Augmenting the reality of education for
the 21st century
Richard Lewington
ROME - APRIL 13/14 2018
todaysmeet.com/CodemotionRomeRL
Twitter: PlainConceptsEN
Question
•Think back to
when you were at
school:
•Who was your
favourite teacher
and why?
“He/She was my favourite teacher
because…
• …their classes were not boring.”
• …they made learning fun.”
• …they made the lesson interesting.”
• …they were empathic towards their students, it
wasn’t just a job to them. They actually cared.”
• …they told great stories which inspired me.”
• …they made me think rather than just
‘teach’ by telling.”
• …they had a sense of humour and made
me laugh.”
• …they were a little crazy!”
• …they taught me how the world worked.”
• …they were attractive!”
APPROACHES TO LEARNING
•TRANSMISSION
•TRANSACTION
•TRANSFORMATION
“An implicitly and explicitly intentional set of interactions
designed to facilitate learning and development and to impose
meaning on experience.” - Miller and Seller (1990)
TRANSMISSION
• The teacher is the teller; knowledge is imparted; emphasis is
on the aquisition of facts and knowledge.
TRANSACTION
• The teacher is the coach, guiding the student to develop reproducable
and transferable skills.
TRANSFORMATION
• The teacher is a guide, supporting students’ structured efforts
to make meaning and understand new learning; the support
that the teacher provides is often referrered to as scaffolding.
THE 3 Ts
Transmission
(Patriarchal)
Transaction
(Scientific/Rational)
Transformation
(Democratic)
VIEW OF STUDENTS
Pessimistic. Students minds are a
blank slate, their knowledge is not
of value.
Neutral /optimistic. Students are
seen as rational and capable of
intelligent problem solving.
Optimistic. Students are engaged in
an important process - undergoing
personal change.
ROLE OF THE
TEACHER
Teach via rote learning. To assess
and collect data are main jobs.
Social reproduction is the goal.
Curriculum strategies that facilitate
problem-solving. (Cognitive process
orientation).
The inner child must be allowed to
develop with minimal interference.
PHILOSOPHICAL
IDEA
Reality is a set of separate, isolated
building blocks.
Logical positivism.
Progressive. Democratic citizen-
based orientation.
Existentialism.
PURPOSE OF
EDUCATION
(Sociological View)
To transmit facts, skills, values and
social mores Education serves a
necessary, conservative aspect of
inculcating youth.
To create an intelligent populace.
Intelligence can be used to improve
the social environment.
To create a set of experiential
opportunities for each and every
student to reach his or her true
potential.
THEN Vs. NOW
How technology in
schools has changed
over the last 100
years
2018 AND BEYOND…
AUGMENTED REALITY
HOLO ANATOMY
AR Vs. OTHER
LEARNING MEDIUMS
THE WOW FACTOR Vs.
LEARNING AQUISITION
“What can we learn from the past decade of
edtech?”
– www.innovatemyschool.com (8th Feb 2018)
• “Ever since the development of IT-based educational technologies back in the
1970s, we have been promised the dream of technology that will transform
teaching and learning, and yet almost 50 years later we are still teaching
using the same paradigms and pedagogic models. In essence, we are the only
sector of society that has not undergone a 21st century transformation.
Reflect on the way you shop, communicate with family and friends, bank, and
interact with government - now do the same with the way pupils are taught
and you will see what I mean.”
- Professor Steve Molyneux, CEO Tablet Academy
SO, WHAT CAN I DO ABOUT IT??
“Be a skeptic when looking at new
tech. Is it truly good for kids?
Does it allow them to do something
they couldn’t do before?
- Steven W. Anderson
www.web20classroom.org
GAMIFICATION Vs.
GAME BASED LEARNING
• GAMIFICATION = Turn the world into a
playable and meaningful game in order
to achieve specific objectives.
• GAME-BASED LEARNING (GBL) = Apply
concepts to interpreting the meaning of
existing game worlds. Or, reframe the
game worlds as a "playground" for
experimentation and analysis of
concepts.
JAMES PAUL GEE’S 16 PRINCIPLES FOR
GOOD GAME BASED LEARNING
IDENTITY: Players build a sense of identity throughout the video game, either through direct input or an
on-screen character they inherit.
INTERACTION: Communication occurs between the player and the game.
PRODUCTION: Gamers help produce the story through some form of interaction, such as solving a puzzle
or completing a level.
RISK TAKING: Failing in a game holds few consequences in comparison to real life, empowering players to
take risks.
CUSTOMIZED: Games usually offer a level of customization so that users can play — and succeed — at
their competency level.
AGENCY: Players have control over the gaming environment.
WELL-ORDERED PROBLEMS: The gaming environment contains problems that naturally lead into one
another, allowing a player’s mastery to grow and evolve.
