Survey on Innovative Learning Practices

TEL-Map is a Coordination and Support Action funded by the European Commission. It focuses on roadmapping activities for innovative forms of learning. A roadmap can be understood as a ‘strategic lens’, through which future developments in a domain or an organisation are analysed for the purpose of channelling available resources wisely. The following survey will inform future roadmapping activities by probing certain statements with regards to their likelihood, desirability and – when it comes to policy measures – their feasibility.

You will find the survey under this URL:
Please be aware that you do not need to be an expert in all areas addressed, as our objective is to get feedback from people with as diverse backgrounds as possible.

Question blocks were created for each of the following innovative practices.

  • Gamification: using game mechanics and elements of game design in non-game contexts in order to motivate learning. Game mechanics can be levels, challenges, virtual goods, leader boards and gifting Controversial issues evolve around ‘hunting for points as a distraction of learning’, neglect of demographic particularities, availability of gamification strategies.
  • Free Massive Open Online Course: bringing existing courses to an extended audience by driving technological and economical innovation. Controversial issues evolve around funding models, accreditation, high attrition rates and possible ways of highly automated learner support.
  • Flipped classroom: inverting classroom situations so that the lecture part is moved from school to home and the exercise part takes place at school. Online videos and podcasts substitute the lectures and are now homework. Time in the classroom can be used more interactively for group projects or discovery activities. Controversial issues evolve around managing differences between learners being more or less successful doing their homework, which requires fundamentally new types of in-class activities.
  • Seamless Learning (Ubiquitous Learning): obliterating borders between different technologies and learning formats such as formal and informal learning or individual and social learning. The aim is to support continuous, fluid learning experiences. Controversial issues evolve around the ownership of learning tools and data generated by learners’ activities, or the potentially invasive character of learning technologies to the detriment of a balanced life style.

This work has been financially supported by the ICT Programme of the Seventh Framework Programme of the European Commission FP7-257822 TEL-Map.