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2013 Engaging with the End User: Great Expectations; Exciting Transformations


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2013 Engaging with the End User: Great Expectations; Exciting Transformations

  1. 1. Engaging with the End UserGreat Expectations, Exciting Transformations Cathie Howe Macquarie ICT Innovations Centre 2013
  2. 2. Living and Learning In a Technology Rich World Connecting, Producing, Communicating, Learning Customising, Collaborating collectively Adapting technologyFrom compromised access to technology to emerging technology rich environments Blend of virtual a physical spaces
  3. 3. As teachers we want students to . . .Be provoked tohave ideas Learning aboutPursue these ideas content Original andPursue these ideasin different ways better ideas LearningConfirm or reject abouttheir ideas learningReframe theirideas
  4. 4. Meaningful Learning activeintentional constructive authentic collaborative
  5. 5. Literacies of a participative digital agePlay — the capacity to experiment with one’s surroundings asa form of problem-solvingPerformance — the ability to adopt alternative identities forthe purpose of improvisation and discoverySimulation — the ability to interpret and construct dynamicmodels of real-world processesAppropriation — the ability to meaningfully sample and remixmedia contentRapid task shifting — the ability to scan one’s environmentand shift focus as needed to salient details.Distributed Cognition — the ability to interact meaningfullywith tools that expand mental capacities Adapted from Jenkins et al, 2009
  6. 6. Literacies of a participative digital ageCollective Intelligence — the ability to pool knowledge andcompare notes with others toward a common goalJudgment — the ability to evaluate the reliability and credibilityof different information sourcesTransmedia Navigation — the ability to follow the flow ofstories and information across multiple modalitiesNetworking — the ability to search for, synthesize, anddisseminate informationNegotiation — the ability to travel across diverse communities,discerning and respecting multiple perspectives, and graspingand following alternative norms.Location awareness — the ability to use the new digitalawareness of current and required positions Adapted from Jenkins et al, 2009
  7. 7. At MacICT students . . .Design and build digital gamesDesign and create augmented realityexperiencesWeave a storyworld web throughtransmedia storytellingBuild and program robots to solveproblems and tell storiesDesign and create alternate realitygamesEngage in game based learning
  8. 8. Creating Innovators“Today knowledge is free. It’s likeair, it’s like water . . . There’s nocompetitive advantage in knowingmore than the person next to you.The world doesn’t care what youknow. What the world cares about @drtonywagner Innovation Ed Fellow,is what you can do with what you Tech & Entrepreneurshipknow.” (2012) Center at Harvard
  9. 9. The question we need to ask ourselves is . . .Are we making teaching more technical or learning more digital?
  10. 10. @cathie_h @macict ICT Innovations CentreBuilding C5B, Macquarie UniversityNSW, 2109Ph | 02 9850 4310