Strategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
Avatars & The Young Conference
1. avatars & the young how technology is redefining creativity in the modern classroom
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4. yahoo eBay mySpace Outside of school, they interact in iTunes skype wiki google earth kazaa MMORPG facebook flickr friendster youTube … different sorts of learning communities no books no pen no paper
5. BUY PROPERTY, BUILD A HOUSE DESIGN OWN VEHICLE TRAVEL ANY WAY THEY WANT HANG OUT & CHAT … they … in SECOND LIFE
6. … they … in SIM CITY POOL TOGETHER RESOURCES AND STRATEGISE TO BUILD A SUCCESSFUL CITY…
7. … they … in CITY OF HEROES TAKE ON ROLES OF SUPERHEROES TO FIGHT VILLAINS AND ENSURE GOOD TRIUMPHS OVER EVIL IN MASSIVELY MULTIPLAYER ONLINE ROLE-PLAYING GAMES LIKE …. OTJ training! no lectures no textbooks no instructors no age-groups no entry requirements
8. … in Sep 2008, they will go on to construct civilisations
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10. “ The strategic conversation has shifted: from 21st Century literacy for students to 21st Century literacy for teachers….” - 21st Century Literacy Summit “A Global Imperative” The New Media Consortium San Jose, California 2005 There is a disjuncture between what and how students are learning outside of the classroom and how they are learning in the classroom
11. Half of all teens in US have created media content and roughly one third of teens who use the Internet shared content they produce. (Jenkins 2005) In Singapore, among our youth 78% of those aged 10 to 14 and 89% of those aged 15 to 19 use the internet for communicating 58% of those aged 10 to 14, and 40% of those aged 15 to 29 engage in computer games like Maple Story, World of Warcraft and Counter Strike. (Infocomm Development Authority 2007)
12. My computer is switched on 24/7, and I spend most of my time at home talking to others online. It’s just a habit.” Amelia, Sec 4, Paya Lebar MGS “ The Internet is a tool that helps me connect with friends, especially the ones whom I don’t get to meet every day. It really helps in bridging the gaps between me and my friends.” Joel, Sec 3, Junyuan Sec “ Games are an intriguing study in strategy, mathematics and logic. Contrary to what people say, there’s not much luck involved, only skill.” David, Sec 1, ACS (Barker)
18. Singapore, IT Masterplan (1996), mp2 (2003) We still give students a standard body of knowledge, from authorised sources – textbooks We imagine we have a binary relationship with them. We still test them the same way – pen & paper. We expect them to hand in work in the same way. We expect one solution to every problem we give them. We focus on content instead of context. We don’t realise that what’s happening with web 2.0 goes beyond the hardware, and software. But something has not changed for many of our teachers…
38. A STORY … when CPDD, Cedar Pri, LEGO (Denmark) and The Idea Factory got together….
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40. Trend scan: Research into 12 important aspects of a future society: Citizenship, Inclusivity, Pop Culture, Virtual Worlds, Education, Social Trends, Identity, Bioethics, Literacy, Morality, Work Places and Economy Brainstorm skills that students will need to master in the future from the trends.
41. Alpha Thoughts Team was asked to identify aspects of teaching and learning that will provide a deeper experience for students. e.g. Improvisation Imagination Interaction Resilience Risk Seeking Navigation
42. Concept Trails Team went on to brainstorm pedagogical strategies that related to each of the alpha ideas: e.g. Focus-based, dream-driven pedagogy Immersive Defeat-driven Justice or ethics driven Critical Experimental …and how these would look like in the classroom
43. Insight Quest: Ethnography – 3 teachers, 6 students – how they live and learn and what their aspirations are.
44. Beta Ideas 10 ideas were picked and in groups, team members brainstormed examples of lessons centred on the key idea behind the pedagogy. e.g. Inspiration-driven pedagogy Moshing Defeat-driven etc…
45. Idea.Lab: What Cedar did…. Prototype pedagogical elements such as Emotional– engagement, human feelings Dialogical – learnable moments Praxis – theory to action Justice – purposefully inclusive Spontaneity – flexibility to capture teachable moment Real world – relevant (playing with Lego bricks)
46. Idea.Lab: What CPDD did…. Prototype the creation process in a school that was trying to find an answer to their BIG Question (How do we make Project Work as a subject relevant and engaging for our students?) … .we also some of the pedagogical strategies.
49. Pattern-breaking A pedagogy centred on de-education Identity-searching A pedagogy centred on deep self-awareness
50. Chaos Navigation A pedagogy centred on sense-making Option Creation A pedagogy centred on choices Inspire to Aspire A pedagogy centred on dialogues for inspiration
51. Responsible Rebellion A pedagogy centred on championing a cause Circle of Life A pedagogy focused on the concept of ecological systems
52. Defeat-driven Pedagogy A pedagogy that exploits the merits of defeat or failure Moshing A pedagogy centred on collaboration and co-creation of knowledge
53. Spin-a-Tale A pedagogy centred on story-telling Soak-it-In A pedagogy centred on immersive environments
54. Idea.Lab: What LEGO did…. Look into teacher development and assessment instrument for teacher competencies.