In-Time On-Place Learning — Creation, Annotation and Sharing of Location-Based Mobile Videos

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Education

Published on March 5, 2014

Author: teemul

Source: slideshare.net

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Presentation in the 10th International Conference on Mobile Learning 2014, 28 February – 2 March, Madrid, Spain. The aim of the research is to look at how mobile video recording devices could support learning related to physical practices or places and situations at work. The paper discusses particular kind of workplace learning, namely learning using short video clips that are related to physical environment and tasks preformed in situ. The paper presents challenges of supporting learning as part of work practices taking place in the workplace, because learning has different attributes during work than in formal educational contexts: e.g. it is informal, just in time and social. The theoretical framework of the design is the tradition of pragmatism. We start with the concepts of experience, change of practices / habits and reflection, claiming that living through experiences suggest changes for practices and these trigger reflective processing of the situations. We present an Android application ‘Ach So!’ for creating and annotating short videos as potential solution for informal learning for physical work practices. The paper ends in proposing future steps in the development of the application. The co-design process for the application is lean and iterative, where the design receives feedback from the project partners, skilled workers, apprentices and managers of SMEs targeted to be the main users of the application.

In-Time On-Place Learning Creation, Annotation and Sharing of Location-Based Mobile Videos Merja Bauters Jukka Purma Teemu Leinonen Aalto University School of Arts, Design and Architecture Helsinki – Finland firstname.surname@aalto.fi

Teemu Leinonen Associate Professor, Dr. New Media Design and Learning Learning Environments research group (LeGroup) Media Lab Helsinki Aalto University School of Arts, Design and Architecture Photo by Cary Bass / Wikimedia Common

Aalto University – Where science and art meet technology and business

Three Things to Think 1. Context 2. Theoretical notions 3. Ach So! : location-based mobile video tool for learning

Three Things to Think 1. Context 2. Theoretical notions 3. Ach So! : location-based mobile video tool for learning

The future of work? Anna Keune (2013): iTec project

Work and work

Automatons / robots Anu Koski (2012): Needlepoint Robo

Work in networks EK Oivallus 2011. Illustration: Rami Niemi

Networks are automatons Castells 1999 EK Oivallus 2011. Illustration: Rami Niemi

Construction sector Practices and situations.

Practices and situations

How to support learning, when the work is connected to physical practices, places and unique situations?

How to support learning, when the work is connected to physical practices, places and unique situations? Make learning possible as part of the work. Make learning possible in situ. Provide tools to enhance learning in a network. Kooken et al., 2007, Kerosuo and Toiviainen, 2011, Mørch and Skaanes 2010)

What are the main challenges to learn in construction field?

What are the main challenges to learn in construction field? Lack of time and space. Short moments of needs to learn new tools, practices, and materials. Often harsh conditions.

Three Things to Think 1. Context 2. Theoretical notions 3. Ach So! : location-based mobile video tool for learning

Three Things to Think 1. Context 2. Theoretical notions 3. Ach So! : location-based mobile video tool for learning

Learning and Experience

Learning through Experiences

Learning through Experiences Experiences suggest changes of practices. Changes of practises trigger reflective processing of the situations. Results as new practices (habits).

Experience and Reflection Dan Graham (1974): Present Continuous Past(s) Closed-circuit video installation.

From Experience to Reflection

From Experience to Reflection Moments of doubts and inspiration. Feeling of irritation, annoyance. Clues and hints help us to understand where the irritation comes from. Moments of qualitative immediacy.

How to Enhance Reflection?

How to Enhance Reflection? When experience triggers reflection, a tool may turn that reflection into visible and sharable action. A tool can make a common (or an uncommon) execution of a task into a shared object of discussion and improvement.

Three Things to Think 1. Context 2. Theoretical notions 3. Ach So! : location-based mobile video tool for learning

Three Things to Think 1. Context 2. Theoretical notions 3. Ach So! : location-based mobile video tool for learning

A Tool for Reflection?

if (all) you have (is) a hammer, everything looks like a nail.

Ach So! http://achso.aalto.fi

From RWTH – Aachen: AnViAnno, a proof of concept for video annotation with Android. Redesign and development of a mobile tool for learning in construction. Agile design and development: iterations, testing, development.

Record video clips for later reflection and discussion. Choose genre for the video (category, scaffold): (1) site visit, (2) problem, (3) trick of trade, (4) good work. Review your video and annotate it: add markers to the video and write “sub-titles”.

The videos will come with automatic meta-data: location, time, author etc. The video clips are sent to video library accessible for all the users. Easy search / filtering of the videos by location, time, author, genre etc.

Future research and development • More research on the use in the “wild”: – Learning experience / collaborative learning / social networks. – Organizational issues. – Social and political questions. • Better support for harsh conditions – Record clips with wearable cameras. – Other ways to record without using hands. • More annotation options – scaling the annotation marker. – hand-drawn annotations. – voice annotations (voice to text).

If you have a hammer, everything looks like a nail.

If you have the Ach So!, many things starts to look like experiences worth of sharing and reflecting on.

Thank you. Merja Bauters Jukka Purma Teemu Leinonen Aalto University School of Arts, Design and Architecture Helsinki – Finland firstname.surname@aalto.fi The Learning Layers project is supported by the European Commission within the 7th Framework Programme under Grant Agreement #318209, under the DG Information society and Media (E3), unit of Cultural heritage and technology-enhanced learning. http://learning-layers.eu

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