supplemental or in
contrast to simple conceptions of best practice.
Session Activities and Approximate Timings
· Introduction and setting the context of running the Curriculum Design Studio at
Sheffield Hallam University (10 minutes)
· Participants consider the key features of principle-based ‘design lens’ tools produced
to support foci including Embedding Employability, Digital Literacy, and Learner
Engagement (25 minutes)
· Reflecting on principle-based design and how it provides a constructive framework for
diverse design collaborators (10 minutes)
· Constructing scenarios to concretise design activities – considering key features of a
well-formed, useful scenario (Carroll, 2000) and the benefits of this to curriculum
design (10 minutes)
· Small group activity: Facilitating the design of pedagogy to promote learner
engagement and authentic learning by using two sets of principle-based design lenses
together towards constructing a scenario statement to support communication and
critical evaluation of ideas (20 minutes)
· Considering how educational developer colleagues can work together around
institutional design priorities to construct useful design lens and related resource-bases
(10 minutes)
· Concluding discussion to evaluate the approaches (5 minutes).
References
Bryson, C., & Hand, L. (2007). The role of engagement in inspiring teaching and learning.
Innovations in Education and Teaching International, 44(4), 349–362.
Carroll, J.M. (2000). Five reasons for scenario-based design. Interacting with Computers 13,
43 – 60.
Herrington, J. (2006) Authentic e-learning in higher education: design principles for authentic
learning environments and tasks. Online at: http://researchrepository.murdoch.edu.au/5247
Nicol, D., and Draper, S. (2009). A blueprint for transformational organisational change in
higher education.: REAP as a case study. In: Mayes, T., Morrison, D., Mellar, H., Bullen, P. and
Oliver, M., (eds) Transforming higher education through technology-enhanced learning. York:
Higher Education Academy.
O’Donnell, C., Masson, A., and Harrison, J. (2011).Encouraging creativity and reflection in the
curriculum. SEDA Spring Teaching Learning and Assessment Conference 2011, "Academics
for the 21st Century", 5th May 2011 - 06 May 2011, Holyrood Hotel, Edinburgh.
Introduction and setting the context of running the Curriculum Design Studio at Sheffield Hallam University (10 minutes)
Aims of the Session
To consider methods to inspire and inform academics and collaborative design groups in
producing innovative curricula
Session Learning Outcomes
By the end of this session, delegates will be able to:
· Engage academics, learning support staff, students, employers and other curriculum
design collaborators in activities that lead to innovative, principle-based pedagogy
· Position creativity, innovation and sound pedagogy in relation to each other in the
context of curriculum design
Session Outline
· Approaches to conducting collaborative curriculum design activities that support,
challenge and involve diverse groupings of stakeholders and which lead to high
quality, authentic curricula. To do this the session will introduce, explore and build
upon the Viewpoints method (O’Donnell et al., 2011) and principle-based
transformation (Nicol & Draper, 2009).
· How creative thinking strategies can be used to generate “concrete and detailed”
scenarios (Carroll 2000, p.46) to inspire innovative and engaging pedagogy and how
these can empower academics leading curriculum design activities. The session will
explain and demonstrate how the use of scenarios and principle-based approaches can
lead to radically innovative pedagogies by engendering multi-stakeholder confidence
and risk-free thinking.
· How curriculum enhancement and innovation can be appreciated in terms of
disruptive innovation in contrast to change that is evolutionary or supplemental or in
contrast to simple conceptions of best practice.
Session Activities and Approximate Timings
· Introduction and setting the context of running the Curriculum Design Studio at
Sheffield Hallam University (10 minutes)
· Participants consider the key features of principle-based ‘design lens’ tools produced
to support foci including Embedding Employability, Digital Literacy, and Learner
Engagement (25 minutes)
· Reflecting on principle-based design and how it provides a constructive framework for
diverse design collaborators (10 minutes)
· Constructing scenarios to concretise design activities – considering key features of a
well-formed, useful scenario (Carroll, 2000) and the benefits of this to curriculum
design (10 minutes)
· Small group activity: Facilitating the design of pedagogy to promote learner
engagement and authentic learning by using two sets of principle-based design lenses
together towards constructing a scenario statement to support communication and
critical evaluation of ideas (20 minutes)
· Considering how educational developer colleagues can work together around
institutional design priorities to construct useful design lens and related resource-bases
(10 minutes)
· Concluding discussion to evaluate the approaches (5 minutes).
