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METHODOLOGICAL APPROACH

GUIDELINES
The methodological design for the reAct project

Deliverable 2
Dissemination level: public

Grant contract nº 511709-LLP-1-2010-1-ES-KA3-KA3MP

May 2011

In partnership with

This project has been funded with support from the European Commission.This publication [communication] reflects the views
only of the author, and the Commission cannot be held responsible for any use which may be made of the information
contained therein.
reAct – reactivating teachers and learners
METHODOLOGICAL APPROACH GUIDELINES
Valencia-SPAIN
This manual was edited the 31th of May 2011.

Attribution-NonCommercial-ShareAlike 3.0 Unported (CC BY-NC-SA 3.0)


If you have any question regarding this book or the Project from which it originated:
Tel. 0034-961323470 ext.18 - Fax 0034-961324269 ferrando_amp@gva.es

Project : reAct – reactivating teachers and learners


Lifelong Learning Programme 2007-2013 Project Number 511709-LLP-1-2010-1ES-KA3-KA3MP
Project web site: www.reactproject.eu
Project Coordination: Amparo Ferrando(ES) with the support of Celia Ruíz(ES).
Participants: Kiriakos Dimitrious(GR), Elmo de Angelis(IT), Elvira Reitshammer(AT), Till
Mayrhofer(AT), Pieter de Vries(NL), Thieme Hennis(NL), Anabela Luis(PT).
Oficial address: SERVEF- Avda. Navarro Reverter 2 – 46004 Valencia (Spain)
Contact address: CSF-CRNFP - C/Ferrol s/n Polígono Industrial Fuente del Jarro – 46988 Paterna
(Spain)

This project has been funded with support from the European Commission. This publication
[communication] reflects the views only of the author, and the Commission cannot be held responsible
for any use which may be made of the information contained therein.

reAct Project – Methodological Approach Guidelines 2


Table of contents

1   Introduction .................................................................................................................................. 6  
1.1   WP2 Objectives ................................................................................................................ 6  
1.2   Organization of this document.......................................................................................... 7  
2   Pedagogical Framework .............................................................................................................. 8  
2.1   General Learning Theories ............................................................................................... 8  
2.1.1   The Social Nature of Learning .............................................................................. 9  
2.1.2   Learning, Understanding, and Control ................................................................ 10  
2.1.3   Connectivism, the Role of Technology ................................................................ 10  
2.1.4   Networked Learning and Learning in Communities ............................................. 11  
3   Collaboration .............................................................................................................................. 13  
3.1   Elements of Collaborative Learning ............................................................................... 13  
3.1.1   The Teacher's Role in Collaborative Learning .................................................... 14  
3.1.2   The Role of Technology in Collaborative Learning ............................................. 14  
3.2   Learning and Motivation ................................................................................................. 14  
3.3   Creativity in Education .................................................................................................... 15  
3.3.1   Promoting Creativity in the Classroom ............................................................... 16  
3.3.2   Play and Creativity .............................................................................................. 17  
3.4   Characteristics of Effective Learning Environments ....................................................... 17  
3.5   What Does this Mean in Practical Terms ........................................................................ 18  
3.5.1   reAct Teachers to Adopt a Learner Centered Approach ..................................... 19  
3.5.2   Fostering Motivation ........................................................................................... 19  
3.5.3   Group Oriented Activities .................................................................................... 19  
3.5.4   Using Technology ............................................................................................... 19  
3.5.5   Professional Development of Teachers .............................................................. 20  
4   Experiences from other Projects ................................................................................................ 21  
4.1   UrWay.nl Experiences .................................................................................................... 21  
4.1.1   Target Group ....................................................................................................... 22  
4.1.2   Coaches and Organization ................................................................................. 22  
4.2   The Hole-in-the-wall Project ........................................................................................... 23  
4.2.1   The potential of self-organized learning.............................................................. 23  
4.2.2   Limits of Self-organizing Learning ...................................................................... 24  
4.3   The Knowmads Initiative ................................................................................................ 24  
4.3.1   Organization and Program .................................................................................. 24  
4.3.2   Methodologies .................................................................................................... 25  
4.3.3   Pedagogical Principles ....................................................................................... 25  
4.3.4   Peer-Assessment & Reflection ........................................................................... 26  
4.3.5   Client-Assessment .............................................................................................. 26  
4.3.6   Autonomy ............................................................................................................ 26  
4.3.7   International ........................................................................................................ 26  
4.3.8   Co-create/Collaborate ......................................................................................... 26  
4.4   Findings from Workpackage 1 ........................................................................................ 27  
4.5   What Does this Mean in Practical Terms ........................................................................ 29  
4.5.1   Trust as a Basic Value ........................................................................................ 29  
4.5.2   Blending Communication Channels .................................................................... 29  
4.5.3   Flexibility in Pedagogical and Organizational Design ......................................... 29  
5   Implementations in Local Contexts ............................................................................................ 30  

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5.1   The Austrian Pilot 1 ........................................................................................................ 30  
5.1.1   Target Group ....................................................................................................... 30  
5.1.2   Teachers Involved ............................................................................................... 31  
5.1.3   Course Details .................................................................................................... 31  
5.1.4   Pedagogy: Relevance for reAct Project .............................................................. 31  
5.1.5   Preliminary Choice for Activities and Tools ......................................................... 31  
5.2   The Greek Pilot 1 ........................................................................................................... 32  
5.2.1   Target Group ....................................................................................................... 32  
5.2.2   Teachers Involved ............................................................................................... 32  
5.2.3   Course Details .................................................................................................... 32  
5.2.4   Pedagogy: Relevance for reAct Project .............................................................. 33  
5.2.5   Preliminary Choice for Specific Activities and Tools ........................................... 33  
5.2.6   Issues to be Decided .......................................................................................... 33  
5.3   The Italian Pilot............................................................................................................... 33  
5.3.1   Target Group ....................................................................................................... 33  
5.3.2   Teachers Involved ............................................................................................... 34  
5.3.3   Course Details .................................................................................................... 34  
5.3.4   Pedagogy: Relevance for reAct Project .............................................................. 34  
5.3.5   Preliminary Choice for Activities and Tools ......................................................... 35  
5.4   The Spanish Pilot 1 ........................................................................................................ 35  
5.4.1   Target Group ....................................................................................................... 35  
5.4.2   Teachers Involved ............................................................................................... 35  
5.4.3   Course Details .................................................................................................... 36  
5.4.4   Pedagogy: Relevance for reAct Project .............................................................. 37  
5.5   The Portuguese Pilot 1 ................................................................................................... 38  
5.5.1   Target Group ....................................................................................................... 38  
5.5.2   Teachers Involved ............................................................................................... 38  
5.5.3   Course Details .................................................................................................... 38  
5.5.4   Pedagogy: Relevance for reAct Project .............................................................. 38  
5.5.5   Preliminary Choice for Activities and Tools ......................................................... 39  
5.5.6   Issues to be Decided .......................................................................................... 39  
5.6   The Dutch Pilot 1 ............................................................................................................ 39  
5.6.1   Target Group ....................................................................................................... 39  
5.6.2   Teachers Involved ............................................................................................... 39  
5.6.3   Course Details .................................................................................................... 40  
5.6.4   Pedagogy: related to the reAct Project ............................................................... 40  
5.6.5   Preliminary Choice for Activities and Tools ......................................................... 40  
5.6.6   Issues to be Decided .......................................................................................... 41  
6   The reAct Methodological Design .............................................................................................. 42  
6.1   The Seven Design Principles ......................................................................................... 42  
6.2   Organizational Strategy .................................................................................................. 43  
6.2.1   Assumptions ....................................................................................................... 43  
6.3   Some Examples of Specific Activities............................................................................. 44  
6.3.1   Activities Fostering Independence in the Learning Process ............................... 44  
6.3.2   Specific Activity: Profiling .................................................................................... 46  
6.3.3   Specific Activity: Online games ........................................................................... 47  
6.3.4   Research & Learning .......................................................................................... 50  
6.3.5   The Creative Tool Studio .................................................................................... 51  

reAct Project – Methodological Approach Guidelines 4


7   Research Activities ..................................................................................................................... 56  
7.1   Partner Involvement ....................................................................................................... 56  

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1 Introduction
The fundamental goal of the reAct Project is to pilot and experiment radical changes in
pedagogical approaches of non-formal education. It aims at reducing the number of dropouts
through leveraging motivation and agency of learners. Instead of the curriculum being the
major factor for instructional teaching, the reAct project aims at improving the students’
capacity to learn, including both cognitive and affective aspects. The students’ motivation
and ownership of his/her learning will be the main driver for organizing teaching practices
that should lead to better learning results, higher efficacy, and higher return on investment.

This document constitutes the reAct Work Package 2 deliverable. It describes a common
educational view and agreement on how to execute the planned pilots, leaving room to both
local conditions and circumstances of each partner institution, and a shared interest in
innovative teaching and learning approaches using ICT, meanwhile addressing the project’s
goals. The document has been authored in collaboration with all partners, and led by Delft
University of Technology and SERVEF.

1.1 WP2 Objectives


Work package 2 focuses on the design of the methodological approach using the data from
the profiling work package. It constitutes of the following tasks:
Overall Approach: in this task the overall approach will be defined, this will include the
overall structure and general methodological considerations, support guidelines for
collaboration and creative activities, and guidelines relating to activities and support for the
development of metacognitive and critical thinking skills.
Design of Activities: all partners will take part. Every partner will develop a specific set of
activities corresponding to the different stages of the approach (see WP4).

The guidelines of the methodological design aim at providing suggestions for the educational
background to be implemented and suggestions for specific activities to be undertaken
during the pilot 1. Both the overall pedagogical approach and the specific activities will be
revised after the pilots 1 for evaluation and revision and adjustments of activities in the pilot
2.

Work package 2 is linked with work package 3, which constitutes of the collection and
description of tools to support the methodological design. The objective of WP3 is to provide
a range of tools learners and teachers can use in the approach according to their needs
rather than imposing an institutional environment on them. The idea is that they can
integrate the tools provided into their personal learning environments (understood as the
range of people, resources, spaces and sources they use to learn). Because it is difficult to
develop these two work packages independently, this document will also contain
suggestions for tools to support the defined activities.
This document is the result of contributions by all partners involved, and has been
coordinated by Delft University of Technology and SERVEF. The document includes a review
of educational literature that concerns different theories and views on learning, motivation,
creativity, and collaboration. In addition to literature findings, the document reflects partners’

reAct Project – Methodological Approach Guidelines 6


experiences in projects such as the Urway Project (NL), and the results from the national
surveys from Work Package 1.

Implementation of any strategy or methodological design becomes more effective when it fits
to local contexts, issues, and values. Therefore all partners describe their local context for
pilot 1 within a fixed format. We took these descriptions as input for the methodological
design presented in Chapter 4. Finally, we propose a list of possible activities to be
conducted by each partner.

1.2 Organization of this document


This document consists of two major parts.

The first part (chapters 2-4) describes the pedagogical framework, which will underpin the
actions of the reAct partners during the pilots. It includes also the outcomes of the interviews
with all partners focusing on the local ambitions, circumstances, and restrictions related to
the execution of the pilots. From these theoretical and practical issues, consequences will be
drawn with respect to the approach and strategy to be taken for the pilots in the various
countries.

The second part (chapter 5) describes suggestions for a strategy including concrete specific
activities that will help teachers and students to work in an innovative way. These activities
have been subject to discussion among the reAct partners, are specific enough to provide
guidance to those who will implement them, and generic enough to be adapted to local
context.

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2 Pedagogical Framework
This chapter provides a literature analysis addressing general learning theories, and with
special emphasis on motivation and learning in the Internet age. It offers an overview of
underpinning theoretical backgrounds that will help reAct partners to take a shared view on
why we are willing to change teaching practices for the target groups we deal with.
From the literature overview implications will be drawn for the methodological design that is
aimed at promoting innovative learning in the reAct Project.

2.1 General Learning Theories


Although a variety of learning theories have been developed over time, three major schools
can be discerned. The earliest of these was behaviorism, which arose in the early 20th
century. In the fifties and sixties cognitivism and social constructivism took root. Below these
learning theories are explained shortly :
• Behaviorism is about automating certain actions due to repetition and external stimuli.
Learning from a behaviorist standpoint revolves around practicing and training until
automatic execution without thinking takes over. Examples of behaviorist learning are
repeating math tables, applying mechanical formulae, hitting a ball, driving a car, or even
training in a flight simulator. Behaviorism explains learning without referring to mental
processes. It refers in general to low-level learning experiments focusing largely on
reflexes by ‘drill and practice’ and ‘instructional cues’.
• Cognitivism considers the human mind an input-output system for information. From a
cognitivist standpoint, if learners can apply certain rules, concepts and knowledge, e.g.
of procedural steps in different scenarios, than the transfer of such knowledge has
occurred. Cognitivists focus on the mental processes of learning, while behaviorists
consider thinking a part of behavior.
• Constructivism is based on the premises that a learner actively constructs his or her own
understanding through reflection on individual experiences. Knowledge is not transferred
from one individual to another, but the learner constructs his own mental models based
on hypotheses and experiences.

The illustration below shows development of learning theories in the 20th century. These
three approaches are acknowledged as the three traditional strands in pedagogy. The
following paragraphs will elaborate on more recent developments.

reAct Project – Methodological Approach Guidelines 8


Behaviourism (from 1920)
• Learning happens when a correct response is shown following a specific environmental stimulus
• Learning is detected by observing a person or animal over time
• Emphasis is on observable and measurable behaviour
• Learner’s mind is a black box; what happens inside is unknown
• Emphasis is on relationships between environment and behaviour
• Instruction makes use of effects and reinforcers for learning behaviour
• Instruction is based on change of behaviour for better purpose
• Cues are triggers to change behaviour and its conditions are arranged.

