The
Lifelong Learning Platform (LLL-P, former EUCIS-LLL) held its annual conference,
Education in a Digital World, in Tallinn,
Estonia on 31 May-1 June. Eszter Salamon, President of EPA and Vice President
of LLL-P represented parents at the event. The conference was dealing with not
only burning issues around digital technology in education, but could also
tackled the wider effects, how technology and information in our lives affect
education in general. To underline the complexity of the topic LLL-P has
decided to postpone the finalisation and publication of their major position
paper originally planned to be published at the conference, and to include
outcomes of discussions at the event as well as further members’ input in it.
On the
first day both the outgoing Maltese and the incoming Estonian EU presidencies were
represented, and both representatives presented their commitment and input in
the field, especially focusing on the narrower topic, digitalisation in
education and digital skills for the labour market. Their presence highlighted
both the importance of the topic and their acknowledgement of LLL-P as the
platform representing education stakeholders from formal, non-formal and
informal education.
Mart
Laanpere, a Senior Researcher from Tallinn University helped participants to
understand the Estonian educational landscape, a sector and country being ahead
of most of Europe in both modernisation and digitalisation. His keynote, The Digital
Ear Will Be a Lifelong Learning Era or It Will Not Be has also catalogued a
number of controversies in the field of digitalisation. He quoted Michael
Huberman’s 1980 article ‘Recipes
for Busy Kitchens’ claiming that ‘educational innovation tend to spend too
much time on the spectacular at the expense of fundamental’, and warned the
audience against this with regards to education in a digital world.
His most
important message was that there is a changing need of students and changing
roles of both educators and learners as a result of digital technology being
wide-spread. Although we had a little debate on whether digital technology is
fundamental condition of this changed situation or not, one thing we had agreed
on: the digital revolution has led to a fundamental change in education, a
shift from old pedagogy to a new one. He quoted Michael
Fullan (2013) on this.
In old
pedagogy, the teacher had content knowledge and pedagogical capacity as well as
the direct access to technology (eg. operating overhead projectors). In this
paradigm, the teacher is likely not to have enough knowledge about technology
and needs assistance that is also provided by the school. The role of the
learner is to master acquired content, and content mastering is acknowledged as
positive learning outcome.
With
information being readily available for all, and young generations being often more
comfortable using digital technology, the roles have changed fundamentally
leading to a new pedagogy. In this new paradigm, most of the pedagogical
capacity is still with the teachers, but the learners also need to acquire some
(to be able to instruct teachers in technology use). The main role of learners
is to create and use new knowledge. The educational process has become a more
equal one, where teacher and learner discover and master content together, with
the process leading to a different outcome, deep learning.
In his
keynote on the second day Steven Stegers, Programme Director of Euroclio talked
about Gaming and Learning. He also underlined the importance of defining the
desired learning outcomes well. Most formal education providers are still
focusing on test-ready knowledge, while the desired result of education should
rather be complex learning. He introduced his topic by quoting Assassin’s Creed
and Call of Duty, two games widely played by young people, as very useful tools
for history teaching in case there is guidance accompanying it. He showed the
audience a number of freely available and attractive tools both by Euroclio
itself as well as other sources and developers. In an overwhelmingly wide offer
he underlined the importance of choosing the right ones and not to leave choice
entirely to the market and marketing.
He
highlighted one advantage of using games if they are designed well. In usual
classroom settings school often increases already existing time pressure by
preferring quick answers to ones based on contemplation and being really right.
Although lots of games with educational value are war-related, they often
include a need for strategic thinking and cooperation that counter-balances
instant answer demands of traditional classroom education.
There was a
discussion after his presentation on copyright and the possibility of free use
for education. From a parents’ point of view this topic is closely related to
the recognition of parents as the primary educators, as it implies free use by
parents as educators, too. At the same time, this would need a fundamental
revision of copyright laws: ensuring free educational use in all education
environments, formal, non-formal, informal, may need a totally different
approach to intellectual property and its remuneration.
The keynote
was followed by breakout sessions on the second day. Ilse Mariƫn from the Free
University of Brussels (VUB) presented her research on digital inclusion at the
session moderated by me. In this very interactive session the audience was
invited to find barriers of digital inclusion. She presented her research using
diverse indicators on digital inclusion, as well as its outcomes, 8 profiles of
people with different levels of inclusion or exclusion as a result of
circumstances or their own decision. This is a range from digital outcasts to
digitally self-excluded at the two low ends and smoothly digital, digital
all-stars and unexpected digital masters in the middle.
VUB is in
the final stage of developing a self-assessment tool, that will be available
before the end of the summer. We will share its link when ready. The tool is
designed to be used for self-reflection as well as providing a basis for
e-inclusion policies by municipalities.
Ilse, being
a mother of 4, also shared her experiences with her children. She pointed out a
very important thing from her experience and research, namely that it's parents
not teachers who have an impact on digital behaviour. This is something we have
known, it is part of being the most impacting educators, but on the one hand we
have to keep it in mind and be conscious about our own screen time and online
behaviour, on the other hand we can always use it as a reference when our role
as primary educator is not acknowledged by policy or teachers.
The
conference ended with an interesting interactive session called a Fishbowl, where participants of
the plenary had the opportunity to reflect on statements, mostly ones often occurring
in the media and some of them with little or no truth (eg. they are planning to
replace the teaching of handwriting with typing in Finnish schools), as well as
each other’s points of view. There has been some debate about early
introduction of digital devices, and a major debate on BYOD (Bring Your Own
Device) policies in schools. The latter is an important topic from a parents’
point of view. While children usually use their own equipment (pencils,
exercise books, sports outfit, etc.) in school in general, use of their own
devices is one of the most often violated rights, especially when the school
tries to take the devices away from them. The argument that BYOD may prevent
some students with difficult financial backgrounds from being included is
becoming obsolete as devices’ prices are comparable to that of a pair of shoes.
While BYOD is preferred by parents to be able to follow what is happening in
school, and digital devices have become very personal items, we need equitable
measures in place to help those families that cannot afford to buy these
devices, like it happened in the Magellan Project in Portugal.
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