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Amplifying Innovation, Creativity and Intelligence with Technology Mike Lloyd, Founder, CLWB.org, http://clwb.org, [email protected] 1 Amplifying Innovation, Creativity and Intelligence with Technology A vision paper by CLWB.org
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CLWB Vision Paper - WordPress.com€¦ · Amplifying*Innovation,*Creativity*andIntelligence*withTechnology* Mike%Lloyd,Founder,*CLWB.org,,[email protected]** 3* AMPLIFYINGINNOVATION,%CREATIVITY%AND

Jul 18, 2020

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Page 1: CLWB Vision Paper - WordPress.com€¦ · Amplifying*Innovation,*Creativity*andIntelligence*withTechnology* Mike%Lloyd,Founder,*CLWB.org,,mike@clwb.org** 3* AMPLIFYINGINNOVATION,%CREATIVITY%AND

Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 1  

 

Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology    A  vision  paper  by  CLWB.org      

     

         

Page 2: CLWB Vision Paper - WordPress.com€¦ · Amplifying*Innovation,*Creativity*andIntelligence*withTechnology* Mike%Lloyd,Founder,*CLWB.org,,mike@clwb.org** 3* AMPLIFYINGINNOVATION,%CREATIVITY%AND

Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 2  

           AMPLIFYING  INNOVATION,  CREATIVITY  AND  INTELLIGENCE  WITH  TECHNOLOGY  ............................................................................................  3  Why  this  paper?  ....................................................................................  3  Preparing  Students  For  a  VUCA  World  ..................................................  4  Changing  Paradigms  ..............................................................................  6  Building  Blocks  .......................................................................................  7  

NURTURING  CREATIVITY  ...........................................................................  9  Design  Thinking  ...................................................................................  10  Programming  .......................................................................................  11  Digital  Making  ......................................................................................  13  

AMPLIFYING  INTELLIGENCE  .....................................................................  16  Governing  Data  ....................................................................................  17  Digital  Leadership  ................................................................................  18  Harmonising  Technologies  ..................................................................  19  

INCUBATING  INNOVATION  ......................................................................  21  Innovative  Schools  ...............................................................................  21  Leadership  ...........................................................................................  22  Exploiting  Data  ....................................................................................  22  Curriculum  ...........................................................................................  23  Capacity  Development  ........................................................................  23  Learning  Environments  ........................................................................  24  

NEXT  STEPS  ..............................................................................................  26  Ideation  ...............................................................................................  26  Implementation  ...................................................................................  27  Adoption  ..............................................................................................  29  Working  with  CLWB  .............................................................................  30  Conclusion  ...........................................................................................  37  Acknowledgements  .............................................................................  37  

 

   

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 3  

AMPLIFYING  INNOVATION,  CREATIVITY  AND  INTELLIGENCE  WITH  TECHNOLOGY    The  effect  of  today’s  technology  on  tomorrow’s  jobs  will  be  immense—and  no  country  is  ready  for  it.  Schools  need  to  be  changed,  to  foster  the  creativity  that  humans  will  need  to  set  them  apart  from  computers1.        

   In  the  last  60  years  we  have  witnessed  a  revolution  equal  in  magnitude  to  the  transition  to  the  modern  world  from  the  Middle  Ages.  Technologies  are  disrupting  sectors  and  even  whole  industries  faster  than  ever,  and  our  young  people  will  need  to  be  ready  for  volatile,  uncertain,  complex  and  ambiguous  (VUCA)  futures.  Increasing  volatility,  uncertainty,  complexity  and  ambiguity  is  making  progressive  educators  around  the  world  rethink  how  education  services  should  be  delivered.          

Why  this  paper?  This  paper  explains  how  educators  can  embrace  the  forces  of  change  and  help  to  prepare  students  for  the  VUCA  world  they  will  encounter.  For  students  with  the  right  mix  of  skills  and  knowledge,  VUCA  will  represent  exciting  opportunities  for  satisfying  careers  and  personal  growth.  For  schooling  systems  that  take  full  advantage  of  technology,  VUCA  will  represent  opportunities  to  add  greater  value,  impact  and  effectiveness.  The  purpose  of  this  paper  is  to  propose  not  just  a  “what”  but  a  “how”.  In  order  to  develop  a  citizenship  able  to  thrive  in  a  VUCA  world,  the  entire  education  system  needs  to  evolve,  and  innovative  schools  and  a  platform  for  innovative  learning  should  underpin  this  evolution.  The  core  proposition  is  that  innovation  –  the  skillset  itself  and  its  application  in  education  –  is  key  to  dealing  with  VUCA,  and  the  boundaries  between  formal  learning  and  applied  innovation  should  be  blurred.      VUCA  isn’t  something  to  be  feared  –  it’s  something  to  be  embraced  and  prepared  for.  Journalist  and  author  Clive  Thompson,  in  his  book  “Smarter  Than  You  Think”2,  writes  that  in  the  future,  we  should  not  fear  being  ‘beaten’  by  computers.  Instead,  humans  will  find  themselves  working  in  partnership  with  computers  to  become  smarter.  Human-­‐computer  

                                                                                               1  Coming  to  an  Office  Near  You,  Economist,  January  2014  2  Smarter  Than  You  Think,  Clive  Thompson,  Penguin,  Sept  2013  

Schools'need'to'be'changed,'to'foster'the'crea2vity'that'humans'will'need'to#set#them#apart#from#computers.'(Economist)'

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 4  

symbiosis  is  already  enhancing  our  intellect3  and  the  use  of  digital  devices  and  social  networks  helps  to  facilitate  collaborative  creativity,  irreversibly  changing  how  we  think,  work  and  live.      Some  would  argue  that  technology  is  eroding  essential  skills,  but  every  generation  has  had  its  fears  that  new  technology  would  have  a  detrimental  effect.  For  example,  Plato  lamented  that  the  invention  of  writing  meant  that  we  would  lose  the  capacity  for  memory  that  characterized  oral  cultures,  that  by  learning  through  reading  alone  rather  than  in  conversation  with  a  learned  teacher  we  would  lose  the  substance  of  wisdom4.  Whether  we  like  it  or  not,  technology  is  changing  the  world  around  us  and  its  continued  evolution  and  us  and  disruptive  effects  are  inevitable.  Therefore,  we  need  to  learn  to  take  advantage  of  it.  This  leads  to  two  key  questions.  The  first  is  how  do  we  prepare  students  to  thrive  in  a  VUCA  environment?  The  second  is  how  can  we  “change  paradigms”  in  education  by  exploiting  technology.    

Preparing  Students  For  a  VUCA  World    A  recent  study  by  Oxford  University  suggests  that  47%  of  today’s  jobs  could  be  automated  in  the  next  two  decades5.  This  includes  lawyers  according,  to  the  Sydney  Morning  Herald6.  However,  it  is  perfectly  possible  to  thrive  in  a  volatile  and  unpredictable  world  -­‐  we  just  need  the  right  tools  and  skills  to  do  it7.  Many  of  the  jobs  most  at  risk  from  automation  are  lower  down  the  skills  ladder,  whereas  jobs  with  the  skills  that  are  least  vulnerable  (e.g.  creativity  and  leadership)  tend  to  be  higher  up  the  skills  ladder.  For  those  with  job  skills  that  can  be  automated,  automation  clearly  is  a  threat.  For  those  with  the  right  skills,  automation  represents  opportunities  to  innovate  -­‐  to  design,  program,  and  digitally-­‐make  new  products  and  processes.      There  are  already  countless  numbers  of  young  people  thriving  on  VUCA.  We  see  people  in  their  20s  making  key  breakthroughs,  particularly  in  the  technology  world  -­‐  Facebook  being  a  prime  example.  At  YCombinator,  Silicon  Valley’s  premier  start-­‐up  incubator  and  the  birthplace  of  many  of  today’s  household  names  such  as  AirBnB,  DropBox  and  Reddit,  the  average  age  of  the  entrepreneurs  is  268.  The  documentary  “Startup  Kids”9  gives  an  insight  to  the  innovation  skillset  demonstrated  by  a  growing  number  of  young  web  entrepreneurs  such  as  the  founders  of  Vimeo  and  Soundcloud.  The  ability  to  innovate  is  a  core  skillset  demonstrated  by  those  who  are  already  thriving  on  VUCA,  but  the  need  for  people  to  be  innovative  goes  well  beyond  the  tech  sector.    The  extent  of  innovation  that  will  be  required  to  solve  the  world’s  problems  in  the  next  half  century  is  unprecedented.  As  Julia  Gillard,  the  former  Australian  Prime  Minister,  has  put  it:  ‘Innovation  is  absolutely  pivotal  …  Australia  has  to  be  in  the  innovation  and  global  integration  business.’  Her  words  are  generally  applicable.  Global  leadership  will  depend  on  innovation,  not  just  for  the  economic  growth  which  will  sustain  it,  but  also  to  rise  to  the  massive  challenges  ahead10.  

