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avatars & the young how technology is  redefining creativity  in the modern classroom 
presentation  outline ,[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object],This is not a thing of the past….
yahoo eBay  mySpace  Outside of school, they interact in  iTunes   skype wiki  google earth  kazaa MMORPG facebook flickr friendster youTube …  different sorts of learning communities no books   no pen   no paper
BUY PROPERTY, BUILD A HOUSE DESIGN OWN VEHICLE TRAVEL ANY WAY THEY WANT HANG OUT & CHAT …  they …  in  SECOND  LIFE
…  they …  in  SIM  CITY POOL TOGETHER RESOURCES AND STRATEGISE TO BUILD A SUCCESSFUL CITY…
…  they …  in  CITY OF HEROES TAKE ON ROLES OF SUPERHEROES TO FIGHT VILLAINS AND ENSURE GOOD TRIUMPHS OVER EVIL  IN MASSIVELY MULTIPLAYER ONLINE ROLE-PLAYING GAMES LIKE  …. OTJ training! no lectures no textbooks no instructors no age-groups no entry requirements
… in Sep 2008, they will go on to  construct civilisations
[object Object],[object Object],[object Object],[object Object],[object Object],no  experts…
  “ The strategic conversation has shifted:  from 21st Century literacy for students to 21st Century literacy for teachers….” -  21st Century Literacy Summit “A Global Imperative” The New Media Consortium San Jose, California 2005 There is a disjuncture between what  and how students are learning  outside of the classroom and how they are learning in the classroom
Half of all teens in US have created media content and roughly one third of teens who use the Internet shared content they produce. (Jenkins 2005) In Singapore, among our youth  78% of those aged 10 to 14 and  89% of those aged 15 to 19  use the internet for communicating 58% of those aged 10 to 14, and 40% of those aged 15 to 29 engage  in computer games like Maple Story,  World of Warcraft and Counter Strike. (Infocomm Development Authority 2007)
My computer is switched on 24/7, and I spend most of my time at home talking to others online. It’s just a habit.” Amelia, Sec 4, Paya Lebar MGS “ The Internet is a tool that helps me connect with friends, especially the ones whom I don’t get to meet every day. It really helps in bridging the gaps between me and my friends.” Joel, Sec 3, Junyuan Sec “ Games are an intriguing study in strategy, mathematics and logic. Contrary to what people say, there’s not much luck involved, only skill.” David, Sec 1, ACS (Barker)
our students  are… ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
And it’s not all about technology…. ?
Minus the technology, what has changed for our students? ,[object Object],[object Object]
[object Object],[object Object],[object Object],Minus the technology, what has changed for our students?
Their identities are constructed differently
Singapore, IT Masterplan (1996), mp2 (2003)   We still give students a standard body of knowledge, from authorised sources – textbooks We imagine we have a binary relationship with them. We still test them the same way – pen & paper. We expect them to hand in work in the same way. We expect one solution to every problem we give them. We focus on content instead of context. We don’t realise that what’s happening with web 2.0 goes beyond the hardware, and software. But something has not changed for many of our teachers…
Trends arising from web 2.0 that will have an impact on education
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
connectivity, acceleration and individualism interact… acceleration individualism connectivity … ?!
… ?!
Beyond gadgets & devices Learning 2.0 is about… Co-creation Participation Option Creation Pattern Recognition Sense Making Social Learning
THE FUTURE: Singapore 1960s 2000s 1980s Labour Intensive Capital Intensive Technology Intensive Skills intensive Knowledge Intensive Innovation / Experience Intensive
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],WHAT LINDEN LAB WANTED….
For Education 2.0 to happen, we need Generation 2.0 Teachers
From analog to digital – to engage learners in new and powerful ways
From knowing to creating context for learning – simulations, immersive environments, games-based learning
From what to learn, to how to learn
From moralising to ethical reasoning
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],lead@ICT schools  & such
5 futureschools@sg ,[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],RETHINK
Curriculum Design To incorporate elements of co-design and collaboration (mosh pits and mash ups) example of   LEGO RETHINK 
Pedagogy  – how we teach…. RETHINK
A  STORY … when CPDD, Cedar Pri, LEGO (Denmark) and The Idea Factory got together….
[object Object],big  question
Trend scan: Research into 12 important aspects of a future society:  Citizenship, Inclusivity, Pop Culture, Virtual Worlds, Education, Social Trends, Identity, Bioethics, Literacy, Morality, Work Places and Economy Brainstorm skills that students will need to master in the future from the trends.
