A Vision of Learning	


Carol
Skyring	


http://opensimulator.org/wiki/File:Oscc13_001_002_grady_booch.png	


AIM NSW 10 October 2013
Where are we now? 
Where are we heading?	

• 

Social media	


• 

Virtual worlds	


• 

PLNs	


• 

Visual learning	


• 

LMS
Who are you?	

1.  I have a smart device	

2.  I would have a smart device if someone
would buy me one	

3.  I m happy with my dumb device	

4.  I have a number of mobile devices with me
and they re all turned on	

5.  I tweet therefore I am	

6.  My PLN is very important to me	

7.  I d have a PLN if I knew what it was
I m not promoting any of these tools as being better
than others - just sharing some I know.
Don’t just sit there:	


Download:	

Aurasma	


Layar	

#AIMlearning	

eg: @carolskyring just told
us to tweet #AIMlearning	

http://twubs.com/AIMlearning	


Spacecraft	

3D	

i-nigma
A new type of learner	


google.com registered Sept 15, 1997	


http://www.flickr.com/photos/56155476@N08/5667864872
Learners are:	

•  more self-directed	

•  better equipped to capture information	

•  more reliant on feedback from peers	

•  more inclined to collaborate	

•  more oriented toward being their own nodes of production

Pew report as quoted by John K. Waters, 13 December 2011
http://thejournal.com/articles/2011/12/13/broadband-social-networks-and-mobility.aspx
New tools  devices	


Mobile
84%	

Couldn t go a single
day without their
mobile devices in
hand	

Source: TIME Mobility Poll Aug 2012
Social	

Collaborative	

Everyone has a voice	

Sharing media: video, audio, images	

The wisdom of crowds	

Harnessing the collective intelligence	


Future learning will be MORE social  collaborative 	

http://www.thenailasaurus.com/2011/07/week-of-geek-day-6-social-media-nails.html
Virtual Worlds	


SUN MPK20	

http://www.flickr.com/photos/25095603@N07/4548192925	


Second Life	

Open Sim	

Quest Atlantis	

Minecraft	

WOW
Meetings in SecondLife	


See video: http://youtu.be/m8F66mZdsHw
Games	

Google, Microsoft, Cisco, Deloitte, Sun Microsystems,
IBM, L Oreal, Canon, Lexus, FedEx, UPS, Wells Fargo and
countless others have embraced games to make workers
more satisfied, better-trained and focused on their jobs,
as well as to improve products and services. 	

Source: Adam Penenberg author of Play at Work: How Games Inspire Breakthrough Thinking
Games example	

See video: 	

McDonald's Japan Teaches Burger Making With Nintendo DS
More....	


Gamification:
game elements
that drive
engagement and
interaction.	


Augmented reality:
view of a real-world
environment augmented by
computer-generated
sensory input eg sound,
video, graphics.	

Wearable technology:
devices that can be worn by
users, taking the form of an
accessory such as jewellery,	

sunglasses, a backpack, or
even actual items of clothing
such as shoes or a jacket.
Aurasma	


Open the app and point it at the picture below	

(if nothing happens go to the website below  try)	


http://www.aurasma.com/aura
It s not hard to make	


Use Aurasma
See video: http://youtu.be/EUmNbNa3RYY	


Future learning will merge virtual and real worlds
Use Spacecraft 3D App
QR Codes	


Use i-nigma or Layar
Opportunities	

•  New employee orientation	

•  Leadership development	

•  Mandatory training	

•  Language training
Google glass	


See video: Google Glass A First Real Life Look
2013
NMC Horizon
Report - HE 	

1 Year or Less:	

 Massively Open Online Courses	

 Tablet Computing	

	


2-3 Years:	

 Games  Gamification	

 Learning Analytics	

	


4-5 Years:	

