Designing 21st Century Flipped Learning Experiences

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  1. 1. Zaid Ali Alsagoff
  2. 2. Source: . Of U.S. employment is in the high risk category of being automated in the next decade or two. 47%
  3. 3. Biggest Challenge Ahead? The Second Machine Age: Anything you can do, I can do BETTER, FASTER & CHEAPER! Disruptively rapid codification and automation of routine and complex processes by computers and robots.
  4. 4. Time Cover:,16641,20061218,00.html
  5. 5. Source (p. 4):
  6. 6. Survival Skills for Careers, College & Citizenship 1. Critical Thinking & Problem-Solving 2. Collaboration Across Networks & Leading by Influence 3. Agility & Adaptability 4. Initiative & Entrepreneurialism 5. Effective Oral & Written Communication 6. Accessing & Analyzing Information 7. Curiosity & Imagination Presentation Slides: Video: 7 Dr. Tony Wagner
  7. 7. Master the , before you can, master HOW-TO-LEARN, you must! Yoda image:'s_hover_chair.png
  8. 8.
  10. 10. 1 LEARNING
  11. 11. Future Learning Methods? Learn While Sleeping! Massive Open Sleeping Courses! Super Delta Brain Wave Learning!
  12. 12. Learning Uploads/Chips! Future Learning Methods? Learning Pills! Learning Implants, Uploads & Super Learning Neurons!
  13. 13. BRAIN Amazing Facts About the Human Brain (Infographic):
  14. 14. The Learning Brain (video):
  15. 15. How does our BRAIN LEARN? ATTENTION - We don't pay attention to boring things. WIRING - Every brain is wired differently. GENDER - Male and female brains are different. MEMORY - Repeat to remember. Remember to repeat. SENSORY INTEGRATION - Stimulate more of the senses. VISION - Vision trumps all other senses. STRESS - Stressed brains don't learn the same way. SLEEP - Sleep well, think well. EXERCISE - Exercise boosts brain power. MUSIC - Study or listen to boost cognition. EXPLORATION - We are powerful and natural explorers. Summary: Dr. John Medina
  16. 16. Research shows us that each learning style uses different parts of the brain. By involving more of the brain during learning, we remember more of what we learn. Learning Choices: Diagram adapted from: LEARNING STYLES Learning Styles
  17. 17. REQUIRED FOR LIFE! Learning Styles WHY? MASTER ALL
  19. 19. The minute I dropped out I could stop taking the required classes that didnt interest me, and begin DROPPING IN on the ones that looked interesting. Steve Jobs*MOOC: Massive Open Online Course *NOOC: Nano Open Online Course
  20. 20. *LH: (Learners) Learning Hours *NLE: Nano Learning Experience *NOOC: Nano Open Online Course
  21. 21. "Everything should be made as simple as possible, but not simpler." - Albert Einstein
  22. 22. Constructive Alignment (CA) Learning Activities ContentAssessment Learning Outcomes More about Constructive Alignment:'_Model_of_Constructive_Alignment_in_Curriculum_Design/Introduction - John Biggs
  23. 23. Integration Activation Application Demonstration Problem Instructional Design Models & Methods Dick and Carey Model Gagn's Nine Events of Instruction Bloom's Learning Taxonomy Merrill's First Principles of Instruction ADDIE Kemp's Instructional Design Model Kirkpatrick's 4 Levels of Evaluation
  24. 24. Gain Attention Inform Learning Outcomes Stimulate Recall of Prior Learning Present New Content Provide Guidance Provide Learning Activities Assess Learning Provide Feedback Enhance Retention and Transfer This will help you Last class we learned how to Allow me to demonstrate Now you try it Try it like this Lets test your skills now Lets do it in the field Gagnes 9 Events of Instruction Source (Gagnes 9 Events of Instruction starting at slide 9):
  25. 25. GainAttention Ahh! Question Story FactDefinition Quote Analogy Humor Personal experience Demonstration Vide Clip
  26. 26. Gagnes 9 Event of Instructions Presentation Events of Instruction Learning Activities Introduction 1. Gain attention Present a dilemma, analogy, video 2. Inform learning outcomes List clear learning outcomes creatively (Question/Challenge) 3. Stimulate recall prior knowledge Explain how prior knowledge relates to new topic Initiate discussion Pre-tests Content 4. Present new content Explanation, example, simulation 5. Provide guidance Guidelines, checklists, mnemonics, group discussion Assessment 6. Provide learning activities 7. Provide feedback 8. Assess learning Check your understanding Self/Peer/Facilitator Assessment Practical, e-Portfolio, quiz Summary 9. Enhance retention and transfer Summarize/Conclude the topic Provide additional resources
  27. 27. How can we use Technology to TRANSFORM Learning?
