Nov 11, 2014
<Insert Picture Here>
Next Generation Classroom Experience
Chris Rowell, VP Development Operations, Oracle Asia R&D
Oracle Higher Education Executive Forum
Singapore, September 24, 2009
The following is intended to outline our general
product direction. It is intended for information
purposes only, and may not be incorporated into any
contract. It is not a commitment to deliver any
material, code, or functionality, and should not be
relied upon in making purchasing decisions.
The development, release, and timing of any
features or functionality described for Oracle’s
products remains at the sole discretion of Oracle.
Today's technologies provide children and young adults with new ways of looking at the world, interacting with one another and accomplishing their goals.
These new technologies are finding their ways into the classroom, changing the dynamics of student-student and student-teacher interaction, and providing new opportunities to improve the learning experience for students, teachers and even parents.
Web 2.0 technologies are going into the classrooms
Enterprise-class technologies are enabling the classroom
The student becomes the center of the learning experience
What Will Happen in the Next Generation Classroom?
My Education Was “Next Generation”
1st grade
• Pitman Initial
Teaching Alphabet
7th & 8th Grades
• Unified Math class: combined algebra, trigonometry and geometry
• Experimental class: included computers and study of logic
University
• Interdepartmental degree in Mathematical and Computational
Sciences
These experiences are now antiquated.
Image source: http://www.omniglot.com/writing/ita.htm
8th grade 10th grade University
My Education had “Leading Edge”
Technology
No punch cardsTypewriter with erasable cartridges became obsolete
• We weren’t really sure what to do with all of it
• We had tools we didn’t know how to apply
• Some of the tools shortened production time (word processor, email)
… and then we moved into Web1.0
High school was beta site for DEC
Today‟s technology has
moved beyond simply
posting and finding
information as we did in
Web 1.0
The DNA of new Web
• Findability and the Long Tail
• Rich Web Applications
• Social Software
• Peer Production
• Collective Intelligence
Architecture of Participation
The New way of working
Work
2.0
The Future of Work
Historical Information Contextual Knowledge
Processing Data Synthesis
Structured Tasks Emergent Activities
Individual Computing Ubiquitous Computing
Real World Interactions Augmented Reality
Transition
Shanghai
Shenzhen
Beijing
Gurgaon
Singapore
Seoul
Perth
These are my
offices and…These are my
co-workers
We Are “Modern” Workers
We Connect in Social Networks
We Use Blogs
Knowledge Sharing and Collaboration
More than 600 Engineers in Singapore, Korea, Japan, Australia, India, USA and China are augmenting each other through blogs
Global marketing teams discuss and publish in blogs.
We Bookmark and Tag
We Mix
And We Use New
Approaches to Develop
our Products
New Thinking
We Didn‟t Start Here
but
Your Students Are
21st
Century
Kids
24
21st Century Exponential Change
Exponential Growth:
o Infotech
computing and comm. technology
o Nanotech
micro and nanoscale technology
o Biotech
biotechnology, health care
o Cognotech
brain sciences, human factors
o Sociotech
remaining technology applications
DRIVER:Intelligence (Negentropy)
ENGINE:MEST Compression
DYNAMIC:Evolutionary Development
CONSTRAINT:Some aspects of post-emergent and post-limit systems can‟t be understood or guided by pre-singularity systems
= Emergence Singularities
EP = Exponential Point (Knee)
HP = Hyperbolic Point (Wall)
Exponential-Appearing Phase
Linear-Appearing Phase
Hyperbolic-Appearing
Phase
(Not to Scale)
EP
HP
Source : Ray Kurzweil, The Singularity is Near
This is Generation Web
• Some 93% of teens use the internet, and more of them than ever are
treating it as a venue for social interaction – a place where they can
share creations, tell stories, and interact with others.
• 39% of online teens share their own artistic creations online, such
as artwork, photos, stories, or videos, up from 33% in 2004.
• 33% create or work on webpages or blogs for others, including those
for groups they belong to, friends, or school assignments, basically
unchanged from 2004 (32%).
• 28% have created their own or blog, up from 19% in 2004.
• 27% maintain their own personal webpage, up from 22% in 2004.