Cognitivism (from 1940)


• Learning is the change of a knowledge state of the mind
• Knowledge acquisition is a mental activity which is encoded and structured internally by the
learner
• Learner is viewed as an active participant in the learning process
• Emphasis is on learning bodies of knowledge
• Emphasis on structuring, organising and sequencing information to facilitate optimal processing
• Focus is on learners’ memory Examines the mental structure and processes related to learning
• Learning is viewed as an active process that can be influenced by the learner

Constructivism (from 1970)


• Learners builds personal construct based on experiences and interactions
• Knowledge is embedded in the applied context (authentic tasks in meaningful realistic settings)
• Creating new and situation specific understandings by binding knowledge from multiple sources
onto the task
• Assumption that many ways (multiple perspectives) of  structuring  may  be  followed  
• Assumption  that  the  learner’s  meaning  is  unique  rather  than  an  existing  object  on  itself  

Figure 1 – Traditional strands in learning and pedagogy

2.1.1 The Social Nature of Learning


Constructivist educational theory focuses on concept development and deep understanding,
rather than behaviors or skills, as the goals of instruction (Amory & Seagram, n d). Personal
development and deep understanding happens through the construction of meaning by the
learner self, not through transmission from one person (the teacher) to another (the learner).
The fundamental principle of constructivism is that learners actively construct knowledge
through interactions with their environment (Hout-Wolters, Simons, & Volet, 2000; Rieber,
1996). Therefore learners are viewed as constructing their own knowledge of the world.

For effective learning, knowledge should be uniquely constructed by people through play,
exploration and social discourse with others. Learning objectives presented in constructivist
learning environments should be firmly embedded in context, and should, at least in some
way, represent every day life situations. Learners should also accept responsibility for their

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own learning and be self-motivated to explore different knowledge domains. (Amory &
Seagram, n d)

The central point of social-constructivism is an individual's making meaning of knowledge


within a social context (Vygotsky & M. Cole, 1978). Learning as a social practice is well
established and dialogue is one of the corner stones of social constructivism. This makes
online communities such potentially effective places for learning. The interactions in online
communities is being maintained through a sense of community and social capital through
information flow, altruism, reciprocity, collective action, identities, and solidarity to support the
development of democracy (Ackerman et al., 2004; Bouman et al., 2007; Kollock, 1999;
McLure-Wasko & Faraj, 2005). These are central elements that need attention in an online
social learning context.

2.1.2 Learning, Understanding, and Control


Historically, education has focused more on memory than understanding. An emphasis on
understanding leads to one of the primary characteristics of current theories of learning: its
focus on the processes of knowing (Piaget & Cook, 1952; Vygotsky & M. Cole, 1978).
Humans are viewed as goal-directed agents who actively seek information. They enter a
learning process with a range of prior knowledge, skills, beliefs, and concepts that
significantly influence what they notice about the environment and how they organize and
interpret it (Lave, 1988; Lave & E. Wenger, 1991). This, clearly, can have both positive and
negative consequences for the learning process and their abilities to remember, reason,
solve problems, and acquire new knowledge. Effective learning environments, effective
support systems for learning, and effective teachers therefore take into account the
background of a learner.

New developments in the science of learning also emphasize the importance of helping
people take control of their own learning. Since understanding is viewed as important,
people must learn to recognize when they understand and when they need more
information. Effective learning environment therefore focus on sense-making, self-
assessment, and reflection on what worked and what needs improving (Paris & Winograd,
2003; Siemens, 2005; G Stahl, 2003; Gerry Stahl, Koschmann, & Suthers, 1999).

2.1.3 Connectivism, the Role of Technology


Widely adopted learning theories of behaviorism, cognitivism, and constructivism, and
combinations of them, do not sufficiently explain the effect of technology in our lives and
learning activities. George Siemens and Stephen Downes have attempted to explain
learning in a digital age by combining and enhancing different learning views, and developed
Connectivism (Downes, 2005; Siemens, 2005; 2006). An important distinction from social
constructivism is the emphasis on the fact that knowledge does not need to be internalized
and emphasizes that learning also happens outside a person’s mind. Siemens argues that in
the Information Age the learning process concerns activities such as synthesizing and
recognizing patterns, meaning making, and forming connections between specialized
communities. Know-how and know-what is supplemented with know-where as the
understanding of where to find the knowledge needed. Connectivism addresses learning
outside the person, knowledge stored in databases or other electronic information holders
accessible through the Internet. It describes a form of knowledge and a pedagogy based on

reAct Project – Methodological Approach Guidelines 10


the idea that knowledge is distributed across a network of connections and that learning
consists of the ability to construct and traverse those networks. This implies a pedagogy that
seeks to describe 'successful' networks, as identified by their properties, such as diversity,
autonomy, openness, and connectivity; and seeks to describe the practices that lead to such
networks, both in the individual and in society (Downes, 2005). Connectivism extends the
notion of learning as a personal, internal change (Illeris, 2004) to a network change: Non-
human elements act as actors in the network and the medium itself is part of wider networks.
To be able to work in a network, an individual must be able to outsource tasks, must be able
to keep track of connected resources, must be able to value information, context and
sources, and must be able to cooperate with others (Siemens 2006).

2.1.4 Networked Learning and Learning in Communities


Learning is becoming a lifelong, self-directed and collaborative effort, in which one engages
with people and finds resources online. There is a need for pedagogies that adopt a more
inductive, collective pedagogy that takes advantage of the collaborative and participative
spirit of our era and the potential of the Internet to connect people, link information sources,
and support creativity. Rather than individual learning based on competition and hierarchy,
we propose a more networked model of learning, because it allows learning from peers, and
stimulates cooperation, partnering, and mediation (Davidson & Goldberg, 2009).

Networked learning focuses on interconnectedness between people and between people


and resources (M. de Laat & Lally, 2003; M. de Laat, 2006; Veldhuis-Diermanse, Biemans,
Mulder, & Mahdizadeh, 2006; Vries, 2008). Technology is used to integrate delivery of
knowledge with interaction, communication and application (Jones & Steeples, 2001). The
concept of Communities of Practice (Etienne Wenger, 2000) is integrated in Networked
Learning, because learning practices and social practices are interconnected, the learning
practices emerge from participants rather than be imposed by facilitators, learners are
involved in concrete practical actions together, learning is not designed, rather designed for,
variation in levels of expertise can expand the group’s learning, networked learning needs to
support visits to “otherness” (Paavola, Lipponen, & Hakkarainen, 2004).

Wenger (2009) identifies four components for social participation in learning:

Meaning: a way of talking about an individual’s ability to experience life and the world as
meaningful.
Practice: a way of talking about shared historical and social resources, frameworks, and
perspectives that can sustain individuals in a mutual engagement in action.
Community: a way of talking about the social configurations in which an individual’s
enterprises are defined as worth pursuing and its participation is recognizable as
competence.
Identity: a way of talking about how learning changes an individual and creates a personal
history, or learning biography (Diepstraten 2006), in the social and societal situations.

In communities, learning means moving from the peripheral (lurking, being introduced into
processes, people, etc) into the center (sharing expertise, making decisions). Peripheral
participants do not accumulate knowledge and skills but are introduced in processes,
routines, networks, relevant issues, and approaches within the community. “The individual

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learner is not gaining a discrete body of abstract knowledge which (s)he will then transport
and reapply in later contexts. (…) There is no necessary implication that a learner acquires
mental representations that remain fixed thereafter, not that the ‘lesson’ taught consists itself
in a set of abstract representations” (Allert, 2004).

Paavola, Lipponen and Hakkarainen explain the “knowledge-creation” metaphor of learning


as follows; “Learning is seen as analogous to processes of inquiry, especially to innovative
processes of inquiry where something new is created and the initial knowledge is either
substantially enriched or significantly transformed during the process” (Paavola, Lipponen, &
Hakkarainen, 2004). Hence, learning goes beyond the information given.

Since traditional models of distance learning have not inspired researchers and teachers to
develop innovative pedagogical practices, current research and development work in the
field has turned towards creating multi-faceted pedagogical practices, utilizing ICT, that can
support learners in their efforts to engage in deeper-level learning and interaction (G Stahl,
2003). Allert argues that in modern knowledge societies, there is a need for scenarios that
focus on collaborative processes of creating innovative knowledge (Allert, 2004). This type of
learning comprises of open, ill-structured problem solving processes, focuses on
communication and collaboration.

Processes of knowledge construction and shared meaning making occur increasingly in


virtual environments, such as games, online communities and forums. Stahl refers to
learning as shared meaning making, which is not understood as a psychological process
which takes place in individuals' minds but as an "essentially social activity that is conducted
jointly - collaboratively -- by a community, rather than by individuals who happen to be co-
located". Meaning is not transferred from one thinker to another, but is constructed.

reAct Project – Methodological Approach Guidelines 12


3 Collaboration
Collaborative learning involves the participation of two or more individuals in the search for
information, the exploration or other activities of many different kinds aimed at achieving a
better understanding or shared understanding of a concept, problem or situation.
Collaborative learning refers to learning that takes place during work in formal or informal
groups.

The goal of collaborative learning is to induce participants to the construction of knowledge


through exploration, discussion, negotiation and debate (Hsu, 2002). The teacher's role is to
guide and facilitator this process of communication and exploration of knowledge.
In collaborative learning situations the contribution to the group is not competitive. It involves
a positive interdependency, the achievement of an outcome is more important than individual
contributions.

3.1 Elements of Collaborative Learning


The elements of collaborative or cooperative learning (Johnson & Johnson) have been
widely adopted in teaching practice mainly in e-learning and are appropriate for the
methodology proposed in the reAct project:
Positive Interdependence: members of a group seek a common goal and share resources
and information.
Promotion of interaction: group members help each other to work efficiently and effectively
by the individual contribution of each member.
Individual responsibility: each group member is responsible for their individual contribution
and the way that fees contribute to the learning of all
Skills and job skills group: each member must communicate, support others, and resolve
conflicts constructively with other member
Positive interaction: every one must maintain a good cooperative relationship with others
and be willing to give and receive feedback and constructive criticism on their contributions
(Johnson & Johnson, 1986; Waggoner, 1992).

Participants in the collaborative learning process are considered as ‘nodes’ where each
becomes a participant in the construction of their own knowledge in interaction with materials
and peers, rather than passive consumers of information.

The success of collaborative learning using the Internet depends on several factors (Brufee,
1987; Scagnoli & Stephens, 2005):
1. Proper selection of applications that facilitate communication and collaboration,
2. The use of such applications in activities that motivate collaborative learning
3. The teacher's role in encouraging participation and creating the conditions and
climate to establish a learning community.

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3.1.1 The Teacher's Role in Collaborative Learning
The teacher’s role in collaborative learning environments, albeit offline or online, is one of
encouraging participation and creating conditions for collaboration. In fact, he/she has a
critical role to play in the learning process of students as he/she is the motivator and
inspirator of the students learning activities. In addition, the teacher has to be familiar with
technology as online learning environments tend to become an integral part of the teaching
practice. How do we create conditions to encourage collaborative learning? Here are some
suggestions to do so.
Ensure that the environment is democratic, non-hostile, non-competitive and encourages
respect for the views and opinions of others (Sheridan 1989), encouraging constructive
debate. It is important that participants feel free to share ideas and experiences in pursuit of
creating shared learning.
Teachers should be flexible, and able to adapt to:
Changing topics for discussion or debate. Often, the class has interests in tangential issues
not central to the topic of discussion.
Group formation. Allow groups to meet through a topic of interest and not force them to
participate in one or another group.
Activities led by students facilitate collaborative learning that, by reducing dependence on
the teacher , allow students to trust their own abilities to explore and develop knowledge.
Manage expectations and objectives of the program to be developed
Plan for the many collaborative learning situations that will take place in class, ensure that
the time allotted will be appropriate, establish and communicate clear goals, provide clear
instructions, and be ready to answer questions or assist with or in conflict situations
(MacGregor 1990).

3.1.2 The Role of Technology in Collaborative Learning


The role of technology is key to the development of activities that generate and encourage
collaborative learning. Marsh & Keter (2005) suggest that adaptations in technology due to
the need to provide spaces for the socialization are particularly important in this case as
collaborative learning is often based on social constructivist tenets. Familiarity with Internet
use and knowledge of applications that facilitate communication, research and dissemination
of information on the Internet are key to effective design activities that promote collaborative
learning. Therefore, the teacher should be familiar with the different technological and
methodological potentials that will allow them to facilitate the development of their students'
creativity, collaboration and give them a sense of their ownership of the knowledge and skills
they are learning.

3.2 Learning and Motivation


When an individual is motivated, it means he is “moved to do something (Ryan and Deci
2000b).” Ryan and Deci (2000) distinguish between two forms of being motivated: intrinsic
and extrinsic. Intrinsically motivated people do something because of the inherent
satisfaction they get from the activity. Extrinsically motivated people do something because
of external incentives, rewards or pressures. "Extrinsic motivation thus contrasts with
intrinsic motivation, which refers to doing an activity simply for the enjoyment of the activity
itself, rather than its instrumental value (Ryan and Deci 2000)." The Cognitive Evaluation
Theory (CET) by Ryan and Deci (2000) lists three innate psychological needs (competence,

reAct Project – Methodological Approach Guidelines 14


autonomy, and a sense of relatedness), which when satisfied lead to increased intrinsic
motivation. Intrinsic motivation comes from rewards inherent to a task or activity itself.
Lepper argues that intrinsic motivational orientation may have significant instructional
benefits (Lepper 1988). Malone (1981) has argued that the following characteristics are
common to all intrinsically motivating learning environments: challenge, fantasy, and
curiosity. Malone and Lepper later added ‘control’ to the list of characteristics (Malone and
Lepper 1987; Lepper 1988).

Traditional education is mainly based on extrinsic motivation. External incentives are tests,
assessments, the final exams, the curriculum, and the subsequent favors of getting a
certificate that opens possibilities for new studies or jobs. Although the final goals of
secondary education provide good opportunities for life, it is difficult for some students to
keep this long-term advantage in mind all the way through the years they have to attend
school. In addition, there are many instances in school life where the relation to the final goal
of secondary education is lost and students have to learn instrumentally content that is
hardly useful for school success. Unfortunately, schools stick to the curriculum that is
mandatory and the exercises coming along with that do not always suit students interests
today. As a consequence, students get disconnected from the educational system. Teachers
are considered irrelevant, which is even worse than being hated. Of course, school as an
institution is not the only factor for students to drop out. Students dropping out appear to
have also other problems most of the time. Psychological characteristics and social
circumstances may play an important role as well. But whatever the causes for dropping out,
for those students it is even more important that learning should become an activity they are
motivated for. It might be clear that for those students sticking to the compulsory curriculum
is apparently not the way to go. Instead, as motivation is key for those drop-out students,
their interests should become the major issue for choosing content and configuring
appropriate learning arrangements. Their interests will help them to reconsider learning as
relevant and joyful. Experiences as described in the Urway Project have shown that such a
pedagogy of following the students’ interests will foster self-esteem and will help students to
make a restart in learning and participation on the labour market.

