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Teaching and Learning
with Technology
Aseel Ajlouni
Prersented to: Dr. Majed Abu Jaber
5
Educational Leadership
 is the process of enlisting and guiding the talents
and energies of teachers, pupils, and parents
toward achieving common educational aims.
Teacher Leadership
 is the process by which teachers formally
influence their colleagues, principals, and other
members of the practices with goal of increased
student learning and achievement. York-barr &
Duke, 2004.
Leadership in Educational Technology
Teaching and Learning with Technology
 Globally, there is a considerable need for
educational systems to rethink their approaches.
 Investing in ICT in education goes beyond:
1. making a more efficient or effective means of
delivering education.
2. Learning environments today must be at least
partially digital, not only to provide students
with access to the tools and ways of operating
that are infused in our world, but also to engage
them in modes of learning that mirror their
personal activity (Groff, 2013).
 Technology alone may be engaging and motivating,
but not the key.
 The way learning experiences are structured with
technology is the key.
 the pedagogy necessary to access 21st century skills
like collaborative problem-solving and critical
thinking (Groff, 2013).
What should students learn for the 21st
century?
 The mission of the Center for Curriculum Redesign
(CCR) is to answer this timely question,
 Further, we need urgent action to shift from a
purely knowledge-based education toward a focus
on skills, character, and meta-learning.
 Education curricula need to be deeply redesigned
for the four dimensions of Knowledge, Skills,
Character and Meta-Learning.
What should we teach young people in the
age of Artificial Intelligence, Robotics, ….
 Nowadays student can find information on anything, anytime,
anywhere.
 Teachers are no longer the main resource of information.
 What should we teach them in an age where search engines have
answers for factual and procedural knowledge?
where do we expect them to learn about
 confidentiality
 copyright
 crowdsourcing
 Slander
 Security
what about
 - Responsibility?
 - Reliability?
 - Integrity?
 where do these fit into Bloom's taxonomy?
1956: synthesis
2001
 When artificial intelligence analyses, synthesizes,
and creates?
 We must begin by pushing a lot harder to reach
"transfer"—the ability to use one's competencies
outside an original classroom setting, in the real
world.
 we should be "flipping the curriculum," inverting
our focus from information and knowledge into
expertise and transfer (refer to chart below).
With all of this information available
should our curriculum be focused on
fact and content or skills?
What are 21st Century Learning Skills?
 Recommended Book: ‘21st century skills: Learning for life in our times’ by
Trilling & Fadel,(2009).
4 Cs of 21 Century Learning
 So, we must enhance these skills using ICT.
 Hopson et al (2009) investigated in his study a
positive effect of a technology-enriched
classroom on student development of higher-
order thinking skills.
The 21st Century Educator
 The 21st century educator looks forward to the future.
 Aware of the ever-changing trends in technology.
 Aware of what the future may bring to education.
 Aware of the career opportunities that will be in the
coming years for their students.
 Must be able to collaborate and work well in a team.
Working with others is an important 21st century skill.
 Must use teaching strategies to ensure that the focus
in education is on preparing today’s children for the
future of where they will live and where they will
work, not for our current world.
Lessons
 any lesson you create no matter what tools are
used, it has to be ....
 challenging
 relevant
 engaging.
Educational Game
 Educational games are currently making a very
positive impact and are extremely successful
among society, especially among children. De la
Guía et al(2013).
 Interactive games aimed at educational
environments are becoming increasingly
important in children´s learning.
Gamification
 "Gamification" is an informal umbrella term for
the use of video game elements in non-gaming
systems to improve user experience (UX) and user
engagement. Deterding et al (2011).
Robots in 21 Century Classrooms
 Current uses of robots in classrooms are reviewed and
used Robot as Classroom Teacher and Teacher Assistant.
 The main ethical concerns associated with robot teachers
are identified as: privacy; loss of human contact; and
control and accountability. Sharkey (2016).
 South Korea has push for educational robots in traditional
classroom settings.
 In Singapore, they use robotic aides to teachers
in kindergartens.
