EDUCATION FOR PRACTICE TOPICS: 6 WPL and Technology: Innovations By Teresa Swirski and Andreas Kuswara Reference for this occasional paper: Swirski, T., & Kuswara, A. (2013). WPL and Technology: Innovations (Occasional Paper 6). Sydney: The Education For Practice Institute, Charles Sturt University. ISSN 2201-8395 (Online) © EFPI Contact details: The Education For Practice Institute Charles Sturt University – Sydney Locked Bag 450 Silverwater NSW 2128, Australia http://www.csu.edu.au/division/landt/efp/ [email protected] The contributions of staff from The Education For Practice Institute (EFPI) in providing feedback on this paper is acknowledged. Introduction Charles Sturt University’s mission is stated as being “committed to achieving excellence in education for the professions and to maintaining national leadership in flexible and distance education. Industry relevant courses and workplace learning support CSU's learning and teaching objectives” (CSU Website, 2012). To contribute towards these goals of excellence and leadership, this occasional paper highlights contemporary technological innovations which can be utilised to enhance and supplement student learning within real workplace settings. The rationale for highlighting technological innovations stems from the significant impact of technology within contemporary higher education (Johnson et al., 2011), as well as future work skills (Davies et al., 2011). As competition between universities continues to expand, how universities design workplace learning (WPL) requires increasingly novel ideas and creative approaches. Furthermore, the advent of (Massive Open Online Courses (MOOCs) foreshadows even greater pressure upon the format and processes of higher education delivery. New ways of designing WPL are required to enhance the student learning experience, support Charles Sturt University’s learning and teaching objectives, as well as inform higher education practices more broadly. WPL “allows students to learn through direct implementation of their professional roles in real workplace settings. Workplaces may encompass on-campus and off-campus facilities. Commonly such learning involves supervision to provide safeguards and ensure duty of care towards clients and students” (CSU Academic Senate, AS 10/43, 2010). Innovations in Workplace Learning (WPL) As Orrell (2011) states in the Good Practice Report, “the creativity of new WIL programs is welcomed and may be a catalyst for change” (p. 6). What is suggested as fostering this novelty is the emergence of WPL innovations – and how this can add value according to particular disciplinary, professional or institutional contexts. Exploring the full range of innovations in WPL is beyond the scope of this occasional paper. Selecting technological innovation as the prime focus of this paper is based upon two key reasons: the significant impact which technological innovations are having upon higher education teaching and learning (Johnson et al., 2011), as well as future work skills (Davies et al., 2011). Technological innovations are often promoted as being high cost, fast roll-out, risky and of large magnitude; this stereotype can hinder the ‘take-up’ of technology in WPL communities of practice. Alternatively, the concept of ‘slow innovation in higher education’ (Swirski & Simpson, 2012) frames how authentic change relies upon a mindful consideration of context, drivers, enablers and well-being. The ‘possibility’ of an innovation therefore needs to be mindful of whether ‘participation’ is being enhanced. Similarly, ‘hidden innovations’ (NESTA, 2009) are innovations which may not be articulated as ‘innovative’ but nonetheless are changes which are having a major impact upon practices. It is important to note that academics’ capacities to enable change in WPL may be constrained by a variety of factors – such as prior experiences, resourcing and approaches to teaching and learning. Hunt (2009) highlights how “some resistance to WIL curriculum innovation may arise from a lack of skills amongst academics”. The purpose of this occasional paper is threefold: to describe current major technological innovations (the social web, simulation, virtual worlds, mobility and augmentation), why they can be of value to WPL, how they can be integrated within WPL. Technological Innovations 1) Social web What is it? The social web is a family of web-based tools that were built around user participation. The collaborative interaction which is inherent to the social web is evident in the general use of online learning and teaching (OLT) systems, bulletin boards, blogs, wikis and mash-ups in higher education. An example of its practical application is how the learning of a business student can be enhanced within a real workplace setting by integrating reflective writing assessments (using blogs) or group projects (utilising wikis). Why use it? The social web has a number of positive implications for the design and implementation of WPL; when integrated meaningfully it has the capacity to foster dialogue, scaffold cognitive and emotional support, as well as sustain learning engagement and reflection. Integrating the social web within WPL can potentially enhance students’ participation and learning in real workplace settings. The social web provides a space for interaction which, if scaffolded effectively, can foster rich dialogue and meaningful discussions amongst core WPL stakeholders (peer-to-peer, student-educator, student-supervisor etc). Having a clear purpose of using technology to foster the preparation of students for professional practice enables it meaningful integration. One work skill for the future, ‘social intelligence’ is defined as the “ability to connect to others in a deep and direct way, to sense and stimulate reactions and desired interactions” (Davies et al., 2011, p. 8). The