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Trends in Educational Technology . Dr. Brenda Bannan Associate Professor Instructional Technology. Technology and Design. Technology as catalyst for change Design Thinking/Innovation Teachers as designers Current challenges in educational technology. Technology.

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Trends in Educational Technology


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    1. Trends in Educational Technology Dr. Brenda Bannan Associate Professor Instructional Technology

    2. Technology and Design • Technology as catalyst for change • Design Thinking/Innovation • Teachers as designers • Current challenges in educational technology

    3. Technology • Information and Communication Technologies (ICT) • a “diverse set of technological tools and resources used to communicate, and to create, disseminate, store, and manage information. These technologies include computers, the Internet, broadcasting technologies (radio and television), and telephony.” • http://en.wikibooks.org/wiki/ICT_in_Education/Definition_of_Terms

    4. Design • “Design is the conceptualization or realization of new things” • (Royal College of Art on Design in General Education, 1979) • “Design thinking is a fundamental means of inquiry by which man realizes and gives shapes to ideas…” • (Rowe, 1987)

    5. ICT or Educational Technology • Has the potential to: • Access to information and instructional materials • Create, design and share new digital products • Collaborate locally, regionally and internationally • Participate in design, development and use of digital resources • Innovate new solutions and teaching interventions • Advance skills and knowledge toward reform

    6. ICT Project Examples One Laptop Per Child Across the developing world, education systems need to change dramatically to prepare their children for the modern world Children (and adults) learn best when they are actively involved in the learning process Involved teachers, relevant content, and appropriate technology can facilitate both educational change and learning motivation

    7. Challenges • many educational projects fail because their grand plan missed the idea that solutions for improving education cannot be considered as one-for-all, or a simple matter of widespread distribution of content • Dr. Robert Kozma

    8. ICT Project Examples • Providing Computer Hardware/Laptops • May not be enough • More than access is needed • Support and training • Local involvement and infrastructure • How to marshal local and regional resources? • Teacher/Student Resources • Solutions for identified problems generated locally/regionally • Align with cultural and local requirements or needs

    9. Trend: Design as Catalyst for Change • Teacher as Designer • Design learning experiences with available resources • Design at all Levels of Involvement: • lessons, curriculum, technology school programs, educational initiatives, etc • Design and Technology as vehicle for: • Investigation, learning, creation, innovation, change, design, development, implementation of new ideas

    10. Trend: Design as a Catalyst for Change • Investigation of learning content, problem, phenomena • Empathetic understanding and analysis • students, teachers, community, context, activity • Participation/community involvement • “grass roots” identification of problems • Generation of design/solution/intervention/lesson • Bottom-up and top-down creativity to solve problems • Trials, analysis and learning from design/solution • Revision of design intervention • Applied to lesson, curriculum, school-wide interventions, infrastructure • Re-trial, analysis and learning continued

    11. Emphasis on Design with Technology • Design thinking as a catalyst for innovation and social change Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation

    12. Design Thinking in Education provides a powerful alternative to traditional educational models by challenging students to find answers to complex and difficult problems that have multiple viable solutions and by fostering students’ ability to act as change agents

    13. Human-centered design

    14. DESIGN FOR GIVING 2009. . . FEEL, IMAGINE, DO! Stories of Change from the top twenty Himachali students visit local preschools, discover lack of basic teaching aids, develop creative, low cost solutions Students concerned about the quality of education in local preschools visited 7 schools, interviewed staff and observed classes; Alarmed by the scarcity of resources, they takeaction in and organize entire school to design and create teaching aids for toddlers; Students returntoteach students and share their inventions,; 112 students impacted; Lasting connection formed with between schools -Day Star School Manali, Himachal Pradesh ,India Source: Stanford University Design for Giving Competition, d.school

    15. Trend: Design for Change • Start small, study your market, pilot • Conduct local analysis of problems, not just country wide deployment • Bottom up and top down • Aim for long-term education/ collaboration for local teachers • Aim for sustainability of the local schools. Source: http://www.olpcnews.com/

    16. Peruvian Examples of Design Thinking for Change “get real impressions and real feedback from teachers, and to start researching, designing, promoting infrastructure implementationinitiatives, to get towns connected to the web, with DIY wireless data links, training people to pull wires and install access points, etc...” “ideas, actions and volunteerism is highly appreciated and welcome! Whoever would like to visit the escuelab, or come to test a project, or plan to organize an internship /volunteering program related to culture and technology” Source: http://www.olpcnews.com/countries/peru/olpc_peru_far_from_goals.html

    17. Trend: Design Thinking for Change • Feel, imagine, do • Children in India promote change in their communities through human-centered design • Hear, create, deliver • Teacher/Children participate in design thinking for social change • Analyze, design, develop/implement • Teacher Instructional design • Informed exploration, enactment, local/broad impact • Researchers - Educational Design Research promote educational change using ICT

    18. Source: http://www.slideshare.net/whatidiscover/innovation-through-design-thinking

    19. Source: http://www.slideshare.net/whatidiscover/innovation-through-design-thinking

    20. Source: http://www.slideshare.net/whatidiscover/innovation-through-design-thinking

    21. Observe and Engage:

    22. Problem framing:

    23. Generate ideas:

    24. Prototype solutions:

    25. Test intervention:

    26. Iterate and revise:

    27. Trend: Technology and Design Thinking In the U.S. we need to study the use of these new technology tools to better understand how their new capabilities are impacting the formal and informal education of our children. We can do this through design thinking and user research.

    28. Source: http://www.slideshare.net/skytland/digital-natives-2747490

    29. Source: http://www.slideshare.net/skytland/digital-natives-2747490

    30. Source: http://www.slideshare.net/skytland/digital-natives-2747490

    31. ‘Our students have changed radically. Today’s students are no longer the people our educational system was designed to teach (Marc Prensky, 2001)

    32. Learning Technologies and Design Thinking for Change • Has the potential to: • Engage children in authentic learning • Collaborate locally, regionally and internationally • Visualize and model scientific phenomenon • Work toward solving complex, real world problems in the context of school subjects • Engage children in learning games, creative generation and simulations • Augment reality with layering of digital content over the real world

    33. Authentic Learning

    34. Disruptive Technologies

    35. Creating a learning community

    36. Social media/Informal Learning

    37. Social Media/Formal or Informal Learning

    38. Multiple Media/Formal Learning

    39. Visualization Tools

    40. Visualization Tools

    41. Simulations

    42. Games - Informal Learning

    43. Mobile Learning:

    44. Best Uses of m-Learning Review/reinforcement Performance Support Knowledge acquisition Audio/video instruction Decision support Coaching/mentoring Data collection updates “Today, organizations use variations of m-Learning for performance support, review or reinforcement, knowledge acquisition, coaching or mentoring, receipt of updates, data collection, audio and/or video instruction, and decision support.” - eLearning Guild M-Learning 360 report.

    45. mLearning – Phone apps

    46. Mobile Learning - mLearning • Uses Geographical Positioning Systems (GPS) to attach items/characters to a physical location • Attach barcodes to objects/places that link to game content • Add story • ARIS – Mobile Media Learning Experience • Developed by University of Wisconsin’s Games Learning and Society Group

    47. Location-based mLearning Games • Outbreak @ MIT • Augmentative reality game

    48. Augmentative Reality Augmented reality simulation with location-aware devices, teaching environmental responsibility Tech Info: - Windows Mobile based - Delivered on PDA/Mobile phone MIT Labs – Environmental Detectives • http://education.mit.edu/ar/ed.html

    49. Trend: Future technology?