3.3 Creativity in Education


Creativity involves a response or an idea that is novel or at the very least statistically
infrequent. But novelty or originality of thought or action, while a necessary aspect of
creativity is not sufficient. It must also be purposeful, serve to solve a problem, fit a situation,
or accomplish some recognizable goal. And thirdly, true creativeness involves sustaining of
the original insight, an evaluation and elaboration of it, a developing of it to the full. Creativity,
from this point of view, is a process extended in time and characterized by originality,
adaptiveness, and realization (Mckinnon, 1962). Creativity can involve processes and
outcomes that are unique to the learner him/herself, or truly unique outcomes (Shallcross
1981).

Instilling creativity in the classroom is a crucial factor in developing a person's mind. The
best classrooms are those where the students have no inhibitions and are free to form their
own ideas based on practical experience and theoretical knowledge, and this can only be
achieved through a methodical disregard for conventions. The responsibility of ensuring the
development and promotion of creativity in the classroom lies firmly in the teachers hands,

15
and this is an aspect of education that must not be ignored. Rather than teaching students
how to 'borrow' information from open sources, the teacher should encourage students to
own ideas that are created within their own head. The whole point of education and
motivation in the classroom is to enable a person to think for herself with the pool of
knowledge at her disposal, rather than a mechanical feeding down of unnecessary and
irrelevant information.

Encouraging creativity in the classroom is a skill not all teachers possess, and only the ones
who have this trait are the ones who are fondly remembered by the students in the future.
Moreover, teachers who actively do this are the ones who prepare their students for future
success in the best possible manner. Teachers have to set examples for their students, so
creativity in the classroom is something that must emanate from the teacher herself at the
very beginning.

Classrooms are supposed to be fun learning centers, where the most important quality
required is freedom of expression. By encouraging creativity in the classroom, a teacher is
ensuring that the student has the ability to analyze a problem and think for herself, and is not
swayed by orthodox and conventional rules. By promoting free speech, the students are
more capable of expressing their thoughts and views regarding any anomalies.

This will ultimately prove fruitful in the person's life, as they will use the concept of free
thought and speech to take steps into new areas. If a person is encouraged to be creative
from a young age, she will carry this quality with her all her life, and this quality will enable
her to succeed in the ruthless corporate world as and when she is ready to step into it.

3.3.1 Promoting Creativity in the Classroom


How can a teacher promote and develop cooperative learning in the classroom? It all
depends on the mindset and the principles of the teacher, and the techniques that he or she
is willing to apply to achieve this purpose. Below, some ways of promoting creativity in the
classroom that can be adapted for each teacher and each classroom.
Encourage owning and creating ideas, and discourage borrowing and stealing answers. The
idea is to teach students the importance of assembling their own thoughts and ideas, even if
they are imperfect.
Always assign grades with some productive feedback about what to do in order to improve
bad grades. Never undermine a child for lack of effort, because if she is getting bad grades it
is solely your fault and responsibility.
Instead of demonstrating something to the children, have them practice it individually. A child
will never learn the right way of doing something without doing it the wrong way first.
When a problem arises, it should be defined and analyzed before a structured solution is
offered for it. This is a far better way of doing things than simply explaining an example.
Discourage conformity and challenge the child to think for herself. Do not praise neatness
and tidiness too much as this restricts the child from truly expressing herself.
Instead of making suggestions yourself, ask open questions. Let the flow of the interaction
determine the course of action to be taken. You will be amazed at how often the end results
of this process coincides with the very suggestions you had in mind.
Lastly, teach the student to follow their own minds rather than copying the answers from
other places. Originality and uniqueness is far more valuable than a blatant duplicate of

reAct Project – Methodological Approach Guidelines 16


someone else's work. There are plenty of exercises and techniques that lay down the
procedures one should adhere to in order to develop creativity in the classroom. These tools
can be found in books, over the Internet or it can simply be acquired by experience.

A teacher is merely a facilitator for the student, and this role must be understood in its
entirety. Students will only develop their best qualities if there is enough creativity in the
classroom, and if freedom of thought and speech are encouraged and rewarded with a
compliment. Having a creative classroom means that the teacher takes risks on a daily basis
and encourages his/her students to do the same.

3.3.2 Play and Creativity


Central to both play and creativity is divergent thinking. Both cognitive and affective
processes in play have been related to divergent thinking in children. In a longitudinal study,
quality of fantasy and imagination in play predicted divergent thinking over time. Divergent
thinking itself was relatively stable over time. An important question is whether play can
facilitate creativity. Play has been found to facilitate insight ability and divergent thinking.
Studies have also shown that children can be taught to improve their play skills.

3.4 Characteristics of Effective Learning


Environments
Four perspectives on the design of learning environments—the degree to which they are
student centred, knowledge centred, assessment centred, and community centred—are
important for the development of these environments. A focus on the degree to which
environments are learner centred is consistent with the strong body of evidence suggesting
that learners' use their current knowledge to construct new knowledge and that what they
know and believe at the moment affects how they interpret new information. Sometimes
learners' current knowledge supports new learning, sometimes it hampers learning: effective
instruction begins with what learners bring to the setting; this includes cultural practices and
beliefs as well as knowledge of academic content.

Learner-centred environments attempt to help students make connections between their


previous knowledge and their current academic tasks. Parents are especially good at
helping their children make connections. Teachers have a harder time because they do not
share the life experiences of each of their students. Nevertheless, there are ways to
systematically become familiar with each student's special interests and strengths.

Effective environments must also be knowledge centred. It is not sufficient only to attempt to
teach general problem solving and thinking skills; the ability to think and solve problems
requires well-organized knowledge that is accessible in appropriate contexts. An emphasis
on being knowledge centred raises a number of questions, such as the degree to which
instruction begins with students' current knowledge and skills, rather than simply presents
new facts about the subject matter. While young students are capable of grasping more
complex concepts than was believed previously, those concepts must be presented in ways
that are developmentally appropriate. A knowledge-centred perspective on learning
environments also highlights the importance of thinking about designs for curricula. To what
extent do they help students learn with understanding versus promote the acquisition of

17
disconnected sets of facts and skills? Curricula that emphasize an excessively broad range
of subjects run the risk of developing disconnected rather than connected knowledge; they fit
well with the idea of a curriculum as being a well-worn path in a road. An alternative
metaphor for curriculum is to help students develop interconnected pathways within a
discipline so that they "learn their away around in it" and not lose sight of where they are.

Issues of assessment also represent an important perspective for viewing the design of
learning environments. Feedback is fundamental to learning, but opportunities to receive it
are often scarce in classrooms. Students may receive grades on tests and essays, but these
are summative assessments that occur at the end of projects; also needed are formative
assessments that provide students opportunities to revise and hence improve the quality of
their thinking and learning. Assessments must reflect the learning goals that define various
environments. If the goal is to enhance understanding, it is not sufficient to provide
assessments that focus primarily on memory for facts and formulas. Many instructors have
changed their approach to teaching after seeing how their students failed to understand
seemingly obvious (to the expert) ideas.

The fourth perspective on learning environments involves the degree to which they promote
a sense of community. Ideally, students, teachers, and other interested participants share
norms that value learning and high standards. Norms such as these increase people's
opportunities to interact, receive feedback, and learn. There are several aspects of
community, including the community of the classroom, the school, and the connections
between the school and the larger community, including the home. The importance of
connected communities becomes clear when one examines the relatively small amount of
time spent in school compared to other settings. Activities in homes, community centres, and
after-school clubs can have important effects on students' academic achievement.

Finally, there need to be alignment among the four perspectives of learning environments.
They all have the potential to overlap and mutually influence one another. Issues of
alignment appear to be very important for accelerating learning both within and outside of
schools. Good teachers are learner centred in the sense that teachers build on the
knowledge students bring to the learning situation. They are knowledge centred in the sense
that the teachers attempt to help students develop an organized understanding of important
concepts in each discipline. They are assessment centred in the sense that the teachers
attempt to make students' thinking visible so that ideas can be discussed and clarified, such
as having students (1) present their arguments in debates, (2) discuss their solutions to
problems at a qualitative level, and (3) make predictions about various phenomena. They
are community centred in the sense that the teachers establish classroom norms that
learning with understanding is valued and students feel free to explore what they do not
understand.

3.5 What Does this Mean in Practical Terms


In order to keep things practical we might draw the following suggestions for the teaching
and learning methods to be implemented in the reAct Project.

reAct Project – Methodological Approach Guidelines 18


3.5.1 reAct Teachers to Adopt a Learner Centered Approach
The pedagogical approach in the reAct Project should take a learner centred approach in
which teachers will facilitate students to learn, instead of providing content as prescribed by
the curriculum. This means that content will not be top priority, but students will. Content will
be negotiated with students. Their interests should be taken seriously, although the teacher
will present his arguments in this negotiations. The results should be acceptable for both.

3.5.2 Fostering Motivation


As motiviation is a key factor for drop out students, teachers will provide learning
opportunities that suit students’ interest, even if these do not seem to have any relationship
with the original goals of the course. In particular, this applies in the beginning of the pilots,
where students will have to rediscover that learning might be interesting. If students cannot
be motivated in the pilots, their learning attitudes will not change over time and longstanding
results will not occur. It mig take some time to get students motivated, experiences showing
a period between two and four months. However, trust is here the best advisor, and teachers
should show their trust to the students and support them rather than sending body language
that shows mistrust.

3.5.3 Group Oriented Activities


Learning can be described as the process of manipulating data and information to give
meaning by communication with others (Veen, 2008). Using this definition, collaborative
learning is another way of organizing learning in which students learn by externalizing
knowledge among each other and construct new knowledge. Collaborative learning can be
organized by harvesting and suggesting issues, challenges or problems to be solved by
groups of e.g. four students. These groups will come up with ideas that might differ, and they
will have to value all suggestions for the solution to be found. Discussion on these
suggestions will help them to think flexibly and foster their divergent thinking skills. By
working on a self-chosen goal, they will have to become creative to consider a diversity of
choices. They will have to make choices, and making choices collaboratively, will also foster
their social skills. Teachers could use here a Problem Based Learning strategy (see Specific
Activity Research and Learning, below). which is a 7 steps strategy how to go forward to
implement PBL in the classroom. PBL is a very structured procedure for classroom
management, it is easy to understand, although this does not say that it is easy to use.
Teachers will act as the guide on the side, being a resource person. And still they will keep
the process going by indicating to students that the next phase of the procedure is
approaching.

3.5.4 Using Technology


Technology appear to bring added value for learning through extended and easy access to
(a) resources, (b) information retrieval tools (c) sharing knowledge (d) communication tools,
and (e) designing or creating multimedia content. Technology enhances and changes
learning by the fact that it introduces a new form of knowledge and a pedagogy based on the
idea that knowledge is distributed across a network of connections and that learning consists
of the ability to construct and traverse those networks. Tools supporting learning activities
will be widely adopted and used by the reAct teachers. They will be supported by the reAct
team members in accessing resources such as http://epedagogy.risbo.org/lab/dd/index.php

19
providing concrete answers to questions on how to implement technologies in the teaching
practice.

3.5.5 Professional Development of Teachers


The professional development of teachers will be an integral part of the methodological
design. Teachers do not change their pedagogy overnight, of course. This is why training of
teachers in the reAct project should be a continuous activity along the project duration. This
has to be planned and coordinated in a distributed way supported by the project coordinator.
The issue will be discussed in depth during the project meeting in June 23-24th in Greece.
The main question here will be how the consortium can create a community in which
teachers can find valuable resources, can communicate and participate in webinars, and can
share their experiences. The consortium might provide an online environment and a clear
program of activities along the project duration.

reAct Project – Methodological Approach Guidelines 20


4 Experiences from other Projects
This chapter describes other projects from which the reAct partners can draw lessons how to
design and implement their approaches.

4.1 UrWay.nl Experiences


UrWay.nl is an online learning facility for youths of schooling age (secondary education), who
are demonstrably failing within the regular school system. The UrWay.nl program aims at
getting school dropouts to enjoy learning again. The starting point of UrWay.nl is that all
children want to learn, but that not every child fits within the regular education system.
Instead of ‘pushing’ knowledge towards the school dropouts, the UrWay.nl concept invites
them (seduces them) to explore their own interests and expand their own capacities. By
letting go of the ‘obligation to achieve’, participants experience the relaxedness and freedom
to explore and develop their own qualities, at their own pace. This allows them to regain
confidence in their own capacities, and provides a basis for further growth and development.

UrWay.nl’s success is based on the following principles:

• UrWay.nl is always available


• UrWay.nl approaches everything positively.
• UrWay.nl aims at what participants can do well.
• UrWay.nl works with coaches with relevant (educational) backgrounds.
• UrWay.nl provides relaxedness and safety.

No pressure
The starting point of UrWay.nl is that all children want to learn, but that not every child fits
within the regular education system. UrWay.nl assumes that all children have an intrinsic
motivation to learn, that has been damaged over time. To transform the suspicion of learning
into a trust of learning, positive feedback is used. UrWay.nl offers a failure-free environment
that doesn’t revolve around correcting errors, but focuses on appreciating the achievements
of participants: experiencing success gives you wings. UrWay.nl is free of pressure to
perform.

Self-guidance is an important component of UrWay.nl: participants determine for themselves


what they learn, because learning from your own talents and passions is highly motivating.
UrWay.nl trusts on the abilities of the participants that they know what they want to learn,
that they can take responsibility for their learning, and also effectuate their learning.
Everybody is unique, making each learning route personal and thus custom.

The use of ICT


UrWay.nl uses a learning arrangement that heavily depends on ICT. Without the use of ICT,
the UrWay.nl approach is not possible. In a virtual environment things are possible, that
aren’t possible in a physical environment. A virtual community creates distance to other
participants and coaches, but feels comfortable and safe at the same time.

21
UrWay.nl uses a closed online community and learning environment, that is available 24/7. It
can be reached by any computer with an internet connection. This learning environment
(FirstClass) forms the central hub of the UrWay.nl concept. All participants in the UrWay.nl
project are given a PC, a printer, a webcam and a broadband internet connection.

Interesting results
Teenagers want to learn. Unexpectedly the participants came up with their own educational
desires right of the block, and were intrinsically motivated.
• The participant’s social skills increase; they become more open and approachable.
• Their self-esteem and self-image increase.
• The teenagers are more ‘manageable’ at home, due to the absence of school-related
stress.
• The participants become more aware of their own future; they start to think about what
kind of life they want for themselves.

