EläRande, Elearning, Web 2.0 Webb 2.O Christian Komonen


Published on

Christian had a key-note at a national seminar on social webb and schooling of tomorrow.

Published in: Technology, Education
  • Be the first to comment

No Downloads
Total views
On SlideShare
From Embeds
Number of Embeds
Embeds 0
No embeds

No notes for slide

EläRande, Elearning, Web 2.0 Webb 2.O Christian Komonen

  1. 1. Producer of MagazineFactory Christian Komonen Finnish National Board of Education E-mail: christian.komonen@oph.fi +358 9 7747 7454, +358 400 899 224 www.edu.fi/magazinefactory
  2. 2. Producer of MagazineFactory Christian Komonen Finnish National Board of Education E-mail: christian.komonen@oph.fi +358 9 7747 7454, +358 400 899 224 www.edu.fi/magazinefactory
  3. 3. Kaikki muuttuu!
  4. 4. Ekat barbapa- hahmot 3v iässä!
  5. 5. Mikään ei liiku!
  6. 6. Is education challenged because of the emergence of NML? •Today’s pupils are no longer the people traditional educational systems were designed to teach. •Mediamaisema muuttuu!
  7. 7. C YLE
  8. 8. muuttuu • Mediamaisema muuttuu… • Internetissä yhdistyy perinteinen ja uusi. • Mediaa käytetään sosiaalisissa tilanteissa. • Tuottajan ja käyttäjän välinen ero on kuin veteen piirretty verkko! • Suhtautuminen ja käyttö muuttumassa ! • Mitä ja miten tulisi oppia?
  9. 9. 4-way-typology (OECD, Lundvall&Johnsson) Know-Who? Know-How? Know-Why? Know-What?
  10. 10. ICT • Nearly 100 % of 15-year-old pupils in in European countries have used a computer. • 50% use it on a daily basis, seldom in school. • 80 % have a computer at home • 60 % with Internet connection • High mobile diffusion is a fact! (OECD)
  11. 11. • Kenestä tässä nyt oikeistaan puhutaan?
  12. 12. • X-generation => New Millennium Learners (Howe and Strauss 2000) • Net Generation (Oblinger & Oblinger, 2005; Tapscott, 1999) • IM Generation (Lenhart, Rainie, & Lewis, 2001) • Gamer Generation (Carstens & Beck, 2005) • Nintendo generation!! • Homo Zappiens (Veen, 2004) • => Digital Natives!
  13. 13. • … Criticism …NML nothing but a manifestation of another vogue adopted by the youngest generation! • … Testimony from schools …they are likely to be a growing concern for educational institutions and policy makers in the years to come for three main reasons: – the implications of NML intensive use of ICT over their intellectual and cognitive skills, Grasshopper minds (Papert) – the changes in cultural practices and lifestyles(mobile culture, Castells) – contradictions emerging from contrasting practices in and outside schools. – (Reality parameters of pupils vs configurations in the school milieu – poor reflection)
  14. 14. Possible Impact of e-learning? • Out-of-school learning • Extended Learning Environment. • LLL. • Collaborative Knowledge- • New class room habits?. Building. • Capacity to cope with • Efficient communication tool. change. • Building Networks. • Supports Media literacy. • Independency. • Easy access. • Responsible for learning. • Learning by doing • Social activities. • Enhancing face-to-face • More IT skills, when needed. meetings • Motivating, varying activities, • E-inclusion, bridging the creativity digital divide
  15. 15. DRIVERS FOR THE INTEGRATION OF TECHNOLOGY INTO SCHOOLS Every young person will need to use ICT in many different ways in their adult lives, in order to participate fully in a modern society. It is also now possible to estimate the overall value to economies of ICT. Investment in this technology can give competitive advantage in global markets. (OECD, 2003)
  16. 16. Trendejä
  17. 17. Augmented Reality Open dynamic Mind Internet is the Brain – web is the mind! Context-Aware Environments The Phones in Their Pockets Educational Gaming Personal Broadcasting static Closed Brain Social Software Time-to-Adoption: 2-3 years 4-5 years 1 year
  18. 18. Social Computing – The application of computer technology to facilitate interaction and collaboration. – Replacing face-to-face meetings with virtual collaboration tools, working on a daily basis with colleagues a thousand miles away, or attending a conference held entirely online is no longer unusual. – Shared taxonomies - folksonomies - that emerge organically from like-minded groups. » Social book-marking Time-to-Adoption: 2-3 years 4-5 years 1 year
  19. 19. Personal Broadcasting » Personal broadcasting of audio and video material is a natural outgrowth of a popular trend made possible by increasingly more capable portable tools. » From podcasting (ipod+broadcasting) » to video blogging (vlogging) Time-to-Adoption: 2-3 years 4-5 years 1 year
