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Boise State University Designing for Serendipty in Educational Innovation Lisa Dawley, Dept. of Educational Technology

Keynote: Iowa Distance Learning Association #iacon2011

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Page 1: Keynote:  Iowa Distance Learning Association #iacon2011

Boise  State  University  

Designing for Serendipty in Educational Innovation Lisa Dawley, Dept. of Educational Technology

Page 2: Keynote:  Iowa Distance Learning Association #iacon2011

“I  feel  myself  ge5ng  smarter.”  

Page 3: Keynote:  Iowa Distance Learning Association #iacon2011

“To  innovate  is  not  to  reform”    Edmund  Burke    

                       

                           1How  we  become  

innovators  

                                           2Importance  of  

serendipity  

                                         3Design  for  serendipitous  learning  

               

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                How  do  we  become  educa?onal  innovators?  1

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Educa?onal  Innova?on  

•  Innova?ve  breakthroughs  require  years  of  intensive  prepara?on  

•  Enthusias@c  immersion  in  a  domain  results  in  deep,  rich  knowledge  

•  New  ideas  spur  on  more  new  ideas,  networks  generate  cycles  of  innova?on  

•  Give  freedom  to  innovate    Geoff  Colvin  

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How:    Deliberate  Prac?ce  &  Opportunity  

•  A  lifelong  period  of  deliberate  effort  to  improve  performance  in  a  specific  domain    Geoff  Colvin    

1.  Know  where  you  want  to  go,  and  iden?fy  next  steps  2.  Prac?ce  directly,  master  what  you  don’t  know  3.  Self-­‐regulate:  set  concrete  goals,  observe  in  ac?on,  evaluate  4.  Deepen  your  knowledge  with  mental  models  

 **Mul@plier  effect:    improvement  over  ?me  increases  drive.    Extrinsic  mo?vators  can  be  useful  in  early  stages.  

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                                                           2 Importance  of  serendipity  

making  fortunate  discoveries  while  looking  for  something  unrelated  

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A trip to Finland??

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Serendipity  is  a  major  component  of  scien@fic  discoveries  and  inven@ons              Key  component  of  business  intelligence    

•  Penicillin  •  Silly  puYy  •  Mauve  •  Teflon  •  Scotchguard  •  Cellophane  •  Chocolate  chip  cookies  •  Christopher  Columbus  •  Grounded  theory  (paYerns)  •  Used  in  business  intelligence  

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How  do  we  go  off-­‐course  when  curriculum  is  standardized,  accountable,  and  tested?  

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                                                           3 3  Design  Ideas  for  

Serendipitous  Learning    

and  innova?on  

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Personal  Learning  Networks  

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Personal  Learning  Environment  

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Why  PLNs?  •  Supports  connec?ons  among  teachers/learners  •  Supports  serendipitous  knowledge  construc?on  through  distributed  nodes  and  networks  

•  Empowers  learners  to  become  self-­‐led,  independent  knowledge  seekers  and  creators  

•  Allows  customiza?on  of  learning  paths  specific  to  individual  interests  or  needs  

•  It’s  fun  and  you  can  take  it  with  you!  

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Organizing  Informa?on  in  the  Network  

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Social  Network  Knowledge  Construc?on  

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Construc@on  &  Crea@on  Opportuni@es  

•  Blogging/twee?ng   •  Social  media  crea?on  

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Construc@on  &  Crea@on  Opportuni@es  

•  Simula?ons   •  3D  prin?ng  

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•  Virtual  Worlds      

Construc@on  &  Crea@on  Opportuni@es  

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Growth  Trend  in  virtual  worlds:    tweens  and  teens  

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Virtual  World  Popularity  by  Age  • Poptropica  144M  • Barbie  Girls  22M  • Buildabearville  21M  

• Jumpstart  4M  

5-­‐10  

• Stardoll  94M  • Neopets  65M  • Club  Penguin  63M  • Whyville  7M  

10-­‐15  

• Habbo  200M  • IMVU  50M  • WeeWorld  40M  • Gaia  36M  

15-­‐25  

• Second  Life  25M  • Utherverse  7.5M  • eRepublic  2M  

25-­‐35  

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Virtual  World  Types  by  Age  

HAND:  movement  (somato-­‐

sensorymotor  system)  

HEART:  rela@onships,  

emo@ons,  long-­‐term  memory  

(limbic  system)   HEAD:  Intellect,  decision  making,  planning,  impulse  control  (frontal  cor@cal  networks)  

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•  Quest-­‐Based  Learning  

Learner  Choice  to  Demonstrate  Competencies  

3dgamelab.org!

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To  sum  it  up  

•  Excellence  and  innova?on  come  through  deliberate  prac?ce  

•  Serendipity  is  a  necessary  aspect  of  innova?on  

•  Opportuni?es  for  serendipity  can  be  designed  into  learning  environments  and  curriculum  – PLNs,  content  crea?on,  learner  choice