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Ian Wigglesworth Mod 3b 6620
 

Ian Wigglesworth Mod 3b 6620

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    Ian Wigglesworth Mod 3b 6620 Ian Wigglesworth Mod 3b 6620 Presentation Transcript

    • Collaborating and creating real world knowledge through technology
      By: Ian Wigglesworth
      ED-6620-081 (Issues & Trends/Ed Computing - 73355)
      Memorial University
    • Agenda
      Brief history of learning and educational technology
      Current state of education
      Brief exploration: Technological lag in education
      Future technology trend # 1 – Autonomous-experiential learning
      Future technology trend # 2 – Textbooks replaced by computers
      Future technology trend # 3 – Teacher as a technology specialist and researcher
      Conclusion
    • History of education
      One teacher who teaches material
      Textbooks contain knowledge
      Learning is done in a classroom
      Teacher is seen as content expert
      Students learn by rote
      Students interact minimally with ‘real’ world (field trips)
      Modern technology not incorporated into the classroom until 1980s
      1, 2, 3
      http://images.google.ca/imgres?imgurl=http://www3.familyoldphotos.com/files/images/111208/frank%2520dillen%2520teacher.preview.jpg&imgrefurl=http://www3.familyoldphotos.com/photo/pennsylvania/8220/frank-dillen-teacher-class-in-julian-pa&usg=__rERgcR_fMo3R8kpzUriWJe0oxo4=&h=364&w=500&sz=34&hl=en&start=1&um=1&itbs=1&tbnid=yKNxaN80QNMnLM:&tbnh=95&tbnw=130&prev=/images%3Fq%3Dteacher%2Band%2Bclass%2Bold%26um%3D1%26hl%3Den%26client%3Dfirefox-a%26sa%3DG%26rls%3Dorg.mozilla:en-US:official%26tbs%3Disch:1
    • Teachers and administrators not seeing the value to Technology
      "Students today can't prepare bark to calculate their problems. They depend on slates, which are more expensive. What will they do when the slate is dropped and it breaks? They will be unable to write" (quoted in Bean, 2008).
      4
    • History of educational technology in the classroom
      Ancient technology – writing implements (e.g. wax and stylus
      Textbooks introduced
      Projected still pictures (slides)
      Audio
      Video and Audio
      Television and storage media
      Computers
    • Current state of education
      Teacher facilitates learning
      Teachers content/subject experts
      Textbooks contain lessons and content
      Computers used in class as supplementary instruction
      Many teachers unable to use computers/technology in class
      Students’ technology savvy greater than teachers’
    • Adoption of technology in the classroom lag
      Adoption of technology into the classroom has been slow
      Teachers and administrators are skeptical
      School boards are hesitant to invest in technology due to Moore’s law
      Technology is expensive and requires resources for upkeep
      Professional development difficult as technology continues to change
      Teacher training does a poor job at readying future teachers for technology use
      5, 6, 7
    • 1st Trend
      Autonomous-experiential learning
    • Autonomous-experiential learning
      New devices augment reality
      New devices that allow for seamless integration of technology into education
      Video game manufacturers invest research and development monies into education
      Wearable device that has three key parts
      Video/still camera
      Mini-projector and mirror
      Modified cell phone (computer and Internet connection
      8, 9, 10
    • Autonomous-experiential learning – New devices allow for interaction between user, the real world and the Internet
      10 (Picture)
    • Games as motivation to learn and medium for social change
      Video games as social change and learning
      People are more willing to collaborate online
      Motivation of learners changes
      Games have more intrinsic motivation than school learning
      Social change can happen through games that mimic the real world and actually impact the real world
      11 (incl. picture)
    • Autonomous-experiential learning – Effects on learning
      Learning occurs in- and out-of-doors
      Information not held by teacher
      Information user inputted and user edited i.e. collaboration mandatory
      The operating system disappears and the user controls the software with his or her body.
      Device does not require instruction and is free from the constraints of an operating system (Sundarrajan, 2007)
      Textbooks become antiquated
      Teachers’ role changes
      12
    • Autonomous-experiential learning – Possible consequences
      Traditional classrooms no longer needed
      Learning occurs in the real world
      Encourages constructivist approach
      Collaboration dependant
    • 2nd Trend
      Electronic media replaces the textbook
    • Computers replace the textbook – Open, raw-linked data and Pivot
      Raw linked data – peer-edited and contributed
      Searchable data
      Continuously updated – never out-of-date
      13
    • Computers replace the textbook – Pivot and raw linked data
      14
    • New ways to search data
      Pivot
      Allows for natural searches based on computer created algorithms
      Sorts data into useful groupings
      15, 16
    • Computers replace the textbook – Effect on learning
      Students see that the information they create is important
      Students understand technology and research skills at a younger age
      Creates more intriguing lessons
