DIGITAL LIBRARY
PROPOSAL OF AN AGILE METHOD FOR THE DESIGN OF THEMED HIGH EDUCATION PRACTICAL ACTIVITIES
University of Alicante (SPAIN)
About this paper:
Appears in: EDULEARN22 Proceedings
Publication year: 2022
Pages: 8446-8451
ISBN: 978-84-09-42484-9
ISSN: 2340-1117
doi: 10.21125/edulearn.2022.2010
Conference name: 14th International Conference on Education and New Learning Technologies
Dates: 4-6 July, 2022
Location: Palma, Spain
Abstract:
An agile method pursues the idea of saving time and effort in designing an object or product by eliminating everything that does not provide value or benefit to the end-user from the workflow or process to build it.

In particular, these methods help develop projects with a high degree of uncertainty or volatility.
Using an Agile method makes it possible to explore and validate the different hypotheses and lines of development of the project before investing efforts or resources in them.

The implementation of didactic proposals is not free of those uncertainties, and their performance must respond to rigorous cycles. At the same time, the degree of responsibility of the teacher for the result is high.

For this reason, a fast-to-implement method with a low implementation cost, where uncertainties are cleared up before investing considerable resources and efforts, is more than appropriate.

The practical activities are deeply rooted in university didactic proposals. Due to their high frequency of use and relatively high development cost, they are particularly suitable for applying these agile design procedures.

The thematization of hands-on activities, that is, their orientation towards the resolution of an existing and practical problem that exists in the student's social environment, would make it possible to deepen the usefulness of the educational activity. Also, the thematization may be translated into greater motivational power for the practice. However, introducing such a theme in hands-on practicals initially oriented to provide students with generic professional skills may dilute its final objective. Therefore, it is necessary to work on the practical's design to avoid harmful interference between both aspects.

The proposal is based on the research carried out as a Doctoral Thesis by Pedro A. Pernías Peco entitled "Design, development, and validation of a lean method of MOOC creation (2018)" (http://hdl.handle.net/10803/6692459) and results from the adaptation of the proposal mentioned in the thesis to the specific case of the development of teaching practices.

The method uses a CANVAS model or template adapted initially from the LEAN STARTUP CANVAS called "eLearning Lean Design," which aims to effectively and efficiently develop a teaching proposal, i.e., obtain the expected results with a reduced investment of resources.

The application of the method includes a series of evaluation milestones that progressively validate the sequence of steps that are being achieved. It also allows for pivoting, adjusting, or correcting the decisions taken if necessary. This method enables the findings to be consolidated and uncertainties to be gradually removed.

The article will present the proposed method, its implementation history in several practical cases, and the results obtained, both by the students (effectiveness as perceived quality) and by the teacher using the methodology (efficiency as savings in time and effort).

The specific cases of application of this method deal with heterogeneous disciplines such as Engineering (in the case of Computer Engineering and Multimedia Engineering) and the degree of Primary Education Teacher, which proves the versatility of the method.
Keywords:
Higher education, methodology, hands-on practicals, agile methodology, project-based education.