Hacking Higher Education: Rethinking the EduHack Course
Abstract
:1. Introduction
2. EduHack
2.1. Description of the EduHack Course
- Digital Resources. This section is dedicated to the exam of the Open Educational Resources (OER) and their use in e-learning courses. It concerns the modification of existing digital content, the creation and organization of digital educational resources, and the application of open licenses to resources.
- Teaching. The teaching section concerns the design of a course based on e-learning strategies; the implementation of ICT-supported collaborative learning; the e- moderation as the focus of all e-learning activities; the cooperative creation among students to organize outputs such as written resources, videos and audio files; the integration of games in the e-learning activities in order to improve learners engagement.
- Assessment. This part is dedicated to the exploration of digitally supported assessment strategies; to experiment with different technologies the several phases of formative assessment and to personalize tools to provide targeted feedback to learners. Feedback is an essential part of effective learning, it helps students to understand the subject being studied and gives them clear guidance on how to improve their learning.
- Empowering Learners. This section is related to the critical evaluation of online tools. Technologies are always inspired by values and principles that, whether consciously or not, may result in design choices and operational models that privilege certain views and attitudes. Digital technologies may enable the development of so-called personalized approaches, where learning experiences adapt to the level, pace, and preferences of learners. Social media can be extremely useful as an asset for teaching and learning but it is essential to take into account a wider range of implications, for example, it is important to understand what is being given away when using “for-free” online services. Another central point is to check technical accessibility of platforms and resources (i.e., all rights reserved vs. public domain). It seems equally important to bring to the foreground those design choices that can allow people with sensory, physical, and cognitive impairments to access and benefit from digital content.
2.2. Italian EduHackathon
3. Authors Proposal: Drag&Fly (Drag and You’re Online!)
- video recording
- private and public chat
- separate audio recording for Podcasts
- digital board
- separate (breakout) rooms to work with subclasses
- external sources (webcam, graphic drawing tablet)
- screen sharing
- links to video and cloud storage
- chats and comments (even after the end of the lesson)
- virtual wall
- space for feedback and for end of lesson tests
- student (self) assessment
- Client app
- A cross-platform web application based on the JavaScript framework (Ionic Framework) accessible at a link similar to https://dragfly.com.
- The application will be divided into modules (plugins), where each module implements a functionality: it will be possible to expand the functionality of the application by developing new modules.
- Authentication with Single Sign-On (SSO) using the credentials of the institutional account.
- Server implementation
- A web server (Apache) to provide the web application to clients and manage access to the database.
- A document-based NoSQL (MongoDB) database for storing data, users, configurations, content indexes.
- A multimedia server (Plex) for storing and sharing multimedia content (podcasts, video recordings...).
4. Analysis of the Experience
- the progressive acquisition of knowledge that is related to techniques and software for the design of e-learning environments;
- the EduHack wall, that operates as a common open portfolio, enabling participants to show and communicate their progresses [9], and above all to discuss the applicability of the tools and any critical issues;
- the actual testing of the e-learning tools during the EduHackathon.
5. Some Proposals to Improve EduHack
- read: the student reads (at home) the slides
- face-to-face tutoring
- watch: the student watches some videos (one done by the teacher, the others on Youtube)
- face-to-face tutoring
- do: the student carries out activities assigned by the teacher (on which they are evaluated);
- feedback and evaluation unit
- assessment with ePortfolios and blogs
- How to teach online. The shift from a face-to-face teaching to an entire online course is a crucial point to understand and develop. For this reason, a set of good practices could be examined in detail. The consequences of online teaching could also be another issue to discuss, taking into account the large amount of literature available on this topic, it is worth mentioning here A.W. Bates [31].
- Evaluate available video conferencing software. This item could discuss several tools available to teach online, taking into account the different needs of institutions and common users. A university or research center probably needs open source software to be installed on their servers (an example is BigBlueButton [32], chosen by Politecnico di Torino during the COVID-19 emergency, or OpenMeetings [33], among others). A single user or a small group is more interested in a simple software or app ready to use without concerns about their license (Microsoft Teams, Jitsi, Skype, Whereby, WhatsApp, Zoom; many others are easily found using common search engines). Wikipedia lists several web conferencing software with the corresponding licenses [34].
- Video conferencing security issues. Vulnerabilities of web conferencing platforms are a new concern to be addressed. It is well known that during the COVID-19 emergency a software provider patched a vulnerability that could have allowed an attacker to find and join an active meeting [35,36,37]. Hence, it is important to critically evaluate online tools and discover the cost of free platforms for web conferencing services.
- Quality teaching in a digital age. This point is about best practices of teaching online and should cover the needs of learners in a digital age [31]. New technologies require a new design of traditional teaching, taking into account the most appropriate mode of delivery, based on teaching philosophy, the needs of students, the demands of the discipline, and the resources available.
6. Conclusions
Educational systems are facing a transformation process that includes not only changes in their methodologies and techniques but deep evolution of teachers’ mindsets and social perceptions. The need for a dynamic, flexible, and open learning environment is creating the necessity of more complex but enriched principles for teaching and learning.
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
COVID-19 | Coronavirus disease 2019 |
GUI | Graphical User Interface |
ICT | Information and Communications Technology |
IT | Information Technology |
OER | Open Educational Resources |
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Barpi, F.; Dalmazzo, D.; De Blasio, A.; Vinci, F. Hacking Higher Education: Rethinking the EduHack Course. Educ. Sci. 2021, 11, 40. https://doi.org/10.3390/educsci11020040
Barpi F, Dalmazzo D, De Blasio A, Vinci F. Hacking Higher Education: Rethinking the EduHack Course. Education Sciences. 2021; 11(2):40. https://doi.org/10.3390/educsci11020040
Chicago/Turabian StyleBarpi, Fabrizio, Davide Dalmazzo, Antonella De Blasio, and Fiorella Vinci. 2021. "Hacking Higher Education: Rethinking the EduHack Course" Education Sciences 11, no. 2: 40. https://doi.org/10.3390/educsci11020040