 3D Printing	

 Wearable Technology	

http://www.nmc.org/publications/2013-horizon-report-higher-ed
PLNs	

Collecon	
  of	
  people	
  who	
  contribute	
  
to	
  your	
  learning	

Connected	
  virtually	

A	
  global	
  network	

Available	
  anyme,	
  anywhere	

Social	

Collaborative	


h;p://www.flickr.com/photos/courosa/344832591/	
  
Value of a PLN	

•  Stay current	

•  Continuous learning	

•  Answers/help/resources/advice
when you need it
Top 10 reasons*	

• Access timely information	

• Make diverse and global connections	

• Access valuable resources, advice and support	

• Access key learnings from conferences, workshops or seminars
without having to attend	


• Engage in conversations and discussions	

• Access experts	

• Keep up with current trends	

• Extend professional networks beyond their local area	

• Reciprocity	

• Learning	

*From my doctoral research
Top 10 Professional Learning Activities on Twitter*	


• Sharing or on-sharing a resource eg website, book, video	

• Following a link tweeted by someone in their network	

• Reading activity updates of others in their network	

• Saving a resource tweeted by someone in their network	

• Acting on something they have read in a tweet	

• Engaging in a conversation with someone in their network	

• Going back to a saved resource tweeted by someone 	

• Using hashtags (#) to share information on a specific topic
or from a conference, workshop or seminar	


• Searching for content	

• Asking for a resource on a specific topic	

*From my doctoral research
Some PLN Tools	


It’s important to help people set up their PLN
Visual Learning	

The future of learning is visual:	

video	

pictures	

animations	

infographics	


Many of these are social 
collaborative:	

video: eg YouTube	

pictures: eg Flickr	

animations: eg Animoto	

infographics: eg Visual.ly
http://visual.ly/how-learning-organisation-differentiated
Videoconferencing/Telepresence
VC from real world to virtual world
LMS	

