tech insight
TRANSCRIPT
On the horizonBring your own technology?
What’s on the Agenda for today?
Technologies to Watch Critical Challenges & Key Trends A Strategic Shift
Andrea•Grew up in the Hudson Valley
• Studied Electrical Engineering
• for two semesters
• As a Pre-K – 16+ Educator:
• Spanish, Elementary School
• Undergraduate & Graduate Teacher Prep
• Fascinated by Emerging Technologies – 0’s & 1’s
• A New Vision
What about you?
Who are you?
•Traditional Classroom Environment•Stress-free – unhurried•Opportunity to practice skills •Adequate breaks
Veteran – pre-1945
•Organized for group interaction•Chance to network•Open-ended discussions•Participation in setting the agenda
Baby Boomer – 1946 - 1964
•Structured to work independently•Distance learning•Independent Study•On-the-job Training
Generation X – 1965 - 1977
•Versatile•Combines teamwork & technology•Ability to get up and move around
Millennial – post 1977
What about you?
Veteran – pre-1945 Baby Boomer – 1946 - 1964
Generation X – 1965 - 1977
Millennial – post 1977
What was the first technology that captured your attention?
Text your answer to Wiffiti:
Step 1. To: 87884
Step 2. In the message area text: @wif20417 <space> <your
answer>
Step 3. Send
Technologies to Watch
Horizon Report: 2011 The New Media Consortium The Consortium for School Networking
(CoSN)
Projects timeline for entry of technology into the mainstream One year Two – Three Years Four – Five Years
One Year or Less
Cloud Computing Mobiles Electronic Books
Cloud ComputingOne Year or Less
Networked computers Distributed Processing Power Hosting and Sharing - Flickr, Google,
YouTube Applications - Splashup, JayCut Creating & Presenting - Prezi, Vuvox,
SlideShare, SlideRocket Google Apps for Education
Impact – Cloud computing can offer significant cost savings in terms of IT support, software, and hardware expenses. It has become common for schools to use cloud-based applications to manage calendars, rosters, grade books, and communication between school and home. Examples of student use of cloud resources, however, are more rare.
MobilesOne Year or Less
Mobile Devices – phones,iPad, Internet access
Applications – games, reference materials, music Google Earth, Evernote
Built-in Features – microphone, camera, GPS
Access & Communication – Wiffiti in the classroom
Collect Data - PollEverywhereImpact – portability of mobile devices and their ability to connect to the Internet almost anywhere makes them ideal as a store of reference materials and learning experiences in real time
Electronic BooksOne Year or Less
Proliferation of devices Nook, Kindle, Sony e-reader, iPad
Proliferation of content Interaction with text
Impact – social tools extend the reader’s experience, readers are connect and engage in collaborative explorations
Two – Three Years
Game-based Learning Open Content Augmented Reality
Game-Based LearningTwo – Three Years
games that are not digital; games that are digital, but that are not collaborative; and collaborative digital games
The average gamer is 35 years old and has been playing for 12 years
the feeling of working toward a goal; the possibility of attaining spectacular successes; the ability to problem-solve, collaborate with others, and socialize
Quest Atlantis, Conspiracy Code
Impact – engaging nature makes them excellent learning aids, can draw on skills for research, writing, collaboration, problem-solving, public speaking, leadership, digital literacy, and media-making
Open ContentTwo – Three Years
Publishing Alternatives - Tools for tagging, aggregating, updating, and tracking
Community of Contributors – Hippo Campus
Impact – increase of information and need for students to learn the skills of finding, assessing, interpreting, and synthesizing information.
Simple Augmented RealityTwo – Three Years
Convergence of the virtual and physical world
Objects that related to their environment Scimorph, GE Augmented Reality
Smartphones with apps integrate camera, gps, and compass
Impact – provide both powerful contextual, in situ learning experiences and serendipitous exploration and discovery of the connected nature of information in the real world
Four – Five Years
Gesture-based Computing Learning Analytics Personal Learning Environments
Gesture-Based ComputingFour – Five Years
Allow multiple simultaneous inputs, engage in virtual activities with real world movements
Wii, Kinect Objects relate to their environment and to
each other Sixth Sense, Gmail Motion
Impact – games and devices that incorporate easy and intuitive gestural interactions, touching, tapping, swiping, jumping and moving to engage with information
Learning AnalyticsFour – Five Years
Accessing and displaying data in visual formats
Augments the natural abilities humans have to seek and find patterns in what they see Manyeyes, wordle, tagul, Flowing Data, Roambi
Impact – enable teachers and schools to tailor educational opportunities to each student’s level of need and ability, data mining, interpretation, and modeling, identification of learning patterns across large sets of data
Looking at the Standards: The New NETS for Teachers
NETS•T 2000 NETS•T 2008
1. Technology Operations and Concepts
2. Designing Learning Environments
3. Teaching, Learning & Curriculum
4. Assessment & Evaluation5. Productivity & Professional
Practice6. Social, Ethical, Legal, &
Human Issues
1. Facilitate & Inspire Student Learning & Creativity
2. Design & Develop Digital-Age Learning Experiences
3. Model Digital-Age Work & Learning
4. Model Digital Citizenship & Accountability
5. Professional Growth & Leadership
ManyEyes
2000
2008
Personal Learning EnvironmentsFour – Five Years
Capitalizing on CMS and Web 2.0 tools to individualize learning
Learners determine style and pace Exposure to alternative learning
environments Preparation for life beyond high school
Symbaloo, Diigo, P2PU, example for teacher learning
Impact – systems for enabling self-directed group-based learning, flexibility, customization, tagging
Critical Challenges
Digital media literacy Challenges to traditional educational
model New scholarly forms of authoring,
publishing, and researching Digital media literacy
Strategic Inquirers Inspired Participants Critical Consumers
Key TrendsThe Next Five Years
The abundance of resources Cloud based applications Work, collaborate, communicate,
succeed Work, learn, study whenever &
wherever Perceived value of innovation &
creativity
A Strategic Shift
Players Policy Purchase Planning Process Pedagogy
On the horizonBring your own technology?