Tech Presentation


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This is the presentation from the digital learners/library study group for the secondary transformation project 2025 for NCSD.

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Tech Presentation

  1. 1. 2025 Digital Learners/Library Study Group Thursday, May 21, 2009
  2. 2. to Think about What is.... What could be.... What should be.... Thursday, May 21, 2009 During this presentation, think about what is happening in our schools locally and internationally in terms of technology and learning. Also think about what could be, and what should be in terms of tech for our schools and out district; letʼs ask questions!
  3. 3. OMG! Thursday, May 21, 2009 This project was huge! there is so much data and information about technology and learning...infrastructure, hardware, applications, trends, reports, data, education vs. business, social networking, building design-tech related, people, PD, teaching and learning, paradigm shifts, ..... itʼs very difficult to know what to focus on or how to bring all of the info, data, and reports together....itʼs a struggle!
  4. 4. the research is ongoing... KnowledgeWorks Foundation Presents: 2020 Forecast Future of Learning Berkeley Library 2. Conferen 0 ce - 2007 Thursday, May 21, 2009 there is a lot of research out there re technology...all aspects. Lots of organizations - philanthropic; there are foundations, programs, programs within programs, research, longitudinal research, even individuals doing research and making presentations. several of these were used in this presentation - some more than others.
  5. 5. Recommendation There is a need to monitor the research and focus on specific topics Thursday, May 21, 2009 Not sure how we efficiently do this...teachers have little time. How do we get the word out? There are dozens of reports that could be printed, and multiple websites but why print? letʼs keep it electronic...use the web and web 2.0 tools.
  6. 6. 21st Century Schools Virtual Space Students Physical Human Space Space Thursday, May 21, 2009 There are 3 aspects of 21st century schools (2025) to talk the end, itʼs all about students.
  7. 7. How it used to be Thursday, May 21, 2009
  8. 8. What Kids say.... Thursday, May 21, 2009 What do kids say about technology and learning and education as it is currently implemented? This project was created to inspire teachers to use technology in engaging ways to help students develop higher level thinking skills. Equally important, it serves to motivate district level leaders to provide teachers with the tools and training to do so.
  9. 9. What Kids say.... Thursday, May 21, 2009
  10. 10. What Kids say.... Thursday, May 21, 2009
  11. 11. Top 10 Things Learned from Kids about EdTech - 2008 Thursday, May 21, 2009
  12. 12. Top 10 Things Learned 1. Digital Divide is Alive and Well The digital divide between students and adults (including teachers and parents) continues to widen – despite all of the investments and professional development, our students are still powering down to go to school and powering up after school to re- enter the digital world. Other digital divides exist as well between segments of the student population including gender, technology skill self-assessment and age. Thursday, May 21, 2009
  13. 13. Top 10 Things Learned 2. Spectrum of Digital Native-ness Don’t assume all digital natives are the same. The Speak Up data reveals that there is a spectrum of “digital native- ness” today with younger and older students exhibiting increasingly divergent tech behaviors as well as very different attitudinal views on technology within learning. Case in point – a 5th grader is almost 5X more likely to participate regularly in a virtual world than an 11th grader. Thursday, May 21, 2009
  14. 14. Top 10 Things Learned 3. Explosion of Access to Mobile Devices Today’s K-12 students are carrying “multiple computers in their pockets and backpacks” everyday. Highlights from the data include: almost 40% of K-2 students have their own cell phone, about half of students in Gr 3-5 have their own MP3 player and almost 24% of middle and high school students are carrying around a smartphone or PDA. Thursday, May 21, 2009
  15. 15. Top 10 Things Learned 4. New Obstacles to Tech Use at School Technology use at school is still a major frustration/ disappointment factor for the overwhelming majority of students. #1 obstacle to effective tech use (for the 5th year in a row) is school filters and firewalls – of course. But the real surprise was this year’s #2 obstacle – teachers that limit our technology use. The students told us in focus groups that they had better access to technology before their teachers received training on technology use! Thursday, May 21, 2009
  16. 16. Top 10 Things Learned 5. Let Me Use My Own Devices! So, what advice do students have for their schools about improving technology access at school? Across the board, the students say “let me use my own devices at school!” Students want to be able to use their own laptops, cell phones, MP3 players and Smartphones for a variety of applications within instruction. They, of course, want access to the network as well – from anywhere on campus and from home, too. Thursday, May 21, 2009