4.1.1 Target Group


UrWay.nl is targeted at generally vulnerable youths that have become dislodged or
discouraged within the current education system and for whom other solutions have failed.
UrWay.nl offers a safe, failure-free, online learning environment and community. Online
coaches from all around the Netherlands work together with a regional support organization
that houses close to the youths themselves. Through the interaction between coach and
participant, a custom learning route is gradually developed, that fits with the personal
interests (and thus the intrinsic motivation) of a participant. Participants construct their own
portfolio’s to show which competences and skills they have developed during their time in
UrWay.nl.

For teenagers that apply to UrWay.nl, regular education is not an option, either due to
personal circumstances, or due to circumstances in the teenager’s direct environment (e.g.
teen moms, chronic illness). UrWay.nl targets school dropouts that:
• Have not attended school in a long time.
• Have structural problems with no chance of immediate return to school or work.
• Have the commitment of at least one parent or caretaker, and stability in the home
environment.
• Are between the age of 15 to 17.

4.1.2 Coaches and Organization


Coaches at UrWay.nl are educational professionals, who are certified teachers in a subject
matter and who have additional training in coaching. They provide individual guidance and
provide the participants with assignments based on the participant’s interests. For this they
use email and chat; they work from home (or some other place), but in any case they will
never meet the participants personally. This is intended; coaches have some degree of
anonymity which in online communication actually lowers the threshold for personal contact
between participant and coach. Coaches try to find the interests of the participants, and use
those to suggest opportunities for ‘research’ and learning, to explore opportunities, and to
challenge the participants.

reAct Project – Methodological Approach Guidelines 22


UrWay.nl is organized into a National Team that focuses on coordinating activities, and a
Local Team – the regional support organization that that houses close to the participant’s
home region(s). At the regional level, the Local team accompanies a maximum of sixty
participants and ten coaches. Every coach guides about six participants. The Local Team is
managed by the National Team that oversees finance and HRM.

The Local Team tries to build a relationship with the participants and their family, in order to
be both accessible and approachable during (family) crises, but also to celebrate
participant’s personal successes. The Local Team hotline is available 24/7. The Local Team
review the weekly reports of the coaches to filter any important events or happenings.

4.2 The Hole-in-the-wall Project


In 1999, Sugata Mitra and his colleagues dug a hole in a wall bordering an urban slum in
New Delhi, installed an Internet-connected PC, and left it there (with a hidden camera filming
the area). What they saw was kids from the slum playing around with the computer and in
the process learning how to use it and how to go online, and then teaching each other.

In the following years they replicated the experiment in other parts of India and globally,
urban and rural, with similar results, challenging some of the key assumptions of formal
education. The "Hole in the Wall" project demonstrates that, even in the absence of any
direct input from a teacher, an environment that stimulates curiosity can cause learning
through self-instruction and peer-shared knowledge.

4.2.1 The potential of self-organized learning


The ‘Hole-in-the-Wall’ experiments gave credence to the belief that given the facilities,
groups of children in such settings could learn to use computers and access and benefit
from Internet resources on their own. Further investigations into such self-organising
learning systems (Mitra and Rana, 2001, Mitra, 2003; Mitra et al., 2005) confirmed that
within a few months, given free and public access to computers and the Internet, irrespective
of who or where they are or what language they spoke, children could:
1. Become computer literate on their own, that is to say, learn to use computers and the
Internet for most of the tasks carried out by lay users;
2. Teach themselves sufficient English to use email, chat and search engines;
3. Learn to search the Internet for answers to their questions;
4. Improve their English pronunciation on their own (Mitra, Tooley, Inamdar & Dixon, 2003);
5. Improve their mathematics and science scores in school (Inamdar, 2006; Nicaud, Bittar,
Chaachoua, Inamdar & Maffei, 2004);
6. Answer examination questions several years before they might normally be expected to
be capable of doing so;
7. Develop their social interaction skills and value systems and
8. Form independent opinions and detect indoctrination.

The quality of education declines with remoteness and disadvantage (Mitra, Dangwal &
Thadani, 2008). There are many places in the world, and especially in the developing world,
where geographical, economic, social, political, religious and other factors limit the provision

23
of good primary and secondary schools and good teachers will be unable or unwilling to go.
If the possibilities and limits of self-organising learning without and with mediators can be
evidenced and understood, children in such areas can gain enormous benefits. To establish
the case for this, we needed to develop some research questions that could be answered in
different educational environments and which would yield convincing evidence.

4.2.2 Limits of Self-organizing Learning


What and how much can children learn without subject teachers? In an attempt to find a limit
to self organized learning, Mitra & Dangwal (2011) explored the capacity of 10–14 year old
Tamil-speaking children in a remote Indian village (Kalikuppam ) to learn basic molecular
biology, initially on their own with a Hole-in-the-Wall public computer facility, and later with
the help of a mediator without knowledge of this subject. They compared these learning
outcomes with those of similarly-aged children at a nearby average-below average
performing state government school who were not fluent in English but were taught this
subject and another group of children at a high-performing private school in New Delhi who
were fluent in English and had been taught this subject by qualified teachers. They found
that the village children who only had access to computers and Internet-based resources in
the Hole-in-the-Wall learning stations achieved test scores comparable with those at the
local state school and, with the support of the mediator, equal to their peers in the privileged
private urban school.

In the study, it was shown that given unsupervised access to a computer with Internet-based
instructional material the children were quite capable of organizing themselves into self-
learning groups and, without supervision and instruction, achieving the same levels as their
peers in a nearby state government school but not those of similarly aged children in an
affluent, urban school. So self-organized learning has its limits. In unsupervised
environments such as the Hole-in-the-Wall, different children do what they like doing and
therefore tend to excel in their particular areas of interest. But what this study shows is that if
pupils such as those in the village of Kalikuppam are then provided with a friendly mediator
who provides supervision but exercises minimal intervention (encouraging rather than
teaching), these issues are less likely to be a problem.

4.3 The Knowmads Initiative


Knowmads is a small, low-budget school in Amsterdam for social entrepreneurs operating
outside the regular education system. It is a business school where education students
create their own education, and where learning happens by doing projects collaboratively in
a real context. The institution operates in a network of companies and individuals, who
support the program with challenges, projects, people, and methodologies.

4.3.1 Organization and Program


The core program (methods and tools) of Knowmads is taught using a core group of (about
10) teachers who are paid €400 per day or less. Some of the teachers only come once or
twice, and others come more often, if necessary. The unique approach of Knowmads has
attracted many organizations and people who offer their services (workshops, lectures,
methodologies, etc.). This is of course very positive: Knowmads have no difficulties filling up

reAct Project – Methodological Approach Guidelines 24


the curriculum. On the other hand, it takes considerable amount of time to filter out the good
offers. It is also difficult to know on beforehand what the quality will be.

Teachers must step outside their own comfort zone and ask questions and share problems
they face. Consistency, congruence, and perseverance are essential in bringing the
message across.

Once or twice a month, interesting people (such as Seth Godin or Itay Talgam) give a lecture
that is disconnect from the program. The lecture can be about anything (i.e. conflicts,
marketing, Nietzsche & Buddhism) and is aimed to inspire and initiate thinking. Lecturers are
invited by staff, students, or some even come by themselves.

4.3.2 Methodologies
Several methodologies are used in the program, including, Startup Wheel, e-marketing,
green marketing, self-esteem (Matthew McKay), Art of Hosting, Appreciative Inquiry,
Scenario Learning, ‘Deep democracy, etc. Whatever is needed in the context of the project
or education, the methods and tools are searched for and used. The partner projects more
or less guide the curriculum, which is established with the students themselves.

The essential methodology is the school’s pedagogy itself: becoming a social entrepreneur
(or intra-preneur) by being one.

4.3.3 Pedagogical Principles


Each of the new students is asked 4 questions at the beginning that guide the program:
• In what kind of world do we live?
• In what kind of world do you want to live?
• Who am I and what do I want to bring into this world?
• How do I identify and market my ideas and myself?

Knowmads adopts the principles of autonomy, motivation, collaboration, diversity, and


entrepreneurship in a social setting. Their program is guided by the four questions and
structured around a number of topics: (i) Entrepreneurship and New Business Design (ii)
Social Innovation and Sustainability, (iii) Marketing & Creativity, (iv) (Personal) Leadership,
(v) (International) Project Design, (vi) Process Design.

There is a reason that entrepreneurship is on the first place. Learning by doing is an


essential element of the school. “Doing” does not mean doing a case study or some fictional
project, but creating something that will be used and being part of a real-life (sometimes
international) project. The context in which this takes place is sustainability and social
innovation. Various methodologies are taught that address marketing, creativity, project and
process design in order to come up with sustainable, marketable, innovative, feasible and
accepted project plans. To emphasize a reality-oriented learning environment the students
will work with assignments and projects defined by real clients that reflect real needs and
challenges outside the school. Taking risks by investing financially in one’s own education is
an additional factor that will allow students to grow and be trained in a maximum reality
setting.

25
4.3.4 Peer-Assessment & Reflection
“Getting stuck in order to fly”: learning can be a difficult and emotional road, because
situations may seem problematic and solutions may not be at hand. It is the intention to
allow this to happen and to overcome the problems in a collaborative setting.

Reflection is an essential element: the ability to learn as a team and use the diversity of the
team to rise above a problem situation. An effective learning setting is one where you can
express doubts and share critique. Because each individual is going through a personalized
learning process, there is no standard assessment or accreditation. Students are asked to
reflect twice a month using the “learning wall”, where they present what they have learned
and then get feedback from peers.

At the end of the year there is a final project/assessment: the “Rite of Passage”. The four
questions (above) are put central in the project. Each student is asked to express what they
have learned in whatever form they want to (i.e. workshop, film, art installation, etc.). Each
student will receive a personalized certificate with a story about him/her and tips for the
future.

4.3.5 Client-Assessment
Crucially, Knowmads is an enterprise as well that needs to survive in a competitive
environment. The students manage the enterprise in close collaboration with the staff, and
determine the strategy and identity of the school. It is not a school that only preaches social
entrepreneurship, but is social entrepreneurship. Chaos and complexity part of the
curriculum as well as the organizational structure: there is little high-level control over what
the students must do or know. Because students are in fact working for the partners, they
are assessed according to market standards. Their efforts may result in sending in an
invoice, so if the work is not good enough, the partners will definitely tell them.

4.3.6 Autonomy
Students must follow their intuition and take a chance. Knowmads intends to create a space
where you can manifest yourself and increase your awareness, taking the journey from
dependent to autonomous.

4.3.7 International
With the World as a Playground Knowmads strive for the ability to navigate turbulent chaos,
not only from the safety of their home, but wherever, and whenever. Therefore an important
part of the education is to temporarily relocate and try out new things and different cultural
contexts. Hence, after 1 year of their education, – for a period of three months – students
have the possibility to go abroad and work on international projects as one and the same
team. This part of the education is called International Project Design and can take place in
any country and/or continent: Knowmads students decide and set the destination.

4.3.8 Co-create/Collaborate
Knowmads have a free curriculum, with some fundamental concepts and methodologies that
are taught and used during the year, depending on the projects the students are involved in.
Leadership is something that emerges from the group process and collaboration, where

reAct Project – Methodological Approach Guidelines 26


some people emerge as leaders in one context, and leave leadership to others in another
context. An important element for both the Knowmads and KPNL is the collaboratively
organized trip to another, totally different country.

Teamwork (so the result of the team), rather than individual work, is assessed.

4.4 Findings from Workpackage 1

The project began with a first Work Package (WP1) in which the aim was to explore the
profiles of the participants: learners, teachers and management staff, in order to ensure that
the approach developed would be adapted to their needs, requirements, and preferences
and also that relevant aspects such as their attitudes and motivation were well understood,
in order to provide information for the development in subsequent work packages of the
project methodology, and a series of activities designed to re-motivate students to study and
regain confidence.

It was agreed between partners to employ a qualitative method for this exploration WP1 and
it was also agreed that a semi-structured interview would be the most suitable data collection
tool.
The average profile of a beneficiary of this program is a person between 17 and 20 years
old, who has left the formal education system without a qualification due to a combination of
personal, social and institutional reasons.

5.4.1 Conclusions

5.4.1.1 Attitude and ICT knowledge


Students
- Lack of motivation is caused by a range of issues: bad relationships with teachers,
language deficits, lack of concentration in difficult subjects, bad temper, laziness, personality
problems, poor family support, low interest in subjects or contents offered at school,
structural problems (distance, overcrowded classrooms), and also, the feeling that there is a
generation gap between them and the teachers. As a result, participants develop low
self-esteem and low self-confidence, and consequently feel there is no sense in
continuing with school.
The majority of participants who were involved in Early School Leaver programs were mainly
more interested in finding a job than in the program itself.

- Between their personal interests, it was found that they were engaged in a wide range of
activities, including use of ICT.
This leads to the idea that when there is intrinsic motivation, and a subject that interests
them, these students do act and interact, and that ICT may be a useful tool to stimulate the
motivation of these learners.

Trainers
Concerning trainers, most of them had extensive experience with the target group and
agreed that good communication skills and the ability to transfer their enthusiasm to the

27
students was key to getting them to participate and achieve their objectives. Besides, almost
all had some knowledge of ICT (for personal uses), but didn’t have a clear idea of how to
use technologies for education. A “train the trainers activity (or course)” about the new
methodologies that are going to be used is needed, so that trainers will be able to give
support to students and feel comfortable about using them.

Managers
Managers were the group that mentioned more problems in relation to the
implementation of new methodologies. There is a need for a methodology and a program
that involves no extra cost, is easy to manage, does not enter into conflict with the centre´s
educational approach and that is convincing for both managers and trainers.

5.4.1.2 Ideas to reduce difficulties & barriers


- Programs should promote a good relationship between teachers and students.
- Programs should encourage close relationships with classmates so that knowledge
exchange is fostered (occasionally even between other countries participants).
- A stimulating learning environment should be created and a positive way to do this
may be by using ICT tools.
- Activities should be related to job needs.
- Entertaining, autonomous, and useful learning activities should be used.
- Time dedicated to theory and practice should be well balanced.
- Schools should try to involve family and friends, so that they are not an obstacle in
their training process.
- It’s important for trainers to develop their abilities in the new methodologies, activities
and e-learning tools, and in supporting self-confidence in students.

