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Preparing our students
    for Web 3.0 learning                          November 11, 2012
                 International Schools Library Network, Singapore




Judy O’Connell
Today’s novelty is
tomorrow’s norm



     Are you
   prepared?

                cc licensed ( BY NC SA ) flickr photo by Stuck in Customs: http://flickr.com/photos/stuckincustoms/6756753669/
Our Information Age really began in April of 1993
when the Mosaic 1.0 browser made the World Wide
Web available for contribution and participation by
anyone with access to the Internet.




For the first time we had possibilities for worldwide
co-creation of knowledge, art, science, literature,
animation, and all the rest possible.
Price of 1 gigabyte of storage

1981 $300K                     1997 $100
1987 $50K                      2000 $10
1990 $10K                      2004 $1
1994 $1K                       2012 $0.10
https://twitter.com/FactHive
Open our arms to opportunities
              cc licensed ( BY ) flickr photo by martinak15: http://flickr.com/photos/martinaphotography/6932815749/
Future scenes
Harvard creates cyborg flesh that’s half man, half machine



         X
Future Current realities
http://www.extremetech.com/extreme/135207-harvard-creates-cyborg-flesh-thats-half-man-half-machine
The martian way


Asimov Crater was named on 4 May 2009, by the
International Astronomical Union. It has a diameter
of about 84 kilometres .
Nasa's augmented reality app let
students examine Curiosity Mars rover
http://www.wired.co.uk/news/archive/2012-07/12/nasa-augmented-reality-app
We live in a connected
world. Nearly two
billion people connect
to the internet, share
information and
communicate over
blogs, Wikis, social
networks and a host of
other media.
Anything imaginable is
capable of being
connected to the
network, become
intelligent offering
almost endless
possibilities.
We already have
internet devices
attached to our ears,
and some even have
embedded devices
connected to their
doctors.
“Internet of Things”

2020
       fifty billion devices connected to
       the internet.

       people and objects able to
       connect to the Internet at anytime
       from anywhere.
“Internet of Things”




  http://youtu.be/nDBup8KLEtk
Education is at crossroads
Ubiquitous connectivity




         cc licensed ( BY NC SA ) flickr photo by Leonard John Matthews: http://flickr.com/photos/mythoto/1234638761/
New literacies




       cc licensed ( BY NC ) flickr photo by zinjixmaggir: http://flickr.com/photos/dilaudid/278649026/
More content and streams of
data - all of these changes into
online environments require an
equivalent shift in our
understandings of online
capabilities.
Information is at crossroads
Researchers Sequence Entire
 Genome of A Baby In Only 50 Hours




“By obtaining an interpreted genome in about
two days, physicians can make practical use of
diagnostic results to tailor treatments to individual
infants and children.”
Gamers Unlock Protein Mystery
                                               .... that Baffled Researchers For Years



     Developed by
     researchers at the
     University of
     Washington,
     Foldit turns
     scientific problems
     into competitive
     games.


Khatib, F., DiMaio, F., Cooper, S., Kazmierczyk, M., Gilski, M., Krzywda, S., Zabranska, H., et al. (2011).
Crystal structure of a monomeric retroviral protease solved by protein folding game players. Nat Struct
Mol Biol, 18(10), 1175–1177. doi:10.1038/nsmb.2119
12-year-old uses Dungeons and
Dragons in science research

                                                                                          The volunteers
                                                                                          looked at eyes
                                                                                          early and
                                                                                          frequently,
                                                                                          whether they
                                                                                          were on the
                                                                                          creatures’
                                                                                          faces or not.




http://mblogs.discovermagazine.com/notrocketscience/2012/10/30/12-year-old-uses-dungeons-and-dragons-to-help-scientist-dad-with-his-research/
19-year-old girl in Egypt invents
   a spacecraft propulsion device




             Mustafa’s device is based on a scientific mix
            between quantum physics, space technology,
             chemical reactions and electrical sciences.