  17. 17. Top 10 Things Learned 6. Online Learning – Defying Conventional Wisdom One-quarter of all high school students have already had experience with an online class – and that experience most likely was self-initiated by the student, not the school or the teacher. Adults say that students want to take an online class for scheduling or convenience reasons or to get college credit. However, we find that the students have different motivating reasons. Today’s middle school students tell us that the #1 reason they would like to take an online class is as a supplement to their traditional class, not in place of that class. They want additional help in a subject where they are struggling. What is that subject? Math – the new frontier for online learning. Thursday, May 21, 2009
  18. 18. Top 10 Things Learned 7. 21st Century Skills and Gaming Students say that the incorporation of gaming technologies within instruction will help them better develop skills in critical thinking, decision-making, teamwork and creativity. How do they know that? From their own “learning” experiences with all kinds of digital and online games outside of school. Over 2/3 of all K-12 students are regularly interacting with some kind of electronic games, averaging 8-10 hours a week in game play. The devices vary greatly by user profile however. Girls are most likely to enjoy computer based games; younger students thrive in a cell phone game environment. Gaming is not just for high school boys anymore! Thursday, May 21, 2009
  19. 19. Top 10 Things Learned 10. The New Face of Personalized Learning – Free Agent Learner The #1 trend we saw in 2008 from our Speak Up data analysis work and our focus group discussions with students all across the country is the emergence of the “Free Agent Learner.” This Free Agent Learner is un- tethered to traditional school institutions, is engrossed in developing their own content for learning, regularly creates new communities for knowledge exchanges and social interaction, and is an expert in data aggregation to drive experiential learning. The Free Agent Learner believes that he or she must be responsible for their own learning destiny since their school is not meeting their needs, and is empowered by a wide variety of emerging technologies to do so. The Free Agent Learner is as we write and speak defining the new face of education for the next generation and still, with few exceptions, our schools do not even realize this new style of learner exists – at least not yet. Welcome to 2009! Thursday, May 21, 2009
  20. 20. What Parents say... In Sum… Parents see digital media as providing a variety of educational benefits… …but they feel it doesn’t help as much with social/communication skills. Therefore, they underestimate its full educational potential. Thursday, May 21, 2009 Parents feel it provides potential for communication, learning, social, etc, but they donʼt always trust it - when it comes to actually implementing, they are reticent.
  21. 21. What Administrators say... Thursday, May 21, 2009 Administrators agree that web (web 2.0) holds promise for improving communication, reading, writing, achievement, etc. but are often afraid to “open” it up for use (filtering) because of concern of problems. Supervision of specific sites is essential. see pdf
  22. 22. What Experts say... Thursday, May 21, 2009
  23. 23. The future of technology in education? Thursday, May 21, 2009 so what are some things that are happening with tech and education? are we implementing what we need to implement? what is coming on the horizon?
  24. 24. Future Visions Thursday, May 21, 2009
  25. 25. Future Visions Thursday, May 21, 2009 what new technologies might help us in the classroom? how could we use this technology in learning environments?
  26. 26. Future Visions Thursday, May 21, 2009 how could we use this technology in learning environments?
  27. 27. Future Visions Thursday, May 21, 2009 are we preparing students for future tech? which of these technologies will be available in 2010? 2015? 2025? are we getting our students ready for this?
  28. 28. 6 Technologies to Watch Collaborative Environments (<1) Communication Tools (<1) Mobiles (2-3) Cloud Computing (2-3) Smart Objects (4-5) Personal Web (4-5) The Horizon Report: 2009 K-12 Edition was a collaboration between the New Media Consortium and the Consortium for School Networking (CoSN). Thursday, May 21, 2009 the horizon report has identified 6 technologies that we should watch and that could have an impact on education within the next 5 years; thereʼs a lot more in this report including tech trends and blockers to tech integration. how about a short discussion of each?
  29. 29. Collaborative Environments voicethread, google docs, myspace, ning, gaming, flickr, youtube Thursday, May 21, 2009 Collaborative environments are virtual workplaces where students and teachers can communicate, share information, and work together. A growing emphasis on collaboration in education — and an increasing recognition that collaboration is the norm in many modern workplaces — has led more teachers to seek tools to facilitate group interaction and teamwork in their classes. Online spaces designed to support groups of students working together take many forms, from relatively simple tools that lend themselves to multiple simultaneous authors all the way up to full-fledged classroom environments in both the flat web and the 3D world of virtual environments. Collaborative environments provide the means for students to work with peers both local and distant, practice creative teamwork, and develop peer relationships.
