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Personalized Learning Osseo - Minnesota 2015

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Personalized Learning Osseo - Minnesota 2015

  1. 1. UTILIZING TECHNOLOGY TO PERSONALIZE LEARNING FOR GIFTED KIDS
  2. 2. SLIDES AND RESOURCES AVAILABLE AT brianhousand.com/osseo
  3. 3. brianhousand.com brianhousand@gmail.com @brianhousand brian.housand bc1000
  4. 4. Brian H E L L O My name is
  5. 5. I AM A GEEK
  6. 6. BRIAN BRAIN
  7. 7. “THE GEEK”
  8. 8. BRIAN JOHNSON
  9. 9. GEEKNERD
  10. 10. NERD Someone who is passionate about learning, being smart, or academia.
  11. 11. GEEK Someone who is passionate about some particular area or subject, often an obscure or difficult one.
  12. 12. laughingsquid.com/nerd-venn-diagram-geek-dork-or-dweeb
  13. 13. 70% Nerdiness 76th Percentile
  14. 14. 83% Geekosity 99th Percentile
  15. 15. 35% Dork Points 57th Percentile
  16. 16. Modern, Cool Nerd
  17. 17. Probably Wears Glasses Probably Wears Glasses http://philosophyforlife.org/why-im-not-a-geek/
  18. 18. Above Average Intelligence Above Average Intelligence
  19. 19. Slightly obsessive in their interests. Slightly obsessive in their interests.
  20. 20. Top Presentation of the Day Congratulations brianhousand! Your presentation is the Top Presentation of the Day on SlideShare. Kudos from our editorial team for your effort. Your presentation was chosen from thousands uploaded to SlideShare every day from around the world. GEEKS HAVE INHERITED THE EARTH - AAGT 2014
  21. 21. Likely to be mathletes, physics buffs, tech- heads, or hackers, although they could be evidence based wonks. Likely to be mathletes, physics buffs, tech- heads, or hackers, although they could be evidence based wonks.
  22. 22. Likely to get excited by machines or systems. Likely to get excited by machines or systems.
  23. 23. FONTS.FONTS.
  24. 24. This slide drives you CRAZY.
  25. 25. Possess an endearingly goofy enthusiasm for their obsessions. Possess an endearingly goofy enthusiasm for their obsessions.
  26. 26. Probably likes sci-fi, fantasy, superheroes, TV, comics, films and computer games. Probably likes sci-fi, fantasy, superheroes, TV, comics, films and computer games.
  27. 27. GEEKSHAVE INHERITED THE EARTH
  28. 28. It is OK to be smart.
  29. 29. It is GREAT to be smart.
  30. 30. It is AWESOME to be smart.
  31. 31. 2015
  32. 32. #BestYearEver
  33. 33. Horizon Report > 2014 K-12 Edition nmc.org/nmc-horizon TWO - THREE YEARS LEARNING ANALYTICS GAMES & GAMIFICATION
  34. 34. ITECH
  35. 35. FORGETTHEi TECHNOLOGY!
  36. 36. Story
  37. 37. Magical and Meaningful
  38. 38. It’s about THE EXPERIENCE.
  39. 39. TYPE III INDEPENDENT OR SMALL GROUP INVESTIGATIONS PRODUCTS AND/OR PERFORMANCES TYPE I GENERAL EXPLORATORY ACTIVITIES TYPE II METHODOLOGICAL TRAINING / HOW-TO ACTIVITIES (Renzulli, 1977)
  40. 40. TODAY TOMORROW TO
  41. 41. ACCESS
  42. 42. youtube.com/user/crashcourse
  43. 43. youtube.com/user/crashcoursekids
  44. 44. youtube.com/user/Vihart
  45. 45. nerdybookclub.wordpress.com
  46. 46. nerdist.com
  47. 47. starwars.wikia.com
  48. 48. harrypotterfanfiction.com
  49. 49. DON’T FORGET PODCASTS
  50. 50. mentalfloss.com
  51. 51. wonderopolis.com
  52. 52. howstuffworks.com
  53. 53. CONTENT
  54. 54. LiveBinders bit.ly/contentbinder
  55. 55. http://cowparadenc.com/images/cows/peedee.jpg
  56. 56. CREATE
  57. 57. Summer 2013 T he admonition that we should be preparing our students for the 21st century is everywhere. There are numerous books, blogs, and content resources promoting and espousing the virtues of 21st cen- tury learning. If one examines the titles and descriptions of presentations at any gifted or general education conference, reference to 21st century learning is prevalent. Most of us in gifted education have regularly advocated for teaching trace their origins back at least 30 years. In 1983, the Na- tional Science Board Commission on Precollege Education in Mathematics, Science and Technology published a report entitled, Educating Americans for the 21st Century: A Plan of Action for Improving Mathematics, Science, and Technol- ogy Education for All American Elementary and Secondary Students So that their Achievement is the Best in the World by 1995. This publication outlined many of the same initia- Quality Classroom Practice for High-Abillity Students Teaching for High Potential THPThe 21st Century is SO Yesterday Brian C. Housand, Ph.D. East Carolina University www.brianhousand.com Brian Housand is an Assistant Professor at East Carolina University in the department of Elementary Education. “The world is moving at a tremendous rate. No one knows where. We must prepare our children, not for the world of the past, not for our world, but for their world, the world of the future.” — John Dewey
  58. 58. CONSTRUCTING SYNTHESIS
  59. 59. Creativity is just connecting things. When you ask creative people how they did something, they feel a little guilty because they didn’t really do it, they just saw something. It seemed obvious to them after a while. That’s because they were able to connect experiences they’ve had and SYNTHESIZE new things. - Steve Jobs, 1995
  60. 60. An idea is nothing more or less than a new combination of old elements. new combination old elements James Webb Young, 1940 A Technique for Producing Ideas
  61. 61. The capacity to bring old elements into new combinations depends largely on the ability to see relationships. new combination old elements James Webb Young, 1940 A Technique for Producing Ideas
  62. 62. They must know how to link apparently unconnected elements to create something new. People who hope to thrive in the Conceptual Age must understand the connection between diverse, and seemingly separate disciplines. -- Daniel Pink in AWhole New Mind
  63. 63. STAY HUNGRY STAY FOOLISH.