5.4.2 Proposals for the ICT methodology and tools


1. A methodology that fulfills the most important features expected by all participants in
the Project will be:
a. Collaborative.
b. Practical.
c. Flexible in timing.
d. Adaptative to learning styles.
e. Only win-win outcomes.
f. Easy to integrate in planned curricula.

2. A program that is based on:


a. Creativity
b. Limited duration.
c. A certain degree of competition.
d. Collaboration with others
e. Regular actitivy.
f. Positive feedback.
g. Relation to their interests or specialty (job oriented).
h. Understandable and shared by families.

reAct Project – Methodological Approach Guidelines 28


3. With tools that:
a. Are user friendly (both by participants and trainers).
b. Without language barriers (mainly visual and no “school terminology”).
c. Work in groups.
d. Can be game-based (perhaps serious games).
e. Use social networking.
f. Freeware.
g. No substantial hardware or technical demands.

4.5 What Does this Mean in Practical Terms


4.5.1 Trust as a Basic Value
The reAct Methodological design must enhance a culture of trust between students as well
as among teachers and students. Positive feedback from teachers or coaches is essential in
gaining confidence and motivation to go forward. Sometimes, even online mediation can
increase trust among participants, because there is equality of participation possible that
could develop a free flow of thoughts. In the reAct Project teachers will have to do a tough
job as they will be in face-to-face contact with their students. Nevertheless, it will be part of
the reAct Design to enhance trust between students and teachers.

4.5.2 Blending Communication Channels


Talking with nowadays’ students implies that a blend of communication tools will be used.
And these tools are available 24/7, and are very cheap to use in many cases. Students
communicate for reasons teachers would never do. They send SMS or are on Skype talking
and chatting about almost nothing, but very frequently, with new ways of starting and ending
their conversations. This culture of being connected all the time is what teachers have never
been accustomed to, unless their children and grand-children are forcing them. In the reAct
Project the relationship with students will include the use of communication tools and as a
consequence teachers will have to deal with the ‘always on’ culture of their students. This
does not mean that they should be available for their students at all times, but what they
should do is communicating to their students when they will be and when they will not be
available, as students expect instant feedback to their mails, sms, and chats.

4.5.3 Flexibility in Pedagogical and Organizational Design


From the interviews among the partners in WP1 we have learned that there is a variety of
national contexts in which the reAct Project will be implemented. These national contexts
relate to differences in educational systems and regulations, to differences in target groups,
to differences in financing the ‘courses’ that will be provided, and finally, also to differences in
organizational structures of the institutions involved. This variety of contexts makes ‘one-
size-fits-all’ methodological design unlikely to become a success. The methodological design
below will therefore offer a generic framework, each of the partners will have to interpret in
their local context. Nevertheless, the design should consist of major pedagogical design
principles for groups of students that are outside the regular educational system, and that
should be supported in building motivation for learning in order to get re-involved in life long
learning.

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5 Implementations in Local Contexts
In this chapter all reAct partners describe their plans how to implement the Pilot 1 in their
local situations. As the contexts vary among the countries, partners will adapt the overall
strategies, and design principles according to the local circumstances. However, the main
phasing of activities will be implemented as much as possible according to the project
workplan (see: provisional_react_project_workplan_190210.doc).

PILOT1: There will be two iterations of the pilots in each centre in the project which will test
the methodology and the environment developed.
• FAMILIARIZATION: The first stage of activity will involve familiarization with the tools and
the other participants, with special emphasis on activities focused on the development of
a sense of belonging to the group.
• COLLABORATIVE CREATION: The participants will then form international teams and
participate together in a creative project. Though they will be supported in this, all
aspects, such as the subject, objectives, and tools used will be their decision.
• SUPPORT AND REFLECTION: This will take place in parallel to the project and after it.
The support team will look for opportunities to promote reflection on the process with the
learners and propose activities related to meta-cognitive skills and critical thinking.
• COLLABORATIVE INTEGRATION: In this phase the integration with the main activity of
the training action will begin. The process will be similar to the previous project and
decided on by the learners but will now relate to the subject area of the training action in
each centre. These projects will be presented to the other centres at the end of the
phase.
• FINAL INTEGRATION PHASE: In this phase the activity turns to the principal activity of
the programme. This however will be adjusted, depending on the results, in each
context, of the previous activity – particularly with respect to learner motivation - to
include more creative and collaborative activity and a greater emphasis on the use of
meta-cognitive and critical thinking skills.

5.1 The Austrian Pilot 1


Contact person: Till Mayhofer

5.1.1 Target Group


Pilot 1 and 2 are implemented in the “Berufskundliche Hauptschulkurs” in Innsbruck. This is
a school founded by the labour market Service Tirol and coordinated by the BIF-Tirol with
the goal that the pupils ought to reach a secondary/compulsory school certificate. Therefore
all participating pupils are juveniles between 15 and 18 years and they don’t have completed
secondary level II. The School gives the pupils the chance to achieve a certificate and
afterwards to enter a further education or professional training. Without such a certificate
most of them can get low skilled jobs only. The participating juveniles are an extremely
heterogeneous target group, but most of them come from a low educated social class, have
a lack of education (weak basic skills, language deficits, etc.), most of them come from a

reAct Project – Methodological Approach Guidelines 30


difficult family background and nearly all suffer from bad experiences with the school system.
The “Berufskundliche Hauptschulkurs”, which has around 60 participating juveniles divided
into 6 classes, starts at the first September 2011 and ends at July 2012. The duration, start
and end of the School fits perfect into our timetable for pilot 1 and 2.

5.1.2 Teachers Involved


For Pilot 1 we have chosen 2 trainers, who are going to use our future tools in their lesson.
The pedagogical leader, Osswald Zangerle, an expert for E-learning and PLE as well as the
trainer, Zapf Fritz, the IT-technician of the “Berufskundliche Hauptschule” and E-learning
expert are responsible for the implementation of the tools beginning with September 2011.
We have chosen these two persons because they have the ability to be the teacher/trainer
and the tutor for technical support at the same time. Both are very familiar with Online-Tools
and E-Learning in Austria. They use this kind of learning support (f.e. moodle and specific
Online-tools for Austria) in nearly all their courses. Zapf Fritz will do most of the work.
Furthermore the two trainers and we hope, that they can attract the attention of the other 10
trainers, that the will work more intensive or even try to work with online-Tools in their
lessons, which is especially very important for Pilot 2. The 12 trainers of the
“Berufskundliche Hauptschule” will work from September 2011 to July 2012 full time, so
another advantage for the implementation.

5.1.3 Course Details


At this stage we don’t’ know exactly the content and duration of the subjects and the Kick-Off
(Familization for the first two weeks). But after the 15th of June we have a detailed schedule
for Pilot 1 and 2. Because on this date we have a national meeting (TiBS+BFI+teacher) were
we get to know and decide all importation tasks concerning the implementation. In our case
it is indispensable that we clarify all questions for the implementation of Pilot 1 before July
(all the teachers are on holiday form July to August). So far we can say that around 20-30%
of the workload in the pilot phase can be completely autonomous. Oswald Zangerle has a
subject (2-4 hours a week per class) in which he has no strict curriculum to keep.
Furthermore a kind of collaboration of pupils through the countries should be possible. But
only with certain tools, told us Oswald Zangerle. For the remaining 70 to 80% we have
already a solution, which is based on a certain kind of structure - but not a too strict one.
Fritz Zapf who is responsible for this, has one learnfield with certain subjects. Within his
learnfield and subjects he uses our tools.

5.1.4 Pedagogy: Relevance for reAct Project


Due to the fact that the trainers of the “Berufskundliche Hauptschulkurs” are using already
online tools in their subjects, the school could use the frame of the reAct Project for the
whole school, if we succeed with our ideas and the implementation of the tools.

5.1.5 Preliminary Choice for Activities and Tools


The BFI has not decided yet on tools to use during the pilot 1. However, staff has some
requirements for tools that seem appropriate for the target group involved:
• Tools without a main focus on language but on other symbols of communication
(graphs, videos, pictures, paintings etc.).
• Tools should be intuitive and no manual should be required.

31
• Tools should be easy to do and if possible in a short time span as students appear to
have short attention spans.

5.2 The Greek Pilot 1


Contact Person: Maria / Kiriakos
The Greek pilot will be delivered by KEK KRONOS in company’s facilities with the following
strategy.

5.2.1 Target Group


Under the Greek educational system, there are 3 school levels before a student can reach
the tertiary level of education. Primary school; it is an obligatory level and the ages of the
students are between 6 and 12 years old. Lower secondary (gymnasium); it is also
obligatory level and the ages are between 12 and 15 years old. Upper secondary (lyceum); it
is not obligatory and student’s ages are from 15 to 18 years old. The phenomenon of early
school leaving very rarely appears in the first level and almost exclusively in situations of
minorities (Pomaks in north Greece, some moving families belonging in ROMA– gypsy’s
minority and some Muslim minorities). It gets a little stronger in third class of Lower
secondary and much harder in Upper secondary.
The target group of this activity (Pilot 1 under Re-Act project) will be young boys and girls
from 16 to 28 years old. All of them will have the diploma of primary school. Some of them
will hold the diploma of a Lower secondary school, while the others will not have such a
diploma; they are early school leavers. No one will hold a diploma of Upper secondary
(lyceum). Persons that do not hold at least a diploma of Upper secondary level or a diploma
of a vocational training usually can get only low paid jobs. The target group is expected to be
heterogeneous in interests, previous experiences in education and motivation; some of them
can have previous experiences in jobs while others may never have had a job experience.
The number of participants is estimated from 10 to 15. We can not estimate the level of
learner’s ICT skills.

5.2.2 Teachers Involved


The teachers (trainers) that are going to be involved will be 5 to 7, as the learners
themselves will choose the thematic area of their interest. It will be proposed an area in
tourism sector. One or two of the trainers will be members of company’s permanent staff
while the others will be trainers collaborating with company. All will have above average IT
skills.

5.2.3 Course Details


The period of the pilot 1 will be from the middle of September 2011 till the end of January
2012. Usually under Vocational training programs the period covered by a program is
estimated in hour basis depending on the thematic area the program covers. As an example
a program in basic ICT skills has duration of 100 hours; a program in secretary’s training can
be from 200 till 300 or a program for waiters in tourism sector can be from 200 to 400 hours.
The total duration in hours is divided by the weeks this program is going to last in order to
estimate the weekly duration. Then together institution, trainers and learners can create the
daily duration. As we are talking about adult learning it is usual that some of them may have

reAct Project – Methodological Approach Guidelines 32


other activities like not permanent jobs, family’s job assistance or small kids (especially for
young mothers) that have to be considered. The weekly duration must be flexible and
usually is divided in morning hours and /or afternoon hours per week. .

5.2.4 Pedagogy: Relevance for reAct Project


There will be a combination of use of traditional training methods and techniques and the
new pedagogical ones that are going to be introduced under the reAct project. The main
issue is to motivate learners “to learn how to learn”. It is also important is that this program
will be learner focused and there will be a higher autonomy to learners to choose their path
towards the goals.

5.2.5 Preliminary Choice for Specific Activities and Tools


As it is not estimated yet the details of the offering training it is rather difficult to estimate the
specific activities and tools.

5.2.6 Issues to be Decided

5.3 The Italian Pilot


Contact person: Elmo de Angelis

Training 2000 will involve two regular schools who are interested in the reAct Project. Below
follows their preliminary drafts of the program they intend to provide in collaboration with
Training 2000.

5.3.1 Target Group


Corinaldesi , technical school of Senigallia
The Corinaldesi school is a regular school and is interested in piloting the reAct methodology
in a whole class of students. It is difficult to manage an isolated group of drop-out students
because of internal organization problems, difficulties among the teachers to deal with this
and also ministerial directives. The school director, who shared his thoughts with us and with
the vice director of the school, is planning to apply this pilot 1 to a third level class of
students in order to guarantee a continuity for the second year pilot testing. Third level
classes are ideal because they have 16 years old students (end of compulsory education)
and few of them begin considering the idea of leaving school.

IT IS, technical school of Urbino


The approach and proposals with the ITIS of Urbino are more or less the same. The school
proposed the possibility to involve an entire class (more or less 20-24 students) on this
project or to create an inter-class group. In this case - the inter-class group - students of
different classes and having particular difficulties, will follow this experimental path. Besides
the traditional classes, they could take advantages of online environments in order to go into
detail in some particular subjects or to review some face to face classes subject to
multimedia registration. Through a good and well developed community, students could be
supported in making their homework and in preparing their examinations.

33
The school was also thinking of using this project during the remedial classes. It is about a
period of the scholastic year dedicated to those students that have some problems in certain
subjects and in need to work more deeply on them.

5.3.2 Teachers Involved


Corinaldesi , technical school of Senigallia
The next steps regarding the organization of the pilot courses are the identification by the
school director of the class involved on this project and the interested teachers to take active
roles. The most important aspect for the piloting, to be successful, is the commitment,
involvement and motivation of the teachers.

Once the group of teachers has been identified they will be working on contents and
didactical methodologies during the next 2-3 months together with the experts from this
project. Methodology should be different from the traditional ones and should integrate the
face to face methodologies to the on line ones (blended learning). We also discussed about
the possibility for the students to work on specific projects work, which will be
made/promoted by the students in order to achieve an independent/autonomous learning.

T IS, technical school of Urbino

5.3.3 Course Details


Corinaldesi , technical school of Senigallia
The piloting period will last the entire school year, the objective of the course being to get a
certificate enabling them to carry on with their regular program in the following year.

The pilot testing will probably focus on three/four subjects and won’t change the ministerial
programs, but it will change the teaching methodologies. Subjects that seem to better fit this
kind of experimental path are English language, mathematics and technology, computer
studies. The school, will also evaluate if adding more specific subjects as law or business
economics. There is a possibility to teach a technical subject in the English language.
The school, would like to have more contacts with other European groups of students in
order to show their students other realities and at the same time improve and enhance their
knowledge about specific subjects. This could be implemented with a videoconference or
similar ICT tools. The school already owns some on-line/video conference systems that
could be also used during the piloting phase.

