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Future Learning
Environments —
the Past and the Future
Dr. Teemu Leinonen
11.10.2018, Tampere
Three Things
1. The Prehistory of the Future
2. The History of the Future
3. Futures
Three Things
1. The Prehistory of the Future
2. The History of the Future
3. Futures
By Jean Marc Cote (1901) via Wikimedia Commons.
Teaching machine Learning machine Content
Paradigms and theories
Collaborative learning
behaviorism constructivism social constructivism
Skinner, Pavlov 1960 Piaget 1960 Dewey 1880+ Vygotsky1930
B.F. Skinner (1957): Teaching machine and programmed learning.
The slogan on the wall: "Programming is the second literacy.
The first one gives you knowledge: the second allows you to implement it in practice.”
1985-1986: Chkalovski Village School No. 2, Pravetz 82 computers.
Газета «Переславская неделя» / В. С. Спиридонов via Wikimedia Commons.
Three Things
1. The Prehistory of the Future
2. The History of the Future
3. Futures
Three Things
1. The Prehistory of the Future
2. The History of the Future
3. Futures
“We tend to overestimate the
effect of a technology
in the short run
and
underestimate the effect
in the long run.”
Roy Amara (Amaras Law)
The Institute for the Future / Stanford Research Institute
“We tend to overestimate the
effect of a technology
in the short run
and
underestimate the effect
in the long run.”
Effect
Time
What
we think
that will
happen
Effect
Time
What
we think
that will
happen
What really
happens
Effect
Time
short run:
overestimate
long run:
underestimate
What really
happens
What
we think
that will
happen
What
we think
that will
happen
Effect
The Web
Tim Berners-Lee:
World Wide Web
Wikipedia
Facebook
Google
YouTube
Twitter
What really
happens
1991 2006
Effect
1991 20061998
Future Learning Environment
Tim Berners-Lee:
World Wide Web
Wikipedia
Facebook
Google
YouTube
Twitter
Future Learning Environment / Fle3 1998
Future Learning Environment / Fle3 1998
1998
Future Learning Environment / Fle3 1998
Future Learning Environment / Fle3 1998
Pokémon GO
Effect
Mobile
augmented reality
Pokémon GO
What really
happens
What
we think
that will
happen
1980
Steve Mann:
Wearable
computer
system
2016
Effect
Pokémon GO
1980 2016
Steve Mann:
Wearable
computer
system
Pokémon GO
What really
happens
What
we think
that will
happen
2006
Shedlight: Augmented reality
with virtual annotation
Effect
Pokémon GO
1980 2016
Steve Mann:
Wearable
computer
system
Pokémon GO
What really
happens
What
we think
that will
happen
2006
Shedlight: Augmented reality
with virtual annotation
2006
2006
2006
2006
Three Things
1. The Prehistory of the Future
2. The History of the Future
3. Futures
Three Things
1. The Prehistory of the Future
2. The History of the Future
3. Futures
Internet-based networks
growing computing capacity
automation and robotics
Technology mega-trends
?
formal and informal learning
social environments
analytics and self-regulation
Learning mega-trends
?
Internet-
based
networks
formal and
informal
learning
social
environments
growing
computing
capacity
automation
and
robotics
analytics
and
self-regulation
?
Leinonen, T., Keune, A., Veermans, M. & Toikkanen, T (2016)
Mobile apps for reflection in learning: A design research in K-12
education. British Journal of Educational Technology.
Põldoja, H., Duval, E., Leinonen, T. (2016) Design and evaluation
of an online tool for open learning with blogs. Australasian
Journal of Educational Technology 32 (2).
Pejoska, J., Bauters, M., Purma, J., Leinonen T. (2016) Social
augmented reality: Enhancing context-dependent communication
and informal learning at work. British Journal of Educational
Technology.
Durall, E. & Leinonen, T. (2015). Why Do We Want Data for
Learning? Learning Analytics and the Laws of Media. in The Future
of Ubiquitous Learning Learning Designs for Emerging Pedagogies.
Springer International Publishing.
Internet-
based
networks
formal and
informal
learning
social
environments
growing
computing
capacity
automation
and
robotics
analytics
and
self-regulation
Internet-
based
networks
formal and
informal
learning
social
environments
growing
computing
capacity
automation
and
robotics
analytics
and
self-regulation
2018
2018
2018
2018
Defence of dissertation,
2.11.2018 at 12.00
in Aalto University
Welcome!
2018
Internet-
based
networks
formal and
informal
learning
social
environments
growing
computing
capacity
automation
and
robotics
analytics
and
self-regulation
2018
Prototype
2018
Prototype
2018
Prototype
2018
Prototype
2018
Prototype
2018
Analytics (for reflection and self-regulation)
audio and video recording
participation tracking
(voice to text) content analytics
sentiment
analytics
statistics
emotion
tracking
face and voice recognition
2018
2018
Thank you!
Teemu Leinonen
www.teemuleinonen.fi
teemu.leinonen@aalto.fi

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Future Learning Environments — the Past and the Future