What will the c2 c mean for it in the classroom?

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Keynote presentation made by Dr Jason Zagami to the Broadbeach SS ICT Conference 11 Feb 2012

Keynote presentation made by Dr Jason Zagami to the Broadbeach SS ICT Conference 11 Feb 2012

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Transcript

  • 1. What will C2C mean for IT in the classroom?
  • 2. Brad Paisley 3:19
  • 3. Welcome to the future
  • 4. Dr Jason Zagami Griffith University jason.zagami.info
  • 5. What will C2C mean for IT in the classroom?
  • 6. Computing in Australia
  • 7. Computing in UniversitiesComputer Science Business Computing
  • 8. Computing in SchoolsElectronic Learning Business Education Centres Centres
  • 9. PracticalComputing Methods
  • 10. InformationProcessing and Technology
  • 11. InformationTechnology Systems
  • 12. InformationTechnologies
  • 13. Information andCommunicationTechnology and Design and Technology
  • 14. TechnologyDesign and ICT?Technology
  • 15. Design and ICT Lower SecondaryTechnology Subject Area Guidelines
  • 16. Essential LearningTechnology ICT (Cross Curricula)
  • 17. The distinction between the Computing disciplineas a learning area and ICT as a General Capability is that:
  • 18. The ICT General Capabilities encompasses what allstudents should know and be able to do with ICT, i.e. the integrated use of computing in all learning areas. This is analogous with numeracy and literacy and represents a student’s general capacity to use computing.
  • 19. The Computing Discipline encompasses what allstudents should understand and be able to do so that they can creatively and productively contribute in the modern world, understanding the underlying concepts of devices, systems, software and networks.
  • 20. Educational Technologies
  • 21. National Professional Standards for Teachers - ICT Elaborations
  • 22. Lee Shulman
  • 23. Technological Knowledge (TK)PedagogicalKnowledge (PK) Context
  • 24. Technological Knowledge (TK) Content Knowledge (CK) Context
  • 25. Technological Knowledge (TK)Pedagogical ContentKnowledge Knowledge (PK) (CK) Context
  • 26. Technological Knowledge (TK)Pedagogical ContentKnowledge Knowledge (PK) (CK) Pedagogical Content Knowledge (PCK) Context
  • 27. Matthew Koehler Punya Mishra
  • 28. Technological Knowledge (TK)Pedagogical ContentKnowledge Knowledge (PK) (CK) Pedagogical Content Knowledge (PCK) Context
  • 29. Technological Technological Knowledge Content (TK) Knowledge (TCK)Pedagogical ContentKnowledge Knowledge (PK) (CK) Pedagogical Content Knowledge (PCK) Context
  • 30. Technological Technological Technological Pedagogical Knowledge Content Knowledge (TK) Knowledge (TPK) (TCK) Pedagogical Content Knowledge Knowledge (PK) (CK) Pedagogical Content Knowledge (PCK) Context
  • 31. Technological Pedagogical Content Knowledge (TPCK)Technological Technological Technological Pedagogical Knowledge Content Knowledge (TK) Knowledge (TPK) (TCK) Pedagogical Content Knowledge Knowledge (PK) (CK) Pedagogical Content Knowledge (PCK) Context
  • 32. TPACK
  • 33. • TTF provided support for all 39• Australian Schools of Education• to align programs with ICT expectations of• 1. National Accreditation;• 2. National Teaching Standards; and• 3. the Australian Curriculum
  • 34. Australian Curriculum
  • 35. ICT General Capabilities
  • 36. ICT continuum will be expanded from years 2, 6 and 10 to include years 4 and 8 in line with other continua
  • 37. Technologies CurriculumDesign and Technology Digital Technologies
  • 38. Professor Lyndon Anderson,Dean Faculty of Arts and Design (Uni of Canberra) Writing teamProfessor Marilyn Fleer (Monash)Associate Professor Howard Middleton (Griffith)Associate Professor Paul Newhouse (Edith Cowan)
  • 39. Hours per year of Digital Technologies F-Y2 Y3-Y4 Y5-Y6 Y7-Y8 Y9 Y10 9-10 19-20 20-30 30-40 37-40 35-38
  • 40. To exploit the capacity of digital technologies while minimising the risks to themselves andothers, students will develop increasingly sophisticated knowledge and understanding,drawn from both contemporary and historical sources, of:• the range of digital information and systems, including their properties and characteristics• the ways in which digital information and systems can be combined and controlled to create solutions to problems and to identify new problems and innovations• the relationship and interconnectedness between the components of digital systems and digital information in real-world situations, taking into account social, legal and ethical considerations• the relationship between digital technologies, themselves, their communities (local and global), the factors that shape the development of these technologies and the impact of these technologies on individuals, groups, communities and the environment.