http://thenextweb.com/africa/2012/05/18/19-year-old-girl-in-egypt-invents-a-spacecraft-propulsion-device/
Unravel our information and
 knowledge environments
             cc licensed ( BY NC SA ) flickr photo by liquidnight: http://flickr.com/photos/liquidnight/6863976312/
new frontier of analytics        BIG DATA
 Examples of such data sets
 range from billions of Google
 searches conducted by millions
 of users to the data collected by
 millions of weather sensors
 around the globe to all the
 purchases of British
 supermarket shoppers.
Google has been ahead of public health authorities in monitoring flu
outbreaks by compiling public searches for flu-related information by
geography. 
Google Crisis maps provides comprehensive information with a range
of information filters and image resources. http://google.org/crisismap/2012-sandy
Predictive Medical Technologies analyzes
records of intensive care patients to detect
events that might be signals of adverse
events, such as cardiac arrest or
arrhythmia. Once trends are identified,
real-time monitoring of patients can spot
similar patterns and give doctors critical
early warning.
levels of accessibility     LINKED DATA


 Transform expertise in working
 with metadata into expertise in
 working with ontologies or
 models of knowledge.
Whereas traditional library
metadata has always been focused
on helping humans find and make use of
information, linked data ontologies
are focused on helping machines find and
make use of information.


                    cc licensed ( BY NC ) flickr photo by tarotastic: http://flickr.com/photos/tjt195/30916171/
!
This uri ‘http://id.loc.gov/
authorities/sh85042531’
has now become the
globally available, machine
and human readable,
reliable source for the
description for the subject
heading of ‘Elephants’
containing links to its
related terms (in a way
that both machines and
humans can navigate).
existing data reconnected for
        different and smarter uses

cc licensed ( BY ) flickr photo by paul (dex): http://flickr.com/photos/dexxus/3146028811/
Degree ofofInformation Connectivity




                                                                                            cc""Steve"Wheeler,"University"of"Plymouth,"2010"
   Degree Information Connectivity




                                      Web 3.0                          Web x.0
                                      SemanticWeb
                                      Semantic Web
                                                                         Semantic Web
                                                                           Meta Web
                                      of knowledge                       of intelligence




                                      Web 1.0                          Web 2.0
                                         Web of
                                        The Web
                                                                       Web of people &
                                                                           Social Web
                                       information                     social information

                                              Degree of Social Connectivity
Web 3.0 is all about data




cc licensed ( BY NC ) flickr photo by Anthony Mattox: http://flickr.com/photos/amattox/3236510649/
The goal of linked data is to
                                      enable computers to do more
                                      useful work for us by teaching
                                      machines to read web pages.
cc licensed flickr photo by ralphbijker: http://flickr.com/photos/17258892@N05/2588347668/
It is about common formats and
metadata which allow for
integration and combination of
data drawn from diverse
sources.
What happens with linked data
  and why should we care?
linkeddata.org




“Linking Open Data cloud diagram, by Richard Cyganiak and Anja Jentzsch. http://lod-cloud.net/”
Deadliest pandemics




            http://awesome.good.is/transparency/web/1108/deadliest-pandemics/flash.html
Information retrieval, natural language
  processing, and medical informatics




            http://healthmash.com/
http://www.europeana.eu/portal/index.html

Europeana enables people to explore the digital resources of
Europe's museums, libraries, archives and audio-visual collections.



Linked Open Data on the Web.
The site currently contains metadata on 3.5   million texts, images,
videos and sounds.
http://www.gapminder.org/
Mr Barton’s Gapminder Video




    http://youtu.be/M8uz2Qt7F5g
Connections and
     experiences
  augmented and
transformed through
      immersive
   technology and
     smart data.



  Web 3.0
How does technology impact
  the way student’s think?
           cc licensed ( BY NC SA ) flickr photo by fatboyke (Luc): http://flickr.com/photos/fatboyke/2984569992/
Interfaces for discovery
What do we want from technology?
How can we create better experiences?
More content, streams of data,
topic structures, (theoretically)
better quality – all of these in
online environments require an
equivalent shift in our online
capabilities.
Learn about the latest additions
 to search so you can get the
 most out of Google.



http://www.google.com/insidesearch/features/
Google alerts too!

http://www.google.com/insidesearch/searcheducation/index.html
http://www.instagrok.com/
1. Find the right thing
2. Get the best summary
3. Go broader and deeper
Wolfram|Alpha is a free online computational
knowledge engine that generates answers to
questions in real time by doing computations on its
own vast internal knowledge base.




http://www.wolframalpha.com/educators/
Think strategically!