                                                                                               3  Smarter  Than  You  Think,  Clive  Thompson,  Penguin,  Sept  2013  4  Plato  (Phaedrus,  274-­‐5,  C.J.  Rowe  translation)  5  Carl  Benedikt  Frey  and  Michael  A.  Osborne,  September  17,  2013  6  Lawyers  next  for  tech-­‐driven  outsourcing,  Sydney  Morning  Herald,  September  10,  2013  7  Antifragile:  Things  That  Gain  from  Disorder,  Nassim  Taleb,  January  28,  2014  8  Oceans  of  Innovation,  Institute  for  Public  Policy  Research,  2012  9  http://thestartupkids.com    10  Oceans  of  Innovation,  Institute  for  Public  Policy  Research,  2012  

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 5  

 

   The  core  innovation  skillset  –  to  be  able  to  develop  better  ways  of  doing  things  -­‐  requires  the  development  of  what  Howard  Gardener  calls  the  “synthesizing  mind11”.  Whilst  creativity  is  required  to  produce  ideas  and  solve  problems,  broader  intelligences  are  required  to  take  ideas  through  to  implementation  and  adoption.  Technology  gives  us  the  opportunity  to  amplify  intelligence  and  creativity,  and  the  ways  in  which  technology,  intelligence  and  creativity  combine  to  incubate  innovation  skills  is  a  key  focus  of  this  paper.      One  key  skill  that  needs  to  be  learned  is  what  we  can  call  “Intelligence  amplification”  –  the  application  of  the  principles  behind  a  field  of  study  called  Augmented  Cognition.  Writing  in  the  Wall  Street  Journal,  Irving  Wladawsky-­‐Berger  talks  of  the  era  of  Cognitive  Computing  and  reminds  us  that  “…for  the  past  several  decades  computers  have  been  augmenting  our  intelligence  and  problem-­‐solving  capabilities12”.  In  the  same  way  as  early  humankind  learned  to  use  mechanical  tools  to  amplify  strength,  our  current  generation  needs  to  know  how  to  use  digital  tools  to  amplify  their  intelligence  –  and  this  goes  beyond  learning  how  to  use  productivity  tools.  Students  also  need  to  be  equipped  with  the  right  attitudes,  competencies,  disciplines,  knowledge,  and  21st  Century  Skills  –  including  basic  skills;  creativity;  design;  problem  solving;  critical  thinking;  communication  and  collaboration;  media  and  information  literacies;  and  learning  to  learn.        As  the  technology-­‐fuelled  pace  of  change  accelerates  faster  than  ever  before,  the  need  for  completely  new  skillsets  is  emerging.  Mastery  of  technology  now  needs  to  extend  beyond  just  PCs,  phones  and  tablets  and  into  the  “physical  computing”  world.  The  Economist  recently  spoke  about  a  ‘The  Third  Industrial  Revolution”  -­‐  the  convergence  of  clever  software,  novel  materials,  sophisticated  robots,  new  processes  (notably  3d  printing)  and  new  types  of  web-­‐based  services.        “The  digitisation  of  production  will  transform  the  way  goods  and  services  are  produced  —  and  change  the  politics  of  jobs”13.      New  DIY  platforms  such  as  Arduino  and  desktop  manufacturing  have  allowed  non-­‐experts  to  become  technically  creative  and  build  prototypes  with  low  levels  of  capital  outlay.  At  the  same  time,  crowdsourcing  platforms  such  as  Enlace  enable  people  to  easily  obtain  the  services,  ideas,  or  content  they  need;  and  crowdfunding  platforms  enable  people  to  easily  raise  production  capital  and  sell  in  completely  new  ways.  The  production  of  goods  and  

                                                                                               11  Five  Minds  for  the  Future,  Paperback,  Harvard  Business  School  Press,  January  6,  2009  12  The  Era  of  Augmented  Cognition,  Irving  Wladawsky-­‐Berger  WSJ,  CIO  Journal,  June  28th,  2013    13  The  Third  Industrial  Revolution,  The  Economist,  April  21st  2012  

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 6  

services  in  the  future  will  focus  on  mass  customization,  based  on  innovation  enabled  by  new  forms  of  collaboration,  and  people  will  need  to  continually  engage  with  new  types  of  collaboration  and  production  tools  regardless  of  the  sectors  they  end  up  working  in.    

Changing  Paradigms    So  how  do  we  get  from  a  schooling  system  that  is  still  largely  about  preparing  students  for  academic  futures  and  jobs  based  on  individual  expertise,  to  one  which  is  about  preparing  students  to  become  innovative?  One  thing  is  certain  –  we  can’t  solve  the  problems  of  the  future  with  the  schooling  systems  of  the  past.  The  current  dominant  schooling  paradigm  is  the  consumption  of  information  and  this  has  reached  the  limits  of  its  effectiveness14.  Whether  that  consumption  is  book-­‐based,  tablet-­‐based,  or  based  on  teachers  talking,  the  mere  consumption  of  information  as  a  paradigm  for  learning  is  having  ever  diminishing  value.  So,  the  shift  that  needs  to  occur  in  schooling  is  moving  it  from  a  consumption  to  a  creation-­‐based  paradigm  -­‐  one  where  students  learn  by  creating  their  own  content,  artefacts  and  solutions  to  problems.      Whilst  the  initial  mass  introduction  of  technology  in  schools  was  embedded  in  a  “creation”  paradigm,  this  didn’t  last  long.  The  advent  of  ready-­‐made  applications  and  graphical  user  interfaces  in  the  1980s  saw  a  shift  away  from  teaching  computing  as  a  mathematical  and  scientific  tool,  towards  using  computers  for  word-­‐processing,  spreadsheets  and  presentations.  The  result  was  that  students  left  school  with  little  idea  of  how  computers  work.  The  trend  is  now  returning  back  the  other  way  with  the  rapid  rise  in  Digital  Making,  Programming  and  Computer  Science.      There  is  also  a  realisation  that  students  learn  more  from  creating  technology  than  just  consuming  it.  Harvard’s  “Project  Zero”  suggests  the  need  to  develop  “a  sensitivity  to  the  designed  dimension  of  objects  and  systems,  along  with  the  inclination  and  capacity  to  shape  one’s  world  through  building,  tinkering,  re/designing,  or  hacking15”.  Formative  learning  experiences  come  through  direct  experience  with  the  physical  world.  According  to  Ben  Mardell,  PhD,  researcher  with  Project  Zero  at  Harvard  University  -­‐  “Kids  learn  through  all  their  senses  and  they  like  to  touch  and  manipulate  things".      A  new  emphasis  on  “invention  based  learning”  is  beginning  to  emerge,  evident  in  the  sharp  increase  in  robotics,  programming  and  3d  printers  in  schools16.  This  is  being  driven  by  three  factors  –    

• The  growing  realisation  of  the  value  of  “authentic  learning”  –  where  students  learn  better  through  solving  real-­‐life  problems.    

• ‘Internet  of  Things’  technologies  (e.g.  sensors  and  integrated  circuits)  and  robotics  falling  within  the  budgetary  reach  of  most  schools.      

• Programming  being  increasingly  seen  as  an  attractive  career  option,  and  educators  realising  the  value  of  programming  as  a  tool  for  students  to  develop  and  express  thought.    

 There’s  also  a  growing  acceptance  of  the  need  for  deepening  learning  experiences17.  Project-­‐based  learning,  problem-­‐based  learning,  inquiry-­‐based  learning,  challenge-­‐based  learning,  and  similar  methods  foster  more  active  learning  experiences,  both  inside  and  outside  the  

                                                                                               14  The  Conceptual  Age  and  the  Revolution,  Mark  Treadwell,  1st  Dec  2008  15  http://makingthinkinghappen.wordpress.com    16  http://www.bbc.com/news/business-­‐26871084    17  NMC  Horizon  Report,  K12,  2014,    

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 7  

classroom.  Researchers  at  Harvard’s  Project  Zero  are  contributing  to  the  growing  understanding  that  students  are  more  engaged  when  learning  is  applied  directly  to  the  world  they  live  in.  If  learners  can  connect  learning  content  with  their  own  lives  and  their  surrounding  communities,  then  they  will  become  more  excited  to  learn  and  immerse  themselves  in  the  subject  matter.  As  technologies  such  as  tablets  and  smartphones  are  more  readily  accepted  in  schools,  teachers  are  leveraging  these  tools  to  connect  the  curriculum  with  real-­‐life  applications.  These  active  learning  approaches  are  more  student-­‐centered,  allowing  learners  to  take  more  responsibility  for  how  they  engage  with  a  subject.      While  school  traditionally  separates  art  and  science,  theory  and  practice,  such  divisions  are  artificial.  The  real  world  just  doesn’t  work  that  way.  Boundaries  between  subjects  in  real  life  are  blurred.  Video  game  developers  rely  on  computer  science.  Engineering  and  industrial  design  are  inseparable.  The  finest  scientists  are  often  accomplished  musicians18.  According  to  Howard  Gardener  -­‐  “The  tools  from  any  one  discipline  are  often  insufficient  for  understanding  and  solving  real  world  problems…  highlighting  the  need  for  interdisciplinary  expertise  and  problem-­‐centred  teams  of  people  working  on  common  goals”19.      Technology  offers  a  catalyst  for  interdisciplinary  work  in  schools.  For  example,  Computing  has  deep  links  with  Mathematics,  Science  and  Design  and  Technology,  and  provides  insights  into  both  natural  and  artificial  systems.  Digital  Making  not  only  blurs  the  artificial  boundaries  between  subject  areas,  it  erases  distinctions  between  art  and  science  while  most  importantly  obliterating  the  crippling  practice  of  “herding”  students  into  academic  pursuits  or  vocational  training.  Thanks  to  advances  in  technology,  there  are  now  “multiple  pathways  to  learning  that  were  unimaginable  just  a  few  years  ago”20.  