CHALLENGE AND CONSIDERATION: Games offer a problem that challenges students’ assumed expertise.
JAMES PAUL GEE’S 16 PRINCIPLES FOR
GOOD GAME BASED LEARNING
JUST IN TIME OR ON DEMAND: Players receive information as they need it, not before, which teaches
them patience and perseverance and improves critical-thinking abilities
SITUATED MEANINGS: Students learn new vocabulary words by experiencing them within game
situations.
PLEASANTLY FRUSTRATING: The game should frustrate the student enough to challenge them but be
easy enough that they believe and can overcome the problem(s) faced.
SYSTEM THINKING: Games make players think in a bigger picture, not just individual actions taken,
helping them see how the pieces fit or can be fitted together.
EXPLORE, THINK LATERALLY, RETHINK GOALS: Games force players to expand their situational knowledge
and consider courses of action other than linear ones.
SMART TOOLS AND DISTRIBUTED KNOWLEDGE: In-game tools help students understand the world.
Through using them, they gain confidence to share their knowledge with others.
CROSS-FUNCTIONAL TEAMS: In multiplayer environments, players have different skills, forcing them to
rely on each other—a needed soft skill for students.
PERFORMANCE BEFORE COMPETENCE: Competency occurs through taking action in the game, reversing
the typical model in which students are required to learn before being allowed to act.
“Education is not the learning of
facts, but the training of the mind
to think.”
- Albert Einstein
21ST CENTURY SKILLS – 4CS
COMMUNICATION
• Effective Listening
• Delivering Oral Presentations
• Communicate using Digital Media
• Engaging in Conversations &
Discussions
• Communicating in Diverse
Environments
COLLABORATION
• Leadership & Initiative
• Cooperation
• Flexibility
• Responsibility & Productivity
• Collaborate using Digital Media
• Responsiveness & Constructive
Feedback
CREATIVITY
• Idea Generation
• Idea Design & Refinement
• Openness & Courage to Explore
• Work Creatively with Others
• Creative Production & Innovation
CRITICAL THINKING
• Information & Discovery
• Interpretation & Analysis
• Reasoning
• Constructing Arguements
• Problem Solving
• Systems Thinking
The EdTech market is growing
exponentially
Since 2005, EdTech startups have raised investments of $10B
By 2018, the EdTech sector will be a $60B market
Why make an EdTech product?
20,00
education
apps on
the Apple
appstore
700,000+ educational
app downloads at an
average cost of $4.99
per download
What can I use?
$35 - $125 per month FREE
• Holographic app development uses Visual Studio
2015 Update 2 with the Windows 10 SDK (version
1511 or later).
• Create your HoloLens app tutorial
https://geeks.ms/waveengineteam/2016/07/22/tut
orial-create-your-app-with-hololens
• Don’t have a HoloLens? You can install the
HoloLens emulator from Windows Dev Centre to
build holographic apps without a HoloLens.
• WaveEngine has a set of components which allows
you to create a Stereo Camera regardless of the VR
technology used (Oculus, Google
Cardboard, HoloLens etc.) which are opensource
(github.com/WaveEngine/Extensions/tree/master/
WaveEngine.Hololens).
COMPILE ONLY ONCE. DEPLOY ANYWHERE.
www.waveengine.net
SUMMARY
• Does the application “transform” the
user? – Will they undergo a personal
change?
• Will the user’s learning develop through
self discovery and with minimal
interference?
Incorporate 21st century skills and GBL
into your design thinking:
 The 4 Cs - Does the application make the
user Critically think, Collaborate,
Communicate, Create?
 Do I really need to invest heavily in an
expensive development engine? Or will a
free alternative like Wave Engine suit my
needs?
 Does the user have the opportunity to play?
Is the application fun and engaging?
“If we teach today as we taught
yesterday, we rob our children of
tomorrow.”
- John Dewey
RICHARD LEWINGTON
(CELTA, Dip.TEFL, Microsoft MIE)
English Speaking Examiner & Exam
Invigilator – University of Cambridge
(Assessment English)
Business Development Manager – Plain
Concepts
rlewington@plainconcepts.com
www.linkedin.com/in/richardlewington
Twitter: PlainConceptsEN
This work is licensed under the Creative Commons Attribution-
NonCommercial-ShareAlike 3.0 Unported License.
To view a copy of this license, visit
http://creativecommons.org/licenses/by-nc-sa/3.0/
or send a letter to Creative Commons, PO Box 1866, Mountain View,
CA 94042, USA.

Augmenting the reality of education for the 21st century by Richard Lewington

  • 1.
    Augmenting the realityof education for the 21st century Richard Lewington ROME - APRIL 13/14 2018
  • 2.