Knowledge 2.0 http://bit.ly/knowledge2

                   cc licensed ( BY ) flickr photo by tarotastic: http://flickr.com/photos/tjt195/509241247/
The International Society for Technology
    in Education (ISTE) and the Computer
    Science Teachers Association (CSTA)
    have collaborated with leaders from
    higher education, industry, and K–12
    education to develop an operational
    definition of computational thinking.

http://www.iste.org/learn/computational-thinking
Computational thinking (CT) is a problem-solving process that includes
(but is not limited to) the following characteristics:
• Formulating problems in a way that enables us to use a computer and
 other tools to help solve them.
• Logically organizing and analyzing data
• Representing data through abstractions such as models and
 simulations
• Automating solutions through algorithmic thinking (a series of ordered
 steps)
• Identifying, analyzing, and implementing possible solutions with the goal
 of achieving the most efficient and effective combination of steps and
 resources
• Generalizing and transferring this problem solving process to a wide
 variety of problems
Understand the connections between
computational thinking and information
               literacy.
Mind amplifiers?
Is that all there is?
People plus+ and
                                    the singularity?




http://en.wikipedia.org/wiki/The_Singularity_Is_Near
Learning
We are on the brink of an extraordinary revolution that will
change our world forever. In this new world everyone,
everything and everywhere will be connected in real time.


This theNetworked Society                       will
fundamentally change the way we innovate, collaborate,
produce, govern and sustain.
Citadels of learning


         cc licensed ( BY NC ) flickr photo by SonOfJordan: http://flickr.com/photos/sss-showcase/3574286448/
Towers of learning


         cc licensed ( BY SA ) flickr photo by Tom Raftery: http://flickr.com/photos/traftery/4773457853/
Guilds of learning


     cc licensed ( BY NC ) flickr photo by Photos o' Randomness: http://flickr.com/photos/christajoy42/2706151238/
http://youtu.be/c0xa98cy-Rw
Horizon Report 2012
           A pp!
     the
G et
                          “K-12 must address the increased
                          blending of formal and informal
                          learning.”

                          “Students can take advantage of
                          learning material online, through
                          games and programs they may
                          have on systems at home, and
                          through their extensive — and
                          constantly available — social
                          networks”

    http://www.nmc.org/   http://www.nmc.org/pdf/2012-horizon-report-K12.pdf
Reading, writing, gaming, trans-media, immersive
    worlds, and augmented reality, are all part of the new
     digital frontiers leading the re-invention of learning.
cc licensed ( BY NC SA ) flickr photo by Curious Expeditions: http://flickr.com/photos/curiousexpeditions/622806411/
It makes sense to interact both synchronously and
asynchronously, formally or informally, at school, at home,
or on mobile devices.
Teachers owe it
to their students
    to “keep up”.



    Are you
  prepared?

               cc licensed ( BY NC SA ) flickr photo by Stuck in Customs: http://flickr.com/photos/stuckincustoms/6756753669/
If you don’t already have it, develop a
        playful collaborative mentality.

 Step out of your comfort zone - isn’t
  that what you ask of your students
                          every day?
Drivers of change

Use technology in every possible way for
relevant and authentic learning experiences

Harness knowledge, skills and abilities of
students through social software
Go inside!
cc licensed ( BY NC ) flickr photo by chiaralily: http://flickr.com/photos/chiaralily/5093233414/
Game on!
http://www.inanimatealice.com/

Set in a technology saturated near future, Inanimate Alice tells the
story of a girl called Alice, merging text with animation, videos, music
and games to explore what it means to conduct your life online.
http://kquest.com.au/index.html

