SWIM Streaming Webbased Information Modules SWIM Streaming Webbased
SWIM Streaming Webbased Information Modules
SWIM Streaming Webbased Information modules • • • SWIM - what is it? Play it Ideas and concepts Implementation Discussion
Initation • 1998 – pedagogical innovation • New educational design Learning Resource Center Multimedia – E-learning
SWIM – What is it? • • • Purpose Multimedia system Role play Web distribution Flexibility Pedagogy – learning via reflection
SWIM • Play it – Two and two – Discuss each choice
SWIM • Questions 1. What should they learn? 2. What can e-learning do? 3. How can libraries integrate more with their mother institutions?
SWIM Multimedia System Intro phase 1 phase 2 phase 3 phase 4 phase 5 Exam Narrative: Social simulation module 1 module 2 module 3 module 4 Module 5 Recommended information modules: tutorials Content in information modules Your situation What can you do now? Which type of information do you need? How can you use relevant information resources? Outtro
Mapping of concepts Acts in SWIM phase 1 Project initiation phase 2 Prefocus exploration phase 3 Councelling phase 4 Information collection phase 5 Further exploration Examination Location Group room Canteen Teachers office library Group room Examination room Task initiation/ Topic selection Prefocus exploration Focus formulation Information collection Search closure Starting wiriting Stages of the ISP Cognitive level ambiguity Affective level Uncertainty/ optimism Behavioural level Seeking relevant information Moods Combination of invitational and indicative* Specificity Confusion, frustration and doubt clarity Sense of direction/ Confidence Relief Satisfaction or dissatisfaction Seeking pertinent information Invitational indicative Combination of invitational and indicative
Ideas and Concept • Social simulation • Strategies and methods most important • Information searching process divided into feasible tasks • Flexibility via detailed modules
Characteristics Work methods and Information searching strategies – Anna is a grasser – qualifications – Mette is a hunter – competences – Thor is a browser – creativity
Implementation of SWIM • 3 scenarios – Student – AUB web (just in time) – Student – library staff – library courses – Student – university teacher – curriculum integrated course
Discussion 1. What should they learn? 2. What can e-learning do? 3. How can libraries integrate more with their mother institutions?
Teaching methods and learning processes A hierarchy of learning Responsibility Self-created learning in play, art, science, craft etc. Highest level of learning Independent learning inside a framework. School learning, instruction. Programmed learning. Conditioned reflexes. Determined Lovest level of learning (Bjørgen p. 259 in Hiim and Hippe’s ”Læring gjennom oplevelse, forståelse og handling)
Scenario • • • You’re assigned to a project You’re working in a project group Different personalities Different competences Different work methods Group dynamics/Conflicts
- Slides: 14