Building  Blocks  Innovation  is  a  core  competency  for  dealing  with  VUCA  so  students  need  to  learn  to  be  innovative  –  they  need  to  become  ‘innovative  students’.  They  will  need  to  learn  to  be  highly  creative  and  to  amplify  their  intelligence  with  technology.  They  will  need  to  learn  in  schools  that  are  themselves  innovative.  So  what  building  blocks  need  to  be  put  in  place  to  achieve  this?      The  first  building  block  needs  to  be  about  nurturing  creativity.  As  Ken  Robinson  argues  -­‐        “we're  all  born  with  deep  natural  capacities  for  creativity  and  systems  of  mass  education  tend  to  suppress  them…  it  is  increasingly  urgent  to  cultivate  these  capacities  -­‐  for  personal,  economic  and  cultural  reasons”21    The  second  building  block  is  about  amplifying  intelligence.  Dealing  with  the  forces  of  VUCA  requires  people  to  produce  more  intellectual  output  in  less  time,  across  a  wider  spectrum  of  media,  using  more  data  from  more  sources  than  ever  before.  This  requires  a  redefinition  of  productivity.        The  final  building  block  is  about  incubating  innovation  –  nurturing  innovative  students  to  become  innovative  citizens.  Nurturing  innovation  in  schools  that  are  not  innovative  

                                                                                               18  Invent  to  Learn,  Martinez  &  Stager,  2013  19  Howard  Gardener,  5  Minds  for  the  Future  20  Invent  to  Learn,  Martinez  &  Stager,  2013  21  How  Schools  Kill  Creativity,  Ken  Robinson,  TED,  February  Feb  2006    

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 8  

themselves  is  contradictory,  so  this  building  block  is  about  finding  better  ways  deliver  learning  services,  and  helping  students  acquire  innovation  competencies.      

     

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 9  

NURTURING  CREATIVITY  Across  all  sectors  –  from  energy  to  healthcare,  communications  to  consumer  goods,  finance  to  leisure  -­‐  the  creative  application  of  technology  has  driven  practically  all  of  the  innovations  that  define,  enable  and  disrupt  the  world  we  live  in.          For  example,  the  creative  industries  have  been  completely  transformed  by  technology,  opening  up  complete  new  fields  of  work  for  people.  Take  video  games,  for  example.  Blockbuster  games  outperform  blockbuster  films.  Game  franchises  like  GTA  and  Call  of  Duty  have  pushed  the  boundaries  of  design,  storytelling  and  interaction,  and  employ  large  teams  of  creatives  and  technologists  from  disciplines  as  diverse  as  Fine  Art  to  Physics.  Musicians  and  recording  artists  are  expanding  on  traditional  media  formats  to  create  integrated,  experimental  and  unique  experiences.  For  example,  artists  are  exploiting  motion  sensing  which  allows  full-­‐body  interactivity  with  new  forms  of  art.  Whilst  the  boundaries  between  technology  and  the  arts  are  becoming  increasingly  blurred,  so  are  the  boundaries  between  artists  and  audiences.      The  boundaries  between  disciplines  are  starting  to  look  increasingly  blurred  too,  as  hybrid  roles  that  require  equal  creative  and  technical  acumen  are  becoming  the  norm.  One  of  the  driving  forces  behind  today’s  revolution  in  digital  creativity  is  a  collaborative  work  process  that  operates  across  disciplines  to  produce  new  hybrid  goods,  services  and  even  new  industries.  For  example,  the  rise  in  use  of  computational  design,  3d  printing,  low-­‐cost  sensors,  and  wearable  technologies  can  be  seen  in  the  work  of  new  hybrid  fashion-­‐technology  groups  such  as  CuteCircuit  and  Studio  XO.  New  forms  of  products  and  services  are  increasingly  the  result  of  a  marriage  of  imagination,  design,  programming,  digital  making  –  left-­‐brain  and  right.      Whilst  commercial  creative  industries  such  as  design,  architecture,  and  engineering  were  amongst  the  first  to  be  transformed  by  digital  technology,  today  a  design-­‐forward  approach  to  technological  development  that  promotes  interdisciplinary  thinking  and  cross  departmental  collaboration  is  something  every  company  across  all  industry  sectors  aspire  to.  This  means  that  people  will  need  to  be  creative  in  a  multitude  of  different  ways.  To  enable  this,  three  categories  of  skills  need  to  be  developed:      

• Designing  • Programming  • Digital  Making      

 

Designing'

Programming' Digital'Making''

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 10  

Design  Thinking      

   Design  improves  lives  and  makes  things  better.  It  plays  a  critical  role  in  the  global  paradigm  shift  from  an  industrial  economy  to  an  experience  and  knowledge-­‐based  economy.  Design  is  a  user-­‐centered  innovation  process  that  can  transform  products,  services  and  experiences  to  enhance  business  competitiveness22.  Design  thinking  is  a  key  part  of  the  Victorian  Curriculum  in  Australia,  whilst  the  interdisciplinary  stream  of  Design,  Creativity  and  Technology  is  present  in  the  Australian  National  Curriculum.  So  what  design  thinking  skills  should  students  learn?  In  response  to  the  UK  Government’s  proposals  for  a  new  Design  and  Technology  curriculum,  the  Design  Council  UK  offered  a  useful  set  of  recommendations  that  can  be  summarized  as  follows23  -­‐    Through  design  thinking,  students  should  build  up  a  set  of  transferable  skills  that  include  being  able  to  define  a  problem  and  know  how  to  address  it;  critique  and  assess  design;  and  understand  economic,  scientific,  technological  and  sociocultural  influences  when  designing  solutions  to  problems.    Students  need  to  develop  skills  in  research,  observation,  empathy,  ethnography,  co  creation  and  usability  testing;  gain  skills  in  convergent  and  divergent  thinking  processes;  be  an  aware  that  design  is  an  iterative  process;  understand  the  role  of  sustainability  and  ethics  in  user-­‐centered  design.      Students  need  to  develop  technical  skills  that  focus  on  visualization  and  realization  of  ideas  and  information,  with  a  focus  on  drawing,  digital  design  and  prototyping.  They  need  to  develop  knowledge  and  understanding  of  the  current  and  emergent  means  of  production,  manufacturing  and  digital  technologies.  Professionals  need  to  be  bought  into  the  classroom  to  teach  using  real  briefs  and  processes  (team  working,  project  management,  pitching).  Students  need  to  develop  knowledge  and  insight  of  new  genres  in  design  (e.g.  service  design,  behavioural  economics  and  biomimicry).      Design  is  the  bridge  between  arts,  science,  technology  and  business  –  it  brings  together  creativity,  innovation  and  enterprise  in  an  applied  way.  Design  should  not  be  taught  as  a  specific  discipline  initially;  the  starting  point  should  be  the  problem  you  are  trying  to  address,  you  then  decide  what  set  of  disciplines  are  most  appropriate  in  addressing  the  problem.  The  design  approach  brings  people  from  different  disciplines  together  to  tackle  a  problem  from  every  angle,  delivering  better  outcomes.      

                                                                                               22  Singapore  Design  Council  23  Design  Council  UK,  Opinion,  27/02/2103  

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 11  

Programming    

 Progressive  educators  are  increasingly  seeing  programming  as  a  new  form  of  literacy  –  a  language  for  students  to  convey  their  ideas  and  develop  intellectual  capacity  and  problem-­‐solving  skills  that  are  relevant  to  many  other  subjects  and  areas  of  life.  At  the  same  time,  many  parents  and  students  are  increasingly  seeing  programming  as  a  great  career  option.      "Companies  are  falling  all  over  themselves  to  get  the  top  talent,"  says  Bruce  Upbin,  who  manages  the  technology  coverage  for  Forbes  magazine.  "I've  seen  signing  bonuses  at  Twitter  and  Facebook  being  thrown  around  for  $100m  in  restricted  shares.  That's  more  than  sports  stars  make24      A  global  push  for  more  computer  science  in  classrooms  is  starting  to  bear  fruit25  and  many  countries  around  the  world  are  racing  to  include  programming  into  their  curriculum.  For  example,  in  September  2014,  England  will  become  the  first  country  in  the  world  to  mandate  computer  programming  in  both  primary  and  secondary  schools.  Children  will  start  learning  to  write  code  when  they  enter  school  at  the  age  of  five,  and  will  not  stop  until  at  least  16.      The  English  National  Curriculum  for  computing  aims  to  ensure  that  all  students  can:  

• Understand  and  apply  the  fundamental  principles  and  concepts  of  computer  science,  including  abstraction,  logic,  algorithms  and  data  representation  

• Analyse  problems  in  computational  terms,  and  have  repeated  practical  experience  of  writing  computer  programs  in  order  to  solve  such  problems  

• Evaluate  and  apply  information  technology,  including  new  or  unfamiliar  technologies,  analytically  to  solve  problems  

• Are  responsible,  competent,  confident  and  creative  users  of  information  and  communication  technology  

 Vietnam  has  also  made  Programming  compulsory  as  part  of  Information  Technology  at  High  School  level26.  In  South  Korea,  the  government  has  decided  that  programming  lessons  will  start  in  middle  schools  in  2015,  elementary  and  high  schools  by  201827.  In  Hong  Kong,  some                                                                                                  24  Summer  Camps  for  Coding,  BBC,  19th  June  2014    25  Economist,  April  26th  2014,    26  http://en.wikipedia.org/wiki/Education_in_Vietnam    27  http://www.koreaherald.com/view.php?ud=20140727000121    

