Googlios 21st Century Skills & Learning in Digital Age-pdf

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  • 1. Googlios: 21st Century Skills & Learning in the Digital Age G. Alex Ambrose 2010 Midwest Moodle Moot Goshen College - July 26, 2010 www.gAlexAmbrose.com © G. Alex Ambrose
  • 2. Non-Attribution Statement This presentation contains references to various ideas, technology, products, and services. The inclusion of this material is provided under the following conditions (in addition to the copyright statement) -The material is provided for educational and reference purposes and reflects the views and opinions of the author but not those of the University of Notre Dame or Google. -References to technology or companies do not indicate sponsorship, affiliation or endorsement of the product and/or service.
  • 3. Copyright Statement
  • 4. Introduction © G. Alex Ambrose
  • 5. Problem
  • 6. Purpose
  • 7. Overview © G. Alex Ambrose
  • 8. 21st Century Relevance & Significance 21st Century Skills 21st Century Learning 21st Century Portfolios
  • 9. 21st Century Relevance & Significance 21st Century Skills 21st Century Learning 21st Century Portfolios
  • 10. Skills Gap
  • 11. Content Vs. Skills War Process Process Product Product Outputs Outputs Inputs Inputs Outcomes Outcomes Knowledge Knowledge © G. Alex Ambrose
  • 12. Hard Vs. Soft Skills Battle problem solving critical thinking teamwork Ethics/Privacy oral communication Database creative thinking C-S Database written communication Languages Security Object-Oriented © G. Alex Ambrose
  • 13. B.C. Vs. 21st C. Skills Fight What would Socrates say?
  • 14. 21st Century Skills Literature Review
  • 15. http://www.iste.org
  • 16. 21stCenturySkills.org
  • 17. http://www.metiri.com/
  • 18. 21st Century Relevance & Significance 21st Century Skills 21st Century Learning 21st Century Portfolios
  • 19. Levels of Technology Integration Technology Permeation Technology Integration Technology Proficiency (Ingram, 2007)
  • 20. Tail Wagging the Dog
  • 21. From Adams, J., & Morgan, G. (2007). "Second Generation" E-Learning: Characteristics and Design Principles for Supporting Management Soft-Skills Development. International Journal on E-Learning, 6(2), 157-185.
  • 22. User- Learner- Friendly Friendly Usability Learnability Elearning eLearning Edu-tain-ment Engagement eLearning eDoing eLearning Strategy eStrategies for Learning © G. Alex Ambrose
  • 23. Physical Learning Environment Virtual Social © G. Alex Ambrose
  • 24. Traditional Distance Web Face-to- Fully Enhanced Hybrid Face Online Classroom Classroom Education © G. Alex Ambrose
  • 25. Face-to-Face Traditional Learning Blended Learning Online Social Self-Paced and Independent Collaborative Learning Learning © G. Alex Ambrose
  • 26. Cartesian View Social View of of Learning Learning “We participate therefore we “I think therefore I am” are” Understanding is Socially Knowledge as Substance Constructed Pedagogy=Knowledge Transfer Pedagogy = Know How Explicit Knowledge Tacit Knowledge Learning About Learning to Be Brown & Adler, 2008
  • 27. Dimensions of Learning Learning About Learning To Do Learning To Be
  • 28. Multimedia & Gardner’s Multiple Intelligences Logical & Mathematical • Text, data, tables, and graphs Verbal & Linguistic • Text (written and audio), sound, and fonts Visual & Spatial • Graphics, logos, images, and links • Producer is learning by doing, navigating through dynamic hyperlinks, video, Bodily & Kinesthetic motion, and animation Musical & Rhythmic • Audio, sounds, and video Interpersonal • Photographs of self or others and comments and feedback from others Intrapersonal • Reflection by self and others, met cognitive planning and production Naturalist • Organization of materials and links into a system of levels and relationships © G. Alex Ambrose Adapted from Hartnell-Young & Morriss, 2007
  • 29. Bloom’s Taxonomy Bloom’s Taxonomy (1956) (Revised 2001) Evaluation Create Nouns Verbs Synthesis Evaluate Analysis Analyze Application Apply Comprehension Understand Knowledge Remember © G. Alex Ambrose
  • 30. Bloom’s Digital Taxonomy (2006)
  • 31. Image Source: http://www.masternewmedia.org/news/2008/08/09/educational_models_and_learning_in/
  • 32. Evolution to Connectivism Learning Theory From Siemens, G. (2008). Learning and knowing in networks: Changing roles for educators and designers. Paper 105: University of Georgia IT Forum. Retrieved from http://it.coe.uga.edu/itforum/Paper105/Siemens.pdf
  • 33. Alignment of Epistemologies and Learning Theories Distributed Objectivism Pragmatism Interpretivism Knowledge Behaviorism Cognitivism Constructivism Connectivism From Kop, R., & Hill, A. (2008). Connectivism: Learning theory of the future or vestige of the past? The International Review of Research in Open and Distance Learning, 9(3). Retrieved from http://www.irrodl.org/index.php/irrodl/article/viewArticle/523/1103
  • 34. 21st Century Relevance & Significance 21st Century Skills 21st Century Learning 21st Century Portfolios
  • 35. e•Port•fo•li•o noun: a space, story, and system for learners that functions as a workspace and showcase for students to collect, select, reflect, publish, link, archive, and demonstrate knowledge, skills, reflections, through multimedia artifacts. see also: electronic portfolios, e-folios, web folios, and digital or virtual portfolios © G. Alex Ambrose
  • 36. History & Evolution • Folio: Journals & Notebooks • Portfolio: Binders and File cabinets • E-Portfolio: CD/DVDs, Web Databases, and HTML • Next Generation Portfolio: Web 2.0 Technologies © G. Alex Ambrose
  • 37. Next Generation Portfolio (NGP) Personal Knowledge Personal Learning Personal Learning Management Environment (PLE) Network (PLN) (PKM) Journal Portfolio Profiles Blog Wiki Social Networks © G. Alex Ambrose
  • 38. Where? How?
  • 39. © G. Alex Ambrose
  • 40. Goog•li•o origin: rooted in the word folio (as in Da Vinci) + Google (as in the free Google Apps & Tools) and evolved from portfolio --> electronic portfolio --> webfolio noun (1) a free and easy to use portfolio web space from mashing up blog, wiki, social networks and webware tools for individuals to collect, publish, reflect, and connect digital multimedia artifacts. noun (2) an educational phenomenon in which students and teachers transcend technology tools for the sake of technology, and the technology serves the student in authentic and meaningful ways. verb (3) "googlio it" to publish and connect a digital artifact to your webfolio. © G. Alex Ambrose
  • 41. Conclusion
  • 42. Image Sources Slide 5 http://www.flickr.com/photos/damopabe/3233957139/ Slide 6 http://www.carnegiemuseums.org/cmag/bk_issue/1997/marapr/feat4c.gif Slide 11 http://thedogatemyhomework.pbworks.com/f/21st+Century+Word+Cloud.jpg Slide 14 & 16 http://www.faqs.org/photo-dict/photofiles/list/7382/9910boxing_ring.jpg Slide 23 http://www.noaanews.noaa.gov/stories2004/images/ivan091504-1445z.jpg Slide 24 http://www.media-studies.ca/articles/images/berlin_wall.jpg Slide 26 http://sketchedout.wordpress.com/2007/11/11/tail-wagging-the-dog/ Slide 32 http://www.masternewmedia.org/images/synchronous-vs-asynchronous-collaboration-by-Ramius.gif Slide 37 http://www.techlearning.com/article/8670
  • 43. www.Googlios.com www.gAlexAmbrose.com