Learning Designs - Products of the AUTC project on ICT-based learning designs
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Designers Voice - Context
 

Sequence

 

The Learning Design involves students taking on roles in a behavioural simulation. The phases of this behavioural simulation include:

  • Initial role selection
  • Creation of Information Technology (IT) support for the fictitious Cultural Heritage Authority.
  • Role change
  • Reflection
  • Submission of assessment item

View the Learning Design Sequence for a graphical representation of the learning design.

         
 

Tasks

 

Overall, the students create, play roles in (have jobs in) and undertake IT development work for the fictitious organisation: the Cultural Heritage Authority...

         
 

Resources

 

Physical meeting resource; IT resources; Content materials and subject information materials...

Comment from the Project Team

Please note that this leanring design exemplar contains a rich set of online resources that has required a significant investment in time to develop.

         
 

Supports

 

Forms of support include: Facilitators, a Heritage Information Co-ordinator's Manual is available to help tutors, Participants' Manual, Guides/templates...

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Implementation
 

Setting Notes

 

This behavioural simulation is the second in a two-subject sequence. In the first, students learn how to participate in and design Computer Supported Collaborative Work (CSCW) workspaces to support team work...

       
 

Outcomes

 

Students develop a rich understanding of processes and concepts about: The design of IT-based systems in an organisational context; Strategic planning of IT systems; Quality management of the development of information systems; Information management...

       
 

Assesment

 

Our assessment approach has evolved and now it focuses on organisational, team and individual learning in the context of the virtual organisation....

       
 

ICT Contribution

 

Students learn new ways of working and the role of IT in this - this is critical for students of computing (they will be the designers of such systems in the future)....

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Reflections
 

Pedagogy Notes

 

Experiential learning with the students as active participants...

       
 

History

 

We gradually strengthened the role of the IT infrastructure in the game. At first we did not declare it to be central but, over time, we found that the benefits that students gained by creating an online organisation were important and central to the success of the game...

       
 

Evaluation

 

The main focus/findings relate to how to use IT to supplement face-to-face meetings - good design of online workspaces...

       
 

Designer Debrief

 

By taking control of their own use of online workspaces to manage their own group projects, students have found them to be a powerful project management tool...

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