5.3.4 Pedagogy: Relevance for reAct Project


The schools involved in the pilots are regular schools who have identified the need for new
teaching methods as an increasing number of students show little interest in learning and
risk to enter the labour market without any appropriate qualifications. They realize that
nowadays’ students may profit from technologies that enable students to learn
autonomously, in groups and in online environments that provide opportunities to raise
interest in learning and as a consequence achieve the very same learning results without the
traditional teaching practice and without traditional text books. As they apply new teaching
methods in the reAct pilots, these schools could provide evidence that even within the
regular school system of Italy it is possible to change practices and finally achieve the same
results. Many former experiments, such as the Schools for Thought in the USA, Summerhill

reAct Project – Methodological Approach Guidelines 34


Schools and ACOT Classrooms, have shown that new teaching methods aiming at
motivation, agency and collaboration, lead to good learning results and students who are
proficient in dealing with the 21st century skills. The challenge for the two technical schools
involved in the reAct Project will be to manage the change in teaching methods and support
and facilitate the teachers to acquire the necessary skills, beliefs and attitudes.

5.3.5 Preliminary Choice for Activities and Tools


Corinaldesi , technical school of Senigallia
The choice of the subjects, specific contents and methodologies will be identified together
with the teachers that will be working on the project.

T IS, technical school of Urbino


Regarding the adoption of ICT tools, the school has all necessary tools. Some teachers
already use online tools to communicate with their students and some classes have already
created facebook groups for teaching and learning.

5.4 The Spanish Pilot 1


Contact person: Amparo Ferrando / Celia Ruiz

5.4.1 Target Group


Our target group will be learners from 16 to 20. Most of them did not finish compulsory
school and do not have a school certificate, so they can follow a program in the same school
where they can both, get the certificate -and have the possibility of following further studies-
and learn a craft to enter into the labour market, though only in low skilled jobs.

In this Program there are periods of training and working. In the first part of the course
participants get a scholarship and afterwords they learn and do practices in a company or
industry related to the course.

5.4.2 Teachers Involved


We want our teachers to be friends of ICT, in some way, using technologies in their usual
teaching practice, and enthusiastic about the pedagogical methodologies underpinning the
reAct Project. How are we going to get that profile? We will work according to the following
plan.
Teacher Training Programme
September 2011 Objectives:

From the 5th to the 7th of • Presentation of reAct Project. Objectives, reAct
September. web, other web links.
• To raise in encouraged teachers the initiative,
On line monitoring and enthusiasm, skills in using ICT they know and use
meetings during the pilot • Methodological training (using the developed
stages. guidelines)
• ICT Training (using the collection of selected tools).

35
The length (number of hours), contents and Teachers Training Programme didactic
strategies will be adapted to the target group of teachers involved in Pilots.
The teacher trainer will offer support (if necessary) to teachers at the start of the different
pilot phases with the double purpose of providing security to teachers and to get feed-back
on the evolution of the pilot, regardless the tools of quality control and monitoring which
might be defined.

5.4.3 Course Details


The duration of courses in the above mentioned programme can be 1 or 2 years.
The course PQPI - Ceramics selected belongs to an Initial Training Qualification Programme
during one school year with practices in companies. The Pilot 1 will start in 14th September
2011.
Here we enclose the schedule for Pilot 1 in SERVEF, taking into account the duration of
each stage. A teachers training period will be from 5th to 7th of September initialy, but will
continue during the following stages.

Figure 2 - Pilot planning SERVEF

The content of the course will be related to the different subjects to succeed in getting the
School Certificate and the subjects related to the trade they are being trained.

The objective of the course is not only to learn some practical skills and some kind of
certification, even including developing positive values related to learning the craft, such as
discipline, effectiveness in achieving the objectives, efficiency, the value of teamwork,

reAct Project – Methodological Approach Guidelines 36


punctuality and responsibility to themselves and to the work they do. The overarching
objective of reAct goes beyond these objectives. The reAct Project aims at recovering the
interest in learning which is a basic attitude for lifelong learning including the basic meta
cognitive and critical skills that will allow these learners to function autonomously in our
current society and the labour market.

5.4.4 Pedagogy: Relevance for reAct Project


Approaching learning through a new methodology that using the affordances of ICT and
specially designed activities, promotes changes in the motivation to learn of the target
groups of learners, and provides them with skills appropriate for learning throughout their
lives. This involves three central objectives: to promote a change in attitudes to learning
through participation in creative activities, defined and designed by them that are relevant to
their own lives; to promote wider perspectives making the most of the benefits of discovering
other contexts, ways of life and points of view, which have been amply demonstrated by
mobility and intercultural programmes, in this case through virtual collaboration with learners
from other geographical contexts; and teaching to learn through activities that develop meta
cognitive and critical thinking skills.

One of the principal difficulties involved in pilot projects is that they run the risk of failing to
integrate into the context they arise from, and become interesting experiments, rather than
being adopted into everyday practice. For this reason another fundamental objective of the
project is to integrate the methodology for recovering the motivation to learn into current
initiatives. The activity proposed is intended to function as a launch platform at the start of an
action, with aim of changing perceptions of learning and hence of the action (from “last
option” to “personal opportunity”). The activity therefore takes place at the beginning of an
action before slowly making room for the usual activity (though transformed) of the action.
We intend to follow the four phases foreseen in the project:
1. FAMILIARIZATION: The first stage of activity will involve familiarization with the tools and
the other participants, with special emphasis on activities focused on the development of
a sense of belonging to the group.
2. COLLABORATIVE CREATION: The participants will then form international teams and
participate together in a creative project. Though they will be supported in this, all
aspects, such as the subject, objectives, and tools used will be their decision.
3. SUPPORT AND REFLECTION: This will take place in parallel to the project and after it.
The support team will look for opportunities to promote reflection on the process with the
learners and propose activities related to meta-cognitive skills and critical thinking.
4. COLLABORATIVE INTEGRATION: In this phase the integration with the main activity of
the training action will begin. The process will be similar to the previous project and
decided on by the learners but will now relate to the subject area of the training action in
each centre. These projects will be presented to the other centres at the end of the
phase.
5. FINAL INTEGRATION PHASE: In this phase the activity turns to the principal activity of
the programme. This however will be adjusted, depending on the results, in each
context, of the previous activity – particularly with respect to learner motivation - to
include more creative and collaborative activity and a greater emphasis on the use of
meta-cognitive and critical thinking skills.

37
5.5 The Portuguese Pilot 1
Contact person: Anabela Luis

5.5.1 Target Group


We will implement reAct in a course of Adult Education and Training already existing in the
scholar system. The target group will be composed of young adults between 18 to 25 years
old. They all left the traditional system before, without completing the secondary level of
education. With this EFA course, they will get a secondary certificate that gives them the
possibility of pursuing higher education and an University degree.

5.5.2 Teachers Involved


I have a dream: to work with enthusiastic, motivated, open-minded teachers, available to
learn how to work with ICT in the class-room and to put their main-focus on the pleasure of
learning and learners-centred, shifting their education paradigm from a behaviourist point of
view to a connectivist one. But our reality is still far away from this beautiful picture. Though I
believe we have the chance to make the difference, even if, up until now, there are no
teachers involved yet: the Director of the school told me we would have to wait for the end of
July, when all the service is distributed for the next scholar year. This unknown parameter
will increase the challenge, but, in fact, if all were perfect, there would be no need of a
project such as reAct .

Our school has about 100 teachers. For this particular EFA course, we need about 6 to 7
teachers. Some of them are familiar with ICT, but do not seem too comfortable with the idea
of using them in the classroom. They have already acknowledged concepts such as
“competences” and “informal learning”, but they still have a formal approach of the task of
teaching. I believe they are open-minded to a different kind of learning environment, but they
are still very engaged with a course-centric point of view. They feel that teachers are less
important, because they have the single duty of preparing the students for the exams and
nothing else. And, in fact, that’s what happens most of the times: students are prepared for
the national exams and not with a life-purpose in the XXI century. But as I said previously, it
is too soon to profile the staff, since they will be chosen only in July.

5.5.3 Course Details


The course is addressed to adult learners. They must be at least 18 years old to participate.
The EFA course (Adult education and training course) will last for a scholar year, from
September 2011 to June 2012. The course is composed of three Key-Competences Areas :
CLC (Culture, Language and Communication); STC (Society, Technology and Science) and
CP (Citizenship and Professionalism). Each one of these Areas is subdivided in Units of 50h
(8 for CP; 7 for STC and 7 for CLC). Each Unit requires a specific contribution from the
students, with an individual work about the theme of the unit. All the specific works are
organised in an individual Reflexive Portfolio of Learning.

5.5.4 Pedagogy: Relevance for reAct Project


This course allows students to pursue individual learning pathways, although it always
considers a common referential of competences and skills. I think that it will be possible to
motivate learners to see this course as theirs, empowering them in their oneness and

reAct Project – Methodological Approach Guidelines 38


ownership, and enlarging their horizon, as they will be confronted with different experiences
in Europe.

5.5.5 Preliminary Choice for Activities and Tools


First we will have to prepare a preliminary part of Pilot 2, in the first two weeks of September,
in order to warm up the new team of teachers. Those days are still to be defined with specific
activities. The idea is to ask them to consider the importance and the meaning of a learner-
centric kind of approach. In fact, I was thinking about allowing the teachers to transform this
project into a project of their own, to involve them and give them the recognition of their
value as teachers.

Something very similar will be done with the students, as it will be important that they feel
being recognized as human valuable beings. That’s why I suggest activities proposed by the
learners themselves, letting them be the co-creators of this project.
how would they prefer to acknowledge the curriculum?
what changes would they propose?
what if they were in charge? (this one is my favorite)

5.5.6 Issues to be Decided


The preliminary part of Pilot 2, in the first two weeks of September.

5.6 The Dutch Pilot 1


MIX academy is a creative institute where the approach is bottom-up rather than top-down:
individuals get the opportunity to find their identity through creativity and are not forced into a
standard curriculum. We considered the possibility of incorporating MIX into the first pilot,
because they are a good example of how to achieve creativity, and how alternative teaching
approaches motivate students to participate and be active. Therefore, we asked them to
have a leading role in the first pilot.

5.6.1 Target Group


MIX Academy students, many of whom have dropped out of regular education, are 1st and
2nd year art students between 16-28 years old. Most of them have finished some kind of
previous education, but most of them have dropped out from regular higher education. They
arrive at MIX academy unaware of their own identity or talent.

5.6.2 Teachers Involved


The teachers at MIX Academy are successful professionals in the creative industry
(Amsterdam area) or successful artists. They are hired for a 2-month (or more) period to
assist the students in their projects. Students lead the way with regard to what they want to
make and achieve, and the teachers are

Ralph, the founder of the academy, plays an essential role in the educational process. He is
teacher and mentor and organizes everything from teachers, attributes, events, etc.
Obviously, if possible, in collaboration with his students. Students have the key to the school
and are able to come and go whenever they please.

39
5.6.3 Course Details
MIX means Mentality, Identity, and eXpectation. About 15-30 students fulltime (4 days a
week), €4000 per annum student fee, no official or state recognized diploma, and three
fulltime teachers. Students are usually potential or true drop-outs between 16 and 28 and
are not successful in the regular education system.

A fulltime student spends at least 4 days a week in the school, which can be described as an
open studio. Students (especially second and third year students) are also involved in peer-
tutoring, which means that in collaborative group sessions, the students from different years
are supposed to give each other tips and reflect on each others work. Artists and/or
professionals from the creative industry organize a workshop each week on Tuesday. Each
professional usually provide 5 workshops within a specific theme or technique. Another part
of the pedagogy is earning by learning: students are motivated to sell their expertise,
creative approach, and their work during the education.

It is important to consider the role of the teacher in more detail: at MIX, the wish or demand
of the students are really central. All is focused on finding a drive, finding an intrinsic
motivation to learn to express in a creative and meaningful way and making money at the
same time. Teachers and professionals are asked to ask questions, to listen, and to ‘teach’
only when asked for by the students.

5.6.4 Pedagogy: related to the reAct Project


The pedagogy at MIX Academy is based on the idea that through creativity, one discovers
his/her own self. By creating, one must make choices (in contrast with a conversation, where
it is easy to evade choices. When students express themselves using various creative
techniques (photography, painting, street-art, illustrations, etc.), and explain their choices,
they identify themselves and find their true self and their favorite form of expression.

Another important element in the 3-year program concerns entrepreneurship. Students have
to become entrepreneurial which is described in the term “earning while learning”. In that
way, they become responsible not only for the direction they take in the education, but also
in the use and application in society.

Collaboration is also central, described by the word “Interdependence”. Students


continuously are occupied with projects which they have to organize together. For example,
at the time of writing this document, the students are organizing an exhibition for their work
of the first year. This project is a collaborative effort which includes a marketing campaign,
arranging a location, selling their work, DJ, and more.

MIX is a creative art academy: creativity is the essence of the education. It could therefore
be an interesting partner to look at how creativity emerges from the students.

5.6.5 Preliminary Choice for Activities and Tools


MIX academy will play a somewhat alternative role during the first pilot. They will be
participating in the pilot as students, but for some essential activities, they will also play a
leading role:

reAct Project – Methodological Approach Guidelines 40


• Profiling: the students will share their profile on the Facebook page, and show off
their work.
• Creativity support: the students answer questions about how to be creative
• Teacher support: one MIX Academy teacher will be involved in answering questions
on the Facebook page, and suggesting mini-activities to be creative.

5.6.6 Issues to be Decided


The exact involvement depends on a more worked out program. Still, we have the full
support from the MIX Academy director/founder and his students.

41
6 The reAct Methodological Design
Boiling down what has been said in the former chapters the reAct teaching methods will be
based on a variety of learning concepts derived from both theory and practice. This chapter
presents the eight design principles for the teaching practices we will implement in the pilots
we are planning. The design principles will lead the way the reAct pilots will be carried out
and evaluated. The principles are described in general terms, they leave room to the
teachers to put them to practice taking into account their local circumstances.

Teachers will be supported by the reAct Project in implementing the design principles
through
• An online community of practice where they can share knowledge, experiences,
upload questions and give answers.
• A repository of examples of best practice.
• Short powerpoint presentations on issues they will be asking for, e.g. how does a
personal learning environment look like?

