NSDC Summer Conference Session B15 Emerging Technologies and the 21st Century Learner

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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

+Maybe it was this…

Atari Breakout Commercial

+

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?