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Digital tools in learning: the past and the future

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Aalto University Tenured Professors' Installation Lecture 2017. Department of Media, School of Arts, Design and Architecture, Aalto University. The lecture on Youtube in here:

https://youtu.be/yImx7rJVeX4

Published in: Education
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Digital tools in learning: the past and the future

  1. 1. Digital tools in learning: the past and the future Teemu Leinonen 14.3.2017
  2. 2. By Jean Marc Cote (1901) via Wikimedia Commons.
  3. 3. B.F. Skinner (1957): Teaching machine and programmed learning.
  4. 4. The slogan on the wall: "Programming is the second literacy. The first one gives you knowledge: the second allows you to implement it in practice.” 1985-1986: Chkalovski Village School No. 2, Pravetz 82 computers. Газета «Переславская неделя» / В. С. Спиридонов via Wikimedia Commons.
  5. 5. Teaching machine Learning machine Content Paradigms and theories Collaborative learning behaviorism constructivism social constructivism Pavlov 1920; Skinner 1960 Piaget 1960 Dewey 1880+ Vygotsky1930
  6. 6. The future ?
  7. 7. “We tend to overestimate the effect of a technology in the short run and underestimate the effect in the long run.”
  8. 8. Roy Amara (Amaras Law) The Institute for the Future / Stanford Research Institute “We tend to overestimate the effect of a technology in the short run and underestimate the effect in the long run.”
  9. 9. Effect Time What we think that will happen
  10. 10. Effect Time What we think that will happen What really happens
  11. 11. Effect Time short run: overestimate long run: underestimate What really happens What we think that will happen
  12. 12. What we think that will happen Effect The Web Tim Berners-Lee: World Wide Web Wikipedia Facebook Google YouTube Twitter What really happens 1991 2006
  13. 13. Effect 1991 20061998 Future Learning Environment Tim Berners-Lee: World Wide Web Wikipedia Facebook Google YouTube Twitter
  14. 14. Future Learning Environment / Fle3
  15. 15. Future Learning Environment / Fle3
  16. 16. Future Learning Environment / Fle3
  17. 17. Future Learning Environment / Fle3
  18. 18. Pokémon GO Effect Mobile augmented reality Pokémon GO What really happens What we think that will happen 1980 Steve Mann: Wearable computer system 2016
  19. 19. Effect Pokémon GO 1980 2016 Steve Mann: Wearable computer system Pokémon GO What really happens What we think that will happen 2006 Shedlight: Augmented reality with virtual annotation
  20. 20. Internet-based networks growing computing capacity automation and robotics Technology mega-trends ?
  21. 21. Learning mega-trends ? formal and informal learning social environments analytics and reflection
  22. 22. Internet- based networks formal and informal learning social environments analytics and reflection growing computing capacity automation and robotics ?
  23. 23. Leinonen, T., Keune, A., Veermans, M. & Toikkanen, T (2016) Mobile apps for reflection in learning: A design research in K-12 education. British Journal of Educational Technology. Põldoja, H., Duval, E., Leinonen, T. (2016) Design and evaluation of an online tool for open learning with blogs. Australasian Journal of Educational Technology 32 (2). Pejoska, J., Bauters, M., Purma, J., Leinonen T. (2016) Social augmented reality: Enhancing context-dependent communication and informal learning at work. British Journal of Educational Technology. Durall, E. & Leinonen, T. (2015). Why Do We Want Data for Learning? Learning Analytics and the Laws of Media. in The Future of Ubiquitous Learning Learning Designs for Emerging Pedagogies. Springer International Publishing.
  24. 24. Internet- based networks formal and informal learning social environments analytics and reflection growing computing capacity automation and robotics
  25. 25. Thank you! Teemu Leinonen www.teemuleinonen.fi teemu.leinonen@aalto.fi

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