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Technology Innovations in Teaching and Learning


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Keynote Presentation at the UGC Sponsored Seminar on Innovations in Higher Education at Vijaywada on 7 November 2014.

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Technology Innovations in Teaching and Learning

  1. 1. Commonwealth Educational Media Centre for Asia Technology Innovations in Teaching and Learning By Sanjaya Mishra Director, Commonwealth Educational Media Centre for Asia, New Delhi Presentation at the UGC sponsored seminar on Innovations in higher education held at Parvathaneni Brahmayya Siddhartha College of Arts & Science, Vijaywada, Andhra Pradesh, India on 7 November 2014
  2. 2. What is Innovation?  The act of starting something new. It could be a new idea, a new product or a new process.  Creativity and change are central to innovation.  It is a creative process that advocates change.  The change could be radical or incremental.  However, it is different from invention. Innovation is idea applied in practice.
  3. 3. Innovation Stories  “Useless Toy”  Eiffel Tower  “There is no reason anyone would want a computer in their home.” -- Ken Olsen, Digital Equipment Corporation, in 1977 Telephone by Andy Amcee at Eiffel Tower by Benh LIEU SONG at
  4. 4. Disruptive Innovation Some innovations are game changer  Community College  Distance Education  Mobile Technologies
  5. 5. Sources of Innovation Necessity is the mother of inventions  THE UNEXPECTED (eg. Nutrasweet: accidental)  INCONGRUITIES (eg. Tata Nano: small car with space)  PROCESS NEEDS (eg. Assembly line manufacturing; examination/admission sub-system in education)  INDUSTRY AND MARKET STRUCTURE (eg. Computer games)  DEMOGRAPHICS (eg. Anti-aging creams)  CHANGES IN PERCEPTION (eg. Healthy life: treadmill)  NEW KNOWLEDGE (eg. Biotechnology: Seedless grape) -- Peter Drucker, “Innovation and Entrepreneurship” (1986)
  6. 6. Diffusion of Innovation Many technologists think that advantageous innovations will sell themselves, that the obvious benefits of a new idea will be widely realized by potential adopters, and that the innovation will therefore diffuse rapidly. Unfortunately, this is very seldom the case. Most innovations in fact diffuse at a surprisingly slow rate. (Everett Rogers) • Bell curve of diffusion
  7. 7. Barriers to Innovation  Innovation itself (eg. Usability and perceived usefulness)  Informal and social support structures (eg. family support, peers, etc)  Formal environment (eg. Work environment)  Risk aversion (eg. Fear of failure)  Leadership (eg. Innovation fostering leadership, distributed leadership for innovation)  Shared vision (eg. How teachers think about innovation and its contribution to overall educational process)  Change management (eg. Is there a plan to implement the innovation)
  8. 8. Negative Views About Innovations  This will never work.  No one will want this.  It can’t work in practice.  People won’t understand it.  This isn’t a problem.  This is a problem, but no one cares.  This is a problem and people care, but it’s already solved.  This is a problem, and people care, but it will never make money.  This is a solution in search of a problem. Source: The Myths of Innovation by Scott Berkun
  9. 9. Some Innovation Examples  Game to explain “Designing online learning” (low impact)  Puzzle to test knowledge about distance education (low impact)  Rubrics to evaluate assignments (failed)  Online training using Wiki (high impact)  Attitude towards eLearning Scale (high impact)  Peer Assessment in Online learning (moderate impact)  PG Diploma in eLearning (high impact)
  10. 10. Pedagogical Innovations  Massive Open Online Courses  Badges to accredit learning  Learning analytics  Seamless learning  Crowd learning  Digital scholarship  Geo-learning  Learning from gaming  Maker culture  Citizen inquiry Source: Open University Innovation Report 2: Innovating Pedagogies, 2013
  11. 11. Innovations in Educational Technology  Time-to-Adoption Horizon: One Year or Less > Flipped Classroom > Learning Analytics  Time-to-Adoption Horizon: Two to Three Years > 3D Printing > Games and Gamification  Time-to-Adoption Horizon: Four to Five Years > Quantified Self > Virtual Assistants Source: NMC Horizon Report 2014 Higher Education Edition
  12. 12. Design Thinking Curriculum Spaces Processes and Tools Systems Four Areas to Design Source: IDEO Design Thinking for Educators, 2012
  13. 13. Design Thinking Discovery Interpretation Experimentation Ideation Evolution Design Process Source: IDEO Design Thinking for Educators, 2012
  14. 14. Innovations that YOU can try  Use of Social Media in the class (Twitter, Blogs, and Facebook)  Use technology in classroom  Use of LMS  Use of Tablet
  15. 15. Aptus • Offline access to learning resources, tools. – Moodle – Wordpress – Wikipedia for schools – Khan Academy – Own Cloud  Low cost (< $100)  Battery-powered
  16. 16. Aptus  Mini PC – Rockchip processor – 2 GB RAM – micro SD card: 32 GB  WiFi router – Battery powered – Up to four fours • Up to 15 users – radius of 25 metres
  17. 17. Some Ways of Thinking about Innovation  Doing Different Things Differently (DDTD)  Tread the Path Less Taken (TPLT)  Chance Innovation-Planned Innovation (CIPI)  Belongingness, Involvement and Thinking (BIT by BIT)  Put Innovative Thinking before Information Technology (IT-IT)
  18. 18. Thank You