  • 41. Students will develop increasingly sophisticated skills in digital technologies processes and production through creating digital information products, systems or software instructions to address digital problems. They will through investigation:• discuss and formulate the dimensions of the problem• take action to promote the use of digital technologies to support the evolution of preferred futures, including consideration of safety, security, values, beliefs and ethics• conduct research, generate ideas for digital solutions, analyse and organise data to inform their design thinking, and use an increasing variety of methods, techniques and forms to communicate this thinking• develop solutions to problems either by representing the solution with a model or simulation or by constructing a prototype or finished solution• evaluate solutions and processes against criteria or specifications• increasingly select and manage digital data, software and systems within constraints, and make decisions concerning appropriate techniques, processes, quality standards and testing• explore the capabilities of digital technologies for supporting creative, innovative and enterprising pursuits, including for personal expression, cultural and artistic activity, mathematical abstraction and logic, scientific and social invention, and complex algorithmic thought processes.
  • 42. computational thinkingrecognition of patterns, mathematical processes, generationof modular and recursive structures, and understanding ofsystem hierarchies and relationships. It involves the thinkingthat is needed for problems to be expressed in a way that canbe processed by a computer. Students learn to formulateproblems, logically organise and analyse data, and representit in abstract forms such as data tables, digital graphs,spreadsheet models and animations. They automatesolutions through algorithmic and declarative logic anddetermine the best combinations of data, procedures, andhuman and physical resources to generate efficient andeffective information solutions.
  • 43. Digital technologies content in Years F–2 will provide opportunities for students to:• identify digital information and digital systems that support personal, family and classroom needs, their main purposes, the impact on their lives and how some forms of digital information are transmitted• learn the common major components of the digital systems they use, their functions, simple terminology to describe them, and methods of control• explore some common ways in which digital technologies used in school and at home help meet the needs of self and familiar others, and the impact on their lives• investigate digital problems including common design features, and use these to develop and communicate design ideas using trial and error, drawings, discussion, or digital tools• plan, construct and evaluate digital solutions for particular purposes safely using a range of appropriate devices, software, functions and commands.
  • 44. Digital technologies content in Years 3–4 will provide opportunities for students to:• identify some common forms of digital information that local communities create and use, the intended purposes and how some are transmitted• investigate the use of common digital systems and typical cause and effect relationships between major components, and control using linear sequences of instructions• learn how the use of digital technologies meets the needs of some and not others• identify and communicate features of a digital problem, generate and evaluate design ideas for digital solutions, communicating this using trial and error, drawings, discussion and simple digital tools• plan, select and safely use a range of devices, software, functions and commands in digital environments• construct, modify and test creative digital solutions for particular purposes.
  • 45. Digital technologies content in Years 5–6 will provide opportunities for students to:• make critical judgments about the use of everyday digital technologies including safety and ethical considerations• examine data organisation, uses and control through digital systems. from a personal and social perspective• identify the components of local systems and explain their functions and methods of connection, and control using linear and looping sequences of instructions• identify some factors that influence the design and use of common digital technologies considering the reasons why and for whom the technologies were developed• learn to deconstruct digital problems to identify key dimensions, compare common digital solutions and make decisions about fundamental design features• plan, select and safely use a range of devices, software, functions, commands and techniques in online and local digital environments to create, test, edit, troubleshoot and evaluate digital solutions and, in doing so, capture, access, store and present a range of information.
  • 46. TheAustralianDigitalEducationRevolution
  • 47. “Learners, teachers and parents have access to resources, digital tools and agreed performancedata anywhere, anytime.” - Kevin Rudd
  • 48. $41 million for online curriculum
  • 49. Definition:n. one-to-one computingeach student has full-time access to a fully-functioning computer, the Internet,software, and online researchmaterials to work collaborativelyanytime and anywhere.
  • 50. InteractiveWhiteboards
  • 51. 1:38
  • 52. Augmenting YourLearning Environment
  • 53. 0:17
  • 54. 1:30
  • 55. 0:22
  • 56. 0:40
  • 57. Virtual Worlds
  • 58. Quest Atlantis
  • 59. Gaming
  • 60. Online Games
  • 61. Multiplayer Games
  • 62. Peggy Sheehy
  • 63. Play
  • 64. Challenge
  • 65. Reward
  • 66. Leveling
  • 67. ZPD
  • 68. Creativity
  • 69. Risk Taking
  • 70. Rapid Problem Solving
  • 71. Simulations
  • 72. simschool.org
  • 73. Wii
  • 74. Neural Interfaces
  • 75. Welcome to the future
  • 76. Dr Jason Zagami Griffith University jason.zagami.info
  • 77. Brad Paisley 3:08