NSDC Summer Conference Session B15 Emerging Technologies and the 21st Century Learner


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Presentation for NSDC Summer Conference 2010 Session B15

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  • Atari Breakout
  • Emerging technologies likely to have a large impact on teaching, learning, research, or creative expression within education around the globe.
  • For 1 - increasingly challenging us to revisit our roles as educators in sense-making, coaching and credentialingFor 2 - More and more, people expect to be able to work, learn, study, and connect with their social networks wherever and whenever they want to.
  • For 2 - continue to emerge but appropriate metrics for evaluating them increasingly lag behind or fail to appear.For 3 - continues its rise in importance as a key 21st century skill, but there is a widening training gap for faculty and teachers.
  • NSDC Summer Conference Session B15 Emerging Technologies and the 21st Century Learner

    1. 1. Emerging Technologies for 21st Century Learners<br />Go to: educo21.com<br />Andrea Tejedorandrea@educo21.com<br />Andrew Taylor andrew@educo21.com<br />
    2. 2. Who are you?<br />Veteran – pre-1945<br />Baby Boomer – 1946 - 1964 <br /><ul><li>Organized for group interaction
    3. 3. Chance to network
    4. 4. Open-ended discussions
    5. 5. Participation in setting the agenda
    6. 6. Traditional Classroom Environment
    7. 7. Stress-free – unhurried
    8. 8. Opportunity to practice skills
    9. 9. Adequate breaks
    10. 10. Structured to work independently
    11. 11. Distance learning
    12. 12. Independent Study
    13. 13. On-the-job Training
    14. 14. Versatile
    15. 15. Combines teamwork & technology
    16. 16. Ability to get up and move around</li></ul>Millennial – post 1977<br />Generation X – 1965 - 1977<br />
    17. 17. What about you?<br />Veteran – pre-1945<br />Baby Boomer – 1946 - 1964 <br />Millennial – post 1977<br />Generation X – 1965 - 1977<br />
    18. 18. What’s on the Agenda for today?<br />A Historical Perspective<br />The Influence of Media<br />6 Technologies to Watch<br /> Critical Challenges & Key Trends<br />
    19. 19. Old Video Games<br />
    20. 20. What was the first technology that captured your attention?<br />Wiffiti<br />
    21. 21. Maybe it was this…<br />Atari Breakout Commercial<br />
    22. 22. $1,300<br />Apple MacBook 2008<br />Apple IIE Computer 1985<br />64 kB RAM<br />two Disk II 5¼-inch drives<br />4GB RAM<br />0 Disk II 5¼-inch drives<br />Changing Technology<br />
    23. 23. Apple iPhone 2008<br />Motorola Brick 1983<br />2.5 lbs<br />$3,995<br />$50/month - $0.40/minute<br />4.7 ounces<br />$199<br />$40/month - unlimited<br />Changing Technology<br />
    24. 24. 2008<br />1985<br />Changing Technology<br />
    25. 25. Characteristics of MillenialsBorn between the years 1981 and 2000<br /><ul><li>connected 24/7
    26. 26. extraordinary technical skills
    27. 27. multi-taskers
    28. 28. powerful, proactive, optimistic
    29. 29. team-oriented
    30. 30. independent
    31. 31. goal oriented</li></li></ul><li>Whenever I go to school, I have to power down.<br />The top 5 Internet technologies our students are using at home?<br /><ul><li>blogging
    32. 32. downloading music
    33. 33. video games
    34. 34. IM
    35. 35. youtube</li></li></ul><li>Monologues To DialoguesTo Polylogues<br />
    36. 36. Our students say they are changing because of their out-of-school use of the Internet – and their reliance on it. <br />November 10, 1969<br />
    37. 37. Sesame Street &Differentiating for the Letter “A”<br />Classic Sesame Street – Letter “A” animation<br />Monsters admiring the Letter “A”<br />Weimaraners make the letter "A" <br />
    38. 38. 6 Technologies to Watch<br /><ul><li>Horizon Report: 2010
    39. 39. The New Media Consortium
    40. 40. The Consortium for School Networking (CoSN)
    41. 41. Projects timeline for entry of technology into the mainstream
    42. 42. One year
    43. 43. Two – Three Years
    44. 44. Four – Five Years</li></li></ul><li>One Year or Less<br />
    45. 45. Cloud ComputingOne Year or Less<br />Networked computers<br />Distributed Processing Power<br />Hosting and Sharing - Flickr, Google, YouTube<br />Applications - Splashup,JayCut<br />Creating & Presenting - Prezi, Vuvox, SlideShare, SlideRocket<br />Impact – Cloud computing can offer significant cost savings in terms of IT support, software, and hardware expenses. It has become common for schools to use cloud-based applications to manage calendars, rosters, grade books, and communication between school and home. Examples of student use of cloud resources, however, are more rare.<br />