Alpha Thoughts Team was asked to identify aspects of teaching and learning that will provide a deeper experience for students. e.g. Improvisation Imagination Interaction Resilience Risk Seeking Navigation
Concept Trails Team went on to brainstorm pedagogical strategies that related to each of the alpha ideas: e.g. Focus-based, dream-driven pedagogy Immersive Defeat-driven Justice or ethics driven Critical Experimental …and how these would look like in the classroom
Insight Quest: Ethnography  –  3 teachers, 6 students  –  how they live and learn and what their aspirations are.
Beta Ideas 10 ideas were picked and in groups, team members brainstormed examples of lessons centred on the key idea behind the pedagogy. e.g.  Inspiration-driven pedagogy Moshing Defeat-driven etc…
Idea.Lab: What Cedar did….  Prototype pedagogical elements such as Emotional– engagement, human feelings Dialogical – learnable moments Praxis – theory to action Justice – purposefully inclusive Spontaneity – flexibility to capture teachable moment Real world – relevant (playing with Lego bricks)
Idea.Lab: What CPDD did…. Prototype the creation process in a school that was trying to find an answer to their BIG Question (How do we make Project Work as a subject relevant and engaging for our students?) … .we also some of the pedagogical strategies.
For each pedagogy, we discussed… ,[object Object],[object Object],[object Object],[object Object]
Futuring a pedagogy centred on contents of the future
Pattern-breaking A pedagogy centred on de-education Identity-searching A pedagogy centred on deep self-awareness
Chaos Navigation A pedagogy centred on sense-making Option Creation A pedagogy centred on choices Inspire to Aspire A pedagogy centred on dialogues for inspiration
Responsible Rebellion A pedagogy centred on championing a cause Circle of Life A pedagogy focused on the concept of ecological systems
Defeat-driven Pedagogy A pedagogy that exploits the merits of defeat or failure Moshing A pedagogy centred on collaboration and co-creation of knowledge
Spin-a-Tale A pedagogy centred on story-telling Soak-it-In A pedagogy centred on immersive environments
Idea.Lab:   What LEGO did…. Look into teacher development and assessment instrument for teacher competencies.
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
What The Idea Factory did…. Facilitate the process.
A four-party, cross cultural collaboration … way to go?  Don’t know for sure….but it mirrors our students’ experience in web 2.0

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Avatars & The Young Conference

  • 1. avatars & the young how technology is redefining creativity in the modern classroom 
  • 2.
  • 3.
  • 4. yahoo eBay mySpace Outside of school, they interact in iTunes skype wiki google earth kazaa MMORPG facebook flickr friendster youTube … different sorts of learning communities no books no pen no paper
  • 5. BUY PROPERTY, BUILD A HOUSE DESIGN OWN VEHICLE TRAVEL ANY WAY THEY WANT HANG OUT & CHAT … they … in SECOND LIFE
  • 6. … they … in SIM CITY POOL TOGETHER RESOURCES AND STRATEGISE TO BUILD A SUCCESSFUL CITY…
  • 7. … they … in CITY OF HEROES TAKE ON ROLES OF SUPERHEROES TO FIGHT VILLAINS AND ENSURE GOOD TRIUMPHS OVER EVIL IN MASSIVELY MULTIPLAYER ONLINE ROLE-PLAYING GAMES LIKE …. OTJ training! no lectures no textbooks no instructors no age-groups no entry requirements
  • 8. … in Sep 2008, they will go on to construct civilisations
  • 9.
  • 10. The strategic conversation has shifted: from 21st Century literacy for students to 21st Century literacy for teachers….” - 21st Century Literacy Summit “A Global Imperative” The New Media Consortium San Jose, California 2005 There is a disjuncture between what and how students are learning outside of the classroom and how they are learning in the classroom
  • 11. Half of all teens in US have created media content and roughly one third of teens who use the Internet shared content they produce. (Jenkins 2005) In Singapore, among our youth 78% of those aged 10 to 14 and 89% of those aged 15 to 19 use the internet for communicating 58% of those aged 10 to 14, and 40% of those aged 15 to 29 engage in computer games like Maple Story, World of Warcraft and Counter Strike. (Infocomm Development Authority 2007)
  • 12. My computer is switched on 24/7, and I spend most of my time at home talking to others online. It’s just a habit.” Amelia, Sec 4, Paya Lebar MGS “ The Internet is a tool that helps me connect with friends, especially the ones whom I don’t get to meet every day. It really helps in bridging the gaps between me and my friends.” Joel, Sec 3, Junyuan Sec “ Games are an intriguing study in strategy, mathematics and logic. Contrary to what people say, there’s not much luck involved, only skill.” David, Sec 1, ACS (Barker)
  • 13.
