Educational Technologies: What should you be thinking about next?

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Zagami, J. (2013). Educational Technologies: What should you be thinking about next? [Presentation slides]. Retrieved from http://www.slideshare.net/j.zagami/educational-technologies-what-should-you-be-thinking-about-next?

Presentation for Teacher Education Industry Advisory Group (TEIAG) by Dr Jason Zagami, 6 August 2013, at the Queensland Academy for Health Sciences, Queensland, Australia.

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Educational Technologies: What should you be thinking about next?

  1. 1. Educational What should you be thinking about next? Technologies
  2. 2. Griffith University Dr Jason Zagami jason.zagami.info
  3. 3. Lecturer Griffith University School of Education and Professional Studies Gold Coast
  4. 4. ADE Apple Distinguished Educator Google Certified Teacher Australian HP Innovations In Education Mentor
  5. 5. Queensland Society for Information Technology in Education Immediate Past President Australian Council for Computers in Education Editor Australian Educational Computing Australian College of Educators (Gold Coast Region) President
  6. 6. Curriculum Development
  7. 7. Educational Technologies • Clouds / Virtual Labs / 3D Printing / Publishing • Online / Mobile / VWorlds / AR / VR / Wearable • Tablets / Surfaces / Gestures / Neural Interfaces • Gaming / Gamification / Badging Technological Innovation
  8. 8. Lee Shulman
  9. 9. Pedagogical Knowledge (PK) Technological Knowledge (TK) Context
  10. 10. Content Knowledge (CK) Technological Knowledge (TK) Context
  11. 11. Content Knowledge (CK) Pedagogical Knowledge (PK) Technological Knowledge (TK) Context
  12. 12. Pedagogical Content Knowledge (PCK) Content Knowledge (CK) Pedagogical Knowledge (PK) Technological Knowledge (TK) Context
  13. 13. Matthew Koehler Punya Mishra
  14. 14. Pedagogical Content Knowledge (PCK) Content Knowledge (CK) Pedagogical Knowledge (PK) Technological Knowledge (TK) Context
  15. 15. Pedagogical Content Knowledge (PCK) Content Knowledge (CK) Pedagogical Knowledge (PK) Technological Content Knowledge (TCK) Technological Knowledge (TK) Context
  16. 16. Pedagogical Content Knowledge (PCK) Content Knowledge (CK) Pedagogical Knowledge (PK) Technological Content Knowledge (TCK) Technological Knowledge (TK) Technological Pedagogical Knowledge (TPK) Context
  17. 17. Pedagogical Content Knowledge (PCK) Content Knowledge (CK) Pedagogical Knowledge (PK) Technological Content Knowledge (TCK) Technological Knowledge (TK) Technological Pedagogical Knowledge (TPK) Technological Pedagogical Content Knowledge (TPCK) Context
  18. 18. Learning Analytics Pedagogical Diversity Technological Innovation Context
  19. 19. Pedagogical Diversity Technological Innovation Learning Analytics
  20. 20. Technology/Pedagogy/ Learning Analytics • Boundaries of school based learning • Ethics of crossing these boundaries • Implications for life long learning • Individual vs aggregated analysis Pedagogical Diversity
  21. 21. www.nmc.org Horizon Reports Technological Innovation
  22. 22. Cloud Computing Technological Innovation
  23. 23. Cloud Computing Technological Innovation
  24. 24. Cloud Computing Technological Innovation Currently 42% of schools 35% of K-12 IT Budgets, Savings of 20%
  25. 25. Cloud Computing Technological Innovation • Collaboration • Conferencing • File storage • Virtualization • Processing Power • Scalability • Desktop - Laptop - Tablet - Mobile • Private cloud computing
  26. 26. Cloud Computing Technological Innovation
  27. 27. Cloud Computing Pedagogical Diversity • Multiple Authors • Activity Trails (Time and Content) • Autosave • Ownership (Content) • Ownership (Environment)
