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  • 1. Tranformational Work in OASD January, 2012
  • 2.  
  • 3. Oconomowoc Area Schools - Towards a Sustainable Program (1) Practioner Understanding of Research (2) Focus on the Content - fitting the tools to the learner and desired outcome (3) Creating a Vision - a sustainable “culture of participation” (4) Choice = structure with room to differentiate
  • 4. The Trends
  • 5.
    • Facebook has 800+ million users - 28% are over the age of 34 - fastest growing segment, 48 billion unique images on Facebook
    • Google is moving rapidly into business and education
    • Twitter’s use grew over 90% last year alone
    • Online transactions - 4.9 billion per day
    • Over 60% of adults game; mostly male - 40, increasingly on mobiles - kids 90%+
    • Virtual school enrollment (K-12) grew 40-45% in the last 2 years
  • 6. The Game-changers: cloud computing, high speeds, virtual spaces, inexpensive technology, social media, and consumer comfort cloud computing, high speeds, virtual spaces, inexpensive technology, social media, and consumer comfort
  • 7. Why does it matter?
    • Technology is changing what it means to be literate = success in society
    • Literacy has ALWAYS been shaped by technology
    • Definition of literacy: What individuals value and what society requires
  • 8. Tracking Societal, Individual Changes
    • Kaiser/Pew reports - research of youth use of media
    • Horizon Reports - societal trends
    • New Media Literacies (Jenkins et al., 2006) - implications
  • 9. This is your (students’) brain on social media.... non-linear, light and sound-based culture working attwitch-speed, multitasking, in a random-access, graphics-first, active, connected, fun, fantasy, quick-payoff world
  • 10. Leveraging Research
  • 11. Research suggesting trends -Horizon’s 2011, K-12
    • Cloud Computing (1)
    • Collaborative Environments (1)
    • Digital Texts (1)
    • Game-based learning (2-3)
    • Mobiles (2-3)
    • Augmented Reality (4-5)
    • Flexible Displays (4-5)
  • 12. Tech Cabinet
    • Director of Curriculum and Instruction
    • Director of Research, Technology, and Assessment
    • Instructional Technology Leader
    • Library Media Coordinator
    • Network Manager + Technicians
    • Teaching or Administrative Staff - topic dependent
  • 13. Direction in OASD
    • Move towards mobile devices
    • iTouch and iPad technology
    • Student assessment
    • Supervision and evaluation
    • Digital texts - eBooks
    • Moving from desktops to laptops (or smaller)
    • Google Apps - cloud computing
    • FLeX Connect
  • 14. OASD Snapshot: Building a Participatory Culture K-4 - Glogster, podcasting, Kerpoof, Literacy and iTouch, Edmodo 5/6 - Touring with Technology Curricula, Quest Atlantis, GameStar Mechanic 7/8 - podcasting, wikis, blogs, social bookmarks, Gmail/Google Apps, 9-12 - wikis, blogs, videos, forums, podcasts, Twitter, iPads, video narratives, social bookmarks, game design curricula 2011-12 ~changing structure of school day - Virtual School Initiative ~iTouch and iPad pilots ~Game Jams/Developing Apps _______________________________________________ District: graduate courses, training, increase in SmartBoards, Doc Cams, laptop/minis, CMS with some Web 2.0 features, increasing broadband/Wan, Google Apps
  • 15. Framing the *technology-push* in K-12 in K-12 The (new) Structure *migration to new content Organic Growth Curricular Connections The (new) Content *includes new structures Curricular Growth Purposeful Connections
  • 16. Curricular Connections reading fluency, skill building, digital storytelling, artifacts for writers workshop, playlists as ‘dated assessments’, digital read-alouds and audio instruction
  • 17. POLICY CHANGES
  • 18. AP Psychology Announcements Assignments Tests
  • 19. Touring with Technology Curriculum: Research social studies related locales, co-write a short script, multimodal information dropped in “pins” Tools: Internet, Google Earth, Flip Video, Pixlr, Sony Vegas - video editing
  • 20. Purposeful - threading gaming in curriculum
  • 21. Elements of Game Design 15 Learning Principles Associated with Playing Good Games (Gee, 2007) 15 Learning Principles Associated with Playing Good Games (Gee, 2007) Identity Interaction Production Risk Taking Customization Well-ordered problems System-thinking Distributed knowledge
  • 22. Hybrid, Fully Online Courses
    • Capacity to connect structure and content
    • Web page with log in portal - tools
    • Blackboard as Learning Management System; Google Apps to augment
    • Continual data collection, assessment, feedback
    • Courses customized to individual learning and pacing
    • LEARNING via PROFILE + PERSONAL + MOBILE
  • 23. How can we accomplish it?
    • More access to technology shift in practice
    • Virtual and hybrid courses shift in time, methods, access to expertise
    • Less paper/text/tangible purchases shift in resources
    • Place-based (simulated or real) learning shift in modalities and authenticity