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On the horizonBring your own technology?
What’s on the Agenda for today?Technologies to WatchCritical Challenges & Key TrendsA Strategic Shift
AndreaGrew up in the Hudson Valley
 Studied Electrical Engineering
for two semesters
 As a Pre-K – 16+ Educator:
Spanish, Elementary School
Undergraduate & Graduate Teacher Prep
 Fascinated by Emerging Technologies – 0’s & 1’s
 A New VisionWhat about you?
Who are you?Veteran – pre-1945Baby Boomer – 1946 - 1964 Organized for group interaction
Chance to network
Open-ended discussions
Participation in setting the agenda
Traditional Classroom Environment
Stress-free – unhurried
Opportunity to practice skills
Adequate breaks
Structured to work independently
Distance learning
Independent Study
On-the-job Training
Versatile
Combines teamwork & technology
Ability to get up and move aroundMillennial – post 1977Generation X – 1965 - 1977
What about you?Veteran – pre-1945Baby Boomer – 1946 - 1964 Millennial – post 1977Generation X – 1965 - 1977
Old Video Games

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Tech Insight

  • 1. On the horizonBring your own technology?
  • 2. What’s on the Agenda for today?Technologies to WatchCritical Challenges & Key TrendsA Strategic Shift
  • 3. AndreaGrew up in the Hudson Valley
  • 6. As a Pre-K – 16+ Educator:
  • 9. Fascinated by Emerging Technologies – 0’s & 1’s
  • 10. A New VisionWhat about you?
  • 11. Who are you?Veteran – pre-1945Baby Boomer – 1946 - 1964 Organized for group interaction
  • 19. Structured to work independently
  • 24. Combines teamwork & technology
  • 25. Ability to get up and move aroundMillennial – post 1977Generation X – 1965 - 1977
  • 26. What about you?Veteran – pre-1945Baby Boomer – 1946 - 1964 Millennial – post 1977Generation X – 1965 - 1977
  • 28. What was the first technology that captured your attention?Text your answer to Wiffiti:Step 1. To: 87884Step 2. In the message area text: @wif20417 <space> <your answer> Step 3. Send
  • 30. The New Media Consortium
  • 31. The Consortium for School Networking (CoSN)
  • 32. Projects timeline for entry of technology into the mainstream
  • 35. Four – Five YearsOne Year or LessCloud ComputingMobilesElectronic Books
  • 36. Cloud ComputingOne Year or LessNetworked computersDistributed Processing PowerHosting and Sharing - Flickr, Google, YouTubeApplications - Splashup,JayCutCreating & Presenting - Prezi, Vuvox, SlideShare, SlideRocketGoogle Apps for EducationImpact – Cloud computing can offer significant cost savings in terms of IT support, software, and hardware expenses. It has become common for schools to use cloud-based applications to manage calendars, rosters, grade books, and communication between school and home. Examples of student use of cloud resources, however, are more rare.
  • 37. MobilesOne Year or LessMobile Devices – phones,iPad, Internet accessApplications – games, reference materials, music Google Earth, EvernoteBuilt-in Features – microphone, camera, GPSAccess & Communication –Wiffiti in the classroomCollect Data - PollEverywhereImpact – portability of mobile devices and their ability to connect to the Internet almost anywhere makes them ideal as a store of reference materials and learning experiences in real time
  • 38. Electronic BooksOne Year or LessProliferation of devicesNook, Kindle, Sony e-reader, iPadProliferation of contentInteraction with textImpact – social tools extend the reader’s experience, readers are connect and engage in collaborative explorations
  • 39. Two – Three YearsGame-based LearningOpen ContentAugmented Reality
  • 40. Game-Based LearningTwo – Three Yearsgames that are not digital; games that are digital, but that are not collaborative; and collaborative digital gamesThe average gamer is 35 years old and has been playing for 12 yearsthe feeling of working toward a goal; the possibility of attaining spectacular successes; the ability to problem-solve, collaborate with others, and socializeQuest Atlantis, Conspiracy CodeImpact – engaging nature makes them excellent learning aids, can draw on skills for research, writing, collaboration, problem-solving, public speaking, leadership, digital literacy, and media-making
  • 41. Open ContentTwo – Three YearsPublishing Alternatives - Tools for tagging, aggregating, updating, and trackingCommunity of Contributors – Hippo CampusImpact – increase of information and need for students to learn the skills of finding, assessing, interpreting, and synthesizing information.
  • 42. Simple Augmented RealityTwo – Three YearsConvergence of the virtual and physical worldObjects that related to their environment Scimorph, GE Augmented RealitySmartphones with appsintegrate camera, gps, and compassImpact – provide both powerful contextual, in situ learning experiences and serendipitous exploration and discovery of the connected nature of information in the real world
  • 43. Four – Five YearsGesture-based ComputingLearning AnalyticsPersonal Learning Environments
  • 44. Gesture-Based ComputingFour – Five YearsAllow multiple simultaneous inputs, engage in virtual activities with real world movementsWii, KinectObjects relate to their environment and to each other Sixth Sense, Gmail MotionImpact – games and devices that incorporate easy and intuitive gestural interactions, touching, tapping, swiping, jumping and moving to engage with information
  • 45. Learning AnalyticsFour – Five YearsAccessing and displaying data in visual formatsAugments the natural abilities humans have to seek and find patterns in what they seeManyeyes, wordle, tagul, Flowing Data, RoambiImpact – enable teachers and schools to tailor educational opportunities to each student’s level of need and ability, data mining, interpretation, and modeling, identification of learning patterns across large sets of data
  • 46. Looking at the Standards: The New NETS for TeachersNETS•T 2008NETS•T 20001. Technology Operations and Concepts 2. Designing Learning Environments3. Teaching, Learning & Curriculum4. Assessment & Evaluation5. Productivity & Professional Practice6. Social, Ethical, Legal, & Human Issues1. Facilitate & Inspire Student Learning & Creativity2. Design & Develop Digital-Age Learning Experiences3. Model Digital-Age Work & Learning4. Model Digital Citizenship & Accountability5. Professional Growth & LeadershipManyEyes
  • 48. Personal Learning EnvironmentsFour – Five YearsCapitalizing on CMS and Web 2.0 tools to individualize learningLearners determine style and paceExposure to alternative learning environmentsPreparation for life beyond high schoolSymbaloo, Diigo, P2PU, example for teacher learningImpact – systems for enabling self-directed group-based learning, flexibility, customization, tagging
  • 49. Critical ChallengesDigital media literacyChallenges to traditional educational modelNew scholarly forms of authoring, publishing, and researchingDigital media literacyStrategic InquirersInspired ParticipantsCritical Consumers
  • 50. Key TrendsThe Next Five YearsThe abundance of resourcesCloud based applicationsWork, collaborate, communicate, succeedWork, learn, study whenever & whereverPerceived value of innovation & creativity
  • 52. On the horizonBring your own technology?

Editor's Notes

  • #10: Emerging technologies likely to have a large impact on teaching, learning, research, or creative expression within education around the globe.
  • #25: For 2 - continue to emerge but appropriate metrics for evaluating them increasingly lag behind or fail to appear.For 3 - continues its rise in importance as a key 21st century skill, but there is a widening training gap for faculty and teachers.
  • #26: For 1 - increasingly challenging us to revisit our roles as educators in sense-making, coaching and credentialingFor 2 - More and more, people expect to be able to work, learn, study, and connect with their social networks wherever and whenever they want to.
  • #27: How does this impact what we do and how we do it?