References
Bryson, C., & Hand, L. (2007). The role of engagement in inspiring teaching and learning.
Innovations in Education and Teaching International, 44(4), 349–362.
Carroll, J.M. (2000). Five reasons for scenario-based design. Interacting with Computers 13,
43 – 60.
Herrington, J. (2006) Authentic e-learning in higher education: design principles for authentic
learning environments and tasks. Online at: http://researchrepository.murdoch.edu.au/5247
Nicol, D., and Draper, S. (2009). A blueprint for transformational organisational change in
higher education.: REAP as a case study. In: Mayes, T., Morrison, D., Mellar, H., Bullen, P. and
Oliver, M., (eds) Transforming higher education through technology-enhanced learning. York:
Higher Education Academy.
O’Donnell, C., Masson, A., and Harrison, J. (2011).Encouraging creativity and reflection in the
curriculum. SEDA Spring Teaching Learning and Assessment Conference 2011, "Academics
for the 21st Century", 5th May 2011 - 06 May 2011, Holyrood Hotel, Edinburgh.
Aims of the Session
To consider methods to inspire and inform academics and collaborative design groups in
producing innovative curricula
Session Learning Outcomes
By the end of this session, delegates will be able to:
· Engage academics, learning support staff, students, employers and other curriculum
design collaborators in activities that lead to innovative, principle-based pedagogy
· Position creativity, innovation and sound pedagogy in relation to each other in the
context of curriculum design
Session Outline
· Approaches to conducting collaborative curriculum design activities that support,
challenge and involve diverse groupings of stakeholders and which lead to high
quality, authentic curricula. To do this the session will introduce, explore and build
upon the Viewpoints method (O’Donnell et al., 2011) and principle-based
transformation (Nicol & Draper, 2009).
· How creative thinking strategies can be used to generate “concrete and detailed”
scenarios (Carroll 2000, p.46) to inspire innovative and engaging pedagogy and how
these can empower academics leading curriculum design activities. The session will
explain and demonstrate how the use of scenarios and principle-based approaches can
lead to radically innovative pedagogies by engendering multi-stakeholder confidence
and risk-free thinking.
· How curriculum enhancement and innovation can be appreciated in terms of
disruptive innovation in contrast to change that is evolutionary or supplemental or in
contrast to simple conceptions of best practice.
Session Activities and Approximate Timings
· Introduction and setting the context of running the Curriculum Design Studio at
Sheffield Hallam University (10 minutes)
· Participants consider the key features of principle-based ‘design lens’ tools produced
to support foci including Embedding Employability, Digital Literacy, and Learner
Engagement (25 minutes)
· Reflecting on principle-based design and how it provides a constructive framework for
diverse design collaborators (10 minutes)
· Constructing scenarios to concretise design activities – considering key features of a
well-formed, useful scenario (Carroll, 2000) and the benefits of this to curriculum
design (10 minutes)
· Small group activity: Facilitating the design of pedagogy to promote learner
engagement and authentic learning by using two sets of principle-based design lenses
together towards constructing a scenario statement to support communication and
critical evaluation of ideas (20 minutes)
· Considering how educational developer colleagues can work together around
institutional design priorities to construct useful design lens and related resource-bases
(10 minutes)
· Concluding discussion to evaluate the approaches (5 minutes).
References
Bryson, C., & Hand, L. (2007). The role of engagement in inspiring teaching and learning.
Innovations in Education and Teaching International, 44(4), 349–362.
Carroll, J.M. (2000). Five reasons for scenario-based design. Interacting with Computers 13,
43 – 60.
Herrington, J. (2006) Authentic e-learning in higher education: design principles for authentic
learning environments and tasks. Online at: http://researchrepository.murdoch.edu.au/5247
Nicol, D., and Draper, S. (2009). A blueprint for transformational organisational change in
higher education.: REAP as a case study. In: Mayes, T., Morrison, D., Mellar, H., Bullen, P. and
Oliver, M., (eds) Transforming higher education through technology-enhanced learning. York:
Higher Education Academy.
O’Donnell, C., Masson, A., and Harrison, J. (2011).Encouraging creativity and reflection in the
curriculum. SEDA Spring Teaching Learning and Assessment Conference 2011, "Academics
for the 21st Century", 5th May 2011 - 06 May 2011, Holyrood Hotel, Edinburgh.