  28. 28. Virtual Laboratories • Students can make mistakes and repeat experiments • Record and replay experiments to analyse for areas of improvement and acknowledge excellence • Often developed and linked with current research labs • Laboratory/Workshops work not limited to a schools physical labs/workshops Pedagogical Diversity
  29. 29. Virtual Laboratories Technological Innovation genome.edu.au
  30. 30. Virtual Laboratories Technological Innovation
  31. 31. 3D Printing Technological Innovation
  32. 32. 3D Printing Technological Innovation
  33. 33. 3D Printing Technological Innovation
  34. 34. 3D Printing Technological Innovation
  35. 35. 3D Printing Technological Innovation
  36. 36. 3D Printing www.playmaker.org Pedagogical Diversity
  37. 37. 3D Printing diy.org Pedagogical Diversity
  38. 38. Pedagogical Diversity
  39. 39. Pedagogical Diversity
  40. 40. Pedagogical Diversity
  41. 41. Pedagogical Diversity
  42. 42. Pedagogical Diversity
  43. 43. Gamification Pedagogical Diversity
  44. 44. Badging Pedagogical Diversity
  45. 45. Online Learning • Canada (Compulsory Offering) • USA (Compulsory Completions) • Khan Academy (4300 micro lectures) • Computer Education ACS report Technological Innovation
  46. 46. Online Learning Pedagogical Diversity
  47. 47. Flipped and Blended Pedagogical Diversity
  48. 48. Flipped and Blended Pedagogical Diversity
  49. 49. Flipped and Blended Pedagogical Diversity
  50. 50. Pedagogical Diversity
  51. 51. LMS’s vs PLN’s • Teacher/Institution Centred vs Learner Centred • Blackboard/Moodle vs Social Media • SCORM -> Tin Can API • Platform Reliance Technological Innovation
  52. 52. LMS’s vs PLN’s Pedagogical Diversity
  53. 53. MOOCs • cMOOC vs xMOOC • Global market and commercialisation • MOOC’s vs Communities of Practice • Publishers/BB Pedagogical Diversity
  54. 54. Learning Analytics Social Networks Adapting Pedagogical Practice Learning Analytics
  55. 55. Learning Analytics Wolfram|Alpha Analytics for Facebook Learning Analytics
  56. 56. Panopticon Learning Analytics
  57. 57. Automated Feedback • aka Assessment • Targeted/Dynamic Assessment • Peer Assessments • Essay Grading • Feedback Analysis Learning Analytics
  58. 58. Publishing • ePub • iBooks -> OSX • CC SA and closed LMS’s • Teacher published texts • Publishing companies / Academic publishing • Integration of texts with LMS/LA access/ quizzes Technological Innovation
  59. 59. Publishing • Reading time • Reading rate • Eye tracking • Pupil dilation Learning Analytics
  60. 60. Open Content Pedagogical Diversity
  61. 61. Open Content Pedagogical Diversity
  62. 62. Pedagogical Diversity
  63. 63. Pedagogical Diversity
  64. 64. Open Learning Pedagogical Diversity
  65. 65. Open Learning Pedagogical Diversity
  66. 66. Curation Pedagogical Diversity
  67. 67. Individualised Support Time Learning Analytics Learning Analytics
  68. 68. Technological Innovation
  69. 69. Technological Innovation
  70. 70. Technological Innovation
  71. 71. Pedagogical Diversity
  72. 72. Pedagogical Diversity
  73. 73. Apps Pedagogical Diversity
  74. 74. Mobile • Price points <$50 Tablets and netbooks • Realistically ~$100 • Ubiquitous processing and connectivity • Magazines, books, all electronic devices • Video/Audio/Location monitoring Technological Innovation
  75. 75. Apps • Small applications, low cost • Learning objects ($$$$ TLF/ESA) • SCORM -> Tin Can API • Purchasing and licencing models • Micro-transactions Technological Innovation
  76. 76. Micro Purchases Pedagogical Diversity
  77. 77. Meganets • Closed Meganets (App stores) but developers cross networks • Closing the internet (RSS, country filtering/ tariff protections) • Discriminatory pricing • Educational restrictions (sector LMS’s / ESA -> country restrictions) • HTML5 (reduced reliance on Apps) Technological Innovation