  30. 30. Collaborative Environments voicethread, google docs, myspace, ning, gaming, flickr, youtube Thursday, May 21, 2009
  31. 31. Online Communication Tools twitter, meebo, skype, edmodo Thursday, May 21, 2009 As more professionals work from remote or distributed locations, the need for cheap, flexible communication tools has grown. Recent technological developments are creating more ways for users to work anytime and anywhere, and these new tools are finding their way into homes and classrooms as well. Online communication tools put students in touch with distant family members, practicing experts, and their peers, wherever they may be located. Desktop videoconferencing, instant messaging services, microblogging platforms, and voice-over-IP clients facilitate connections and the dissemination of information between and among students and teachers, keeping classroom communities in touch with each other on a more extensive basis than ever before.
  32. 32. Mobiles pda, smart phone, applications Thursday, May 21, 2009 It is becoming increasingly common for young people to own mobile devices. In the upper grades, it is not at all unusual to find that students carry mobiles, even if they are not allowed to use them during class, and younger students often carry them as well. The unprecedented evolution of these devices continues to generate great interest, and their increasing capabilities make them more useful with each new generation of devices. One recent feature — the ability to run third-party applications — represents a fundamental change in the way we regard mobiles and opens the door to myriad uses for education, entertainment, productivity, and social interaction.
  33. 33. Cloud Computing apps, file storage, connectivity, evernote Thursday, May 21, 2009 The cloud refers to computing resources resulting from very large “data farms” — specialized data centers that host thousands of servers. Cloud computing uses the surplus resources to lower the cost and increase the availability of disk storage and processing power to the point that anyone can obtain it, almost at a momentʼs notice, very cheaply. Applications that run in the cloud can scale up or down depending on immediate demand, and many of us use such applications daily without even being aware that they are cloud-based. Image editors, word processors, social networking tools, and more are always available. Accessed via a web browser, they are often free and come with huge amounts of storage space for whatever we wish to keep there. The infrastructure has improved to the point that the cloud is robust and reliable. As usage grows, the cloud is changing our ideas about computing and communication. An example of using cloud computing is Evernote
  34. 34. Smart Objects rfid, qr tags, virtual connected to physical, connect objects to web Thursday, May 21, 2009 RFID - radio frequency identification QR Tags - quick response codes Smart objects link the virtual world and the real: a smart object “knows” about itself and its environment, and can reveal what it is for, who owns it, where and how it was made, and what other objects in the world are like it. A smart object can be tied to related information in a variety of media, placing itself within a rich context that is made plain simply by following the connection. Smart objects can interact with one another, creating new interfaces for controlling computers. There are many technologies that support smart objects, from simple printed stickers to complex computing and sensor networks. In each case, whatever the underlying technology, smart objects exist in the physical world but have some kind of virtual counterpart. The means to create, track, and use smart objects has not yet entered the mainstream, but recent advances in identification technology have led to some interesting proof-of-concept applications that suggest everyday uses are just down the road.
  35. 35. RSS From Wikipedia, the free encyclopedia RSS (an abbreviation for Really Simple Syndication) is a family of Web feed formats used to publish frequently updated works—such as blog entries, news headlines, audio, and video—in a standardized format.[2] An RSS document (which is called a quot;feedquot;, quot;web feedquot;,[3] or quot;channelquot;) includes full or summarized text, plus metadata such as publishing dates and authorship. Web feeds benefit publishers by letting them syndicate content automatically. They benefit readers who want to subscribe to timely updates from favored websites or to aggregate feeds from many sites into one place. RSS feeds can be read using software called an quot;RSS readerquot;, quot;feed readerquot;, or quot;aggregatorquot;, which can be web-based, desktop-based, or mobile-device-based. A standardized XML file format allows the information to be published once and viewed by many different programs. The user subscribes to a feed by entering the feed's URI (often referred to informally as a quot;URLquot; (uniform resource locater), although technically the two terms are not exactly synonymous) into the reader or by clicking an RSS icon in a browser that initiates the subscription process. The RSS reader checks the user's subscribed feeds regularly for new work, downloads any updates that it finds, and provides a user interface to monitor and read the feeds. Personal Web global connections, build your own space (tools are easy to use), web 3.0, free agent learner Thursday, May 21, 2009 Teachers using the Internet as a resource are as aware as anyone else that the amount of content available on the web is staggering. Selecting valuable material to use in preparing lessons or to suggest as resources for students is a time-consuming and sometimes frustrating task. The proliferation of content — both useful and not — has been fueled in part by the ease of web publishing; it is easy to blog, tweet, post photos and videos, comment on other blogs, create course websites, and post updates to social networks online. Another issue goes hand-in-hand with the question of how to find useful material: the problem of how to keep track of the various bits of content posted by colleagues, peers, friends, or even oneself. To deal with these issues, readers and publishers of online content are assembling collections of tools, widgets, and services that handle developing and organizing dynamic online content. Tools for tagging, aggregating, updating, and keeping track of content assist todayʼs learners in creating and navigating a web that is increasingly tailored to their own needs and interests: the personal web.
