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Cecilie Murray
Delphian eLearning
What needs to happen
for learning to be relevant
for young people in 2020?
Creativity happens when different
 ideas, stimuli and resources are put
 together, and through collaboration, form
 new knowledge.

Our goal is not to do cool stuff with
 technology. Our goal is to use technology
 to help people learn more effectively.
Cecilie murray idea12
http://www.youtube.com/watch?v=MGMsT4qNA-c
/
http://ccoffa.edublogs.org/2011/02/13/connect-create-communicate-and-create
FaceMood took
someone’s
Facebook status
and analysed it to
decide the mood
of the user.




                     16 year old Nick D’Aloisio from Melbourne and Perth,
                     now living in London
                         http://www.smh.com.au/digital-life/smartphone-apps/aussie-wunderkind-gets-us250k-
                         for-technology-that-could-revolutionise-web-20120113-1pz35.html
I designed
Summly because I
felt that my
generation wasn’t
consuming
traditional news
anymore,” said
Nick, a self-taught
coder.



       http://uk.finance.yahoo.com/news/teenager-launches-apple-iphone-app-164625936.html
K-12 Report 2012
   Cloud computing
   Collaborative environments
   Mobiles and apps
   Tablet computing
   Digital identity
   Games-based learning
   Learning analytics
   Personal learning environments

                        http://www.nmc.org/pdf/2012-horizon-K12-shortlist.pdf
   Mobile devices
   Mobile apps and HTML5
   Personal cloud
   Enterprise app stores
   Internet of things
   Hybrid IT and cloud computing
   Next-generation analytics




                                    http://www.gartner.com/it/page.jsp?id=2209615
   Mobile devices =
    ◦ Students - learning
      anywhere, anytime
    ◦ Educators - productive tools
    ◦ Parents - learning tools
    ◦ School budgets -1:1

   Mobile technology + social media
    = personalised learning


                         Project Tomorrow (2012) "LEARNING IN THE 21ST CENTURY MOBILE
                         DEVICES + SOCIAL MEDIA = PERSONALIZED LEARNING"
                         http://www.tomorrow.org/speakup/MobileLearningReport2012.html
Chapter 12
Imagine Mobile Learning
  in your Pocket

(ed. Wan Ng, Nov 2010)
http://www.igi-
    global.com/bookstore/TitleDetails.aspx?TitleId=
    41770
Mobile learning promotes:
 confidence and independence regardless of year
  level and age
 peer coaching and co-construction of learning
 attendance, more active participation in class
 better preparation and organisation for class
 more regular completion of school work and
  homework
 ESL learners, reluctant learners (at risk
  /disengaged)
   Stimulates enjoyment in learning
   Greater interaction (& writing) from boys in
    particular, in blogs, podcasts and web pages
   Stimulates teachers and students to work
    creatively to improve literacy and numeracy
   Student performance data – improves numeracy
    and literacy, increases skills in teamwork,
    interpersonal skills and ICT skills
   Motivates teachers to rethink their pedagogy
    around the use of ICT and mobile devices
A new model




Curriculum-driven content, game-based design
        Monitor student progress online
Cecilie murray idea12
Data from apps
Cecilie murray idea12
Cecilie murray idea12
http://edorigami.wikispaces.com/Bloom's+Digital+Taxonomy
Cecilie murray idea12
Cecilie murray idea12
   Start with a challenge or problem to solve
    ◦ What do you want your students to learn?

    Students should be able to:
    ◦ discuss, research, analyse, apply
    ◦ understand/address the challenge

   Students select from a range of activities and
    ways to present their learning
   A instructional / pedagogical framework that
    works for you

   Example: Inquiry or project-based learning
    models
    ◦ 5Es Model
      (Engage, Explore, Explain, Elaborate, Evaluate)
    ◦ 4Cs (Connect, Communicate, Collaborate, Create)
    ◦ Learning by design
    ◦ Design thinking
http://theinnovativeeducator.blogspot.com/2011/03/using-tpack-as-framework-for-tech-pd.html
http://www.hippasus.com/rrpweblog/archives/2012/08/23/SAMR_BackgroundE
xemplars.pdf
   Explore a range of technologies and applications
    ◦   Alternative to textbooks
    ◦   Students explore appropriate technologies, apps
    ◦   They demonstrate their use for learning
    ◦   Recommend ways to use

   Mix of content types
    ◦ Text, audio, video, multimedia, games
    ◦ Open education resources
   Legal and privacy requirements
    ◦ Cybersafety, digital literacy
   Range of assessment types
   Support students working together
    ◦   Set up mixed ability teams
    ◦   Collaborate on tasks in groups
    ◦   Students mentor each other
    ◦   Promote cooperation and sharing

