digital tools in learning: the past and the future

Post on 12-Apr-2017

167 Views

Category:

Education

0 Downloads

Preview:

Click to see full reader

TRANSCRIPT

Digital tools in learning: the past and the futureTeemu Leinonen 14.3.2017

By Jean Marc Cote (1901) via Wikimedia Commons.

B.F. Skinner (1957): Teaching machine and programmed learning.

The slogan on the wall: "Programming is the second literacy. The first one gives you knowledge: the second allows you to implement it in practice.”

1985-1986: Chkalovski Village School No. 2, Pravetz 82 computers. Газета «Переславская неделя» / В. С. Спиридонов via Wikimedia Commons.

Teaching machine Learning machine Content

Paradigms and theories

Collaborative learning

behaviorism constructivism social constructivism

Pavlov 1920; Skinner 1960 Piaget 1960 Dewey 1880+ Vygotsky1930

The future ?

“We tend to overestimate the effect of a technology

in the short run and

underestimate the effect in the long run.”

Roy Amara (Amaras Law)The Institute for the Future / Stanford Research Institute

“We tend to overestimate the effect of a technology

in the short run and

underestimate the effect in the long run.”

Effect

Time

What we think that will happen

Effect

Time

What we think that will happen

What really happens

Effect

Time

short run:overestimate

long run:underestimate

What really happens

What we think that will happen

What we think that will happen

Effect

The Web

Tim Berners-Lee: World Wide Web

WikipediaFacebook

GoogleYouTubeTwitter

What really happens

1991 2006

Effect

1991 20061998

Future Learning Environment

Tim Berners-Lee: World Wide Web

WikipediaFacebook

GoogleYouTubeTwitter

Future Learning Environment / Fle3

Future Learning Environment / Fle3

Future Learning Environment / Fle3

Future Learning Environment / Fle3

Pokémon GO

Effect

Mobile augmented reality

Pokémon GO

What really happens

What we think that will happen

1980

Steve Mann: Wearable computersystem

2016

Effect

Pokémon GO

1980 2016

Steve Mann: Wearable computersystem

Pokémon GO

What really happens

What we think that will happen

2006

Shedlight: Augmented realitywith virtual annotation

Internet-based networks

growing computing capacity

automation and robotics

Technology mega-trends

?

Learning mega-trends

?formal and informal learning

social environments

analytics and reflection

Internet-based

networks

formal and informal learning

social environment

s

analytics and

reflection

growing computing

capacity

automation and

robotics

?

Leinonen, T., Keune, A., Veermans, M. & Toikkanen, T (2016) Mobile apps for reflection in learning: A design research in K-12 education. British Journal of Educational Technology.

Põldoja, H., Duval, E., Leinonen, T. (2016) Design and evaluation of an online tool for open learning with blogs. Australasian Journal of Educational Technology 32 (2).

Pejoska, J., Bauters, M., Purma, J., Leinonen T. (2016) Social augmented reality: Enhancing context‐dependent communication and informal learning at work. British Journal of Educational Technology.

Durall, E. & Leinonen, T. (2015). Why Do We Want Data for Learning? Learning Analytics and the Laws of Media. in The Future of Ubiquitous Learning Learning Designs for Emerging Pedagogies. Springer International Publishing.

Internet-based

networks

formal and informal learning

social environment

s

analytics and

reflection

growing computing

capacity

automation and

robotics

Thank you!Teemu Leinonen

www.teemuleinonen.fiteemu.leinonen@aalto.fi

top related