    46. 46. Collaborative EnvironmentsOne Year or Less<br />Virtual Workplaces – integrated media - 2D and 3D<br />LMS – Moodle, Blackboard, Sakai<br />Social Networking Platforms – Facebook, Ning, LinkedIn<br />Social Bookmarking – Diigo, Delicious, Digg<br />Social Media – iTunes, teachertube, youtube, <br />Impact – Teachers increasingly recognize the importance of collaboration skills and are finding that online tools to support collaboration provide them and their students with opportunities to work creatively, develop teamwork skills, and tap into the perspectives of people around the world with a wide range of experience and expertise that differs from their own. <br />
    47. 47. Two – Three Years<br />
    48. 48. Game-Based LearningTwo – Three Years<br />games that are not digital; games that are digital, but that are not collaborative; and collaborative digital games<br />The average gamer is 35 years old and has been playing for 12 years<br />the feeling of working toward a goal; the possibility of attaining spectacular successes; the ability to problem-solve, collaborate with others, and socialize<br />Quest Atlantis, Conspiracy Code<br />Impact – engaging nature makes them excellent learning aids, can draw on skills for research, writing, collaboration, problem-solving, public speaking, leadership, digital literacy, and media-making<br />
    49. 49. MobilesTwo-Three Years<br />Mobile Devices – phones, netbooks, Internet access<br />Applications – games, reference materials, music Google Earth, Evernote<br />Built-in Features – microphone, camera, GPS<br />Access & Communication – Wiffiti in the classroom<br />Collect Data - PollEverywhere<br />Impact – portability of mobile devices and their ability to connect to the Internet almost anywhere makes them ideal as a store of reference materials and learning experiences in real time <br />
    50. 50. Open ContentOne Year or Less<br />Publishing Alternatives - Tools for tagging, aggregating, updating, and tracking<br />Community of Contributors – Hippo Campus<br />Impact – increase of information and need for students to learn the skills of finding, assessing, interpreting, and synthesizing information. <br />
    51. 51. Four – Five Years<br />
    52. 52. Simple Augmented RealityFour-Five Years <br />Convergence of the virtual and physical world<br />Objects that related to their environment –Scimorph, GE Augmented Reality<br />Smartphones with apps – integrate camera, gps, and compass<br />Impact – provide both powerful contextual, in situ learning experiences and serendipitous exploration and discovery of the connected nature of information in the real world<br />
    53. 53. Flexible DisplaysFour-Five Years <br />Flexible screens that can wrap around curved surfaces or small, very thin interactive screens<br />Enable integrated interactive display devices that combine input and output in a single interface<br />Video-In-Print: Multisensorizing<br />Impact – adaptability and low cost will allow flexible displays to become part of everyday educational materials like periodicals, textbooks, and imaging tools<br />
    54. 54. Visual Data AnalysisFour – Five Years<br />Accessing and displaying data in visual formats<br />Augments the natural abilities humans have to seek and find patterns in what they see<br />Manyeyes, wordle, tagul, Flowing Data, Roambi<br />Impact – tools for gathering, reporting, and visualizing educational data will make it easier to understand where schools are successful, as well as seeing where improvements can be made<br />
    55. 55. Key TrendsThe Next Five Years<br />The abundance of resources<br />Universal access <br />Technologies are becoming more decentralized <br />Students are increasingly seen as collaborators<br />
    56. 56. Critical Challenges<br />The way we prepare students for their future is changing <br />New scholarly forms of authoring, publishing, and researching<br />Digital media literacy<br />Strategic Inquirers<br />Inspired Participants<br />Critical Consumers<br />Reflection<br />What are the critical challenges that you are faced with as you try to integrate these technologies into your students academic lives? <br />