21stcgroupjul2011

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Group task for 21st Century Technologies

Group task for 21st Century Technologies

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  • 1. Literature critique
    • Overview
    • What was the problem and how was it theoretically framed?
    • What did they do?
    • What did they find?
    • How rigorous/ credible is it?
    • What are the “critical themes” emerging in your group?
  • 2. Group task: new and emerging technologies for learning Steve Higgins s.e.higgins@ durham.ac.uk 21st Century technologies: implications for teaching and learning
  • 3. Group Task
    • Which new or emerging technology interests you?
    • Work in pairs or a group of three to create a short presentation
      • What is the technology?
      • Is there any evidence yet of its use in education?
      • What issues might there be associated with the technology?
      • Is there any research evidence of educational impact?
      • What is its educational potential (link to theory)?
  • 4. Presentation aims
    • Describe the technology
    • Identify educational potential and possible limitations
    • What might make it “work”?
  • 5. Presentation (10-15 mins)
    • What is the technology?
    • Is there any evidence yet of its use in education?
    • What issues might there be associated with the technology?
    • Is there any research evidence of educational impact?
    • What is its educational potential (link to theory)?
    • Powerpoint, Keynote, Prezi or interactive whiteboard presentation
  • 6. Existing Technologies
    • Already in use for:
    • commercial or scientific purposes
    • social or recreational purposes
    • ubiquitous nature of technology
  • 7. What are new and emerging technologies for education?
    • Available in personal or commercial form
    • Developing towards education
    • No widespread adoption yet
    • Some evidence of potential
  • 8. New Technologies
    • Equipment /gadgets – faster /more memory / more features / smaller
    • More cooperative / collaborative / personal technology
    • More sophisticated teaching, learning & classroom management systems
    • More user generated content
  • 9. Educational Technologies
    • Social Computing
      • virtual conferences; virtual collaboration (e.g. Skype, Google docs)
      • folksonomy; folksomonies; (e.g. wikis)
      • Twitter, Facebook, Google +
    • Personal Broadcasting
      • podcast; podcasting
      • web blogs; blogs; blogging
      • video blogging – vlodding/ vlogging
  • 10. Educational Technologies
    • Games, educational or ‘serious’   
      • games; gaming; game play or gameplay
      • virtual reality games  
      • educational games
      • MOO Multiuser dimension, Object Oriented  
      • MUDs Multi-user Dungeons  
  • 11. Educational Technologies
    • Cell Phones & Mobile Devices
      • handheld computers ; mobile devices
      • 3rd generation mobile telephone technology; 3G; 3.5G ; 4G
      • SMS or S hort M essaging S ervice; text messaging
  • 12. Educational Technologies
    • Handheld Devices
      • handheld computers
      • personal computers
      • Personal Digital Assistants or PDAs
      • pen scanners
      • tablet computers (or digitizing tablets)
      • projectors
  • 13. Educational Technologies
    • Augmented reality & enhanced visualization
      • 3-d visualization tools
      • simulations
        • Virtual environments
        • Alternative reality
  • 14. Educational Technologies
    • Context aware environments & devices
    • (dissolves boundries between people and computers)
      • smart or intelligent Rooms
      • Smart objects
      • RFID chips
      • QR chips
  • 15. Horizon 2011 Report – future scanning Within 12 months Within 2-3 years Within 4-5 years Electronic books Augmented reality Gesture based computing Mobile devices Game-based learning Learning analytics
  • 16. Horizon Report 2011 Time to Adoption: 1-2 Years Collaborative Environments Online Communication Tools Time to Adoption: 2-3 Years Mobiles Cloud Computing Smart Objects The Personal Web
  • 17. Gadgets: beware of geeks bearing gifts...
    • miniaturized personal computers
    • portable pen scanners; pen-scanners
    • 3-D photocopiers creating virtual models
    • (rapid prototyping machines)
    • better, brighter, lighter, less expensive video-data projectors
    • Smart phones with increased WWW and multimedia capabilities, 3G network, etc.
    • Multi-touch control (iPad, Microsoft surface, etc)
  • 18. Gadgets: Mobile Devices
    • iPods (started the trend)
    • iPhones
    • smart phones
    • wearable computing
  • 19. Smart or Intelligent Classrooms
  • 20. Preparation time
    • Max 20 slides
    • Thurs am – 20 mins planning/ storyboarding
    • Thursday pm - group time
        • Research time (computer room upstairs, ED215 – wireless)
    • Presentations at 9.30 on Friday
    • 9 - 9.30 testing time, upload, check ….