  • 3.
    Question •Think back to whenyou were at school: •Who was your favourite teacher and why?
  • 4.
    “He/She was myfavourite teacher because… • …their classes were not boring.” • …they made learning fun.” • …they made the lesson interesting.” • …they were empathic towards their students, it wasn’t just a job to them. They actually cared.” • …they told great stories which inspired me.” • …they made me think rather than just ‘teach’ by telling.” • …they had a sense of humour and made me laugh.” • …they were a little crazy!” • …they taught me how the world worked.” • …they were attractive!”
  • 5.
    APPROACHES TO LEARNING •TRANSMISSION •TRANSACTION •TRANSFORMATION “Animplicitly and explicitly intentional set of interactions designed to facilitate learning and development and to impose meaning on experience.” - Miller and Seller (1990)
  • 6.
    TRANSMISSION • The teacheris the teller; knowledge is imparted; emphasis is on the aquisition of facts and knowledge.
  • 7.
    TRANSACTION • The teacheris the coach, guiding the student to develop reproducable and transferable skills.
  • 8.
    TRANSFORMATION • The teacheris a guide, supporting students’ structured efforts to make meaning and understand new learning; the support that the teacher provides is often referrered to as scaffolding.
  • 9.
    THE 3 Ts Transmission (Patriarchal) Transaction (Scientific/Rational) Transformation (Democratic) VIEWOF STUDENTS Pessimistic. Students minds are a blank slate, their knowledge is not of value. Neutral /optimistic. Students are seen as rational and capable of intelligent problem solving. Optimistic. Students are engaged in an important process - undergoing personal change. ROLE OF THE TEACHER Teach via rote learning. To assess and collect data are main jobs. Social reproduction is the goal. Curriculum strategies that facilitate problem-solving. (Cognitive process orientation). The inner child must be allowed to develop with minimal interference. PHILOSOPHICAL IDEA Reality is a set of separate, isolated building blocks. Logical positivism. Progressive. Democratic citizen- based orientation. Existentialism. PURPOSE OF EDUCATION (Sociological View) To transmit facts, skills, values and social mores Education serves a necessary, conservative aspect of inculcating youth. To create an intelligent populace. Intelligence can be used to improve the social environment. To create a set of experiential opportunities for each and every student to reach his or her true potential.
  • 10.
    THEN Vs. NOW Howtechnology in schools has changed over the last 100 years
  • 11.
  • 12.
  • 14.
    AR Vs. OTHER LEARNINGMEDIUMS THE WOW FACTOR Vs. LEARNING AQUISITION
  • 15.
    “What can welearn from the past decade of edtech?” – www.innovatemyschool.com (8th Feb 2018) • “Ever since the development of IT-based educational technologies back in the 1970s, we have been promised the dream of technology that will transform teaching and learning, and yet almost 50 years later we are still teaching using the same paradigms and pedagogic models. In essence, we are the only sector of society that has not undergone a 21st century transformation. Reflect on the way you shop, communicate with family and friends, bank, and interact with government - now do the same with the way pupils are taught and you will see what I mean.” - Professor Steve Molyneux, CEO Tablet Academy
  • 16.
    SO, WHAT CANI DO ABOUT IT??
  • 17.
    “Be a skepticwhen looking at new tech. Is it truly good for kids? Does it allow them to do something they couldn’t do before? - Steven W. Anderson www.web20classroom.org
  • 18.
    GAMIFICATION Vs. GAME BASEDLEARNING • GAMIFICATION = Turn the world into a playable and meaningful game in order to achieve specific objectives. • GAME-BASED LEARNING (GBL) = Apply concepts to interpreting the meaning of existing game worlds. Or, reframe the game worlds as a "playground" for experimentation and analysis of concepts.
  • 19.
    JAMES PAUL GEE’S16 PRINCIPLES FOR GOOD GAME BASED LEARNING IDENTITY: Players build a sense of identity throughout the video game, either through direct input or an on-screen character they inherit. INTERACTION: Communication occurs between the player and the game. PRODUCTION: Gamers help produce the story through some form of interaction, such as solving a puzzle or completing a level. RISK TAKING: Failing in a game holds few consequences in comparison to real life, empowering players to take risks. CUSTOMIZED: Games usually offer a level of customization so that users can play — and succeed — at their competency level. AGENCY: Players have control over the gaming environment. WELL-ORDERED PROBLEMS: The gaming environment contains problems that naturally lead into one another, allowing a player’s mastery to grow and evolve. CHALLENGE AND CONSIDERATION: Games offer a problem that challenges students’ assumed expertise.
  • 20.
