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 Agenda 10.00 - 10.30 		What’s on the horizon of ICT 10.30  - 10.45		Where are you know in your use of technology ? 10.45 – 10.55		 Feedback share best practice and excited/concerns 10.55 – 11.15		What’s possible now? 11.15 – 11.45		What if...? 11.45 – 12.00		Feedback
Dan Sutchwww.futurelab.org.ukdan.sutch@futurelab.org.uk
Mobi Missions Astroversity Moovl Enquiring Minds Exploratree My-E Fizzees Space Signpost Ecolibrium
The challenge… 	“We need the combined expertise of industry, academia, practitioners and policy to design and implement the tools, the technologies and practices that will revolutionise the way we learn” 			Lord Puttnam
futurelab.org.uk/events
futurelab.org.uk/resources
www.beyondcurrenthorizons.org.uk
The BCH programme is aiming to build a challenging and long term vision for education in the context of  socio-technological change 2025 and beyond probable, possible and preferable futures... Futurelab running the programme in partnership with DCSF
Scientific-technological trendsProfs Dave Cliff, Josie Fraser, Claire O’Malley  Moore’s law continues Gordon Moore’s observation that the number of transistors on a chip doubles approximately every two years £1000 today = £31.50 in 2020 and £1 by 2030 Device today = 32 times more powerful in 2020 and x1000 in 2030 Once per decade disruptions Joel Birnbaum’s observation (1982) expected to hold true: mainframe – minicomputers – PC – internet – (cloud computing) - ? Cloud computing; ubiquitous computing; digital display technologies; tangible and haptic technologies What does this mean for how we remake our vision for education?
THE NEW LAPTOP  http://funnbee.info/2008/06/new-laptop.html
Speckled Computing http://www.specknet.org/
Mind control www.emotiv.com
Jabberwacky www.jabberwacky.com
http://ocw.mit.edu
www.popurls.com
Nuffield Design/Young Foresight project QTC is clever stuff.  It comes as thin sheets or a powder. It can be built into textiles or fixed to hard surfaces. In a relaxed state it is a good insulator. When it is stretched, squashed or twisted it becomes a conductor. The harder you stretch, squash or twist it the better it conducts. It’s already been used in power tools and a robot hand. Phantom haptic The Haptic Cow is a virtual reality simulator developed to train veterinary students to palpate the bovine reproductive tract, to perform fertility examinations and to diagnose pregnancy. The simulator uses haptic (touch feedback) technology, which allows a user to interact with a 3D virtual environment through the sense of touch. When being trained with the Haptic Cow, the student palpates computer generated virtual objects resembling parts of the bovine reproductive tract. The teacher provides instruction and feedback while following the student's actions inside the cow on the computer monitor.
Videopaper YackPack Slideshare Space Missions www.diigo.com Bubbleply www.skrbl.com www.nextgenteachers.com Keep Toolkit
	So what does this mean for PE & Sport? Creation, Collaboration and Communication Role of parents and other adults in formal education New ways of interacting with digital media New relationships between adults and young people Weakening of institutional boundaries  Learner voice and participation as pedagogy New relationships between formal, non-formal and informal learning Greater access to personal information New ways of gathering, presenting and sharing information More ubiquitous technology, highly personal and mobile
Where are you now? What is the ‘best practice’ you’re aware of using ICTs for PE/sport? Best examples to share? What excites, concerns, surprises you about what I’ve said so far? 	10.30 – 10.45 (then feedback couple of points each)
What’s possible now? Building from an aim/rationale The successful exploitation of ideas generated at the intersection of invention and insight, which leads to the creation of social or economic value. 10.55 – 11.15
School of Everything http://www.schoolofeverything.com/
GOOD TIMES – Prescription for Art www.dulwichpicturegallery.org.uk/
reactable http://reactable.iua.upf.edu/
Facebook app designed to encourage reflection on lifestyle choices Visualisation technologies applied to link short term activities with long term gains
Dartfish Wii fit, active and sports
Breakout for Two http://www.jvrb.org/5.2008/1617/
Arduino and design
Creating a vision ... an example: What examples of ‘possible futures and next steps’ would help to articulate your vision for PE and Sport? 	Looking outside of school for inspiration 		Looking at technology for other possibilities
rationale Research evidence: young people aged 2 - 19 * 40% boys and 60% of girls are doing less than 1 hours moderate exercise per day * 1/5 of boys and ¼ of girls are overweight or obese * The prevalence of obesity almost doubled among boys and increased by over a half among girls between 1995 and 2002. * One in 10 six-year-olds is obese. The total number of obese children has doubled since 1982. On present trends half of all children in England in 2020 could be obese.  “Child obesity has doubled in a decade. Junk food and lack of exercise have created 'public health time-bomb'.” The Guardian Newspaper Forecasting Obesity to 2006. DoH 2006 EU Platform on Diet, Physical Activity and Health
Current school practice Accelerometers used to motivate walking to school
Non-school practice Insurance company using bluetooth accelerometers to measure steps – reward given in lower insurance premiums Walkit.com
Possible futures Fizzees (Physical Electronic Energisers)
what is it? A wearable technology that is a combination of dual sensor, processor, battery and screen. The screen shows a virtual pet (a Fizzee) that the young person is responsible for.  The Fizzee’s maturation and health depends upon the actions of the young person. A website for further investigation, games, and comparisons   * Accurate, personal health data * Easily interpretable data (Fizzee’s maturation and appearance) * Always on, ‘situated learning’ game * Individual, motivating, encouraging, informative          …applied understanding Fizzees -
why this approach? Fitting physical activity into current lifestyles in relation to research into patterns of behaviour change. * play video games (immersive, empathetic, motivational) * nurture virtual pets (Tamagotchi etc) * compete, compare and share with peers  * aspectual shape (game, learning tool, digital pet) … applied understanding … Fizzees -
What if ... ? Challenging our own ‘mindset’ about best ways to practice... Challenging our expectations of what a ‘school’ does... 11.15 – 11.45
Plenary Three tools to support the next stage...
