Archives for category: peer-based learning

Lately I’ve been following along with P2PU by the mailing list as I haven’t been able to commit to Thursday’s  calls.  This has allowed for some deeper reflection slightly external to the core community.

I’ve been chewing over the idea of the P2PU Challenge model for the past weeks, trying to work out how it fits in amongst people, online facilitation and social peer-education.  Challenges was once just a School of Webcraft experiment, but gradually they are expanding in popularity as an approach to be used more broadly across P2PU.

Chloe‘s going to be constructing another great post about challenges, but I wanted to write about my understanding of P2Pu Challenges from a community member’s perspective.

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The way I see Challenges is that they provide a focus for what is being learnt, i.e. the instructional materials / course design side of a P2PU learning experience, and bring content creation to the fore. You come to P2PU to learn by completing a challenge in the company of others (in a course or more openly and casually). You might also come to create Challenges or support other people’s learning by facilitating Challenges (your own or others’).

The Challenge acts as the focus or framing of a learning experience in which the objectives, activities and output / assessment components are included.   Challenges go beyond defining goals, objectives and milestones and consider learning design in a specific P2PU context:

  • they highlight the need for online peer-interaction
  • reinforce formative, peer-supported assessment
  • recognise that Challenges can make use of existing learning materials whether they be YouTube tutorials or complete OER courses.
Orange Hopscotch - (CC BY-NC-ND 2.0) Some rights reserved by mkw87

Orange Hopscotch by mkw87 (CC BY-NC-ND 2.0)

Challenges also make the act of designing a P2PU learning experience more public and open, and a specific activity that can then be expanded upon socially and with focus within the context of a course.  Until now the course design process has never been a particularly collaborative or public activity, but has been obscured behind the “Start Your Own” course button.  The site interface and Course Designers’ Handbook have previously tried to encourage course creators to include and consider these design principles, but not so prominently.

Challenges share many similar elements with instructional and learning design, but the Challenge “model” is a much more consumable and far less boring entry point for people who wouldn’t otherwise consider the ADDIE model or similar when designing a course.

In fact, Challenges act as a very specific entry point and invitation into the P2PU learning space and community. By making the creation of a high-quality Challenge a goal in itself, it is easier to engage people in discussing and working towards developing high quality online peer-learning materials.

By clarifying that Challenges are about learning materials (specific to  peer learning online) I’ve been able to move past a stumbling block, a hesitation that I’ve felt about Challenges and where they fit in with P2PU.  That has to do with the act of content creation and the previous reluctance of P2Pu to identify itself as a site for the production of educational resources.

Previously, I don’t feel that the idea of useful and quality content was seen as a distinct priority or outcome of involvement in P2PU. Sure, P2PU’s user content was placed under a default CC-BY-SA license, but content that arose as a by-product of peer-learning, eg. comments from course participants or slightly remixed OER materials.

Challenges mean that P2PU is now encouraging educational content creation as a specific goal and activity for users. It’s important that this is seen and publicly identified as a new, distinct and potentially valuable process within P2Pu – open collaborative learning material development (making context specific OER, not just “learning with others”).

In general, after some initial scepticism, I’m finding this very exciting. Of course it raises some further questions:

  • If some challenges end up being very good, how might they be used outside of P2PU?
  • How could materials be exported (Worksheets, Course activity books)?
  • Is this an opportunity for income generation – receive printed versions of “authenticated” challenges (Kickstarter?)??
  • Could individual Challenge creators use P2PU as a marketplace for their content?
  • Will the existing license be appropriate for Challenges as they evolve?
  • Challenges highlight that learning design for collaborative online learning is a specific context – What is the process for upgrading and remixing existing, formal OER from a traditional delivery to a P2PU style?
  • How could a collaborative Challenge design process be facilitated?
  • If Challenges make  content for peer-learning online, is there a similar process or thing which helps build a good, cohesive cohort of learners?  What would that look like?

I’d love to hear about your understanding of Challenges and ideas of where they might be headed. Please leave a comment.

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I tend to wait until things are near perfect or needed urgently before I get motivated and brave enough to share them with others i.e. serious procrastination. So the thoughts I want to share here have been steeping and growing for some time. Luckily the University Project‘s Universities: Past and Present event is happening this weekend in London which is motivation enough.

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I’ve been trying to put some  distance between me and the work I did with School of Webcraft as I attempt to identify what I will commit to next. I’m still waiting for clarity around the more existentialist questions of “Who Am I?” and “How Can I Meaningfully Earn My Keep?”, but my thoughts keep returning to P2PU and peer-driven learning in general – or more specifically “I Don’t Think We’ve Quite Cracked That Nut Yet”.

DSC01930 - Macadamia nuts

Peer learning: amazing once you achieve it, but hard to crack.

My responsibilities over the last year were restricted to School of Webcraft and the learning of web development rather than the theory and process behind the learning.  Time and time again I found myself focussing on peer-learning and not enough on the geekery side of things. I wasn’t convinced that we (educators, learners and the P2PU community) knew enough about what good peer-driven learning was or could be and how we could best encourage it online. Quite simply, despite my professional background in technology it became apparent that what I’m interested is not in how technology is made, but how people can best use it / overcome it to connect with each other.

And within P2PU and School of Webcraft we were asking people to connect with each other over technology in a very specific way.
Want to learn something? Create a course and learn with other people!
Let’s dive down into this a little bit more – we ask people who want to learn something to do a whole lot of work by creating a 6-week course before they actually got to learn with other people. Nevermind that creating a good course is something that experienced educators struggle with and never seem to get paid well enough for – we’ll expect that novices will be able to do it.

