Commonwealth Educational Media Centre for Asia Technology Innovations in Teaching and Learning By Sanjaya Mishra Director, Commonwealth Educational Media Centre for Asia, New Delhi Presentation at the UGC sponsored seminar on Innovations in higher education held at Parvathaneni Brahmayya Siddhartha College of Arts & Science, Vijaywada, Andhra Pradesh, India on 7 November 2014
This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Transcript
Commonwealth Educational Media Centre for Asia
Technology Innovations in Teaching and
LearningBy
Sanjaya MishraDirector, Commonwealth Educational Media Centre for Asia,
New DelhiPresentation at the UGC sponsored seminar on Innovations in higher education held at Parvathaneni Brahmayya Siddhartha College of Arts & Science, Vijaywada, Andhra Pradesh,
India on 7 November 2014
What is Innovation? The act of starting something new. It
could be a new idea, a new product or a new process.
Creativity and change are central to innovation.
It is a creative process that advocates change.
The change could be radical or incremental.
However, it is different from invention. Innovation is idea applied in practice.
Innovation Stories
“Useless Toy” Eiffel Tower “There is no reason
anyone would want a computer in their home.” -- Ken Olsen, Digital Equipment Corporation, in 1977
Telephone by Andy Amcee athttp://bits.blogs.nytimes.com/2008/06/25/t-mobile-offers-new-home-phone-service/Eiffel Tower by Benh LIEU SONG at http://en.wikipedia.org/wiki/File:Tour_Eiffel_Wikimedia_Commons.jpg
Disruptive Innovation
Some innovations are game changer
Community College Distance Education Mobile Technologies
Sources of InnovationNecessity is the mother of inventions
THE UNEXPECTED (eg. Nutrasweet: accidental)
INCONGRUITIES (eg. Tata Nano: small car with space)
PROCESS NEEDS (eg. Assembly line manufacturing; examination/admission sub-system in education)
INDUSTRY AND MARKET STRUCTURE (eg. Computer games)
DEMOGRAPHICS (eg. Anti-aging creams)
CHANGES IN PERCEPTION (eg. Healthy life: treadmill)
NEW KNOWLEDGE (eg. Biotechnology: Seedless grape)
-- Peter Drucker, “Innovation and Entrepreneurship” (1986)
Diffusion of Innovation
Many technologists think that advantageous innovations will sell themselves, that the obvious benefits of a new idea will be widely realized by potential adopters, and that the innovation will therefore diffuse rapidly. Unfortunately, this is very seldom the case. Most innovations in fact diffuse at a surprisingly slow rate. (Everett Rogers)
• Bell curve of diffusion
Barriers to Innovation
Innovation itself (eg. Usability and perceived usefulness)
Informal and social support structures (eg. family support, peers, etc)
Formal environment (eg. Work environment)
Risk aversion (eg. Fear of failure)
Leadership (eg. Innovation fostering leadership, distributed leadership for innovation)
Shared vision (eg. How teachers think about innovation and its contribution to overall educational process)
Change management (eg. Is there a plan to implement the innovation)
Negative Views About Innovations
This will never work. No one will want this. It can’t work in practice. People won’t understand it. This isn’t a problem. This is a problem, but no one cares. This is a problem and people care, but it’s already
solved. This is a problem, and people care, but it will never
make money. This is a solution in search of a problem.
Source: The Myths of Innovation by Scott Berkun
Some Innovation Examples Game to explain “Designing
online learning” (low impact) Puzzle to test knowledge
about distance education (low impact)
Rubrics to evaluate assignments (failed)
Online training using Wiki (high impact)
Attitude towards eLearning Scale (high impact)
Peer Assessment in Online learning (moderate impact)
PG Diploma in eLearning (high impact)
Pedagogical Innovations Massive Open Online Courses Badges to accredit learning Learning analytics Seamless learning Crowd learning Digital scholarship Geo-learning Learning from gaming Maker culture Citizen inquiry
Source: Open University Innovation Report 2: Innovating Pedagogies, 2013
Innovations in Educational Technology Time-to-Adoption Horizon:
One Year or Less> Flipped Classroom > Learning Analytics Time-to-Adoption Horizon:
Two to Three Years> 3D Printing> Games and Gamification Time-to-Adoption Horizon:
Four to Five Years> Quantified Self > Virtual Assistants