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Digital habits V the big blue machine

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Presentation on theme: "Digital habits V the big blue machine"— Presentation transcript:

1 Digital habits V the big blue machine
Useful resources

2 The only way to deal with diversity is through diversity. Ashby (1956)

3 Personalised learning

4 Ever wondered what your learners were doing?
Key trends: Mobile up Cross platform up Augmented reality up Technology as normal rather than special Location based software Decline of operating systems Cloud computing Bohn and Short (2009:20)

5 Digital habits

6 Fundamental issues Learners teachers Curriculum Learning organisation
Society Match or fit

7 What is social media?

8 What are people doing with social media?

9 Digital lifestyles (Why is this important ?)

10 Digital life = digital learning?

11 Questions Social networking is now a part of daily lives for many online consumers, but it is also a platform that is continually changing. What began as a core messaging platform connected to your friend list has become an aggregator of services; the one-stop-shop for all of your online needs. A consumer can now listen to music, watch videos, play games, create groups and share their location. Why is social media important for learning? Why is social media important for teachers? What do you need to find out about your learners?

12 What do people do: Video games.

13 Games stats Lenhart et al (2009) note that over 97% of US teens aged play computer, web, portable, or console games - the demographic for gaming as a whole shows that the average age of a gamer is 35 and some three quarters of the gaming market is over 18, ESA (op cit). Nonetheless, gaming is a ubiquitous pastime amongst teens in the USA “Fully 99% of boys and 94% of girls play video games. Younger teen boys are the most likely to play games, followed by younger girls and older boys. Older girls are the least “enthusiastic” players of video games, though more than half of them play. Some 65% of daily gamers in this age group are male; 35% are female.” Lenhart et al (op cit:2)

14 What’s good, what’s bad? Liszkiewicz (2010) argues that there are ethical considerations that come into play with the Zynga model. His argument is based around his view that companies like Zynga are potentially sociopathic in that they exploit social human relationships for profit.

15 Worthy- serious games

16

17 Question Why are video games important for learners?
Why are video games important for teachers?

18 Digital literacy

19 More digital literacy

20 Questions: How do your learners’ like to learn
Questions: How do your learners’ like to learn? What can they do digitally? Do you know? Does it matter? Why is personalisation important? See

21 Construct a profile of a typical trainee
Age, sex, education, prior experience Digital habits? Learning preferences? Think about your course? What do people have most trouble with? How could that bit be enhanced? By technology By changing the way that you deliver it?


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