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MEGT Personalized Learning October 2015

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MEGT Personalized Learning October 2015

Brian Housand, Ph.D.
brianhousand.com
@brianhousand

Utilizing Technology to Construct Personalized Learning Experiences
Since the dawn of the computer revolution, the promise of PERSONAL Computing has been ever present. Yet, when we simply leave students to their own devices, technology can serve to depersonalize their experiences. This is especially true of their educational experiences. Meanwhile, as teachers we struggle to effectively manage truly differentiated learning environments. However, this need not be the case. Together, we will explore the possibilities and potential afforded by today’s technology and empower you to utilize technology resources to make learning personal, meaningful, and differentiated for today’s connected students.

Brian Housand, Ph.D.
brianhousand.com
@brianhousand

Utilizing Technology to Construct Personalized Learning Experiences
Since the dawn of the computer revolution, the promise of PERSONAL Computing has been ever present. Yet, when we simply leave students to their own devices, technology can serve to depersonalize their experiences. This is especially true of their educational experiences. Meanwhile, as teachers we struggle to effectively manage truly differentiated learning environments. However, this need not be the case. Together, we will explore the possibilities and potential afforded by today’s technology and empower you to utilize technology resources to make learning personal, meaningful, and differentiated for today’s connected students.

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MEGT Personalized Learning October 2015