B.H.A.G.s When starting with a vision, make it bold. BHAGs (Big Hairy Audacious Goals) ‘Crush Adidas’ (Nike) ‘Every book, ever printed, in any language, all available in less than 60 seconds.’ (Amazon) What would your BHAG be? ‘To make healthy activity a part of every lesson’?
Title visionmapper.org.uk
Distance/Dependence model Barriers to change can be both based on resources and traditions What ‘institutional barriers’ may hinder your vision of practice? How would you achieve your aims outside of school?
Dan Sutchwww.futurelab.org.ukdan.sutch@futurelab.org.uk

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PE/ICT and BSF

  • 1. Agenda 10.00 - 10.30 What’s on the horizon of ICT 10.30 - 10.45 Where are you know in your use of technology ? 10.45 – 10.55 Feedback share best practice and excited/concerns 10.55 – 11.15 What’s possible now? 11.15 – 11.45 What if...? 11.45 – 12.00 Feedback
  • 3. Mobi Missions Astroversity Moovl Enquiring Minds Exploratree My-E Fizzees Space Signpost Ecolibrium
  • 4. The challenge… “We need the combined expertise of industry, academia, practitioners and policy to design and implement the tools, the technologies and practices that will revolutionise the way we learn” Lord Puttnam
  • 8.
  • 9. The BCH programme is aiming to build a challenging and long term vision for education in the context of socio-technological change 2025 and beyond probable, possible and preferable futures... Futurelab running the programme in partnership with DCSF
  • 10. Scientific-technological trendsProfs Dave Cliff, Josie Fraser, Claire O’Malley Moore’s law continues Gordon Moore’s observation that the number of transistors on a chip doubles approximately every two years £1000 today = £31.50 in 2020 and £1 by 2030 Device today = 32 times more powerful in 2020 and x1000 in 2030 Once per decade disruptions Joel Birnbaum’s observation (1982) expected to hold true: mainframe – minicomputers – PC – internet – (cloud computing) - ? Cloud computing; ubiquitous computing; digital display technologies; tangible and haptic technologies What does this mean for how we remake our vision for education?
  • 11. THE NEW LAPTOP http://funnbee.info/2008/06/new-laptop.html
  • 17. Nuffield Design/Young Foresight project QTC is clever stuff. It comes as thin sheets or a powder. It can be built into textiles or fixed to hard surfaces. In a relaxed state it is a good insulator. When it is stretched, squashed or twisted it becomes a conductor. The harder you stretch, squash or twist it the better it conducts. It’s already been used in power tools and a robot hand. Phantom haptic The Haptic Cow is a virtual reality simulator developed to train veterinary students to palpate the bovine reproductive tract, to perform fertility examinations and to diagnose pregnancy. The simulator uses haptic (touch feedback) technology, which allows a user to interact with a 3D virtual environment through the sense of touch. When being trained with the Haptic Cow, the student palpates computer generated virtual objects resembling parts of the bovine reproductive tract. The teacher provides instruction and feedback while following the student's actions inside the cow on the computer monitor.
  • 18. Videopaper YackPack Slideshare Space Missions www.diigo.com Bubbleply www.skrbl.com www.nextgenteachers.com Keep Toolkit
  • 19. So what does this mean for PE & Sport? Creation, Collaboration and Communication Role of parents and other adults in formal education New ways of interacting with digital media New relationships between adults and young people Weakening of institutional boundaries Learner voice and participation as pedagogy New relationships between formal, non-formal and informal learning Greater access to personal information New ways of gathering, presenting and sharing information More ubiquitous technology, highly personal and mobile
  • 20. Where are you now? What is the ‘best practice’ you’re aware of using ICTs for PE/sport? Best examples to share? What excites, concerns, surprises you about what I’ve said so far? 10.30 – 10.45 (then feedback couple of points each)
  • 21. What’s possible now? Building from an aim/rationale The successful exploitation of ideas generated at the intersection of invention and insight, which leads to the creation of social or economic value. 10.55 – 11.15
  • 22.
