NSDC Summer Conference Session B15   Emerging Technologies and the 21st Century Learner
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NSDC Summer Conference Session B15 Emerging Technologies and the 21st Century Learner



Presentation for NSDC Summer Conference 2010 Session B15

Presentation for NSDC Summer Conference 2010 Session B15



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  • Atari Breakout
  • Emerging technologies likely to have a large impact on teaching, learning, research, or creative expression within education around the globe.
  • For 1 - increasingly challenging us to revisit our roles as educators in sense-making, coaching and credentialingFor 2 - More and more, people expect to be able to work, learn, study, and connect with their social networks wherever and whenever they want to.
  • For 2 - continue to emerge but appropriate metrics for evaluating them increasingly lag behind or fail to appear.For 3 - continues its rise in importance as a key 21st century skill, but there is a widening training gap for faculty and teachers.

NSDC Summer Conference Session B15 Emerging Technologies and the 21st Century Learner Presentation Transcript

  • 1. Emerging Technologies for 21st Century Learners
    Go to: educo21.com
    Andrea Tejedorandrea@educo21.com
    Andrew Taylor andrew@educo21.com
  • 2. Who are you?
    Veteran – pre-1945
    Baby Boomer – 1946 - 1964
    • Organized for group interaction
    • 3. Chance to network
    • 4. Open-ended discussions
    • 5. Participation in setting the agenda
    • 6. Traditional Classroom Environment
    • 7. Stress-free – unhurried
    • 8. Opportunity to practice skills
    • 9. Adequate breaks
    • 10. Structured to work independently
    • 11. Distance learning
    • 12. Independent Study
    • 13. On-the-job Training
    • 14. Versatile
    • 15. Combines teamwork & technology
    • 16. Ability to get up and move around
    Millennial – post 1977
    Generation X – 1965 - 1977
  • 17. What about you?
    Veteran – pre-1945
    Baby Boomer – 1946 - 1964
    Millennial – post 1977
    Generation X – 1965 - 1977
  • 18. What’s on the Agenda for today?
    A Historical Perspective
    The Influence of Media
    6 Technologies to Watch
    Critical Challenges & Key Trends
  • 19. Old Video Games
  • 20. What was the first technology that captured your attention?
  • 21. Maybe it was this…
    Atari Breakout Commercial
  • 22. $1,300
    Apple MacBook 2008
    Apple IIE Computer 1985
    64 kB RAM
    two Disk II 5¼-inch drives
    4GB RAM
    0 Disk II 5¼-inch drives
    Changing Technology
  • 23. Apple iPhone 2008
    Motorola Brick 1983
    2.5 lbs
    $50/month - $0.40/minute
    4.7 ounces
    $40/month - unlimited
    Changing Technology
  • 24. 2008
    Changing Technology
  • 25. Characteristics of MillenialsBorn between the years 1981 and 2000
    • connected 24/7
    • 26. extraordinary technical skills
    • 27. multi-taskers
    • 28. powerful, proactive, optimistic
    • 29. team-oriented
    • 30. independent
    • 31. goal oriented
  • Whenever I go to school, I have to power down.
    The top 5 Internet technologies our students are using at home?
    • blogging
    • 32. downloading music
    • 33. video games
    • 34. IM
    • 35. youtube
  • Monologues To DialoguesTo Polylogues
  • 36. Our students say they are changing because of their out-of-school use of the Internet – and their reliance on it.
    November 10, 1969
  • 37. Sesame Street &Differentiating for the Letter “A”
    Classic Sesame Street – Letter “A” animation
    Monsters admiring the Letter “A”
    Weimaraners make the letter "A"
  • 38. 6 Technologies to Watch
    • Horizon Report: 2010
    • 39. The New Media Consortium
    • 40. The Consortium for School Networking (CoSN)
    • 41. Projects timeline for entry of technology into the mainstream
    • 42. One year
    • 43. Two – Three Years
    • 44. Four – Five Years
  • One Year or Less
  • 45. 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
    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.
  • 46. Collaborative EnvironmentsOne Year or Less
    Virtual Workplaces – integrated media - 2D and 3D
    LMS – Moodle, Blackboard, Sakai
    Social Networking Platforms – Facebook, Ning, LinkedIn
    Social Bookmarking – Diigo, Delicious, Digg
    Social Media – iTunes, teachertube, youtube,
    Impact – Teachers increasingly recognize the importance of collaboration skills and are finding that online tools to support collaboration provide them and their students with opportunities to work creatively, develop teamwork skills, and tap into the perspectives of people around the world with a wide range of experience and expertise that differs from their own.
  • 47. Two – Three Years
  • 48. 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
  • 49. MobilesTwo-Three Years
    Mobile Devices – phones, netbooks, Internet access
    Applications – games, reference materials, music Google Earth, Evernote
    Built-in Features – microphone, camera, GPS
    Access & Communication – Wiffiti in the classroom
    Collect Data - PollEverywhere
    Impact – 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
  • 50. Open ContentOne Year or Less
    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.
  • 51. Four – Five Years
  • 52. Simple Augmented RealityFour-Five 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
  • 53. Flexible DisplaysFour-Five Years
    Flexible screens that can wrap around curved surfaces or small, very thin interactive screens
    Enable integrated interactive display devices that combine input and output in a single interface
    Video-In-Print: Multisensorizing
    Impact – adaptability and low cost will allow flexible displays to become part of everyday educational materials like periodicals, textbooks, and imaging tools
  • 54. Visual Data AnalysisFour – 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 – tools for gathering, reporting, and visualizing educational data will make it easier to understand where schools are successful, as well as seeing where improvements can be made
  • 55. Key TrendsThe Next Five Years
    The abundance of resources
    Universal access
    Technologies are becoming more decentralized
    Students are increasingly seen as collaborators
  • 56. Critical Challenges
    The way we prepare students for their future is changing
    New scholarly forms of authoring, publishing, and researching
    Digital media literacy
    Strategic Inquirers
    Inspired Participants
    Critical Consumers
    What are the critical challenges that you are faced with as you try to integrate these technologies into your students academic lives?