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Presentation for NSDC Summer Conference 2010 Session B15
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+Emerging Technologies for 21st Century Learners
Go to: educo21.com
Andrea Tejedor andrea@educo21.com
Andrew Taylor andrew@educo21.com
+Who are you?
•Traditional Classroom Environment•Stress-free – unhurried•Opportunity to practice skills •Adequate breaks
Veteran – pre-1945
•Organized for group interaction•Chance to network•Open-ended discussions•Participation in setting the agenda
Baby Boomer – 1946 - 1964
•Structured to work independently•Distance learning•Independent Study•On-the-job Training
Generation X – 1965 - 1977
•Versatile•Combines teamwork & technology•Ability to get up and move around
Millennial – post 1977
+What about you?
Veteran – pre-1945 Baby Boomer – 1946 - 1964
Generation X – 1965 - 1977
Millennial – post 1977
+What’s on the Agenda for today?
A Historical Perspective
The Influence of Media
6 Technologies to Watch
Critical Challenges & Key Trends
+What was the first technology that captured your attention?
Wiffiti
+
Changing Technology
Apple IIE Computer 1985 Apple MacBook 2008
64 kB RAMtwo Disk II 5¼-inch drives
4GB RAM0 Disk II 5¼-inch drives
$1,300
+
Changing Technology
Motorola Brick 1983
2.5 lbs$3,995
$50/month - $0.40/minute
Apple iPhone 2008
4.7 ounces$199
$40/month - unlimited
+
Changing Technology
20081985
+Characteristics of MillenialsBorn between the years 1981 and 2000
• connected 24/7
• extraordinary technical skills
• multi-taskers
• powerful, proactive, optimistic
• team-oriented
• independent
• goal oriented
+
The top 5 Internet technologies our students are using at home?
Whenever I go to school, I have to power down.
•blogging•downloading music•video games•IM•youtube
+Monologues To DialoguesTo Polylogues
+Our students say they are changing
because of their out-of-school use of the Internet – and their reliance on it.
November 10, 1969
+Sesame Street &Differentiating for the Letter “A”
Classic Sesame Street – Letter “A” animation
Monsters admiring the Letter “A”
Weimaraners make the letter "A"
+ 6 Technologies to Watch Horizon Report: 2010
The New Media Consortium The Consortium for School Networking (CoSN)
Projects timeline for entry of technology into the mainstream One year Two – Three Years Four – Five Years
+One Year or Less
+Cloud ComputingOne Year or Less
Networked computers
Distributed Processing Power
Hosting and Sharing - Flickr, Google, YouTube
Applications - Splashup, JayCut
Creating & Presenting - Prezi, Vuvox, SlideShare, SlideRocket
Impact – Cloud computing can offer significant cost savings in terms of IT support, software, and hardware expenses. It has become common for schools to use cloud-based applications to manage calendars, rosters, grade books, and communication between school and home. Examples of student use of cloud resources, however, are more rare.
+Collaborative Environments One Year or Less
Virtual Workplaces – integrated media - 2D and 3D
LMS – Moodle, Blackboard, Sakai
Social Networking Platforms – Facebook, Ning, LinkedIn
Social Bookmarking – Diigo, Delicious, Digg
Social Media – iTunes, teachertube, youtube,
Impact – Teachers increasingly recognize the importance of collaboration skills and are finding that online tools to support collaboration provide them and their students with opportunities to work creatively, develop teamwork skills, and tap into the perspectives of people around the world with a wide range of experience and expertise that differs from their own.
+Two – Three Years
+Game-Based LearningTwo – Three Years
games that are not digital; games that are digital, but that are not collaborative; and collaborative digital games
The average gamer is 35 years old and has been playing for 12 years
the feeling of working toward a goal; the possibility of attaining spectacular successes; the ability to problem-solve, collaborate with others, and socialize
Quest Atlantis, Conspiracy CodeImpact – engaging nature makes them excellent learning aids, can draw on skills for research, writing, collaboration, problem-solving, public speaking, leadership, digital literacy, and media-making
+MobilesTwo-Three Years
Mobile Devices – phones, netbooks, Internet access
Applications – games, reference materials, music Google Earth, Evernote
Built-in Features – microphone, camera, GPS
Access & Communication – Wiffiti in the classroom
Collect Data - PollEverywhere
Impact – portability of mobile devices and their ability to connect to the Internet almost anywhere makes them ideal as a store of reference materials and learning experiences in real time
+Open ContentOne Year or Less
Publishing Alternatives - Tools for tagging, aggregating, updating, and tracking
Community of Contributors – Hippo Campus
Impact – increase of information and need for students to learn the skills of finding, assessing, interpreting, and synthesizing information.
+Four – Five Years
+Simple Augmented RealityFour-Five Years
Convergence of the virtual and physical world
Objects that related to their environment – Scimorph, GE Augmented Reality
Smartphones with apps – integrate camera, gps, and compass
Impact – provide both powerful contextual, in situ learning experiences and serendipitous exploration and discovery of the connected nature of information in the real world
+Flexible DisplaysFour-Five Years
Flexible screens that can wrap around curved surfaces or small, very thin interactive screens
Enable integrated interactive display devices that combine input and output in a single interface
Video-In-Print: Multisensorizing
Impact – adaptability and low cost will allow flexible displays to become part of everyday educational materials like periodicals, textbooks, and imaging tools
+Visual Data AnalysisFour – Five Years
Accessing and displaying data in visual formats
Augments the natural abilities humans have to seek and find patterns in what they see
Manyeyes, wordle, tagul, Flowing Data, Roambi
Impact – tools for gathering, reporting, and visualizing educational data will make it easier to understand where schools are successful, as well as seeing where improvements can be made
+Key TrendsThe Next Five Years
The abundance of resources
Universal access
Technologies are becoming more decentralized
Students are increasingly seen as collaborators
+Critical Challenges
The way we prepare students for their future is changing
New scholarly forms of authoring, publishing, and researching
Digital media literacy Strategic Inquirers Inspired Participants Critical Consumers
Reflection
What are the critical challenges that you are faced with as you try to integrate these technologies into your students academic lives?
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