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 12  

efforts  have  begun  to  instil  ‘code  literacy’  with  initiatives  such  as  "We  Can  Code”  and  “Code  Club  HK”.  Estonia,  the  birthplace  of  Skype,  rolled  out  a  countrywide  programming-­‐centric  curriculum  for  students  as  young  as  six  in  2012.  New  Zealand,  Israel,  Germany,  Greece,  and  India  all  have  Programming  either  embedded  in  the  curriculum  or  available  as  electives.  Finland28,  Australia  and  Denmark  are  following  suit.  Where  schools  aren’t  providing  this,  programming  classes  -­‐  virtual  and  physical  –  around  the  world  are  growing  exponentially.  For  example,  more  than  24m  people  worldwide  have  signed  up  to  free  tutorials  from  Codecademy,  a  coding  website,  and  there  are  few  countries  without  privately  run  programming  clubs29.      Learning  how  to  write  programs  is  quite  hard  to  do  initially.  Many  educators  use  Scratch  to  get  students  started.  Scratch  enables  rudimentary  programming  and  control  of  screen  objects  through  snapping  blocks  of  functions  and  variables  together.  Writing  games  is  a  great  way  to  start  because  students  can  get  quick  an  immediate  results.  Python  is  a  great  way  to  start  with  games  programming,  and  Java  –  the  second  most  widely  used  language  -­‐  is  a  natural  follow-­‐on  enabling  students  to  learn  how  to  create  their  own  models  of  the  world.  C  is  the  most  widely  used  language  in  the  world,  and  is  the  logical  follow-­‐on  from  learning  Java.  C  is  the  most  widely  used  programming  language  in  the  world,  the  next  logical  language  to  learn  after  Java,  and  the  basis  of  programming  Arduino  boards.        The  Internet  of  Things  (IoT)  represents  a  major  shift  in  how  IT  is  being  used.  Falling  technology  costs  in  areas  such  as  sensors  and  integrated  circuits  are  opening  new  opportunities  on  a  vast  scale.  Cisco’s  Internet  Business  Solutions  Group  (IBSG)  predicts  some  25  billion  devices  will  be  connected  by  2015,  and  50  billion  by  2020,  whilst  IDC  estimates  machine-­‐to-­‐machine  communication  will  grow  to  41%  of  Internet  communication  by  2020.  The  Internet  of  Things  (IoT)  is  changing  the  traditional  focus  of  programming  from  screen-­‐based  activities  –  e.g.  apps  for  phones,  or  software  for  PCs  –  to  ‘machine  to  machine’  (M2M).    According  to  the  Economist  Intelligence  Unit,  a  lack  of  IoT  related  talent  is  considered  the  top  obstacle  to  businesses  using  the  IoT30.  This  view  is  echoed  by  the  Washington  Post31,  “The  (IoT)  market  could  also  create  demand  for  a  new  kind  of  IT  specialist  —  those  who  can  both  engineer  new  products  and  process  the  data  they  collect,  analysts  and  industry  experts  say”.  This  is  not  surprising  -­‐  take,  for  example,  the  job  of  developing  driverless  cars  –  developers  will  be  needed  to  design,  make  and  deploy  over  100  integrated  circuits  and  a  million  lines  of  code.  Some  schools  are  responding  to  this.  For  example,  eight  schools  in  the  UK  are  taking  part  in  a  $1.2m  scheme  to  find  out  how  “Internet  of  Things”  can  enhance  learning  in  science,  technology,  and  geography.  Students  and  teachers  will  be  taught  to  measure  and  share  data  –  using  new  Internet  of  Things  technology  –  in  ways  that  help  make  learning  fun,  link  directly  to  the  curriculum,  and  ultimately  inform  the  design  of  the  next  generation  of  schools32.      A  great  place  for  students  to  start  on  the  IoT  programming  pathway  is  Arduino.  The  Arduino  development  environment  enables  someone  with  little  or  no  electronics  background  to  build  devices  made  up  of  components  like  sensors,  lights,  switches,  displays,  communications  modules,  motor  controllers,  and  much  more.      

                                                                                               28  http://mashable.com/2013/11/16/finland-­‐tech-­‐education-­‐schools/    29  http://readwrite.com/2013/10/18/kids-­‐learn-­‐code-­‐programming  30  EIU  –  The  Internet  of  Things  Business  Index,  2013  31  Washington  Post,  Feb  2014  32  The  Daily  Telegraph,  August  2013  

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 13  

Digital  Making  

   “As  Maker  technologies  –  3d  printers,  sensors  and  Integrated  Circuit  Boards  become  ubiquitous;  every  student  needs  access  to  tools,  knowledge  and  problem  solving  skills33.    

 Closely  aligned  to  the  Internet  of  Things  revolution  is  the  Maker  Movement,  accelerated  by  falling  technology  costs  in  desktop  manufacturing  tools  such  as  3d  printers  and  laser  cutters.  Small-­‐scale  makers  and  sellers  have  typically  produced  the  type  of  objects  that  factories  don't.  But  now  –  thanks  to  cheap  desktop  manufacturing  technologies  -­‐  small  companies,  or  even  individuals,  can  make  objects  that  were  previously  only  viable  through  mass-­‐manufacture34.  The  Maker  Movement  has  gathered  enough  momentum  in  the  United  States  to  get  to  the  top  of  the  agenda  at  the  Whitehouse,  where  President  Obama  recently  hosted  the  first  ever  Maker  Faire,  much  of  which  was  focussed  on  3d  printing.35  There  have  been  dramatic  headlines  about  the  impact  of  3D  printing  on  industry,  but  it's  also  making  an  impact  on  education,  with  plans  to  put  3D  printers  into  schools  in  the  United  Kingdom  and  the  United  States.  These  technologies  hold  massive  potential  for  young  people.  An  article  in  THE  Journal36  claims  that:  “Digital  fabrication,  such  as  3D  printing  and  physical  computing,  including  Arduino,  MaKey  MaKey,  and  Raspberry  Pi,  expands  a  child’s  learning  toolkit  with  new  ways  to  make  things  and  new  things  to  make.”      For  example,  students  in  Wales,  UK,  recently  designed  products  that  were  set  to  student’s  over  9,000KM  away  in  Brazil  where  they  were  printed  on  a  3d  printer.  Student  on  both  sides  of  the  Atlantic  got  valuable  lessons  in  collaboration,  design,  engineering  and  even  key  physics  principles37.    Robotics  is  rapidly  gaining  popularity  in  schools,  and  combines  Programming  and  Digital  Making.  When  building  robots,  students  engage  in  complex,  strategic  problem-­‐solving  and  higher-­‐order  thinking.  Students  usually  work  in  small  groups  of  2  to  3  in  Robotics  projects  which  encourages  the  development  of  basic  communication  and  inter-­‐personal  skills  –  essential  21st  Century  Skills.  Like  Design,  Robotics  can  act  as  a  bridge  across  a  range  of  subjects,  for  example:    

                                                                                               33  Invent  to  Learn,  Martinez  &  Stager,  2013  34  Wired,  July  2013  35  The  Whitehouse,  first  ever  Maker  Fair,  June  2014  36  THE  Journal,  “The  Maker  Movement  Conquers  The  Classroom”,  April  2014  37  http://CLWB.org,  Learning  Impacts  

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 14  

• Mathematics  -­‐  spatial  concepts  and  geometry    • Scientific  principles  -­‐  particularly  Physics  • Design  &  Technology  –  electronics  and  sensors      • ICT    -­‐  computer  programming  

 “Robotics  is  being  used  in  primary  and  secondary  schools  as  a  new  tool  for  teaching  science  and  the  humanities…  robotics  should  be  taught  as  an  example  of  integration  between  mechanics,  electronics,  and  computer  science.  The  students  stop  being  passive  targets  of  teaching  methods  and  become  active  learning  subjects,  showing  initiative,  independence,  and  a  drastic  reduction  in  their  learning  time38.        A  rapidly  emerging  area  is  ‘Wearables’.  Industries  such  as  sports  equipment,  fashion,  eyewear  &  watch  making  are  quickly  taking  advantage  of  the  potential  of  technologies  such  as  3D  printed  garments,  sensor-­‐laden  apparel,  and  embedded  cameras  and  wireless  capabilities.  Producers  will  need  to  integrate  technical  functions  such  fitness  monitoring  into  clothing  and  jewellery.  New  Wearables  industries  require  a  new  generation  of  innovators  able  to  combine  ergonomic  design  skills  with  electronics,  computing  and  robotics.  Wearable  technologies  also  open  up  a  range  of  possibilities  for  managing  the  process  of  schooling  better,  for  example  student  and  staff  interaction  with  Smart  Buildings  for  energy  conservation,  access  and  security39.    

   Another  key  area  of  Digital  Making  is  Media.  It  is  about  applying  literacy  and  technical  skills  to  produce  content,  and  combines  both  technical  and  communication  competencies,  such  as  the  ability  to  access,  analyse,  evaluate  and  communicate  information  in  a  variety  of  forms.  Creating  media  products  opens  up  new  worlds  of  learning  in  technical  and  scientific  areas,  for  example:  digital  imagery;  digital  video;  web;  social  media;  data  and  databases;  digital  audio;  and  e-­‐books.  At  a  deeper  technical  level,  Signal  Processing  synthesises  Systems  Engineering,  Electrical  Engineering;  Applied  Mathematics;  Data  Transmission;  and  Telecommunications.      

