FH3 Burnt Berlin

This is the output from the BURNT activity held at OEB in Berlin, Germany.  Feel free to use it.  These were the instructions given to participants at the workshop.

'This is your opportunity to get out of your system your experiences of success and failure and what you think about the role of technology in higher education. Put your stake in the ground early, but be prepared to move on.  Have a discussion in a small group. Introduce yourself.  Say hi. Then explore your own and the others views and experiences on success and failure and its role in supporting and making ‘good’ (digital) teaching and learning.'




Victories! On the pink one, write down all reasons why educational technology projects you have been involved with, worked on, were a part of worked.  What made them a success?

On the yellow one, write down what made other projects, initiatives, pilots fail to ignite or take-off.  What made them work in the first pilot and became one-off experiences?

On the green one, put down all your hopes and dreams for educational technology projects.  What do you hope will happen when a  project works 

What went right!

What went wrong!


  1. Blended learning, distance learning
  2. Focusing on possibilities of peer feedback in context of the (assessing) group work
  3. Interactive technology in pilot project, learning spaces
  4. Bb Collaborate training (highly wanted by instructors, well executed training)
  5. Networking & Establishment of pedagogical coaching service. Finally succeeding (a little) in creating reach & connection distributed in the organization
  6. A new LMS (Canvas) was implemented this year and both lectures and students are happy. Lots of new possibilities in the LMS
  7. Adobe Program for teaching. Interactive Teaching
  8. Lang blog, a video blog to learn languages online. Developed at our own institution (UOC)
  9. Development of teacher / lecturer competences in relation to ICT
  10. Wiseflow, video tools
  11. Create a tool for interact activities and exercises. Each activity can be use as well on website, digital platform, digital book
  12. Introduction of a mind-set for digital change programing for schools. See very positive changes taking places
  13. Video tool, Wiseflow (ITS)
  14. Integrating web lectures into my curriculum as blended/flipped approach. Contact time is now interactive, case based + learners are engaged
  15. Having students use other formats to show what they have learned. (video, Wikipedia, infographic, etc.) - both domain knowledge & skill which matters
  16. Having teachers replace lectures (by knowledge clips or other) and use face to face time for interaction or other activities
  17. Simulation Centre OSC: Offshore Simulation Centre - Simulation as training. NTNU Campus Aalesund
  18. Implementing peer learning tech across all educational programmes - (push from staff)
  19. Top down. Bottom up, strategy, almost perfect match
  20. Established a centre of teaching and learning
  21. Moodle as a e-learning platform. Finally it worked
  22. Going from one LMS to a new LMS. Teachers producing learning elements: courses, films, tests, adobe
  23. Implementing blackboard LMS
  24. Using pallet to get students in large classes (100) to reflect and discuss in smaller groups
  25. Using e-learning to trigger a discussion in peer group meetings
  26. E-assessment at Utrecht University - the whole process well thought out ( assessing, providing, secure devices, effects on real estate)
  27. Educational videos to scaffold high school learners and teachers in high school in South Africa, simple but effective
  28. New mobile technology in laboratory
  29. UAL futures - inter-disciplinary purpose driven education
  30. Wiseflow, Smartboard, Praktikportalen, simulation, Video Optaget cases of simulation
  31. Using thinglink
  32. Online learning (AC) Students find it to be excellent method
  33. Failure is not an option
  34. Cloud services has given us lots of possibilities for ex.o365
  35. (Smart technology innovations learning lessons) Still race (Inspiration workshops of tech for teachers)
  36. Gamification with ex. Seppo Game
  37. Communication with international spaces station. It is expensive, dangerous, you can never meet for coffee
  38. Using online interactive story telling in a multidisciplinary workshop. Why! Students both created and 'played'/read the stories in multidisciplinary groups. It was engaging, creative, and a cause for reflection
  39. Getting faculty to spend time to learn a system(LMS)
  40. Getting faculty to spend time to discuss how to use tech to get the pedagogical goals set
  41. Victory: the formation (knowledge)is available in abundance, cheep (mostly free) and anytime, anywhere
  42. Blended(Flipped) learning step 1. Video as preparation. 2.Q&A with teacher. 3.case works/collaboration. 4.Quiz. 5 Reflections.
  43. Video - produce for learning. Became research based & professional
  44. E-learnings implementation (Increased focus on Els/LMS as crucial to digital training and tech-supported teaching in the entire organization, especially leadership)
  45. Video (Podcasts) why? 1. Fun, playful learning. 2. Collaborative, social. 3. Constructive, meaningful. 4. Relevant, usable.
  46. Making collaborative learning possible in secondary & higher education
  47. Academic staff has been forced to make them digital
  48. A video conference based online teaching/learning programme that made it possible for foreigners to learn Danish although their personal or work situation was special/difficult, e.g. a circus artist from Romania traveling around the country
  49. Adobe Program for teaching. Distance teaching: DK. Interactive teaching - chat, question
  50. Managed to use technology-enhanced learning environments to 1.gain access to international teaching and learning experiences for students who specialise in performing arts. 2. create design-based learning environment for choral conducting ( blended learning), traditionally face to face. 3.Used specific augmented reality app and a simple programme (powtoons) to contextualize teaching experience and create situated learning.
  1. A lot of department involved
  2. No support for delivery
  3. Smart boards - lack of interest
  4. Not testing or gauging uptake/ not understanding user needs