  1. 1. TECHNOLOGY TO CONSTRUCT PERSONALIZED LEARNING EXPERIENCES
  2. 2. SLIDES AND RESOURCES AVAILABLE AT brianhousand.com/megtmetro
  3. 3. brianhousand.com brianhousand@gmail.com @brianhousand brian.housand bc1000
  4. 4. @brianhousand #megt
  5. 5. Today’sMeet todaysmeet.com/megtmetro
  6. 6. Brian H E L L O My name is
  7. 7. I AM A GEEK
  8. 8. Welcome TO THE FUTURE
  9. 9. SKYWAY BRIEFCASESELECTRONIC MAILBOX PHONE BOOTH NO LANDING ZONE
  10. 10. amazinginmotion.com/slide
  11. 11. amazinginmotion.com/slide
  12. 12. amazinginmotion.com/slide
  13. 13. http://www.westland.net/ny64fair/banner.jpg
  14. 14. https://upload.wikimedia.org/wikipedia/commons/1/11/New_York_World's_Fair_August_1964.jpeg
  15. 15. http://americanhistory.si.edu/documentsgallery/exhibitions/50th/worldsfair_1200.jpg
  16. 16. http://media.npr.org/assets/img/2014/08/20/futuramawfcover2_wide-169e7e2d5152d446347793f7e3d160ff6fa3b6a1.jpg?s=1400
  17. 17. September 12, 1962 Rice University
  18. 18. July 21, 1969 The Moon
  19. 19. 2015
  20. 20. Everything is amazing....
  21. 21. http://www.google.com/selfdrivingcar/images/home-where.jpg
  22. 22. Everything is amazing.... and nobody’s happy. Louis C.K.
  23. 23. DYUTOPIA
  24. 24. DYSTOPIA
  25. 25. DYSTOPIA
  26. 26. IT’S TIME TO TAKE THE FUTURE BACK!
  27. 27. 100Rohit Talwar Today’s children will most likely have to work until the age of at 40 DIFFERENT JOBS
  28. 28. http://vinylmationkingdom.com/wp-content/uploads/2014/07/NYWF_7-64-Progressland.jpg
  29. 29. There's a great big beautiful tomorrow, Shining at the end of every day, There's a great big beautiful tomorrow, And tomorrow's just a dream away.
  30. 30. rst, THINK. Second, BELIEVE. Third, DREAM. And finally, DARE.
  31. 31. Story
  32. 32. Magical and Meaningful
  33. 33. It’s about THE EXPERIENCE.
  34. 34. amazinginmotion.com/slide
  35. 35. If you can dream it, you can do it. Always remember that this whole thing was started by a mouse.
  36. 36. Welcome TO THE FUTURE
  37. 37. GEEKSHAVE INHERITED THE EARTH
  38. 38. #BestYearEver
  39. 39. YOU ARE NOT ALONE
  40. 40. FIND YOUR PEEPS
  41. 41. Horizon Report > 2014 K-12 Edition nmc.org/nmc-horizon TWO - THREE YEARS LEARNING ANALYTICS GAMES & GAMIFICATION
  42. 42. TODAY TOMORROW TO
  43. 43. O opportunity R esources E ncouragement
  44. 44. ACCESS
  45. 45. youtube.com/user/Vihart
  46. 46. nerdybookclub.wordpress.com
  47. 47. nerdist.com
  48. 48. starwars.wikia.com
  49. 49. harrypotterfanfiction.com
  50. 50. DON’T FORGET PODCASTS
  51. 51. mentalfloss.com
  52. 52. howstuffworks.com
  53. 53. CONTENT
  54. 54. LiveBinders bit.ly/contentbinder
  55. 55. SAMR
  56. 56. SUBSTITUTION Tech acts as a direct tool substitute, with no functional change.
  57. 57. AUGMENTATION Tech acts as a direct tool substitute, with functional improvement.
  58. 58. MODIFICATION Tech allows for signficant task redesign.
  59. 59. REDEFINITION Tech allows for the creation of new tasks, previously inconceivable.
  60. 60. Substitution Augmentation Modification Redefinition
  61. 61. BREAK
  62. 62. CREATE
  63. 63. Summer 2013 T he admonition that we should be preparing our students for the 21st century is everywhere. There are numerous books, blogs, and content resources promoting and espousing the virtues of 21st cen- tury learning. If one examines the titles and descriptions of presentations at any gifted or general education conference, reference to 21st century learning is prevalent. Most of us in gifted education have regularly advocated for teaching trace their origins back at least 30 years. In 1983, the Na- tional Science Board Commission on Precollege Education in Mathematics, Science and Technology published a report entitled, Educating Americans for the 21st Century: A Plan of Action for Improving Mathematics, Science, and Technol- ogy Education for All American Elementary and Secondary Students So that their Achievement is the Best in the World by 1995. This publication outlined many of the same initia- Quality Classroom Practice for High-Abillity Students Teaching for High Potential THPThe 21st Century is SO Yesterday Brian C. Housand, Ph.D. East Carolina University www.brianhousand.com Brian Housand is an Assistant Professor at East Carolina University in the department of Elementary Education. “The world is moving at a tremendous rate. No one knows where. We must prepare our children, not for the world of the past, not for our world, but for their world, the world of the future.” — John Dewey
  64. 64. CONSTRUCTING SYNTHESIS
  65. 65. Creativity is just connecting things. When you ask creative people how they did something, they feel a little guilty because they didn’t really do it, they just saw something. It seemed obvious to them after a while. That’s because they were able to connect experiences they’ve had and SYNTHESIZE new things. - Steve Jobs, 1995
  66. 66. An idea is nothing more or less than a new combination of old elements. new combination old elements James Webb Young, 1940 A Technique for Producing Ideas
  67. 67. The capacity to bring old elements into new combinations depends largely on the ability to see relationships. new combination old elements James Webb Young, 1940 A Technique for Producing Ideas
  68. 68. They must know how to link apparently unconnected elements to create something new. People who hope to thrive in the Conceptual Age must understand the connection between diverse, and seemingly separate disciplines. -- Daniel Pink in AWhole New Mind
  69. 69. STAY HUNGRY STAY FOOLISH.
  70. 70. byrdseed.com/tickling-curiosity
  71. 71. (Resnick, 1996) NOT Stereos Pianos
  72. 72. code.org/learn
  73. 73. Everybody in this country should learn how to program a computer because it teaches you how to think. - Steve Jobs
  74. 74. developer.apple.com/xcode
  75. 75. bit.ly/stanford-xcode
  76. 76. codecombat.com
  77. 77. khanacademy.org/computing/cs
  78. 78. codecademy.com
  79. 79. “Learning to write programs stretches your mind and helps you think better, creates a way of thinking about things that I think is helpful in all domains.”
