5 realities of 21st century living

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5 Realities of 21st Century Living A Guide for Teachers and Learners profmikegreene

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Presented at VCCS New Horizons 2013

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Page 1: 5 Realities of 21st Century Living

5 Realities of 21st Century LivingA Guide for Teachers and Learners

profmikegreene

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Be sure to check out#nh13 tweets on twitter #nh13 photos on flickr #nh13 reading list on pinterest

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Why?

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1. UnlearningForgetting the truths that got us here but hold us back from there

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A Primer to UnlearningBy Jack Uldrich

or just watch his TED talk

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What are the colors of a yield sign?Exercise

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What is unlearning?The chief object of education is not to learn things but to unlearn things

G. K. Chesterton

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Imagination is more important than knowledgeAlbert Einstein

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$.01 $.02 $.04 $.08 $.16

$100,000 $200,000 $300,000 $400,000 $500,000

$3,000,000 $5,368,709

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Compound Interest PrincipleA = P ( 1 + r/n ) nt

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Forces that have been doublingMoore’s Law, Bandwidth, Genome Sequencing, Robotics

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0

1250000

2500000

3750000

5000000

Moore’s Law

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How technology evolvesThe S-Curve

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What does unlearning mean for us?A lesson from Sherlock Holmes

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A man's brain originally is like an empty attic, and you have to stock it with such furniture as you choose. !

It is a mistake to think that little room has elastic walls and can distend to any extent. Depend upon it there comes a time when for every addition of knowledge you forget something that you knew before. !

Therefore, one must not have useless facts elbowing out the useful ones. !

A man should keep his brain-attic stocked with all the furniture that he is likely to use, and the rest he can put away in the lumber-room of his library, where he can get it if he wants it.

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What does unlearning mean for us?The significant problems we face today cannot be solved at the same level of thinking we were at when we created them

Albert Einstein

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2. Design ThinkingThe art of evolution

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Intention

Iteration

Creation

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As more of our basic needs are met, we increasingly expect sophisticated experiences that are emotionally satisfying and meaningful … design thinking is the tool for imagining these experiences as well as giving them a desirable form

Tim Brown

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Application to educationPeople are taught what to learn but not how to learn, and they are slowing educated out of their innate curiosity and creativity.

Patrick Newell

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Integrating Design ThinkingBe more interdisciplinary No idea is a bad idea Prototype

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designthinkingforeducators.com

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3. Efficiency

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Sleep Work Other

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Track your timeIt’s your most precious and finite resource

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EvernoteNotes Notebooks Tags Search Ubiquitous

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4. Tech FadsWhich ones do I care about?

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A look into 2007No smartphones No tablets No cloud No twitter No kinect No web-enabled things

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What fads really matter?The ones that make tech invisible

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Ubiquitous ComputingWhere tech takes a backseat

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Mainframe

Personal

Ubiquitous

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5. GamificationEverything’s a game, everyone’s a gamer

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Computer and video games have reached a critical mass. Our industry’s position is one of the strongest and most cutting-edge sectors in the U.S. economy.

Michael D. Gallagher, CEO, Entertainment Software Association

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Average gamer age30

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% of Female Gamers47

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% of Gamers play games with others62

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Everyone is gamingPlay has moved beyond entertainment

Games are the most elevated form of investigation. ––Albert Einstein

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GamificationTaking the things that make games engaging and applying them to the rest of life to drive behavior

Game Mechanics - the procedures and rules of your game

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Autonomy Customization Choice !Mastery Levels Challenges !Purpose Giving / Altruism Narrative Greater Meaning !Status Leaderboards Achievements

Social Connections Suggest similar users Cooperative “play” !Rewards Points Badges Achievements !Peer Pressure Peer review / feedback / grading Boasting / Bragging system Competitive “play”

Avoidance Lose Points Lose Status Game Over !Scarcity Exclusive / Unique Rewards Reward Schedules !Fun! Quiz’s Competitions

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Gamification

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Gamification will be used in 25% of redesigned business processes by 2015, this will grow to more than a $2.8 billion business by 2016 !

70% of Global 2000 businesses will be managing at least one "gamified" application or system by 2014

Gartner

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Gamifying EducationIt’s simpler than you might think

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One more thing...Are you ready for our new reality?

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[email protected] 804.768.6878

@profmikegreene

Q & A