Reflecting on principle-based design and how it provides a constructive framework for
diverse design collaborators (10 minutes)
Participants consider the key features of principle-based ‘design lens’ tools produced
to support foci including Embedding Employability, Digital Literacy, and Learner
Engagement (25 minutes)
Considering how educational developer colleagues can work together around
institutional design priorities to construct useful design lens and related resource-bases
(10 minutes)
Concluding discussion to evaluate the approaches (5 minutes).
4 Principles Of Digital Literacy (http://www.teachthought.com/technology/4-principals-of-digital-literacy/)
1. Comprehension
The first principle of digital literacy is simply comprehension–the ability to extract implicit and explicit ideas from a media.
2. Interdependence
The second principle of digital literacy is interdependence–how one media form connects with another, whether potentially, metaphorically, ideally, or literally. Little media is created with the purpose of isolation, and publishing is easier than ever before. Due to the sheer abundance of media, it is necessary that media forms not simply co-exist, but supplement one another.
3. Social Factors
Sharing is no longer just a method of personal identity or distribution, but rather can create messages of its own. Who shares what to whom through what channels can not only determine the long-term success of the media, but can create organic ecosystems of sourcing, sharing, storing, and ultimately repackaging media.
4. Curation
Speaking of storing, overt storage of favored content through platforms such as pinterest, pearltrees, pocket and others is one method of “save to read later.” But more subtly, when a video is collected in a YouTube channel, a poem ends up in a blog post, or an infographic is pinned to pinterest or stored on a learnist board, that is also a kind of literacy as well–the ability to understand the value of information, and keep it in a way that makes it accessible and useful long-term.
Elegant curation should resist data overload and other signs of “digital hoarding,” while also providing the potential for social curation–working together to find, collect, and organize great information
Photo-visual literacy is the ability to read and deduce information from visuals.
Reproduction literacy is the ability to use digital technology to create a new piece of work or combine existing pieces of work together to make it your own.
Branching literacy is the ability to successfully navigate in the non-linear medium of digital space.
Information literacy is the ability to search, locate, assess and critically evaluate information found on the web
socio-emotional literacy refers to the social and emotional aspects of being present online, whether it may be through socializing, and collaborating, or simply consuming content.
Aims of the Session
To consider methods to inspire and inform academics and collaborative design groups in
producing innovative curricula
Session Learning Outcomes
By the end of this session, delegates will be able to:
· Engage academics, learning support staff, students, employers and other curriculum
design collaborators in activities that lead to innovative, principle-based pedagogy
· Position creativity, innovation and sound pedagogy in relation to each other in the
context of curriculum design
Session Outline
· Approaches to conducting collaborative curriculum design activities that support,
challenge and involve diverse groupings of stakeholders and which lead to high
quality, authentic curricula. To do this the session will introduce, explore and build
upon the Viewpoints method (O’Donnell et al., 2011) and principle-based
transformation (Nicol & Draper, 2009).
· How creative thinking strategies can be used to generate “concrete and detailed”
scenarios (Carroll 2000, p.46) to inspire innovative and engaging pedagogy and how
these can empower academics leading curriculum design activities. The session will
explain and demonstrate how the use of scenarios and principle-based approaches can
lead to radically innovative pedagogies by engendering multi-stakeholder confidence
and risk-free thinking.
· How curriculum enhancement and innovation can be appreciated in terms of
disruptive innovation in contrast to change that is evolutionary or supplemental or in
contrast to simple conceptions of best practice.
Session Activities and Approximate Timings
· Introduction and setting the context of running the Curriculum Design Studio at
Sheffield Hallam University (10 minutes)
· Participants consider the key features of principle-based ‘design lens’ tools produced
to support foci including Embedding Employability, Digital Literacy, and Learner
Engagement (25 minutes)
· Reflecting on principle-based design and how it provides a constructive framework for
diverse design collaborators (10 minutes)
· Constructing scenarios to concretise design activities – considering key features of a
well-formed, useful scenario (Carroll, 2000) and the benefits of this to curriculum
design (10 minutes)
· Small group activity: Facilitating the design of pedagogy to promote learner
engagement and authentic learning by using two sets of principle-based design lenses
together towards constructing a scenario statement to support communication and
critical evaluation of ideas (20 minutes)
· Considering how educational developer colleagues can work together around
institutional design priorities to construct useful design lens and related resource-bases
(10 minutes)
· Concluding discussion to evaluate the approaches (5 minutes).
References
Bryson, C., & Hand, L. (2007). The role of engagement in inspiring teaching and learning.