  78. 78. Datalogging Learning Analytics
  79. 79. Health Monitoring Learning Analytics
  80. 80. Remote Health Monitoring Learning Analytics
  81. 81. Learning Analytics
  82. 82. Improvement Monitoring Learning Analytics
  83. 83. Attention/Stress Monitoring Learning Analytics
  84. 84. RFDI Tracking Learning Analytics
  85. 85. Activity Monitoring Learning Analytics
  86. 86. Feedback Learning Analytics
  87. 87. Learning Analytics • Prediction (in which data is used to predict future performance); • Clustering  (identify similarities in students/tasks); • Relationship mining (between students, teachers, concepts, etc.); • Modeling (creating a model and using this for further prediction or analysis); and • Distillation of data for human judgment (the most common use by teachers using statistics and visualisations). Learning Analytics
  88. 88. Learning Analytics • Extracting and analysing data from learning management systems; • Building an analytics matrix that incorporates data from multiple sources (social media, LMS, student information systems, etc); • Profile or model development of individual learners (across the analytics matrix); • Predictive analytics: determining at-risk learners; • Automated intervention and adaptive analytics: i.e. the learner model should be updated rapidly to reflect near real-time learner success and activity so that decisions are not made on out-dated models; Learning Analytics
  89. 89. Learning Analytics • Development of "intelligent curriculum" where learning content is semantically defined; • Personalisation and adaptation of learning based on intelligent curriculum where content, activities, and social connections can be presented to each learner based on their profile or existing knowledge; and • Advanced assessment: comparing learner profiles with architecture of knowledge in a domain for grading or assessment. Learning Analytics
  90. 90. Learning Analytics • Data can uncover problems that might otherwise remain invisible • Data can convince people of the need for change • Data can confirm or discredit assumptions about students and school practices • Data can get to the root cause of problems, pinpoint areas where change is most needed, and guide resource allocation Learning Analytics
  91. 91. Learning Analytics • Data can prevent reliance on standardised tests. • Data can help evaluate program effectiveness and keep the focus on student learning • Data can prevent one-size-fits-all solutions • Data can help address accountability questions • Data can build a culture of inquiry and improvement Learning Analytics
  92. 92. Surfaces • Screen real-estate • Multiple monitors Technological Innovation 20
  93. 93. Surfaces • Screen real-estate • Multiple monitors Technological Innovation
  94. 94. Interactive Whiteboards Technological Innovation
  95. 95. Interactive Surfaces Technological Innovation
  96. 96. Interactive Surfaces Technological Innovation
  97. 97. Interactive Surfaces Technological Innovation
  98. 98. Interactive Surfaces Technological Innovation
  99. 99. Interactive Surfaces Technological Innovation
  100. 100. Technological Innovation Location based learning
  101. 101. Technological Innovation Location based learning
  102. 102. Technological Innovation
  103. 103. Technological Innovation Augmented Reality
  104. 104. Technological Innovation Augmented Reality
  105. 105. Augmented Reality Technological Innovation
  106. 106. 0:22 Augmented Reality Technological Innovation
  107. 107. 0:17 Augmented Reality Technological Innovation
  108. 108. 1:30 Augmented Reality Technological Innovation
  109. 109. 0:40 Augmented Reality Technological Innovation
  110. 110. Augmented Classrooms Technological Innovation
