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NEOMILLENNIA LEARNING SPACE – 2014

NEOMILLENNIA LEARNING SPACE – 2014. Presented By John Mundo and Su Gandra. EDCI 571 – Fall 2006 Purdue University Calumet. NEOMILLENNIA LEARNING SPACE. Motto: Learning Tailored for Future. www.neomillenia.wikispaces.com Founded by John Mundo and Su Gandra

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NEOMILLENNIA LEARNING SPACE – 2014

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  1. NEOMILLENNIA LEARNING SPACE – 2014 Presented By John Mundo and Su Gandra EDCI 571 – Fall 2006 Purdue University Calumet

  2. NEOMILLENNIA LEARNING SPACE Motto: Learning Tailored for Future www.neomillenia.wikispaces.com Founded by John Mundo and Su Gandra Consultants and Designers for Future Learning Needs

  3. Vision • Prepare learners to excel in a knowledge-based economy and be effective in an increasingly global world. • Learning based on experience (real and simulated), reflection and critical thinking. • Learning in corporate & educational institutions should mirror the advances in technology both in interactive and in communication media.

  4. NEOMILLENNIAL LEARNING What is it? • Distributed across space, time and media • Fluency in multimedia • On Demand, Real Time • Collaborative • Game based learning

  5. Types of Training • World to the Desktop • Increased use of Internet and Computers • Multi User Virtual Environments (MUVE) • Online learning communities will increase • Ubiquitous Computing • Augmented reality enabled by mobile wireless devices (MWD). MWD’s can access data from multiple sources

  6. World to the Desktop • This is our ever-changing Internet • Transcends geographical barriers • Both Synchronous and Asynchronous Learning • Chat • Wikis • Online Learning • Blogs • Podcasts • Increased streaming of audio and video • Difference in degree rather than quality

  7. Multi-User Virtual Environments What is a MUVE? • A place where a learner’s avatar (icons representing players) interact with each other, interact with computer-based agents and digital artifacts in a virtual world. • Highly engaging and it enhances the learning experience. Ex: Educational Games

  8. Ubiquitous Computing • Ubiquitous computing integrates technologyinto the environment. • Ubiquitous computing is opposite of virtual reality. Where virtual reality puts people inside a simulated world, ubiquitous computing integrates computers with real world – “Smart Objects”, “Intelligent Contexts”. • MWD’s (Mobile Wireless Device) will pervade all aspects of life e.g. cell phones

  9. Future Learning • Learning will be increasingly based on interpolating and synthesizing seemingly unrelated information rather than learning from a single source (Ex: Textbook). • Mastery in multiple media – Audio, Video, Smart Mobile devices, Computers, Virtual Worlds, Online Games. • Co-design (students can personalize learning), Collaborative learning • The buzzwords of neomillennial learning will be critical thinking, augmented reality, distributed learning, distributed cognition, role-play, multi-user virtual environments, multitasking and media driven learning technologies.

  10. References • Concord Consortium. (2006) Retrieved from http://mac.concord.org/ • Harvard University. (2004-2006) Retrieved from http://muve.gse.harvard.edu/rivercityproject/index.html • President and Fellows of Harvard College. (2006) Retrieved from http://gseacademic.harvard.edu/%7Ehdul/ • Mark, Weiser. (August 16, 1993) Retrieved from http://www.ubiq.com/hypertext/weiser/UbiCompHotTopics.html • Chris, Dede. Spence, Korte. Robert, Nelson.Gil, Valdez. David, J. Ward. (September, 2005) Retrieved from https://neomillenia.wikispaces.com/space/showimage/Transforming+Learning.pdf • Marc, Prensky. (October, 2001). Retrieved from https://neomillenia.wikispaces.com/space/showimage/Prensky+-+Digital+Natives%2C+Digital+Immigrants+-+Part1.pdf

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