steam: a framework for 21st century education

36
STEAM: A Framework for 21 st Century Education Gregory N. Washington, Ph.D. Dean, The Henry Samueli School of Engineering Professor, Mechanical and Aerospace Engineering

Upload: boralogix

Post on 06-May-2015

1.142 views

Category:

Education


0 download

DESCRIPTION

Presenter: Gregory Washington, Dean of the UCI Henry Samueli School of Engineering Description: The world is changing and technology is one of the driving forces. There are a number of global grand challenges that our students will be faced with in there lifetime. Preparation for gaining the skills & motivation needed to solve these challenges start now. Come learn about our changing world and how we can influence our students' readiness.

TRANSCRIPT

Page 1: STEAM:  A Framework for 21st Century Education

STEAM: A Framework for 21st Century Education

Gregory N. Washington, Ph.D. Dean, The Henry Samueli School of

Engineering Professor, Mechanical and Aerospace

Engineering

Page 2: STEAM:  A Framework for 21st Century Education

Who am I? •  Major Academic Accomplishments

–  Developed first mechanical active antenna with Smart Materials

–  First Reported Intelligent Control Methodology for Hybrid Electric Vehicles

–  Dean (UCI), Interim Dean, Associate Dean for Research

•  Academic –  More than 140 papers in Journals, Conference

Proceedings and edited volumes, 4 best paper awards. University Distinguished Teaching Award

•  Industry and Government funding ($>12 million ($4 million single PI))

–  NSF (CAREER+ 3 other awards), ARO, AFOSR, DARPA, DOT, Dept of Energy, NASA, Ohio Aerospace Institute

–  BF Goodrich, Goodyear, Dupont, HRL, Boeing, Ford, GM, Ameritech, Outboard Marine Corp.

•  My motivations for this talk –  Family –  Product of Public Schools

Page 3: STEAM:  A Framework for 21st Century Education
Page 4: STEAM:  A Framework for 21st Century Education

Choose which is larger

4  

Many of us were raised to believe that these two lines were the same size

This one!

Page 5: STEAM:  A Framework for 21st Century Education

How is world is indeed different •  Speed and cost of communication

–  Information Technology is changing exponentially •  Scale of communication

– The size and scale of our interactions are global and unprecedented

•  Density of communication –  In the last forty years we’ve doubled our

population, put half of them in cities and digitally connected them. We communicate with more people than ever in MORE ways than ever

5  

Page 6: STEAM:  A Framework for 21st Century Education

Our Changing World - STEM Based

6  

Our Changing World

7 Billion people on the planet, placing stress on Energy, Infrastructure, food, etc..

Most countries compete by lowering trade barriers, privatized public enterprises and opened public utilities to competition.

 Popula(on  Growth  

 Global  Market  

Economies  

 Telecom  Revolu(on  

Scale

The avg. 20 year old sends 24k texts per year (67 per day) Avg Worker gets 105 emails per day We send 500 million tweets per day.

Page 7: STEAM:  A Framework for 21st Century Education

Speed - Accelerated Change! •  Years to 50 Million users

– Radio – 38 years – Television – 13 years – Cell phone – 7 years –  Internet – 4 years –  IPOD – 3 years – Facebook – 2 years

•  More than half of the top 10 in demand jobs in 2014 did not exist in 2004

7 Singapore Science Park

Shanghai - Pudong

Page 8: STEAM:  A Framework for 21st Century Education

Shoot movies Record movies View movies Picture (instant!)

Compute

Listen Radio

Listen Music (mobile!) Play Wake-up Measure Time

Share voice Share pictures Share text Find people

Plan route Forecast weather

   ©  Dassault  S

ystemes  2009  

Design

Scale: 1980: 1400 Kg of Disconnected Technology

Page 9: STEAM:  A Framework for 21st Century Education

   ©  Dassault  S

ystemes  2009  

2014:  Now  Integrated  in  Our  Pockets  

Page 10: STEAM:  A Framework for 21st Century Education

Global  Compe(tors  -­‐  SINGAPORE  1960s  

h"p://www.country-­‐data.com/cgi-­‐bin/query/r-­‐11828.html  

Page 11: STEAM:  A Framework for 21st Century Education

SINGAPORE  Today  

h"p://inhabitat.com/marina-­‐bay-­‐sail-­‐by-­‐nbbj-­‐architects/  

Page 12: STEAM:  A Framework for 21st Century Education

Thou

sand

s  of  G

radu

ates  

The New Global Battlefield: Science and Engineering

National Science Board, S&E Indicators, 2010

Page 13: STEAM:  A Framework for 21st Century Education

Education is a Global Jobs Issue

•  7 Billion People (5 billion adults) •  3 Billion looking for jobs •  1.2 Billion formal jobs •  1.8 Billion looking for a formal job

– According to Gallup – Formal job attainment is the most important global issue and is at the core of much of the conflict nationally

Page 14: STEAM:  A Framework for 21st Century Education

12.0 10.7

17.119.4 18.1

21.7

40s 50s 60s 70s 80s 90s 00s 10s

-­‐0.9 ?