Knowledge Quest English is an immersive, interactive
game, supported by a full colour workbook, that builds
core skills in English.
https://sos.fbi.gov/
Surf Island is a playable, web-based game world for school children
from grades 3 to 8. By playing simple games, the children learn about
online threats ranging from malware to internet predators to cyber
bullies. Schools can compete against each other for points and
winning schools get a visit from a real FBI agent!
In virtual games, students
                   act as investigative reporters,
                   environmental scientists,
                   and historians who resolve
                   meaningful dilemmas.




http://questatlantis.org/
Games for Change is a leading organization that promotes games
with social change messages and strategies, from Sweatshop, a
darkly comedic game where players manage a sweatshop,
highlighting the poor conditions for factory workers, to Darfur is
Dying
From Canada
http://www.gameforscience.com/
http://www.kodugamelab.com/
http://massivelyminecraft.org/

Now parents are also seeing the value of
gaming outside of school, and what students
are learning to do, think and be involved with
makes classroom learning seem tragic.
Minecraft – Students teaching teachers :)

   @dbatty1




      http://dbatty.wordpress.com/2012/11/02/minecraft-students-teaching-teachers/
Survival Island




http://youtu.be/ZtIFu4_pBfk
Steam	
  is	
  a	
  digital	
  distribu,on,	
  digital	
  rights	
  
management,	
  mul,player	
  and	
  communica,ons	
  pla6orm	
  
developed	
  by	
  Valve	
  Corpora.on.
Portal	
  2	
  is	
  a	
  first-­‐person	
  puzzle-­‐pla6orm	
  video	
  game	
  
developed	
  and	
  published	
  by	
  Valve	
  Corpora,on.
http://www.teachwithportals.com/
Today, games are
ubiquitous. Instead of
being confined to
cardboard boxes, we
carry games on
smartphones in our
pockets and use
strategies borrowed from
gaming .
Gaming concepts, platforms and
approaches are going mainstream!
From Austalia




                http://my.plane.edu.au/
The great challenge of a digital education is meeting the
needs of students who have grown up in a digital era.
It makes incredible sense to consider how ‘internet
spaces’ social software and mobile devices can be used to
leverage opportunities for learning.


                      cc licensed ( BY NC SA ) flickr photo by joannamkay: http://flickr.com/photos/jokay/7918666820/
The core attributes found in the ISTE and IASL standards include:

•   intellectual curiosity and innovation
•   ability to locate, select, evaluate and structure information
•   problem solving and decision-making creative and critical thinking
•   communication, negotiation and collaboration skills
The core attributes found in the ISTE and IASL standards include:



• ethical and productive users and producers of media
• responsible and flexible users of social media
• active digital citizenship
• capacity to think across disciplines and form authentic
  knowledge connections.
Teacher librarians can play a
leading role in schools in
relation to the social and ethical
issues of online publishing and
usage, cyber bullying, plagiarism
and copyright.
School libraries should be hubs of
professional development,
action research, and idea
experimentation as teacher
librarians work collaboratively with
students and teachers.
The spaces and places                of libraries
should be physical and virtual, adopting and
adapting Web 2.0 media tools to enhance and
envelop school learning communities into a series
of globally powered learning commons—dynamic,
collaborative 21st century library environments!
The spaces and places               of libraries
should be physical and virtual, adopting and
adapting a Web 3.0 mindset —dynamic,
collaborative, information responsive makers and
creators of ideas and action!
School libraries: The paradigm flip

Teachers and teacher librarians will then actively work
alongside students, sometimes leading, sometimes
following, and crafting an environment where students
can always know what, where and how to be the best
learners they can possibly be.


