avatars & the young conference

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Keynote Address at the American Creativity Association's International Conference on Creativity

TRANSCRIPT

  • 1. avatars & the young how technology is redefining creativity in the modern classroom
  • 2. presentation outline
    • Digital revolution and the impact on education
    • What has and has not changed
    • Our education systems response to the challenges posed by web 2.0
    • The gaps that need to be filled
    • Some attempts at bridging the gaps
  • 3.
    • Our students sit behind blue desks and chairs, studying from textbooks and lecture notes..
    This is not a thing of the past.
  • 4. yahoo eBay mySpace Outside of school, they interact in iTunes skype wiki google earth kazaa MMORPG facebook flickr friendster youTube different sorts of learning communities no books no pen no paper
  • 5. BUY PROPERTY, BUILD A HOUSE DESIGN OWN VEHICLE TRAVEL ANY WAY THEY WANT HANG OUT & CHAT they in SECOND LIFE
  • 6. they in SIM CITY POOL TOGETHER RESOURCES AND STRATEGISE TO BUILD A SUCCESSFUL CITY
  • 7. they in CITY OF HEROES TAKE ON ROLES OF SUPERHEROES TO FIGHT VILLAINS AND ENSURE GOOD TRIUMPHS OVER EVIL IN MASSIVELY MULTIPLAYER ONLINE ROLE-PLAYING GAMES LIKE . OTJ training! no lectures no textbooks no instructors no age-groups no entry requirements
  • 8. in Sep 2008, they will go on to construct civilisations
  • 9.
    • A Global Imperative: The Report of the 21st Century Literacy Summit, New Media Consortium
    • Confronting the Challenges of Participatory Cutlure: Media Education for the 21st Century, Henry Jenkins
    • Got Game: How the Gamer Generation is Changing Business Forever, Beck & Wade
    • Dont Bother Me Mom Im Learning, Marc Prensky
    • ongoing work of MacArthur Foundation, John Seely Brown, James Paul Gee, Futurelab (UK), Learning Sciences Lab (Singapore) etc
    no experts
  • 10. The strategic conversation has shifted: from 21st Century literacy for students to 21st Century literacy for teachers. - 21st Century Literacy Summit A Global Imperative The New Media Consortium San Jose, California 2005 There is a disjuncture between what and how students are learning outside of the classroom and how they are learning in the classroom
  • 11. Half of all teens in US have created media content and roughly one third of teens who use the Internet shared content they produce. (Jenkins 2005) In Singapore, among our youth 78% of those aged 10 to 14 and 89% of those aged 15 to 19 use the internet for communicating 58% of those aged 10 to 14, and 40% of those aged 15 to 29 engage in computer games like Maple Story, World of Warcraft and Counter Strike. (Infocomm Development Authority 2007)
  • 12. My computer is switched on 24/7, and I spend most of my time at home talking to others online. Its just a habit. Amelia, Sec 4, Paya Lebar MGS The Internet is a tool that helps me connect with friends, especially the ones whom I dont get to meet every day. It really helps in bridging the gaps between me and my friends. Joel, Sec 3, Junyuan Sec Games are an intriguing study in strategy, mathematics and logic. Contrary to what people say, theres not much luck involved, only skill. David, Sec 1, ACS (Barker)
  • 13. our students are
    • parallel processing
    • connected
    • active
    • used to twitch speed
    • attuned to random access
    • prefer graphics first
    • like teaching themselves
    • move easily between world of fantasy and the real
    • accept multiple truths
    • are comfortable with multiple identities
    • used to cultural diversity
    • used to networking
    • know how to improvise and get round the rules
  • 14. And its not all about technology. ?
  • 15. Minus the technology, what has changed for our students?
    • They are communicating differently : interest-based, no social dividers, age-independent.
    • They are sharing differently: they dont keep their feelings locked up in a diary; they share all sorts of things, images, music, opinions with all sorts of people.
  • 16.
    • They buy and sell differently: have access to new wealth, niche markets, collectibles.
    • They create differently: by teaching themselves, by combining media, and coming up with new products (modding)
    • They learn differently: searching, evaluating, analyzing and reporting from multiple sources and from different sorts of people using different media.
    Minus the technology, what has changed for our students?
  • 17. Their identities are constructed differently
  • 18. Singapore, IT Masterplan (1996), mp2 (2003) We still give students a standard body of knowledge, from authorised sources textbooks We imagine we have a binary relationship with them. We still test them the same way pen & paper. We expect them to hand in work in the same way. We expect one solution to every problem we give them. We focus on content instead of context. We dont realise that whats happening with web 2.0 goes beyond the hardware, and software. But something has not changed for many of our teachers
  • 19. Trends arising from web 2.0 that will have an impact on education
  • 20.
    • CONNECTIVITY
    • Always on
    • Complexity
    • Fusion
    • Blurring boundaries between play & learning , school & leisure , real & virtual
    • Increasing focus on cross-curricular skills , collaborative learning and creative thinking.
  • 21.
    • ACCELERATION
    • smaller
    • faster
    • cheaper
    • children want to and expect to learn more quickly
    • focus on efficiency (technology as a time-saver)
    • learning is on the global agenda in spheres outside traditional school
    • call for education accountability at all levels increasing
  • 22.
    • INDIVIDUALISM
    • personalised learning
    • self-actualisation
    • self-reliance
    • loss of authority with regard to what to learn, class management, how learning takes place
    • Greater demand for student involvement and choice
    • greater demand diversity and learning styles, interests
    • expectation of teacher performance keeps rising
  • 23. connectivity, acceleration and individualism interact acceleration individualism connectivity ?!
  • 24. ?!
  • 25. Beyond gadgets & devices Learning 2.0 is about Co-creation Participation Option Creation Pattern Recognition Sense Making Social Learning
  • 26. THE FUTURE: Singapore 1960s 2000s 1980s Labour Intensive Capital Intensive Technology Intensive Skills intensive Knowledge Intensive Innovation / Experience Intensive
  • 27.
    • The world is looking for people who are able to:
    • find solutions to new/fuzzy problems
    • fit into many (new) careers
    • provide more than one answer to a problem
    • work with a diverse range of people & cultures
    • Be left and right-directed stories, play, androgyny (Pink)
    • and we are not producing them in the numbers that Singapore/ the world needs.
    WHAT LINDEN LAB WANTED.
  • 28. For Education 2.0 to happen, we need Generation 2.0 Teachers
  • 29. From analog to digi