Twitter and Tweets and Educational Technology Trends

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These slides are from a presentation at the Harriburg Diocese Educational Conference on Wednesday, September 18, 2013

Technology is one facet of today’s changing educational landscape. It is disrupting education by making information available to all, enabling instant and recurring feedback and allowing individualized learning, while also allowing collaboration to occur like never before. Technology is also supporting changes in education formats, shifts in pedagogy and limitless access not bound by location. Join this session to explore the top 5 shifts in education over the past 5 years. The session will also address the role that technology is playing as a disruptor of traditional education and as an enabler for meeting today’s educational challenges.

http://www.youtube.com/watch?v=n8jiqnvdxdE&feature=youtu.be
http://www.technapex.com/wp-content/uploads/2012/10/edvideogames-730x2044.jpg
http://www.youtube.com/watch?v=2H4RkudFzlc
http://flippedlearning1.files.wordpress.com/2012/07/classroomwindowinfographic7-12.pdf
http://www.youtube.com/watch?v=EV8M6P9st9Q
http://www.youtube.com/watch?v=ayW032sKtj8
http://www.ipads4teaching.net/
http://vimeo.com/63745132
http://www.edtechmagazine.com/k12/video/cosn-social-media-breaks-through-k-12-barriers
http://edutech4teachers.edublogs.org/files/2013/09/innovation-infographic-yp2y9f.png

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Twitter and Tweets and Educational Technology Trends

  1. 1. Andy Petroski Director & Assistant Professor of Learning Technologies apetroski@harrisburgu.edu @apetroski http://www.harrisburgu.edu/learningtechnologies http://www.harrisburgu.edu/caelt apetroski.wikispaces.com Twitter and Tweets and Educational Technology Trends Harrisburg Diocese, September 19, 2013
  2. 2. Andy Petroski Director of Learning Technologies Assistant Professor of Learning Technologies Harrisburg University Harrisburg University LTMS CAE&LT
  3. 3. Ed Tech Evolution ENGAGE (2007-2013) ENRICH (2010-2013) EMPOWER (2012- )
  4. 4. Educational Technology Students Teachers Parents Administration Government Society
  5. 5. Today’s Format Examples  Pros  Cons  Questions
  6. 6. Educational Technology Games BYOT Flipped Classroom Social & Collaborative Web Online/Blended Learning
  7. 7. games in education
  8. 8. Game Mechanics Learning Principles Rules Provide expectations Goals & objectives Motivate by applying to real-life situations Feedback via ongoing scores, audio & visual cues Motivate by positive reinforcement Conflict & crisis Provide scaffolding (increasing difficulty) Resolution Allows for reflection on outcome games in education
  9. 9. (a) contextual bridging, (b) high time-on-task, (c) motivation and goal orientation, even after failure, (d) providing learners with cues, hints and partial solutions to keep them progressing, (e) personalization of learning, and (f) infinite patience game attributes & learning
  10. 10. simple games Simple Games • Primarily single player • Drill and Practice • Game show / TV show themes • Content driven • Limited play time / sessions Creating Evaluation Analyzing Applying Understanding Remembering
  11. 11. simulated environments Creating Evaluation Analyzing Applying Understanding Remembering Simulated Environments • Primarily single player • Decision making • Job / life themes • Variable driven • Moderate play time / sessions
  12. 12. adventure worlds Creating Evaluation Analyzing Applying Understanding Remembering Adventure Worlds • Multiplayer • Planning and decisions • Fantasy themes • Experience driven • Expansive play time / sessions
  13. 13. Students Games Effective Teaching & Learning Strategies Improved Learning Outcomes 21st Century Skills Educators games in education
  14. 14. games in education
  15. 15. flipped classroom
  16. 16. Teachers Students Optimize Time   Self-Paced Content  Accessible Review  Coaching in Classroom   flipped classroom (pros)
  17. 17. Teachers Students Internet Access  Initial Prep Time  Too Much Flip   Change (students, parents, admins)   flipped classroom (cons)
  18. 18. flipped classroom
  19. 19. mobile (BYOT)
  20. 20. Teachers Students Engagement   Physically Active  E-books   Explore, Create & Collaborate  Formative Assessment   Coaching in Classroom   mobile (BYOT) (pros)
  21. 21. Teachers Students School-wide Initiative  Cost Device Management  Network Connectivity   Creation   Learning Curve  Change (students, parents, admins)   mobile (BYOT) (cons)
  22. 22. mobile (BYOT)
  23. 23. online / blended learning
  24. 24. •USA • Greater than 1 million •Pennsylvania • One of the highest registrations in the country • More than 23,000 full-time students. August 21, 2010 Morning Call http://bit.ly/ceAZG1 online / blended learning
  25. 25. Stanford Artificial Intelligence MOOC 58,000 students online / blended learning
  26. 26. Capital Area Intermediate Unit online / blended learning
  27. 27. Teachers Students Time  Individualized  Student-Centered   Curriculum Flexibility  online / blended learning (pros)
  28. 28. Teachers Students Time  Design  Internet Access  Self-Directed Learning  online / blended learning (cons)
  29. 29. online / blended learning
  30. 30. social & collaborative web
  31. 31. 4 C’s of Web 2.0 (Bersin & Associates, 2008) Conversations Content Connections Collaboration •blogger.com •educationalist.org •diigo.com •coveritlive.com •plurk.com •paltalk.com •skype.com •splashup.com •slideshare.net •drupal.org •digg.com •bloglines.com •jingproject.com •wordle.net •linkedin.com •ning.com •match.com •craigslist.org •language- exchanges.org/ •wallwisher.com •pbwiki.com •docs.google.com •basecamphq.com •mindmeister.com •evite.com
  32. 32. Teachers Students Engagement   Individualized  Student-Centered   Formative Assessment   Digital Artifacts   Authentic Audience  social & collaborative web (pros)
  33. 33. Teachers Students Higher Order Design  Internet Access   Technology Management   Student Safety   Change (students, parents, admins)   social & collaborative web (cons)
  34. 34. social & collaborative web
  35. 35. “We always overestimate the change that will occur in the next two years and underestimate the change that will occur in the next ten. Don't let yourself be lulled into inaction.” Bill Gates
  36. 36. Resources: EdWeb.net Edutopia.org ISTE.org Twitter and Tweets and Educational Technology Trends
  37. 37. Andy Petroski Director & Assistant Professor of Learning Technologies apetroski@harrisburgu.edu @apetroski http://www.harrisburgu.edu/learningtechnologies http://www.harrisburgu.edu/caelt apetroski.wikispaces.com Twitter and Tweets and Educational Technology Trends
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