                               cc licensed ( BY NC ) flickr photo by JB London: http://flickr.com/photos/jb-london/3914363613/
School libraries and teacher librarians
must be leaders in today’s
interactive enquiry environments.
finding
      sharing
    collecting
   contributing
 playing remixing
anytime anywhere
     fast
CREATIVELY
Be strategic
  Be proactive Be responsive

    Know your vision
     Be your vision

Communicate your vision


    CREATIVELY
cc licensed flickr photo by Stéfan: http://flickr.com/photos/st3f4n/3951143570/



          Never risk being a teacher librarian only
                 suitable for a bygone era
It’s not about devices, it’s about
 thinking with technology!
Then see what happens next!
http://youtu.be/tfXT28y6wdM
Highlight the value of your e-literacy skills
   and knowledge to the entire school
              community......

            and beyond...
heyjudeonline


Judy O’Connell


http://heyjude.wordpress.com


Judy O’Connell

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Preparing our students for Web 3.0 learning

  • 1. Preparing our students for Web 3.0 learning November 11, 2012 International Schools Library Network, Singapore Judy O’Connell
  • 2. Today’s novelty is tomorrow’s norm Are you prepared? cc licensed ( BY NC SA ) flickr photo by Stuck in Customs: http://flickr.com/photos/stuckincustoms/6756753669/
  • 3. Our Information Age really began in April of 1993 when the Mosaic 1.0 browser made the World Wide Web available for contribution and participation by anyone with access to the Internet. For the first time we had possibilities for worldwide co-creation of knowledge, art, science, literature, animation, and all the rest possible.
  • 4. Price of 1 gigabyte of storage 1981 $300K 1997 $100 1987 $50K 2000 $10 1990 $10K 2004 $1 1994 $1K 2012 $0.10 https://twitter.com/FactHive
  • 5. Open our arms to opportunities cc licensed ( BY ) flickr photo by martinak15: http://flickr.com/photos/martinaphotography/6932815749/
  • 6.
  • 8. Harvard creates cyborg flesh that’s half man, half machine X Future Current realities http://www.extremetech.com/extreme/135207-harvard-creates-cyborg-flesh-thats-half-man-half-machine
  • 9. The martian way Asimov Crater was named on 4 May 2009, by the International Astronomical Union. It has a diameter of about 84 kilometres .
  • 10.
  • 11. Nasa's augmented reality app let students examine Curiosity Mars rover http://www.wired.co.uk/news/archive/2012-07/12/nasa-augmented-reality-app
  • 12.
  • 13. We live in a connected world. Nearly two billion people connect to the internet, share information and communicate over blogs, Wikis, social networks and a host of other media.
  • 14. Anything imaginable is capable of being connected to the network, become intelligent offering almost endless possibilities.
  • 15. We already have internet devices attached to our ears, and some even have embedded devices connected to their doctors.
  • 16. “Internet of Things” 2020 fifty billion devices connected to the internet. people and objects able to connect to the Internet at anytime from anywhere.
  • 17. “Internet of Things” http://youtu.be/nDBup8KLEtk
  • 18. Education is at crossroads
  • 19. Ubiquitous connectivity cc licensed ( BY NC SA ) flickr photo by Leonard John Matthews: http://flickr.com/photos/mythoto/1234638761/
  • 20. New literacies cc licensed ( BY NC ) flickr photo by zinjixmaggir: http://flickr.com/photos/dilaudid/278649026/
  • 21. More content and streams of data - all of these changes into online environments require an equivalent shift in our understandings of online capabilities.
  • 22. Information is at crossroads
  • 23. Researchers Sequence Entire Genome of A Baby In Only 50 Hours “By obtaining an interpreted genome in about two days, physicians can make practical use of diagnostic results to tailor treatments to individual infants and children.”
  • 24. Gamers Unlock Protein Mystery .... that Baffled Researchers For Years Developed by researchers at the University of Washington, Foldit turns scientific problems into competitive games. Khatib, F., DiMaio, F., Cooper, S., Kazmierczyk, M., Gilski, M., Krzywda, S., Zabranska, H., et al. (2011). Crystal structure of a monomeric retroviral protease solved by protein folding game players. Nat Struct Mol Biol, 18(10), 1175–1177. doi:10.1038/nsmb.2119
