LTTA 5 May 2021 – Reykjavík, online
This LTTA will be conducted by Starfsmennt. It will be in a form of a workshop, inviting people from the adult educational sector as well as from the stakeholder’s group for an introduction and discussion on how digitalisation affects the adult educational sector and workplace learning. Within this workshop the group will also have a discussion on basic skills, both how to use the technology to enhance basis skills (reading, writing and mathematics) with the help of ICT as well as how to enhance basic ICT skills in general. Basic ICT skills are very important for adults to keep up with the changes and employees aged 50+ who have not developed their ICT skills actively can get into trouble if they loose their jobs or want to change jobs. Adults within this group have around 15-20 years on the labour market until they reach retirement age so it’s really important for them to keep up with technology.
The LTTA was held from 10th to 12th of May 2021. The event was supposed to be in Reykjavík, Iceland but due to the Covid19 pandemic it was held online, on Teams. Main aim of the workshop was to continue the discussion on the impact of the 4th industrial revolution on education and learning and now with the focus pointed towards adult education and workplace learning.
We had several presentations of different things regarding education, validation of prior learning, how to train the trainers and on basic skills. We had fruitful discussion e.g. on whether we ourselves were prepared for the future and what the biggest shortcomings for successful implementation of technology in education are. Our Dutch partner presented to us the five building blocks for developing an online teaching and we reached a better understanding of the difference between the use of gamification in learning and game based learning from a presentation by Tryggvi Brian Thayer from the University of Iceland. Tryggvi also pointed out that a good teacher needs to be a good learner as well, willing to learn and enhance own competences all the time as well as understanding that she/he does not need to be the “all knower” but should instead be willing to ask questions and learn from her/his students. Tryggvi also pointed out that the lasting impact of Covid19 will be twofold, it showed teachers and learners how to use technology in education as well as being an eye opener for producer of technology like Teams and Zoom and motivating the development of various tools to use for educational purposes.
On the last day we heard about validation of prior learning and the importance of drawing out tacit skills and competences. Not all skills and competences are acquired through formal education, a lot is from different experienced throughout our life both at work, private and from participating in different non-formal and informal learning activities. Basic skills are very important for participating fully in the labour market and the modern society. Basic skills being: Literacy, being able to read and write as well as processing information from written material. Numeracy, which means being able to handle numbers in practice. Digital skills are skills needed for being able to solve problem in a technology-rich environments, use ICT for different purposes. Second language acquisition for immigrants.
The partnership also had a presentation on the impact and importance of digital skills for life including a practical guidance on the big 5 of successful (digital) learning environment, which are, based on transfer possibilities:
- Contents of program
- Role of teacher
- Learning context
- Rate of self directedness in learning
- Methodology of testing
At the end of the meeting the partnership discussed the main impact of the project and if there were ideas on a follow-up project.
Things we want to share:
7th LTTA Reykjavík Program
Ground rules for the meeting
The Tool Wheel, ideas on which tools to use for different educational purpose
Presentation on Starfsmennt
Presentation on challenges with Industry 4.0
Research on Digital skills of teachers
Gamification in learning
Presentation on digital education