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Engage The Bebo Boomers

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Some useful technologies we can use to switch the bebo boomers on

Some useful technologies we can use to switch the bebo boomers on

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    • 1. How do we engage the ‘Bebo-boomers’?
      • Robert Bashforth – T&L Manager ICT - Birkdale High School, Dewsbury, UK
      • [email_address]
      • [email_address]
      • Skype rob0960
      Using web 2.0 technologies in the classroom Phrase coined by Ewan McIntosh
    • 2. Owns a mobile phone, an iPod, a PC and a games console Multi-tasks and interacts with Web 2.0 Regularly uses MySpace, YouTube, Facebook, MSN chat, Bebo, Flickr , etc etc… A typical ‘bebo-boomer’
    • 3. The ‘Multivision’ project
      • Learners create promo videos for a fictitious mobile download site
      • Movies are saved in MPEG4 format
      • Learners bluetooth the completed movies to each other’s mobile phones
    • 4. The ‘Multivision’ project
      • End of Year 8
      • Perfect bridge to KS4
      • Project continued and developed to suit OCR National but cutting-edge
      • Sample assignment only equivalent to level 4/5 at KS3 so taught to higher level, integrated project, discussion of big issues etc
      • Year 9 need to be taught to level 6
    • 5. iNET - Education in the year 2015
      • There will be a drift away from traditional school buildings to global ‘virtual’ networks
      • Education 2015 :
        • anytime/anywhere
        • modular, roll-on, roll-off
        • schools have ‘catchy’ names
    • 6. BSF - New centres of learning
      • Smart buildings
      • Configurable classrooms with snap furniture
      • Wireless but always connected
      • Portable use-as-you-find technologies
      • Fewer corridors
      • Mixed-age groups
      • Integrated health centres
      • En suite toilets and water dispensers in all classrooms
    • 7. The new curriculum
      • Multimedia E-curriculum 24/7/365
      • No longer based on Year group
      • Flexible and adaptive, tailored to each person
      • Students take exams ‘when ready’
      • Project based
    • 8. V irtual L earning E nvironments
      • 24/7/365 anytime, anywhere learning
        • Download resources
        • Participate in discussion groups and forums
        • Upload assignments
        • Create podcasts
        • Fill out impact surveys
        • Usage tracking
    • 9. Portable technology - Learners can pick up anywhere
      • Interactive whiteboards
      • Wireless logon/Projectors
      • Laptops/Tablet PCs
      • Handheld interactive systems
      • Mobile phones?
    • 10. Personal Response Systems
        • Instant polls and graphs of responses
        • Detailed analysis of responses transparent to users
        • Can identify weak areas and target for revision
    • 11. Hi-performance graphic and web technologies
      • Hi-quality wall displays
      • Learners own their environment
      • Imminent publication raises standards
      • Web sites and magazines by learners 4 learners
    • 12. A myriad of uses for Digital Video
      • Teachers and students create and show their own movies, chroma key overlays and stop motion animations
      • Dartfish performance analysis for PE and Dance etc
      • Movie-style reviews for E-portfolios
    • 13. Web 2.0 G-Cast
      • Ring a free phone number
      • Record an audio podcast from a mobile phone
      • Embed your podcast into a web page of your choice in under 10 minutes
    • 14. International Collaborative Opportunities
      • Email
      • Skype
      • Flashmeeting
      • Webinars
      • V-conf
        • Examples – Tsunami survivor relates the experience
        • Offsite ask-the-expert sessions
        • What did you have for breakfast today (e-pen pal in France)?
    • 15. Webquests
      • Online journeys through approved websites
      • Move beyond the ‘scavenger hunt’
      • Encourage students to use higher order thinking skills
      • I.e. publish a pro or anti leaflet about what you have found etc
      • Present your findings using a narrated PowerPoint etc
    • 16. Example: DoomEd
      • A shooter game
      • Players move through tunnels, corridors and rooms
      • Use puzzles from science curriculum (e.g. radiation levels) to progress through levels
      • ‘ Scratch’, ‘adventuremaker’ and ‘beebots’ at KS3
      Games
    • 17. Blogs/Podcasts
      • Multimedia weblogs
      • Online reflective journals – lifelong learning
      • Start in Primary School – What do they produce by the time they reach College?
      • Superb for Student Voice
      • Archive all lessons and transmit to mobile phones and other media
    • 18. Wiki’s
      • A website that no one owns (or everybody owns)
      • Imminent publishing raises standards
      • Input can be viewed and assessed from anywhere in the world
      • Widgets make wiki’s hugely versatile and powerful
      Teachers just start the first sentence………..
    • 19. Web 2.0 - Collaborative documents – multiple authors in real-time
      • Concept maps on ‘Mindmeister’
      • Plans on ‘Voo2do’
      • Diagrams on ‘Gliffy’
      • ‘ Google Docs’
        • Word processors
        • Slideshows
        • Spreadsheets
    • 20. DIY Social Networking – Learner Voice
      • Ning allows secure, self-contained forums
      • Share pictures
      • Share Videos
      • Facebook style social networking within school
    • 21. E-Mentoring using free V-conf (flashmeeting, skype, jajah)
      • 6th Form students, Year 11 students and Support Staff are a very valuable, previously untapped resource
        • Revision
        • Coursework mentoring
        • Mentoring for parents
        • School transition
    • 22. Mobile Phones the ultimate learning tool?
      • More mobile phones than people
      • 83 million text messages sent every day
      • Average age of having first mobile phone is 8
      • Users capture, manipulate, publish and share
    • 23. Rigorous A4L/Assertive mentoring
      • Motivation and praise in the classroom
      • Clear explanations
      • Teach all learners to distinction level, if anyone drops off settle them into the grade lower (min C)
      • Strong scaffolding, support materials, exemplars, models, clear explanations
      • Tight tracking and monitoring (let learners interact with their own data), deep analysis
    • 24. How do we engage the ‘Bebo-boomers’?
      • Robert Bashforth – T&L Manager ICT - Birkdale High School, Dewsbury, UK
      • [email_address]
      • [email_address]
      • Skype rob0960
      We have to meet them on their own terms, pique their interest , embrace change, encourage the use of web 2.0 and mobile learning and allow them to teach us