Community of Practice

Learner-Centered Principles/Practices Guide

http://www.educause.edu/nlii/keythemes/lcp/

 

LCP

Descriptor

Learner-Centered Principle

 

Active

Active learning involves real world problems through which learners practice and receive reinforcement for their efforts by peers and experts. Images, language, and scenarios should look and feel real and utilize processes in which learners interact.

 

Community members address real world problems that are organized as cases requiring higher order thinking

 

Community members debate, research, inquire, solve problems

 

Discussions are learner member focused

 

Community members generate products for their own and others’ use

 

Peers provide positive critical analysis and feedback

 

Learner-generated products are used in real world settings (field-testing, prototyping)

Social

Learning that is social requires feedback and interaction between community members and feedback may be situated in the technology as well.

 

Community members engage in mentoring, collaborative learning, cooperative learning, and base their behavior on a shared model of social capital

 

Community offers both structured and informal recognition of individual contribution, and provides for encouragement of less active members.

 

Where appropriate, automated responses can be provided to member queries (FAQ’s etc.)

 

Facilitators and moderators participate in discussions, chats and provide structure where appropriate

 

Individual community members have private one-on-one interactions, groups have private group interactions

Contextual

Learning that is contextual requires a learning-centric design as opposed to content-centric design. An environment structured to support deeper learning requires that the learning design take into consideration the learner’s context of practice, ways of learning, as well as experience in the world. What is learned or understood in one context may not be readily transferable to another; which holds implications for how learning resources and objects look, act, and operate, for example.

 

Community members make and have choices about content and resources

 

Models, examples, schemas, concept maps, conceptual frameworks and taxonomies are provided to provide context for the content

 

Content is seldom stand-alone, but is generally packaged and wrapped around by one or more learning experiences/activities.

 

Readings, video, news media, artifacts, guest speakers come from real world

 

Prerequisite knowledge or skills are identified

Engaged

For learning to be engaging, it must be individualized to consider the learner’s preferences and styles in order to motivate and challenge. Individualized learning provides the learner multiple learning paths, multiple representations of content, multiple strategies, and multiple options for engagement and motivation to meet one objective.  An engaging community is active, dynamic, fresh.

 

Community members are given a wide range of choices for their role and activities within the community.

 

The community has explicit goals, objectives, norms and standards

 

Community resources are continually being refreshed, providing something new to look at, review, or engage with.

 

Periodic synchronous community events provide an opportunity to drive participation, by giving people a reason to come together.

 

Auditory, visual, graphic, and text are used to convey information

Ownership

For community members to have ownership over their community and their learning they must have independence and a degree of self-determination that permits them to explore and evaluate community domain, purpose and activities, as well as opportunities for independent thinking and reflection situated in the community.

 

Community members can keep their own private developmental logs and journals, self-critiques and personal development plans,  as well create and maintain shared community logs/journals

 

Community work is ultimately placed in public places for review

 

Community calendar provides clear timelines/schedules for activities, projects and other opportunities to participate

 

Community members identify and prioritize community topics, problems, cases and activities

 

Community members use and create learning objects to illustrate, demonstrate, simulate

Design

Community goals and outcomes, assessment, usability, diverse materials and formats, environments and practices, feedback and interaction, varied and open problems

 

Site organization illustrates scope and sequence of the community

 

Navigation system represents community activities (communication, content, structure)

 

Community member makes choices about how they enter, view, organize and interact with the community

 

Interface identifies user location in site

 

Site provides multiple supports and options for community member/learners

 

Menu and icons mean what they represent

 

System provides prompts to user errors

 

Threaded discussions and e-mail are used to communicate for specific purposes

 

Content offered in different formats: video, audio, texts, or graphic

 

Site design is organized as a learning environment

 

ADA compliant design

Community Learning Activities

Higher order thinking, discovery and experiential assignments; group and real world projects, formative and self-assessment

Thinking & Reflection

Deeper learning requires higher order thinking that involves not just remembering and recalling information but analyzing and evaluating as the learner solves problems.

 

Activities require comparing and contrasting, evaluating, or synthesizing

 

Problems require data collection and evaluation of quality and usefulness of data

 

Structures and frameworks are provided to facilitate community members’ individual and joint tracking and understanding of patterns, underlying causes, relationships, and emerging themes.

Activities

When projects are organized around discovery and experience in a field setting, learning becomes more apprentice-like as learners assume postures, roles, behaviors, and ways of thinking that are characteristic of a practice in which feedback is continual and comes from peers at the same level of development as well as experts.

 

Learners engage in simulation, virtual field trips, role playing

 

Community members have pportunities for peer coaching, mentoring

 

Learners present work publicly, teach others, give peer feedback/support

 

Opportunities for informal/organic activities are supported as well as more formal/structured activities.

 

One key community learning activity is the construction of narrative – stories, scenarios, use cases about practice and bridging research and practice.

Projects

Case studies that are situated in real world scenarios and events provide a focus for group-generated products through which community members reflect on their own thinking as well as learn from the thinking of others.

 

Community members can work on individual and group projects

 

Community members collaborate, cooperate

 

Learners have an opportunity to construct products within the community, and share products and resources from outside the community

 

Products may be used outside of the community

Assessment

Assessment is a critical activity. Formative assessment is a continuum integrated throughout the community and individual learning experience, as the individual community member considers where they are in their development process and what they have achieved, and as the community as a whole considers where it is in its own development process and what it has achieved.

 

The community will construct its own rubrics for evaluating progress and achievement of purpose and goals, and will review these on a periodic basis.

 

The sponsor will construct, in consultation with the community, rubrics for evaluating achievement of purpose and goals, and will review these on a periodic basis.

Facilitation & Moderation Practices

Facilitators will work with sponsor to design structured learning experiences for community members that build on prior knowledge, research in cognitive and learning science, and institutional contexts. Experiences must build on the diverse ways and knowing and learning of the learners while providing them choices and independence in a collaboration and interactive learning environment.

 

Some discussions may be facilitator/moderator-supported, and objective-driven, others may be more informal and unmoderated.

 

Timelines, deadlines, calendar support learning provide a map for the structured learning experiences.

 

Discussions engage, extend dialogue

 

Chats engage learners in purposeful interaction

 

Facilitators have a role to harvest knowledge or solicit others to play that role.

 

Facilitators and moderators are learners too.