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4001EPS ICT and Pedagogy Dr Jason Zagami GriffithUniversity Lecture 6
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Page 1: 4001EPS 2011 L6

4001EPS ICT and Pedagogy

Dr  Jason  ZagamiGriffith  University

Lecture 6

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Digital Pedagogies

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1:38

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0:59

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1:07

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Digital Learners

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Hyper-communicatorsStudents use MP3 players, email, mobile phones, text messaging and the Internet to connect instantly to their friends, information and sounds

Digital Learners

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Multi-taskersFor today’s student, it is normal to perform multiple tasks and switch between them seamlessly, such as accessing the Internet, listening to an MP3 player and text messaging a friend

Digital Learners

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Goal-orientedDigital students aspire to success, are ambitious and can pursue multiple goals simultaneously through effective task switching

Digital Learners

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To what extent will you engage each style? Goal-orientedMulti-taskersHyper-communicators

Digital Learners

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Digital Learners

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Hyper-communicatorsMulti-taskersGoal-oriented

No Extent Great Extent

To what extent will you engage each style?

Digital Learners

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1:52

Digital Learners

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Does curiosity build a good unit or program?

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It doesn’t matter what you call it … • Driving question• Essential question• Compelling question• Key question

Every unit or program you plan needs to have a question to hook your learners’ interest

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The driving question that you come up with forms the basis for inquiry learning

The question needs to be juicy enough that it piques your learners’ interest

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The standards ask us to plan learning experiences that are differentiated

• All learners need work that will be challenging• C to E learners need work at their level

A good driving question will provide opportunities for learners to ‘opt in’ to the learning at their level, while

maintaining an inclusive environment

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Let’s take a look at some sample driving questions

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Let’s start with an age-old unit about

coal mining

What’s this unit really about?

… Energy

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How about we pose …

‘What are the forms of renewable and non-renewable energy?’

This is okay, but it is still purely content-based

If you used this question, the most you could really grade the learners is a C, as there is

no higher-order thinking involved

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Consider this question …

‘What would happen if we ran out of coal?’

This is an improvement, but it’s probably not open ended enough to really push those A level learners

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Let’s consider a question appealing to learners‘Why is Homer Simpson a danger at the power plant?’

From here learners can go off in a whole lot of directions• • Nuclear power and its pros and cons• Which countries use it• Nuclear waste• What the alternatives are

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Try something very topical, such as …

‘How big is my carbon footprint?’

This allows you to get the spread from A to E with less complex activities, still picking up on the energy issues

but the higher-order thinking encompassing topics such as whole household usage analysis or pulling apart the

statistics Al Gore used in An Inconvenient Truth

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Let’s look at the levels of these driving questions again so you can see the depth

• What is coal mining really about?• What are the forms of renewable and non-renewable energy?• What would happen if we ran out of coal?• Why is Homer Simpson a danger at the power plant?• How big is my carbon footprint?

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Use a driving question with ICT connectivity to hook and inspire your Digital Age learners

They can select the ICT tools that will help them conduct their inquiry

You become the facilitator of their journey

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Pedagogical Content Knowledge(PCK)

Content Knowledge

(CK)

Pedagogical Knowledge

(PK)

Technological Content

Knowledge(TCK)

TechnologicalKnowledge

(TK)

Technological Pedagogical Knowledge

(TPK)

Technological Pedagogical

Content Knowledge

(TPCK)

Context

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Key TrendsTechnology increasingly impacting students’ lives

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Key TrendsTechnology increasingly impacting students’ lives

Technology increasingly impacting how we work, play, learn and socialise

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Key TrendsTechnology increasingly impacting students’ lives

Technology increasingly impacting how we work, play, learn and socialise

Growing value being placed on creativity and innovation

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Key TrendsTechnology increasingly impacting students’ lives

Technology increasingly impacting how we work, play, learn and socialise

Growing value being placed on creativity and innovation

Rising interest in alternative and expanded learning environments

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Key TrendsTechnology increasingly impacting students’ lives

Technology increasingly impacting how we work, play, learn and socialise

Growing value being placed on creativity and innovation

Rising interest in alternative and expanded learning environments

Changing model of how learning environments are defined

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Critical ChallengesNeed for training in digital literacy skills and techniques

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Critical ChallengesNeed for training in digital literacy skills and techniques

Lack of alignment between how today’s students think and work vs. practice and products used to support their learning

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Critical ChallengesNeed for training in digital literacy skills and techniques

Lack of alignment between how today’s students think and work vs. practice and products used to support their learning

Difficulty of deep reform without a shared vision of a new education model

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Critical ChallengesNeed for training in digital literacy skills and techniques

Lack of alignment between how today’s students think and work vs. practice and products used to support their learning

Difficulty of deep reform without a shared vision of a new education model

Resistance to change in an established system

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Critical ChallengesNeed for training in digital literacy skills and techniques

