Agile learning

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Agile learning generally refers to the transfer of agile methods of project work, especially Scrum, to learning processes. Likewise, agile learning proceeds in incremental steps and through an Iterative design which alternates between phases of learning and doing. The tutors rather have the role of a learning attendant or supporter. [1] [2] In a narrower sense, it is intended to allow competence-oriented, media-based learning in the work process within companies. [3] In addition, the term can take several other meanings [4] and is also often used within e-learning and online environments. [5] [6]

Contents

Background

Scrum is a framework for project and product management, in particular for agile software development. Scrum employs an iterative, incremental approach to optimize predictability and control risk. It has been developed from the experience that many development projects are too complex to be included in a full-scale plan, and an essential part of the requirements cannot be fully understood or defined upfront. To eliminate these ambiguities, work is broken into actions that can be completed within time-boxed iterations, called sprints – with clear goals and regular feedback loops. During a sprint, progress and interim results are monitored in short daily meetings. At the end of a sprint, the results, the working process, and the cooperation are reflected upon and a new interval begins. [7]

In companies

Requirements

The Scrum framework can be well adjusted to the requirements of companies for dynamic, workplace-integrated competence development and the subsequent frequency and intensity with which employees have to educate themselves further and acquire new skills. [8] As complexity and dynamics in the internal and external specialization and collaborations increase the need for training and competence development increases as well. In terms of competence development, organizations therefore have concrete needs that are not met well by classical forms of qualification (e.g. seminar courses, continuing education courses), namely:

There is a need for the integration of knowledge and content management with collaboration technologies and for developing a new (online) manufacturing training methodology to train and build the manufacturing workforce of the future. [10] Such learning environments and learning processes have as requirements:

So far, however, there are hardly any suitable continuing education formats for this need. One answer to this is the agile learning approach with its flexibility in relation to all three above mentioned requirements. In accordance with Scrum and established psychological findings for an effective pursuit of goals, [12] Agile learning divides an extensive (learning) process into individual, manageable learning phases. Here, too, the three pillars of Scrum of transparency, verification, adaptation apply.

Key elements

The key elements of agile learning in companies are:

Roles within agile learning

Parallel to Scrum, three roles can be described, which have slightly different tasks in agile learning.

  • Defines the learning field and determines a suitable project
  • Creates the organizational framework
  • Is a liaison person into the organization
  • Receives the technical learning progress

Coach ("Scrum master")

  • Technical, didactic and methodical support
  • Moderate the process and guide the reflection
  • Support in the processing of learning objectives

This role may be supplemented by topic/issue-specific experts

Team

  • Personal learning goals in sprints
  • Collaborative, mostly digitally supported collaboration
  • Regular joint reflection on the learning process
  • Personal, social and professional development [14]

Agile learning in university

In agile teaching and learning, students can take on the role of the client; the agile software development process in which the client is involved is replaced by the learning/teaching process with students and tutors as actors; the increments that implement new functionality in short cycles correspond to the continuous increase in students' abilities in the agile learning/teaching process. [15] Alternatively, to enrich the learning process and remove student learning from hypothetical situations, an industry client or a real-world problem can be used as the foci for learning and acquisition of requisite skills.

Agile methods can be incorporated into courses both as content and as the working method for students. In line with agile concepts, they can also be adapted. For instance, agile problem-based learning is a pedagogical and curricular vehicle used to blur the work-study silos, informal and formal learning spaces and facilitate connected learning. [16] Agile problem-based teaching and learning methods have been used to cultivate learning agility in students in an effort to prepare them for ambiguous and complex work contexts and help students pro-type solutions for complex issues such as human trafficking, informal settlements, youth unemployment, and organ donation [17] Learning agility in a university context is a learned ability which allows students to use feedback from previous assessments and apply their learning in other related or unrelated tasks. Agile implies that learners create content and develop skills alongside teachers in a collaborative yet competitive environment mediated by technology. The role of the teacher is centered on facilitation and project direction from an informed perspective. Learners become self-directed, team-oriented, and individually resilient lifelong learners. A study on the implementation of the agile method into an online higher education context showed that the agile strategies incorporated into project-based learning facilitated team regulation and project management. [18]

Potentials and limits of agile learning

In agile learning the participants may gain new competencies that are, unlike in classical formal education, directly linked to their work context. In pursuit of individual problem-solving as well as in exchange with the learning team and the coaches, their competence increase becomes recognizable to themselves, so that successful learning strategies can also be harnessed in the future. Therefore, the main potential of this approach lies in the practical relevance of the acquired competencies and the demand-oriented communication of contents, techniques, and skills.

Like any project-oriented teaching/learning method, agile learning reaches its boundaries when the goal is the systematic coverage of a pre-defined curriculum. Exemplary learning cannot ensure this. For subject areas where particular importance is attached to the completeness of learning content (e.g. safety at work or fire protection), classical further education formats are to be preferred. There, agile learning projects can only supplement training with a transfer supporting the sustainable implementation of the learning content in everyday working life.