 Two humanoid robots, Pepper and Nao, assisted
teachers in a seven-month trial at two Singapore
preschools last year.
 technology-enabled toys such as Kibo were
deployed at 160 nurseries.
Robots for Language Education
 Various studies on robot assisted learning have
proven them to be effective tools for language
education. Park et al (2011).
 Demonstrates ROBOSEM for interaction with
students in English classes of elementary schools
as a teaching assistant, not a teacher.
Multitouch Table
 Multitouch technology on tabletop displays allows children to interact with
digital objects in collaborative activities. George et al (2011).
 Item Number: 28803 | Price: $4,995.95.
Collaborative learning with multi-touch
technology – case study
 Sample: 86 students, in primary school from four schools in England (Mean
Age = 10 years) Mercier et al (2013).
 Results: multi-touch for a collaborative activity help students become more
flexible in their use of mathematics, and also allow each group to learn from
the other groups in the classroom.
 Relate to:
 engaging students in mathematical.
 collaborate, learn from other groups' expressions.
Ten Pillars of Successful School’s
Technology Implementation
 Pillar 1: Success depends on everything from leadership, staff and to
quality of training. Poole et al (2007).
 Pillar 2: Leadership must provide active and committed support --
financial, logistical, and moral.
 Everyone involves in change that technology brings.
 The best leadership therefore enables teachers to become the best that
they can be through consultation, collaboration, communication, support,
respect, and encouragement.
 Pillar 3: Invest in, and train. A core team of Instructional designers.
 Pillar 4: Recognize that technological change is fast. Keeping up-to-date is
challenging and essential.
Ten Pillars of Successful School’s
Technology Implementation
 Pillar 5: All teachers must receive ongoing training.

Pillar 6: All teachers must receive ongoing technical support.
Pillar 7: Use it or lose it. (skills)
 Pillar 8: Parents and students must be actively involved in the
evolutionary process.
 Pillar 9: There must be planned and systematic financial investment in
technology-integrated teaching and learning.
 Pillar 10: Recognize that technology is for all, and that it involves all in
the process of lifelong learning.
References
1. George, J., De Araujo, E., Dorsey, D., McCrickard, D. S., & Wilson, G. (2011, July).
Multitouch tables for collaborative object-based learning. In International
Conference of Design, User Experience, and Usability (pp. 237-246). Springer,
Berlin, Heidelberg.
 Hopson, M. H., Simms, R. L., & Knezek, G. A. (2001). Using a technology-enriched
environment to improve higher-order thinking skills. Journal of Research on
Technology in education, 34(2), 109-119.
 de la Guía, E., Lozano, M. D., & Penichet, V. M. (2013). Interacting with Objects in
Games Through RFID Technology. In Radio Frequency Identification from System to
Applications. InTech.
 Mercier, E. M., & Higgins, S. E. (2013). Collaborative learning with multi-touch
technology: Developing adaptive expertise. Learning and Instruction, 25, 13-23
 Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011, May).
Gamification. using game-design elements in non-gaming contexts. In CHI'11
extended abstracts on human factors in computing systems (pp. 2425-2428).
 Park, S. J., Han, J. H., Kang, B. H., & Shin, K. C. (2011, October). Teaching
assistant robot, ROBOSEM, in English class and practical issues for its diffusion.
In Advanced Robotics and its Social Impacts (ARSO), 2011 IEEE Workshop on (pp. 8-
11).
 Sharkey, A. J. (2016). Should we welcome robot teachers?. Ethics and Information
Technology, 18(4), 283-297.
 Trilling, B., & Fadel, C. (2009). 21st century skills: Learning for life in our times.
John Wiley & Sons.
 Poole, B. & Sky-McIlvain, E. & Jackson, L.& Singer, Y., (2007) Education for an
Information Age Teaching in the Computerized Classroom, 6th Edition.
http://www.pitt.edu/~edindex/InfoAge6frame.html
 Groff, J. (2013). Technology-rich innovative learning environments. OCED
CERI Innovative Learning Environment project, 1-30.
 Summary of the ASB unplugged of a conference in Mumbai, 2010 India.

