1 / 57

Nailing Digital Jelly to a Virtual Tree

Nailing Digital Jelly to a Virtual Tree. Tracking Emerging Technologies for Learning Presented by Ferdi Serim. What’s an Emerging Technology?. If it’s out of the engineering lab, but not yet widely in use or widely known, we consider it an emerging technology. The ET Task Force.

manju
Télécharger la présentation

Nailing Digital Jelly to a Virtual Tree

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Nailing Digital Jelly to a Virtual Tree Tracking Emerging Technologies for Learning Presented by Ferdi Serim

  2. What’s an Emerging Technology? • If it’s out of the engineering lab, but not yet widely in use or widely known, we consider it an emerging technology

  3. The ET Task Force • Our goal is to create a database of contributions from educators highlighting their use of emerging technologies to support teaching and learning.

  4. The ET Task Force ISTE Emerging Technologies Idea Library (http://theatrain.com/ISTE_ET.html)

  5. ET Fundamentals • Any educational technology (emerging or otherwise) can only deliver its potential benefits if the whole system allows that to happen

  6. ET Fundamentals • Any student learning that is not explicitly designed to provide opportunities and supports for mastery of 21st century skills is not likely to produce these results accidentally or by coincidence.

  7. ET Fundamentals • Only through careful, thoughtful and effective planning can people, resources and ideas be aligned to allow all learners (students, educators, parents and community) to have the skills and knowledge they require to thrive in the 21st century.

  8. The ET Life Cycle Lessons • Telephone & Radio

  9. The ET Life Cycle Lessons • Wireless Networking

  10. Wireless Networking Stage 1: Player Piano

  11. Wireless Networking Stage 1: Player Piano Rolls

  12. Wireless Networking Stage 2: Secret Communications: Radio Player Piano Rolls

  13. Wireless Networking Stage 2: Secret Communications: Radio Player Piano Rolls

  14. Wireless Networking Stage 3: Public Uses - Sharing Bandwidth

  15. ET Life Cycle Lessons

  16. ET Hype Cycle Lessons

  17. ET Hype Cycle Lessons

  18. ET Hype Cycle Lessons

  19. ET Hype Cycle Lessons

  20. ET Hype Cycle Lessons

  21. Nailing The Jelly: The ET in NETS-S

  22. Defining the Digital Jelly • Keep Watching These Sources • Horizon Report (New Media Consortium & Educause Learning Initiative) http://www.nmc.org/horizon • Horizon Report Wiki (http://horizonproject.wikispaces.com) • ISTE Emerging Technologies Idea Library (http://theatrain.com/ISTE_ET.html)

  23. Defining the Digital Jelly • Categories • User Generated Content • Social Networking • mLearning • Immersive, Virtual Worlds • New Scholarship and Emerging Forms of Publication • Massively Multiplayer Educational Gaming (MMEG)

  24. Defining the Digital Jelly • Time to Adoption: 1 Year or Less • Social Computing • Social Networking • Personal Broadcasting • User-Created Content

  25. Defining the Digital Jelly • Time to Adoption: 2 to 3 Years • mLearning: The Phones in Their Pockets • Virtual Worlds • Educational Gaming

  26. Defining the Digital Jelly • Time to Adoption: 4 to 5 Years • Augmented Reality and Enhanced Visualization • Context-Aware Environments and Devices • The New Scholarship and Emerging Forms of Publication • Massively Multiplayer Educational Gaming

  27. Defining the Virtual Tree • Contexts and Processes required for ET to “bring home the benefits”

  28. Limbs and Branches: The ET Database

  29. The ET Categories - Process Process Management contains the tools used to directly support teaching and learning, including information literacy tools, productivity and creation tools, learning management systems, and instructional media tools.

  30. The ET Categories - Process

  31. Process Detail

  32. Organizational Capacity Organizational Capacity includes human resources needed and professional development ideas utilized to use emerging technologies effectively.

  33. Organizational Capacity

  34. Operational Capacity Operational Capacity is all the other items that make it work, including network security, data management, and the huge area of infrastructure management.

  35. Operational Capacity

  36. Infrastructure

  37. Nailing The Jelly:The ET in NETS-S

  38. Nailing the Digital Jelly:Second Life • Categories • User Generated Content • Social Networking • mLearning • Immersive, Virtual Worlds • New Scholarship and Emerging Forms of Publication • Massively Multiplayer Educational Gaming (MMEG)

  39. Nailing the Digital Jelly:Google Docs • Categories • User Generated Content • Social Networking • mLearning • Immersive, Virtual Worlds • New Scholarship and Emerging Forms of Publication • Massively Multiplayer Educational Gaming (MMEG)

  40. Nailing the Digital JellyCollective Searching • Categories • User Generated Content • Social Networking • mLearning • Immersive, Virtual Worlds • New Scholarship and Emerging Forms of Publication • Massively Multiplayer Educational Gaming (MMEG)

  41. Nailing the Digital Jelly:Agent Based Modeling • Categories • User Generated Content • Social Networking • mLearning • Immersive, Virtual Worlds • New Scholarship and Emerging Forms of Publication • Massively Multiplayer Educational Gaming (MMEG)

  42. Nailing the Digital Jelly:Global Challenge Website • Categories • User Generated Content • Social Networking • mLearning • Immersive, Virtual Worlds • New Scholarship and Emerging Forms of Publication • Massively Multiplayer Educational Gaming (MMEG)

  43. Nailing the Digital JellyTechYes • Categories • User Generated Content • Social Networking • mLearning • Immersive, Virtual Worlds • New Scholarship and Emerging Forms of Publication • Massively Multiplayer Educational Gaming (MMEG)

  44. ET Database Examples • Parent Connect • NWEA Growth and Assessment • Second Life

  45. Parent Connect

  46. NWEA MAPS

  47. Second Life

  48. The ET Idea Library

  49. The ET Idea Library

  50. The ET Idea Library

More Related