  80. 80. diy.org
  81. 81. diy.org
  82. 82. “Combinatory play seems to be the essential feature in productive thought.”
  83. 83. Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and technology Project. Computers in Human Behavior, 28(2), 370-376. CREATIVITY COMPUTER USE INTERNET USE CELL PHONE USE VIDEO GAME PLAY
  84. 84. Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and technology Project. Computers in Human Behavior, 28(2), 370-376. CREATIVITY VIDEO GAME PLAY
  85. 85. LEGO Movie Maker
  86. 86. iMovie Trailers
  87. 87. $40,000 PER MONTH
  88. 88. bit.ly/middleschooldrawntolife
  89. 89. apple.com/ibooks-author
  90. 90. apple.com/ibooks-author
  91. 91. apple.com/ibooks-author
  92. 92. tinyurl.com/patriotismibook
  93. 93. bookry.com
  94. 94. makeymakey.com
  95. 95. OPPORTUNITY
  96. 96. 1988
  97. 97. MASSIVE OPEN ONLINE COURSES
  98. 98. iTunes U
  99. 99. SUPERHERO SCIENCE
  100. 100. bit.ly/periodic-brian
  101. 101. Suggested meeting time: 30-60 minutes (Some of you may choose to combine this meeting with meeting #2.) ! Before the meeting: ● Create a TED-Ed (ed.ted.com) account if you haven’t already. All members over 13 should aim to have their own account. ● Watch the first TED-Ed Club Lesson (http://ed.ted.com/on/vaY6FipN). Your group can choose to do this before or during the meeting. ! Guiding questions ● What is your name? How would you describe yourself? What are three things you are passionate about? ● What do you and your club members hope to get out of your TED-Ed Club experience? ! Materials ● A device to take pictures ● Index cards ● Pens ● Copies of this guidebook (one for each member) ! Meeting activities ● Take a few minutes to create a name badge on an index card. Write your name and at least 3 things that you are passionate about. ● Gather in small groups and introduce yourself to your fellow club members. Learn each other’s names and get to know each other. ● Share your reasons for joining a TED-ED Club with the group. Let people know what you’re interested in and what you’re passionate about. This will help your club members give meaningful feedback when you begin developing your presentation idea. ! What will you have created by the end of your meeting? A name badge that lists 3 things you are passionate about. You will bring this to future meetings so that everyone in the club knows your name and interests. ! After meeting #1: ● Browse through the TED Talks (www.ted.com) /TED-Ed Lessons (ed.ted.com) to find ideas that speak to your passions. ● Facilitator: Please send a photo of the name badges from different club members to TED-Ed at TEDEdClubs@ted.com. 6 #1 Introduction week: What’s your passion? It’s tough to give a good presentation on a topic that you’re not passionate about! This meeting is all about getting to know your fellow club members and spending some time identifying and articulating the ideas that motivate each member of your group. Later on, each club member will present and record their own idea worth spreading in the form of a short TED-style Talk.
  102. 102. apolloarchive.com
  103. 103. elements4d.daqri.com
  104. 104. google.com/get/cardboard
  105. 105. RESPONSIBILITY
  106. 106. With great power comes great responsibility
  107. 107. 2015
  108. 108. WHAT MAKES A SUPERHERO?
  109. 109. EXTRAORDINARY ABILITIES
  110. 110. INTENSITIES
  111. 111. MOTIVATED BY A MISSION OR A QUEST FOR TRUTH
  112. 112. In brightest day, in blackest night, No evil shall escape my sight. Let those who worship evil's might, Beware my power, Green Lantern's light!!!
  113. 113. superherodb.com
  114. 114. SUPERHERO SCIENCE
  115. 115. FLIGHT INVISIBILITY
  116. 116. http://www.wikihow.com/Create-a-Super-Hero 1. CHOOSE YOUR SUPERPOWER 2. CREATE AN ORIGIN STORY 3. WHAT IS THE TRAGIC FLAW? 4. SUPERHERO PERSONALITY 5. EVERYDAY PERSONALITY 6. NAME YOUR SUPERHERO
  117. 117. NEWS FLASH
  118. 118. LEFT TO THEIR OWN DEVICES
  119. 119. CRITICAL CONSUMERS RESPONSIBLE PRODUCERS
  120. 120. futurecasting.org
  121. 121. http://www.animationmagazine.net/wordpress/wp-content/uploads/Pixar-Creativity-Inc-post.jpg
  122. 122. http://4.bp.blogspot.com/-yop_r8Qqafc/Uc3NpeSweCI/AAAAAAAAAwE/vX8od1KvedU/s1440/pixag+copy.jpg
  123. 123. FAILUREisn’t a necessary evil. In FACT, it isn’t EVIL at all. It is a NECESSARY consequence of doing something NEW. - Ed Catmull
  124. 124. FAIL EARLY FAIL FAST
  125. 125. BE WRONGAS FAST AS YOU CAN.
  126. 126. ARE NOT YOUR IDEA YOU - Ed Catmull
  127. 127. Perfectionism PROCRASTINATION PARALYSIS
  128. 128. NO ONE - not Walt, not Steve, not the people of Pixar - ever achieved creative success by clinging to what used to work.
  129. 129. LEARN TO FAIL
  130. 130. If you are impatient then this may not be the gAme for you
  131. 131. shelfari.com
  132. 132. Googleable
  133. 133. NECESSITY
  134. 134. “We don’t have the option of turning away from the future. No one gets to vote on whether technology is going to change our lives.” Bill Gates The Road Ahead
  135. 135. “Every generation of teenagers embraces the freedoms and possibilities wrought by technology in ways that shock the elders.” Time March 27, 2006
  136. 136. ITECH
  137. 137. www.gurbuz-de.com
  138. 138. www.gurbuz-de.com
  139. 139. M E A N I N G
  140. 140. RIGOR
  141. 141. VIGOR
  142. 142. ACCESS CREATE OPPORTUNITY RESPONSIBILITY NECESSITY
  143. 143. ACCESS CREATE OPPORTUNITY RESPONSIBILITY NECESSITY A C O R N
  144. 144. ACORN
  145. 145. From little acorns grow mighty oaks.
  146. 146. YOU
  147. 147. O opportunity R esources E ncouragement
  148. 148. #BestYearEver
  149. 149. Dear Future Self, SHORT MEDIUM LONG
  150. 150. CONTENT
  151. 151. CURIOSITY
  152. 152. CREATIVITY
  153. 153. IMAGINATION
  154. 154. PASSION
  155. 155. JOYOUS
  156. 156. GO
  157. 157. http://www.disneypictures.net/data/media/202/Buzz_Lightyear_wallpaper.jpg
  158. 158. TO INFINITY AND BEYOND
  159. 159. brianhousand.com brianhousand@gmail.com @brianhousand brian.housand bc1000

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