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How a Virtual Learning Environment Can (and should) Help Learners

How a Virtual Learning Environment Can (and should) Help Learners. Pick a number…. Between 01 & 10 Multiply by 9 Add 2 digits of new number together Subtract 5 Assign the corresponding letter to the number (1=A, 2=B, etc) Pick a country that begins with that letter (A=Argentina, etc)

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How a Virtual Learning Environment Can (and should) Help Learners

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  1. How a Virtual Learning Environment Can (and should) Help Learners

  2. Pick a number… Between 01 & 10 Multiply by 9 Add 2 digits of new number together Subtract 5 Assign the corresponding letter to the number (1=A, 2=B, etc) Pick a country that begins with that letter (A=Argentina, etc) Think of an animal that begins with the 2nd letter of the country

  3. The Problem… There are no elephants in Denmark!

  4. Teaching Perspective

  5. Jeff D Borden

  6. Learning Today

  7. Agenda • Where Are We Today? • What Will It Take To Change? • How Can Change Actually Happen?

  8. Where Are We Today? 1

  9. Evolution of Generational Learning

  10. Generation M Multi-tasker Media Multi-Modal Multi-Nodal Variance (Differentiation) Makes Reaching Them Possible

  11. Variance (Variety)

  12. Understanding the Individual Differentiation: “By definition, differentiation is wary of approaches to teaching and learning that standardize.Standard-issue students are rare, and educational approaches that ignore academic diversity in favor of standardization are likely to be counterproductive in reaching the full range of learners.” – Tomlinson (2006)

  13. Clasped Hands

  14. But We Also Know We Have Problems…

  15. What’s Wrong With Education? FOR EVERY 100 9TH GRADERS 68 GRADUATE ON TIME OF THOSE, 40 ENROLL DIRECTLY IN COLLEGE OF THOSE, 27 ARE STILL ENROLLED THE FOLLOWING YEAR 82 DON’T MAKE IT! OF THOSE, 18 EARN AN ASSOCIATES DEGREE WITHIN 3 YEARS OR A B.A. WITHIN 6 YEARS. -- National center on education and the economy ncee.org

  16. Are Students Life-Ready? • 2008 Oxford Survey of “Most Important Employee Skills” • Employers said employees achieved 15% of these regularly

  17. Technology Can Help: History Pin

  18. Technology Demands Purpose • “Students know when technology without purpose is being imposed on them.” • Allan Heap, Center for Internet Technology Welding, Telescopes, Automotive, Microscopes, Cadavers, Architecture Software, Bridge Construction Tools, Etc

  19. But Students Still Demand Technology… The average American student’s College / University is ____ miles from where the student lives: 1980: 5m 2006: 50m 2009: 78m Eduventures, 2009

  20. Disrupting Class

  21. What Will It Take To Change? 2

  22. Smarter Planet Experts Webcast: What needs to change in education? Stop ignoring research

  23. Brain Research Multi-Modal & Multi-Nodal Impacts on Learning Sleep Caffeine Culture Personality Air Temperature Hunger Visual indexing

  24. REDBLUEGREENYELLOWBLUEREDYELLOWGREENBLUEGREENREDYELLOW

  25. Active Learning

  26. Basic Individual Teaching Framework Tell: Lecture; Readings; Illustrations; Podcasts; Video; Audio; PowerPoint, Digital Stories Show: Video; Audio; PowerPoint; Graphics; Stories; Illustrations; Zentation; YouTube Do: Simulations; Activities; 3rd Party Websites; Widgets; Games; Social Networks, Groups Review: Self – Checks; Journals; Blogs; Summaries; Wikis; Social Networks, Twitter Ask: Assessments; Assignments; Polls; Surveys; Widgets; Groups; Peer Reviews, Group Projects

  27. Smarter Planet Experts Webcast: What needs to change in education? Stop ignoring research Cross-curricular courses

  28. Mystery @ MIT 400 Students 20 Faculty 2 Weekends Curriculum Integration Nursing Engineering Chemistry Journalism Political Science

  29. Serious Games A competition (against others or self) with defined rules and goal(s) that signify an ending. The primary objective is to aid in education, teaching, or learning...entertainment is just a nice bonus!

