The New Heros Journey


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Slides from my keynote presentation for The League for Innovation's Conference for Information Technology 2009

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  • Jon's CATE slide
  • The New Heros Journey

    1. 1. The New Hero's Journey Trending toward Critical, Creative, and Future-focused Communities Jonathon Richter Center for Advanced Technology in Education University of Oregon
    2. 3. All education springs from some image of the future. If the image of the future held by society is grossly inaccurate, it's education system will betray its youth. ” ~ Alvin Toffler
    3. 4. increasingly fast-paced increasingly complex increasingly interconnected
    4. 5. The best way to predict the future is to invent it. ~ Alan Kay
    5. 6. The future is already here, it's just not very evenly distributed. ~ William Gibson
    6. 7. Scan the Learning Tech Sector mlearning virtual worlds peer-to-peer learning ePortfolios augmented reality serious games mixed reality / alternate reality narrowcasting edupunk open education student constructed simulations rss aggregators supported etext wikis blogs web apps Web 2.0 learning connectivism
    7. 8. from
    8. 11.
    9. 12. ouch
    10. 13. Every time there is a major transition from using one set of tools to using another, there has been strife, cultural conflict, confusion, and new opportunity.... Our mechanisms and collective strategies for seeing and adapting to broad scale change is paramount to our ability to survive and transcend.... Community Colleges are uniquely positioned to be able to help us do that.
    11. 14. 3 waves… and now, it is our turn <ul><li>Network technologies </li></ul><ul><li>Biotechnologies </li></ul><ul><li>Nanotechnologies </li></ul>
    12. 15. Network Technologies <ul><li>Bluetooth and other wireless wonders </li></ul><ul><li>RFID chips </li></ul><ul><li>iPhone, Android, Skype, etc. </li></ul><ul><li>MySpace, FaceBook, Friend of a Friend.... </li></ul><ul><li>, Flickr, YouTube, Technorati.... </li></ul><ul><li>Xbox 360, Nintendo DS & Wii, Playstation </li></ul><ul><li>Wikis and blogs </li></ul>
    13. 16. BioTechnologies <ul><li>The Human Genome Project </li></ul><ul><li>Genetically Modified Organisms </li></ul><ul><li>Clones </li></ul><ul><li>Medicine: your doctor against 6,000 new articles per day! </li></ul><ul><li>How many students understand the fundamental tenets of the Theory of Evolution? </li></ul>
    14. 17. NanoTechnologies <ul><li>One Nanometer = a billionth of a meter </li></ul><ul><li>Carbon Nanotubes, pollen injectors, & molecular self-assembly </li></ul><ul><li>Desktop manufacturing and other molecular assemblies </li></ul><ul><li>Mirror / transparent & cell phone blocking (or not) paint </li></ul>
    15. 18. edtech has been subverting the dominant supply chain, 1 st from serving non-competitive markets - credit recovery - lack of highly qualified teachers - AP credits - home school - subjects of high interest but not “core” to the school mission Education has been resistant to reform system of interdependencies: - teacher training - student grouping - curricular design - school building layouts - assessments - matriculation
    16. 19. Standardized schools will give way to modular, student-centered instruction, when, “ textbooks give way to computer-based online courses – increasingly augmented by user-generated student-centric learning tools. ” ... “ when users and teachers start piecing together enough tool modules to create entire courses designed for each type of learner ”, the old paradigm of education will give way to the new. ~ Christensen, C. M., Horn, M. B., & Johnson, C. W. Disrupting Class (2008). McGraw-Hill
    17. 20. by 2014, online courses will have a 25% market share in high schools ~ Christensen, Horn, & Johnson (2008)
    18. 22. <ul><ul><li>Use Learning Technologies as Scaffolds </li></ul></ul><ul><ul><li>Build meaningful engagement </li></ul></ul><ul><ul><li>Value critical thinking </li></ul></ul><ul><ul><li>Create reflective, dynamic communities of practice </li></ul></ul><ul><ul><li>Alter the presentation of content </li></ul></ul><ul><ul><li>Make expert thinking visible </li></ul></ul><ul><ul><li>Customize student content </li></ul></ul><ul><ul><li>Co-vary knowledge representation </li></ul></ul><ul><ul><li>Teach creative techniques </li></ul></ul><ul><ul><li>Extend Future Time Perspective </li></ul></ul>
    19. 23. Integrate tools & scaffolds that promote critical thinking, creative problem-solving, & future-focused learning
    20. 24. Critical Thinking Creative Problem Solving Future-focused Learning
    21. 26. critical thinking downloaded from
    22. 27. creative problem solving One thing schools CAN do well in teaching people to be creative: heuristics Heuristics : experience-based methods for getting the job done Encouraging and supporting creative problem solving may be one of the BEST ways for our school systems to radically change in a way that will benefit society in the coming decades
    23. 28. Future-focused learning scaffolds Goal-setting & chunking Teaching optimism Participatory planning and community building Scenario building Future-focused Reflection (Prospectives)‏ Time Capsules revisited
    24. 29. Look to transform learning in the 21 st Century by developing individual student capacity in local and global community contexts.
    25. 30. <ul><li>engaging students in meaningful </li></ul><ul><li>communities of practice </li></ul><ul><li>Ning, Facebook, & wikis </li></ul><ul><li>mobile learning (mlearning)‏ </li></ul><ul><li>blogs and eportfolios </li></ul><ul><li>3D learning spaces </li></ul><ul><li>Augmented & alternate realities </li></ul><ul><li>civic engagement </li></ul><ul><li>problem-based learning </li></ul>
    26. 31. NSF grant award #0802580 Simulations and Games Development Initiative <ul><li>Embedding Lane's Computer Simulation and Game Development program entirely into Second Life </li></ul><ul><li>Expanding computer science pathways – focusing on attracting non-traditional students (e.g. women)‏ </li></ul><ul><li>Improving access and cost-effectiveness </li></ul>
    27. 32. Learner Engagement in 3D virtual worlds <ul><li>Experiential </li></ul><ul><li>Role Playing </li></ul><ul><li>Diagnostic </li></ul><ul><li>Problem-solving </li></ul><ul><li>Demonstration </li></ul><ul><li>Collaborative </li></ul><ul><li>Constructive </li></ul><ul><li>Skill Building </li></ul><ul><li>Gaming </li></ul>
    28. 34. (plus)‏ Travel bug photo from = embodied learning Alternate Reality Games (plus)‏ Roleplaying
    29. 35. Augmented Reality
    30. 36. Prove particular learning strategies using new scaffolds and tools in user-generated communities using rigorous standards of accountability Partner with industry, high schools, local communities, and universities to demonstrate the real value of innovate efforts using learning tech Articulate specific plans with partners and leverage corporate need, stimulus funds, and capitalize on noncompetitive market needs Get buy-in from leadership for a “heavyweight” team to go to work doing real architectural innovation
    31. 37. Codify what learning tech-supported experiences work for students in particular circumstances... and scale up we don't “test” the technology... we “test” the learning intervention
    32. 38. Colleges transforming 21 st Century Learning <ul><li>Scan the Learning Tech sector; </li></ul><ul><li>Integrate tools & scaffolds that promotes </li></ul><ul><li>critical thinking, creative problem-solving, and </li></ul><ul><li>future-focused learning; </li></ul><ul><li>Develop glocal capacity by facilitating </li></ul><ul><li>community networks of user-generated </li></ul><ul><li>content; </li></ul><ul><li>Prove particular strategies in context using rigorous standards of accountability; </li></ul><ul><li>Codify “what works” for students in particular circumstances... and scale up </li></ul>
    33. 39. Learning Communities are the New Heroes.