Problem One: We ask a small number of people to do a lot of work before anything else can happen with a larger group of people.

An interesting thing happens when someone creates a course – they actually learn a tremendous amount about the topic they wanted to learn. Then, once they start “learning” the course with their peers (however much they would like to participate and encourage egalitarian peer-learning) they are now seen as relative experts and in control of what other people are learning. Additionally many learners enter the space at the public beginning of the course expecting a traditional teacher delivered experience.

Problem Two: Designing a course in advance makes the organiser a relative expert compared to their peers and teacher / student dichotomies begin to form.

Did I mention that we’re trying to do this all online? After starting a course or study group, organisers are not only trying to lead a course and work out the kinks in their course design they are also trying to be online facilitators. Either they are attempt to maintain a new wave of asynchronous emails and forum messages from participants or they have to struggle with synchronous facilitation of learners across multiple time zones and using radically different skills and technology.

Problem Three: Managing synchronous and asynchronous communication of online groups requires time and energy, specific tools and could benefit from some recommended approaches. NB: I think that peer-based face to face facilitation and organising also come with their own set of problems.

And that’s just the first week of getting things organised and everything and everyone introduced. Now everyone is meant to stay focussed and get some work done over the next couple of weeks. Now the real world is still going on – people may get ill, a work project runs late, a meeting time is not communicated well, life gets in the way and an email may not receive a timely response. Participants may miss a meeting or not respond to emails promptly, but what happens when the rest of life gets in the way of an organiser’s commitments to a class? In an organiser-led model the loss of the organiser’s energy and presence means that everything falls apart.

Problems Four: Sustaining interest and motivation in a an online course is difficult. When learners drop out this is dispiriting, but when an organiser loses interest the death knell sounds for a group.

Problem Five: Organiser driven learning (regardless of the organiser’s expertise) is essentially hierarchical and not at all peer 2 peer.

Essentially the nut that I would like to crack about peer-driven learning is: can we create a process and context that supports a number of people coming together around a shared topic and more equally and effectively organising and learning about it together? Effectively, can we make it as peer-2-peer as possible, so it is more resilient, quicker to respond and far less hierarchical?

I believe that some of the biggest and most interesting challenges for spaces like P2PU lie in developing recommended social processes that groups of learners can collectively follow to develop, define and complete a course of study together. As I’ve mentioned in previous posts I think that many of the spaces we can look to for this are approaches such as Open Space and Unconferences.

The primary challenge is defining a useful (and almost foolproof) process or series of “recipes” and facilitation tools that groups can work with. The second and maybe more challenging (in my eyes) aspect of this is communicating this approach to learners in a way that is simple to engage with but offering deeper reflection and opportunities to develop a more refined peer-learning practice that supports individuals and groups.

I’m sharing a sample process in a separate post – in no way is it complete or properly implemented by me or others to really understand how it would work in a larger context. But it is something to invite response around – so please take a look and let me know what you think.

I wanted to respond to Philipp’s post about the use of challenges within School of Webcraft and to gather thoughts that have been developing over the last month or so. One of the changes that happened within the School of Webcraft at the same time as my transition out of a formal role  with the project was the change from a focus on peer-led courses to the development of challenges that peers can attempt together.

Generally I think that exploring challenges is a good move for much of the learning that should be happening within Webcraft. It’s a learning space which makes defining “learning challenges” simple, attractive and easy to tie to tangible recognition models such as Badges.  Jessy Kate’s written a really great response about the tension between recognition and heterogeneous learning, which has also kindled my response.   What type of peer-learning do challenges support, do they let people learn “anything” and how are they scalable?

The curated, employment focussed nature of Webcraft makes it easy to say “Want to be a web developer? Show us that you’ve completed these specific activities. We recommend that you do them in this order. Here are some useful resources to help.”  Online peer-learning with challenges support this approach very well, but I don’t think that they are an approach which will work across all disciplines and topics in a space such as P2pU.

With challenges learners are invited to interact with each other as peers, but the interaction that is invited seems closer to pre-designed peer-instruction  than learning driven by the peers themselves. Chloe’s put out a great document about how to create a challenge , which is targeted at content experts writing challenges for learners. No teacher or facilitator may be present, but the creation of good challenges means that someone besides the learner is required to take the role of instructional “challenge” designer.

This isn’t to say that a challenge based model or peer-instruction is in any way bad, but they both rely on someone else besides the learners to fill the roles of facilitators and designers.  Learners aren’t always going to learn things that have easy to find, pre-defined content, and experts aren’t always going to be present and able to voluntarily create the relevant challenges in time for learners to interact with them.

Learner access to pre-defined challenges such as Webcraft 101 is scalable, but peer-learning anything in this manner is not scalable. Learners wishing to explore other topics still need ways to create their own learning experiences, whether they are self-defining a learning pathway or co-creating a course of study with other people.

In many ways challenges are just pre-prepared online learning content with cues to write and comment via blogs. By itself, challenge content doesn’t solve the primary problem which makes “teacherless” peer-learning online (and offline) so difficult: the social.

Connecting and sharing a message with others is easy online, but effectively maintaining and developing a group of people in a shared journey together to a defined endpoint (end of course) is much more challenging.  In order for challenges and learner driven peer-education to work out we still need to find ways of better learning with each other.

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