  64. 64. byrdseed.com/tickling-curiosity
  65. 65. (Resnick, 1996) NOT Stereos Pianos
  66. 66. code.org/learn
  67. 67. Everybody in this country should learn how to program a computer because it teaches you how to think. - Steve Jobs
  68. 68. developer.apple.com/xcode
  69. 69. bit.ly/stanford-xcode
  70. 70. codecombat.com
  71. 71. khanacademy.org/computig/cs
  72. 72. codeacademy.com
  73. 73. “Learning to write programs stretches your mind and helps you think better, creates a way of thinking about things that I think is helpful in all domains.”
  74. 74. diy.org
  75. 75. diy.org
  76. 76. “Combinatory play seems to be the essential feature in productive thought.”
  77. 77. Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and technology Project. Computers in Human Behavior, 28(2), 370-376. CREATIVITY COMPUTER USE INTERNET USE CELL PHONE USE VIDEO GAME PLAY
  78. 78. Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and technology Project. Computers in Human Behavior, 28(2), 370-376. CREATIVITY VIDEO GAME PLAY
  79. 79. wuzzittrouble.com
  80. 80. http://www.animationmagazine.net/wordpress/wp-content/uploads/Pixar-Creativity-Inc-post.jpg
  81. 81. http://4.bp.blogspot.com/-yop_r8Qqafc/Uc3NpeSweCI/AAAAAAAAAwE/vX8od1KvedU/s1440/pixag+copy.jpg
  82. 82. Imposing limits can encourage a creative response. - Ed CatmUll
  83. 83. http://www.flickr.com/groups/visualstory/ five frames
  84. 84. flickr five frames 1st photo: establish characters and location
  85. 85. flickr five frames 2nd photo: create a situation with possibilities of what might happen
  86. 86. flickr five frames 3rd photo: involve the characters in the situation
  87. 87. flickr five frames 4th photo: build to probable outcomes
  88. 88. flickr five frames 5th photo: have a logical but surprising end
  89. 89. flickr five frames 1. Establish characters and location 2. Create a situation with possibilities 3. Involve the characters in the situation 4. Build to probable outcomes 5. Have a logical BUT surprising end
  90. 90. LEGO Movie Maker
  91. 91. iMovie Trailers
  92. 92. $40,000 PER MONTH
  93. 93. bit.ly/middleschooldrawntolife
  94. 94. apple.com/ibooks-author
  95. 95. apple.com/ibooks-author
  96. 96. apple.com/ibooks-author
  97. 97. tinyurl.com/patriotismibook
  98. 98. bookry.com
  99. 99. OPPORTUNITY
  100. 100. 3 2 1 Words Questions Metaphor
  101. 101. 3 2 1 Words Questions Metaphor
  102. 102. SAMR
  103. 103. Substitution Augmentation Modification Redefinition
  104. 104. getpocket.com
  105. 105. educreations.com
  106. 106. gingerlabs.com
  107. 107. airserver.com
  108. 108. elements4d.daqri.com
  109. 109. bit.ly/education-apps
  110. 110. bit.ly/education-apps
  111. 111. iTunes U
  112. 112. SUPERHERO SCIENCE
  113. 113. Suggested meeting time: 30-60 minutes (Some of you may choose to combine this meeting with meeting #2.) ! Before the meeting: ● Create a TED-Ed (ed.ted.com) account if you haven’t already. All members over 13 should aim to have their own account. ● Watch the first TED-Ed Club Lesson (http://ed.ted.com/on/vaY6FipN). Your group can choose to do this before or during the meeting. ! Guiding questions ● What is your name? How would you describe yourself? What are three things you are passionate about? ● What do you and your club members hope to get out of your TED-Ed Club experience? ! Materials ● A device to take pictures ● Index cards ● Pens ● Copies of this guidebook (one for each member) ! Meeting activities ● Take a few minutes to create a name badge on an index card. Write your name and at least 3 things that you are passionate about. ● Gather in small groups and introduce yourself to your fellow club members. Learn each other’s names and get to know each other. ● Share your reasons for joining a TED-ED Club with the group. Let people know what you’re interested in and what you’re passionate about. This will