student’s ability to discriminate and filter information is afforded through the use of these social web technologies (such as blogs, wikis, mash-ups). This is further illustrated in McNamara and Brown’s (2009) report of the use of online discussions to facilitate collaborative learning in WIL. Within the context of WPL, this provides a variety of avenues along which students can access, analyse and explore information in relation to their WPL experience. Hemmi et al. (2009) articulate how “Social media continues therefore to ask us to engage with a new research agenda, to continue to work creatively with new pedagogies appropriate to these novel digital spaces, and to engage with some far-reaching challenges relating to the literacies and assessment practices we bring to bear when we take education online” (p. 29). How do I integrate it within WPL? A useful starting point for introducing the social web is the ‘reflective blog’. With its focus upon individual and collaborative expression, blogs are “particularly apt for discussion, for sharing of experiences, and the expression of individual beliefs and attitudes” (Dohn, 2010, p. 144). Blogs can be used to express one’s thoughts via scaffolding learning and assessment, particularly in WPL (Beatson & Larkin, 2010). The experience of students is critical in workplace learning; subsequently, a useful method of assessment is reflective writing, which usually asks students to produce reflective diaries, journals, logs or ePortfolios (Roberts, 2009). Reflective writing is used as a learning activity in which students were directed to actively and critically think about their experiences and learn from them (Thorpe, 2004); such an approach can lead to the creation of assessable items (e.g. final report and presentation). 2) Simulation What is it? Simulation is where students learn about professional practices within hypothetical situations. Computer-based simulations can involve gaming, training, modelling (Lean et al., 2006), or a combination of these. Simulation-based courses rely primarily on students assuming roles in a profession and performing related which are normally performed by a professional. The technological cluster of ‘simulation’ is already common in a number of disciplines, such as the health sciences, and is particularly useful for interprofessional scenarios. For example, one simulation can be designed (using gaming, training or modelling) which provides complex and authentic scenarios to solve from the perspectives of physiotherapy, occupational therapy and nursing students. Why use it? Within a well-designed simulation, students can gain insights and understanding of their practices in a safe and structured environment. Such simulations can foster the skill of ‘sense-making’; this is the “ability to determine the deeper meaning of significance of what is being expressed” (Davies et al., 2011, p. 8). This ‘sensemaking’ which takes place in a simulated environment can then be transferred to a face-to-face environment and inform their future practice. ‘Novel and adaptive thinking’ involves “proficiency at thinking and coming up with solutions and responses beyond that which is rote or rule-based” (p. 9). Simulation environments enable 2 interactions which foster this type of thinking; for example, situations can be structured which require students to think creatively – which they can then draw upon and apply in future workplace settings. Such situations might not be readily accessible in face-to-face WPL. There are various reasons others cited to adopt simulation, including lack of available time-slots within the traditional structured program that can accommodate meaningful and worthy work placement components; scarcity and distance of the placement vendors; restrictions imposed by study visa, language and culture particularly for overseas students; and ethical risk (Forrest, et al., 2005; McNamara, et al., 2009; Nuninger & Châtelet, 2011). The variety of simulations available – computer and non-computer-based – can inform future developments towards enhancing and supplementing WPL. How do I integrate it within WPL? An example of simulation is the MSc in Geo-information Technology & Cartography at the University of Glasgow (Forrest, et al., 2005). During the simulation, students were placed in a Geographic Information System (GIS) consulting company and work towards completing a case which involves problems solving using GIS. Students engaged with data from multiple online sources and various fictional stakeholders played by one or more academic staff were all conducted electronically through email and the company’s website. Such an arrangement was inspired by the way a small business in the industry would be likely to operate. The academics could also trigger an “unexpected” real-lifelike turn of events which require students to solve. Such simulations have the potential to last from days to months within the structure of a degree program. Another example is the Virtual Law Placement at the Queensland University of Technology (QUT) Law School (McNamara, et al., 2009), which adopted a hybrid mix of technology solutions (i.e. Blackboard, video, Skype, discussion forums, ePortfolio, online chat, email and SharePoint, with traditional face-to-face meetings). In this simulation, students worked in a team on realworld cases guided by a specialist expert representing the various work opportunities within the field of study (e.g. private law firms, law reform agencies, social justice, non-government organisations). Whether simulation is common or rare in a discipline, there needs to be a continual process of critical reflection about the purpose and benefits of such technologies being integrated into the learning process. For example, Lean et al. (2006) highlight the need to “assist academics with an interest in such approaches to make more informed judgements as to their suitability within a given learning context, the possible risks that might be involved and how these can be minimized” (p. 239). In particular reference to high-fidelity mannequin simulators, Rodgers (2007) posits a warning which is of relevance to all prospective simulations in higher education “as simulation technology advances, users must be cautious to use the technology as part of a coordinated curriculum that emphasises learning outcomes and not just the use of technology” (p. 109). Integrated thoughtfully, the affordances of simulations provide exciting prospects to supplement and enhance the preparation of students for professional practice. 