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On the horizon Bring your own technology?

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Page 1: Tech Insight

On the horizonBring your own technology?

Page 2: Tech Insight

What’s on the Agenda for today?

Technologies to Watch Critical Challenges & Key Trends A Strategic Shift

Page 3: Tech Insight

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

Page 4: Tech Insight

What about you?

Page 5: Tech Insight

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

Page 6: Tech Insight

What about you?

Veteran – pre-1945 Baby Boomer – 1946 - 1964

Generation X – 1965 - 1977

Millennial – post 1977

Page 8: Tech Insight

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

Page 9: Tech Insight

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

Page 10: Tech Insight

One Year or Less

Cloud Computing Mobiles Electronic Books

Page 11: Tech Insight

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.

Page 12: Tech Insight

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

Page 13: Tech Insight

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

Page 14: Tech Insight

Two – Three Years

Game-based Learning Open Content Augmented Reality

Page 15: Tech Insight

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

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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.

Page 17: Tech Insight

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

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Four – Five Years

Gesture-based Computing Learning Analytics Personal Learning Environments

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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

Page 20: Tech Insight

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

Page 21: Tech Insight

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

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2000

2008

Page 23: Tech Insight

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

Page 24: Tech Insight

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

Page 25: Tech Insight

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

Page 26: Tech Insight

A Strategic Shift

Players Policy Purchase Planning Process Pedagogy

Page 27: Tech Insight

On the horizonBring your own technology?