6.1 The Seven Design Principles


As has been said in Chapter 3 the reAct partners operate in different national contexts that
should be taken into account when trying to implement innovative approaches for teaching
and learning in groups that are outside the regular educational system. Having said this,
there is a number of pedagogical principles that can be applied in any national context and
for any target group if adjusted and implemented according to local conditions. The reAct
Project strives at piloting and implementing innovative teaching practices that can change
the traditional ways of second chance or non-formal education, still relying on traditional
classroom teaching and content orientation. Technology will be explicitly included in the
design as it offers unprecedented opportunities for communication, sharing, resources and
tools.
We come to the conclusion that we need the following eight design principles:
1. Trust: students and teachers must become confident that their ideas, contributions,
and comments are treated with respect, online as well as offline. Fostering trust will
engender self-esteem of the students who have most of the time a poor image of
themselves as far as learning is concerned.
2. Challenging: students and teachers get motivated to learn when they experience or
are faced with challenging, but manageable assignments. Teachers must ensure
learning environments that offer the context in which students can adopt personal or
group challenges. Teachers should address topics to study they consider relevant to
research. Hence, assignments teacher suggest should be negotiable, or assignments
should come from students themselves and teachers should enable students to
define the relevance related to the learning goals set out at the beginning of the
course.
3. Self-guidance: we must put more trust in the hands of students to guide their own
learning. Within the boundaries and restrictions of each individual pilot, teachers
must try to allow as much self-guidance and self-directed learning as possible. This
requires not only a different way of thinking, but most important: patience.

reAct Project – Methodological Approach Guidelines 42


Sometimes, it takes some time before students get motivated to do ‘something’.
Asking questions usually is a better approach than providing assignments.
4. Collaboration: Students take great interest in working with others. Teachers support
collaboration through group-based work and regular feedback moments.
5. Ownership: If students (as well as teachers) have the impression that they are in
control of the learning they do, there is a sense of ownership. This is an essential
ingredient for motivation and self-guided learning.
6. Creativity: in creativity one can be honest and you are able to develop an identity.
Through creative expressions one is able to have an idea about his or her
capabilities and interests, which is fundamental for maintaining motivation and
discovering one’s talents.
7. Relevance: ownership of learning also means defining those topics that the learner
finds relevant in life, even though this is not part of the official curriculum. Teachers
should, as far is possible, allow students to define the topics they want to learn,
research, do. This means that they are allowed to do a project about anything they
are passionate about, whether it is Cristiano Ronaldo, learning Spanish, or bio-
informatics. The main objective for teacher is to add relevance and to foster curiosity
about the topics they want to be covered. Sugata Mitra proved that with no or only
limited guidance, students can learn.
8. ICT enabled: The role of ICT is critical but not an aim in itself. Using ICT is not about
using tools, but about a different, and better way of learning. Students can find a
huge amount of valuable learning resources online, they can find and use free tools
to create and share content, and they can use free environments to communicate in
order to learn collaboratively. The reAct Project is going to provide a dynamic list of
tools that teachers and students can use and complement. It is available on Diigo
and will function as a shared resource to which participants can contribute.

6.2 Organizational Strategy


How should these pedagogical principles be applied in a school, institution, or other
organization? This section describes a possible implementation strategy for partners and
teachers involved in the reAct project.

6.2.1 Assumptions
We have made a number of assumptions about the practical implementation strategy.
1. Teachers will only change their teaching practice if they have ownership on their
activities. This is why we should strive at making plans together with them.
2. Teachers will only change their teaching practice if they feel confident about the methods
used. This is why we should strive at introducing new practices step-by-step.
3. Specific activities should not hinder the main program; rather, they should support them.
This is why we should plan for concurrent activities with the program teachers teach.
4. Specific activities should not take too much time, but should be thought of as critical and
attracting to participate in.

As far as the start of the Pilot 1 is concerned, we will start the specific activities with a 2
weeks program (familiarization) in which teachers will work with the students on the
students’ interest, their ambitions, goals, backgrounds, families, and dreams they have for

43
the next 6 months period. Students from MIX Academy will take a stimulating, supporting,
and moderating role by presenting their profiles, their interests and current activities in a
closed group environment of Facebook. Teachers can use the discussions to spot the
students’ interests and work out plans for how to integrate the students’ activities, skills and
interest in the program they will teach afterwards. The overview below shows a more specific
outline of the first pilot phase.

Table 1 - Weekly overview of activities pilot 1


Week T-Activity S-Activity

-2
Teacher Learning community (training)
-1

1 (Sep.1)
Familiarization
- Profiling
2 - Project definition

4 - Teacher / Learner community


5 - Project 1 (International)

6
Teacher / Learner community
7

8
- Teacher / Learner community
9 - Project 2 (Local Program)

10

Regular group discussions and reflection (online and in class) && Log books and research
Continuous
activities

The idea of these 2 weeks is to let the students take the lead in defining what and how they
would like to learn, what kind of tools they are acquainted with and how they could use these
for learning. The students’ ambitions could be matched with a list of suggestions for further
specific activities during the 6 months period of the pilot. Every month students could
choose, using a poll, from the list of specific activities. These activities might be alternately
local or International.

Teachers should participate in these activities being a part of the learning philosophy of the
reAct Project, and also because the activities can help them using new tools that can be
helpful in new teaching approaches.

6.3 Some Examples of Specific Activities


6.3.1 Activities Fostering Independence in the Learning Process

reAct Project – Methodological Approach Guidelines 44


The following teaching strategies are aimed at teaching participants to explore, to contribute
and learn by themselves, being the conductors of their own learning process. Facing a
problem in which they feel concerned, that emerges from a real need, causes in them the
intellectual challenge necessary for motivation and involvement, and to a mobilization of the
cognitive and affective systems towards the achievement of the common task.
The teacher should design activities that motivate the students, raise many new issues and
questions but also effective solutions. The avid search for knowledge and curiosity must be,
again conscious acts and self-motivated. Taking into account the different phases as
proposed in the pilot courses of the reAct project, we suggest different types of activities
related to each of the phases of the pilots:
1. Familiarization
a. Activities designed by the teacher aimed to familiarize themselves with the
management of ICT tools available to students in general.
b. Activities designed by the teacher to use different tools in combination.
c. Activities designed between the teacher and the student group, which by
consensus is determined to carry out the process to develop the feeling of
being membership of a group.
2. Creative Project
a. Activities where students propose creative, collaborative projects in which
they themselves and working in teams determine how to perform the research
process, reflection and preparation. The teacher acts as a mentor during the
process of defining the project, providing a high level of confidence in the
student and intervening as needed for each team.
b. self-building activities and collaborative development in international teams.
3. Subject Project
a. Activities related to one of the subjects where the teacher presents the topic
or topics to be worked initially proposing projects which identify clearly the
different aspects to consider (goal, resources, assessment rubric, the type of
deliverable, etc.). Here, the students decide their research and working
process, implementing meta-cognitive and critical thinking skills acquired
during previous stage(creative project).
4. Integration in the main course program:
a. Activities where the teacher presents the topic or topics to be worked initially
proposing projects which identify clearly the different aspects to consider
(goal, resources, assessment rubric, the type of deliverable, etc.).
b. Activities that combine collaboration in the classroom with online collaboration
c. Activities that combine individual research with team research..
d. Activities that combine collaboration in the classroom, local Internet
collaboration and collaboration with international teams.
e. Activities that enhance creativity at individual and group level.

Use of Google Translate


Below, we suggest many online tools and websites that are in English only. We therefore
suggest the non-English speakers to integrate Google Translate in their toolbar and to
translate the English texts in their own language. Google also offers an automated
translation toolbar for each browser. On translate.google.com you can find all necessary
information.

45
6.3.2 Specific Activity: Profiling
This activity has been described above. The idea for profiling comes from the fact that the
course is just starting, participants can get to know each other. In addition, kids are
predominantly occupied with themselves, and as a consequence like more to show
themselves in an online environment sharing ideas, activities and interests. We propose an
activity in which the individual can express him- or herself using whatever tool available. The
first 2 weeks students get the opportunity to share personal information using the Facebook
group page. If students or teachers do not have a Facebook page, they must create a profile
on Facebook, otherwise they will miss the entire discussion. We have chosen for Facebook,
because it is the most widely used social platform worldwide, and very easy to use. It also
motivates users to use their real names. In this document, we provide a large list of tools that
can be used to express one self. For example, users can create an online video with pictures
and music they like and share that online. They can also choose an image to identify
themselves, or create an art piece (and show that online).

Aim of the activity


The aim of the activity is to create a basic level of trust amongst all participants and getting
used to conduct a process autonomously. We try to motivate the participants to be creative
and to show some things about themselves. Rather than being told what they should learn,
be, or become, they are now the persons who give direction to the process. Teachers should
also be involved, because their involvement will hopefully diminish the hierarchical
relationship between students and teachers. They are both equal in this learning process.
Based on the outcomes of the profiling activity, the teachers may better be able to provide
assignments or suggest projects suited to each individual learner.

Link to the learning program


This part of the learning program is linked with the familiarization part. Students and
teachers will have to use Facebook and possible some other tools to identify themselves and
be creative.

Description of Roles and Activities


It can be scary to share such information with each other, especially if you don't know each
other, so we will need to motivate a small number of participants (at each pilot project) to
lead this exercise. Also, we will ask MIX Academy students to provide interesting images,
videos, links, and comments on the Facebook page, because if you see peers share
content, you are more likely to share content yourself. Teachers will have a similar role as
students, and will also participate in profiling and commenting on other profiles.

Relevant links
The links we have chosen here are supplementary to the links that we describe in a following
section called “The Creative Toolbox”. In addition to that set of links, we propose the
following links as a way to create a profile:
Facebook - the social network we will use to communicate
YouTube - find a video that has to do with you and share that on the Facebook page, explain
why that video is so important
43things.com - write down some goals you want to achieve in life, and find peers that have
similar goals
All other links included in the Creative Tool Studio (below).

reAct Project – Methodological Approach Guidelines 46


Possible way to conduct this activity
In class, the teacher asks the students what they want, who they are, and asks if they are
willing to share their ideas, dreams, and goals, because that would improve the way the
education will be delivered. He explains the basic concepts of the pedagogical approach
taken, and proposes to share information on the Facebook page and to look at what others
share. Students are free to choose the topic and form of expression, in order to give them a
sense of ownership and force them to think about what they really like or want. If students or
teachers have questions regarding creativity or art, they can ask those in English or their
own language on the Facebook page with “#MIX” in the question. Then, students or teachers
from MIX Academy will provide an answer, tip, or suggestion.

Storytelling
Another interesting way to share personal information, or to conduct a project, is through
storytelling. Students might enjoy sharing stories or creating stories collaboratively, by writing
and/or creating visuals (pictures, graphs, etc). A clear structure of how to build a story
together could support students to develop language skills, communication skills, and
creativity. The teacher could propose using a tool like Storybird (http://www.storybird.com) or
point to the Bubble Project (http://www.bubbleproject.com) to give students an idea of what
they could do. This is generic enough to allow students to become creative and express
themselves in a way they want. Their creations must be shared online, and discussed in
class. Creative teachers may want to add fun assignments during the storytelling, for
example by saying that the story has to include a known myth.

6.3.3 Specific Activity: Online games


Aim of the activity
This activity stimulates social interaction and motivation in each student and teacher by
providing them with free online games and having students (and teachers) play them
together, either in a competitive or a collaborative setting. Students are motivated to play
together with others, and to compete and win in games. Serious games, such as
Mathgarden.org provide students with math skills and at the same time motivate students to
do math and have fun. Below we give an overview of appropriate game websites including a
short description. Teachers and students are invited to use these games, discover what they
can learn and experience from them. Some games might just give students and teachers to
find out what is in these games for learning or for social meetings. Others might be
challenged and work hard to get to the levels you want to reach. All games listed below do
not need long instructions, most can be played by students without any instructions. That is
how they go forward when playing games anyhow. And students might take a teacher’s role
explaining to their teachers how to play the game! This approach called inversed pedagogy,
might be typical for this specific activity in the reAct Project. Teachers and students
discovering learning worlds that are motivating for both and that will strengthen the social
cohesion of the group including the teacher. This approach is also an effective and efficient
way of in-service training for teachers as they learn together with students along their
working hours. Instead of going to a course the teachers’ learning process take place in the
classroom.

47
As a consequence of this inversed pedagogy we do not provide an extensive pedagogical
pathway for each game. The pedagogy is in the game and the gamer will discover how it
works by playing the game. The idea is that students and teachers use and discover these
games, and discuss what happens during or after play; how the games make them feel, and
what they think they might learn from them.

Link to the learning program


The activity taps both into the social skills and personal motivation of individual students and
teachers in a highly interconnected and social setting, and into the learning skills as the
games are educational. By playing and discussing games in a group, students might acquire
social skills (e.g. collaboration, competition), cognitive skills (e.g. strategic thinking, resource
management, math skills), and increased personal development (e.g. goal setting, self-
directed discovery).

Description of Roles and Activities


The teachers’ role
Teachers should take the role of a learner here, and tell students to help him/her discover
the world of serious gaming. We suggest that teachers start a short discussion with the
students on what they are used to play, how long they play these games and what they think
is most attractive in games. The teacher can then introduce the list of serious games below
and suggest to choose one of them to play together. These games should be of interest to all
and provide the possibility to play the game in a group.

Besides teachers can spot specific interests or learning difficulties with individual students in
advance and suggest each student to start playing specific games from the list below.

In addition, teachers might invite students to come up with a list of games they usually play
and decide to play one of them together. This can be done within the classroom and at a
distance when each of the gamers is online at home.

The huge advantage of playing web-based games, is that students (and teachers) only need
a web browser to play; they don’t need to download or install anything (with the exception of
Adobe Flash). Most online game sites offer aggregations of different games that can be
played by students and teachers. The table below contains suggested websites, but many
more are available.

Student’s role
What might be interesting for students to do is organizing a LAN Party (Local Area Party)
where students and teachers come together to play games for hours on a row. LAN Parties
are highly social events where the participants become friends and exchange lots of
information. All you need is a place where there are computers available that are connected
locally or via the Internet. If the teacher is able to provide the room with computers, students
will do the rest. A LAN Party is like a schooltrip, it is exhausting for teachers but it brings
motivation and interest of learners.

