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There is life beyond
        web quests
A.K.A Connecting with the 21st Century Student
Macarthur Digital Foundation est. 2006


“The MacArthur Foundation launched its five-year, $50
  million digital media and learning initiative in 2006
  to help determine how digital technologies are changing
  the way young people learn, play, socialize, and
  participate in civic life.”




Macarthur Digital Foundation
   Young people today spend an average of almost 6.5 hours a day
    with media.

   The total amount of media content young people are exposed to
    each day has increased by more than an hour since 2000, with
    most of the increase coming from video games and computers.

   Eighty-seven percent of U.S. teens aged 12-17 now use the
    Internet. That is up 24%from 2000. Half of those teen internet users
    go online every day.




Statistics in 2006
   The average teen spends approximately 11.5 hours a week of his or
    her free time creating, exploring, playing games, and
    communicating online.

   Over half of teens age 12–17 use a social networking site;
    approximately three out of five teens upload some type of creative
    content online and virtually all teens engage in some type of video
    gameplay .

   The online practices of teens vary dramatically; they may be avid
    texters and emailers, social networkers, casual surfers, and news
    browsers, or deeply invested MMORP gamers and social activists.




Statistics in 2008
K-8 Standard pc software

   Typing software, ex. Mavis Beacon etc.

   Microsoft office

   Drawing software

   Edutainment software




Standard pc applications used
K-8 It’s Interactive!
   Hypercard

   Logo, or some other basic computer programming software,
    Web quests

   Internet searches

   Online education products, Plato, Write to Learn, Terra Nova
    etc.



Standard“interactive”technologies
used
K-8 Classroom computer standards

   Standards are useful but limiting

   Standards do not stimulate students ability to learn

   Standards rely heavily on individual experiences vs. group
    experiences

   Standards do not train students for collaborative work environments




The Disconnect
Barriers to technology innovation

The context (School):
  ◦   What is your organizational culture like?
  ◦ What kind of human infrastructure does your school have?
  ◦ What kind of technology infrastructure does your school have?


The innovator (Teacher):
  ◦ How technologically proficient are you?
  ◦ What are your beliefs about a tech-integrated pedagogy?
  ◦ What is your knowledge of resources?


Overcoming the barriers
Barriers to technology innovation

The Operator (Students):
  ◦ How technologically proficient are your students?

  ◦ How familiar with the project style are your students?

  ◦ What are the attitudes and beliefs of your students toward
    the innovation and its use for educational purposes? What
    is the general attitude of the class towards the innovation?




Overcoming the barriers
Change the way you approach technology

   Technology=play for children AND adults!
    ◦ Never underestimate a student’s curiosity


   Take it for a test drive
    ◦ Spend some time using an application, website, etc. before you hit
      the classroom and assign activities

   One Size does not fit all
    ◦ Break assignments down into group responsibilities



Going beyond the standards
A new approach to the keyboard

 ◦   Create Haiku’s with the pc

 ◦   Student’s create illustrations with kidpix

 ◦   Copies of Ms. Smith’s little book of Haiku’s are sent
     home with every student

 ◦   Language literacy requirements are met, students create
     poetry, visual art, and learn how to keyboard



Examples
No More Book Reports
   Collaboration is key
    ◦ Consider giving assignments to students in groups


   Use sites that experiment with technology
    ◦ NASA’S education site
    ◦ Breakin News English

   Instead of the tried and true, why not try something new?
    ◦ Class blog
    ◦ Wiki


More examples
Cultivate your student’s desire to explore
 technology in high school and beyond

   Linworth High School’s rain garden project

   Adopt a watershed project

   Learn and Serve and AmeriCorps




Technology=variety of opportunities
Diversity of technology is key to the State’s
 growth

Not everyone’s a programmer, web designer, etc.

   Green Collar job training
   Current tv
   Maybe the next big tech innovator is in our backyard ?




Ohio needs to go beyond IT
Rules of the road

   Step outside of your comfort zone, try something new
   Partner with a colleague
   Support, support, support!
    ◦ My e-coach
    ◦ MacArthur digital foundation
    ◦ Itsco’s programs




Keepin’ it current
Rule #1, there are no rules

“Given the diversity of digital media, it is problematic
 to develop a standardized set of benchmarks
 against which to measure young people’s technical
 and new media literacy.”
 -Living and Learning with New Media: Summary of Findings from the
 Digital Youth Project, November 20th, 2008




New Rules
Beth Kagel

   Master’s in Education, Instructional Technologies SF State

   Focus on k-12 students , educators, higher education

   Portfolio information bkagel.net

   Materials used in presentation available upon request




Educational Tech. Consultant

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There is life beyond webquests