Related Research Articles

Language education – the process and practice of teaching a second or foreign language – is primarily a branch of applied linguistics, but can be an interdisciplinary field. There are four main learning categories for language education: communicative competencies, proficiencies, cross-cultural experiences, and multiple literacies.

<span class="mw-page-title-main">Problem-based learning</span> Learner centric pedagogy

Problem-based learning (PBL) is a student-centered pedagogy in which students learn about a subject through the experience of solving an open-ended problem found in trigger material. The PBL process does not focus on problem solving with a defined solution, but it allows for the development of other desirable skills and attributes. This includes knowledge acquisition, enhanced group collaboration and communication.

<span class="mw-page-title-main">Experiential learning</span> Learn by reflect on active involvement

Experiential learning (ExL) is the process of learning through experience, and is more narrowly defined as "learning through reflection on doing". Hands-on learning can be a form of experiential learning, but does not necessarily involve students reflecting on their product. Experiential learning is distinct from rote or didactic learning, in which the learner plays a comparatively passive role. It is related to, but not synonymous with, other forms of active learning such as action learning, adventure learning, free-choice learning, cooperative learning, service-learning, and situated learning.

Agile software development is the mindset for developing software that derives from values agreed upon by The Agile Alliance, a group of 17 software practitioners in 2001. As documented in their Manifesto for Agile Software Development the practitioners value:

<span class="mw-page-title-main">Constructivism (philosophy of education)</span> Philosophical viewpoint about the nature of knowledge; theory of knowledge

Constructivism is a theory in education which posits that individuals or learners do not acquire knowledge and understanding by passively perceiving it within a direct process of knowledge transmission, rather they construct new understandings and knowledge through experience and social discourse, integrating new information with what they already know. For children, this includes knowledge gained prior to entering school. It is associated with various philosophical positions, particularly in epistemology as well as ontology, politics, and ethics. The origin of the theory is also linked to Swiss developmental psychologist Jean Piaget's theory of cognitive development.

<span class="mw-page-title-main">Four stages of competence</span> Psychological states when gaining a skill

In psychology, the four stages of competence, or the "conscious competence" learning model, relates to the psychological states involved in the process of progressing from incompetence to competence in a skill. People may have several skills, some unrelated to each other, and each skill will typically be at one of the stages at a given time. Many skills require practice to remain at a high level of competence.

In the field of pedagogy, learning by teaching is a method of teaching in which students are made to learn material and prepare lessons to teach it to the other students. There is a strong emphasis on acquisition of life skills along with the subject matter.

Technology integration is defined as the use of technology to enhance and support the educational environment. Technology integration in the classroom can also support classroom instruction by creating opportunities for students to complete assignments on the computer rather than with normal pencil and paper. In a larger sense, technology integration can also refer to the use of an integration platform and application programming interface (API) in the management of a school, to integrate disparate SaaS applications, databases, and programs used by an educational institution so that their data can be shared in real-time across all systems on campus, thus supporting students' education by improving data quality and access for faculty and staff.

"Curriculum integration with the use of technology involves the infusion of technology as a tool to enhance the learning in a content area or multidisciplinary setting... Effective technology integration is achieved when students can select technology tools to help them obtain information on time, analyze and synthesize it, and present it professionally to an authentic audience. Technology should become an integral part of how the classroom functions—as accessible as all other classroom tools. The focus in each lesson or unit is the curriculum outcome, not the technology."

<span class="mw-page-title-main">Intercultural learning</span>

Intercultural learning is an area of research, study and application of knowledge about different cultures, their differences and similarities. On the one hand, it includes a theoretical and academic approach. On the other hand, it comprises practical applications such as learning to negotiate with people from different cultures, living with people from different cultures, living in a different culture and the prospect of peace between different cultures.

Recognition of prior learning (RPL), prior learning assessment (PLA), or prior learning assessment and recognition (PLAR) describes a process used by regulatory bodies, adult learning centres, career development practitioners, military organizations, human resources professionals, employers, training institutions, colleges and universities around the world to evaluate skills and knowledge acquired outside the classroom for the purpose of recognizing competence against a given set of standards, competencies, or learning outcomes. RPL is practiced in many countries for a variety of purposes, for example an individual's standing in a profession, trades qualifications, academic achievement, recruitment, performance management, career and succession planning.

<span class="mw-page-title-main">Scrum (software development)</span> Management framework

Scrum is an agile team collaboration framework commonly used in software development and other industries.

Personalized learning, individualized instruction, personal learning environment and direct instruction all refer to efforts to tailor education to meet the different needs of students.

A stand-up meeting (stum) is a meeting in which attendees typically participate while standing. The discomfort of standing for long periods is intended to keep the meetings short.

