This document discusses technology and innovation in curriculum. It defines innovation and describes different types including product, process, organizational, and market innovation. It provides examples of innovation in Estonia including boosting the IT industry through incubators, start-ups, and hackathons. The document also discusses innovation in schools, with examples focusing on participatory and anticipatory learning. It outlines Estonia's national curriculum requirements for technology and innovation as a cross-curricular theme and provides sample project scenarios. Finally, it discusses tools and strategies to support innovative teaching and a digital turn in education.
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Technology and Innovation in Curriculum
1.
Technology and Innovation in Curriculum
Mart Laanpere :: Centre for Educational Technology, Tallinn University
2. The concept of innovation
New way of doing things in economy, e.g. the introduction of new
goods, new methods of production, the opening of new markets, the
conquest of new sources of supply and the carrying out of a new
organization of any industry (Shumpeter, 1939)
An innovation is the implementation of a new or significantly
improved product (good or service), or process, a new marketing
method, or a new organizational method in business practices,
workplace organization or external relations. (OECD, 1997)
Types of innovation:
Product innovation (e.g.iPod)
Process innovation (e.g. IKEA furniture)
Organisational innovation (e.g. Wikipedia)
Market innovation (e.g. social media marketing)
9. Boosting innovation in IT industry
Incubators
Start-ups
Hackatons (Garage48)
Innovation vouchers from EAS agency
10. Innovation in school
Club of Rome, ‘No Limits to Learning’ (1979): innovative
learning instead of repetitive learning
Example: it is a fact that printing the Sunday Times on paper
“costs” 40 hectares of forest
Repetitive learning: remember the fact, there will be test
Innovative learning: discuss, what are you going to do about it?
The main features of innovative learning:
Anticipatory learning: encouraging solidarity in time
Participatory learning: creating solidarity in space
The main objectives: autonomy and integration
11. Innovation & creativity in curricula
A comparative study on national curricula, carried out by OECD in 33 countries
12. Technology & innovation in curriculum
T&I: one of the 8 cross-curricular themes in the new
national curriculum in Estonia (2011)
Each student in grades 7-9 and 10-12 should:
Be able to think and act innovatively while using new
technologies for problem-solving and coping with rapid
changes in living, learning and working environments
Participate at least once during three years in a
collaborative project, where new technologies are used
for innovation that meets the needs of an external client:
e.g. a company, local municipality, university
13. Sample project scenario
Social media marketing campaign to promote own school
Client: school administration
Goal: to increase awareness of recent curriculum change and eventually
enrolment of students from other municipalities
Outcomes: a Web page and Facebook group dedicated to new curriculum
will be integrated with the school Web site, social media campaign with
games & prizes will be planned, conducted and evaluated
Description: a team of 4 students will study techniques and best practices of
internet marketing, mentored by the teachers of informatics and economics,
as well as an external mentor; participatory design methods will be applied
in developing the curriculum Web site and integrating it with school Web
site; the other half of the team will work on social media marketing
14. The other sample scenarios
Search engine optimisation and multilingual Web site for local
company producing log houses
Designing and piloting GPS-geocaching game for local
ecotourism accommodation provider
The survey on barriers to inclusion in local decision-making,
followed by both high- and low-tech inclusion campaign
Producing a Wiki-based robotics textbook for the robotics lab at
the technical university
15. Action research onT&I design
A 20-hrs teacher training course was developed and piloted
with 12 teachers in one of the schools in Tallinn
Hands-on, experiential learning; unleashing the creativity
Teachers created in pairs projects using a simple technology: QR
codes
Feedback from teachers helped us to improve the course
35 trainers from all regions were then trained to deliver this
course
16. QR-projects made by teachers
QR herbarium: leaves, flowers and seeds of trees around
schoolhouse
QR art exhibition
QR dictionary (English)
QR monument trail
17. Pilot Project: Digital NatureTrails
Funded by NordPlus (Nordic Council of Ministers) 2013-15
Two schools involved: Kolga school in Estonia and Mouhijärvi
school in Finland (Norwegian school dropped out)
Students are going to create four trails marked in the nature
with QR codes or geotags, each project team has a client with
specific expectations (museum, ecotouristic farm,
environmental education centre, own school)
Estonian and Finnish student groups visit each other and try out
the trails, help to improve them
http://digitrails.wordpress.com
22. Three generations ofTEL systems
Dimension 1.generation 2.generation 3.generation
Software
architecture
Educational software Course management
systems
Digital Learning
Ecosystems
Pedagogical
foundation
Bihaviorism Cognitivism Knowledge building,
connectivism
Content
management
Integrated with code Learning Objects,
content packages
Mash-up, remixed,
user-generated
Dominant
affordances
E-textbook, drill &
practice, tests
Sharing LO’s, forum
discussions, quiz
Reflections, collab.
production, design
Access Computer lab in
school
Home computer Everywhere – thanks
to mobile devices
23. Innovative tools for teachers
Edmodo.com, Eliademy.com, Schoology.com: Web-based
learning environments + mobile apps
Kahoot.it, Socrative: rapid response (voting) systems
LearningApps: tool for creating interactive assignments
QR codes
Aurasma, Layar: augmented reality apps
Educational resource cloud services: Dikaios
EdShelf: personal toolbox of educational apps
24. Estonian Strategy for Lifelong Learning 2020
Shift in teaching and learning paradigm
Competent teachers and school leaders
Meeting the job market needs
Higher participation rates, effective funding models
Digital turn in formal education system
Integrating digital culture into teaching and learning
Quality digital learning resources for all curricula
Access to digital infrastructure, incl. 1:1 computing
Digital competences of teachers and students
25. Digital turn towards 1:1 computing:
promise and failures
Horizon Report 2012: the main technology trend in education
with 1 year time to adoption
Radical shift in learning environment, re-definition of teaching
and learning processes
Failures:
OLPC Peru: 2.4 million laptops, no effect on learning
Tiger Leap laptop schools: “Please, take these laptops away!”
Success stories:
Odder, Denmark: iPads for 200 teachers and 2000 students
Essa Academy, UK: technology as an essential component of
radical school improvement
26. Whole school turn
The training and support is oriented on the level of a teacher
Diffusion of innovations (Rogers, 1992), OECD study (2002)
Evidence-based school-level intervention models are needed
28. Trialogical learning
Monological learning: teacher talks, pupil listens
Socratic method: dialogical learning
Trialogical learning (Paavola et al): where learners
are collaboratively inquiring, developing,
transforming, or creating shared objects of activity
(such as conceptual artefacts, practices, products)
in a systematic fashion
Vision of Students Today – a viral Youtube video
29. Innovation exercise
E-textbook of the future:
E-book (e-pub)?
Mobile app?
Online course?
Standardised content package?
A bundle of Web links?
Think outside the box and propose a concept for
innovative e-textbook of the future, that is:
Usable on all personal smart devices
Allowing remixing, adaptations, annotations
Creative learning tool
30. QR code exercise
Innovative pedagogical scenarios from LEARNMIX
project (re-conceptualizing e-textbook):
Flipped classroom: learn from video tutorial, then groupwork
Project-based learning: outcome-focused teamwork
Problem-based learning: solving, then designing problems
Inquiry-based learning: hypothesis, data collection & analysis
Game-based learning: fun, competition, learning, rewards
Create a trialogical learning scenario in line with one of the above
involving QR codes (you can use ITEC scenario template)