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Racing into the Digital Classroom Jesse Hirsh - Nov 27th 2011 Higher Education Summit.

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Presentation on theme: "Racing into the Digital Classroom Jesse Hirsh - Nov 27th 2011 Higher Education Summit."— Presentation transcript:

1 Racing into the Digital Classroom Jesse Hirsh - Nov 27th 2011 Higher Education Summit

2 Would you jump if everyone else does so? Understand the context Analyze the power dynamics Share the new literacy Engage the excluded Always prepare for what's next "Nothing is inevitable provided we are prepared to pay attention" - Marshall McLuhan

3 McLuhan's Rear View Mirror Effect: Our culture is accelerating Our society moves faster than we can comprehend What we see as the present, is really the past. What we see as the future, is really the present. So then where are we now?

4 Neo Feudal Society Celebrity as aristocracy Scarcity of attention

5 Neo Feudal Society: Economics Concentration of ownership Myth of meritocracy Reality of Lords and Barons "Reality TV" is the new Bread and Circuses Privacy as Commodity

6 Neo Feudal Society: Social Structure Tribes, Serfs, Mobs, and Magicians Influence and peer pressure Tools for popularity and attention Surveillance society fueled by marketing and advertising

7 Subjectivity and Insularity: Narcissus as Narcosis Everyone's computer experience is unique and subjective Computer environments must be experienced to be understood The default tendency online is to seek similarity and reinforcement Without proper governance communities organize around similarities and often alienate, marginalize, or ignore differences The dominant culture is one of insularity most often articulated as tribalism

8 Real/Virtual and Public/Private Distinctions between these concepts continue to dissolve Creates confusion as to what is appropriate, when, and where. Shared reality becomes a scarcity Insularity as the basis of the neo-feudal tribe

9 Bullying and Drama Legitimate problem due to amplification and archives Youth react to their society and environment Language as symptom Culture of Lawlessness suggests might is right? See danah boyd's work

10 Are we getting smarter or dumber? Both! With the key emphasis on the "we" rather than the smarter or the dumber. Are machines becoming more like humans or are humans becoming more like machines? Multi-tasking or just asynchronous work flows?

11 Seduced by Smart Phones & Mobile Computers Mobile device as status symbol Increasing computational power Increasing power of the web Open application development GPS and tower triangulation

12 The need for Socialization Technology needs culture for success The power of peer pressure The return of recommendations The rise of micro-advertising and micro-celebrities The seduction of social contexts and the erosion of privacy

13 Twitter Over 200 million users Growing by 500,000 new users / day Generating 150 million tweets / day Intention is to have each tweet associated with a location Real-time search engine Includes searching by location Real-time analytics Are they competing with others, or acting as infrastructure with 100,000 applications using their service?

14 Facebook and the Social Graph Harnesses the potential to personalize the web Similar to Twitter, an attempt to become identity infrastructure As a social space can it also become a learning space? Great for photos, events, point of contact... Yet should/can it be relied upon?

15 Where does leadership come from? What about authority?

16 Program or Be Programed? - Authority comes from creating signal amidst the noise - Programming as the new literacy of our age - "Make the software or be the software" - "Instead of optimizing machines for humanity we optimize humans for machines" (includes free study guide)

17 The Legacy of OLPC - Great idea, difficult implementation - Example of technology before culture - Yet did make laptop computing accessible overall - OLPC Tablet next - Yet check out Raspberry PI, the $25 mini-computer!

18 Rheingold: Smart Mobs to Social Media Howard Rheingold: an e-learning pioneer Latest idea is Modified Drupal to enable interactive e-learning environments Desires is to have learners as participator as teachers, balancing autonomy and structure Stepping back to allow chaos of the group begin to form and stabilize independently

19 The Role of Gamification Everything articulated as a game Rewarding badges for check-ins Support voluntary surveillance with discounts Gaming the system

20 Rise of Virtual Reality "Checking in" to virtual places The power of clans Acknowledgement of video games as semi-permanent social spaces Time spent in virtual worlds as investment Accumulation of virtual property as tangible assets

21 Rise of Virtual Goods Started in MMORPG: Massive Multiplayer Online Role Playing Games Virtual Goods market estimated to grow to $1.6 billion in 2010, and over $2 billion in 2011 Zynga has 250 million+ monthly active players Start 2009 with 15 million players In 2009 Zynga was 2nd largest PayPal merchant (after Ebay) Lady Gaga and Zynga present GagaVille! Preview of her new album via a social game/world

22 Rise of Virtual Currency Facebook and Zynga Partnership Loyalty programs and Social coupons Emerging exchanges: (Sold in 2009 for $10 million) Local currency as a model for school currency?

23 Literacy and the Network Effect Knowing how to use new tools as they emerge Pattern recognition instead of information overload Understanding Smart Mobs Based on media literacy and critical thinking

24 Dealing with the Digital Divide Socio-Economic Access Language Usability Empowerment Open Source

25 Three Generations of the Web Web 1.0 - Static Web 2.0 - Interactive Web 3.0 - Automatic

26 The Rise of Artificial Intelligence Web 1.0 - Informational Web 2.0 - Relational Web 3.0 - Anticipatory

27 The Digital Classroom?

28 The Power of Dialogue Shared experience No stupid questions Enables collaboration Empowers all involved Encourages critical thought

29 Get in Touch:

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