  28. 28. TPACK Reproduced by permission of the publisher, 2012 by - Matthew Koehler & Punya Mishra A framework that identifies the knowledge teachers need to teach effectively with technology.
  29. 29. The SAMR Model (Background and Exemplars): - Ruben Puentedura Image source: SAMR
  30. 30. - Prof. Rozhan M. Idrus Technogogy Technogogy is then defined as the convergence of technology, pedagogy and content (learner focused) in the transformative use of technology to foster learning. 4D Technogogy Model
  31. 31. ENVIRONMENT TRANSFORMATION Online F2F Substitution Redefinition - Zaid Ali Alsagoff Training Support TEST-Learning Framework STUDENT Motivation Learning Styles Technology Knowledge TEACHER ExpertiseTechnology Motivation x-Gogy LEARNING Modification OERs MOOCs *F2F: Face-to-Face *MOOCs: Massive Open Online Courses *OERs: Open Educational Resources *X-Gogy: Peda/Andra/etc./gogies LEARNING OUTCOME(S) ASSESSMENT CONTENT / ACTIVITIES TOOLS
  32. 32. Infuse Creativity & STORIFY Learning! BULLETS stick for exams, STORIES stick for life. Zaid Ali Alsagoff!
  33. 33. Use a Variety of Methods to Assess More Learning AnalyticsPeer-Assessment E-PortfolioRubrics AUTHENTIC Learning & Empower PERSONALIZED Learning!
  34. 34. Source:
  36. 36. Blended *F2F: Face-to-Face Finding the Right Blend Online F2F Video: Christensen Institute (Source):
  37. 37. A Flipping
  38. 38. Infographic: Introduction Video:
  39. 39. Source:
  40. 40. Source:
  41. 41. Jackie Gerstein
  42. 42. Blended & Flipped Learning in
  43. 43. Flipped Learning at Chapter 15 (page 255):
  44. 44. B Gamifying
  45. 45. If You Can Have _______, WHY NOT?
  46. 46. Gamify Learning Experiences!
  47. 47. Gamification? The process of using game thinking and game mechanics to solve problems and engage users. - Gabe Zichermann Source (Slide 11):
  48. 48. Game Mechanics? Constructs of rules and feedback loops intended to produce enjoyable gameplay. Building blocks that can be applied and combined to gamify any non-game context.
  49. 49. Chopped out from this Infographic: Building Blocks Badges: Rewarded a badge for completing a task/level.
  50. 50. Chopped out from this Infographic: Building Blocks (2)
  51. 51. EXAMPLES?
  52. 52. Uses Existing Games to Amplify Learning! Mr. Pai Mr. Pai features scalable, game based curriculum using Flower Power of, Timez Attack,, Nintendo DS, Brain Age 2, Raz-Kids, etc.
  53. 53. BozemanScience: Uses Moodle & Google Docs! Paul Andersen His Method: Uses elements of game design to improve his AP Biology class. The entire class revolves around Moodle. Students complete levels to acquire experience points and move up the leader board.
