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Michael Coghlan
EXPLOITING THE
WOW FACTOR
Michael CoghlaneLearning11
7/12/11
Creative Commons (CC) licensed music by Lohstana David
Creative Commons (CC) licensed music by Lohstana Davidfound at JAMENDO
10 YEARS AGO (2001)
• BLOGS• WIKIS• PODCASTS• RSS FEEDS• YOUTUBE• TWITTER
• VIRTUAL CLASSROOMS• FACEBOOK• IPADS• IPHONES• EBOOKS
EXPLOITING THE WOW FACTOR TO ENHANCE TEACHING PRACTICE
The WOW factor is very much underrated when attempting to engage people in educational technology. I was always hearing ' you can't let the technology' lead, and yet all my most exciting moments, and those I observed in others, were when that it is exactly what we did - we followed the technology FOR ITS OWN SAKE and discovered wonderful things!
THE PALACE (1997)
Andrew DouchYr 12 Biology Teacher
THEORIES ABOUT TECHNOLOGY1. Technological determinism: technology is an external
agent that acts upon people and changes society. 2. Social construction of technology (SCOT): it is human
decisions and processes that create the technologies we have, and that the prevailing social milieu has an influential role in the decisions we make about how we use that technology.
3. A middle ground between people and machine is the theory of Social Shaping. Nancy Baym refers to technologies having ‘logics’ that influence how we use them. Nicholas Carr calls them ‘ethics’:
“the message that a tool or medium transmits into the minds and culture of its users”
“We shape our tools and thereafter our tools shape us.” (McLuhan)
“ALL GOOD TECHNOLOGY IS INDISTINGUISHABLE FROM MAGIC.” (Arthur C Clarke)
Creative Commons Image from dibytes
Today’s Meeting – Your Feedback http://todaysmeet.com/imaginarium
HORIZON REPORT – the Process
Modified version of the Delphi Technique:
“ a structured communication technique, originally developed as a systematic, interactive forecasting method which relies on a panel of experts.”
Creative Commons image from Dramagirl
HORIZON REPORT – the Process
• WIKI - List of Emerging Technologies prepared in advance by the New Media Consortium (NMC)
• Advisory board members invited to add/annotate list items
• This list then summarised into major headings that group similar technologies
• Further discussion to ensure clarification (note: not justification)
HORIZON REPORT – the Process
Several rounds of voting ensue to reveal: • majority choice• timeframes • short list• final list
WHAT’S ON THE HORIZON?
a summary of recent Horizon Reports 2010/2011
Technologies to Watch
TIME TO ADOPTION – 1 yr or less
Mobile DevicesExamples include:• Google Sky Map for Android platforms, which
serves as a mobile planetarium • History: Maps of the World, containing full-colour, historical
maps• iSeismometer - capable of measuring vibrations and tremors• Reference works such as the Australian Oxford Dictionary and
the Aussie Slang Dictionary, featuring more than 700 common Australian phrases.
• Forklift Driving Course (SA)
TIME TO ADOPTION – 1 yr or less
Mobile Internet DevicesThe knfbReader Mobile is designed to help those with learning disabilities or visual impairment. The user snaps a picture of text using his or her mobile phone and the phone converts the text to speech.
TIME TO ADOPTION – 1 yr or less
eBooks• Flipboard – a magazine featuring you and your
social network• Project Gutenberg (Aust)
TIME TO ADOPTION – 1 yr or lesseBooks
TIME TO ADOPTION – 2 to 3 yearsAugmented Reality (AR)
Bringing Back the Berlin Wall
TIME TO ADOPTION – 2 to 3 yearsAugmented Reality (AR)
http://www.youtube.com/watch?v=loZtR05O0uU
TIME TO ADOPTION – 2 to 3 yearsAugmented Reality (AR)
http://www.youtube.com/watch?v=P9KPJlA5yds
TIME TO ADOPTION – 2 to 3 yearsAugmented Reality (AR)
The future is already here — it's just not evenly distributed. (William Gibson)
TIME TO ADOPTION – 2 to 3 years
http://www.youtube.com/watch?v=tb0pMeg1UN0
CONVERGENCETECHNOLOGICAL CONVERGENCE
The tendency for different technological systems to evolve towards performing similar tasks.eg mobile phone + Internet = Smart Phone
TIME TO ADOPTION – 2 to 3 years
http://www.vimeo.com/2341387
TIME TO ADOPTION – 2 to 3 yearsGame Based Learning
Climate Change Game
TIME TO ADOPTION – 2 to 3 yearsGame Based Learning
Trading Around the World
TIME TO ADOPTION – 2 to 3 yearsGame Based Learning
Virtual Knee Surgery
TIME TO ADOPTION – 4 to 5 years
Gesture Based ComputingRelevance for Teaching and LearningThe kinaesthetic nature of gesture-based computingwill very likely lead to new kinds of teaching ortraining simulations that look, feel, and operatealmost exactly like their real-world counterparts.The ease and intuitiveness of a gestural interfacemakes the experience seem very natural, and evenfun, making them relevant for learning at any ageor level of study..
Gesture Based Computing
http://www.youtube.com/v/xyBXjjZa9qE
THE FUTURE OF SHOPPING
Gesture Based Computing
http://vimeo.com/moogaloop.swf?clip_id=6866296
VIRTUAL AUTOPSY TABLE
Gesture Based Computing
http://www.youtube.com/user/oblongtamper
Sixth Sense Technology
http://www.ted.com/talks/pranav_mistry_the_thrilling_potential_of_sixthsense_technology.html
TIME TO ADOPTION – 4 to 5 years
http://www.youtube.com/watch?v=KxYewO9iAgw
Learning Analytics
Purdue University
TIME TO ADOPTION – 4 to 5 yearsLearning Analytics
SNAPP - University of Wollongong
TIME TO ADOPTION – 4 to 5 yearsLearning Analytics
Commercial Application - Mixpanel.com
TIME TO ADOPTION – 4 to 5 yearsVisual Data Analysis
TIME TO ADOPTION – 4 to 5 yearsVisual Data AnalysisExamples: http://www.google.com/publicdata/home
TIME TO ADOPTION – 4 to 5 yearsVisual Data Analysis
http://www.ushahidi.com/
TIME TO ADOPTION – 4 to 5 yearsVisual Data Analysis
http://www.christchurchquakemap.co.nz/
THE MOST IMPORTANTTOOL OF ALL
IS
YOU!!!
JanneM @ flickr.com
WHAT DO YOU DO WITH ALL OF THIS??
http://flickr.com/photos/7447470@N06/1345266896/
Organisations will need to adapt to the fact that web 2.0 citizens will enter places of work and learning highly connected to a network of peers that they rely on for entertainment, mutual learning, and collaboration. They may expect to be able to make use of these personal learning and social networks, and the technologies that make these networks possible, in their places of work or study. These web 2.0 citizens operate in a world that is open and mobile, and they are unlikely to accept authority that is automatically assigned to a position. Their world is flat and devoid of hierarchy. In a world where information about their areas of interest or expertise is increasing exponentially they will place greater store on connected networks, which may extend beyond classroom or workplace boundaries, and knowing where to get the knowledge and information they need, is more important than having that knowledge and information themselves.
Michael Coghlanmichaelc@chariot.net.au
THANK YOU
• Australian – New Zealand 2010 Horizon Report • Global Report 2011 • Looking to the Horizon Wiki (created by Marlene Manto)• These slides on the web
Creative Commons (CC) licensed music by Lohstana Davidfound at JAMENDO
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