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5 Realities of 21st Century Living


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Presented at VCCS New Horizons 2013

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5 Realities of 21st Century Living

  1. 1. 5 Realities of 21st Century Living A Guide for Teachers and Learners profmikegreene
  2. 2. Be sure to check out #nh13 tweets on twitter #nh13 photos on flickr #nh13 reading list on pinterest
  3. 3. Why?
  4. 4. 1. Unlearning Forgetting the truths that got us here but hold us back from there
  5. 5. A Primer to Unlearning By Jack Uldrich or just watch his TED talk
  6. 6. What are the colors of a yield sign? Exercise
  7. 7. What is unlearning? The chief object of education is not to learn things but to unlearn things G. K. Chesterton
  8. 8. Imagination is more important than knowledge Albert Einstein
  9. 9. $.01 $.02 $.04 $.08 $.16 $100,000 $200,000 $300,000 $400,000 $500,000 $3,000,000 $5,368,709
  10. 10. Compound Interest Principle A = P ( 1 + r/n ) nt
  11. 11. Forces that have been doubling Moore’s Law, Bandwidth, Genome Sequencing, Robotics
  12. 12. 0 1250000 2500000 3750000 5000000 Moore’s Law
  13. 13. How technology evolves The S-Curve
  14. 14. What does unlearning mean for us? A lesson from Sherlock Holmes
  15. 15. A man's brain originally is like an empty attic, and you have to stock it with such furniture as you choose. ! It is a mistake to think that little room has elastic walls and can distend to any extent. Depend upon it there comes a time when for every addition of knowledge you forget something that you knew before. ! Therefore, one must not have useless facts elbowing out the useful ones. ! A man should keep his brain-attic stocked with all the furniture that he is likely to use, and the rest he can put away in the lumber-room of his library, where he can get it if he wants it.
  16. 16. What does unlearning mean for us? The significant problems we face today cannot be solved at the same level of thinking we were at when we created them Albert Einstein
  17. 17. 2. Design Thinking The art of evolution
  18. 18. Intention Iteration Creation
  19. 19. As more of our basic needs are met, we increasingly expect sophisticated experiences that are emotionally satisfying and meaningful … design thinking is the tool for imagining these experiences as well as giving them a desirable form Tim Brown
  20. 20. Application to education People are taught what to learn but not how to learn, and they are slowing educated out of their innate curiosity and creativity. Patrick Newell
  21. 21. Integrating Design Thinking Be more interdisciplinary No idea is a bad idea Prototype
  22. 22.
  23. 23. 3. Efficiency
  24. 24. Sleep Work Other
  25. 25. Track your time It’s your most precious and finite resource
  26. 26. Evernote Notes Notebooks Tags Search Ubiquitous
  27. 27. 4. Tech Fads Which ones do I care about?
  28. 28. A look into 2007 No smartphones No tablets No cloud No twitter No kinect No web-enabled things
  29. 29. What fads really matter? The ones that make tech invisible
  30. 30. Ubiquitous Computing Where tech takes a backseat
  31. 31. Mainframe Personal Ubiquitous
  32. 32. 5. Gamification Everything’s a game, everyone’s a gamer
  33. 33. Computer and video games have reached a critical mass. Our industry’s position is one of the strongest and most cutting-edge sectors in the U.S. economy. Michael D. Gallagher, CEO, Entertainment Software Association
  34. 34. Average gamer age 30
  35. 35. % of Female Gamers 47
  36. 36. % of Gamers play games with others 62
  37. 37. Everyone is gaming Play has moved beyond entertainment Games are the most elevated form of investigation. ––Albert Einstein
  38. 38. Gamification Taking the things that make games engaging and applying them to the rest of life to drive behavior Game Mechanics - the procedures and rules of your game
  39. 39. Autonomy Customization Choice ! Mastery Levels Challenges ! Purpose Giving / Altruism Narrative Greater Meaning ! Status Leaderboards Achievements Social Connections Suggest similar users Cooperative “play” ! Rewards Points Badges Achievements ! Peer Pressure Peer review / feedback / grading Boasting / Bragging system Competitive “play” Avoidance Lose Points Lose Status Game Over ! Scarcity Exclusive / Unique Rewards Reward Schedules ! Fun! Quiz’s Competitions
  40. 40. Gamification
  41. 41. Gamification will be used in 25% of redesigned business processes by 2015, this will grow to more than a $2.8 billion business by 2016 ! 70% of Global 2000 businesses will be managing at least one "gamified" application or system by 2014 Gartner
  42. 42. Gamifying Education It’s simpler than you might think
  43. 43. One more thing... Are you ready for our new reality?
  44. 44. 804.768.6878 @profmikegreene Q & A