This Work-in-Progress Innovate Practice Short Paper is concentrated around online teaching and learning and especially focused on the didactics in remote labs. In a remote lab, the lab equipment or instruments are geographically atanother place than the student (and/or lecturer) himself. Learning will take place through the internet. Insights from online teaching and learning help to define what is needed in the special case of teaching and learning in remote labs. Feedback and interaction remain key factors for effective learning. Typesof interaction in remote labs are: student-lecturer-, studentstudent-, student-content-, and student-interface interaction. These forms of interaction should be worked out when setting up a remote lab environment for students, taking onlineengagement into account. The purpose is to come with an overview of didactical methods for teaching- and learning in remote labs.
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The design and use of online materials for blended learning have been in the spotlight of educational development over the last decade. With respect to didactical courses, however, the potential of online and blended learning seems to be underexplored; little is known about its affordances for teacher education, and for domain specific didactical courses in particular. To investigate this potential, as well as the ways to organize the co-design of such learning units, we carried out a small and short-term research project in which teacher educators in the Netherlands engaged in a co-design process of developing and field-testing open online learning units for mathematics and science didactics. We focused on the features of the designed online learning units, on the organization of the co-design process, and on the experiences with the learning units in teacher education practice. A first conclusion was that it was most fruitful to design building blocks rather than ready-to-use courses, and that students should have play a role in the materials. With respect to the co-design process, intensive meetings of small design teams seemed an efficient approach. The experiences in the field tests revealed that the learning units were inspiring, but needed finalization, and educators needed time to prepare the incorporation in their existing educational practices. In the future, the resulting learning units will be maintained and extended, and are expected to contribute to a community of practice of mathematics and science educators.
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Covid-19 made us realize that educational practices in higher education must change AND can change. A possible solution for practicing lab work is working in a remote lab: a real lab in which students and the equipment/instruments are physically apart. The concept of printed touchless electronics was taken as the leading principle for students in the Department of Electrical Engineering of a university of applied sciences. They got the assignment to write a programming code, with which they could control a robot. This robot was supposed to draw, with conductive ink, a pattern, that could function as a printed (light) sensor. The robot was situated in the lab, the students uploaded their code from home. Via a live stream, the students could follow the movements of the robot and the pen. From a didactical perspective, the goal was to find out if the selected didactical methods: teamwork and feedback via an internet platform and working with consultation hours, had the estimated effect. An interdisciplinary team of three lecturers was composed to guide the students. Students thought that the consultation hours were very helpful. The online teamwork between the students did not work so well. In the future, students would like to have more opportunities for testing and working with the remote lab.
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Within the framework of the “Greening Games” project, we will develop, test and distribute flagship didactic materials addressing the interdisciplinary nature of green digital gaming. These will be tested in selected higher education programs and finally shared as open access content for the broader academic and teaching community. It is our core strategic responsibility to educate students about the relations between digital games and environment. We believe that the more aware students of today will become greener game designers, programmers, and academic leaders of tomorrow. At the centre of our partnership’s didactic philosophy are human responsibility, ethical game design and sustainable gaming culture. Societal IssueVideo games serve as technological marvels and cultural reflections. McKenzie Wark suggests they are integral to a shared culture, fostering critical thinking. Games act as arenas for cultural values and environmental awareness. Climate-aware video games, often referred to as 'green games' or 'eco-games,' raise ecological consciousness and reconnect players with nature. For example, Riders Republic, which replicates real-world terrain using satellite imagery, inspires eco-awareness. However, the environmental footprint of video games, reliant on digital electronics and resource-intensive consoles, poses challenges. Developers, manufacturers, and gaming giants must address these impacts. Benjamin Abraham emphasizes sustainable game development as a holistic solution beyond incorporating green content.Benefit to societyBy developing teaching materials on green gaming for higher education, we create the following impact. We will…- increase the awareness of this subject among Bachelor’s and Master’s students.- enhance students’ knowledge of green gaming and their ability to integrate existing solutions into their game projects.- stimulate more research interest among research staff as well as students.- facilitate the uptake of pedagogical resources on green gaming by lecturers and professors.- create a European research community around the topic.- raise the visibility of green game studies among the game industry and wider public.