Language teaching, like other educational activities, may employ specialized vocabulary and word use. This list is a glossary for English language learning and teaching using the communicative approach.

Content-based instruction (CBI) is a significant approach in language education, designed to provide second-language learners instruction in content and language. CBI is considered an empowering approach which encourages learners to learn a language by using it as a real means of communication from the very first day in class. The idea is to make them become independent learners so they can continue the learning process even outside the class.

In software engineering, a software development process or software development life cycle (SDLC) is a process of planning and managing software development. It typically involves dividing software development work into smaller, parallel, or sequential steps or sub-processes to improve design and/or product management. The methodology may include the pre-definition of specific deliverables and artifacts that are created and completed by a project team to develop or maintain an application.

Challenge-based learning (CBL) is a framework for learning while solving real-world Challenges. The framework is collaborative and hands-on, asking all participants to identify Big Ideas, ask good questions, discover and solve Challenges, gain in-depth subject area knowledge, develop 21st-century skills, and share their thoughts with the world.

Disciplined agile delivery (DAD) is the software development portion of the Disciplined Agile Toolkit. DAD enables teams to make simplified process decisions around incremental and iterative solution delivery. DAD builds on the many practices espoused by advocates of agile software development, including scrum, agile modeling, lean software development, and others.

In education, authentic learning is an instructional approach that allows students to explore, discuss, and meaningfully construct concepts and relationships in contexts that involve real-world problems and projects that are relevant to the learner. It refers to a "wide variety of educational and instructional techniques focused on connecting what students are taught in school to real-world issues, problems, and applications. The basic idea is that students are more likely to be interested in what they are learning, more motivated to learn new concepts and skills, and better prepared to succeed in college, careers, and adulthood if what they are learning mirrors real-life contexts, equips them with practical and useful skills, and addresses topics that are relevant and applicable to their lives outside of school."

Global citizenship education (GCED) is a form of civic learning that involves students' active participation in projects that address global issues of a social, political, economic, or environmental nature. The two main elements of GCE are 'global consciousness'; the moral or ethical aspect of global issues, and 'global competencies', or skills meant to enable learners to participate in changing and developing the world. The promotion of GCE was a response by governments and NGOs to the emergence of supranational institution, regional economic blocs, and the development of information and communications technologies. These have all resulted in the emergence of a more globally oriented and collaborative approach to education. GCE addresses themes such as peace and human rights, intercultural understanding, citizenship education, respect for diversity and tolerance, and inclusiveness.

References

  1. Longmuß, J., Höhne, B., Bräutigam, S., Oberländer, A. & Schindler, F. (2016). Agile Learning – Bridging the Gap between Industry and University. Proceedings of the 44th SEFI Conference. Tampere; https://www.sustainum.de/wp-content/uploads/2016/11/SEFI_Agile-Learning_paper.pdf
  2. "Agiles-lernen".
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  4. "Agile learning - EduTech Wiki". edutechwiki.unige.ch.
  5. Masullo, M., Messier, P., Tsantis, L. & Criscenti, D.: Agile Learning for Agile Manufacturing: An e-Learning Model; Society for Applied Learning Technology SALT'05 August 24–26, 2005 Arlington, Virginia
  6. Noguera, Ingrid & Guerrero, Anna & Appel, Christine. (2015). The UOC's educational model: from collaborative learning to agile learning. Universitat Oberta de Catalunya
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    //www.scrumguides.org/ Nov. 2017
  8. Winkelman, Samantha (2018-03-08). "Take Your Project Management Skills To The Next Level". The Daily Beast. Retrieved 2018-03-14.
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  14. Longmuss, J., Grantz, T. & Hoehne, B.: Mediengestützte Arbeits‐ und Lernprojekte als Instrument der betrieblichen Kompetenzentwicklung. In: D. Ahrens, G. Molzberger (Hrsg.): Kompetenzentwicklung in analogen und digitalisierten Arbeitswelten – Gestaltung sozialer, organisationaler und technologischer Innovationen. Springer, Berlin 2017, ISBN   978-3-662-54955-1
  15. B. Meissner, H.-J. Stenger: Agiles Lernen mit Just-in-Time Teaching. In: O. Zawacki-Richter (Hrsg.): Teaching Trends 2014: offen für neue Wege: digitale Medien in der Hochschule. Waxmann, Münster 2015, ISBN   978-3-8309-3170-6 [ page needed ]
  16. Kek. M.Y.C., Huijser, H. 2017. Problem based Learning into the Future: Imagining an Agile PBL Ecology for Learning. Singapore: Springer.
  17. Azionya, C & Oksiutycz, A. 2019. A teaching model to promote learning agility in a university course. Available from:https://journals.co.za/doi/10.10520/EJC-168565bdf9
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Further reading