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Skills for innovation: Learner-centered design a key challenge for the 21st century

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Since for many people, life in the 21st Century has become international, multicultural and inter-connected, new skills are needed to succeed in education. In this talk, different understandings of so-called 21st Century skills are explored. This session discusses some of the key conditions needed to develop skills for innovation and analyses relevant trends that stimulate the development of these skills within and outside formal educational settings. Key elements include: the mismatch between formal education and the challenges of an innovative society; the shift from-what-we-learn to how-we-learn; the fluctuating relationship between digital technologies and contents; the changing conceptions of space-time and the emphasis on lifelong learning; and the development of soft skills. Finally, this talk will emphasise that the augmented learning and the development of skills for innovation are critical aspects for the future of education.

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Skills for innovation: Learner-centered design a key challenge for the 21st century

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  2. 2. We are in ‘living liquid’ times of 'Networked Individualism' where time & space (friendship) become soft concepts <'=*8>6,0'"?*0823"9,&8@"<,;,0" A22"B,'0'2",06"C,&&3"D2--E,0"
  3. 3. Skills FGHIJ"“the ability to apply knowledge and use know-how to complete tasks and solve problems” .K*E;2)20%27"E2,0("):2";&*120",+'-')3")*">(2"80*L-26=2@"(8'--(",06";2&(*0,-@"(*%',-",06M*&" E2):*6*-*='%,-",+'-'N2(@"'0"L*&8"*&"()>63"(')>,N*0(",06"'0";&*42(('*0,-",06";2&(*0,-"6212-*;E20)"
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  6. 6. Internet is increasingly a key source of information: 2005 to 2013: Increase in informal learning practices such as finding or checking a fact (from 78% to 90%) or looking up the definition (from 47% to 74%). Investigating topics of personal interest 78% to 90% (but with no clear trend). Dutton, W. (2013). OxIS 2013 Report: Cultures of the Internet. University of Oxford for the Oxford Internet Institute. Retrieved October 11, 2013, from http://oxis.oii.ox.ac.uk/reports
  7. 7. []How to facilitate the development of skills for innovation in hybrid (formal-informal) learning contexts? OpenBadges.Org
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  9. 9. :a;MMd'%8&Y%*EM;:*)*(M;,>-EMReT!!RTTRSM" '%)" ;*()X!"#"$%&'
  10. 10. :(;,#"&<.9,#6$&=0>3.0;.&(0&*%.&?+#)&:5+,0/& !"#$%&'()$&$*+,-.&#/#,0&1(+&*%.&2*%&#003#"&40(& 5#0*$6&$3)7#8&+,9.& _%)"!"" Interesting social innovations may not be interesting technically (Bernstein, et al, 2011) Communications tools don t get socially interesting until they get technologically boring (Shirky, 2008) @+,A#;8&(+&9#*#&5+(*.;B(0C&
  11. 11. _%)"O" <=211><?*6*#*&7)< !""#$%%&'()*&+,-*&./*0'0-&'"%121345%678)766'890''&8!*66)8:67))0,,;)89,8!*9!8"':!< @2<
  12. 12. How can we create laboratories of innovation? MakeyMakey.com
  13. 13. %*0(),0)-3" ()**+($+!' +3"$ E+2 &&3" :a;MMd'%8&Y%*EM;:*)*(M%&,(:X%,063MOU!f!U[[efM" g,--",0'E,-(",&2"2h>,-".+>)"(*E2",0'E,-(",&2"E*&2"2h>,-"):,0"*):2&(7Z"
  14. 14. Why should we consider digitally saavy users as the same as digital junkies ?
  15. 15. A'%20(2^a&'+>N*0"P*E2"&'=:)("&2(2&126"+3"B,063"92&N2)"LLLYd'%8&Y%*EM;:*)*(MU!ieOR[O$j[!MeUSUe[fUU!M('b2(M-M'0M;:*)*()&2,EM" A BRAVE NEW GEEK WORLD:
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  21. 21. How to better stimulate formal/informal development/recognition of non-traditional skills? YoungRewiredState.org
  22. 22. LLLYL-1Y,%Y>8M-'+M(8'--(m4*&m-2,&0'0=M;,((;*&)Y,(;#" A'%20(2^a&'+>N*0j*0%*EE2&%',-P:,&2"^-'82"P*E2"&'=:)("&2(2&126"+3")32&3R" LLLYd'%8&Y%*EM;:*)*(M-*12;*),=2MOieiTSTSfTM('b2(MbM'0M;:*)*()&2,EM" @OpenBadges @skillshare @Codecademy @_BadgeMaker
  23. 23. DIGITAL BADGES: Recognize skills and achievements. A 'gamified' achievement based mechanism (visbility and flexibility). :a;MM6*>=+2-(:,LY%*EM;&2(20),N*0(MO[ROM2(8'--(M'062#Y:)E-oM"
  24. 24. ,>=E20)26" ‘augmented learning’ P22-3"C&*L0@"c*>=-,("]:*E,(@"^"j2L"K>-)>&2"*4"A2,&0'0=" "
  25. 25. ^>=E20)26"O" !"#$%&'()*+,+(-+"-#+(*.$+(/",+(.01"&"/2(3"( ( ‘if it doesn't spread its dead’
  26. 26. !"#$$%&'()*+,-%&+.(/010,/"&2(/3&0,#"+& 4,5,#0,-$6&/,'(/",-&#7-&/,'()*+,-& 870,/7#$&9$(:&-;++,";7#0;(7& <(*=*9,&'(/&37(2$,-:,&0/#7+',/& >((:$,5$,?@&,7A;/(7",70&'(/&-;+)*));(7& B5,7&)#',0,/;#&& CD/;)&!).";-0E& ^>=E20)26"U"
  27. 27. Computer-based Assessment of Collaborative Problem-Solving [([PISA 2015)] ^>=E20)26"!"" :a;MMd'%8&Y%*EM;:*)*(M4*#)*0=>2MOief!U!i!OM" Societies.! for Innovative ating RV esha.re/19Ns5 lving skills. Educ tof problem so on. At http://slid
  28. 28. 21ST CENTURY SKILLS ARE NOT (EXCLUSIVELY) FROM THE 21ST SKILLS
  29. 29. COMMON SET OF (FUNCTIONAL BUT ALSO SOFT) SKILLS NEED TO BE CONTINUOUSLY UPDATED
  30. 30. TECHNOLOGIES AS AN ACCELERATOR FOR CHANGING (NOT AS A DRIVER)
  31. 31. RATHER THAN "DIGITAL JUNKIES WE WANT DIGITAL MAKERS
  32. 32. TECHNOLOGICAL INNOVATION AND SOCIAL INNOVATION EVOLVE AT DIFFERENT RATES [KNOWLEDGE BROKERS]
  33. 33. SPACE AND TIME BECOME SOFT CONCEPTS THOUGHT PROVOKING ENVIRONMENTS AMBIENTS CAN BOOST INNOVATION
  34. 34. LIFELONG LEARNING IS NECESSARY INTERTWINED WITH THE ADOPTION OF OER AND MORE FLEXIBLE TOOLS OF SKILLS RECOGNITION
  35. 35. Innovation: translating an idea or invention into a good or service that creates value or for people
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