  36. 36. Gaming Thursday, May 21, 2009 Can game worlds help engage students in their learning?
  37. 37. Gaming Edheads - Deep Brain Stimulation Surgery - Virtual Brain Surgery Thursday, May 21, 2009 What is HI FIVES? Researchers in science education, computer science, distance education, and the NC Department of Public Instruction will partner with the Kenan Fellows Program (an NSF model RET site at NC State University) to harness the untapped potential of inexpensive, online multi-user competitive simulation software in improving the science achievement and IT skills of NCʼs grade 5-9 students. Over three years, 15 teacher- leaders and 60 teacher-participants (including 7 guidance counselors) will learn how to use this technology to increase student science achievement and motivation to enter IT-related science careers; 15 competitive simulations teaching IT-driven science will be authored by teacher/faculty pairs and piloted in areas deemed critical by NC DPI; 120 grades 5-9 students will be reached through summer workshops; and 4500 students will be indirectly reached during academic year follow-up.
  38. 38. Gaming Thursday, May 21, 2009 Dimension X - math game...this game has been piloted in the district with some limited success. Will electronic games be part of our educational future?
  39. 39. Gaming Thursday, May 21, 2009 kids create games with game development software
  40. 40. Online Learning students learn in different ways intelligences, styles, rate teaching strategies should align with learning mode of student Thursday, May 21, 2009
  41. 41. Current Educational Practice... Monolithic computer based learning/ “online courses” proprietary, expensive, mainly monolithic (relative to intelligences and learning style), mirrors the dominant intelligence and learning style within each subject some implementations do allow students to proceed at own pace and choose different pathways to learn material Thursday, May 21, 2009 computer based - like orchard...sit in front of computer and directed by software what, when, repeat until correct. online courses - copy of traditional teaching paradigms only digital...will get better. video, branching, better/easier construction tools, social web, how to and experts for help will be available online
  42. 42. Future Educational Practice... Student Centric software that can help students learn subject in a manner that is consistent with their type of intelligence and learning style web 2.0 apps and personalization of web (web 3.0) more individual help; online relationship facilitator can manage more students (asynchronous) Thursday, May 21, 2009 better tools and apps will make online learning better...more student centric (matched to learning of student) and less monolithic or electronic version of teacher
  43. 43. Online Learning Statistics public education enrollments in online classes increased from 45,000 in 2000 to 1 million today online courses will have 25% market share in high schools in 2014 prediction - 80% of courses taken in 2024 will have been taught online in a student centric way Thursday, May 21, 2009 disrupting class p.143
  44. 44. Recommendation support and implement online learning make online courses available that public schools (NCSD) can’t or don’t want to teach in house, but feel the need to offer do not penalize school per pupil funding when a student takes an online course Thursday, May 21, 2009 donʼt lose funding for district because students take online course from some other entity maybe we farm out some “common” courses so we can offer others in-house (ex. course which requires equipment like robotics, tv production, etc.)
  45. 45. 21st Century Schools Virtual Space Students Physical Human Space Space Thursday, May 21, 2009
  46. 46. Physical Space Thursday, May 21, 2009 There are many different ways to design the physical space for a building. Here are a few created by the designshare group.
  47. 47. Human Space We will never lose the need for teachers...AND, their role will change and evolve Thursday, May 21, 2009 photos from,, main_Full.jpg
  48. 48. Libraries Challenged Thursday, May 21, 2009
  49. 49. Question Everything! Thursday, May 21, 2009 is it time to discard the dewey system? Cindy Kolaczynski described opening the Dewey-free Perry Library in Maricopa County. They designed the library along the lines of a modern bookstore, with lots of seating, well-marked sections, end panel displays, and Melville Dewey left out on the curb. Will it work?
  50. 50. Physical Space - Library Libraries must be spaces where multiple activities can take place simultaneously. And since there are many different learning styles, the library should offer as many different types of environments as possible—quiet study areas, group activity areas, spaces for individual and small group work, spaces for instruction, spaces where students can listen to music, and—dare I say it —spaces where food and drinks are allowed. Thursday, May 21, 2009 Rolf Erikson on “should the library of the future be a ʻsacredʼ space dedicated to honoring the book, or a dynamic interactive space dedicated to honoring the student and community?”