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teaching-learning-technology-aseel.pptx

  • 1. Teaching and Learning with Technology Aseel Ajlouni Prersented to: Dr. Majed Abu Jaber
  • 2. 5
  • 3. Educational Leadership  is the process of enlisting and guiding the talents and energies of teachers, pupils, and parents toward achieving common educational aims.
  • 4. Teacher Leadership  is the process by which teachers formally influence their colleagues, principals, and other members of the practices with goal of increased student learning and achievement. York-barr & Duke, 2004.
  • 5.
  • 6.
  • 8.
  • 9. Teaching and Learning with Technology  Globally, there is a considerable need for educational systems to rethink their approaches.  Investing in ICT in education goes beyond: 1. making a more efficient or effective means of delivering education. 2. Learning environments today must be at least partially digital, not only to provide students with access to the tools and ways of operating that are infused in our world, but also to engage them in modes of learning that mirror their personal activity (Groff, 2013).
  • 10.  Technology alone may be engaging and motivating, but not the key.  The way learning experiences are structured with technology is the key.  the pedagogy necessary to access 21st century skills like collaborative problem-solving and critical thinking (Groff, 2013).
  • 11.
  • 12. What should students learn for the 21st century?  The mission of the Center for Curriculum Redesign (CCR) is to answer this timely question,  Further, we need urgent action to shift from a purely knowledge-based education toward a focus on skills, character, and meta-learning.  Education curricula need to be deeply redesigned for the four dimensions of Knowledge, Skills, Character and Meta-Learning.
  • 13. What should we teach young people in the age of Artificial Intelligence, Robotics, ….  Nowadays student can find information on anything, anytime, anywhere.  Teachers are no longer the main resource of information.  What should we teach them in an age where search engines have answers for factual and procedural knowledge?
  • 14. where do we expect them to learn about  confidentiality  copyright  crowdsourcing  Slander  Security
  • 15. what about  - Responsibility?  - Reliability?  - Integrity?  where do these fit into Bloom's taxonomy? 1956: synthesis 2001
  • 16.  When artificial intelligence analyses, synthesizes, and creates?  We must begin by pushing a lot harder to reach "transfer"—the ability to use one's competencies outside an original classroom setting, in the real world.  we should be "flipping the curriculum," inverting our focus from information and knowledge into expertise and transfer (refer to chart below).
  • 17.
  • 18. With all of this information available should our curriculum be focused on fact and content or skills?
  • 19. What are 21st Century Learning Skills?  Recommended Book: ‘21st century skills: Learning for life in our times’ by Trilling & Fadel,(2009).
  • 20. 4 Cs of 21 Century Learning
  • 21.  So, we must enhance these skills using ICT.  Hopson et al (2009) investigated in his study a positive effect of a technology-enriched classroom on student development of higher- order thinking skills.
  • 22. The 21st Century Educator  The 21st century educator looks forward to the future.  Aware of the ever-changing trends in technology.  Aware of what the future may bring to education.  Aware of the career opportunities that will be in the coming years for their students.  Must be able to collaborate and work well in a team. Working with others is an important 21st century skill.  Must use teaching strategies to ensure that the focus in education is on preparing today’s children for the future of where they will live and where they will work, not for our current world.
  • 23. Lessons  any lesson you create no matter what tools are used, it has to be ....  challenging  relevant  engaging.
  • 24. Educational Game  Educational games are currently making a very positive impact and are extremely successful among society, especially among children. De la Guía et al(2013).  Interactive games aimed at educational environments are becoming increasingly important in children´s learning.
  • 25. Gamification  "Gamification" is an informal umbrella term for the use of video game elements in non-gaming systems to improve user experience (UX) and user engagement. Deterding et al (2011).
  • 26. Robots in 21 Century Classrooms  Current uses of robots in classrooms are reviewed and used Robot as Classroom Teacher and Teacher Assistant.  The main ethical concerns associated with robot teachers are identified as: privacy; loss of human contact; and control and accountability. Sharkey (2016).  South Korea has push for educational robots in traditional classroom settings.