• 26% remix content they find online into their own creations, up from 19%
in 2004.
Source : Pew Internet and American Life Project, 2007
It‟s about Communities
“Technology enables many new types of communities as well as new ways to collaborate; which in turn has created new sources of information and styles of creation.”
Source: Gartner Group
Where is the web going?
Your students already know.
they can…
Talk / converse
…All Over the Web
Meet and interact in Virtual Worldsbuying and selling, talking and playing
Use Social Networks to express themselves and
keep in touch
• >85% of the students currently enrolled in U.S. colleges and universities have profile pages on Facebook
Active accounts on Social Networks
• 300 million on QQ (China)
• >60 million on Orkut
(Big in Brazil and India)
• 60 million on Facebook (US)
• 20 million on Cyworld (Korea)
• 19 million on Friends Reunited (UK)
• 14 million on Mixi (Japan)
Source: HBS Social Media Report March 2008, Plus Eight Star Ltd, Google, Friends Reunited
Post, Follow and Update anywhere, anytime
Tag, Bookmark, Share and Rank
what they find for future use
Create and “Mash-up” Content from Seemingly Infinite
Sources then “Publish” on YouTube, Facebook and
elsewhere
80,000+ views
They are both
Producer
and
Consumer
of
music, media, even software
Contribute
thru
Peer Production
„Physical‟ Size of English Wikipedia
[ca. Aug 2007]
1,250
Volumes
7 Meters
3
Mete
rsWikis: Community Publishing
Access anytime, anywhere
Web 2.0 is Changing How People Relate and
How People Assimilate Information
• How to gather and process information
• How to create and share those creations (content)
• Who to relate to and how to relate are new (affinity groups,
friends never actually met)
Web 2.0 Key Attributes:
Peer production
Collective Intelligence
Synthesis
Contextual Knowledge
Students are already using technology in their private lives and they are carrying it into school (networking, researching, solving problems in new ways, smart phones, netbooks…)
21st Century Education
“The interactive nature of digital media will transform not just the way we teach, but more significantly, how students will learn - they will not just be passive recipients, but more fully participate in their own learning.”
Ms. Ho Peng
Ministry of Education
What About the Classroom?
“In the future, there is every reason to believe that we will have learning tools that will allow us to diagnose each individual student in ways that will permit us to treat each student, individually, every hour of every day, with just those educational tools and lesson plans best suited to his or her needs and aptitudes.”
Jay Ogilvie OECD 2006
OECD International Research 2006
Think - Re-Think Education
Students are the Focus
Social Technologies are a Given
Blogging, RSS,
Social networking
Wikis, chats, forums
Recommendations, kudos, ratings
Social networking, workspaces
Informal learning, tagging,
bookmarks
Interactive blogs
Students are already adept at using new social and other web 2.0 technologies.
The way they interact with each other and the ways they get things done are new and different.
Schools will adopt these capabilities and weave them into the educational experience.
Search
And Other Physical and Software Tools will
Play Their Parts
• Virtual worlds
• Blogs, wikis, bookmarks, rankings, email, chat, social
networks
• Digital authoring tools
• Netbooks / Laptops
• E-Books
• Smart Phones
• Virtual white boards
Singapore is Exploring Web 2.0
Teacher's 2nd way of Life
By Serene Luo
TEACHERS have a new resource to help them get plugged in to their digital natives of students.
Launched on Monday morning, the Educator's Campus, in the virtual world Second Life, is an online virtual island where teachers can interact with one another.
Their game avatars can sit in on lectures and discussions in the lecture theatre or seminar rooms, visit exhibitions put up by their partners, and meet to shoot the breeze with other like-minded teachers, even those from as far away as Finland.
