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Andy Petroski
Director & Assistant Professor of Learning Technologies
apetroski@harrisburgu.edu
@apetroski
http://www.harrisburgu.edu/learningtechnologies
http://www.harrisburgu.edu/caelt
apetroski.wikispaces.com
Twitter and Tweets and
Educational Technology Trends
Harrisburg Diocese, September 19, 2013
Andy Petroski
Director of Learning Technologies
Assistant Professor of Learning
Technologies
Harrisburg University
Harrisburg
University
LTMS
CAE&LT
Ed Tech Evolution
ENGAGE (2007-2013)
ENRICH (2010-2013)
EMPOWER
(2012- )
Educational
Technology
Students
Teachers
Parents
Administration
Government
Society
Today’s Format
Examples 
Pros 
Cons 
Questions
Educational Technology
Games
BYOT
Flipped Classroom
Social & Collaborative Web
Online/Blended Learning
games in education
Game Mechanics Learning Principles
Rules Provide expectations
Goals & objectives Motivate by applying to real-life
situations
Feedback via ongoing scores, audio
& visual cues
Motivate by positive reinforcement
Conflict & crisis Provide scaffolding (increasing
difficulty)
Resolution Allows for reflection on outcome
games in education
(a) contextual bridging, (b) high time-on-task,
(c) motivation and goal orientation, even after failure,
(d) providing learners with cues, hints and partial
solutions to keep them progressing,
(e) personalization of learning, and
(f) infinite patience
game attributes & learning
simple games Simple Games
• Primarily single player
• Drill and Practice
• Game show / TV show
themes
• Content driven
• Limited play time /
sessions
Creating
Evaluation
Analyzing
Applying
Understanding
Remembering
simulated environments
Creating
Evaluation
Analyzing
Applying
Understanding
Remembering
Simulated
Environments
• Primarily single player
• Decision making
• Job / life themes
• Variable driven
• Moderate play time /
sessions
adventure worlds
Creating
Evaluation
Analyzing
Applying
Understanding
Remembering
Adventure
Worlds
• Multiplayer
• Planning and decisions
• Fantasy themes
• Experience driven
• Expansive play time /
sessions
Students Games
Effective
Teaching &
Learning
Strategies
Improved Learning Outcomes
21st Century Skills
Educators
games in education
games in education
flipped classroom
Teachers Students
Optimize Time
 
Self-Paced Content

Accessible Review

Coaching in Classroom
 
flipped classroom (pros)
Teachers Students
Internet Access

Initial Prep Time

Too Much Flip
 
Change (students,
parents, admins)  
flipped classroom (cons)
flipped classroom
mobile (BYOT)
Teachers Students
Engagement
 
Physically Active

E-books
 
Explore, Create &
Collaborate 
Formative Assessment
 
Coaching in Classroom
 
mobile (BYOT) (pros)
Teachers Students
School-wide Initiative

Cost
Device Management

Network Connectivity
 
Creation
 
Learning Curve

Change (students,
parents, admins)  
mobile (BYOT) (cons)
mobile (BYOT)
online / blended learning
•USA
• Greater than 1 million
•Pennsylvania
• One of the highest registrations
in the country
• More than 23,000 full-time
students.
August 21, 2010 Morning Call
http://bit.ly/ceAZG1
online / blended learning
Stanford
Artificial Intelligence MOOC
58,000 students
online / blended learning
Capital Area Intermediate Unit
online / blended learning
Teachers Students
Time

Individualized

Student-Centered
 
Curriculum Flexibility

online / blended learning (pros)
Teachers Students
Time

Design

Internet Access

Self-Directed Learning

online / blended learning (cons)
online / blended learning
social & collaborative web
4 C’s of Web 2.0
(Bersin & Associates, 2008)
Conversations Content Connections Collaboration
•blogger.com
•educationalist.org
•diigo.com
•coveritlive.com
•plurk.com
•paltalk.com
•skype.com
•splashup.com
•slideshare.net
•drupal.org
•digg.com
•bloglines.com
•jingproject.com
•wordle.net
•linkedin.com
•ning.com
•match.com
•craigslist.org
•language-
exchanges.org/
•wallwisher.com
•pbwiki.com
•docs.google.com
•basecamphq.com
•mindmeister.com
•evite.com
Teachers Students
Engagement
 
Individualized

Student-Centered
 
Formative Assessment
 
Digital Artifacts
 
Authentic Audience

social & collaborative web (pros)
Teachers Students
Higher Order Design

Internet Access
 
Technology
Management  
Student Safety
 
Change (students,
parents, admins)  
social & collaborative web (cons)
social & collaborative web
“We always overestimate the change that will occur in
the next two years and underestimate the change
that will occur in the next ten. Don't let yourself be
lulled into inaction.”
Bill Gates
Resources:
EdWeb.net
Edutopia.org
ISTE.org
Twitter and Tweets and
Educational Technology Trends
Andy Petroski
Director & Assistant Professor of Learning Technologies
apetroski@harrisburgu.edu
@apetroski
http://www.harrisburgu.edu/learningtechnologies
http://www.harrisburgu.edu/caelt
apetroski.wikispaces.com
Twitter and Tweets and
Educational Technology Trends

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