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Real Learning= REeL Learning(RE + eLearning
Real Learning= REeL Learning(RE + eLearning
Developing student potentialDeveloping student potential
Rapid and continuing advances in information and communication technologies (ICT) are changing the ways people share, use, develop and process information and technology. In this digital age, young people need to be highly skilled in the use of ICT. While schools already employ these technologies in learning, there is a need to increase their effectiveness significantly over the next decade.
- Melbourne Declaration on Educational Goals for Young Australians (2008)
For effective learning to take place, learners need to be motivated and engaged, and presented with challenges that relate to their real world. ICTs can provide personalised learning opportunities and collaborative environments that support effective learning.
It is important for educators to focus on where the use of ICTs can support improved learner outcomes through transforming, amplifying and extending learner’s opportunities and experiences, and to expand and adapt their repertoire of pedagogies to incorporate the use of ICTs where appropriate.
- ICT in Learning Symposium: Planning for Change - May 2009
The iLE@RN ModelThe iLE@RN ModelPosition PaperPosition Paper
eLearningeLearning
podcasting
video
presentation
eportfolio
information fluency
skill & drill
social networking
reflective learning
graphic organisers
virtual worldsword processing
desktop publishing
programming
global projects
mapping
CAD
animation
databases
spreadsheets
glogster
MSWord
google blogger
edublogs
wordpress
wikipedia
myinternet
voicethread
youtube
scootle
flickr
prezi
slideshare
animoto
online games
google earth/maps
iEarnjason
google docs
second life
ning
bebo
bubbl.us
mindomo
powerpoint
keynote
excel
numbers
pages
garageband
notebook
activinspire
2simple
access
photostory
imovie
iphoto
moviemaker
comic life
open office
google sketchup
sma
scratch
robotics
itunes
netbooks
notebooks
iwb’s
desktops
tablets
ebook readers
digital microscopes
ipod
itouch
flip videos
hd video
mobile phones
web cams
slates
digital cameras
robots
recording studio
wii
ps3
nintendo ds
x-box
Horizon Report: K-12 Edition 2009
Time-to-Adoption Horizon: One Year or Less•Collaborative Environments •Online Communication Schools
Time-to-Adoption Horizon: Two to Three Years•Mobiles •Cloud Computing
Time-to-Adoption Horizon: Four to Five Years•Smart Objects•The Personal Web
Horizon Report: K-12 Edition 2010 Short List
Time-to-Adoption Horizon: One Year or Less•Cloud Computing •Electronic Books •Social Computing •Social Media
Time-to-Adoption Horizon: Two to Three Years•Educational Gaming •Mobiles •Open Content •Virtual Worlds
Time-to-Adoption Horizon: Four to Five Years•3D Video •Augmented Reality •Personal Learning Environments •Thin Screens and Flexible Interfaces