                                                                                               38  Institute  of  Electrical  and  Electronics  Engineers  (IEEE),  Encouraging  robotics  to  take  root,  2005  39  http://edutechassociates.net/2013/08/21/internet-­‐of-­‐learning-­‐things/  

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 15  

An  example  Media  project  is  a  global  initiative  by  Panasonic  called  Kid  Witness  News40  which  enables  students  to  create  news  reports  with  professional  equipment  in  their  school  environments.  They  learn  how  to  use  professional  grade  technologies  –  cameras,  mixing  and  editing  desks,  and  a  mini  ‘broadcasting  studio’  with  ‘green  screen’  for  video  creation,  editing  and  streaming.  Creating  professional  quality  broadcast  local  news  media,  documentaries  and  movies  enable  students  to  acquire  skills  such  as:    

• Communication  and  Collaboration  • Production  and  Presentation  • Research  and  Journalism  • Computer  networks,  networking  and  IP  distribution  • Electrics,  electronics,  power  and  transmission  • Programming,  computer  graphics  and  databases  • Audio  and  video  signals  and  systems,  processing  and  encoding  

 Constructive  Social  Gaming  is  another  key  area  of  Digital  Making.  Whilst  many  early  video  games  require  little  cognitive  effort  on  the  part  of  the  player,  or  worse  still,  glorified  anti-­‐social  behaviour,  a  new  generation  of  constructive  social  gaming  is  emerging.  For  example,  Minecraft,  which  requires  users  to  build  shelters,  is  part  of  a  new  generation  of  games  that  requires  users  to  develop  creativity,  problem  solving  and  construction  skills.  According  to  SRI,  digital  games  can  improve  students’  achievements  in  areas  of  Science  Technology  Engineering  and  Mathematics  (STEM)  41.      Gamification  -­‐  the  use  of  game  thinking  and  game  mechanics  in  non-­‐game  contexts  -­‐  is  also  engaging  millions  of  users  around  the  world  in  problem  solving  activities.  The  idea  is  to  integrate  game-­‐like  elements,  including  quests,  experience  points,  leader  boards,  milestones,  and  badging  into  non-­‐game  environments  and  learning  content.  A  2013  Accenture  report  that  highlighted  the  impact  gamification  will  inevitably  have  as  a  demographic  that  is  enthusiastic  about  online  and  social  gaming,  comes  of  age  and  enters  the  workforce.  Southeast  Asia,  in  particular,  has  been  identified  as  a  region  of  the  world  that  is  especially  promising  for  the  impact  of  gamification  because  of  online  gaming  trends42.      In  the  last  five  years,  games  have  converged  with  natural  user  interfaces  to  create  an  experience  for  players  that  mimic  real  life.  Motion  sensors  and  voice  controls  that  offer  kinaesthetic  experiences  have  been  harnessed  for  educational  purposes.  Engaging  learner’s  kinaesthetic  learning  styles  is  a  powerful  way  to  enable  them  to  learn  a  range  of  basic  skills  -­‐  for  example,  using  your  arms  to  tell  the  time  or  kicking  a  football  onto  a  target  with  the  right  answer.  Kinect  is  emerging  as  a  powerful  tool  for  engaging  students  of  all  ages  in  highly  interactive  learning  activities  such  as  Sesame  Street  TV  for  basic  reading  and  writing  skills,  and  working  kinaesthetically  with  National  Geographic  content.  Companies  such  as  Kinems  are  also  developing  games  based  on  Kinect  to  help  children  with  disabilities  improve  their  eye-­‐hand  coordination,  short-­‐term  memory,  attention  span,  ability  to  follow  directions,  and  problem  solving.    

                                                                                               40  http://panasonic.net/kwn/  41  SRI  International  -­‐  http://www.sri.com/research-­‐development/science-­‐technology-­‐engineering-­‐mathematics-­‐education  42  Cited  in  NMC  Horrizon  Report,  2014  

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 16  

AMPLIFYING  INTELLIGENCE  Dealing  with  the  forces  of  VUCA  requires  people  to  produce  more  intellectual  output  in  less  time,  across  a  wider  spectrum  of  media,  and  using  more  data  from  more  sources  than  ever  before.  Thankfully,  the  Internet  age  has  produced  a  radical  new  style  of  human  intelligence.  We  learn  more  and  retain  it  longer,  write  and  think  with  global  audiences.  Modern  technology  is  making  us  smarter  in  new  ways43.      A  year  after  chess  master  Gary  Kasparov  was  beaten  by  a  computer,  he  learned  to  play  in  collaboration  with  computers  (Advanced  Chess)44.  Reflecting  on  this,  he  said,  it  freed  him  to  focus  on  the  “creative  texture”  of  the  game.  The  processing  power  of  a  computer  and  the  intuition  of  a  human  brain  lead  to  human-­‐machine  chess  teams  -­‐  even  when  they  didn’t  include  the  best  grandmasters  or  most  powerful  computers,  consistently  beat  teams  composed  solely  of  human  grandmasters45.  Accelerated  by  Artificial  Intelligence,  the  ‘symbiotic  smarts’  that  occur  when  human  cognition  is  augmented  by  a  close  interaction  with  computers  has  reached  the  point  where  we  need  to  redefine  productivity.  Productivity  used  to  be  about  word  processing,  spreadsheets  and  presentations.  Not  any  more.  Productivity  now  is  about  offloading  the  minutiae  to  computation  to  free  up  the  brain  for  bigger  questions  and  creativity.  The  computer  serves  as  an  external  memory,  finding  connections,  and  accelerating  communication  and  publishing.    

   Being  productive  now  means  taking  advantage  of  ubiquitous  technologies  that  span  a  range  of  devices  and  exhibit  ambient  intelligence.  Billions  of  sensors,  screens  and  devices  –  in  

                                                                                               43  Smarter  Than  You  Think,  Clive  Thompson,  Penguin,  Sept  2013  44  The  Chess  Master  and  the  Computer,  Garry  Kasparov,  February,  2010  45  Smarter  Than  You  Think,  Clive  Thompson,  Penguin,  Sept  2013  

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 17  

conference  rooms,  living  rooms,  cities,  cars,  phones  and  PCs  –  are  forming  a  vast  network  and  streams  of  data.  Accelerated  computing  power  will  digitize  nearly  everything  around  us  and  will  enable  people  to  derive  insights  from  the  growing  number  of  interactions  among  people  and  between  people  and  machines.  In  this  new  world,  there  will  soon  be  more  than  3  billion  people  with  Internet-­‐connected  devices  –  from  a  farmer  in  a  remote  part  of  the  world  with  a  smartphone,  to  a  professional  with  multiple  devices  powered  by  cloud  service-­‐based  apps.  New  paradigms  of  productivity  need  to  be  both  used  and  taught.  In  education  it’s  about  skilling  students  to  exploit  and  develop  new  productivity  technologies.      To  use  technology  to  amplify  intelligence,  three  key  areas  need  to  be  developed:      

• Governing  Data    • Digital  Leadership  • Harmonising  Technologies  

 

 

Governing  Data    

   “The  best  bosses  will  be  those  who  learn  to  swim  amid  all  the  information  swirling  around  them”  Carol  Bartz,  CEO  of  Yahoo!    The  world  contains  an  unimaginably  immense  amount  of  digital  information  which  is  getting  ever  more  immense  ever  more  rapidly.  The  Internet  of  Things  is  rapidly  adding  more  points  and  devices  to  networks,  and  producing  rapidly  increasing  volumes  of  data.  This  makes  it  possible  to  do  many  things  that  previously  could  not  be  done  and  unlock  new  sources  of  economic  value.  However,  the  proliferation  of  data  is  making  useful  data  increasingly  

Governing)Data)

Digital)Leadership)

Harmonising)Technologies)

Governing)Data)

66,000 Miles

250,000 Miles

300 Miles

600 Miles

10,000 Miles

International Space Station

Space Shuttle Orbit Altitude

Moon

By 2020 IDC predicts we will create 35ZB of data annually That’s enough DVDs to stack to the moon and back three times!

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 18  

inaccessible.  “How  to  make  sense  of  all  these  data?  People  should  be  worried  about  how  we  train  the  next  generation,  not  just  of  scientists,  but  people  in  government  and  industry,”  says  Alex  Szalay,  from  Johns  Hopkins  University.        A  2011  McKinsey  report46  estimated  that  the  United  States  faces  a  shortage  of  140,000  to  190,000  people  with  deep  data  analytics  skills,  and  1.5  million  managers  and  analysts  to  make  business  decisions  based  on  their  findings.  As  an  example,  according  to  the  Washington  Post,  Industrial  giant  GE,  will  have  a  need  for  “more  people  who  are  a  combination  of  data  scientists  and  operation  managers  —  people  who  have  both  an  understanding  of  how  to  use  data,  how  to  use  analytics,  and  also  an  understanding  of  their  own  business  lines”47        To  meet  this  kind  of  future  demand,  students  will  need  to  develop  a  broad  set  of  statistical  skills,  and  know  how  to  apply  statistical  analysis  to  real  situations.  They  will  need  to  learn  how  to  design  processes  that  generate  data,  gain  insights  from  a  spectrum  of  data  types,  and  make  data  driven  predications  and  decisions.      

Digital  Leadership    “The  #1  job  of  the  future  will  be  that  of  online  community  organizer…  The  revolution  of  connection  creates  all  sorts  of  new  productivity  and  new  opportunities...  Most  of  the  wealth  created  by  this  revolution  doesn’t  look  like  a  job,  not  a  full  time  one  anyway.  Instead  of  coming  together  physically,  we  have  the  ability  to  come  together  virtually,  to  earn  attention,  to  connect  labor  and  resources,  and  to  deliver  value.”48  Seth  Godin    Connecting  peoples’  brainpower  together,  and  leading  people  to  act  online,  amplifies  intelligence.  The  ability  to  use,  customise,  or  develop  online  communities  to  harness  the  connection  power  of  the  web  has  already  become  an  essential  way  to  amplify  one’s  intelligence,  and  can  only  grow  in  significance.  For  example,  in  the  gaming  world  the  most  popular  games  successfully  develop  big  and  active  communities  around  them.  These  communities  connect  one  another’s  brainpower  to  collectively  solve  problems  that  individually  would  be  too  hard.  The  same  is  true  for  a  vast  spectrum  of  areas  of  professional  interest  and  expertise.  Buying  and  selling  brainpower  through  “Talent  exchanges”  on  the  web  is  starting  to  transform  the  world  of  work.  Virtual  marketplaces  for  work  such  as  Elance.com  and  oDesk.com,  will  handle  $5  billion  of  trade  by  201849.  The  ability  to  source  ideas,  talent,  intellectual  property,  and  funding  are  necessary  digital  leadership  skills  that  people  will  need  to  increasingly  possess.    Digital  leadership  takes  connecting  with  people  digitally  and  harnessing  their  brainpower  to  the  next  level.  It’s  about  leading  people  to  act  online,  to  connect  people  around  powerful  ideas  and  get  them  to  do  something.      