3) Virtual worlds What is it? Virtual worlds are a sub-set of simulation in regards to the specific way it attempts to simulate the whole spatial environment (with particular constraints applied and integrated for realistic interaction). Dalgarno and Lee (2010) highlight five learning affordances of 3D virtual learning environments: enhanced spatial knowledge representations; impractical or impossible experiential learning tasks; increased motivation and engagement; contextualisation of learning; and richer collaborative learning. For example, teacher education students can be supported to reflect upon a range of ethical dilemmas in a virtual world workplace setting; this can inform their capabilities to respond appropriately when similar situations arise within real workplace settings. Why use it? Virtual worlds can develop students’ understandings of their past, concurrent or future real workplace settings; they also provide a structured environment which can foster learning engagement. Ogilvie and Douglas (2007) have reported on how a virtual placement can aid reflection in WIL. Such virtual worlds can provide supplementary experiences which are not available, or feasible, in face-to-face mode. A skill identified by Davies et al. (2011) for the future workforce was that of ‘virtual collaboration’; this involves the “ability to work productively, drive engagement, and demonstrate presence as a member of a virtual team” (p. 12). Virtual worlds provide just such a space for this collaboration to be fostered which would have strong benefits for WPL, both within specific professions and also for interprofessional learning. Another vital skill identified for the future workforce was ‘cross-cultural competency’; described as the “ability to operate in different cultural settings” (Davies et al., 2011, p. 9). WPL is expanding through the provision of international placements, and there are distinct issues arising from this in regards to access and equity. Virtual worlds have significant potential to provide an easily accessible environment which can foster cross-cultural competency for future professionals. It is not suggested that virtual worlds replace real workplace settings; however, if they are well-designed and implemented they can certainly supplement and enhance current and future WPL experiences. How do I integrate it within WPL? An example of integrating virtual worlds is how The Imperial College London’s Dept of Bio-surgery and Surgical Technologies uses Second Life to create an immersive clinical training environment (Linden, 2009). This is used to conduct a scenario-based simulation to train and help healthcare professionals get familiar with the procedures in using medical devices. In their simulation, the student takes a role of a nurse who performs daily 1 duties. Students control their “avatar” , which resembles a human being in the virtual world. They are not alone, there are other avatars each with their own role to play; they can be the patient, fellow medical staff colleagues, or supervising doctors. These other avatars can either be performed by actors, fellow students, and teaching academics or, in some instances, they can also be a program (called “bot”) controlled by Artificial Intelligence (AI). Another example is the Australian Learning Teaching Council project, ‘VirtualPrex’; this is an innovative example of the use of 3D virtual worlds to support the real life professional experience of pre-service teachers (Gregory et al., 2011). When integrating new technologies in WPL, there is a need to critically reflect upon the interrelationship between innovations, learning, as well as student and staff capabilities. Dalgarno et al. (2010) highlight the importance of critically reflecting and discussing the use of virtual worlds in higher education “... there is a need to make time for awareness-raising, dialogue and professional development on what strategies, approaches, techniques and tools work best for achieving the desired learning outcomes, and to aid teaching staff in gaining the confidence and competence to integrate these successfully into their learning designs and teaching practices” (p. 277). 4) Mobility and Augmentation What is it? Innovations in mobile technology allow students to document, express and explore their real workplace settings through a variety of mobile technology features. These features include video streaming, geo-tagging, micro-blogging, text notifications, direct image and video blogging, mobile codes, enhancing student podcasts and social networking (Cochrane and Bateman, 2010). Supported by these mobile technologies, augmentation is an associated technological innovation. Augmentation is an affordance which can “add information and meaning to a real object or place ... it takes a real object or space as a foundation and incorporates technologies that add contextual data to deepen a person’s understanding of the subject” (Educause, 2005). For example, environmental science students can use the information and resources on their Smartphone (created by their university or an independent provider) to apply geographical, historical