      Collaboration mandatory to accomplish tasks
      Collaboration with students from around the world possible
    • Computers replace the textbook – Possible consequences
      Students become too dependent on technology
      Students might lose the ability to research from books
      Difficult for teacher to stay up-to-date
    • 3rd Trend
      Teacher as technology expert
    • Teacher as a technology expert
      Currently, the teacher is a content/subject expert
      New role – facilitate learning of individuals and group
      Research skills replace subject area knowledge
      17, 18, 19
    • Teacher as a technology expert – Effect on learning
      Learning would shift from teacher-centered to student- centered
      Learning could happen anywhere – nontraditional school setting
      Material covered in class could be continuously updated
      Student learning experience based on real tasks
      Student more likely to participate i.e. intrinsic motivation
    • Teacher as a technology expert – Possible Consequences
      Students and teachers dependent on technology
      Ministry of Education/school boards would require technology experts to maintain equipment
      Students’ socialization may suffer
      Not all subjects can be taught without a classroom
    • Conclusion
      Educational technology reshapes teaching methodology
      Schools may change from brick and mortar
      Constructivist learning and horizontal individualism will become even more prominent
      Teacher education will need to move from subject/content expert to technology/research expert
      20, 17, 21
    • Endnotes:
      Brookfield (1988)
      Cubberly (1920)
      Hawkins, Sheingold, Gearhart, Berger (1982)
      Bean (2008)
      Molebash (1999)
      Prensky (2001)
      Greenhow, Robelia, & Hughes (2009)
      CBC (2010a)
      CBC (2010b)
      Maes & Mistry (2010)
      McGonigal (2010)
      Sundarrajan (2007)
      Berners-Lee (2010)
      Feldman (1997)
      www.getpivot.com (2010)
      Flake (2010)
      Gray (1997)
      Tapscott (2009)
      Kay (2006)
      Nelson (2006)
      NASA (2010)
    • References
      Bach, J. S. (1055). BWV 1065 Grirmaud, H. & Die DestscheKammerphileharmonieBremenr (2008)
      Bean, M. (2008). Lifelong Learning the key to survival in the 21st Century Global Economy. In Microsoft European Academic Leaders Conference–Budapest. Microsoft Corporation.
      Berners-Lee, (2010, February). Tim Berners-Lee: The year open data went worldwide. TED. Retrieved from http://www.ted.com/talks/lang/eng/tim_berners_lee_the_year_open_data_went_worldwide.html
      Brookfield, S. (1988). Developing Critically Reflective Practitioners: A Rationale for Training Educators of Adults. In S. Brookfield (editor). Training Educators of Adults: The Theory and Practice of Graduate Adult Education, New York: Routledge.
    • Cubberly, E.P. (1920). The History of Education. Cambridge, UK: Cambridge University Press.
      CBC. (2010a). Nintendo guru targets education.From http://www.cbc.ca/technology/story/2010/03/19/nintendo-classroom.html retrieved on March 20, 2010.
      CBC. (2010b). Hands-free gaming closer to reality. From http://www.cbc.ca/technology/story/2010/01/07/ces-xbox-hands-free.html retrieved on March 20th, 2010.
      Flake, G, (2010, February). Gary Flake, is Pivot a turning point for web exploration? TED. Retrieved from http://www.ted.com/talks/lang/eng/gary_flake_is_pivot_a_turning_point_for_web_exploration.html
    • Gray, A. (1997). Constructivist teaching and learning. SSTA Research Centre Report97(07). Retrieved fromhttp://www.pen.ntid.rit.edu/%5Cworkshops%5CTUT_Jun_02%5CSessions%5C7Curriculum_Content%5CPre-Workshop%20Materials%5CConstructivisit_Teaching_Learning on March 20, 2010.
      Greenhow, C., Robelia, B., & Hughes, J. (2009). Web 2.0 and classroom research: What path should we take now? Educational Researcher, 38(4), 246–259.
      Hawkins, J., Sheingold, K., Gearhart, M., & Berger, C. (1982). Microcomputers in schools: Impact on the social life of elementary classrooms. Journal of Applied Developmental Psychology, 3(4), 361-373.
    • Kay, R. (2006). Evaluating strategies used to incorporate technology into preservice education. Journal of Research on Technology in Education, 38(4), 383.
      Maes, P. & Mistry, P. (2009, February). Pattie Maes and PranavMistry demo SixthSense. TED. Retrieved from http://www.ted.com/talks/pattie_maes_demos_the_sixth_sense.html
      McGonigal, J. (2010, Februrary). Gaming Can Make a Better World. TED. Retrieved from http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html
    • Molebash, P. (1999). Technology and education: current and future trends, InformationTechnology Journal, 8, December 2000. Retrieved from http://etext.virginia.edu/journals/itjournal/1999/molebash.html on March 20, 2010.
      NASA. (2010). The Peer Review Process. Retrieved from http://pds.nasa.gov/tools/peer-reviews.shtml on April 1, 2010.
      Nelson, M. (2006). Digital technology Trends in Higher Education, National Association of College Stores and ECAR, 2006(9)
    • Prensky, M. (2001). Digital Natives, Digital Immigrants on the horizon. MCB University Press, 9(5)
      Sundarrajan, S. (2007). Grid Operating System – A Virtual Execution Container For Grid Infosys Technologies Limited Retrieved from http://www.infosys.com/research/centers-of-excellence/Documents/grid-operating-system.pdf on March 20, 2010.
      Tapscott, D. (2009). Grown up digital. New York: McGraw-Hill.
    • End