Innovations in Education and Teaching International, 44(4), 349–362.
Carroll, J.M. (2000). Five reasons for scenario-based design. Interacting with Computers 13,
43 – 60.
Herrington, J. (2006) Authentic e-learning in higher education: design principles for authentic
learning environments and tasks. Online at: http://researchrepository.murdoch.edu.au/5247
Nicol, D., and Draper, S. (2009). A blueprint for transformational organisational change in
higher education.: REAP as a case study. In: Mayes, T., Morrison, D., Mellar, H., Bullen, P. and
Oliver, M., (eds) Transforming higher education through technology-enhanced learning. York:
Higher Education Academy.
O’Donnell, C., Masson, A., and Harrison, J. (2011).Encouraging creativity and reflection in the
curriculum. SEDA Spring Teaching Learning and Assessment Conference 2011, "Academics
for the 21st Century", 5th May 2011 - 06 May 2011, Holyrood Hotel, Edinburgh.
Constructing scenarios to concretise design activities – considering key features of a
well-formed, useful scenario (Carroll, 2000) and the benefits of this to curriculum
design (10 minutes)
20 minutes
Aims of the Session
To consider methods to inspire and inform academics and collaborative design groups in
producing innovative curricula
Session Learning Outcomes
By the end of this session, delegates will be able to:
· Engage academics, learning support staff, students, employers and other curriculum
design collaborators in activities that lead to innovative, principle-based pedagogy
· Position creativity, innovation and sound pedagogy in relation to each other in the
context of curriculum design
Session Outline
· Approaches to conducting collaborative curriculum design activities that support,
challenge and involve diverse groupings of stakeholders and which lead to high
quality, authentic curricula. To do this the session will introduce, explore and build
upon the Viewpoints method (O’Donnell et al., 2011) and principle-based
transformation (Nicol & Draper, 2009).
· How creative thinking strategies can be used to generate “concrete and detailed”
scenarios (Carroll 2000, p.46) to inspire innovative and engaging pedagogy and how
these can empower academics leading curriculum design activities. The session will
explain and demonstrate how the use of scenarios and principle-based approaches can
lead to radically innovative pedagogies by engendering multi-stakeholder confidence
and risk-free thinking.
· How curriculum enhancement and innovation can be appreciated in terms of
disruptive innovation in contrast to change that is evolutionary or supplemental or in
contrast to simple conceptions of best practice.
Session Activities and Approximate Timings
· Introduction and setting the context of running the Curriculum Design Studio at
Sheffield Hallam University (10 minutes)
· Participants consider the key features of principle-based ‘design lens’ tools produced
to support foci including Embedding Employability, Digital Literacy, and Learner
Engagement (25 minutes)
· Reflecting on principle-based design and how it provides a constructive framework for
diverse design collaborators (10 minutes)
· Constructing scenarios to concretise design activities – considering key features of a
well-formed, useful scenario (Carroll, 2000) and the benefits of this to curriculum
design (10 minutes)
· Small group activity: Facilitating the design of pedagogy to promote learner
engagement and authentic learning by using two sets of principle-based design lenses
together towards constructing a scenario statement to support communication and
critical evaluation of ideas (20 minutes)
· Considering how educational developer colleagues can work together around
institutional design priorities to construct useful design lens and related resource-bases
(10 minutes)
· Concluding discussion to evaluate the approaches (5 minutes).
References
Bryson, C., & Hand, L. (2007). The role of engagement in inspiring teaching and learning.
Innovations in Education and Teaching International, 44(4), 349–362.
Carroll, J.M. (2000). Five reasons for scenario-based design. Interacting with Computers 13,
43 – 60.
Herrington, J. (2006) Authentic e-learning in higher education: design principles for authentic
learning environments and tasks. Online at: http://researchrepository.murdoch.edu.au/5247
Nicol, D., and Draper, S. (2009). A blueprint for transformational organisational change in
higher education.: REAP as a case study. In: Mayes, T., Morrison, D., Mellar, H., Bullen, P. and
Oliver, M., (eds) Transforming higher education through technology-enhanced learning. York:
Higher Education Academy.
O’Donnell, C., Masson, A., and Harrison, J. (2011).Encouraging creativity and reflection in the
curriculum. SEDA Spring Teaching Learning and Assessment Conference 2011, "Academics
for the 21st Century", 5th May 2011 - 06 May 2011, Holyrood Hotel, Edinburgh.