  • 25. 12-year-old uses Dungeons and Dragons in science research The volunteers looked at eyes early and frequently, whether they were on the creatures’ faces or not. http://mblogs.discovermagazine.com/notrocketscience/2012/10/30/12-year-old-uses-dungeons-and-dragons-to-help-scientist-dad-with-his-research/
  • 26. 19-year-old girl in Egypt invents a spacecraft propulsion device Mustafa’s device is based on a scientific mix between quantum physics, space technology, chemical reactions and electrical sciences. http://thenextweb.com/africa/2012/05/18/19-year-old-girl-in-egypt-invents-a-spacecraft-propulsion-device/
  • 27. Unravel our information and knowledge environments cc licensed ( BY NC SA ) flickr photo by liquidnight: http://flickr.com/photos/liquidnight/6863976312/
  • 28. new frontier of analytics BIG DATA Examples of such data sets range from billions of Google searches conducted by millions of users to the data collected by millions of weather sensors around the globe to all the purchases of British supermarket shoppers.
  • 29. Google has been ahead of public health authorities in monitoring flu outbreaks by compiling public searches for flu-related information by geography. 
  • 30. Google Crisis maps provides comprehensive information with a range of information filters and image resources. http://google.org/crisismap/2012-sandy
  • 31. Predictive Medical Technologies analyzes records of intensive care patients to detect events that might be signals of adverse events, such as cardiac arrest or arrhythmia. Once trends are identified, real-time monitoring of patients can spot similar patterns and give doctors critical early warning.
  • 32. levels of accessibility LINKED DATA Transform expertise in working with metadata into expertise in working with ontologies or models of knowledge.
  • 33. Whereas traditional library metadata has always been focused on helping humans find and make use of information, linked data ontologies are focused on helping machines find and make use of information. cc licensed ( BY NC ) flickr photo by tarotastic: http://flickr.com/photos/tjt195/30916171/
  • 34. !
  • 35. This uri ‘http://id.loc.gov/ authorities/sh85042531’ has now become the globally available, machine and human readable, reliable source for the description for the subject heading of ‘Elephants’ containing links to its related terms (in a way that both machines and humans can navigate).
  • 36. existing data reconnected for different and smarter uses cc licensed ( BY ) flickr photo by paul (dex): http://flickr.com/photos/dexxus/3146028811/
  • 37. Degree ofofInformation Connectivity cc""Steve"Wheeler,"University"of"Plymouth,"2010" Degree Information Connectivity Web 3.0 Web x.0 SemanticWeb Semantic Web Semantic Web Meta Web of knowledge of intelligence Web 1.0 Web 2.0 Web of The Web Web of people & Social Web information social information Degree of Social Connectivity
  • 38. Web 3.0 is all about data cc licensed ( BY NC ) flickr photo by Anthony Mattox: http://flickr.com/photos/amattox/3236510649/
  • 39. The goal of linked data is to enable computers to do more useful work for us by teaching machines to read web pages. cc licensed flickr photo by ralphbijker: http://flickr.com/photos/17258892@N05/2588347668/
  • 40. It is about common formats and metadata which allow for integration and combination of data drawn from diverse sources.
  • 41. What happens with linked data and why should we care?
  • 42. linkeddata.org “Linking Open Data cloud diagram, by Richard Cyganiak and Anja Jentzsch. http://lod-cloud.net/”
  • 43. Deadliest pandemics http://awesome.good.is/transparency/web/1108/deadliest-pandemics/flash.html
  • 44. Information retrieval, natural language processing, and medical informatics http://healthmash.com/
  • 45. http://www.europeana.eu/portal/index.html Europeana enables people to explore the digital resources of Europe's museums, libraries, archives and audio-visual collections. Linked Open Data on the Web. The site currently contains metadata on 3.5 million texts, images, videos and sounds.
  • 47.
  • 48.
  • 49. Mr Barton’s Gapminder Video http://youtu.be/M8uz2Qt7F5g
  • 50. Connections and experiences augmented and transformed through immersive technology and smart data. Web 3.0
  • 51. How does technology impact the way student’s think? cc licensed ( BY NC SA ) flickr photo by fatboyke (Luc): http://flickr.com/photos/fatboyke/2984569992/
  • 52. Interfaces for discovery What do we want from technology? How can we create better experiences?
  • 53. More content, streams of data, topic structures, (theoretically) better quality – all of these in online environments require an equivalent shift in our online capabilities.