  20. 20. Del.icio.us (social bookmarking, folksonomy) Flickr (picture management, sharing)
  21. 21. Youtube (70 milj videos/day) Myspace (on line community tool)
  22. 22. The Phones in Their Pockets » Delivery of educational content and services to cell phones is just around the corner. » Network speeds, Flash Lite, and video. Time-to-Adoption: 4-5 years 1 year 2-3 years
  23. 23. Educational Gaming » A recent surge in interest in educational gaming has led to increased research into gaming and engagement theory, the effect of using games in practice, and the structure of cooperation in gameplay. » The serious implications of gaming are still unfolding, but we are not far away from seeing what games can really teach us. Time-to-Adoption: 4-5 years 1 year 2-3 years
  24. 24. Augmented Reality and Enhanced Visualization » 3D representations of abstract data. Time-to-Adoption: 2-3 years 1 year 4-5 years
  25. 25. Context-Aware Environments and Devices » Devices and rooms that respond to voice, motion, or whatever signals. » Technology rich and smart milieu » Environment transparently responsive to its human occupants. Time-to-Adoption: 2-3 years 1 year 4-5 years
  26. 26. Uusi kansallinen yhteistyöhanke • Opetushallitus + Yle – Interaktiivinen verkkopalvelu – Pedagoginen – Mediakasvatus – Opetussunnitelmien perusteet – Modulaarinen
  27. 27. The student wants to know! The teacher knows and shares! Magazine Factory Film Factory Learning Sound Factory resources Create National Teach School web Folksonomy Archive Social software - video Active desktop Study Distribute
  28. 28. Magazine Factory Film Factory Sound Factory MagazineFactory •Verkkolehtityökalu •X-Blog on blogimoduuli. FilmFactory och SoundFactory •Video audio
  29. 29. Homepage
  30. 30. • ”MagazineFactory provides the pupils an excellent platform and an inspiring co-author community in the world of web publishing. For its part, MagazineFactory diminishes the digital chasm outstandingly, by changing the young people from consumers in the information society into its authors.” The statement of the World Summit Award, Finland.
  31. 31. What? • Tool for creating web magazines. • Publishing tool for a single project or continuous activities. • Multi-lingual. • Classical editorial staff concept: – Editor-in-Chief – Editor – Journalist
  32. 32. Homepage
  33. 33. Publishing Tool of International Electronic Magazines – MagazineFactory [based on Tidningsfabriken™] is a is a popular and versatile concept for developing web magazines for various purposes and contexts. – MagazineFactory is a free, easy and enjoyable publishing tool which provides the teachers and the pupils an opportunity to work and collaborate as editorial staff in the class and to publish a web magazine of their own. – The teacher is the editor-in-chief, while the pupils are journalists. – The web magazine may be a single project (project-based), or a magazine which is edited continuously throughout the school year (curriculum). – The tool support data gathering, communication and creation of content. – A public display effect is likely to motivate students. – It supports 13 languages.
  34. 34. Impact? • We it comes to ICT: – We tend to over-estimate short-term impact and and under-estimate the long-term impact! (Clarke)
  35. 35. Multilingual tool The most recent version goes by the name of MagazineFactory • The new version has collaborative features suitable for international cooperation. • Facilitates genuine international collaboration with a foreign school. • Available in 13 languages. More to come. • Cooperation with European School Net and the Nordic School Net
  36. 36. International collaboration • With the Nordic School net. • Within the European School net. • And a number of other Networks.
  37. 37. Recognition • 2003 MagazineFactory (Tidningsfabriken) was awarded for the best media-educational idea of the year in the national Media & Message competition (SATU ry, Association of Independent Producers in Finland). • 2004 MagazineFactory (Tidningsfabriken) was awarded the best Finnish product in the e-Inclusion category in the World Summit Award contest. • 2005 MagazineFactory (Tidningsfabriken) represents Finland in the World Summit Awards Contest in the UN summit in Tunisia in November. The aim of the competition is to choose the best information society applications of the world.
  38. 38. Producer of MagazineFactory Christian Komonen Finnish National Board of Education E-mail: christian.komonen@oph.fi +358 9 7747 7454, +358 400 899 224