Rich media 	

Social	

Collaborative	

SECURE ENVIRONMENT
The New Learning Centre	


Source: http://www.slideshare.net/worklearnmobile/m-learncon2013-public
Themes	

Social	

Collaborative	

Networks	

Media rich	

Mobile
Key factors for
success	

Appropriate and effective use:
- Is this the RIGHT tool?
- A combination

Pedagogical issues:
- Learning design

Support for instructors:
- Professional development

Provide learning solutions NOT
technological ones
@carolskyring

A Vision of Learning

  • 1.
    A Vision ofLearning Carol Skyring http://opensimulator.org/wiki/File:Oscc13_001_002_grady_booch.png AIM NSW 10 October 2013
  • 2.
    Where are wenow? Where are we heading? •  Social media •  Virtual worlds •  PLNs •  Visual learning •  LMS
  • 3.
    Who are you? 1. I have a smart device 2.  I would have a smart device if someone would buy me one 3.  I m happy with my dumb device 4.  I have a number of mobile devices with me and they re all turned on 5.  I tweet therefore I am 6.  My PLN is very important to me 7.  I d have a PLN if I knew what it was
  • 4.
    I m notpromoting any of these tools as being better than others - just sharing some I know.
  • 5.
    Don’t just sitthere: Download: Aurasma Layar #AIMlearning eg: @carolskyring just told us to tweet #AIMlearning http://twubs.com/AIMlearning Spacecraft 3D i-nigma
  • 6.
    A new typeof learner google.com registered Sept 15, 1997 http://www.flickr.com/photos/56155476@N08/5667864872
  • 7.
    Learners are: •  moreself-directed •  better equipped to capture information •  more reliant on feedback from peers •  more inclined to collaborate •  more oriented toward being their own nodes of production Pew report as quoted by John K. Waters, 13 December 2011 http://thejournal.com/articles/2011/12/13/broadband-social-networks-and-mobility.aspx
  • 8.
    New tools devices Mobile
  • 9.
    84% Couldn t goa single day without their mobile devices in hand Source: TIME Mobility Poll Aug 2012
  • 10.
    Social Collaborative Everyone has avoice Sharing media: video, audio, images The wisdom of crowds Harnessing the collective intelligence Future learning will be MORE social collaborative http://www.thenailasaurus.com/2011/07/week-of-geek-day-6-social-media-nails.html
  • 11.
  • 12.
    Meetings in SecondLife Seevideo: http://youtu.be/m8F66mZdsHw
  • 13.
    Games Google, Microsoft, Cisco,Deloitte, Sun Microsystems, IBM, L Oreal, Canon, Lexus, FedEx, UPS, Wells Fargo and countless others have embraced games to make workers more satisfied, better-trained and focused on their jobs, as well as to improve products and services. Source: Adam Penenberg author of Play at Work: How Games Inspire Breakthrough Thinking
  • 14.
    Games example See video: McDonald's Japan Teaches Burger Making With Nintendo DS
  • 15.
    More.... Gamification: game elements that drive engagementand interaction. Augmented reality: view of a real-world environment augmented by computer-generated sensory input eg sound, video, graphics. Wearable technology: devices that can be worn by users, taking the form of an accessory such as jewellery, sunglasses, a backpack, or even actual items of clothing such as shoes or a jacket.
  • 16.
    Aurasma Open the appand point it at the picture below (if nothing happens go to the website below try) http://www.aurasma.com/aura
  • 17.
    It s nothard to make Use Aurasma
  • 19.
    See video: http://youtu.be/EUmNbNa3RYY Futurelearning will merge virtual and real worlds
  • 20.
  • 21.
  • 22.
    Opportunities •  New employeeorientation •  Leadership development •  Mandatory training •  Language training
  • 23.
    Google glass See video:Google Glass A First Real Life Look
  • 24.
    2013 NMC Horizon Report -HE 1 Year or Less: Massively Open Online Courses Tablet Computing 2-3 Years: Games Gamification Learning Analytics 4-5 Years: 3D Printing Wearable Technology http://www.nmc.org/publications/2013-horizon-report-higher-ed
  • 25.
    PLNs Collecon  of  people  who  contribute   to  your  learning Connected  virtually A  global  network Available  anyme,  anywhere Social Collaborative h;p://www.flickr.com/photos/courosa/344832591/  
  • 26.
    Value of aPLN •  Stay current •  Continuous learning •  Answers/help/resources/advice when you need it
  • 27.
    Top 10 reasons* • Accesstimely information • Make diverse and global connections • Access valuable resources, advice and support • Access key learnings from conferences, workshops or seminars without having to attend • Engage in conversations and discussions • Access experts • Keep up with current trends • Extend professional networks beyond their local area • Reciprocity • Learning *From my doctoral research
  • 28.
    Top 10 ProfessionalLearning Activities on Twitter* • Sharing or on-sharing a resource eg website, book, video • Following a link tweeted by someone in their network • Reading activity updates of others in their network • Saving a resource tweeted by someone in their network • Acting on something they have read in a tweet • Engaging in a conversation with someone in their network • Going back to a saved resource tweeted by someone • Using hashtags (#) to share information on a specific topic or from a conference, workshop or seminar • Searching for content • Asking for a resource on a specific topic *From my doctoral research
  • 29.
    Some PLN Tools It’simportant to help people set up their PLN
  • 30.
    Visual Learning The futureof learning is visual: video pictures animations infographics Many of these are social collaborative: video: eg YouTube pictures: eg Flickr animations: eg Animoto infographics: eg Visual.ly
  • 31.
  • 32.
  • 33.
    VC from realworld to virtual world
  • 34.
  • 35.
    The New LearningCentre Source: http://www.slideshare.net/worklearnmobile/m-learncon2013-public
  • 36.
  • 37.
    Key factors for success Appropriateand effective use: - Is this the RIGHT tool? - A combination Pedagogical issues: - Learning design Support for instructors: - Professional development Provide learning solutions NOT technological ones
  • 38.