The Report additionally identified critical challenges that will likely affect teaching, learning and creative inquiry over the next 5 years:need for training in digital literacy skills and techniques – in spite of agreement regarding its importance, digital literacy training is rare in teacher education programs and in professional development opportunities. And where it is a focus, it needs to be more about thinking than about tools. lack of alignment between how today’s students think and work vs. practice and products used to support their learning – schools are teaching digital students with dated materials. New learning models are needed to engage today’s students. A more learning-centered model will require adaptations and change to teaching strategies, tools and assessment. difficulty of deep reform without a shared vision of a new education model – agreement by many on the need for school reform is offset by lack of agreement regarding what a new education model might look like. resistance to change in an established system – education is recognized as being slow to change, but attempts to reform the system while maintaining all of its current basic elements will not result in meaningful change. In the mean time, new learning alternatives—online education, home-based learning and others—are attracting students away from traditional settings. disconnect between student’s learning experiences inside and outside the classroom – students typically have more access to online resources, learning games and social networks outside of school than inside the classroom. Real life experiences and opportunities need to be more highly valued and offered within the school learning environment.
Creating Relevant, Meaningful Learning & Teaching Opportunities College Ready
Does the technology you use….. provide a learning opportunity that didn’t exist before? enable independentlearning? provide a unique form of collaboration? create an authentic contextfor learning? capture and sustain students’ participation? help students to achieve success? enable students to assess the extent of their learning? promote higher order thinkingprocesses? promote a constructivist approachto learning?
High School Students Want More Technology in College July 19th 2010 Converge Magazine Student college selection criteria
63 percent of current college students say technology on campus was important in their college search.
93 percent of today's high school students say campus technology is important in their college criteria.
95 percent of today's high school students expect to use technology in their college classes. -High school students want to use this technology to do class assignments, communicate with classmates and professors, and prepare for the technology expectations in their field.
An online survey of 1,019 college students - CDW-G 2010 21st-Century Campus Report
Students Lack Opportunities to Use Tech in Class June 18, 2010 Classroom Technology
60 percent of students say their teachers regularly use technology to teach, but only 26 percent of the students say they can use technology to learn.
84 percent of students say technology is important to their education, and more than half of them say they will be ready to use technology in college or the work force (57 percent).
18 percent of faculty members say they've fully integrated technology into their classes, but 9 percent of students say their teachers have fully integrated technology into their classes
64 percent of faculty members don't usually talk to students about 21st-century skills including creativity, innovation, critical thinking, problem solving, digital citizenship and communication.
47 percent of teachers do not design lesson plans that allow students to use technology or incorporate students' feedback into their lessons.
“Our students have changed radically. Today’s students are no longer the people our educational system was designed to teach. They have spent their entire lives surrounded by and using computers, videogames, digital music players, video cams, cell phones, and all the other toys and tools of the digital age. Today's average college grads have spent less than 5,000 hours of their lives reading, but over 10,000 hours playing video games (not to mention 20,000 hours watching TV). Computer games, email, the Internet, cell phones and instant messaging are integral parts of their lives.” Our Learners' Changing Brains Marc Prensky's "Digital Natives, Digital Immigrants"
Who are today’s students? Millennials: Born 1982 – 2002 Generation X: Born 1965 – 1982 Baby Boomers: Born 1946 - 1964 http://www.polleverywhere.com
born after 1980 always connected, multitasking team-oriented, collaborative expect structure/fairness community-oriented drawn to new technologies optimistic & confident goal & achievement-focused Millenials: Who Are They?
grew up in a time of economic prosperity – how times have changed! went to “play groups” and played soccer from the age of 3 the most protected generation in terms of government regulations on consumer safety often indulged as a result of changing child-rearing practices Characteristics of Millennials
used to being consulted in decision-making by their parents typically strong bonds between these students and their parents, particularly with their mothers, and they stay very connected even when they go away to school expected to excel by their parents highly scheduled and sheltered in childhood More Characteristics of Millennials
constant social contact with friends via e-mail, Instant Messaging, cell phones, and video games digital natives (Prensky, 2001) raised in a technological environment accepts that environment as the norm grown up surrounded by digital devices and regularly uses these devices to interact with other people and the outside world. Adapted From Digital Native website – www.digitalnative.org/wiki More Characteristics of Millennials
The 2010 Horizon Report: K-12 Edition, examines emerging technologies for their potential impact on and use in teaching, learning, and creative expression within the environment of pre-college education.
Page 4 of the Report, discusses key trends that are currently affecting the practice of teaching, learning and creativity: Technology is increasingly a means for empowering students, a method for communication and socializing and is a ubiquitous, transparent part of their lives. Technology continues to profoundly affect the way we work, collaborate, communicate and succeed. The perceived value of innovation and creativity is increasing. There is increasing interest in just-in-time, alternate or non-formal avenues of education, such as online learning, mentoring and independent study. The way we think of learning and environments is changing.
All students need to be actively engaged with the material we are trying to teach them Active engagement promotes deeper levels of cognitive processing and learning because it creates stronger connections Active learning facilitates long-term memory through the process of elaborative rehearsal that uses meaning rather than rote memorization Given Millennials’ Preferences, What Makes the Most Sense from a Cognitive Learning Perspective?
Provide High, Clear Expectations Offer individual feedback Engage with/through technology where appropriate Utilize group work: collaborative learning techniques Incorporate reflection and metacognition General Strategies for Engaging Millennials
Ask thought provoking open-ended questions rather than questions aimed at eliciting rote memory responses Find ways to get students working with a partner Design collaborative learning exercises that encourage students to hear each other’s diverse viewpoints and then to reach consensus on an issue using the “round-robin” process Specific Strategies for Teaching Millennials
Specific Strategies for Teaching Millennials College Readiness Present new material Creativity Adapted from Clement, 2009
FUN & Free Web 2.0 Tools! www.befunky.com Creative photo editing tool http://www.capzles.com social networking site that allows users to tell a story using pictures, video clips, audio tracks and text. http://www.toondoo.com comic-creating tool that allows you to create your own cool comic strips with just a few drag ‘n drops ‘n mouse clicks
www.wordle.net graphic representation of the most frequently used words in a blog, free write, or speech www.technorati.com Internet search engine for searching blogs www.polleverywhere.com Instant audience feedback tool More Free Tech Tools
www.prezi.com web-based presentation tool using a map layout and zooming to show contextual relationships www.voki.com free service that allows your students to create personalized speaking avatars and embed them on a blog or wiki or send them via e-mail. www.xtranormal.com is a text-to-movie website which allows you and your students to create short films with your own scripts using very clever text-to speech technology. More…..
Free Lesson Plan Sharing Websites http://www.internet4classrooms.com http://www.cyberbee.com http://www.thinkfinity.org http://www.free.ed.gov
www.edutopia.org www.convergemag.com Free Professional Development Resources