    JAMES PAUL GEE’S16 PRINCIPLES FOR GOOD GAME BASED LEARNING JUST IN TIME OR ON DEMAND: Players receive information as they need it, not before, which teaches them patience and perseverance and improves critical-thinking abilities SITUATED MEANINGS: Students learn new vocabulary words by experiencing them within game situations. PLEASANTLY FRUSTRATING: The game should frustrate the student enough to challenge them but be easy enough that they believe and can overcome the problem(s) faced. SYSTEM THINKING: Games make players think in a bigger picture, not just individual actions taken, helping them see how the pieces fit or can be fitted together. EXPLORE, THINK LATERALLY, RETHINK GOALS: Games force players to expand their situational knowledge and consider courses of action other than linear ones. SMART TOOLS AND DISTRIBUTED KNOWLEDGE: In-game tools help students understand the world. Through using them, they gain confidence to share their knowledge with others. CROSS-FUNCTIONAL TEAMS: In multiplayer environments, players have different skills, forcing them to rely on each other—a needed soft skill for students. PERFORMANCE BEFORE COMPETENCE: Competency occurs through taking action in the game, reversing the typical model in which students are required to learn before being allowed to act.
  • 21.
    “Education is notthe learning of facts, but the training of the mind to think.” - Albert Einstein
  • 22.
    21ST CENTURY SKILLS– 4CS COMMUNICATION • Effective Listening • Delivering Oral Presentations • Communicate using Digital Media • Engaging in Conversations & Discussions • Communicating in Diverse Environments COLLABORATION • Leadership & Initiative • Cooperation • Flexibility • Responsibility & Productivity • Collaborate using Digital Media • Responsiveness & Constructive Feedback CREATIVITY • Idea Generation • Idea Design & Refinement • Openness & Courage to Explore • Work Creatively with Others • Creative Production & Innovation CRITICAL THINKING • Information & Discovery • Interpretation & Analysis • Reasoning • Constructing Arguements • Problem Solving • Systems Thinking
  • 24.
    The EdTech marketis growing exponentially Since 2005, EdTech startups have raised investments of $10B By 2018, the EdTech sector will be a $60B market
  • 25.
    Why make anEdTech product? 20,00 education apps on the Apple appstore 700,000+ educational app downloads at an average cost of $4.99 per download
  • 26.
    What can Iuse? $35 - $125 per month FREE
  • 27.
    • Holographic appdevelopment uses Visual Studio 2015 Update 2 with the Windows 10 SDK (version 1511 or later). • Create your HoloLens app tutorial https://geeks.ms/waveengineteam/2016/07/22/tut orial-create-your-app-with-hololens • Don’t have a HoloLens? You can install the HoloLens emulator from Windows Dev Centre to build holographic apps without a HoloLens. • WaveEngine has a set of components which allows you to create a Stereo Camera regardless of the VR technology used (Oculus, Google Cardboard, HoloLens etc.) which are opensource (github.com/WaveEngine/Extensions/tree/master/ WaveEngine.Hololens).
  • 29.
    COMPILE ONLY ONCE.DEPLOY ANYWHERE. www.waveengine.net
  • 30.
    SUMMARY • Does theapplication “transform” the user? – Will they undergo a personal change? • Will the user’s learning develop through self discovery and with minimal interference? Incorporate 21st century skills and GBL into your design thinking:  The 4 Cs - Does the application make the user Critically think, Collaborate, Communicate, Create?  Do I really need to invest heavily in an expensive development engine? Or will a free alternative like Wave Engine suit my needs?  Does the user have the opportunity to play? Is the application fun and engaging?
  • 31.
    “If we teachtoday as we taught yesterday, we rob our children of tomorrow.” - John Dewey
  • 32.
    RICHARD LEWINGTON (CELTA, Dip.TEFL,Microsoft MIE) English Speaking Examiner & Exam Invigilator – University of Cambridge (Assessment English) Business Development Manager – Plain Concepts rlewington@plainconcepts.com www.linkedin.com/in/richardlewington Twitter: PlainConceptsEN This work is licensed under the Creative Commons Attribution- NonCommercial-ShareAlike 3.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/ or send a letter to Creative Commons, PO Box 1866, Mountain View, CA 94042, USA.

Editor's Notes

  • #16 “What can we learn from the past decade of edtech?” – www.innovatemyschool.com (8th Feb 2018) “Ever since the development of IT-based educational technologies back in the 1970s, we have been promised the dream of technology that will transform teaching and learning, and yet almost 50 years later we are still teaching using the same paradigms and pedagogic models. In essence, we are the only sector of society that has not undergone a 21st century transformation. Reflect on the way you shop, communicate with family and friends, bank, and interact with government - now do the same with the way pupils are taught and you will see what I mean.” - Professor Steve Molyneux, CEO Tablet Academy