Relevant links
Game / site name and URL Description
FarmVille FarmVille is a farming social network game developed

reAct Project – Methodological Approach Guidelines 48


http://www.farmville.com/ by Zynga. It is available on the social-networking
website Facebook and as an App on the Apple iPhone.
The game allows members of Facebook to manage a
virtual farm by plowing land, planting, growing and
harvesting virtual crops, harvesting trees and bushes,
and by raising livestock (from Wikipedia).
MouseHunt MouseHunt is a popular Facebook application in which
apps.facebook.com/mousehunt/ players, referred to as hunters, catch mice with a variety
of traps in order to earn experience points and virtual
gold through passive gameplay. From time to time the
developers add new locations and mice as well as
sponsor periodic giveaways and tournaments (from
Wikipedia).
Kongregate Kongregate is a popular online games hosting website.
http://www.kongregate.com/ Kongregate has a system of points, which are
'experience' awarded for performing certain on-site
actions. These points contribute to the level of a
registered account. There are several ways to gain
points on Kongregate, such as rating games, or user-
created levels, earning achievements, creating games,
completing quests (Consisting of sets of achievements),
and completing challenges. It allows users to submit
high scores and in some games, earn achievement
badges (from Wikipedia).
Armor Games Armor Games is a website that hosts free Flash-based
http://armorgames.com/ browser games. It hosted The Lord of the Rings-themed
content, such as the games "Hob the Hobbit", "Battle for
Gondor", and "Orc Slayer". The site has since hosted a
variety of games across many genres, such as puzzles,
shooters, and strategy games. In addition to hosting
other developers' games, the site's staff creates free
Flash games in-house (from Wikipedia).
Enercities EnerCities is an educational game about energy, co-
http://enercities.eu/ funded by the European Commission. The game is
about energy sources and the balance between people,
planet and profit. An educational toolbox is available for
this game and can be downloaded from the website.
Mathsgarden. Math Garden is a web based training-tracking system to
http://www.mathsgarden.com/ playfully train and measure mathematical skills.
Children can help their plants grow in their garden by
playing math games. By clicking on a twig in the
garden, a child will start a math subject and will play a
game to increase his skill in that domain. After leaving
the game, the twig will grow depending on the child’s
level of success. The better children play, the more
beautiful their plants grow.

49
6.3.4 Research & Learning
Aim of the activity
This activity aims at developing search skills and learning skills using ICT tools that are
available on the Internet. The skills consist of both strategies for searching information and
for using appropriate keywords.

The pedagogy of this specific activity might focus on problem oriented learning activities.
The problems may be defined by students themselves and should contain information
retrieval and research aspects. Most important is that students take ownership of the
problem to be researched.

Problem based learning or PBL is a pedagogical concept of "active learning" that was
developed at McMaster University in Hamilton, Ontario, Canada and fits well in the reAct
Project philosophy. The PBL principles are translated into the following basic features of
problem-based learning:
• The subject material is presented in the form of "open-ended" problems;
• Students work together in small groups;
• Teachers assume the role of "facilitator" of learning.

The aim is that students take responsibility for their group and organizing them, and directing
the learning process with the support of a tutor or instructor. PBL can be used to enrich the
content knowledge and the development of communication, problem-solving ability and self-
directed learning skills can be promoted.

The teaching material consists of a series of "tasks" as problem tasks, action tasks, study
assignments and discussion tasks, enabling students in different ways to treat substance
must approach. Besides tasks textbooks, articles, cases, instructions to the teaching
materials include.

Each task is handled using a jump seven, comprising the following steps:
1. clarify ambiguous terminology;
2. formulating the problems;
3. brainstorming;
4. the problem, mentioning any of the brainstorming discussion;
5. formulating the learning objectives;
6. tutorial / information search outside the group;
7. The debriefing of the learning / synthesizing and testing new knowledge.

The first five steps together form the briefing, then, students start learning in smaller groups,
and the seventh step is the discussion in a last session dealing with the task shutdown.
At each meeting, one of the students takes the role of moderator (chairman) and one student
the role of secretary. Each student group is accompanied by the teacher, the tutor. The tutor
guides the group process, sends the appropriate discussion and acts as a content expert if
necessary.

reAct Project – Methodological Approach Guidelines 50


In fact, this pedagogical approach can be applied to any other learning in the pilots of reAct,
but it is particularly suited to the activity of learning how to learn and search for appropriate
information as in this specific activity. It is not compulsory to follow the 7 steps in detail.
Depending on the time available and the problems that might emerge from discussions with
the students, some PBL like activities can be organized. It is the responsibility of the
teachers involved to find the right balance.

Link to the Learning Program


Finding appropriate information or answers to questions is key in a world where the answers
are at your fingertips. As a consequence, learning today depends more and more on what
students can find, select, and share on the Net. They should be able to find (a) the right
information, (b) reliable information, and (c) sufficient information to perform a specific
learning task or assignment. In addition, they should be able to find information quickly by
using the appropriate keywords.

Besides these information retrieval skills, the Internet offers a variety of websites where
students can learn for free. These sites build communities of people having the same
interest and flourish by the communication between the users. Examples of these sites can
be found for learning foreign languages or learning math.

Description of Roles and Activities


Teachers might define specific challenges for students to research, students might also bring
up issues they would like to research. The issue here is to challenge students for
complicated tasks and let them find their way how to come up with creative solutions.

Relevant Links
• www.powerofresearch.eu
• www.about.com
• www.zooniverse.org
• www.smithsonianeducation.org/
• http://prezi.com (presentation tool)
• http://sketchup.google.com/ (create 3D models)
• http://quora.com (Ask questions and get answers, or give answers yourself, in
English only)

6.3.5 The Creative Tool Studio


Aim of the activity
This activity stimulates creativity in each student and teacher by providing him or her with
free online tools that support creative work, sometimes in a collaborative setting. Students
are motivated to share their creations with others, and comment on the creations of their
peers. We provide an aggregation of tools plus description, and teachers and students
should discover what they could do with it. In other words, we do not provide an extensive
methodological approach for each tool, because that would probably interfere too much with
the regular education. The idea is that students and teachers use and discover these kinds
of tools in their free time, and discuss the creations online and in class. Many of the tools are
web-based, so if a teacher decides to use a web-based tool, fast broadband Internet is

51
usually required. It is not required to use a web-based tool, students can choose to do a
photography, music, or video project offline without using any of the tools, and upload that to
the Facebook page.

Link to the learning program


The activity taps into the creativity of individual students and teachers in a highly
interconnected and collaborative setting. Creativity emerges from motivation: students
formulate questions and become inquisitive and through exploration become creative.

Description of Roles and Activities


The Creative Tool Studio is an aggregation of tools that can be used by students and
teachers.
• Introduction: Teachers can introduce the tools in class, and possibly provide a
creation he/himself to give an example.
• Creative Tool Studio is shown: a list of tools and possible related projects. Obviously
the student may do whatever they like with the tools, the projects are only there to
describe the tool.
• Choice and execution of creative project: Students can choose their own tool, work
on their own or in groups, and are stimulated to make something within 4 weeks and
share that in a digital format.
• International project? > can we easily foster international projects? Or is it just
reflection and discussion online?
• Involvement MIX Academy students: From the beginning, MIX Academy students will
share creative projects on the Facebook page, discuss, and an that way be an
example for other participating students and teachers.
• Support when asked for: Support (on Facebook or other means) may be given to
students by students and teachers from the MIX Art Academy.

Possible tools
The list below contains many optional tools to be used in- and outside the classroom.
Web 2.0 tools can be categorized according to six main activities:
• communication
• publishing and distribution,
• collaboration,
• self-organizing learning process
• the creation of a social network, and
• searching and filtering of information in the network.

The tools below have not been categorized as they function as examples of tools available
for teachers in the reAct Project. Within Diigo the list of tools will be searchable for any
purpose a teacher has looking for an appropriate tool. Hence, the teacher will search for
tools on the basis of teaching activities rather than functionalities of tools. This seems to be a
much better approach to provide tools in an environment where teachers can also
contribute, write comments and share experiences.

Name and URL tool Pedagogical Description


Aviary - aviary.com Aviary’ motto is “Creation on the Fly”. It is a

reAct Project – Methodological Approach Guidelines 52


suite of creative image and audio tools. big
place with lots to do. First of all, it is a suite of
powerful creative applications that you can
use right in your browser. It is also an online
community of digital artists of all genres, from
graphic design to audio editing, that makes it
easy to share and collaborate with others.
Several possibilities:
● Images & Photos: edit images, create
effects.. (i.e. create a flyer)
● Audio: create a beat, make your own
ringtone, play an instrument online
and record, etc.
Many tutorials available, but only in English (it
seems).
Masher - masher.com These free online editing studios lets you
Animoto - animoto.com create a video by mixing together video clips,
Picasa - picasa.google.com music tracks and photos. Special effects are
also possible. You can use your own
materials, and masher even lets you browse
through their extensive library from BBC, Rip
Curl and more. Easy to share on social
networks.
Andrea Mosaic - This is free desktop software, compatible with
http://www.andreaplanet.com/andreamosaic PC and Mac, that lets you create beautiful
/ photo mosaics using your own photographs.
Looplabs - http://www.looplabs.com/ Looplabs is an online music mixing
application and platform. LoopLabs’ online
interactive music platform offers a wide range
of possible feature implementations such as
multi-channel mixing (up to 32 channels),
advanced multi-channel presets, MP3
sampling / triggering / remixing, complete
load/save/vote functionality, audio recording
capabilities (client-side), sequencing / song
composing, output audio to WAV/MP3 files,
video mixing capabilities and integration,
multiuser, collaborative music environments,
crossplatform (MAC|PC), etc. It has support
and explanations in English, Spanish,
Portuguese, and German. It does require a
broadband Internet connection. Also, there
are applications available for iPhone or other
smartphone devices, such as Everyday
Looper or Easy Beatmaker.
Pixton - pixton.com Pixton is an award-winning comic strip
Toondo - toondoo.com creator with a wide variety of features that
lets you create comics without needing to
draw them. You can customize everything on
the page with a simple click-and-drag option.
It works on any browser, Mac or PC, it’s easy

53
to share by email or embed in blogs or social
networks.
ToonDoo is a cool, comic-creating tool. Drag
and drop images and share your ideas and
thoughts in a comic strip and share with
others.
Mix Book - mixbook.com If you like making scrapbooks, Mix Book is
the place to start. It’s an online community
where you can express yourself creatively.
With their free online tool, it’s easy to make
your own multimedia scrapbooks and share
them with friends.
Mashup Arts - mashuparts.com Mashup Arts website was built for social
networkers who want to share video and
photo ecards by remixing their personal
content with free internet content. There are
many options to help you create your Mashup
Cards by customizing photos, videos, text
and music to create a unique and personal
card. Shareable in online networks like
Facebook.
Odosketch - odosketch.com Odosketch is a flash drawing application that
Pencil - pencil-animation.org lets you create sketches online, using
different paper textures, a variety of brushes
and drawing effects. It’s possible to save your
sketch in flash format so you can watch it as
it was being drawn, and share it with friends.
Pencil is a similar application, free and open
source, and can be downloaded on the
desktop. It has more functionality than
odosketch.
Glogster - glogster.com A Glog is a kind of poster, made up of text,
Wallwisher - wallwisher.com images, music and video. Glogs are a perfect
way to express who YOU are!
Wallwisher is an online collaborative space
where people can leave online notes (post-
its). See for example
http://www.wallwisher.com/wall/react-project
Go Animate - goanimate.com Go Animate is an online tool to make
Strip creator - stripcreator.com animated cartoons. The support is in English
Xtranormal - xtranormal.com and Spanish. The animations can easily be
shared online.
Strip creator is a very easy-to-use comic
creator.
xtranormal is an easy-to-use 3D movie-
creator. You only have to be able to type, and
the characters will speak the text.
Google Sketchup - sketchup.google.com Google SketchUp is an intuitive 3D modeling
tool by Google. It has a lot of support videos
in multiple languages. Users can model
anything imaginable, such as a classroom
redecoration, new piece of furniture, or
something else. Also, online you can

reAct Project – Methodological Approach Guidelines 54


download free models to get started.
Picnik - picnik.com Advanced and very popular image/picture
Pixlr - pixlr.com editors.
Voki - voki.com Voki allows you to create a personalized
talking avatar that can be used in any blog,
profile or email. It also has an active
Facebook page.
Jing - techsmith.com/jing/ Jing, Skitch, and SnagIt are advanced
Skitch - skitch.com screencapture tools (image & video).
Captured images or videos can easily be
edited (i.e. adding arrows and comments)
and shared instantly.
Fotobabble - fotobabble.com A fotobabble is a talking photo. An iPhone
app is also available. Easy adding of voice.
Audacity - audacity.sourceforge.net Audacity is a free, easy-to-use and
multilingual audio editor and recorder for
Windows, Mac OS X, GNU/Linux and other
operating systems. You can use Audacity to
record live audio / convert tapes and records
into digital recordings or CDs / edit Ogg
Vorbis, MP3, WAV or AIFF sound files / cut,
copy, splice or mix sounds together / change
the speed or pitch of a recording / and much
more.
fffound - fffound.com Enormous collection of interesting and
beautiful images to inspire creativity.
Community websites.

Relevant links
More interesting and relevant links are aggregated here: http://groups.diigo.com/group/react-
project.

55
7 Research Activities
During the pilots, research will be conducted to capture the results and knowledge emerging
from the pilots. There will be regular interviews and surveys in order to evaluate the
approach taken. Also, as a part of dissemination, results will be published in relevant
journals, and websites e.g. elearningeurope. The research will address the change in
behavior and learning for both teachers and students involved in the project. The objective is
to get an idea about
• how does the reAct teaching approach changes the attitude of learners and teachers
with regard to learning,
• what are the benefits and drawbacks of self-organized learning with regard to
dropouts,
• how do ICT tools and environments support the reAct learning approach

7.1 Partner Involvement


(Without active involvement of partners, research or evaluation is impossible. The
researching partner does not have direct access to participating teachers or students, and
even if that would be the case, language would be a significant barrier.)
In order to be able to conduct qualitative research, the reAct partners need to be involved.
The specific responsibilities concern:
• Interviews with teachers: The reAct partners are to carry out pre-structured interviews
with the teachers involved. The researching partner will provide the necessary
interview formats and questions
• Surveys amongst students: The reAct partners will also distribute survey instruments
provided by the researching partner to the teachers and students.
• Regular interviews with the researching partner: The reAct partners will have regular
online interviews in which the progress of activities will be evaluated.

The researching partner will publish a Operational Research Plan including the timelines for
all research instruments mentioned above. These activities will be planned together with the
project evaluator in order to create synergy between research and evaluation purposed of
both partners.

reAct Project – Methodological Approach Guidelines 56

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