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Media Gap

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Presented at BYU's TEACHnology conference

Published in: Technology, Education
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Media Gap

  1. 1. Keeping Technology in Mind: Using Technology to Encourage Life-long Learning Richard Culatta BYU School of Education
  2. 2. Becoming Lifelong Learners <ul><li>The key to having an abundant life “involves an endless search for knowledge, light and truth.” </li></ul><ul><li>- James E. Faust </li></ul>
  3. 3. Who Are Lifelong Learners? <ul><li>Lifelong learners are students who continue to study and learn the content of your class, even after your class is over. </li></ul>
  4. 4. A Look at Technology Use
  5. 5. Curricular Technology Use Innovativeness Interactivity
  6. 6. Curricular Technology Use Innovativeness Watch Television Use the Internet Use overhead projector Interactivity Watch Videos PPT
  7. 7. Non-Curricular Technology Use Innovativeness Interactivity
  8. 8. Non-Curricular Technology Use Innovativeness Watch Television Listen to Radio MP3 Player Play Video Games Watching DV Use Mobile Computing Devices Interactivity Watch Videos Use the Internet Use Instant Messenger Edit Wikis Use Webcams
  9. 9. Curricular vs. Non-Curricular Innovativeness Watch Television Listen to Radio MP3 Player Use the Internet Play Video Games Watching DV Use Mobile Computing Devices Use overhead projector Interactivity Watch Videos Use the Internet Use Instant Messenger Edit Wikis Use Webcams PPT
  10. 10. Internet Use <ul><li>Curricular Internet Use </li></ul><ul><li>Look at static documents </li></ul><ul><li>Non-Curricular Internet Use </li></ul><ul><li>Online role-playing and gaming (simulations) </li></ul><ul><li>Creating personal web pages (32% of 8-18 year olds) </li></ul><ul><li>Using webcams (1 out of every 6 internet users have gone online to view another person or a place via a web cam. 21 million people have viewed material on web cams) </li></ul><ul><li>Downloading PodCasts (30% of people with iPods have downloaded podcasts) </li></ul>
  11. 11. Internet Use <ul><li>Non-Curricular Internet Use </li></ul><ul><li>More than one quarter of all Americans use portable devices that enable them to go online to surf the Web or check email. (PEW, 2004) </li></ul><ul><li>8 million American adults say they have created blogs, 30% of internet users read blogs (PEW) </li></ul>
  12. 12. Some Statistics about Media Use <ul><li>2/3 of students carry a portable media device (kaiser) </li></ul><ul><li>15% of students between the ages of 8 and 18 have their own handheld internet device (kaiser) </li></ul><ul><li>1/3 of young people use media (instant messenger, surf the web, etc) at the same time they are doing homework </li></ul><ul><li>70% of college students play video or online games at least once in a while. 65% of college students are regular or occasional game players. (PEW) </li></ul><ul><li>Half of college student gamers agreed that gaming keeps them from studying. In addition, about 10% admitted that their main motivation for playing games was to avoid studying. (PEW) </li></ul>
  13. 13. Summary of Student Media Use <ul><li>Highly Interactive </li></ul><ul><li>Highly Integrated </li></ul><ul><li>Highly Interesting </li></ul>
  14. 14. What’s the Point?’ Curricular Media Use Non-Curricular Media Use
  15. 15. What’s the Point?’ Curricular Media Use Non-Curricular Media Use
  16. 16. What’s the Point?’ Curricular Media Use Non-Curricular Media Use
  17. 17. What’s the Point?’ Curricular Media Use Non-Curricular Media Use
  18. 18. What’s the Point?’ Curricular Media Use Non-Curricular Media Use
  19. 19. What’s the Point?’ Curricular and Non-Curricular Media Use
  20. 20. So, How do We Go About Doing It?
  21. 21. Creating Simulations MP3 Player Play Video Games Use Mobile Computing Devices Use the Internet Use Instant Messenger Edit Wikis Use Webcams <ul><li>Create Simulations </li></ul><ul><li>Virtual Audiometer </li></ul><ul><li>Kwong’s study </li></ul>Watching DV
  22. 22. Using PodCasts MP3 Player Play Video Games Use Mobile Computing Devices Use the Internet Use Instant Messenger Edit Wikis Use Webcams <ul><li>Weekly PodCast (guest lecture) </li></ul><ul><li>Phil Windley </li></ul>Watching DV
  23. 23. Using Webcams MP3 Player Play Video Games Use Mobile Computing Devices Use the Internet Use Instant Messenger Edit Wikis Use Webcams <ul><li>Spanish Example </li></ul><ul><li>Music Example </li></ul>Watching DV
  24. 24. Instant Messenger MP3 Player Play Video Games Use Mobile Computing Devices Use the Internet Use Instant Messenger Edit Wikis Use Webcams <ul><li>Virtual Office Hours </li></ul><ul><li>Group collaborations </li></ul>Watching DV
  25. 25. Using Wikis MP3 Player Play Video Games Use Mobile Computing Devices Use the Internet Use Instant Messenger Edit Wikis Use Webcams <ul><li>Wikipedia (IP&T 301 -editing after my course ends) </li></ul><ul><li>VooDoo Pad Lite </li></ul>Watching DV
  26. 26. Some Suggestions for Doing It MP3 Player Play Video Games Use Mobile Computing Devices Use the Internet Use Instant Messenger Edit Wikis Use Webcams Creating video portfolios Video logging projects Watching DV
  27. 27. Some Suggestions for Doing It MP3 Player Play Video Games Use Mobile Computing Devices Use the Internet Use Instant Messenger Edit Wikis Use Webcams <ul><li>Google Earth </li></ul><ul><li>QTVR Simulations - Livingstone </li></ul><ul><li>Creating Personal Webpages </li></ul>Watching DV
  28. 28. Requiring the Use of Technology <ul><li>Does any student on this campus not have access to all of the technology presented? </li></ul><ul><li>Will any of our students not have access to all of the technology presented after they graduate? </li></ul>
  29. 29. Final Thoughts <ul><li>John Seeley Brown </li></ul>
  30. 30. Keeping Technology in Mind: Using Technology to Encourage Life-long Learning Richard Culatta BYU School of Education

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