  30. Smarter Planet Experts Webcast: What needs to change in education? Stop ignoring research Cross-curricular courses Teach students how to be creative / innovative http://smarterplanet.tumblr.com/post/381892250/smarter-students-for-a-smarter-planet-live (Feb 10, 2010)

  31. Ages In History

  32. Information 2008: Internet Data = 27,000 Library of Congress’ 2009: YouTube Data = 2008 Internet Data(6.1 million videos) 2010: Facebook Data = 2009 YouTube Data (5th largest country) 2011: Ghost Blogs = 2010 Facebook Data

  33. Creativity “We Can Find Creative Solutions To Climate Change” – Hillary Clinton, 2009 “The oil industry can develop creative solutions to address climate change” –Sir Charles Nicholson (BP Oil) Innocentive • “Can Iococca’s Creativity Save Ford?” –Washington Post, 1964 • “Lean Financial Times Call For Creative Solutions” –NAA.org 2006 • “DOJ Looking For Creative Solutions For 21st Century Crime” –NY Times 2008 • “White House created a Social Innovation fund to help nonprofits and individuals working on creative solutions…” –Time Magazine 2009

  34. Inherited Problems

  35. Creativity “Chief Executives believe that – more than rigor, management discipline, integrity, or even vision – navigating an increasingly complex world will require creativity.” 80% of employers seeking creative employees cannot find them to hire… IBM 2010 Global CEO Survey 1500 CEO’s from 60 Countries

  36. Creativity

  37. Ken Robinson: Do Schools Kill Creativity?

  38. Smarter Planet Experts Webcast: What needs to change in education? Stop ignoring research Cross-curricular courses Teach students how to be creative / innovative Teach core, communication, computer, cultural, and collaboration competencies

  39. Today’s Learning Competencies: T Shapes Core Competencies Literacy, Math, Science, Critical Thinking, Social Sciences, Reasoning, Pattern Recognition Creative Competencies Innovation, Resourcefulness, Problem Solving / Finding Communication / Collaboration Competencies Linguistic, Technological, Interpersonal, Group, Narrative Cultural Competencies The World Is Flat, Micro-cultures, Macro-cultures Computer Competencies Social, Search, Process

  40. Communication Competence • Nonverbal Communication: 86% • Haptics • Objectics • Proxemics • Chronemics • Optics • Vocalics • Kinesics • Facial Mirroring

  41. Mirroring

  42. The Mixxer

  43. Are You Ready For Mobile Learning? Eventually… Announcements Discussions What’s New Tests Surveys Content Dropbox Submissions Etc

  44. Smarter Planet Experts Webcast: What needs to change in education? Stop ignoring research Cross-curricular courses Teach students how to be creative / innovative Teach core, communication, computer, cultural, and collaboration competencies Authentic / Practical Assessment

  45. Retention Aids Based On Brain Research

  46. Assessment Methods Thinking critically / making judgments (Developing arguments, reflecting, evaluating, assessing, judging) Essay Report Journal Letter of Advice to .... (about policy, public health matters .....) Present a case for an interest group Prepare a committee briefing paper for a specific meeting Book review (or article) for a particular journal Write a newspaper article for a foreign newspaper Comment on an article's theoretical perspective Solving problems and developing plans (Identifying problems, posing problems, defining problems, analyzing data, reviewing, designing experiments, planning, applying information) Problem scenario Group Project Work-based problem Prepare a committee of enquiry report Draft a research bid to a realistic brief Analyze a case Conference paper (or notes for a conference paper plus annotated bibliography)

  47. Assessment Methods Performing procedures and demonstrating techniques (Computation, taking readings, using equipment, following laboratory procedures, following protocols, carrying out instructions) Demonstration Role Play Make a video (write script and produce/make a video) Produce a poster Lab report Prepare an illustrated manual on using the equipment, for a particular audience Observation of real or simulated professional practice Simulations Games Zentation Facilitate Web Chat Managing and developing oneself (Working co-operatively, working independently, learning independently, being self-directed, managing time, managing tasks, organizing) Temporal Case Study Gaming Discussion Journal Blog Portfolio Learning Contract Group work Polls Surveys Self Check Wiki Immersive Gaming

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