                                                                                               46  Big  data:  The  next  frontier,  McKinsey  Global  Institute,  2011  47  New  skills  are  needed  (for  IoT),  Washington  Post,  Feb  2014  48  Seth  Godin  blog  -­‐  http://sethgodin.typepad.com/seths_blog/2007/07/jobs-­‐of-­‐the-­‐fut.html  49  The  workforce  in  the  cloud,  The  Economist,  Jun  1st  2013  

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 19  

   Digital  leadership  is  also  about  selling  online.  In,  China,  for  example,  TAOBAO,  a  large  online  retail  platform,  has  become  increasingly  important  to  rural  economies  enabling  millions  to  start  selling  goods.  Alibaba,  who  owns  the  platform,  says  such  activity  is  growing  fast  and  one  village  in  Guangdong  has  opened  a  “Taobao  university”  where  people  learn  how  to  sell  online50.  Those  who  understand  the  power  of  synthesising  other  people’s  intelligence  with  their  own  and  can  lead  online  need  never  fear  automation  or  unemployment.    

Harmonising  Technologies  In  the  same  way  as  connecting  peoples’  brainpower  together,  and  leading  people  to  act  online,  amplifies  intelligence  so  does  connecting  technology  systems  together.  Connecting  computers  together  amplifies  processing  power,  but  adding  sensors  and  control  systems  to  a  computer  system  greatly  amplifies  the  usefulness  of  the  system.    

   With  each  subsystem  added  to  a  technical  solution,  complexity  increases  exponentially,  so  it’s  critical  to  have  systems  that  enable  technologies  to  be  harmonized,  and  people  skilled  in  making  technologies  work  together.  Increasingly,  we're  going  to  live  in  a  world  where  the  same  data  and  applications  are  going  to  be  distributed  across  multiple  devices  and  multiple  screen  sizes  –  from  phones,  tablets  and  laptops  to  TVs  and  giant  PPI  (Perceptive  Pixel)  boards.  One  area  of  particular  significance  is  Mobile.  The  mobile  phone  is  embedded  in  every  aspect  of  our  lives.  First  thing  in  the  morning,  last  thing  at  night,  our  mobile  is  with  us.  

                                                                                               50  Cash  cow,  Taobao,  The  Economist,  March  2014  

Digital'Leadership'

“The%#1%job%of%the%future%will%be%that%of%

online%community%organizer….%%come%together%virtually,%to%earn%a=en>on,%to%connect%labour%and%resources,%and%to%deliver%value.”'Seth'Godin'

Harmonising*Technologies*

Seamless'user'experiences'

Cloud* Mobile*Media*Data* Telecoms*Sensors*

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 20  

It’s  our  entertainment  system,  our  social  space,  our  shopping  mall,  and  sometimes  it’s  even  our  phone.  In  2013  annual  smartphone  shipments  passed  1  billion  units  for  the  first  time,  creating  fantastic  opportunities  for  connection  and  collaboration.      Smoothing  the  way  to  greater  technology  harmonization  will  be  the  development  of  identity  and  directory  services,  rich  data  storage  and  analytics  services,  machine  learning  services,  media  services,  web  and  mobile  services  –  with  speech,  pen  and  gesture  input  –  all  of  which  will  require  skilled  software  developers  and  system  engineers  to  produce  and  implement.  The  need  for  consistent  experiences,  leads  to  the  need  for  people  who  are  skilled  at  making  data,  media,  applications  and  hardware  work  together  smoothly.  Core  to  harmonizing  technologies  is  ‘Systems  Engineering’  which  is  about  ensuring  that  all  aspects  of  a  technical  project  or  system  are  considered,  and  integrated  into  a  whole.  Skills  such  as  system  integration,  control  engineering  and  project  management  are  valuable  in  this  domain.  Everyone  –  whether  they  are  harmonizing  their  home  technologies  or  working  on  a  major  technology  project  –  will  need  to  have  at  least  some  skills  in  this  area.      

   

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 21  

INCUBATING  INNOVATION  So  far,  we  have  explored  how  people  need  to  build  creativity  and  intelligences,  so  now  we  turn  our  attention  to  how  schooling  needs  to  change  to  nurture  or  incubate  these  capabilities.  We’ve  seen  how  skills  can  be  amplified  with  technology  and  through  technology  enhanced  learning,  and  how  technology  is  enabling  ever-­‐higher  levels  of  creativity.  However,  teaching  innovation  in  a  standardised  system  through  timetabled  lessons  based  on  information  transmission  is  unlikely  to  have  any  positive  impact.  Therefore,  to  incubate  innovation  within  them  requires  schools  themselves  to  become  innovative.      Many  attempts  to  innovate  schooling  have  failed  because  they  tend  to  collide  with  outdated  practices51.  Practices  are  determined  by  policy,  so  innovation  won’t  happen  unless  policy  drives  it.  A  key  policy  challenge  is  to  reconcile  the  demand  for  high  PISA  test  scores  and  examination  results  with  innovation  skills.  That’s  not  to  say  that  that  good  grades  and  innovation  skills  are  mutually  exclusive,  of  course,  but  thought  needs  to  be  given  to  producing  policies  that  balance  these  different  kinds  of  outcomes.  In  turn,  policy  needs  to  drive  changes  in  how  teachers  and  schools  are  measured  so  innovation  and  creativity  are  increasingly  rewarded.  Another  key  success  factor  is  a  strong  pedagogical  and  curriculum  framework  that  progressively  develops  the  thinking,  skills  and  knowledge  that  students  need  to  become  innovative.  Like  having  a  map  to  navigate,  a  curriculum  framework  ensures  that  teachers,  students  and  all  stakeholders  don’t  become  lost  and  are  able  to  navigate  their  ways  forward.      The  word  “innovation”  means  lots  of  different  things.  In  this  context,  innovation  can  be  defined  as  an  ‘adopted  improvement  or  change  that  brings  value’.  Innovation  has  three  phases  each  requiring  different  sets  of  skills  –      

• Ideation  –  generating  ideas,  creativity,  design,  collaboration    • Implementation  -­‐  solution  development,  project  management  and  execution  skills  • Adoption  –  communication,  persuasion  and  evaluation  

Innovative  Schools  Given  that  innovation  requires  ideas,  implementation  and  adoption  to  make  it  happen,  simply  adding  technology  alone  won’t  work.  Innovative  schooling  requires  a  holistic  approach,  which  in  turn  requires  the  following  factors  to  be  developed  simultaneously:    

• Leadership    • Exploiting  Data  • Curriculum  • Capacity  Development  • Learning  Environment    

                                                                                               51  Roschelle,  Singleton,  Sabelli,  Pea  &  Bransford,  2008    

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 22  

   Leaders  need  to  think-­‐through  each  of  these  components,  how  technology  can  be  used  to  nurture  creativity  and  amplify  intelligence,  and  how  all  these  ‘moving  parts’  interrelate.    

Leadership        Moving  schooling  systems  to  an  innovation-­‐based  paradigm,  like  any  other  large-­‐scale  transformational  change,  is  complex  and  potentially  difficult  to  do,  and  requires  strong  and  clear  leadership.  Harvard  University  professor,  Dr  John  Kotter,  in  his  book  ‘Leading  Change’,  simplifies  the  leadership  process  by  proposing  “establishing  a  sense  of  urgency;  developing  a  vision  and  strategy;  and  communicating  the  change  vision”.  Another  authority  on  leadership,  Jim  Collins,  found  that  in  ‘great’  organizations  there  was  a  “commitment  to  confronting  the  brutal  facts,  and  establishing  a  culture  of  disciplined  inquiry”52.  But  how  do  we  identify,  quantify,  and  prioritise  the  facts  that  are  needed  to  define  and  articulate  a  change  vision?  A  key  asset  to  any  leader  attempting  to  define  and  articulate  a  change  vision  is  data.  Without  data,  a  leader  is  in  danger  of  being  just  another  person  with  an  opinion.  The  data  that  has  the  most  value  for  leading  change  is  that  which  relates  to  learning  –  assessment  data.  Michael  Fullan  in  Learning  to  Lead  Change,  says:    “One  of  the  highest  yield  strategies  for  educational  change  recently  developed  is  ‘Assessment  for  Learning’.  When  school  systems  increase  their  collective  capacity  to  engage  in  ongoing  assessment  for  learning,  major  improvements  are  achieved”53      Key  aspects  of  assessment  for  learning  are:  gathering  data  on  student  learning;  analysing  that  data;  and  using  data  to  discuss  micro  and  macro  level  performance  across  all  stakeholder  groups.    