  • 27.  In Singapore, they use robotic aides to teachers in kindergartens.  Two humanoid robots, Pepper and Nao, assisted teachers in a seven-month trial at two Singapore preschools last year.  technology-enabled toys such as Kibo were deployed at 160 nurseries.
  • 28. Robots for Language Education  Various studies on robot assisted learning have proven them to be effective tools for language education. Park et al (2011).  Demonstrates ROBOSEM for interaction with students in English classes of elementary schools as a teaching assistant, not a teacher.
  • 29. Multitouch Table  Multitouch technology on tabletop displays allows children to interact with digital objects in collaborative activities. George et al (2011).  Item Number: 28803 | Price: $4,995.95.
  • 30. Collaborative learning with multi-touch technology – case study  Sample: 86 students, in primary school from four schools in England (Mean Age = 10 years) Mercier et al (2013).  Results: multi-touch for a collaborative activity help students become more flexible in their use of mathematics, and also allow each group to learn from the other groups in the classroom.  Relate to:  engaging students in mathematical.  collaborate, learn from other groups' expressions.
  • 31.
  • 32. Ten Pillars of Successful School’s Technology Implementation  Pillar 1: Success depends on everything from leadership, staff and to quality of training. Poole et al (2007).  Pillar 2: Leadership must provide active and committed support -- financial, logistical, and moral.  Everyone involves in change that technology brings.  The best leadership therefore enables teachers to become the best that they can be through consultation, collaboration, communication, support, respect, and encouragement.  Pillar 3: Invest in, and train. A core team of Instructional designers.  Pillar 4: Recognize that technological change is fast. Keeping up-to-date is challenging and essential.
  • 33. Ten Pillars of Successful School’s Technology Implementation  Pillar 5: All teachers must receive ongoing training.  Pillar 6: All teachers must receive ongoing technical support. Pillar 7: Use it or lose it. (skills)  Pillar 8: Parents and students must be actively involved in the evolutionary process.  Pillar 9: There must be planned and systematic financial investment in technology-integrated teaching and learning.  Pillar 10: Recognize that technology is for all, and that it involves all in the process of lifelong learning.
  • 34. References 1. George, J., De Araujo, E., Dorsey, D., McCrickard, D. S., & Wilson, G. (2011, July). Multitouch tables for collaborative object-based learning. In International Conference of Design, User Experience, and Usability (pp. 237-246). Springer, Berlin, Heidelberg.  Hopson, M. H., Simms, R. L., & Knezek, G. A. (2001). Using a technology-enriched environment to improve higher-order thinking skills. Journal of Research on Technology in education, 34(2), 109-119.  de la Guía, E., Lozano, M. D., & Penichet, V. M. (2013). Interacting with Objects in Games Through RFID Technology. In Radio Frequency Identification from System to Applications. InTech.  Mercier, E. M., & Higgins, S. E. (2013). Collaborative learning with multi-touch technology: Developing adaptive expertise. Learning and Instruction, 25, 13-23
  • 35.  Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011, May). Gamification. using game-design elements in non-gaming contexts. In CHI'11 extended abstracts on human factors in computing systems (pp. 2425-2428).  Park, S. J., Han, J. H., Kang, B. H., & Shin, K. C. (2011, October). Teaching assistant robot, ROBOSEM, in English class and practical issues for its diffusion. In Advanced Robotics and its Social Impacts (ARSO), 2011 IEEE Workshop on (pp. 8- 11).  Sharkey, A. J. (2016). Should we welcome robot teachers?. Ethics and Information Technology, 18(4), 283-297.  Trilling, B., & Fadel, C. (2009). 21st century skills: Learning for life in our times. John Wiley & Sons.  Poole, B. & Sky-McIlvain, E. & Jackson, L.& Singer, Y., (2007) Education for an Information Age Teaching in the Computerized Classroom, 6th Edition. http://www.pitt.edu/~edindex/InfoAge6frame.html
  • 36.  Groff, J. (2013). Technology-rich innovative learning environments. OCED CERI Innovative Learning Environment project, 1-30.  Summary of the ASB unplugged of a conference in Mumbai, 2010 India.