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BUILDING AND LEARNING WITH TECHNOLOGY. THE FUTURE OF EDUCATION? The Telepresence Robot – by Double Robotics Necessary? An enhancement or detractor

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Presentation on theme: "BUILDING AND LEARNING WITH TECHNOLOGY. THE FUTURE OF EDUCATION? The Telepresence Robot – by Double Robotics Necessary? An enhancement or detractor"— Presentation transcript:

1 BUILDING AND LEARNING WITH TECHNOLOGY

2 THE FUTURE OF EDUCATION? The Telepresence Robot – by Double Robotics Necessary? An enhancement or detractor http://www.doublerobotics.com/education / http://www.doublerobotics.com/education /

3 THE FUTURE OF EDUCATION? How will emerging technologies change the way your classroom/school functions?

4 The Learning Curve – Marketplace – by Adriene Hill  http://www.marketplace.org/topics/ed ucation/learning-curve/classroom-tech- history-hype-and-disappointment http://www.marketplace.org/topics/ed ucation/learning-curve/classroom-tech- history-hype-and-disappointment HISTORY OF EMERGING TECHNOLOGIES

5 THE FUTURE OF EDUCATION? Why is there a crash and burn mentality regarding educational technology? How do we change this mentality?

6 Forward thinking …

7 New Media Consortium, 2014 Higher Education K-12 Social media Cost of technology Key Trends Openness Alternate Delivery Abundance of resources and relationships Workforce Demands Data driven learning Significant Challenges Professional Development Educational Practice Technology not designed for personalized learning Competition Coping with blend of formal and informal learning New forms of authoring, publishing, researching and assessing Academics can opt out

8 New Media Consortium, 2013. < 1 Year Higher Education K-12 Flipped Classroom Learning Analytics Cloud Computing BYOD

9 New Media Consortium, 2014 < 1 Year2-3 Years Higher Education K-12 Flipped Classroom Learning Analytics Cloud Computing BYOD 3-D Printing Games and Gamification Games and Gamification Learning Analytics

10 New Media Consortium, 2014 < 1 Year2-3 Years4-5 Years Higher Education K-12 Cloud Computing BYOD Learning Analytics Games and Gamification Wearable Technology The Internet of Things Flipped Classroom Learning Analytics 3-D Printing Games and Gamification Quantified Self Virtual Assistants

11 BREAK

12 THE EVOLUTION OF TECHNOLOGY Digital 1.Specific 2.Stable 3.Transparent 1.Protean 2.Opaque 3.Unstable Traditional

13 THE EVOLUTION OF TECHNOLOGY PCK TPACK

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15 Reproduced by permission of the publisher, © 2012 by tpack.org TPACK

16 Exploring TPACK Part A – Examples of TK

17 Exploring TPACK Part B – Examples of PK

18 Exploring TPACK Part C – Examples of CK

19 TPACK Game

20 SAMR MODEL Consider the SAMR model as a reflective piece when considering the technology for learning purposes. SAMR and TPACK work well together – click here for an interesting link of examples applying the SAMR model.click here

21 Image Source: www.hippasus.com/rrpweblog/

22 International Society for Technology in Education How will you use and apply these standards in your practice? www.iste.org http://www.iste.org/standards ISTE STANDARDS

23 CONTEXT AND TPACK TPACK and SAMR are atheoretical, meaning they lack some form of theoretical framework to guide the overarching purpose of the framework. Thus it is important to ponder the following question - Where do I situate myself as a teacher leader?

24 BREAK

25 “Hole in the Wall” Experiment (Sugata Mitra): Can Children Learn without Formal Education?

26 DIGITAL STORIES Children are defined through a participatory culture (Jenkins, 2006) A participatory culture has relatively low barriers to artistic expression and civic engagement, strong support for creating and sharing one’s creations, and some type of informal mentorship whereby what is known by the most experienced is passed along to novices.

27 DIGITAL STORIES Peppler and Kafai (2007) suggest the old “sender-receiver model” (Peppler & Kafai, 2007, p. 151) does not support the production and design demands of students.

28 DIGITAL STORIES Peppler and Kafai (2007) present three key arguments for creative production in school environments. 1.Creative production can be seen as a new emphasis on critical writing of texts, broadly defined as written texts, software programs, media images, oral discussion or other media objects. 2.Youth need to move beyond participation via blogging and game playing to create their own video games, media art or graphical user interfaces. 3.Having an audience motivates youth to produce creative work. (pp. 151-152)

29 APPLICATION: DIGITAL STORIES Exemplars of Digital Stories http://storycenter.org/stories/ http://digitalstorytelling.coe.uh.edu/ex ample_stories.cfm?otherid=featured http://digitalstorytelling.coe.uh.edu/ex ample_stories.cfm?otherid=featured

30 STEP ONE: DIGITAL STORIES  Prewriting – Idea generation –  Mind Maps -  https://coggle.it https://coggle.it  https://bubbl.us https://bubbl.us

31 STEP ONE: DIGITAL STORIES Prewriting - Exemplars of Digital Stories Link for blank story board Link for example story board Consider copyright free/creative commons Google images – search tools – usage rights – select level needed Free images

32 STEP TWO: DIGITAL STORIES Writing Programs Voicethread Animoto Wevideo Stupeflix

33 STEP THREE: DIGITAL STORIES Revision and Publishing Share in a Google drive – or on a wiki site (weebly.com)weebly.com

34 BUILDING AND LEARNING WITH TECHNOLOGY


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