  • 54. Learn about the latest additions to search so you can get the most out of Google. http://www.google.com/insidesearch/features/
  • 57. 1. Find the right thing 2. Get the best summary 3. Go broader and deeper
  • 58. Wolfram|Alpha is a free online computational knowledge engine that generates answers to questions in real time by doing computations on its own vast internal knowledge base. http://www.wolframalpha.com/educators/
  • 59. Think strategically! Knowledge 2.0 http://bit.ly/knowledge2 cc licensed ( BY ) flickr photo by tarotastic: http://flickr.com/photos/tjt195/509241247/
  • 60. The International Society for Technology in Education (ISTE) and the Computer Science Teachers Association (CSTA) have collaborated with leaders from higher education, industry, and K–12 education to develop an operational definition of computational thinking. http://www.iste.org/learn/computational-thinking
  • 61. Computational thinking (CT) is a problem-solving process that includes (but is not limited to) the following characteristics: • Formulating problems in a way that enables us to use a computer and other tools to help solve them. • Logically organizing and analyzing data • Representing data through abstractions such as models and simulations • Automating solutions through algorithmic thinking (a series of ordered steps) • Identifying, analyzing, and implementing possible solutions with the goal of achieving the most efficient and effective combination of steps and resources • Generalizing and transferring this problem solving process to a wide variety of problems
  • 62. Understand the connections between computational thinking and information literacy.
  • 64. Is that all there is?
  • 65. People plus+ and the singularity? http://en.wikipedia.org/wiki/The_Singularity_Is_Near
  • 67. We are on the brink of an extraordinary revolution that will change our world forever. In this new world everyone, everything and everywhere will be connected in real time. This theNetworked Society will fundamentally change the way we innovate, collaborate, produce, govern and sustain.
  • 68. Citadels of learning cc licensed ( BY NC ) flickr photo by SonOfJordan: http://flickr.com/photos/sss-showcase/3574286448/
  • 69. Towers of learning cc licensed ( BY SA ) flickr photo by Tom Raftery: http://flickr.com/photos/traftery/4773457853/
  • 70.
  • 71.
  • 72.
  • 73. Guilds of learning cc licensed ( BY NC ) flickr photo by Photos o' Randomness: http://flickr.com/photos/christajoy42/2706151238/
  • 75. Horizon Report 2012 A pp! the G et “K-12 must address the increased blending of formal and informal learning.” “Students can take advantage of learning material online, through games and programs they may have on systems at home, and through their extensive — and constantly available — social networks” http://www.nmc.org/ http://www.nmc.org/pdf/2012-horizon-report-K12.pdf
  • 76. Reading, writing, gaming, trans-media, immersive worlds, and augmented reality, are all part of the new digital frontiers leading the re-invention of learning. cc licensed ( BY NC SA ) flickr photo by Curious Expeditions: http://flickr.com/photos/curiousexpeditions/622806411/
  • 77. It makes sense to interact both synchronously and asynchronously, formally or informally, at school, at home, or on mobile devices.
  • 78. Teachers owe it to their students to “keep up”. Are you prepared? cc licensed ( BY NC SA ) flickr photo by Stuck in Customs: http://flickr.com/photos/stuckincustoms/6756753669/
  • 79. If you don’t already have it, develop a playful collaborative mentality. Step out of your comfort zone - isn’t that what you ask of your students every day?
  • 80. Drivers of change Use technology in every possible way for relevant and authentic learning experiences Harness knowledge, skills and abilities of students through social software
  • 81. Go inside! cc licensed ( BY NC ) flickr photo by chiaralily: http://flickr.com/photos/chiaralily/5093233414/
  • 83. http://www.inanimatealice.com/ Set in a technology saturated near future, Inanimate Alice tells the story of a girl called Alice, merging text with animation, videos, music and games to explore what it means to conduct your life online.
  • 84. http://kquest.com.au/index.html Knowledge Quest English is an immersive, interactive game, supported by a full colour workbook, that builds core skills in English.
