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Technological Innovation Mouse mischief

Technological Innovation Mouse mischief. Technology innovation is the process through which new technologies are developed and brought into widespread

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Technological Innovation

Mou

se m

isch

ief

Technology innovation is the process through which new technologies are developed and brought into widespread use

IDENTIFIED NEED The identified

need was the high student-to-computer ratio in many schools

Microsoft Researchers

Research was carried out in India and China

Research funded by Microsoft

RESEARCH

DEVELOPMENT

Development ProcessTarget AudienceEducation SectorStudents and Teachers

They came up with development of technical solution that would provide each student with a mouse and a cursor on the screen

Neema Moraveji

Free for teachers

Add-in with Microsoft PowerPoint

COMMERCIALIZATION

Innovation Decision Process

The innovation-decision process is the process through which an individual passes from the stage of knowledge of an innovation to persuasion toward the innovation, to decision of adoption or rejection, to implementation of innovation, and confirmation.

Innovation Decision Process Stages

Knowledge

Persuasion

Decision

Implementation

Confirmation

Knowledge

What is Mouse Mischief?

Computer set PowerPoint Mouse

A PowerPoint plug-in that allows teacher to create interactive classroom lessons

A tool to allow students to interact with their lessons by using individual mice

A way to improve classroom management and overall student participation

How does it work?

Click on the picture

Persuasion

Ease of use and accessibility

Embedded in productivity programs as add-in

21st Century learning tool

Use of interactive boards for display

Decision

Free download Affordability

Cost effective

Ease of adoption

Implementation

• Teachers create digital lessons• Interactive Environment• Active participation• Engaging

SAMPLE LESSON

http://office.microsoft.com/en-us/templates/mouse-mischief-types-of-angles-TC010391027.aspx?redir=0

Confirmation

• Teacher/Student interaction• Shared content• Team work

School Timeline

The entire innovation

decision process would be

within a short period.

Our access to basic skills

would aid the implementation

We can confirm the

effectiveness at the end of term

Innovation Timeline

• 2008 – Knowledge• add-in to PowerPoint 2007 and 2010• 2008 – Persuasion- Decision• 2009- Decision-Implementation• 2009 – Confirmation

For more information, visit http://moraveji.org/

Communication Channels

A communication channel is the means by which a message gets from a source to a receiver.

• Interpersonal or mass media• Cosmopolite or localite sources

Mouse Mischief channels of communication

• The innovation was widely spread through mass media using the internet, via blogs, wikis and varied learning communities.

• At the annual Microsoft Innovative Education Forum in various countries

• Through regions of developing countries

Adoption of an Innovation

• Rate of Adoption• S-Curve

The adoption of an innovation usually

follows a normal, bell-shaped curve when

plotted over time on a frequency basis

(Rogers, 2003).

Early Overview

An overview of how the innovation started by the innovator

http://www.youtube.com/watch?v=i8Jt2HBDJE0

Growth

Short video clip on how the innovation has matured moving

from one country to another

http://www.youtube.com/watch?v=QW3c1QHvSqc

Maturing across the globe

Several schools in the following countries have adopted the use of mouse mischief

India Kenya UgandaChina Jordan EgyptThailand Nigeria GhanaUSA South Africa VietnamNorwayIndonesia BrazilSpain Lesotho TaiwanTurkey Morocco Hong Kong

S-Curve

2006 2007 2008 2009 2010 20110

10

20

30

40

50

60

Rate of Adoption of Mouse Mischief

Year

Num

ber o

f Nati

ons a

dopti

ng M

ouse

Misc

hief

Who Are We?

The innovators

Playing a gate-keeping role in the flow of new ideas into a

system (Rogers, 2003)

Attrib

utes

Relative Advantage

Compatibility

Complexity

Trialability

Observability

Relative Advantage

Relative Advantage is the degree to which an innovation is perceived as better than the idea it supersedes

Early Adopters

“put their stamp of approval on a new idea by adopting it”

Adoption not by all

Would all the schools adopt this innovation at the same time?

Slow adopters Late Majority Laggards

The Laggards often refer to their past. Decision are based on what have been done previously.

Resistance as a result of limited resources and fear of failure of an innovation (Rogers, 2003).

Get them involved

Compatibility Trialability Observability

Observability

Observability is the degree to which the result of an innovation are visible to others.

Critical Mass

Relative Advantage

Observability

Trailability

Decentralization

Decentralized diffusion system

Rural schools in community A

Rural schools in community B

Rural schools in community C

Advantages

Decision Making

Users’ needs and problems Motivation

Sense of Belonging Self-Reliance

Key Change Agents

We, as an organization Schools

Senior Trainers Champions

Roles of Change Agents

D

•Develop a need for change in each community

A

•Ascertain regular information exchange relationship

A

•Analyze problems as it relates to each community

G

•Generate plans for change

T

•Turn plans to actions

E

•Establish adoption of innovation and sustainability

A

•Attain everlasting relationship with the community

Attaining Critical Mass

Critical mass occurs when enough people within a social system have adopted an innovation, so that further adoption do not require persuasion, but would be self-sustaining (Rogers, 2003)

How do we achieve this?

• Introduce the innovation to our champions and senior trainers within the system

• Give incentives and awards to best schools and educators that have adopted the innovation

Need for the use of mouse mischief

Challenges of past innovations• Cost of acquisition • Sustainability due to lack of fund• Student ratio to computers• High consumption of power• Fear of technology use When we offer this

holistic solution to meet the challenges of some communities, it would lead to …..

Outcome

Effective positive social change in

schools

Reaching all learners

Use of

technology

in the

classroom

Positive Change

• Creates 21st century learners• Access to technology at low cost• Collaboration• Team work and interactivity• Effective learning community

Education for all

Qualitative education in a nation is reaching out to all learners through diverse means of learning irrespective of their background, culture, and ethnics.

Positive Change

• Creates 21st century learners• Access to technology at low cost• Collaboration• Team work and interactivity• Effective learning community

ReferencesRogers, E. (2003). Diffusion of Innovations (5th ed.).

New York, NY: Free Press.

Moraveji, N. (2006). Mischief (MightyMice, Mouse on Each Mesk). Retrieved from http://moraveji.org/projects.html.

Various Authors (2006). Mouse Mischief. Retrieved from http://www.microsoft.com/multipoint/mouse-mischief/en-us/learn-more.aspx#

Microsoft Research Project: Mischief. Retrieved from http://www.youtube.com/watch?v=QW3c1QHvSqc

Building effective learning communities using ICTs

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