help your club members give meaningful feedback when you begin developing your presentation idea. ! What will you have created by the end of your meeting? A name badge that lists 3 things you are passionate about. You will bring this to future meetings so that everyone in the club knows your name and interests. ! After meeting #1: ● Browse through the TED Talks (www.ted.com) /TED-Ed Lessons (ed.ted.com) to find ideas that speak to your passions. ● Facilitator: Please send a photo of the name badges from different club members to TED-Ed at TEDEdClubs@ted.com. 6 #1 Introduction week: What’s your passion? It’s tough to give a good presentation on a topic that you’re not passionate about! This meeting is all about getting to know your fellow club members and spending some time identifying and articulating the ideas that motivate each member of your group. Later on, each club member will present and record their own idea worth spreading in the form of a short TED-style Talk.
  114. 114. RESPONSIBILITY
  115. 115. With great power comes great responsibility
  116. 116. NEWS FLASH
  117. 117. LEFT TO THEIR OWN DEVICES
  118. 118. CRITICAL CONSUMERS RESPONSIBLE PRODUCERS
  119. 119. futurecasting.org
  120. 120. http://www.animationmagazine.net/wordpress/wp-content/uploads/Pixar-Creativity-Inc-post.jpg
  121. 121. ARE NOT YOUR IDEA YOU - Ed Catmull
  122. 122. FAILURE isn’t a necessary evil. In FACT, it isn’t EVIL at all. It is a NECESSARY consequence of doing something NEW. - Ed Catmull
  123. 123. FAIL EARLY FAIL FAST
  124. 124. BE WRONGAS FAST AS YOU CAN.
  125. 125. Perfectionism PROCRASTINATION PARALYSIS
  126. 126. NO ONE - not Walt, not Steve, not the people of Pixar - ever achieved creative success by clinging to what used to work.
  127. 127. LEARN TO FAIL
  128. 128. If you are impatient then this may not be the gAme for you
  129. 129. shelfari.com
  130. 130. Googleable
  131. 131. NECESSITY
  132. 132. “We don’t have the option of turning away from the future. No one gets to vote on whether technology is going to change our lives.” Bill Gates   The Road Ahead
  133. 133. “Every generation of teenagers embraces the freedoms and possibilities wrought by technology in ways that shock the elders.” Time     March  27,  2006
  134. 134. ITECH
  135. 135. www.gurbuz-de.com
  136. 136. M E A N I N G
  137. 137. www.gurbuz-de.com
  138. 138. YOU ARE NOT ALONE
  139. 139. FIND YOUR PEEPS
  140. 140. bit.ly/nets-profiles 1. Creativity and Innovation 2. Communication and Collaboration 3. Research and Information Fluency 4. Critical Thinking, Problem Solving, and Decision Making 5. Digital Citizenship 6. Technology Operations and Concepts
  141. 141. Identify, research, and collect data on an environmental issue using digital resources and propose a solution. PK - 2
  142. 142. Produce a media-rich digital story about a significant local event based on first-person interviews. 3 - 5
  143. 143. Create original animations or videos documenting school, community, or local events. 6 - 8
  144. 144. Design, develop, and test a digital learning game to demonstrate knowledge and skills related to curriculum content. 9 - 12
  145. 145. RIGOR
  146. 146. VIGOR
  147. 147. ACCESS CREATE OPPORTUNITY RESPONSIBILITY NECESSITY
  148. 148. ACCESS CREATE OPPORTUNITY RESPONSIBILITY NECESSITY A C O R N
  149. 149. ACORN
  150. 150. From little acorns grow mighty oaks.
  151. 151. YOU
  152. 152. #BestYearEver
  153. 153. Dear Future Self, SHORT MEDIUM LONG
  154. 154. JOYOUS
  155. 155. CURIOSITY
  156. 156. IMAGINATION
  157. 157. PASSION
  158. 158. CREATIVITY
  159. 159. STOP
  160. 160. GO
  161. 161. http://www.disneypictures.net/data/media/202/Buzz_Lightyear_wallpaper.jpg
  162. 162. TO INFINITY AND BEYOND
  163. 163. brianhousand.com brianhousand@gmail.com @brianhousand brian.housand bc1000

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