Exploiting  Data    Whilst  many  sectors  and  industries  –  such  as  healthcare  –  have  innovated  through  the  use  of  data,  schooling  is  still  at  very  early  stages  in  this  area.  To  become  innovative,  schools  need  to  understand  the  power  of  data  and  what  it  takes  to  harness  it.      One  data-­‐driven  technology  that  could  be  used  to  great  effect  in  innovative  schooling  is  Artificial  Intelligence  (AI).  Whilst  “artificial  intelligence”  is  not  yet  (and  may  never  be)  as  powerful  as  combining  computing  and  human  intellect,  it  is  becoming  increasingly  useful  in  the  learning  process.  For  example,  Question  and  Answer  (QA)  systems  classify  questions  and  then  apply  Natural  Language  Processing  to  find  answers.  The  implications  of  QA  for  

                                                                                               52  Good  to  Great,  Jim  Collins,  2002  53  Michael  Fullan,  Learning  to  Lead  Change,  2004  

Leadership*

Curriculum* Learning*Envirnoment*

Exploi7ng*Data*

Capacity*Development*

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 23  

schooling  systems  are  profound,  and  will  no  doubt  to  continue  to  change  the  role  of  the  teacher  from  experts  to  guides  and  mentors.  Imagine  students  being  given  the  task  of  recognising  patterns  on  science  laboratory  slides  and  making  classifications.  By  combining  expert  and  pedagogic  models  we  are  able  to  exploit  AI  to  “mash”  both  domain  specific  and  more  general  learning  principles  into  a  rich  learning  experience.  When  classifying  the  slides,  students  will  be  not  just  presented  with  a  “right  or  wrong”  response,  but  their  behaviour  will  be  refined  through  “machine  understanding”  of  why  the  student  is  making  their  decisions.        Taking  this  a  step  further  are  Intelligent  Tutors.  These  record  their  interactions  with  students  to  better  understand  how  to  teach  them.  Computerised  “tutors”  are  capable  of  recording  longitudinal  data,  as  well  as  data  such  as  mouse  clicks  and  response  times.  Using  these  interactions  as  a  source  of  data  to  be  mined  provides  a  new  understandings  of  learning  processes.        Another  key  development  is  Cloud  Computing.  This  is  where  IT  services  are  “generated”  remotely  and  delivered  over  the  Internet,  and  it’s  starting  to  change  how  data-­‐driven  schooling  IT  services  are  delivered.  Everyday  routines  from  communication  &  collaboration,  to  using  web  services,  apps,  and  learning  resources,  to  e-­‐assessment  are  increasingly  enabled  by  Cloud  Computing.      

Curriculum  So  far  in  this  paper  we’ve  seen  how  the  curriculum  needs  to  be  changed  to  enable  students  to  become  innovative.  To  summarise,  in  order  to  prepare  students  for  a  VUCA  world,  they  need  to  learn  how  to  design,  program  and  make  with  digital  tools;  and  learning  how  to  use  technology  to  amplify  their  intelligence;  master  data  and  digital  leadership;  and  harmonize  technologies.  But  innovative  schooling  is  as  much  about  how  students  learn  as  what  they  learn.  Progressive  educators  currently  promote  several  learning  themes  –  personalized;  authentic;  brain-­‐based;  project-­‐based;  problem-­‐based;  inquiry-­‐based;  challenge-­‐based;  and  more  recently  invention-­‐based  learning.  Whilst  all  these  have  a  role  in  innovative  schooling  there’s  a  growing  sense  of  an  “umbrella  theme”  -­‐  the  Scientific  Method  as  learning.      With  the  growing  use  of  data,  combined  with  the  growth  of  more  practical  learning  experiences,  the  Scientific  Method  has  application  way  beyond  the  Science  Department.  On  the  one  hand  we  have  teachers  as  active  researchers  asking  questions  about  what  approaches  to  learning  work  best;  and  on  the  other  hand  we  have  students  asking  questions  about  how  to  improve  the  world  around  them,  building  and  testing  hypothesis,  analysing  results  and  publishing  their  findings.  In  this  approach  both  teachers  and  students  construct  their  own  knowledge  and  meaning.  Central  to  this  approach  is  the  application  of  technology  to  help  deliver  learning  services,  accelerate  the  learning  process  and  provide  teachers  and  learners  with  both  physical  and  virtual  tools.  

Capacity  Development  A  necessary  condition  for  schools  to  become  innovative  is  having  high-­‐quality,  innovative  teachers  who  can  exploit  technology.  To  effectively  harness  the  power  of  technology  in  schools,  teachers  need  development  in  the  following  areas:      

• An  appreciation  of  the  potential  of  technology  to  add  significant  value  in  the  learning  process    

• The  ability  to  use  technology  tools  and  data  to  make  decisions,  create  content  and  accelerate  learning    

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 24  

• The  ability  to  be  creative  with  technology  –  seek  out  and  discover  smart  ways  to  improve  learning  and  effectiveness,  create  technical  solutions,  and  publish  results  of  research-­‐based  practice  

• Leadership  –  the  ability  to  inspire  others  to  take  advantage  of  technology    • Ethics  –  the  ability  to  give  students  the  capacity  to  make  the  right  decisions  about  

using  and  producing  technology  

Learning  Environments  For  schools  to  become  innovative,  learning  environments  have  to  change  -­‐  and  quite  significantly  too.        “We  shape  our  buildings;  thereafter  they  shape  us”.  Winston  Churchill      There  is  no  doubt  that  the  industrial  era  “box”  classroom  designed  for  a  consumption-­‐driven  model  shapes  learning  in  schools.  What  other  reason  can  there  be  for  the  perpetuation  of  the  chronically  out-­‐dated  “Carnegie  Unit”  approach  to  timetabling?  The  traditional  classroom  is  completely  at  odds  with  the  modern  world,  and  long  overdue  for  a  re-­‐design.      Over  the  centuries,  a  vast  array  of  different  models  of  the  physical  environment  of  schools  has  been  successfully  used,  each  one  reflecting  the  needs  of  their  age.  So  what  paradigm  should  govern  the  design  of  learning  environments  now?  In  the  Internet  Age,  the  paradigm  that  best  guides  the  design  of  learning  spaces  is  “connectedness”.  The  embodiment  of  connectedness  in  a  schooling  environment  is  Project  Based  Learning  (PBL).  As  a  design  paradigm  PBL  offers  teachers  and  learners  the  flexibility  to  both  zoom-­‐in  deep  into  specific  areas  of  learning,  and  connect  wide  ‘sweeps’  of  learning  across  multiple  disciplines.      PBL  has  three  distinct  phases,  each  requiring  different  kinds  of  flexible  spaces.        

• Analyse—research  the  question;  define  the  problem  to  be  solved;  define  the  approach  to  solving  it  

• Synthesise—acquire  the  data,  information  and  knowledge  needed  to  address  the  problem;  and  combine  materials  from  different  sources  to  address  the  problem  

• Deliver—produce  an  artefact,  presentation,  or  action  that  solves  the  problem,  and  demonstrates  new  knowledge  and  skills.  

 So  where  does  the  technology  fit  in  this  kind  of  environment?  The  answer  is  ‘everywhere’.  Mobiles,  tablets,  laptops,  desktops,  server,  cloud  services,  PCs,  games  consoles,  sensors  and  integrated  circuit  boards  are  all  key  parts  of  the  schooling  technology  ecosystem.  There  is  innovative  learning  in  sensors,  smart  environments,  pervasive  displays,  multiple  device  form-­‐factors,  media  devices,  interactive  large  screens,  augmented  reality  –  everywhere.  In  the  world  outside  school,  technology  is  ubiquitous  -­‐  so  why  not  the  same  for  the  world  inside  school?      The  idea  of  technology  being  located  in  discrete  ‘lab’  locations,  or  being  confined  to  interactive  whiteboards  and  ‘tablet  trolley’  misses  the  point  of  the  new  connected  world  live  in.  It’s  no  longer  sufficient  to  have  a  “one  size  fits  all”  solution.  The  development  of  21st  Century  Skills,  particularly  collaborative  learning  approaches,  will  increasingly  involve  students  using  note  sharing;  file  transfer;  and  messaging  within  and  beyond  the  classroom.  Earlier  limitations  of  using  phones  in  schools  were  small  screen  sizes,  but  now  voice  recognition  technologies  and  improvements  to  user  interfaces  are  opening  up  a  world  of  new  learning  opportunities.  Bring  Your  Own  Device  (BYOD)  –  whilst  not  without  its  problems  

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 25  

-­‐  is  gaining  pace  and  going  to  further  drive  the  need  for  “ecosystem  control”.  Ideally,  a  system  would  have  a  single  architecture  across  device  management,  identity  management  and  security  across  Windows,  iOS  and  Android  devices.      In  summary,  innovative  schools  are  connected,  harmonized,  learning  communities,  rich  in  data  and  learning  tools.  They  are  incubators  for  innovation.            

   

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 26  

NEXT  STEPS    To  thrive  in  a  VUCA  world,  future  citizens  will  need  to  be  innovative.  Therefore  students  will  need  to  learn  to  be  innovative  –  i.e.  to  become  innovative  students.  They  will  need  to  be  highly  creative,  and  learn  how  to  amplify  their  intelligence  with  technology  and  they  will  need  to  learn  this  in  schools  that  are  themselves  innovative.        

   To  achieve  this,  CLWB  proposes  =  using  the  three  key  building  blocks  for  innovation:    

• Ideation  • Implementation  • Adoption    

Ideation  To  generate  ideas,  schools  need  to  have  a  clear  idea  of  where  they  are  now,  and  research  to  guide  the  ideation  process  to  arrive  at  a  vision  of  where  they  want  to  get  to.  The  principal  tool  for  developing  ideas  is  an  envisioning  workshop  -­‐    

“Preparing  for  VUCA”  Workshop  The  ‘C’  in  VUCA  –  complexity  -­‐  is  potentially  the  biggest  obstacle  in  achieving  the  vision  of  innovative  learning.  “The  confused  mind  always  says  ‘no’”,  and  with  more  possibility  permutations  for  the  application  of  technology  in  education  than  there  are  stars  in  the  universe,  the  most  expedient  way  to  make  progress  is  through  expert-­‐lead  face-­‐to-­‐face  workshops  that  lead  to  concrete  action.      CLWB  proposes  a  workshop  focused  on  how  to  best  prepare  students  for  a  VUCA  world.  We  propose  that  the  workshop  deals  with  the  following  kinds  of  questions  -­‐        

• What  skills,  knowledge,  capabilities  and  attitudes  will  best  prepare  students  for  a  VUCA  future?    