  • 85. https://sos.fbi.gov/ Surf Island is a playable, web-based game world for school children from grades 3 to 8. By playing simple games, the children learn about online threats ranging from malware to internet predators to cyber bullies. Schools can compete against each other for points and winning schools get a visit from a real FBI agent!
  • 86. In virtual games, students act as investigative reporters, environmental scientists, and historians who resolve meaningful dilemmas. http://questatlantis.org/
  • 87. Games for Change is a leading organization that promotes games with social change messages and strategies, from Sweatshop, a darkly comedic game where players manage a sweatshop, highlighting the poor conditions for factory workers, to Darfur is Dying
  • 90. http://massivelyminecraft.org/ Now parents are also seeing the value of gaming outside of school, and what students are learning to do, think and be involved with makes classroom learning seem tragic.
  • 91. Minecraft – Students teaching teachers :) @dbatty1 http://dbatty.wordpress.com/2012/11/02/minecraft-students-teaching-teachers/
  • 93. Steam  is  a  digital  distribu,on,  digital  rights   management,  mul,player  and  communica,ons  pla6orm   developed  by  Valve  Corpora.on. Portal  2  is  a  first-­‐person  puzzle-­‐pla6orm  video  game   developed  and  published  by  Valve  Corpora,on.
  • 95. Today, games are ubiquitous. Instead of being confined to cardboard boxes, we carry games on smartphones in our pockets and use strategies borrowed from gaming .
  • 96. Gaming concepts, platforms and approaches are going mainstream!
  • 97. From Austalia http://my.plane.edu.au/
  • 98. The great challenge of a digital education is meeting the needs of students who have grown up in a digital era.
  • 99. It makes incredible sense to consider how ‘internet spaces’ social software and mobile devices can be used to leverage opportunities for learning. cc licensed ( BY NC SA ) flickr photo by joannamkay: http://flickr.com/photos/jokay/7918666820/
  • 100. The core attributes found in the ISTE and IASL standards include: • intellectual curiosity and innovation • ability to locate, select, evaluate and structure information • problem solving and decision-making creative and critical thinking • communication, negotiation and collaboration skills
  • 101. The core attributes found in the ISTE and IASL standards include: • ethical and productive users and producers of media • responsible and flexible users of social media • active digital citizenship • capacity to think across disciplines and form authentic knowledge connections.
  • 102. Teacher librarians can play a leading role in schools in relation to the social and ethical issues of online publishing and usage, cyber bullying, plagiarism and copyright.
  • 103. School libraries should be hubs of professional development, action research, and idea experimentation as teacher librarians work collaboratively with students and teachers.
  • 104. The spaces and places of libraries should be physical and virtual, adopting and adapting Web 2.0 media tools to enhance and envelop school learning communities into a series of globally powered learning commons—dynamic, collaborative 21st century library environments!
  • 105. The spaces and places of libraries should be physical and virtual, adopting and adapting a Web 3.0 mindset —dynamic, collaborative, information responsive makers and creators of ideas and action!
  • 106. School libraries: The paradigm flip Teachers and teacher librarians will then actively work alongside students, sometimes leading, sometimes following, and crafting an environment where students can always know what, where and how to be the best learners they can possibly be. cc licensed ( BY NC ) flickr photo by JB London: http://flickr.com/photos/jb-london/3914363613/
  • 107. School libraries and teacher librarians must be leaders in today’s interactive enquiry environments.
  • 108. finding sharing collecting contributing playing remixing anytime anywhere fast CREATIVELY
  • 109. Be strategic Be proactive Be responsive Know your vision Be your vision Communicate your vision CREATIVELY
  • 110. cc licensed flickr photo by Stéfan: http://flickr.com/photos/st3f4n/3951143570/ Never risk being a teacher librarian only suitable for a bygone era
  • 111. It’s not about devices, it’s about thinking with technology!
  • 112. Then see what happens next!
  • 114. Highlight the value of your e-literacy skills and knowledge to the entire school community...... and beyond...