Educa?onal Innova?on • Innova?ve breakthroughs require years of intensive prepara?on • Enthusias@c immersion in a domain results in deep, rich knowledge • New ideas spur on more new ideas, networks generate cycles of innova?on • Give freedom to innovate Geoﬀ Colvin
How: Deliberate Prac?ce & Opportunity • A lifelong period of deliberate eﬀort to improve performance in a speciﬁc domain Geoﬀ Colvin 1. Know where you want to go, and iden?fy next steps 2. Prac?ce directly, master what you don’t know 3. Self-‐regulate: set concrete goals, observe in ac?on, evaluate 4. Deepen your knowledge with mental models **Mul@plier eﬀect: improvement over ?me increases drive. Extrinsic mo?vators can be useful in early stages.
2 Importance of serendipity making fortunate discoveries while looking for something unrelated
Serendipity is a major component of scien@ﬁc discoveries and • Penicillin inven@ons • Silly puYy • Mauve • Teﬂon • Scotchguard Key component of • Cellophane business intelligence • Chocolate chip cookies • Christopher Columbus • Grounded theory (paYerns) • Used in business intelligence
How do we go oﬀ-‐course when curriculum is standardized, accountable, and tested?
3 3 Design Ideas for Serendipitous Learning and innova?on
Why PLNs? • Supports connec?ons among teachers/learners • Supports serendipitous knowledge construc?on through distributed nodes and networks • Empowers learners to become self-‐led, independent knowledge seekers and creators • Allows customiza?on of learning paths speciﬁc to individual interests or needs • It’s fun and you can take it with you!
Growth Trend in virtual worlds: tweens and teens
Virtual World Popularity by Age • Poptropica 144M • Stardoll 94M • Habbo 200M • Barbie Girls 22M • Neopets 65M • IMVU 50M • Buildabearville • Club Penguin 63M • WeeWorld 40M 21M • Whyville 7M • Gaia 36M • Jumpstart 4M 5-‐10 10-‐15 15-‐25 • Second Life 25M • Utherverse 7.5M • eRepublic 2M 25-‐35
Virtual World Types by Age HAND: movement (somato-‐ sensorymotor system) HEART: rela@onships, emo@ons, long-‐term memory (limbic system) HEAD: Intellect, decision making, planning, impulse control (frontal cor@cal networks)
Learner Choice to Demonstrate Competencies • Quest-‐Based Learning 3dgamelab.org!
To sum it up • Excellence and innova?on come through deliberate prac?ce • Serendipity is a necessary aspect of innova?on • Opportuni?es for serendipity can be designed into learning environments and curriculum – PLNs, content crea?on, learner choice