  54. 54. Acquire Badges for Completing Tasks! Western Oklahoma State College
  55. 55. MISSION Explore the connectedness of the global community through the lens of the economic, social, and environmental crises and the imminent threat of war. Extricate each country from dangerous circumstances and achieve global prosperity with the least amount of military intervention. LEARN Collaborate and communicate with each other as one work to resolve the Game's conflicts. Compromise while accommodating different perspectives and interests. Discover that we share a deep and abiding interest in taking care of each other. The World Peace Game Homepage: Trailer: John Hunter Hands-on Political Simulation
  56. 56. C2S2C Method
  57. 57. GAMIFY IT! Use C2S2C Method to 1 Challenge 2 Compete 3 Show COURSE Learning Outcome (LO) LO LO LO LO LO LO LEARNING ACTIVITY 4 Score 5 Celebrate!
  58. 58. Gamification can be applied to sequential or non-sequential learning tasks/activities. o Level 3 o Points (100) o Advanced o Badge (3) o Map (100%) o A o 100% o Destinction o Rubric o Peer-Assess o Level 2 o Points (80) o Novice o Badge (2) o Map (80%) o B o 80% o Credit o Rubric o Peer-Assess Examples: o Level 1 o Points (40) o Beginner o Badge (1) o Map (40%) Examples: o C o 40% o Pass o Rubric o Peer-Assess 1. CHALLENGE TASK/ACTIVITY 1. A 2. A-B 3. A-B-C 4. A-B-C-D 5. A-B-C-D-E 6. A-B-C-D-E-F 7. A-B-C-D-E-F-G 8. A-B-C-D-E-F-G-H 9. A-B-C-D-E-F-G-H-I 10.A-B-C-D-E-F-G-H-I-J 11.A-B-C-D-E-F-G-H-I-J-K GAMIFICATIONGRADING
  59. 59. Example? Gameplay: 3 Hours to do this Group Activity
  60. 60. 2. COMPETE Individual or Group
  62. 62. 4. SCORE Map Levels Points Polling Badges Rubric Scored by Self, Peer, Teacher and/or Computer Assessment. Select Your Game Mechanics Flavor! Rank Survey Bonuses Countdown Rewards Rewards StatusAvatars
  63. 63. 5. CELEBRATE Its NOT really about winning, but using game mechanics to engage and inspire real effort. - Zaid Alsagoff
  64. 64. OER Workshop at USM (27 28 June, 2012) Gamifying to engage USM ACADEMICS to develop OER! *OER: Open Educational Resource
  65. 65. 2nd OER Workshop at USM (27 28 August, 2012) Gamified Classroom Learning Works!
  66. 66. Dont gamify everything, but at least consider gamifying the BORING stuff! Zaid Alsagoff Image source:
  67. 67.
  68. 68. 4 TOOLS
  69. 69. Use Social/Intelligent Curation Tools To Pull, Discover, Filter, Organize & Share!
  70. 70. Tools to Spice Up Your Content? Design 1 10 Minute Learning Nuggets!
  71. 71. Use Interactive Web Tools to Spice Up Flipped Learning! Student Response Systems (SRS) that empower teachers to engage their students via smartphones, laptops, and tablets.
  72. 72. Interact & Collaborate Online Using IMU Webinar Series (example): Various Social Media & Web 2.0 Tools!
  73. 73. Share Your Content Online 150+ Tools:
  74. 74. 150+ Tools: Build Online Courses Free & Commercial Options!
  75. 75. Android iPAD Web 2.0 Blooms Digital Taxonomies! Google M O R E
  76. 76. More Learning Tools?
  77. 77. Best Quick Reference Guides to Tools? Social Media & Web 2.0 Reference Guides:
  78. 78. Rethinking Teaching; Redesigning Learning MOOC
  79. 79. More on Social Media/Web 2.0
  80. 80. 6 Simplified
  81. 81. Designing 21st Century Learning Experiences? Engaging Flow Gamify! Learning Activities ContentAssessment Learning Outcomes Tools Flipping F2F Online
  82. 82. Have a ZaidLearn! Finally, You Might Want To
  83. 83. Zaid Ali Alsagoff Principal Lead, e-Learning & Innovation E-mail : Blog : Slides : Twitter: IMU :