…
Source: The Straits Times (print edition), September 7, 2009
“MOE Adopts Open Standard Internet Email and Collaboration Services for Over 30,000 Teachers”
MOE press release dated September 22, 2009
“Enterprise-Class” Systems
Key Drivers for Next Generation
supporting life long learning
Enabling the
E-Education
Agenda
Collaborative
interventionAccountability
Standards &
Effectiveness
Understanding
the individual
Connectedness
Our Solution Philosophy:
Students at the Center of Learning
Relationships
Assessments Observations
Work
Practices
Attendance
Content
Usage
• Single Point of Truth about the Student:
live, real time, true source of
information related to the individual
learner
• Student Centric, Data Driven
• Real-time intelligence and analytics
about individual student‟s learning
outcomes
Empower Teacher as Leader
• Enable the Teacher to interact with the
student individually – assign specific
learning items/exercises to specific
students or groups of students
Student Hub
Oracle Content Mgmt
Collaboration: Beehive
Diagnostics & Reporting
Oracle Identity Mgmt
Oracle WebCenter:
Portal, Web2.0
Oracle CRM: Case Mgmt
Teaching & Learning
Oracle CRM: Interactions
and Marketing
“Learning 2.0” Systems
Student Hub
Provide live, real time, true source of information related to the individual learner
Teaching & Learning
Enable teachers to interact with classes, sub-groups and individual students when assigning work and reviewing progress
Diagnostics & Reporting (Analytics)
Report against standards, analyze classes, review individual students
Content management
Enable creation of lessons and sharing among teachers within and across schools / campuses
Web & SOA Architecture
Enable remote learning
Use with
Portals & Social Software
Provide social network, collaboration, conversation
Oracle Beehive & WebCenter
Oracle Higher Education Constituent Hub
Oracle Student Learning – Student Hub (K-12)
Oracle Beehive
Oracle WebCenterMay be a mix of proprietary and open source
Learning 2.0 as Educational “Mashup”
Plug-in Other ComponentsTake the SINGLE POINT OF TRUTH
Live, real time, true source of information related to the individual learner.
+
•Oracle‟s Teaching and Learning Tool
•Oracle‟s Content Management
•Student Information Systems
•Open Source Applications
•Yahoo
•Any web service
Include Analytics
Continuous assessments of students to inform teaching
Standards reporting and cross-class evaluations
Core Systems Pluggable Components
Learning 2.0
What Might the Experience be?
Web 2.0 Tools – Uses in the Class
Tool Students Teachers
Social NetworksFind people with same interests,
share, talk. Find study mates
Find people with same
interests, share, talk
Tagging &
BookmarksTag information for later use
Tag information for later
use
Content
ManagementPlace to put your work
Create and share lessons
and research
Ranking Identify best classes or teachersIdentify best course
content
Wikis, Chats,
Forums, Blogs,
Find people with same interests,
discuss classes and exercises
Participate with students
in discussions
Twitter Tell classmates about class / exam
Update students on
changes or new
information
PortalSee it all in one place, see who is
online
Put all resources and
classes in one place
Search /
Subscribe
Find what interests you, find
resources
Find what interests you,
find resources
Single Point of Truth + Teaching & Learning
ADDs to Student-Teacher dynamic
What the teacher (and schools) can do now:
• Measure and guide progress constantly, rather than at the
examination only
• Get an understanding of the student before the student arrives in
class using summary or historical information
• Tailor exercises and assignments to individual students or
groups of students within the class
• Include students from other locations
• See when assignments have been submitted to take action
• Easily create and share lessons and learning items so that
someone who develops good lessons for particular subjects or
learning abilities can share them across classes
Other Learning Tools and Content will
also be “Mashed In”
Virtual Worlds
Digital Authoring Tools
Sources for learning items
… and more
Placing the Student at the Center Connected in Context
There Will Be Challenges
• Plagiarism
• Cheating (e.g. tests or someone else doing the work)
• Communicating things teachers don’t want shared (time-sensitive)
• Distractions
• IP, use and re-use, access and identity (the rip, mix and burn culture)
These and more issues will appear and already exist.
They will be surmounted.
1. Web 2.0 technologies WILL be adopted into the education environment.
Technology is a means, not an end. Web 2.0 has changed the way students learn and interact. Classroom environments and dynamics will change to
support the online social ways of thinking.
2. Enterprise-class technologies are enabling teaching and the classroom now.
Teachers can create lessons or learning items as mash-ups and share them easily with other teachers in the same or different locations. Teachers can
analyze results today, continuously, not weeks from now. Teachers can tailor exercises to individual students or student groups.
3. The Student becomes the center of learning.