TEN BEST PRACTICE OUTCOMES
1. A FOCUS ON LEARNING DESIGN ALLOWS ACADEMICS TO MODEL AND SHARE GOOD PRACTICE IN LEARNING AND TEACHING
Learning design has been defined in numerous ways. In this context it was understood as ‘a methodology for enabling teachers/designers to make more informed decisions in how they go about designing learning activities and interventions, which are pedagogically informed and make effective use of appropriate resources and technologies. This includes the design of resources and individual learning activities right up to curriculum-level design’ (Conole 2013, p. 8). In line with this definition, the process of reviewing the projects found learning design to be primarily reflected in the design of activities, subjects, assessment and curricula. For example, one project developed a database which provided open-access to a large number of technology-based learning activities (Oliver 2008). Projects varied in scope from discipline specific to multi-disciplinary and generic approaches to design. Projects which effectively implemented approaches focused on learning design understood the importance of supporting academics to share and model good practices. Projects which considered these elements from the beginning were also more successful in meeting their goals.
2. AUTHENTIC LEARNING PROVIDES A MEANS OF ENGAGING STUDENTS THROUGH ALL ASPECTS OF CURRICULA, SUBJECTS, ACTIVITIES AND ASSESSMENT
Authentic learning is meaningful as it engages and immerses students in real world activities, subjects, assessment and curricula that are directly relevant for their profession and allows a transition to the workplace setting. In examining such projects the specific focus was on the four key principles of authentic learning based on the work of Herrington, Reeves, and Oliver (2010):
• Providing an authentic context that mirrors the way the knowledge will be used in real life
• Supports collaboration
• Provides coaching and scaffolding by the teacher
• Provides authentic assessment
The importance of developing authentic learning experiences through the assistance of technology to enrich student learning was evident in the projects reviewed. Projects focused on authentic learning immersed students in process 3D VR engineering plants (Cameron et al. 2009); used e-simulations and role plays (Cybulski et al. 2010; Wills et al. 2009); and designed exemplars of Web3D environments for educational use that mirrored real-life activities (Albion and McKeown2010). Authentic learning was aligned to real-world applications in each of these projects and attempted to bridge the gap between theory and practice. Motivating and engaging students were key priorities in the design and approach of these projects.