  • 23. School of Everything http://www.schoolofeverything.com/
  • 24. GOOD TIMES – Prescription for Art www.dulwichpicturegallery.org.uk/
  • 26. Facebook app designed to encourage reflection on lifestyle choices Visualisation technologies applied to link short term activities with long term gains
  • 27. Dartfish Wii fit, active and sports
  • 28. Breakout for Two http://www.jvrb.org/5.2008/1617/
  • 30. Creating a vision ... an example: What examples of ‘possible futures and next steps’ would help to articulate your vision for PE and Sport? Looking outside of school for inspiration Looking at technology for other possibilities
  • 31. rationale Research evidence: young people aged 2 - 19 * 40% boys and 60% of girls are doing less than 1 hours moderate exercise per day * 1/5 of boys and ¼ of girls are overweight or obese * The prevalence of obesity almost doubled among boys and increased by over a half among girls between 1995 and 2002. * One in 10 six-year-olds is obese. The total number of obese children has doubled since 1982. On present trends half of all children in England in 2020 could be obese. “Child obesity has doubled in a decade. Junk food and lack of exercise have created 'public health time-bomb'.” The Guardian Newspaper Forecasting Obesity to 2006. DoH 2006 EU Platform on Diet, Physical Activity and Health
  • 32. Current school practice Accelerometers used to motivate walking to school
  • 33. Non-school practice Insurance company using bluetooth accelerometers to measure steps – reward given in lower insurance premiums Walkit.com
  • 34. Possible futures Fizzees (Physical Electronic Energisers)
  • 35. what is it? A wearable technology that is a combination of dual sensor, processor, battery and screen. The screen shows a virtual pet (a Fizzee) that the young person is responsible for. The Fizzee’s maturation and health depends upon the actions of the young person. A website for further investigation, games, and comparisons   * Accurate, personal health data * Easily interpretable data (Fizzee’s maturation and appearance) * Always on, ‘situated learning’ game * Individual, motivating, encouraging, informative …applied understanding Fizzees -
  • 36. why this approach? Fitting physical activity into current lifestyles in relation to research into patterns of behaviour change. * play video games (immersive, empathetic, motivational) * nurture virtual pets (Tamagotchi etc) * compete, compare and share with peers * aspectual shape (game, learning tool, digital pet) … applied understanding … Fizzees -
  • 37. What if ... ? Challenging our own ‘mindset’ about best ways to practice... Challenging our expectations of what a ‘school’ does... 11.15 – 11.45
  • 38. Plenary Three tools to support the next stage...
  • 39. B.H.A.G.s When starting with a vision, make it bold. BHAGs (Big Hairy Audacious Goals) ‘Crush Adidas’ (Nike) ‘Every book, ever printed, in any language, all available in less than 60 seconds.’ (Amazon) What would your BHAG be? ‘To make healthy activity a part of every lesson’?
  • 41. Distance/Dependence model Barriers to change can be both based on resources and traditions What ‘institutional barriers’ may hinder your vision of practice? How would you achieve your aims outside of school?

Notas do Editor

  1. Neuro-engineering company emotiv developed headset that could enable thoughts and feelings to play computer games. Picks up electrical activity from brain and sends wirelessly to a computer. Not new – but needs no technician or loads of electrodes. Due to retail at less than $300
  2. Need to consider a range of possibilities but also to think about what we want to persist. Range of possibilities about others becoming involved in education; sensors and more personal data; access to new information; more opportunity to author and have a say ‘voice’Changing role of institutions as information becomes less tied to ‘place’
  3. Linking to experts (Skype etc to experts)SchoolOfEverythingSense VestPlayground design (Fountaineers)Prescribe a museum tripHealth and Wellbeing – how change playground beahaviourCoaching and mentoring with other groupsInter-school, inter-county (Break out for Two)Pedometers, accelerometers, arduino (cross D&T and PE)Football boot
  4. Online ‘Free Skool’ Online brokering – bringing teachers and learners together, But everyone can be a teacher. All skills are valued, not just those that result in a qualification…
  5. Prescription for Art is the latest initiative from Good Times: Art for older people at Dulwich Picture Gallery.Uses art to tackle loneliness and inertia. The gallery has teamed up with three local doctor’s surgeries to reach out to people otherwise missed. Nurses invite patients most at risk of isolation to creative workshops. Found that art can deliver a real tonic. Participants more positive, confident, concentrate more and forget aches and pains… Learn new skills, make friends and start to integrate back into community.
  6. Other examples...