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Ferrarelli M 2015 Hacker Ethic & Remix Practices in the 21st Century Classroom

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Ferrarelli M 2015 Hacker Ethic & Remix Practices in the 21st Century Classroom

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Defined by Ken Robinson as the process of generating ideas that have value, creativity still remains a mystery to many educators. Whether it can be taught or not, how it can be fostered in the 21st century, or why it is relevant to teachers are all aspects of the same issue that should be addressed from an in-depth perspective. Is there anything 100% new? Where does ‘newness’ come from? Do digital technologies promote or stifle creativity? The presenter will deal with all these challenging questions focusing the analysis on what happens with creativity in the language classroom. Is there only one way to be creative? Can creativity become a habit? Teachers and educators in general are all invited to debate and share experiences.

Defined by Ken Robinson as the process of generating ideas that have value, creativity still remains a mystery to many educators. Whether it can be taught or not, how it can be fostered in the 21st century, or why it is relevant to teachers are all aspects of the same issue that should be addressed from an in-depth perspective. Is there anything 100% new? Where does ‘newness’ come from? Do digital technologies promote or stifle creativity? The presenter will deal with all these challenging questions focusing the analysis on what happens with creativity in the language classroom. Is there only one way to be creative? Can creativity become a habit? Teachers and educators in general are all invited to debate and share experiences.

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Ferrarelli M 2015 Hacker Ethic & Remix Practices in the 21st Century Classroom

