Tech Insight


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  • Emerging technologies likely to have a large impact on teaching, learning, research, or creative expression within education around the globe.
  • 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.
  • 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.
  • How does this impact what we do and how we do it?
  • Tech Insight

    1. 1. On the horizon<br />Bring your own technology?<br />
    2. 2. What’s on the Agenda for today?<br />Technologies to Watch<br />Critical Challenges & Key Trends<br />A Strategic Shift<br />
    3. 3. Andrea<br /><ul><li>Grew up in the Hudson Valley
    4. 4. Studied Electrical Engineering
    5. 5. for two semesters
    6. 6. As a Pre-K – 16+ Educator:
    7. 7. Spanish, Elementary School
    8. 8. Undergraduate & Graduate Teacher Prep
    9. 9. Fascinated by Emerging Technologies – 0’s & 1’s
    10. 10. A New Vision</li></li></ul><li>What about you?<br />
    11. 11. Who are you?<br />Veteran – pre-1945<br />Baby Boomer – 1946 - 1964 <br /><ul><li>Organized for group interaction
    12. 12. Chance to network
    13. 13. Open-ended discussions
    14. 14. Participation in setting the agenda
    15. 15. Traditional Classroom Environment
    16. 16. Stress-free – unhurried
    17. 17. Opportunity to practice skills
    18. 18. Adequate breaks
    19. 19. Structured to work independently
    20. 20. Distance learning
    21. 21. Independent Study
    22. 22. On-the-job Training
    23. 23. Versatile
    24. 24. Combines teamwork & technology
    25. 25. Ability to get up and move around</li></ul>Millennial – post 1977<br />Generation X – 1965 - 1977<br />
    26. 26. What about you?<br />Veteran – pre-1945<br />Baby Boomer – 1946 - 1964 <br />Millennial – post 1977<br />Generation X – 1965 - 1977<br />
    27. 27. Old Video Games<br />
    28. 28. What was the first technology that captured your attention?<br />Text your answer to Wiffiti:<br />Step 1. To: 87884<br />Step 2. In the message area text:<br /> @wif20417 <space> <your answer> <br />Step 3. Send<br />
    29. 29. Technologies to Watch<br /><ul><li>Horizon Report: 2011
    30. 30. The New Media Consortium
    31. 31. The Consortium for School Networking (CoSN)
    32. 32. Projects timeline for entry of technology into the mainstream
    33. 33. One year
    34. 34. Two – Three Years
    35. 35. Four – Five Years</li></li></ul><li>One Year or Less<br />Cloud Computing<br />Mobiles<br />Electronic Books<br />
    36. 36. Cloud ComputingOne Year or Less<br />Networked computers<br />Distributed Processing Power<br />Hosting and Sharing - Flickr, Google, YouTube<br />Applications - Splashup,JayCut<br />Creating & Presenting - Prezi, Vuvox, SlideShare, SlideRocket<br />Google Apps for Education<br />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.<br />
    37. 37. MobilesOne Year or Less<br />Mobile Devices – phones,iPad, Internet access<br />Applications – games, reference materials, music Google Earth, Evernote<br />Built-in Features – microphone, camera, GPS<br />Access & Communication –Wiffiti in the classroom<br />Collect Data - PollEverywhere<br />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<br />
    38. 38. Electronic BooksOne Year or Less<br />Proliferation of devices<br />Nook, Kindle, Sony e-reader, iPad<br />Proliferation of content<br />Interaction with text<br />Impact – social tools extend the reader’s experience, readers are connect and engage in collaborative explorations<br />
    39. 39. Two – Three Years<br />Game-based Learning<br />Open Content<br />Augmented Reality<br />
    40. 40. Game-Based LearningTwo – Three Years<br />games that are not digital; games that are digital, but that are not collaborative; and collaborative digital games<br />The average gamer is 35 years old and has been playing for 12 years<br />the feeling of working toward a goal; the possibility of attaining spectacular successes; the ability to problem-solve, collaborate with others, and socialize<br />Quest Atlantis, Conspiracy Code<br />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<br />
    41. 41. Open ContentTwo – Three Years<br />Publishing Alternatives - Tools for tagging, aggregating, updating, and tracking<br />Community of Contributors – Hippo Campus<br />Impact – increase of information and need for students to learn the skills of finding, assessing, interpreting, and synthesizing information. <br />
    42. 42. Simple Augmented RealityTwo – Three Years<br />Convergence of the virtual and physical world<br />Objects that related to their environment <br />Scimorph, GE Augmented Reality<br />Smartphones with apps<br />integrate camera, gps, and compass<br />Impact – provide both powerful contextual, in situ learning experiences and serendipitous exploration and discovery of the connected nature of information in the real world<br />
    43. 43. Four – Five Years<br />Gesture-based Computing<br />Learning Analytics<br />Personal Learning Environments<br />
    44. 44. Gesture-Based ComputingFour – Five Years<br />Allow multiple simultaneous inputs, engage in virtual activities with real world movements<br />Wii, Kinect<br />Objects relate to their environment and to each other <br />Sixth Sense, Gmail Motion<br />Impact – games and devices that incorporate easy and intuitive gestural interactions, touching, tapping, swiping, jumping and moving to engage with information<br />
    45. 45. Learning AnalyticsFour – Five Years<br />Accessing and displaying data in visual formats<br />Augments the natural abilities humans have to seek and find patterns in what they see<br />Manyeyes, wordle, tagul, Flowing Data, Roambi<br />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 <br />
    46. 46. Looking at the Standards: The New NETS for Teachers<br />NETS•T 2008<br />NETS•T 2000<br />1. Technology Operations and Concepts <br />2. Designing Learning Environments<br />3. Teaching, Learning & Curriculum<br />4. Assessment & Evaluation<br />5. Productivity & Professional Practice<br />6. Social, Ethical, Legal, & Human Issues<br />1. Facilitate & Inspire Student Learning & Creativity<br />2. Design & Develop Digital-Age Learning Experiences<br />3. Model Digital-Age Work & Learning<br />4. Model Digital Citizenship & Accountability<br />5. Professional Growth & Leadership<br />ManyEyes<br />
    47. 47. 2008<br />2000<br />
    48. 48. Personal Learning EnvironmentsFour – Five Years<br />Capitalizing on CMS and Web 2.0 tools to individualize learning<br />Learners determine style and pace<br />Exposure to alternative learning environments<br />Preparation for life beyond high school<br />Symbaloo, Diigo, P2PU, example for teacher learning<br />Impact – systems for enabling self-directed group-based learning, flexibility, customization, tagging<br />
    49. 49. Critical Challenges<br />Digital media literacy<br />Challenges to traditional educational model<br />New scholarly forms of authoring, publishing, and researching<br />Digital media literacy<br />Strategic Inquirers<br />Inspired Participants<br />Critical Consumers<br />
    50. 50. Key TrendsThe Next Five Years<br />The abundance of resources<br />Cloud based applications<br />Work, collaborate, communicate, succeed<br />Work, learn, study whenever & wherever<br />Perceived value of innovation & creativity<br />
    51. 51. A Strategic Shift<br />Players<br />Policy<br />Purchase<br />Planning<br />Process<br />Pedagogy<br />
    52. 52. On the horizon<br />Bring your own technology?<br />
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