Economic Issues - The Lost Decade

Globally,  there  are  1.2  billion  formal  jobs  for  3  Billion  people  

Lost    Decade    

Total  New  US  Jobs  (Millions)  By  Decade  

Page 15: STEAM:  A Framework for 21st Century Education

Grand Opportunities in STEM

15  

3/18/14  

•  In April 2003, Human Genome (3 Billion DNA sequenced and encoded on 25K genes).

•  In 2013 computers eclipsed humans in Computational Capacity. Laptops by 2029.

•  Communications Bandwidth has increased by 100K since 2000.

•  Rise of Nanotechnology as a Discipline

•  Our understanding of the Brain

Page 16: STEAM:  A Framework for 21st Century Education

Grand Opportunities in STEM

16  

3/18/14  

•  In the next 5 years you will no longer need –  IDs –  Money –  Credit Cards –  Store cards –  Business Cards –  Photos –  Mail/Mailman –  Paper and Hardback Books –  Bills and notices –  Paper –  Steering Wheels –  Organ Donors? –  Classrooms?

Page 17: STEAM:  A Framework for 21st Century Education

Technologies of Great Promise – All STEM Based

•  Internet of Things •  Big Data Analytics •  Human – Machine Interface •  3-D Printing •  Cloud Technologies •  Education of Tomorrow

We are in the third inning of a 9-inning game

Page 18: STEAM:  A Framework for 21st Century Education

A word on Predictions… • “I think there is a world market for about five computers.” Thomas J. Watson Chairman of IBM, 1943

•  “There is no reason for any individual to have a computer in their home.” Ken Olson, President, Digital Equipment Corporation, 1977

•  “We don’t like their sound. Groups of guitars are on the way out.” Decca Recording Company executive, Turning down the Beatles in 1962

•  “Ruth made a big mistake when he gave up pitching.” Tris Speaker, 1921

Page 19: STEAM:  A Framework for 21st Century Education

That Being said, some items are predictable

•  Moore’s Law: The number of transistors double every 18 months

•  Computational speed doubles about every 2 yrs.

•  Feature sizes of MEMS decrease by 100 per decade

Page 20: STEAM:  A Framework for 21st Century Education

Computers  and  Sensors  Worn  on  the  Body  

Everything  Connected  to  the  Network  

WHAT ARE WEARABLE TECHNOLOGIES?

WHAT  IS  THE  INTERNET  OF  THINGS?  

WHAT  DO  THEY  HAVE  IN  COMMON?  

Connec(vity      

Page 21: STEAM:  A Framework for 21st Century Education

Why the market is interesting

Source:  Ericsson  Mobility  Report,  “On  The  Pulse  Of  The  Networked  Society,”  June  2013    

THINGS  

PEOPLE  

PLACES  

50B  THINGS  

connected    

50  

40  

30  

20  

10  

0  

Billion

s  

1900   1990   2000   2020  2010  

1B  PLACES  

connected    

5B  PEOPLE  

connected    

Page 22: STEAM:  A Framework for 21st Century Education

MINIATURIZED  SENSORS  §  Enable  a  broad  range  of  health  monitoring  services  §  Offer  real-­‐Wme  connecWvity  to  service  providers  §  Ensure  24/7  health  monitoring  §  Expected  to  transform  the  healthcare  industry  

Wireless health applications have become mainstream

Page 23: STEAM:  A Framework for 21st Century Education

Many more interesting applications in motion

Security  Monitoring  

Smart  IrrigaWon  

Smart  Appliances  

Water  Quality  Monitoring  

Pet  LocaWon  

Smart  Metering  

Mold  DetecWon  

Smart  Watch  

Health  Monitor  

Out-­‐PaWent  Monitor  

Wearable  Sensors  

Smart  Glasses  

Cardiac  Monitor  

Healthcare,  Automo(ve,  Supply  Chain,  Intelligent  Buildings,  Consumer  Electronics,  Retail,  Construc(on,  

Emergency  Service    

Smart  Clothing  

LocaWon  Monitoring  

Energy  and  Water  Use  

Smart  Grids  

PolluWon  Monitoring  

Structural  Monitoring  

Urban  Noise  Maps  

Traffic  CongesWon  

Smart  Parking  

Page 24: STEAM:  A Framework for 21st Century Education

What can fit in a wearable DEVICE?