   Provide for diverse learning modes
    ◦ Use technologies, applications that suit various
      learning styles
    ◦ Eg students may write, record video, audio, use
      music etc to demonstrate their learning
http://epotential.education.vic.gov.au/newlearningspaces/yesterday.html



                      http://epotential.education.vic.gov.au/newlearningspaces/yesterday.html
Cecilie murray idea12
Contacts

Web: www.delphian.com.au


Email: cecilie@delphian.com.au


Twitter: @ceciliemurray

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Cecilie murray idea12

  • 2. What needs to happen for learning to be relevant for young people in 2020?
  • 3. Creativity happens when different ideas, stimuli and resources are put together, and through collaboration, form new knowledge. Our goal is not to do cool stuff with technology. Our goal is to use technology to help people learn more effectively.
  • 7. FaceMood took someone’s Facebook status and analysed it to decide the mood of the user. 16 year old Nick D’Aloisio from Melbourne and Perth, now living in London http://www.smh.com.au/digital-life/smartphone-apps/aussie-wunderkind-gets-us250k- for-technology-that-could-revolutionise-web-20120113-1pz35.html
  • 8. I designed Summly because I felt that my generation wasn’t consuming traditional news anymore,” said Nick, a self-taught coder.  http://uk.finance.yahoo.com/news/teenager-launches-apple-iphone-app-164625936.html
  • 9. K-12 Report 2012  Cloud computing  Collaborative environments  Mobiles and apps  Tablet computing  Digital identity  Games-based learning  Learning analytics  Personal learning environments http://www.nmc.org/pdf/2012-horizon-K12-shortlist.pdf
  • 10. Mobile devices  Mobile apps and HTML5  Personal cloud  Enterprise app stores  Internet of things  Hybrid IT and cloud computing  Next-generation analytics http://www.gartner.com/it/page.jsp?id=2209615
  • 11. Mobile devices = ◦ Students - learning anywhere, anytime ◦ Educators - productive tools ◦ Parents - learning tools ◦ School budgets -1:1  Mobile technology + social media = personalised learning Project Tomorrow (2012) "LEARNING IN THE 21ST CENTURY MOBILE DEVICES + SOCIAL MEDIA = PERSONALIZED LEARNING" http://www.tomorrow.org/speakup/MobileLearningReport2012.html
  • 12. Chapter 12 Imagine Mobile Learning in your Pocket (ed. Wan Ng, Nov 2010) http://www.igi- global.com/bookstore/TitleDetails.aspx?TitleId= 41770
  • 13. Mobile learning promotes:  confidence and independence regardless of year level and age  peer coaching and co-construction of learning  attendance, more active participation in class  better preparation and organisation for class  more regular completion of school work and homework  ESL learners, reluctant learners (at risk /disengaged)
  • 14. Stimulates enjoyment in learning  Greater interaction (& writing) from boys in particular, in blogs, podcasts and web pages  Stimulates teachers and students to work creatively to improve literacy and numeracy  Student performance data – improves numeracy and literacy, increases skills in teamwork, interpersonal skills and ICT skills  Motivates teachers to rethink their pedagogy around the use of ICT and mobile devices
  • 15. A new model Curriculum-driven content, game-based design Monitor student progress online
  • 23. Start with a challenge or problem to solve ◦ What do you want your students to learn?  Students should be able to: ◦ discuss, research, analyse, apply ◦ understand/address the challenge  Students select from a range of activities and ways to present their learning
  • 24. A instructional / pedagogical framework that works for you  Example: Inquiry or project-based learning models ◦ 5Es Model (Engage, Explore, Explain, Elaborate, Evaluate) ◦ 4Cs (Connect, Communicate, Collaborate, Create) ◦ Learning by design ◦ Design thinking
  • 27. Explore a range of technologies and applications ◦ Alternative to textbooks ◦ Students explore appropriate technologies, apps ◦ They demonstrate their use for learning ◦ Recommend ways to use  Mix of content types ◦ Text, audio, video, multimedia, games ◦ Open education resources  Legal and privacy requirements ◦ Cybersafety, digital literacy  Range of assessment types
  • 28. Support students working together ◦ Set up mixed ability teams ◦ Collaborate on tasks in groups ◦ Students mentor each other ◦ Promote cooperation and sharing  Provide for diverse learning modes ◦ Use technologies, applications that suit various learning styles ◦ Eg students may write, record video, audio, use music etc to demonstrate their learning
  • 29. http://epotential.education.vic.gov.au/newlearningspaces/yesterday.html http://epotential.education.vic.gov.au/newlearningspaces/yesterday.html

Notas do Editor

  1. Lets think about who our learners are now and what they be like in the future
  2. We’re talking about engaging learners in a digital world
  3. Taught himself to code at 12
  4. Connect, collaborate, communicate, create