  1. 1. Creativity Revisited: Hacker Ethic & Remix Practices in the 21st Century Classroom Prof. Lic. Mariana Ferrarelli April – 2015 - #CreativityPPD mariana.ferrarelli@gmail.com slideshare.net/marianaferrarelli @FerrarelliM
  2. 2. https://www.youtube.com/playlist?list=PLNhK_OTPYj7VtPBI2MGAO9uZ9e-P5GiM8
  3. 3. • Developed • Trained • Honed
  4. 4. http://runteacherrunriley.blogspot.ca/
  5. 5. • David Ogilvy • The father of advertising • 8 habits
  6. 6. Courage • The ability to do something that you know is difficult or dangerous; mental or moral strength to venture, persevere, and withstand danger, fear, or difficulty • "Fear leads to self-doubt, which is the worst enemy of creativity"
  7. 7. Intuition • Natural ability or power that makes it possible to know something without any proof or evidence; a feeling that guides a person to act a certain way without fully understanding why • "We are wiser than we think and intuition is the art of listening to the guru within us"
  8. 8. Curiosity • The desire to learn or know more about something or someone; desire to know; interest leading to inquiry • "When we've lost our capacity to see the world and everything in it as new: unreasonable, bewildering and something that gives rise to astonishment, we have become dim-sighted and stooped with age"
  9. 9. Playfulness • Happy and full of energy; eager to play; showing that you are having fun and not being serious • "We are all born children. The trick is to remain one" Pablo Picasso If we are here…. today…
  10. 10. Participatory Culture “Participatory culture is emerging as the culture absorbs and responds to the explosion of new media technologies that make it possible for average consumers to archive, annotate, appropriate, and recirculate media content in powerful new ways” (Jenkins, 2006:8)
  11. 11. Participatory Culture “Participatory culture is emerging as the culture absorbs and responds to the explosion of new media technologies that make it possible for average consumers to archive, annotate, appropriate, and recirculate media content in powerful new ways” (Jenkins, 2006:8)
  12. 12. Participatory Culture Users producing content Students producing knowledge
  13. 13. • The Creative Mindset • “An attitude to the world characterised by curiosity, questions and a desire to play, make and share which children possess in their early years but which is tragically lost in the cultures of schools and workplaces”.
  14. 14. • Change the order of activities • Play with TIME
  15. 15. • Change our view on learning • Let stds CHOOSE • Learning Styles = One-size-fits-all
  16. 16. • Adapt a story • http://writecomics.com/ • http://piktochart.com/
  17. 17. • Book Screen • Screen Book • Paper-based journal project • Written language fluency
  18. 18. • Privacy Agreement • Welcome questionnaire • ‘Grammarless’ Oath
  19. 19. • Visible Thinking: Project Zero – Harvard When thinking becomes visible in the classroom students develop thinking dispositions which in turn allow for thoughtful and deep learning. http://pzweb.harvard.edu/vt/VisibleThinking
  20. 20. When thinking is visible it can be recorded in different ways: - Mind maps - Charts - Lists - Videos of classroom work - Diagrams - Students’ reflections in a journal or logbook
  21. 21. Routines: Cognitive Behaviours ∞ Think critically ∞ Provide evidence ∞ Justify with explanations ∞ Compare & connect ∞ Summarise ∞ Explore multiple perspectives ∞ Identify parts in a whole ∞ Draw conclusions ∞ Hypothesize ∞ Reflect on their own learning process
  22. 22. “If you were to write a headline for this topic or issue right now that captured the most important aspect that should be remembered, what would that headline be?” Headlines
  23. 23. Mark Church introducing the HEADLINES routine: https://www.youtube.com/watch?v=rMginVgsYPs This routine helps students think of a summary or synopsis of the topic discussed. It works especially well at the end of a class discussion or session in which students have explored a topic and gathered a fair amount of new information or opinions about it.
  24. 24. • Choose a classic tale: • Introduce 3 extra objects:
  25. 25. • How would Lizzie Bennet react if she were the female character in “A Streetcar Named Desire”? • Imagine Wilfried Owen’s Facebook profile. • Victoria Volonté - Literature
  26. 26. • Talk to stds. • ProduSers: Don’t ask them to answer the Qs. Ask them to produce the Qs themselves • Flipped Classroom: Don’t research a topic and deliver a presentation. Ask them to do the research to deliver the class themselves
  27. 27. • Share the Assessment Criteria • Invite stds to agree on the assessment objectives with you. • Democratic Pedagogy • Critical Literacy
  28. 28. Rubric for Visual Presentations
  29. 29. • Recycle • Reuse • Rewrite • Reread • Reappropriate • Transform
  30. 30. Hamlet • “Amleth” • “The Spanish Tragedy” • Ur-Hamlet • Senecan drama
  31. 31. Remix & Mashup Practices • Remix: “the reworking or adaptation of an existing work (…) alternate version of the original”. (Lamb, 2007:14) • Mashup: “Involves the combination of two or more works that may be different from one another” (Lamb, 2007:14)
  32. 32. Both practices involve: the mixing of any number of digital media sources Remix & Mashup Practices
  33. 33. Hacker: sb who has fun thinking or reasoning in clever or unusual ways; sb who loves what he/she does and uses his/her wit to improve it. • Pushes boundaries and moves off limits • Feels uncomfortable with the status quo • Believes in change through improvement HACKER MINDSET
  34. 34. • Hacking is NOT about devices & technology; it’s NOT about WHAT but HOW we approach problems. • It’s about understanding how a system works to change the process so that it suits our needs. • Creativity + Passion + Freedom
  35. 35. • Hacking is about CREATING better ways to do the things we love. • We can hack anything #Hackschooling #Hackeducation
  36. 36. Let’s become hackers ourselves. Let’s become subversive protagonist of disruptive initiatives Let’s hack our everyday classroom practices.
  37. 37. opiomgallery.com
  38. 38. Sources Anijovich, R. y González, C. (2012) Develando los criterios de evaluación, Buenos Aires: Aique Grupo Editor. Ferrarelli, M. (2014) “Reflexiones SOBRE y EN la web”: Experiencias de aula sin papel en el nivel medio. Actas del Congreso Iberoamericano de Ciencia, Tecnología, Innovación y Educación, ISBN: 978-84-7666-210-6 – Artículo 95, disponible en: oei.es/congreso2014/memoriactei/95.pdf Gauntlett, D. & Thomsen, B. S. Cultures of Creativity. Available at: legofundation.com Himanen, P. (2002) La ética del hacker y el espíritu de la era de la información. Editorial Destino. Jenkins, H. (2003, January 15). Transmedia storytelling: Moving characters from books to films to videogames can make them stronger and more compelling. Technology Review. Available at: http://www.technologyreview.com/biotech/13052 Jenkins, H. (2007, March 22). Transmedia storytelling 101. Available at: http://www.henryjenkins.org/2007/03/transmedia_storytelling_101.html Jenkins, H. (2009). The revenge of the origami unicorn: Seven principles of transmedia storytelling. Available at: http://henryjenkins.org/2009/12/the_revenge_of_the_origami_uni.html Jenkins, H., Ford, S., & Green, J. (2013). Spreadable media: Creating value and meaning in a networked culture. New York, NY: New York University Press. Lamb, B. (2007) “Dr. Mashup or, Why Educators Should Stop Worrying and Love the Remix.” EDUCAUSE. July/August 2007. Piscitelli A. (2011) El paréntesis de Gutenberg, Buenos Aires: Santillana.
  39. 39. Prensky, M. (2001) Nativos digitales, inmigrantes digitales En On the Horizon, MCB University Press, Vol. 9 No. 6. Scolari, C. A. (2009). Transmedia storytelling: Implicit consumers, narrative worlds and branding in contemporary media production. International Journal of Communication, 3, 586–606. Available at: http://ijoc.org/index.php/ijoc/article/view/477 Serres, M. (2013) Pulagarcita, Buenos Aires, FCE. Tapscott, D. (1998). Growing up digital: The rise of the net generation. New York: McGraw-Hill. morguefile.com, intagram.com/marianaferrarelli, opiomgallery.com, runteacherrunriley.blogspot.ca, kalongkong.wordpress.com, youtu.be/BqpzhyMGTmQ runteacherrunriley.blogspot.ca
  40. 40. mariana.ferrarelli@gmail.com @FerrarelliM rizomatix.wordpress.com uba.academia.edu/MarianaFerrarelli slideshare.net/marianaferrarelli

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