or professional data to their real workplace 1 “avatar” come from a Sanskrit word for “appearance” or “manifestation” 3 setting. The technological innovations of mobility and augmentation have become ubiquitous within informal learning (e.g. apps, greater access to information, advice, expert knowledge); however they are still relatively underutilised within the WPL context. Why use it? The mobility of technologies, learners and learning (ElHussein & Cronje, 2010) is rapidly advancing within the higher education environment, and has been identified as a major influence upon future educational delivery. For instance, the affordances of mobile technologies are quickly developing; an increasing number of WPL students are going to diverse WPL settings; and learning and teaching is undergoing rapid innovation. There exists great potential for the use of mobile technologies to be integrated more closely with the diversity of movement and contemporary settings of WPL. The expanded ‘mobility of learners’ is where “learning with mobile is a learner-centric activity because it is both mobile and nomadic, and not pedagogically teacher-centric as in the case of traditional lectures and hardware installed in one particular location under the aegis of the university’s structures” (p. 18). The ‘mobility of learning’ draws upon the work of Sharples et al. (2007) who illustrate the convergence between new learning and new technologies. These mobility trends are undeniably impacting the new era of higher education, which in turn will also influence WPL practices. How do I integrate it within WPL? The implementation of mobility and augmentation can supplement and enhance WPL with varying emphases upon experience, location and vision. Augmentation of experience: Augmentation of experience involves the use of mobile technology to enhance and supplement practical learning experiences. For example, Clay (2011) concluded that the combination of digital learning contents and handheld mobile devices, has afforded their students flexibility of learning pace (which included spatial flexibility of where they could conduct their learning). The offerings of this flexibility, in turn, have enhanced students acquisition of the performance skills required. The use of technologies in this particular project has allowed learners to augment their traditional workplace learning experience with relevant digital content which is delivered in “short-bursts” to avoid distraction. Augmentation of location: Augmentation of location focuses upon how the use of mobile technology can enhance and supplement learning which is specific to a location. An example is a project from University of Wisconsin-Madison called ARIS (Augmented Reality and Interactive Storytelling) where an authoring tool was developed that developed an interactive story which augmented the physical location (Gagnon, 2010). The narrative and interaction were accessed through a mobile device, as the user moved from one location to the next. What interaction can be done, what virtual characters ‘met’, what virtual artefacts can be collected can all be tied to the location and the narrative. The project produced a tool that can be used to design collaborative learning and augmented location experience. Augmentation of vision: Augmentation of vision involves the use of mobile technology to enhance and supplement learning with digital content cued by visual information. This augmentation is the most cutting-edge technological innovation being applied to real workplace settings. Columbia University’s Computer Graphics & User Interfaces Lab has developed an Augmented Reality for Maintenance and Repair (ARMAR) (Henderson & Feiner, 2007). ARMAR is a device that is mounted on the technician’s head, completely covering their eyes like a goggle. The device then superimposes relevant information on what the technician would normally see without it. The device is able to identify the location of valves, screws, and other detail parts of the machines through the use of various sensors; thus able to give detailed relevant information to the technician and guide them step by step through the procedure of conducting relevant repairs. If integrated meaningfully, the technological innovations of mobility and augmentation can enhance the student experience in real workplace settings. The initiative, resources and time required to set up such innovations requires new ways of thinking about the future of WPL and conversations about how technology can supplement and enhance practices. Cochrane and Bateman (2010) maintain “pedagogical integration of m-learning into a course or curriculum requires a paradigm shift on behalf of the lecturers involved, and this takes significant time” (p. 11). Conclusion How can technological innovations contribute to the “creativity of new WIL programs” (Orrell, 2011, p. 6)? The social web, simulation and virtual worlds have become increasingly common in many areas of higher education; however, their application and analysis specific to WPL are still in the preliminary phases. The benefits of these technological innovations, as well as some examples of how they are and can be used, highlight avenues for future application within WPL. Furthermore, the affordances of mobility and augmentation which can supplement real experiences, locations and vision is another technological frontier for higher education illustrated within this paper. Increasing awareness of these innovations, the potential benefits, as well as examples of their use has the potential to foster innovations in the preparation and practices of students in real workplace settings. References Beatson, A. T., & Larkin, I. K. (2010). Developing reflective practitioners online: The business of blogs in work integrated learning. 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