  • 14. And it’s not all about technology…. ?
  • 15.
  • 16.
  • 17. Their identities are constructed differently
  • 18. Singapore, IT Masterplan (1996), mp2 (2003) We still give students a standard body of knowledge, from authorised sources – textbooks We imagine we have a binary relationship with them. We still test them the same way – pen & paper. We expect them to hand in work in the same way. We expect one solution to every problem we give them. We focus on content instead of context. We don’t realise that what’s happening with web 2.0 goes beyond the hardware, and software. But something has not changed for many of our teachers…
  • 19. Trends arising from web 2.0 that will have an impact on education
  • 20.
  • 21.
  • 22.
  • 23. connectivity, acceleration and individualism interact… acceleration individualism connectivity … ?!
  • 25. Beyond gadgets & devices Learning 2.0 is about… Co-creation Participation Option Creation Pattern Recognition Sense Making Social Learning
  • 26. THE FUTURE: Singapore 1960s 2000s 1980s Labour Intensive Capital Intensive Technology Intensive Skills intensive Knowledge Intensive Innovation / Experience Intensive
  • 27.
  • 28. For Education 2.0 to happen, we need Generation 2.0 Teachers
  • 29. From analog to digital – to engage learners in new and powerful ways
  • 30. From knowing to creating context for learning – simulations, immersive environments, games-based learning
  • 31. From what to learn, to how to learn
  • 32. From moralising to ethical reasoning
  • 33.
  • 34.
  • 35.
  • 36. Curriculum Design To incorporate elements of co-design and collaboration (mosh pits and mash ups) example of LEGO RETHINK 
  • 37. Pedagogy – how we teach…. RETHINK
  • 38. A STORY … when CPDD, Cedar Pri, LEGO (Denmark) and The Idea Factory got together….
  • 39.
  • 40. Trend scan: Research into 12 important aspects of a future society: Citizenship, Inclusivity, Pop Culture, Virtual Worlds, Education, Social Trends, Identity, Bioethics, Literacy, Morality, Work Places and Economy Brainstorm skills that students will need to master in the future from the trends.
  • 41. Alpha Thoughts Team was asked to identify aspects of teaching and learning that will provide a deeper experience for students. e.g. Improvisation Imagination Interaction Resilience Risk Seeking Navigation
  • 42. Concept Trails Team went on to brainstorm pedagogical strategies that related to each of the alpha ideas: e.g. Focus-based, dream-driven pedagogy Immersive Defeat-driven Justice or ethics driven Critical Experimental …and how these would look like in the classroom
  • 43. Insight Quest: Ethnography – 3 teachers, 6 students – how they live and learn and what their aspirations are.
  • 44. Beta Ideas 10 ideas were picked and in groups, team members brainstormed examples of lessons centred on the key idea behind the pedagogy. e.g. Inspiration-driven pedagogy Moshing Defeat-driven etc…
  • 45. Idea.Lab: What Cedar did…. Prototype pedagogical elements such as Emotional– engagement, human feelings Dialogical – learnable moments Praxis – theory to action Justice – purposefully inclusive Spontaneity – flexibility to capture teachable moment Real world – relevant (playing with Lego bricks)
  • 46. Idea.Lab: What CPDD did…. Prototype the creation process in a school that was trying to find an answer to their BIG Question (How do we make Project Work as a subject relevant and engaging for our students?) … .we also some of the pedagogical strategies.
  • 47.
  • 48. Futuring a pedagogy centred on contents of the future
  • 49. Pattern-breaking A pedagogy centred on de-education Identity-searching A pedagogy centred on deep self-awareness
  • 50. Chaos Navigation A pedagogy centred on sense-making Option Creation A pedagogy centred on choices Inspire to Aspire A pedagogy centred on dialogues for inspiration
  • 51. Responsible Rebellion A pedagogy centred on championing a cause Circle of Life A pedagogy focused on the concept of ecological systems
  • 52. Defeat-driven Pedagogy A pedagogy that exploits the merits of defeat or failure Moshing A pedagogy centred on collaboration and co-creation of knowledge
  • 53. Spin-a-Tale A pedagogy centred on story-telling Soak-it-In A pedagogy centred on immersive environments
  • 54. Idea.Lab: What LEGO did…. Look into teacher development and assessment instrument for teacher competencies.
  • 55.
  • 56. What The Idea Factory did…. Facilitate the process.
  • 57. A four-party, cross cultural collaboration … way to go? Don’t know for sure….but it mirrors our students’ experience in web 2.0