Power  Management   WiFi  +  Bluetooth  

+  FM  +  NFC  

GPS  

3G  Cellular  SoC  w/Quad-­‐Core  1GHz  CPU  and  Advanced  Graphics  

Memory  

Page 25: STEAM:  A Framework for 21st Century Education

Watch this!

Page 26: STEAM:  A Framework for 21st Century Education

Solutions – Which way do we go?

•  Embrace the Core •  Embrace the Digital Learning

Revolution •  21st Century STEAM •  Innovate, Innovate,

Innovate – Use non-traditional

frameworks to motivate youth (Maker Movement)

– Experiential Learning – Embrace Entrepreneurship

Page 27: STEAM:  A Framework for 21st Century Education

Common Core Standards It’s  a  great  start,  as  it  standardizes  educa(on  in  46  states  

and  it  starts  to  include  Technology  and  Engineering    What  the  Standards  do  NOT  clearly  define:  •  How  teachers  should  teach  •  All  that  can  or  should  be  taught  •  The  nature  of  advanced  work  beyond  the  core  •  The  intervenWons  needed  for  students  well  below  grade  level  •  The  full  range  of  support  for  English  language  learners  and  students  

with  special  needs  •  Everything  needed  to  be  college  and  career  ready  

To  be  effec(ve  in  improving  educa(on  and  geeng  all  students  ready  for  college,  workforce  training,  and  life,  the  Standards  must  be  partnered  with  a  content-­‐rich  curriculum  and  robust  assessments,  both  aligned  to  the  Standards.  

Page 28: STEAM:  A Framework for 21st Century Education

Common Core – Con’t

•  Common Core: 3 million teachers in 46 states •  Tools are being developed to teach to the skills

that kids need to have. •  Active crowdsourcing is promising

www.sharemylesson.com   www.torsh.co   www.beferlesson.com  

Page 29: STEAM:  A Framework for 21st Century Education

Common Core – Con’t

•  You must to continue to learn, relearn, and unlearn! •  Use these online tools to help you plan

–  Contribute and disseminate

www.learnzillion.com   www.khanacademy.org   iTunesU  

Page 30: STEAM:  A Framework for 21st Century Education

New Learning will get us there

•  “School” will take many forms. Sometimes it will be self-organized.

•  Learners decide and define the time and place for learning.

•  Whatever the path, radical personalization will become the norm, with learning approaches and supports tailored to each learner.

Page 31: STEAM:  A Framework for 21st Century Education

Image  Source:  Jamil  Salmi,  World  Bank  

Tomorrow’s Classroom •  Stanford University’s

Sebastian Thrun and Google’s Peter Norvig

•  Allowed anyone, anywhere to attend online, take quizzes, ask questions and even get grades for free.

•  In the first few hours – 5000 students enrolled, 160,000 by the beginning of class

•  Students hailed from more than 190 different countries (Ukraine, Australia, China, US)

Page 32: STEAM:  A Framework for 21st Century Education

What if I hate STEM? •  STEM is changing

–  Its about solving real problems not just math problems

– The technology is becoming less esoteric and easy to use

–  Its driving change in unrelated fields

– There will be more STEM in everything you do

Try  STEAM?  

Page 33: STEAM:  A Framework for 21st Century Education
Page 34: STEAM:  A Framework for 21st Century Education
Page 35: STEAM:  A Framework for 21st Century Education
Page 36: STEAM:  A Framework for 21st Century Education

FAB-Camp UCI •  From July 15-26, about 60 (7th

and 8th)students participated in the UCI FAB-Camp.

•  This program gave students “hands on” project based learning skills while simultaneously exposing them to multiple engineering disciplines

•  Students built their own, LED, Fuel Cell, Hovercraft, model aircraft, ice cream, etc.

•  They also learned the basics of advanced manufacturing with a focus on how to use CAD software and 3-D printers

•  FABCamp 2014 June 23rd – July 25th (4 one week sessions)

hfp://sites.uci.edu/fabcamp/