KnowledgeFlows in Marine Spatial Planning - Sharing Innovation in Higher Education(KnowledgeFlows) aims at further enforcing the European higher education community to meet the growing demands for knowledge, skills and innovation within the still emerging field of marine or maritime spatial planning (MSP).Marine Spatial Planning (MSP) is an emerging governmental approach towards a more effective use of the sea. MSP is of great interest in Europe and can be considered a societal process to balance conflicting interests of maritime stakeholders and the marine environment. Many different activities take place at sea, ranging from shipping, fisheries, to offshore wind energy activities. Simultaneously, new and evolving policies focus on strategies to integrate different marine demands in space and resources. MSP is now legally binding in the EU and is much needed approach to manage and organize the use of the sea, while also protecting the environment.KnowledgeFlows will contribute to the development of new innovative approaches to higher education and training on MSP by means of problem-based learning schemes, transdisciplinary collaboration, and advanced e-learning concepts. KnowledgeFlows builds on results from former project outputs (Erasmus+ Strategic Partnership for Marine Spatial Planning SP-MSP), such as the online learning platform MSP Education Arena (https://www.sp-msp.uol.de).The strategic partnership consists of a transnational network of experts both in research and in practice based in the north Atlantic, Baltic Sea and North Sea Regions including Aalborg University (DK, lead partner), The University of Oldenburg (D), the University of Liverpool (U.K.), the University of Nantes (F), the Leibniz Institute for Baltic Sea Research (D), the Breda University of Applied Sciences (NL), University of Ulster (U.K.), and the Finnish Environment Institute (FI). Gothenburg University, also being a higher education organisation, will be associated partner.Furthermore, three international organisations, the Marine Spatial Planning Research Network, the Baltic inter-governmental VASAB and the pan-Nordic Nordregio will be involved in the partnership as associated organisations deeply rooted in the MSP community of practice.The further improvement of curricula, exchange of knowledge and experts, and transparency and recognition of learning outcomes to reach higher qualifications in MSP are key components of KnowledgeFlows. A mutual learning environment for MSP higher education will enable problem-driven innovation among students and their educators from research and governance also involving stakeholders. Related activities on intellectual outputs, multiplier events and lecturing will be carried out by all participating organisations.The intellectual outputs are related to three major contributions to the European higher education landscape:1) an advanced level international topical MSP course (Step-up MSP)2) digital learning facilities and tools (MSP Education Arena)3) designing problem-based learning in MSP (MSP directory)The advanced level inter-institutional topical MSP course will include different teaching and training activities within a problem-based learning environment. Digital learning facilities enabling communication and training will include a further enrichment of the MSP Education Arena platform for students, practitioners and lecturers for including modules forcollaborate learning activities, documentation and dissemination, mobilisation/recruitment, thesis opportunities, placements/internships. Designing problem-based learning in MSP will include topics as; the design of didactics and methods; guidance for lecturers, supervisors and students; evaluation and quality assurance; assessment.Five multiplier events back to back or as part of conferences within the MSP community will be organised to mainstream the outputs and innovative MSP didactics among other universities and institutions.Different teaching and training activities feeds into the intellectual output activities, which will include serious gaming sessions (MSP Challenge (http://www.mspchallenge.info/) and others), workshops, excursions, courses/classes as well as a conference with a specific focus on facilitating the exchange of innovative ideas and approaches among students at bachelor´s, master´s and doctoral level and the MSP community of practice.Project management meetings (twice a year) will assure coherence in project planning and implementation. As the core focus of the strategic partnership is on collaboration, mutual learning, and innovation among educators, students, and practitioners in order to meet actual and future needs regarding knowledge exchange and training within the MSP community, the project will be designed to have long lasting effects.Results