5 Realities of 21st Century Living
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5 Realities of 21st Century Living



Presented at VCCS New Horizons 2013

Presented at VCCS New Horizons 2013



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5 Realities of 21st Century Living 5 Realities of 21st Century Living Presentation Transcript

  • 5 Realities of 21st Century Living A Guide for Teachers and Learners profmikegreene
  • Be sure to check out #nh13 tweets on twitter #nh13 photos on flickr #nh13 reading list on pinterest
  • Why?
  • 1. Unlearning Forgetting the truths that got us here but hold us back from there
  • A Primer to Unlearning By Jack Uldrich or just watch his TED talk
  • What are the colors of a yield sign? Exercise
  • What is unlearning? The chief object of education is not to learn things but to unlearn things G. K. Chesterton
  • Imagination is more important than knowledge Albert Einstein
  • $.01 $.02 $.04 $.08 $.16 $100,000 $200,000 $300,000 $400,000 $500,000 $3,000,000 $5,368,709
  • Compound Interest Principle A = P ( 1 + r/n ) nt
  • Forces that have been doubling Moore’s Law, Bandwidth, Genome Sequencing, Robotics
  • 0 1250000 2500000 3750000 5000000 Moore’s Law
  • How technology evolves The S-Curve
  • What does unlearning mean for us? A lesson from Sherlock Holmes
  • A man's brain originally is like an empty attic, and you have to stock it with such furniture as you choose. ! It is a mistake to think that little room has elastic walls and can distend to any extent. Depend upon it there comes a time when for every addition of knowledge you forget something that you knew before. ! Therefore, one must not have useless facts elbowing out the useful ones. ! A man should keep his brain-attic stocked with all the furniture that he is likely to use, and the rest he can put away in the lumber-room of his library, where he can get it if he wants it.
  • What does unlearning mean for us? The significant problems we face today cannot be solved at the same level of thinking we were at when we created them Albert Einstein
  • 2. Design Thinking The art of evolution
  • Intention Iteration Creation
  • As more of our basic needs are met, we increasingly expect sophisticated experiences that are emotionally satisfying and meaningful … design thinking is the tool for imagining these experiences as well as giving them a desirable form Tim Brown
  • Application to education People are taught what to learn but not how to learn, and they are slowing educated out of their innate curiosity and creativity. Patrick Newell
  • Integrating Design Thinking Be more interdisciplinary No idea is a bad idea Prototype
  • designthinkingforeducators.com
  • 3. Efficiency
  • Sleep Work Other
  • Track your time It’s your most precious and finite resource
  • Evernote Notes Notebooks Tags Search Ubiquitous
  • 4. Tech Fads Which ones do I care about?
  • A look into 2007 No smartphones No tablets No cloud No twitter No kinect No web-enabled things
  • What fads really matter? The ones that make tech invisible
  • Ubiquitous Computing Where tech takes a backseat
  • Mainframe Personal Ubiquitous
  • 5. Gamification Everything’s a game, everyone’s a gamer
  • Computer and video games have reached a critical mass. Our industry’s position is one of the strongest and most cutting-edge sectors in the U.S. economy. Michael D. Gallagher, CEO, Entertainment Software Association
  • Average gamer age 30
  • % of Female Gamers 47
  • % of Gamers play games with others 62
  • Everyone is gaming Play has moved beyond entertainment Games are the most elevated form of investigation. ––Albert Einstein
  • Gamification Taking the things that make games engaging and applying them to the rest of life to drive behavior Game Mechanics - the procedures and rules of your game
  • Autonomy Customization Choice ! Mastery Levels Challenges ! Purpose Giving / Altruism Narrative Greater Meaning ! Status Leaderboards Achievements Social Connections Suggest similar users Cooperative “play” ! Rewards Points Badges Achievements ! Peer Pressure Peer review / feedback / grading Boasting / Bragging system Competitive “play” Avoidance Lose Points Lose Status Game Over ! Scarcity Exclusive / Unique Rewards Reward Schedules ! Fun! Quiz’s Competitions
  • Gamification
  • Gamification will be used in 25% of redesigned business processes by 2015, this will grow to more than a $2.8 billion business by 2016 ! 70% of Global 2000 businesses will be managing at least one "gamified" application or system by 2014 Gartner
  • Gamifying Education It’s simpler than you might think
  • One more thing... Are you ready for our new reality?
  • mgreene@rappahannock.edu 804.768.6878 @profmikegreene Q & A