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Future Learning Environments — the Past and the Future

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Slides from the keynote at the MIndtrek 2018, Tampere, Finland. From the prehistory of the learning technology research to the history and the possible futures.

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Future Learning Environments — the Past and the Future

  1. 1. Future Learning Environments — the Past and the Future Dr. Teemu Leinonen 11.10.2018, Tampere
  2. 2. Three Things 1. The Prehistory of the Future 2. The History of the Future 3. Futures
  3. 3. Three Things 1. The Prehistory of the Future 2. The History of the Future 3. Futures
  4. 4. By Jean Marc Cote (1901) via Wikimedia Commons.
  5. 5. Teaching machine Learning machine Content Paradigms and theories Collaborative learning behaviorism constructivism social constructivism Skinner, Pavlov 1960 Piaget 1960 Dewey 1880+ Vygotsky1930
  6. 6. B.F. Skinner (1957): Teaching machine and programmed learning.
  7. 7. 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.
  8. 8. Three Things 1. The Prehistory of the Future 2. The History of the Future 3. Futures
  9. 9. Three Things 1. The Prehistory of the Future 2. The History of the Future 3. Futures
  10. 10. “We tend to overestimate the effect of a technology in the short run and underestimate the effect in the long run.”
  11. 11. 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.”
  12. 12. Effect Time What we think that will happen
  13. 13. Effect Time What we think that will happen What really happens
  14. 14. Effect Time short run: overestimate long run: underestimate What really happens What we think that will happen
  15. 15. 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
  16. 16. Effect 1991 20061998 Future Learning Environment Tim Berners-Lee: World Wide Web Wikipedia Facebook Google YouTube Twitter
  17. 17. Future Learning Environment / Fle3 1998
  18. 18. Future Learning Environment / Fle3 1998
  19. 19. 1998
  20. 20. Future Learning Environment / Fle3 1998
  21. 21. Future Learning Environment / Fle3 1998
  22. 22. Pokémon GO Effect Mobile augmented reality Pokémon GO What really happens What we think that will happen 1980 Steve Mann: Wearable computer system 2016
  23. 23. 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
  24. 24. 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
  25. 25. 2006
  26. 26. 2006
  27. 27. 2006
  28. 28. 2006
  29. 29. Three Things 1. The Prehistory of the Future 2. The History of the Future 3. Futures
  30. 30. Three Things 1. The Prehistory of the Future 2. The History of the Future 3. Futures
  31. 31. Internet-based networks growing computing capacity automation and robotics Technology mega-trends ?
  32. 32. formal and informal learning social environments analytics and self-regulation Learning mega-trends ?
  33. 33. Internet- based networks formal and informal learning social environments growing computing capacity automation and robotics analytics and self-regulation ?
  34. 34. 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.
  35. 35. Internet- based networks formal and informal learning social environments growing computing capacity automation and robotics analytics and self-regulation
  36. 36. Internet- based networks formal and informal learning social environments growing computing capacity automation and robotics analytics and self-regulation
  37. 37. 2018
  38. 38. 2018
  39. 39. 2018
  40. 40. 2018 Defence of dissertation, 2.11.2018 at 12.00 in Aalto University Welcome! 2018
  41. 41. Internet- based networks formal and informal learning social environments growing computing capacity automation and robotics analytics and self-regulation
  42. 42. 2018
  43. 43. Prototype 2018
  44. 44. Prototype 2018
  45. 45. Prototype 2018
  46. 46. Prototype 2018
  47. 47. Prototype 2018
  48. 48. Analytics (for reflection and self-regulation) audio and video recording participation tracking (voice to text) content analytics sentiment analytics statistics emotion tracking face and voice recognition 2018
  49. 49. 2018
  50. 50. Thank you! Teemu Leinonen www.teemuleinonen.fi teemu.leinonen@aalto.fi

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