  5. Virtual world like second life / spending very much time for preparing and uploading but not realistic enough
  6. After 3 years our total curriculum rewrite is back to square 1. Role of technology still not clear
  7. Very slow process of getting lectures to create video content and facilitate (flipped) learning
  8. Not knowing why you've used a technology
  9. Old systems: tech, logistic, stops innovation
  10. Trying to introduce/inspire adoption of conversational chat platforms
  11. Disaster! Equipment that needs too much steps or instructions to get working. Lack of simplicity/self-explanation
  12. User-generated video - students having to create small videos to cover a topic
  13. Repository for learning contents in the virtual classroom
  14. Exams! - still not relevant for learning. - Expensive, time consuming
  15. On campus courses in learning manage system, cancelled
  16. Buying expensive equipment for recording and streaming and then getting little response / use
  17. Implementation of Moodle ( Lots of resistance)
  18. Interactive multi-location learning without the interactive part
  19. Some teachers have bad attitudes toward digital learning solutions
  20. Apps that were too far into the future. - Augmented reality in 2013. - Asynchronous / live math app introduced into the market
  21. Google glasses, nice in particular setting but difficult to adapt (use) the 'thing'
  22. Using Twitter as a platform for communicating with students is a workshop. Why? No student had an account
  23. Not enough internet capacity. Convincing colleagues that it is possible
  24. Too much focus on the technology
  25. O365 with teamsite as collaboration space for students, we chose the wrong tool!
  26. Online education in social studies
  27. Blackboard Epos
  28. eLS / LMS implementation. We chose the wrong tool!
  29. A very big digital T & L project that never was finished, maybe because: we ran out of time, too few hands / heads involved. It wasn't a sharing / common project...
  30. Smartboard 'Nobody' wanted it, waste of resources
  31. Some video presentations
  32. Long distance teaching, delayed - internet
  33. The Language Lab, a website for teacher and students to work more on the oral
  34. Too futuristic. Market remained suspicious of tech intervention.
  1. One game - every students - innovation
  2. One world, one university, equal possibilities
  3. Comfortable interaction between teacher and student during e-learning
  4. Dream: when tech supports the life/blood engagement of teachers and students ( or peer students in a 'teaching' role)
  5. Learning stays at the heart of the process and technology is almost invisible. ( if you notice it, the spell is broken)
  6. Open and positive attitude to e-learning throughout university
  7. Hoping that students will experience learning in a digital learning environment that meets their expectation in 2018
  8. Hoping to establish a new organizational unit at the college - working with teaching and learning ( with or without LCT)
  9. AI - For analyse and recommendation for students. AR- For knowledge visualization. Interaction - Involvement in the lesson
  10. We understand students' needs
  11. Open contents, use of open resources instead of copyrighted ones
  12. No difference in feeling attached / engaged when changing from face to face to virtual
  13. To get every professional category at university actively engaged in digital education. i.e. teachers, researchers, librarians, LCT-pedagogies, staff support, students support. We are all in it together to put students learning in focus.
  14. Help students to be more engage in their learning with the right content, the functionality
  15. Hope that we are able to choose the right tools. What criteria do we focus on? What is high quality?
  16. Raise awareness in leadership about the need to involve instructors and students more, and engage with their needs.
  17. Less technology but more learning. 2. Students and teachers are producing together with technology. 3 More interactive learning
  18. # Feministinternet
  19. Hope that we are able to shift our focus from 'Tech X implementation project' mode to 'Teaching/learning principle Y project', where the tech is part of it, but not the point of it.
  20. Overcome organizational barriers - arrange support centres & academic facilities
  21. Kill the LMS
  22. To implement Blended learning at our language school - ' the entire school' - Being able to blend according to the different target groups' needs and possibilities
  23. App Economic systems, Sis Integration
  24. VR tech is health education
  25. Get better with technological tools
  26. Convincing colleagues, creating a truly virtual teaching - learning environment for my field of study (music)
  27. Digital Equality
  28. Implementing a new LMS gives a 'boost' in the use and creativity at the university's use of tech in teaching education
  29. Online education with teachers from the rest of the world
  30. Agile content : A tool that allows teachers to publish new learning resources & update them in an agile way
  31. Introducing more games and interactive activities
  32. Tech - people and educators/teachers speak the same language
  33. Technology would be as easy to use as a pencil
  34. 24/7/360 learning possibilities in every vocational sector
  35. Trojan Mouse
  36. When working in our institution it would be integrated already in ones attitudes to use technology
  37. Learning at a more individual ways, maybe using XApi instead of one bis LMS use different apps and ways of learning
  38. A strategy for the pedagogical use of ICT in my home institution
  39. Content / product production - teacher and students as learners. 'Learning together'
  40. More positive attitude to change. - change occur in right frequency now and in future - only positive attitude is way to survive & tackle challenges.
  41. Showing that technology can make the learning/education better & that it is not the goal to replace everything with technology. Because there still is a lot of reluctance among teachers and students.
  42. That digital education is given the chance to change. It can make it if all the elements are brought together well.
  43. That digital education is given the chance to change. It can make it if all the elements are brought together well.