• How  can  we  best  enable  students  and  teachers  to  engage  collaboratively  to  solve  real-­‐world  problems?  

• What’s  the  best  way  to  deliver  cross-­‐curricular  learning  projects  –  for  example,  using  

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 27  

flipped  classroom  approaches?  • How  can  data  and  Artificial  Intelligence  be  exploited  –  for  example  to  give  students  

personalised  learning  pathways?  • What  kind  of  physical  and  virtual  environments  need  to  be  developed  to  enable  a  

wide  spectrum  of  innovative  learning  activities?    • How  can  the  vast  and  widening  spectrum  of  technologies  needed  in  schools  be  

harmonized?    • What  kind  of  change  management  is  needed?  

 

Planning  The  workshop  step  is  followed  by  planning,  which  includes:  

• Development  of  use  case  scenarios    • Outline  architecture  • Detailed  technical  blueprints    • Technical  implementation  plans  • Technical  support  plans  

Implementation  This  phase  is  about  putting  ideas  generated  in  the  previous  phase  into  practice,  and  CLWB  offers  a  full  set  of  services  to  support  implementation.      CLWB  proposes  2  key  building  blocks  for  implementation:    

• An  Innovative  Learning  Platform  • Innovative  Learning  Studios  

Innovative  Learning  Platform  “Leadership  is  the  art  of  giving  people  a  platform  for  spreading  ideas  that  work”.  54      Schools  and  schooling  systems  need  to  be  constantly  testing  new  techniques  to  continuously  invent  best  practices,  with  the  system  acting  as  a  forum  for  sharing  and  scaling  these  best  practices.  Research  groups  of  teachers  in  Shanghai  are  an  example  of  moving  towards  this  approach55.  We  invite  you  to  work  with  Microsoft  and  our  partners  to  build  an  Innovative  Learning  Platform.  This  will  have  three  main  functions  –      

1. Set  learners  real-­‐world  problems  to  solve,  in  a  personalized  learning  environment  and  using  data,  multiple  learning  pathways,  and  AI  to  accelerate  learning  

2. Enable  teachers  and  schooling  stakeholders  to  collaborate  on  solving  real  learning  problems  –  e.g.  how  best  to  teach  an  aspect  of  physics.    

3. Provide  a  secure  and  scalable  common  Schooling  Enterprise  Architecture  foundation,  inclusive  of  a  spectrum  of  technologies  and  platforms.    

 Learners  and  teachers  alike  will  use  the  platform  to  engage  in  the  creative  problem  solving  process,  applying  learning  from  across  the  full  breadth  and  depth  of  the  taught  curriculum.  The  core  idea  is  to  flip  the  common  instructional  approach  with  teacher  and  student  produced  content  driven  by  research  and  accessed  anytime  anywhere.  Class-­‐time  then  becomes  the  place  to  work  through  problems,  advance  concepts,  and  engage  in  

                                                                                               54  Seth  Godin,  Tribes:  We  Need  You  to  Lead  Us  55  Oceans  of  Innovation,  Institute  for  Public  Policy  Research,  2012  

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 28  

collaborative  learning,  based  on  a  platform  which  incorporates  open-­‐innovation  and  crowdsourcing  technologies  into  the  learning  process.  Student  will  develop  a  portfolio  of  interdisciplinary  projects,  whilst  teachers  will  develop  a  research  portfolio.  Progress  will  be  tracked  and  reported  on.      Whilst  Azure  offers  the  best  in  class  foundation  for  an  innovative  learning  platform;  Office  365  and  Skype  enable  the  redefinition  of  productivity  for  innovative  schooling.  Enterprise  Mobility  Suite  delivers  the  control  needed  to  securely  harmonise  a  range  of  devices  across  different  platforms  within  the  fabric  of  the  Innovative  Learning  platform.        

 

Innovative  Learning  Studios  Project  Based  Learning  spaces,  learning  kits  and  virtual  environments  need  to  be  developed  and  equipped  for  a  range  of  practical  activities  including:    

• Electronics  • Computer  Science  • Programming  • Robotics  • E-­‐fashion  • Desktop  Manufacturing  

• Flight  • Construction  • Wearables  • Life  Sciences  • Media  and  Entertainment  

 

Innova&ve(Learning(Pla/orm(

•  Real2life(problems(

•  Comms(&(Collab(

•  Design(tools(

(

Teachers(–((

Ac&ve(Research(

Students(–((

Authen&c(Learning(

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 29  

   To  incubate  innovation,  these  studios  need  to  be  equipped  with  a  wide  range  of  technologies  –  from  sensors  to  servers  –  to  simulate  Internet  of  Things  scenarios,  and  enable  students  to  develop  highly  creative  solutions  to  real-­‐life  problems.  A  spectrum  of  hardware  and  software  –  including  Computer  Aided  Design  and  desktop  manufacturing  devices  -­‐  offer  a  creative  ‘palate’  for  innovative  students  to  learn  with.    

Adoption  The  final  stage  of  Innovation  is  adoption,  or  ‘embedding’,  and  this  requires  a  combination  of  teacher  training,  management  processes  and  support.        Teacher  training  can  be  delivered  face  to  face  or  virtually  and  can  cover  every  aspect  of  the  implementation  of  new  approaches.  Training  needs  to  start  with  clear  learning  goals  and  end  with  an  assessment  of  acquired  skills  and  knowledge  and  a  plan  for  further  learning.      No  amount  of  training  will  be  effective  without  management.  Setting  expectations  for  new  learning  outcomes,  and  monitoring  progress  towards  clear  targets  are  essential  aspects  of  adoption.  Often,  these  kinds  of  modernisation  changes  need  to  be  accompanied  by  cultural  changes,  and  more  often  than  not  cultural  change  is  better  orchestrated  from  outside  the  organisation.      Finally,  a  critical  component  for  change  is  technical  and  pedagogic  support  –  and  this  is  made  available  face  to  face  and  virtually.      

   

Electronics+

Computer+Science+

Programming+

Robo6cs+

E7fashion+

Desktop+Manufacturing+

Flight+

+

Construc6on+

Wearables+

Life+Sciences+

Media+&+Entertainment+

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 30  

Working  with  CLWB  CLWB  is  a  multidisciplinary  organisation  and  can  offer  a  wide  range  of  services,  including  the  following:    

   With  partners  based  in  different  parts  of  the  world,  we  can  take  on  projects  ranging  from  the  simple  to  the  complex,  small  or  large.  Our  only  requirement  is  that  project  outcomes  need  to  lead  to  the  greater  enjoyment  of  learning.      Our  key  capabilities  can  be  summarised  as  follows:      

         

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 31  

CLWB  Portfolio    

     

 

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 32  

     

   

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 33  

 

Sample  Curriculum  Material      Each  module  is  designed  so  that  students  learn  specific  STEM  and  entrepreneurial  skills,  and  is  structured  as  follows:    

• Learning  Goals  • Modules  • Steps  • Tasks  • Assessments    • Challenges  

 Each  Step  is  designed  to  provide  a  knowledge  &  skill  ‘building  block’  and  set  students  up  for  creative  challenges.    

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 34  

   

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 35  

   

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 36  

   Working  prototypes  designed  and  built  by  Singapore  based  CLWB  partner,  Ian  Myles,  used  by  Intel  CEO  Paul  Otellini,  in  his  Consumer  Electronics  Show  keynote  address,  at  the  Consumer  Electronics  Show,  2009    

   

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Amplifying  Innovation,  Creativity  and  Intelligence  with  Technology  

Mike  Lloyd,  Founder,  CLWB.org,  http://clwb.org,  [email protected]    

 37  

 

Conclusion  The  forces  of  VUCA  are  largely  driven  by  technology,  and  through  embracing  technology  in  deeper  ways,  schooling  can  help  to  prepare  students  for  the  VUCA  world  they  will  encounter.  For  students  who  are  highly  creative,  able  to  amplify  their  intelligence  with  technology  and  innovate,  VUCA  will  represent  exciting  opportunities  for  satisfying  careers  and  personal  growth.  For  schooling  systems  that  are  able  to  take  full  advantage  of  technology,  VUCA  will  represent  opportunities  to  add  greater  value,  impact  and  effectiveness.        The  paradigm  of  schooling  itself  needs  to  evolve,  and  schools  themselves  need  to  become  innovative.  To  become  innovative,  three  components  are  needed  –  an  innovative  learning  platform,  innovative  learning  studio  and  an  innovative  schooling  change  management  program.        "You  can't  solve  a  problem  on  the  same  level  that  it  was  created.  You  have  to  rise  above  it  to  the  next  level."  -­‐  Albert  Einstein  

Acknowledgements  Contributions  and  reviews  from:    Adrian  Bertolini  and  Rachel  Manneke-­‐Jones,  Intuyu  Consulting,  Melbourne,  Australia    Ian  Myles,  Technology  Consultant,  Singapore  Janet  Hayward  OBE,  Headteacher,  Cadoxton  Primary  School,  Wales,  UK  Joerg  Muller,  Principal,  Schloss  Neubeuern  School,  Germany  Nick  Thody,  St  Nicholas’  School,  Sao  Paulo,  Brazil    Karen  Dymke,  Applied  Learning  Association,  Victoria,  Australia