  111. 111. Technological Innovation
  112. 112. Wearable Cameras Technological Innovation
  113. 113. Google Glass Technological Innovation
  114. 114. Technological Innovation Google Glass
  115. 115. Technological Innovation
  116. 116. Virtual Reality Technological Innovation
  117. 117. Virtual Reality Technological Innovation
  118. 118. Technological Innovation Interactive Projections
  119. 119. Technological Innovation Interactive Projections
  120. 120. Technological Innovation Motion Capture
  121. 121. Technological Innovation Motion Capture
  122. 122. Technological Innovation Motion Capture
  123. 123. Technological InnovationMotion Capture
  124. 124. Technological InnovationMotion Capture
  125. 125. Holographic Telepresence Technological Innovation
  126. 126. Technological InnovationTelepresence
  127. 127. Technological InnovationTelepresence
  128. 128. Technological InnovationTelepresence
  129. 129. Technological InnovationTelepresence
  130. 130. Virtual Worlds Technological Innovation 40
  131. 131. Second Life Technological Innovation
  132. 132. Quest Atlantis Technological Innovation
  133. 133. Gaming Technological Innovation
  134. 134. Technological Innovation
  135. 135. Technological Innovation
  136. 136. Technological Innovation
  137. 137. Technological Innovation
  138. 138. Online Games Technological Innovation
  139. 139. Multiplayer Games Technological Innovation
  140. 140. Peggy Sheehy Technological Innovation
  141. 141. Play Pedagogical Diversity
  142. 142. Challenge Pedagogical Diversity
  143. 143. Reward Pedagogical Diversity
  144. 144. Leveling Pedagogical Diversity
  145. 145. ZPD Pedagogical Diversity
  146. 146. Creativity Pedagogical Diversity
  147. 147. Risk Taking Pedagogical Diversity
  148. 148. Rapid Problem Solving Pedagogical Diversity
  149. 149. Simulations Pedagogical Diversity
  150. 150. Pedagogical Diversity
  151. 151. Pedagogical Diversity
  152. 152. Pedagogical Diversity
  153. 153. simschool.org Technological Innovation
  154. 154. Pedagogical Diversity
  155. 155. Pedagogical Diversity
  156. 156. Learning Analytics
  157. 157. Learning Analytics
  158. 158. Learning Analytics
  159. 159. Learning Analytics
  160. 160. 3 year investigation into the introduction of games into teaching practice Pedagogical Diversity
  161. 161. • Using Games: Learning and Digital Games • Analysing Games: Critical Analysis of Games • Making Games: Media Literacy and Creativity Pedagogical Diversity
  162. 162. Pedagogical Diversity
  163. 163. Pedagogical Diversity
  164. 164. Secondary Worlds Pedagogical Diversity
  165. 165. Pedagogical Diversity
  166. 166. Pedagogical Diversity
  167. 167. Philosophic Epic Naïve Pedagogical Diversity
  168. 168. Secondary Worlds Pedagogical Diversity
  169. 169. Secondary Worlds Pedagogical Diversity
  170. 170. Neural Interfaces Technological Innovation
  171. 171. Neural Interfaces Technological Innovation
  172. 172. Neural Interfaces Technological Innovation
  173. 173. Neural Interfaces Technological Innovation
  174. 174. Neural Interfaces Technological Innovation
  175. 175. Theta Alpha Neural Interfaces Technological Innovation
  176. 176. Brain Waves Delta 1-4hz Theta 4-7hz Alpha 7-13hz Beta 13-30hz Technological Innovation
  177. 177. Switch in reality Wake -> Sleep Theta 4-7hz Alpha 7-13hz Sleep -> Wake Technological Innovation
  178. 178. Synaptic Pruning Technological Innovation
  179. 179. Interactive Art Technological Innovation
  180. 180. Neural Interfaces Technological Innovation
  181. 181. Neural Interfaces Technological Innovation
  182. 182. Neural Interfaces Technological Innovation 60
  183. 183. Griffith University Dr Jason Zagami jason.zagami.info

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