  • 1. There is life beyond web quests A.K.A Connecting with the 21st Century Student
  • 2. Macarthur Digital Foundation est. 2006 “The MacArthur Foundation launched its five-year, $50 million digital media and learning initiative in 2006 to help determine how digital technologies are changing the way young people learn, play, socialize, and participate in civic life.” Macarthur Digital Foundation
  • 3. Young people today spend an average of almost 6.5 hours a day with media.  The total amount of media content young people are exposed to each day has increased by more than an hour since 2000, with most of the increase coming from video games and computers.  Eighty-seven percent of U.S. teens aged 12-17 now use the Internet. That is up 24%from 2000. Half of those teen internet users go online every day. Statistics in 2006
  • 4. The average teen spends approximately 11.5 hours a week of his or her free time creating, exploring, playing games, and communicating online.  Over half of teens age 12–17 use a social networking site; approximately three out of five teens upload some type of creative content online and virtually all teens engage in some type of video gameplay .  The online practices of teens vary dramatically; they may be avid texters and emailers, social networkers, casual surfers, and news browsers, or deeply invested MMORP gamers and social activists. Statistics in 2008
  • 5. K-8 Standard pc software  Typing software, ex. Mavis Beacon etc.  Microsoft office  Drawing software  Edutainment software Standard pc applications used
  • 6. K-8 It’s Interactive!  Hypercard  Logo, or some other basic computer programming software, Web quests  Internet searches  Online education products, Plato, Write to Learn, Terra Nova etc. Standard“interactive”technologies used
  • 7. K-8 Classroom computer standards  Standards are useful but limiting  Standards do not stimulate students ability to learn  Standards rely heavily on individual experiences vs. group experiences  Standards do not train students for collaborative work environments The Disconnect
  • 8. Barriers to technology innovation The context (School): ◦ What is your organizational culture like? ◦ What kind of human infrastructure does your school have? ◦ What kind of technology infrastructure does your school have? The innovator (Teacher): ◦ How technologically proficient are you? ◦ What are your beliefs about a tech-integrated pedagogy? ◦ What is your knowledge of resources? Overcoming the barriers
  • 9. Barriers to technology innovation The Operator (Students): ◦ How technologically proficient are your students? ◦ How familiar with the project style are your students? ◦ What are the attitudes and beliefs of your students toward the innovation and its use for educational purposes? What is the general attitude of the class towards the innovation? Overcoming the barriers
  • 10. Change the way you approach technology  Technology=play for children AND adults! ◦ Never underestimate a student’s curiosity  Take it for a test drive ◦ Spend some time using an application, website, etc. before you hit the classroom and assign activities  One Size does not fit all ◦ Break assignments down into group responsibilities Going beyond the standards
  • 11. A new approach to the keyboard ◦ Create Haiku’s with the pc ◦ Student’s create illustrations with kidpix ◦ Copies of Ms. Smith’s little book of Haiku’s are sent home with every student ◦ Language literacy requirements are met, students create poetry, visual art, and learn how to keyboard Examples
  • 12. No More Book Reports  Collaboration is key ◦ Consider giving assignments to students in groups  Use sites that experiment with technology ◦ NASA’S education site ◦ Breakin News English  Instead of the tried and true, why not try something new? ◦ Class blog ◦ Wiki More examples
  • 13. Cultivate your student’s desire to explore technology in high school and beyond  Linworth High School’s rain garden project  Adopt a watershed project  Learn and Serve and AmeriCorps Technology=variety of opportunities
  • 14. Diversity of technology is key to the State’s growth Not everyone’s a programmer, web designer, etc.  Green Collar job training  Current tv  Maybe the next big tech innovator is in our backyard ? Ohio needs to go beyond IT
  • 15. Rules of the road  Step outside of your comfort zone, try something new  Partner with a colleague  Support, support, support! ◦ My e-coach ◦ MacArthur digital foundation ◦ Itsco’s programs Keepin’ it current
  • 16. Rule #1, there are no rules “Given the diversity of digital media, it is problematic to develop a standardized set of benchmarks against which to measure young people’s technical and new media literacy.” -Living and Learning with New Media: Summary of Findings from the Digital Youth Project, November 20th, 2008 New Rules
  • 17. Beth Kagel  Master’s in Education, Instructional Technologies SF State  Focus on k-12 students , educators, higher education  Portfolio information bkagel.net  Materials used in presentation available upon request Educational Tech. Consultant