  51. 51. Physical Space - Library Thursday, May 21, 2009
  52. 52. Virtual Space - Library 2.0 Library Library is a that fits Staff framework for integrating that suggests Creation of change into all levels of that learns Emerging Tech library operations that gathers committee that combines Integration with (e) that organizes learning environment The library has no barriers Library that LETS 1. User-centricity 2. Tech-sav vy environment The library 3. Reaching of the patrons long tail is human The library 4. Content for more than one device invites participation 5. Component-based soft ware, not ILS Patron 2.0 = from 6. Constant change content consumer to 7 Use of web 2.0 apps & services . content creator OPAC 8. Open standards - Federated search - RSS for cataloging records & The library is search results - Records tagging everywhere - User reviews Social computing apps to meet users need when, where & The Physical Library how they need it Loud spaces for collaboration & The library uses flexible conversation best of breed systems Mobile devices for users Thursday, May 21, 2009 You canʼt talk about virtual space without talking about library 2.0. Library 2.0 is virtual space. Many different ideas and definitions of library 2.0. However, there are some common terms that come up: flexible space, read/write web (web 2.0), virtual, social, collaborative, digital, communal, content producer. In general, not the quiet place weʼre used too! Library 2.0 Meme Map by Gerard Bierens
  53. 53. Human Space - Librarian Librarians of the Future Will Help You Upload Your Videos to YouTube Imagine a future when you go to the library with a 5 minute video you've just made about last night's Presidential debates and that librarian says to you: You should upload it to YouTube and tag it with these four tags - two broad and two more specific to existing communities of interest on YouTube and the topic of your video. Then you should embed that video in a blog post along with some text introducing it and linking to some of your favorite posts by other people who have also written today about the Presidential debates. Make sure to send trackbacks to those posts! Now, I think this is a particularly good video on the topic, so if you're interested I will vote for it on StumbleUpon (as a librarian I have a very powerful account there) and give it a good summary explanation. Any of those are steps you can take that will make your work all the easier for people to discover. Thursday, May 21, 2009
  54. 54. Library - Learning Commons Thursday, May 21, 2009
  55. 55. What else? Recommendations... Thursday, May 21, 2009 web 3.o, internet 2, second life (virtual environments) building/classroom design, infrastructure, pedagogy, carnegie unit, laptop-mobiles, filtering, learning resources (subscriptions), apex learning, assessment, PD - use the toyota story
  56. 56. Recommendations Question everything/Change everything! Flexible and adaptable buildings/classrooms and infrastructure Pursue online learning - choices, college credit, individual learning Pursue technologies that allow students to share experiences and learn from others; don’t think that new tech will always be ‘marginal’ Create mechanisms that allow us to change and adapt quickly in terms of teaching and learning Continue to monitor the research on tech in education Move forward with web 2.0 apps integrated into curriculum; digital social tools Reduce filtering and limitations on web and software access Thursday, May 21, 2009
  57. 57. Recommendations Maintain a group of people that can research, test, coordinate, and implement all things tech. Think of tech hardware as consumable; provide students with current tech (1-1) and/or allow them to bring their own Change our libraries - multiple spaces, learning commons, presentations (poetry slam); social space (starbucks), tech support (genius bar), audio/video production (studio), books (barnes/noble), Push the envelope in using our current technologies with students; move away from textbook materials It’s about teaching and learning! Thursday, May 21, 2009 futurelab website here?
  58. 58. Where to begin..... KnowledgeWorks Foundation Presents: 2020 Forecast Future of Learning Berkeley Library 2. Conferen 0 ce - 2007 Thursday, May 21, 2009 Begin with the research already available. There is a need to approach this in a systematic way in order to understand current technology trends and what this means for the future of education, especially as it relates to secondary schools and learning.
  59. 59. 21st Century Schools - Tech So, let's not just adopt technology into our schools. Let's adapt it, push it, pull it, iterate with it, experiment with it, test it, and redo it, until we reach the point where we and our kids truly feel we've done our very best. Then, let's push it and pull it some more. And let's do it quickly, so the 22nd century doesn't catch us by surprise with too much of our work undone. A big effort? Absolutely. But our kids deserve no less. ~ Marc Prensky Thursday, May 21, 2009 Marc Prensky, founder and CEO of Games2train, is a speaker, writer, consultant, and game designer.
  60. 60. Thursday, May 21, 2009 Cisco promotional ad for networking products.