Lack of alignment between how today’s students think and work vs. practice and products used to support their learning

Difficulty of deep reform without a shared vision of a new education model

Resistance to change in an established system

Disconnect between student’s learning experiences inside and outside the classroom

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Cloud ComputingTIME TO ADOPTION - ONE YEAR OR LESS:

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Benefits of Cloud ComputingTools that can scale on demand when needed and scale back to conserve resources when usage drops

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Benefits of Cloud ComputingTools that can scale on demand when needed and scale back to conserve resources when usage drops

Inexpensive online storage

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Benefits of Cloud ComputingTools that can scale on demand when needed and scale back to conserve resources when usage drops

Inexpensive online storage

Cost savings for IT support, hardware and software

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Benefits of Cloud ComputingTools that can scale on demand when needed and scale back to conserve resources when usage drops

Inexpensive online storage

Cost savings for IT support, hardware and software

Access to services/tools without additional infrastructure investment

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Benefits of Cloud ComputingTools that can scale on demand when needed and scale back to conserve resources when usage drops

Inexpensive online storage

Cost savings for IT support, hardware and software

Access to services/tools without additional infrastructure investment

Access possible from range of devices

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Collaborative Environments

TIME TO ADOPTION - ONE YEAR OR LESS:

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Benefits of Collaborative Environments

Support user-created content

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Benefits of Collaborative Environments

Support user-created content

Facilitate communication and sharing of created or existing content

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Benefits of Collaborative Environments

Support user-created content

Facilitate communication and sharing of created or existing content

Support and reinforce 21st century skills

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Benefits of Collaborative Environments

Support user-created content

Facilitate communication and sharing of created or existing content

Support and reinforce 21st century skills

Can connect educators and students with peers worldwide, broadening perspectives and supporting those with shared interests

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Game-Based LearningTIME TO ADOPTION - TWO TO THREE YEARS:

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Benefits of Game-Based Learning

Provides digital environments for learning that are familiar to students

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Benefits of Game-Based Learning

Provides digital environments for learning that are familiar to students

Engages students—all ages and both genders

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Benefits of Game-Based Learning

Provides digital environments for learning that are familiar to students

Engages students—all ages and both genders

Supports 21st century skill acquisition

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Benefits of Game-Based Learning

Provides digital environments for learning that are familiar to students

Engages students—all ages and both genders

Supports 21st century skill acquisition

Can be used for skill building, fostering discussion and team building

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Benefits of Game-Based Learning

Provides digital environments for learning that are familiar to students

Engages students—all ages and both genders

Supports 21st century skill acquisition

Can be used for skill building, fostering discussion and team building

Has research-based evidence of its positive value for learning

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MobilesTIME TO ADOPTION - TWO TO THREE YEARS:

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Benefits of MobilesAddress increasing desire and need for anytime, anywhere access

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Benefits of MobilesAddress increasing desire and need for anytime, anywhere access

Help manage personal information, collaboration, access to and sharing of files/information, monitoring social networks

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Benefits of MobilesAddress increasing desire and need for anytime, anywhere access

Help manage personal information, collaboration, access to and sharing of files/information, monitoring social networks

Can store and display full-length books

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Benefits of MobilesAddress increasing desire and need for anytime, anywhere access

Help manage personal information, collaboration, access to and sharing of files/information, monitoring social networks

Can store and display full-length books

Are more affordable, accessible and easier to use than desktop or laptop computers

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Benefits of MobilesAddress increasing desire and need for anytime, anywhere access

Help manage personal information, collaboration, access to and sharing of files/information, monitoring social networks

Can store and display full-length books

Are more affordable, accessible and easier to use than desktop or laptop computers

Do not have to be purchased or maintained by schools

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Augmented RealityTIME TO ADOPTION - FOUR TO FIVE YEARS:

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Benefits of Augmented Reality

Simple and portable

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Benefits of Augmented Reality

Simple and portable

Combines real world and virtual data

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Benefits of Augmented Reality

Simple and portable

Combines real world and virtual data

Can provide powerful, contextual, real-world, discovery-based learning experiences

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Benefits of Augmented Reality

Simple and portable

Combines real world and virtual data

Can provide powerful, contextual, real-world, discovery-based learning experiences

Engages and motivates students

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Flexible DisplaysTIME TO ADOPTION - FOUR TO FIVE YEARS:

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0:35

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Benefits of Flexible Displays

Can be easily and inexpensively produced

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Benefits of Flexible Displays

Can be easily and inexpensively produced

Are adaptable, allowing for printing on various materials and surfaces and in various shapes and contours

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Benefits of Flexible Displays

Can be easily and inexpensively produced

Are adaptable, allowing for printing on various materials and surfaces and in various shapes and contours

When fully developed, will be smaller and more portable, integrating context-specific data displays with everyday objects

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Readings for Tutorial Week 7